#ue4-general

1 messages ยท Page 710 of 1

oblique stream
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are you using some kind of version control?

left sphinx
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yeah idk maybe im doing something wrong

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im relighting the reflections map so its been bumped to the 4.24 engine

oblique stream
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did you try building lighting and then waiting for that to finish?

left sphinx
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yeah, im not sure whats going on

oblique stream
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do you have a screenshot of the folder that contains the build data?

left sphinx
swift spindle
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@left sphinx make sure you only have 1 copy of your project open.. you might have a stealth unreal running

oblique stream
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hover over your unreal icon

left sphinx
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yeah ive only got one project open

oblique stream
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screenshot that too pls lol

swift spindle
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check in task manager...

left sphinx
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it just crashed so guess the gods intended me to do a hard reset of it

swift spindle
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reboot just in case ๐Ÿ˜›

left sphinx
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still didnt fix it

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oof rebooting will be painful

swift spindle
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rebooting should never be painful

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if it is.. your most likely running into issues because of it...

left sphinx
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i mean i cant save my work

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thats the painful part

swift spindle
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save a copy ?

left sphinx
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i dont want to have to reboot and copy each time this error comes up

swift spindle
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the error only pops up if your locking it somehow... ether a file lock or a system open lock

earnest cape
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is there a bool for the "Stat Fps" command? So I can add it as an option in a menu

swift spindle
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it's a debug command

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which means it wont work in a shipping build

earnest cape
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I've seen games like Gears 5 use the stat fps command

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and borderlands

swift spindle
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you can role your own

earnest cape
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Hmmm

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There has to be some way to do it

grim ore
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if you really want you can execute a console command for it

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no guarantee like mentioned it will work in shipping

left sphinx
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i have no idea how im "locking" it i just try and save it works sometimes I change like one number then its "locked" ?

earnest cape
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Yeah but then it'll be a button rather than a bool

grim ore
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why?

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are we talking about a umg widget checkbox or something else?

earnest cape
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Because sometimes when you restart, the engine will remember if stat fps was on or off

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Or it'll always be off when you restart

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It's inconsistent

oblique stream
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try toggling read only for the parent most folder of your project floki

earnest cape
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I'm going to try a few things

oblique stream
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make all of your projects files be uncheck with read only

left sphinx
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@oblique stream ok ill make sure they are all unchecked

grim ore
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and you are sure task manager doesnt show a stuck copy of the editor running?

oblique stream
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an option should come up asking if you would like all child files to uncheck also.

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and to easily check task manager do ctrl+shift+escape

left sphinx
oblique stream
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interesting

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do you not have admin permissions on this machine?

left sphinx
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i do have admin

oblique stream
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and yea screenshot task manager

left sphinx
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what part of task do you want

oblique stream
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processes

left sphinx
grim ore
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so uh...

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I know its a bit late but ue4 really really doesnt like spaces or periods in your project folder or name and uh

hollow ridge
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*** STAGE COMMAND STARTED **********
LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt white trying to launch on windows anyone know why?

left sphinx
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its just called reflections

grim ore
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no its not

left sphinx
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oh i jsut saw

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could that be it ?

grim ore
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it definitely could be

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no way of knowing until you remove the space and period

left sphinx
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is there a way to change it without corrupting the project ?

grim ore
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just rename it

oblique stream
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:/ i have been working on the same project for a couple years and its root folder is "Project Decay".

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youre saying this space should be a problem?

grim ore
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can be a problem. when you create a new project in the launcher it refuses to let you use spaces or .

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there are reasons

left sphinx
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ok rem oved the space lets see

grim ore
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and the period?

hollow ridge
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could someone help me?

oblique stream
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are you the tomatoes guy?

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or are you trolling lol

left sphinx
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well now its not appearing in the epic launcher haha so i guess it fixed it haha

hollow ridge
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I am getting a lot of errors: Missing receipt, Missing UE$GAME Binary oh wait thats it

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UE4Game

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the only solutions I can find are to package the game but it doesnt fix anything

grim ore
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@left sphinx it wont show up in there because its been renamed yep, you can open it up manually and it will re add it

left sphinx
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@grim ore yeah just did that, thought it was just funny is all

grim ore
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but again make sure the space and period is removed

left sphinx
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and that seemed to of fixed it

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โค๏ธ

grim ore
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@oblique stream that is me yep

oblique stream
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omg!

grim ore
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@hollow ridge we would need way more info since we dont know what your target is, any project info, etc.

left sphinx
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@grim ore @oblique stream thansk for teh help guys โค๏ธ

hollow ridge
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It is when I am trying to launch

plush yew
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can UNIGINE be used for a planetary open world game

grim ore
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launch on device or in windows?

oblique stream
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only because youre floki lol

hollow ridge
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it happens with everything: windows, ios, mac, linux

grim ore
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does play in editor work?

hollow ridge
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yep

grim ore
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and does it package correctly if you tell it to package?

hollow ridge
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yep but I am getting a couple of warnings

grim ore
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ok so how are you trying to launch it, the launch button or the drop down next to it and choosing your computers name

hollow ridge
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I have tried both

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LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt 'C:\Users\Documents\Unreal Projects\MyProject3 4.24\Binaries\Win64\MyProject3-Win64-Test.target'. Check that this target has been built.
LogPlayLevel: (see C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE4+UE_4.24\Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.519229
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000069
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>

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there is the full error message

blissful trail
grim ore
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ok cool I got it to do that to me as well finally so lets figure this out lol

oblique stream
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@blissful trail looks fine to me.

grim ore
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is this a C++ or BP only project? @hollow ridge

hollow ridge
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me?

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BP only

blissful trail
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@oblique stream the line traces are not following the camera properly

oblique stream
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are you getting the camera forward, or the playercharacter forward? @blissful trail it looks like you arent using the cameras forward with your trace. Even with the recoil, if you were using the camera forward, the trace should update.

blissful trail
grim ore
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ok so I got it to crash on me due to the content not being packaged or cooked correctly. Go to File -> Cook Content for Windows (and make sure it says windows) @hollow ridge

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also have you changed any of the default settings?

hollow ridge
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it cooked

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which default settings?

grim ore
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well any of the packaging ones mainly

hollow ridge
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not really I have messed around with remote build some tho

blissful trail
oblique stream
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how does it behave without the + @blissful trail

hollow ridge
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I dont think I have changed anything

grim ore
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ok well after cooking try launching again from the icon on the bar

hollow ridge
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nope same error

blissful trail
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@oblique stream the same

grim ore
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ok go to the project launcher settings under launch, and check advanced in there in the top right

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change your data build to do not cook for the WindowsNoEditor option in there

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and then hit launch next to it

oblique stream
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and without the recoil? @blissful trail

grim ore
hollow ridge
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yep I did it trying it now

blissful trail
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@oblique stream the recoil is what im trying to get working xd

oblique stream
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ok let me see the recoil script

blissful trail
grim ore
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oh damnit

hollow ridge
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it worked, but I need to get it to work for ios

oblique stream
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What is inside that controller pitch input function?

grim ore
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I think you have the same issue as the other person possibly as well which could contribute to this, your project name has a space and period

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the period causes issues when compiling as it thinks the file is now "wahtever.reallylongextensionnow.target"

blissful trail
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@oblique stream ??

oblique stream
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double click that function? Im assuming its not a c++ function

blissful trail
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its a built in thingy

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if i open it it says reading c++ symbols

oblique stream
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ok nvm. Maybe remove that node, and instead apply a slight rotation diectly to the camera? instead of the controller?

blissful trail
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tried that it doesn't do anything xd

oblique stream
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what about a screenshake instead?

blissful trail
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screenshake ?

grim ore
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in your code before you do your line trace why are you adding to your end point?

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why is it just not forward a distance like expected

blissful trail
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?

oblique stream
grim ore
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yeah that bottom part that we cant see

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i assume you are trying to change the end point randomly?

blissful trail
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even without the randomize thingy it doesn't work

grim ore
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so you are expecting when you change your controller pitch for it to be changing the forward vector from the camera?

oblique stream
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that is my understanding atm

blissful trail
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any better way to do it ?

hollow ridge
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when you are adding a device to the ue4 launch menu do you guys know what the "device identifier" is? I need to add my phone to it. It is not recognized when plugged in with usb

grim ore
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well if you printed out your code you would find the camera forward would be the same even aftger changing the controller pitch like that

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it might have to do with how you are doing the auto fire, not giving the engine time to update the values

oblique stream
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so controller is not the same as root of pawn?

blissful trail
grim ore
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I think it might be the code, for example if I change pitch in a loop it doesnt update the camera forward but if i do it in a timer with a small delay its fine

blissful trail
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the delay is 0.5

hollow ridge
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where would I find the device identifier for my iphone for ue4

lusty rampart
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I currently have an "ai" character that I can move to a goal using "ai move to" - but I was just using a boring static skeletal mesh (default first person shooter gun skeletal mesh). I imported the SK_Mannequin and made the character use that instead. But how do I get him to "walk" from place to place? I think it might have something to do with "simulate physics" and my choice of collision options, but when I mess with those, things generally get worse (it doesn't move at all, sometimes ragdolls and falls over) Thank you.

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I looked at the third person project, but didn't see anything specific to setting animations, so I was thinking that was somehow "automagic" with a character, but really not sure

grim ore
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yeah it has to be something odd with you code, I basically duplicated it and it works as expected. is Camera the correct camera?

oblique stream
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I dont trust the weapon accuracy setup

grim ore
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the fire weapon event is just called on a timer every 0.1 seconds

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@hollow ridge you shouldnt need to fill that in manually, the engine can find any devices connected if the software is set up correctly

oblique stream
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my worry was that the way his randomness was setup might result in some offest of -1 and then -2 and then -5 and just keep adding to the recoil problem.

grim ore
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@lusty rampart you would use an animation blueprint to tell it when its moving (velocity is not 0) it would play the walk animation. the default third person template is set up to do this automatically

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nah the randomness is new every time the fire event is called so that shouldnt be an issue. What he has is sound if not weird but it should work as you can see

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I would honestly not be surprised if he is checking his forward from the wrong camera or he changed his controller/pawn/character setup

lusty rampart
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@grim ore Ok, it's the "charactermovement" component that is the "magic", I think.

grim ore
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the use controller rotation X stuff for example might be off

oblique stream
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yea

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so now that its quiet in here lol

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im having an issue with drag select not working after adding a menu system

grim ore
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for moving it shouldnt be @lusty rampart , the anim bp for the TPP is using just the straight pawn velocity to set the speed for the animation to play

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but that same BP does check the movement component before that so if you are using that on a pawn and not a character that anim bp might fail

lusty rampart
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Ahh, I see there's a BP hidden in mannequin > animations

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thirdperson_animBP

oblique stream
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I had visualized "draw rect" working. but after adding the menu system im not sure where things when wrong where I can drag the mouse on the screen but the box doesnt appear, and units are no longer being selected.

limber mesa
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anyone know how i can make lights automatically turn on while its night time and then turn off when its day time?

grim ore
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yes, you code a system to do that for you and let it do it.

limber mesa
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i figured that

oblique stream
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get the rotation value of the ...

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something

limber mesa
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the skybox

oblique stream
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x then set light to off

limber mesa
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but how can i make it refer to the suns position

grim ore
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basically how do you know if its night or day? if its night call the light manager to turn off all lights, when it turns day reverse it

limber mesa
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how can i make the light refer to this?

lusty rampart
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use raytracing to see if there is light hitting your IR sensor ๐Ÿ™‚

limber mesa
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ir sensor?

oblique stream
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since youre moving the sun yourself.. I would just get the y rotation value

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find out what # that is to be night

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print it

limber mesa
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how do i find the rotation value? print string?

grim ore
limber mesa
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yes

grim ore
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so get the sun height value might be the easiest thing to do and cheat from there

limber mesa
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sorry brain is not working today, how can i get the sun height?

lusty rampart
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is there any way to see what you've changed in a blueprint other than just hitting "undo" over and over then redoing it?

oblique stream
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can go to undo history

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maybe. Under Edit

lusty rampart
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fair enough

limber mesa
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so @oblique stream i printed out the string and im confused on what p,y, and r mean

grim ore
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the sun height is a variable in the skysphere blueprint

limber mesa
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ok

grim ore
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but it doesnt update the sun height at runtime so thats useless lol

limber mesa
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im looking for sun height and i cant find it

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i see sun brightness

blissful trail
limber mesa
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nvm mathew i see it

grim ore
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do you have more than one camera in that blueprint?

blissful trail
grim ore
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oof. in your player BP root what are the use controller rotation options set to?

blissful trail
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i just somehow fixed it idk how but ok then

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ty for the help xd

grim ore
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whoo for fix

limber mesa
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hey @grim ore im trying to print out the string and its not working, i think this is right

grim ore
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nope, no reason to do it in the skysphere and i hope you didnt do it in the skysphere in the engine

limber mesa
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i may have

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i got 0

grim ore
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in your level BP you already are doing the rotation and updating the sun direction. You have a reference to the sky spehre blueprint in your level already you can get the height from there

lusty rampart
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@grim ore thanks again ๐Ÿ™‚ TIL about animation blueprints.

limber mesa
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so i get a reference to skysphere?

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through the level bp

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oh

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light bulb

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got it

grim ore
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you already have one so yep

limber mesa
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i did that

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is there a node for turning lights off @grim ore ?

oblique stream
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toggle visibility?

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you would have to reference the light that you want to hide

limber mesa
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ok,

grim ore
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or set active

limber mesa
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now if i want to do "greater than but less than", what node would be good for that?

oblique stream
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i used 2 branches for that

limber mesa
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ok, trying to write better code

oblique stream
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it might the only way to trigger 2 different events

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or results

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if the sun is high, do things, then if the sun is lwo/night do other things

limber mesa
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ok thanks everyone ๐Ÿ‘

exotic cave
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Question for anyone here: Does the size of a texture matter in terms of rendering speed if the texture is sampled and not directly blitted?

hollow ridge
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is it odd that I have been cooking my game for 15 minutes? (It is a tiny mobile game)

exotic cave
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Like, is sampling a 1k/2k texture faster than 4k/8k?

oblique stream
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pretty sure smaller sizes will be faster

exotic cave
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@oblique stream : I want to think that too

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I'm trying to improve a grass texture by breaking it up and drawing it with smaller groups of blades and slightly more meshes

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Nature Factory does per-blade rendering very quickly, has published a paper on how transparent overdraw actually kills speed far more than mesh count

grim ore
oblique stream
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If you are using a texture sheet for several models, vs several different texture sheets for the same amount of models.. not sure what that improves.

exotic cave
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But, I'm worried about making the grass have half the number of blades per grass card

exotic cave
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It's really bizarre to me that there's increasing research that indicates that rendering foliage per-leaf or per-grass-blade can actually be faster than using giant cards

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But it seems to be true. And that's mostly because giant cards have huge transparent overdraw problems both on the draw and on the shadowcast

oblique stream
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interesting

exotic cave
limber mesa
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anyone know how i can make nighttime longer on a day and night cycle?

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my night activates when the sun is -88 and only lasts when the sun is -72

hollow ridge
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what is currently the most recent version of ue4?

limber mesa
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i think 4.3, idk

hollow ridge
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ok these numbers are very confusing like I see a 4.5.1 but then it says t4.5 is coming out soon

limber mesa
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ok, just pick a version that suites you then

grim ore
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Major (4). Minor (24). Revision (3) is the latest RELEASE version of the engine

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4.25.0 is in preview right now and will be out in a few weeks

hollow ridge
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k also I still avent been able to fix the issue I was having before

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It fixed for windows but doesnt work for ios

limber mesa
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hey @grim ore sorry for this question, i feel like im annoying you. How can i make my night time last longer?

grim ore
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@limber mesa since you are using tick and a speed variable you can change your speed variable to another number when your sun is between those 2 numbers

limber mesa
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i tried that

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even if i slow down the tick my daytime is still longer than my night time

grim ore
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where do you determine its at -88 or -72 or whatever

limber mesa
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i printed a sun height string

grim ore
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and night might be subjective as the stars doesnt happen until later than half the cycle like normal

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its not half day half stars

hollow ridge
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@grim ore do you know how I could fix the issue for ios?

limber mesa
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true, but the darkness doesnt kick in till the end

grim ore
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I havent worked in IOS for years at this point so nope ๐Ÿ˜ฆ

hollow ridge
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k

grim ore
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so when that darkness happens adjust your speed value to another number and it should then be slower since you rotate the light slower

limber mesa
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ohh

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makes sense

hollow ridge
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I have one question. Do you think if I re-installed it could fix it?

limber mesa
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thanks

grim ore
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reinstalled what?

hollow ridge
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UE4

grim ore
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probably not. You did go thru the IOS quick start guide and make sure your machine is setup right correct? also you have IOS as a valid platform for that engine in the launcher?

brave shard
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Guys i haven't found anything on internet about how to make a new line in text render component. But i also mean a new line that takes the last word of the first

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do i have to build it manually?

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Probably there is a string function or something and i don't know

grim ore
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what do you have now, it should be just using the <br> to add the split

brave shard
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Yes but i'm not using constants

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So i don't know the exact position of the <br> tag

grim ore
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so give an example and how is the text going to be put into it?

hollow ridge
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k

brave shard
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i'd want to split a string after a certain number of character but without cutting the last word

grim ore
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so an example would be...

brave shard
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sending rn

grim ore
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no i mean what is an input string and what do you expect

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or is this happening in real time

brave shard
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in real time

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multiplayer

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after an input of a string

grim ore
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the entire string or as its being typed?

brave shard
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if the lenght is greater than 50 i should do this new line

grim ore
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IE "I Type this and then I process it after I hit enter" or after each letter

brave shard
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process after enter

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so the string is already finished

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i just want to figure out how to split it : P

grim ore
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will it do it more than once if needed? like 198 characters is split more than once?

brave shard
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mmh not really needed

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2 is enough

grim ore
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so never more than 2 lines?

brave shard
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i mean just 2 lines is ok

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yes

hollow ridge
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@grim ore have u ever done client side multiplayer?

limber mesa
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can anyone help me with this code. trying to slow down the speed of the sun for night time and then im trying to set the speed back to normal for day time, to try and balance both

brave shard
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why do u use the delta second of event tick??

limber mesa
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because im moving the sun

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and i want to be consistant

brave shard
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isn't a Timeline better?

limber mesa
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that works but this is better, because it take in account the user's fps

grim ore
brave shard
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let me know ^^

grim ore
brave shard
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fuck i explained myself wrongly i guess

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do u see the

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rea

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lly

grim ore
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I do

brave shard
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that's the issue

grim ore
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but you just said 50 characters ๐Ÿ˜›

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so is it X words then or split at 50 but not in a word?

brave shard
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it's everything ok

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the only issue is

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the splitted really

grim ore
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so if its over 50 does it split before or after 50? IE: can the first line ever be more than 50 characters

brave shard
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no

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first line : 50 chars

grim ore
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or less?

brave shard
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second line: 50 chars

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yes

grim ore
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what if its over 50 on the second? does it just cut off the word

brave shard
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yes i will delete it

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the only thing i want to know is how to keep the "really" between the 2 sentences

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and to not split it

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: P

hidden knoll
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@grim ore How would I make a bunch of random integers at random times?

brave shard
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u can use the random integer

limber mesa
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@grim ore tried to make the night time slower but failed

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could you help me out

brave shard
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why would u need the fps of the user?

limber mesa
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if they have horrible fps then the time will still be consistant

hidden knoll
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@brave shard How would I have my game create and name a set amount of integers by itself though?

brave shard
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if u need more u can do a make array

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and connect to it the random integer

hidden knoll
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oh

hollow ridge
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how does my simple mobile game have 5k shaders?

hidden knoll
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how does the array work?

grim ore
brave shard
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what do u mean xDD

hidden knoll
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with the different values

brave shard
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yes @grim ore ๐Ÿ˜

hidden knoll
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I mean what do I put in the two different values in the array

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Map elements and the value

brave shard
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right click on the blueprint

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and type "random integer"

hidden knoll
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I got that

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But when I double click on the array it has two different places to type numbers

grim ore
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the red line is where its split at in the code

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since its too long for one screen lol

brave shard
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Mathew really thanks

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i wasn't able to make this xD

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@hidden knoll

grim ore
hidden knoll
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ooh sweet

brave shard
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in "Max" of random integer u put the max number that u want to get

grim ore
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this is not the best code as it doesnt clip after 100 characters and if you have one really long line it gets mad but the concept is sound to start with

brave shard
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Are u the one from youtube?

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your pic sounds familiar

grim ore
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but the jist is you get all the words in an array, you loop thru them making a new string and check to see if its under 50 and if so keep going until you get to 50 or above and at that point you split it and then put the rest on the next line

hidden knoll
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@brave shard How would I hook the array to set text?

grim ore
#

in the appends on that code the C input is a literal space or else the string doesnt have spaces lol

brave shard
#

thank u again mathew

#

u also helped me on youtube xD

grim ore
#

what is the goal you are trying to do @limber mesa ?

limber mesa
#

make the night go by slower

#

then change the speed at day time

grim ore
#

well when you turn on your lights its night?

#

if so right after that set your speed variable to a smaller number

limber mesa
#

yes but not the darkest part of night

#

it wont print the hello string

#

the night starts out at -96 and lasts to -88

grim ore
#

ok so I am just going to go with what I would do, and that is use a curve asset so I can tell it what speed I want and when

#

so to use it you would get the value from the curve for your speed now, instead of your speed being a fixed number

#

and the value it would get would be based on your sun height or whatever your number is coming from, your -96 to -88

#

and then you would make a float curve asset with your range of values, I dont know what yours are mine are -1 to 1 when I was testing

limber mesa
#

thanks Mathew, ill try it later and let you know

nova spruce
#

excuse me. is there an event that updates only when a variable changes? I have an integer that I'd like to connect to an event, and every time the integer changes, the event fires.

grim ore
#

this would be my curve, when its dark (-1 to 0) it will be slower than when it is day (0 to 1), it is always fast from 0 to 1 but you can see as it goes from 0 to -1 (the dusk to night and back part) it gradually slows down the speed value. doesnt help if i dont show the axis lol

#

@nova spruce built into the engine there is for multiplayer, for single player you would have to use C++ or create your own event

nova spruce
#

I wouldnt be able to make a custom event?

bitter iris
#

hey, so ive just started messing with Nativized BPs, i seem to be getting this on 2 of the BPs Error: #include found after .generated.h file - the .generated.h file should always be the last #include in a header

#

should i just removed the .generated.h extension and repackage?

grim ore
#

that is one of the options I mentioned yes. you would implement the classic code version of a getter and setter basically

#

you should fix that error @bitter iris , the generated.h needs to be the last include

nova spruce
#

@grim ore essentially I have an array of widgets, every time you finish a scene, you load the newest widget. now that I think of it would it be easier to just instead of updating an array and then loading the scene, i just load the next scene?

#

and I meant can I create a custom event in BP

grim ore
#

you can yes and just call that event when you update instead of updating the value directly and then that custom event can set the value and do whatever else

nova spruce
#

i'm a bit confused on it

bitter iris
#
#include "WBP_Panel_Base__pf675512970.h"```
#

so the menu base should be moved to the very bottom?

nova spruce
#

ill wait for jordan to finish, thank you for helping matt

hollow ridge
#

mathew is this all you do all day?

grim ore
#

any .generated.h should be the last include, they are generally the same class as the class they are in

hollow ridge
#

you are answering questions 24/7

grim ore
#

nah just when I am not working and with the virus I am not working ๐Ÿ˜›

mighty copper
#

Is it possible to enlarge an object like a static mesh but keep the texture size the same to how it originally looked?
before enlarging the mesh I mean.

nova spruce
#

and the questions dont stop coming hahaha, should I wait matt, or just add extra questions?

#

we need a queue haha

grim ore
#

@nova spruce it sounds like you might have another way of doing what you want if that would work

nova spruce
#

Yeah, you have a lot on your plate right now, i'll just kinda struggle with it for a few hours

#

I'd go crazy trying to answer all these questions. thank you for helping the community

bitter iris
#

@nova spruce ask your questions dude, dw about others asking ๐Ÿ˜„

hollow ridge
#

MathewW I created a new project still didnt work I think i am missing ue4 files I might reinstall

grim ore
#

well I mean you have an array of stuff and you just want to load the next one? im confused on why you need to watch a variable

mighty copper
#

Anyone answer when you can I'll be back after a bit. Thanks in advance for any help. I can provide pics of what I'm trying to do if this would help.

nova spruce
#

i'm getting a little overwhelmed with all the people talking honestly....

#

thank you for trying

#

and once again, thanks again for helping Unreal Devs

mighty copper
#

Tinkertyler you could ask someone to private massage if that makes it easier for you.

#

just a thought. I'll be right back.

limber mesa
#

@grim ore cant get float value

#

for some reason its not popping up

#

nvm got it

#

what is speed curve being refered to?

grim ore
#

@mighty copper you can do what you want but not out of the box, the issue is when you scale it up your UV's scale up so you need to adjust your mesh material to either use world space coordinates or to allow you to manually scale the uv coordinates using texture coord node in the material.

#

its a curve float I created to hold your values

limber mesa
#

the speed curve is not being refrenced to any actor?

grim ore
#

its an object in your project, go to the content browser, right click to add, miscellaneous, and add a curve. select float for the type and name it

#

its like a mesh in your browser for example, you can select it in the drop down in the blueprint now

#

there is more info out there on curves if you want to do research and figure it out Like I said this is what I would do

lusty rampart
#

is there something in unreal that let's you associate a set of inputs and overlays and stuff with a state? Say you're an FPS with an inventory. When you're in "FPS mode" the mouse is aiming and shooting, but when you pull up your inventory, you want a mouse cursor, drag and drop, a full different set of commands (i.e. you can't left click to shoot). Is there "state machine" or something that encapsulates these behaviors and is easy to switch between modes?

limber mesa
#

what do you have after the actor rotation?

#

so i can tie it in the correct spot, thinking about a branch after it

grim ore
#

just my code, its different than yours. all this does is allow your Speed variable to change every time to want to use it based on the values in that curve

limber mesa
#

ok

#

so do you have any tutorials on speed curves?

grim ore
#

@lusty rampart there is nothing specific to that, you would have to do it yourself. There are input modes (game, ui, both) that are intended to be used based on what you want to interact with and where you want input to go

lusty rampart
#

@grim ore thanks, I'll look into input modes

limber mesa
#

Mathew, i cant add add local actor, idk what is wrong

grim ore
#

There are tutorials out there on curves yes

limber mesa
#

ok

#

thanks

hollow ridge
#

He has a wtf is video for everything

mighty copper
#

@grim ore I'm going to upload a pic to show you what I'm trying to do and then if what your talking about still rings true as a good solution you have my attention, If something else works better. I'm all ears and you have my full attention either way...

lime girder
#

I have a general pipeline question for anyone here

Would you:

A) Have an Assets/Weapon/Boop/Audio
or
B) an Assets/Audio/WeaponBoop
& Assets/Weapon/Boop/ (other files like Mats and Mesh)

grim ore
#

yep you probably want to look into adjusting your material to use world space so its consistent across the world and not based on the mesh size. @mighty copper

#

the other alternative is to use texture coordinates on each material so you can adjust them manually but that would require you to eyeball them

mighty copper
#

What if I'm only trying to enlarge that one tower just to make it bigger size...

limber mesa
#

hey Mathew, i made the float curve and i named it, when im trying to access it in the float curve, i cant, do you know why?

#

sorry for the interruption

mighty copper
#

no problems

grim ore
#

@limber mesa What is your variable in the blueprint?

limber mesa
#

i just made a speed curve under the content section

grim ore
#

@mighty copper it doesnt really matter you have to do one of the 2 options. the material is based on the size of the mesh and when you make the mesh bigger the material has to stretch unless you tell the material to tile it smaller (texture coords) or tile it at a fixed size (world coords)

#

@limber mesa yes but in your blueprint what is your variable set to? what type. you need a variable in the blueprint to hold it

limber mesa
#

what type do i need to make it?

bitter iris
#

If I move the .generated.h to the bottom, then repackage in UE4 it just resets ๐Ÿ˜„

grim ore
#

Curve Float Object

limber mesa
#

ok

lime girder
#

Thanks @grim ore , I saw a Github version too, i wonder if theyre similar

grim ore
mighty copper
#

@grim ore won't having it world coord affect everything using that material or just the one mesh... or would having them as material instances matter in that regard?

limber mesa
#

got it now i just need to make the sun move lol

#

because the numbers are not changing

mighty copper
#

@grim ore I really appreciate you taking to the time to answer my some what noob questions...

grim ore
#

@mighty copper it would affect whatever meshes use that material yes but if it's all the same bricky thingy and you want it all the same size on the meshes that use it then that would work. otherwise use the texture coordinates, make a material instance, and adjust a specific material instance for just that tower

#

@limber mesa yep you probably need to make your actual curve in the curve object now

mighty copper
#

@grim ore Thanks a million.

limber mesa
#

i did @grim ore

#

20 seconds to get to -90

#

from 0

grim ore
#

so the time input on the curve would be the value you are checking against, in your case your -88 and all of that

#

when you print out the value as it goes from all the way up in the sky to all the way down below what is your min and max values? your noon and midnight basically

limber mesa
#

it just stays -94

#

consistantly

grim ore
#

before we did this, before when it was working. you can just plug your speed back in and check

#

like for me 1.0 was noon and -1.0 was midnight

limber mesa
#

the sun rotates and the sky changes but the numbers dont

grim ore
#

are you checking the actual rotation of the light or the value from the sun height on the skysphere?

limber mesa
#

changing the rotation of the sun

grim ore
#

yes but this -88 number and such, is that the rotation of the light or the sun height value?

limber mesa
#

it is the rotation of the light, because i wanted it to be the darkest, and the sun is hooked up to that as well

grim ore
#

ah, well if you use the sun height value its between 1 and -1 , but the rotation should be fine as well

#

-1 to 1 would just make an easier to adjust curve

limber mesa
#

so confused sorry, ill brush up on the subject and ill get back to you

#

thanks for the help though

grim ore
#

in that screenshot it looks like it should be printing out the sun height if its running, it should be between 1 and -1

limber mesa
#

i made the cuve go down to -90 in 20 seconds

grim ore
#

in the curve the "time" is your rotation that you want to check, the value on the curve at that time is how much you want your "speed" to be

limber mesa
#

ohh

#

so ill set the time to -94

#

and the value to 20

#

right?

grim ore
#

you would add a key at that time and set it to the value you want it to rotate at (your old speed) yep

#

and just add keys for each point, like when it should slow or speed up again set a key there with its value

limber mesa
#

starting to understand

#

a little

#

thanks

grim ore
#

so for me I set at time 0 (which is morning) for it to rotate at 10 speed (value) and when it got down to say -0.5 time (9pm) it told it to rotate at 1 speed (value)

#

I also set time 1 to be 10 speed so it would stay 10 speed from 1 to 0 (all day) for example and set it to 1 speed at -1.0 so it would stay slow from 0.5 to -1 (9pm to midnight then back again to 3am) basically

limber mesa
#

ok

#

ill notify you when i get it done. thanks for the help

grim ore
#

yep yep

bitter iris
#

damn i just gcant get passed this error wtf

#

ive changed the vs file, repackaged and still the same no matter

grim ore
#

deleted intermediate and build then remade the solution and tried again?

bitter iris
#

tried that

#

just doesnt like it for some reason

#

the file itself isnt even nativized no more either

grim ore
#

๐Ÿ˜ฆ

honest vale
#

does it really matter? People generally don't make new projects every day

mental oyster
#

Which channel should an IK question go in

weary basalt
floral arrow
#

is there a way to make a material not reflect as much light as normal

#

I have this brick in a fireplace, but its reflecting too much light from the light source i gave for the fire and its drowning out the fire effect

#

i i might of figured it out

thin tendon
#

@floral arrow Tried giving it less specular or gloss

waxen narwhal
#

In which channel would I ask a question regarding Mesh creation ? ๐Ÿค”

tender flume
#

I'm curious, how is it that using duplicates of the same nodes around 10+ cause performance issues?

honest vale
#

what nodes?

#

what kind of performance issues?

tender flume
#

Just like 5-10FPS drops each few minutes

#

It's terrain

#

I'm trying to place grass all over the entire terrain using the same node

#

So its like the same BP but copy and pasted 10 times in a row

#

I found out that was too unefficient though so when i redo'ed the entire thing. The performance was much more stable?

honest vale
#

are you talking about blueprints or materials?

tender flume
#

Blueprints

runic fern
#

goodmorning guys
What im doing wrong in this function
when new player trying to join all the exist players will move with him to lobby i want just the new logged in player who going to lobby

#

i've tried to get a reference from new player controller from Onpostlogin and its throwing an error for spawning actor

floral arrow
#

why does unreal tend to have memory leaks? over time my ram usage will go up to like 10gb and if i save and restart itll drop to 3 gb

#

only does it while im working in the editor

tender flume
#

I'm sure thats because of the cache :p

floral arrow
#

like before i bake lighting i have to save and restart or itll just sit at huge ram usage and max my ram out at the end of the bake

#

why doesnt it clear cache on its own over time

tender flume
#

One more thing

#

Try to reinstall the engine too

#

and delete the cache folder when you do that

paper kernel
#

question: how does one get axis values from mouse while cursor is visible?

paper kernel
#

this is actually intriguing issue, axis value can only be read if mouse button is pressed

#

reagardless of input mode

bold lynx
#

question
in ue4, how do you access third person character object pointer in c++ from class?
need to make one of my variables in constructor a pointer to an object in world

#

cant edit uproperty on spawned objects

kindred viper
#

that is spawned in the editor or realtime?

bold lynx
#

spawned in realtime when triggered

kindred viper
#

then it's an instance and you have to get it from the instance properties.

twin orchid
#

Rendering a cinematic here. I need a preroll for particles. Is there any easy way to set it up? Curently i am using kinda kluky solution. Sequencer render pre warm up option.

bold lynx
#

then it's an instance and you have to get it from the instance properties.
do you mind giving an example?
the player that controls thrid person character triggers a scanner block
scanner block class checks on tick event spawnActor a sphere that chases the player aka third person character

#

the problem here is i don't know how to set follow target to thrid person character pointer in the constructor

#

instead of in the Uproperty

kindred viper
#

expose the variable that holds the character ref, then set it by getting the character ref.

bold lynx
#

๐Ÿค”

#

expose the variable that holds the character ref, then set it by getting the character ref.
the variable is in another class tho

#

in spawner class

#
    AActor* playerPawnTarget;```
#

where the aactor is set

#

@kindred viper

remote flame
#

Hey everyone, simple question - I'm creating roads via the spline tool. I have a placeholder mesh loaded and it works just fine, however if I load in an actual road mesh - it's 90 degrees turned. How do I fix this?

hexed mango
#

I didn't get any bites in the #legacy-physics channel so maybe someone here will have an idea about my question.

Is there a way to manually simulate physics in Unreal? Unity has a similar function called Physics.Simulate() so I'm hoping Unreal has something similar. https://docs.unity3d.com/ScriptReference/Physics.Simulate.html. Basically a way to manually simulate physics in Tick.

I'm looking to make a mini golf game and it'd be super useful when it comes to showing the user the shot path. I could just simulate x seconds of physics to get the path. PredictProjectilePath seems close but it stops at the first hit where's I want to show the whole simulated path x seconds into the future. Also it seems better suited for projectile movement which this isn't exactly.

kindred viper
#

There is nothing in this engine that forces you to use physics unless you use components that rely on it. You can customise it however you want. I've seen work done entirely with custom physics

dense aurora
#

how can i attach light to the player ?

#

like a flashlight

grim juniper
#

@remote flame there's an option I think in the details panel to choose which axis if the mesh to make forward

hexed mango
#

I don't want to use custom physics, I'm totally happy using the built-in Unreal physics for my game. I was just hoping there was a way to manually simulate it x amount of times similar to that Unity method I posted to show the ball trajectory before shooting. But I didn't see anything in the API.

kindred viper
#

you mean like sub-stepping?

#

oh right I see

#

I recall there being something like that, but I would have to google-fu to get more info

hexed mango
#

Something like this is in Tick is the idea in pseudocode.

futurePositions = [];
for (i = 0; i < 60; i++) {
  simulatePhysics(.1); // Simulate .1 seconds of physics
  futurePositions[i] = actorPositionAfterSimulation;
}

resetActorPositionToBeforeManualSimulate();

drawLine(futurePositions);
kindred viper
#

yeah I there is an editor only simulate physics so I guess there is some hook you can use for runtime

hexed mango
#

Ya, I thought there might be something, but my Google fu has failed me.

kindred viper
hexed mango
#

A less ideal solution that would be possible would be to shoot out an invisible clone ball to build that list of future positions, but it'd mean the line would take time to draw.

kindred viper
#

this might be one for the C++ channel in all honesty. That would be where more of the active physics devs hang out I presume

blissful trail
#

hi my weapon shoots 45 bullets every 4 seconds i need to know how many seconds it takes per bullet

fierce tulip
#

45/4

oblique void
#

is there an easy way to have the characters physics state "walking", "falling" shown as debug in the pie?

cobalt scaffold
#

4/45

half turtle
#

is there any expert about lights that could help me optimize a pointlight?

hearty walrus
#

How do I squeeze out as much preformance out of a project as possible?

#

I feel like i'm missing a very important thing in my builds that's causing them to have trouble running well

#

It's just a simple rigid body simulator

half turtle
#

are you using the physics system or a custom build? overlaps? hit detection?

hearty walrus
#

Built in physics system

half turtle
#

how many objects?

hearty walrus
#

1k

#

all simple cube meshes

junior vessel
#

Is it impossible to customize the UMovementComponent in ACharacter? I have a derived class from ACharacter and I want to override the UMovementComponent in that class. However, the UMovementComponent pointer that is defined in ACharacter is private. Does this mean I will have to make it an APawn if I want to customize it?

kindred viper
#

you can change it with C++ if you have any trouble

dense aurora
#

guys can someone help me with UE ?

kindred viper
#

@junior vessel you can also do what you presumed, make a new pawn and set it up yourself. ACharacter is merely a pawn with the movement comp and stuff anyway.

#

sorry not technically the right way to put it, but you know what I mean ๐Ÿ™‚

junior vessel
#

@kindred viper Yeah I'm working in C++ only right now. Aah okay then. If that's all it is that would make a lot more sense to do, thanks

bold lynx
#

m guys can someone help me with UE?
how can we help you? what's the question

dense aurora
#

I'm not entirely sure how to add specularity to objects

#

im pretty new to UE ๐Ÿ˜…

plush yew
#

@hexed mango > Something like this is in Tick is the idea in pseudocode.

futurePositions = [];
for (i = 0; i < 60; i++) {
  simulatePhysics(.1); // Simulate .1 seconds of physics
  futurePositions[i] = actorPositionAfterSimulation;
}

resetActorPositionToBeforeManualSimulate();

drawLine(futurePositions);

@hexed mango Ey, how you've done that code? =/ (I mean this style in Discord)

bold lynx
#

im pretty new to UE ๐Ÿ˜…
same, i dont even know what a specularity is

dense aurora
#

shine

bold lynx
#

i see

dense aurora
#

i want the object to shine when there is light on it

kindred viper
#

@plush yew you type 3x ` to open and close the formatting (like this)

#

@dense aurora you add a material, then you cna play with specularity

junior vessel
bold lynx
#

question, in ue, how do you access another class?

#

for example accessing class a from class b both inheriting from aactor

ancient tangle
#

Volumetric Clouds BETA v2.0 for Unreal Engine 4.24+ (FREE) Have a look at the latest iteration of the Volumetric Clouds for Unreal Engine, a lightweight volumetric solution that improves on any front compared to the old version!
https://youtu.be/UdBxn9b2DB8

We are back again to the Volumetric Clouds in Unreal Engine! This time with the latest BETA version 2.0 that brings a lot of improvements and ease of use compared to the previous one.

[Useful links]
Grab the content from here: https://gumroad.com/l/rBnfo

[Music]
Oh Wonder - ...

โ–ถ Play video
dense aurora
#

also about the floor

#

how can i make the stuff smaller lol

bold lynx
#

๐Ÿค” good question

dense aurora
#

.<

kindred viper
#

tiling it

dense aurora
#

wat

kindred viper
#

you should do some basic material courses. Maybe some English too so you can learn how to spell "what" properly :p

dense aurora
#

I do speak english

#

i just don't get what am i supposed to do by "tilling"

kindred viper
#

you tile a texture in a material. By default it will place the texture on the UV as a 1:1 scale ratio. you can tile it to make it appear more often, or less often. It's like scaling for repeatable textures. Some basic material texturing tutorials will cover this. I highly recommend it

bold lynx
#

guys can someone help me with UE?

kindred viper
#

yeah thats why we are here. But you have to ask more than if we can help, as you only get two questions per hour :p

bold lynx
#

in ue4, how do you access one class in another class?

kindred viper
#

by getting a reference to it first. How you get that reference depends on the class and how it is instantiated. for eg. Lets say you have a function in the player controller class. First you would GetPlayerController. Then you would cast it to you class to make sure its the right one. Then you can use the casted reference to access the function/vars/properties

dense aurora
#

damn ue4 is hard

junior vessel
#

You can create a material using this script

#

Then right click on the material and create a material instance

#

The U and V texture scales will now be variables on the material instance that you can adjust

bold lynx
#

Lets say you have a function in the player controller class. First you would GetPlayerController. Then you would cast it to you class to make sure its the right one. Then you can use the casted reference to access the function/vars/properties
@kindred viper
do i have to make the member function static when invoking it using for example std::invoke

#

for example

#

TestClass1

int ATestClass1::do_something(const int somenum) {
    return 11 + somenum;
}
grim ore
#

ooooh the livestream today is about houdini

bold lynx
#

TestClass2

void ATestClass2::passFromClass1() {
    TestClass1 s;
    int test = std::invoke(&TestClass1::do_something, s, 2);

}
#

however Identifier TestClass1 is undefined

#

did include #include "TestClass1.h" in testclass2

#

@kindred viper

dark rune
#

has anyone else also used this dungeon generator

#

i have questions but i cannot post on the forums due to not having posted before

grim ore
#

You can post it just needs to be approved

lapis narwhal
#

guys, i'd be very thankful if someone helped me clear this up.
i'm an audio guy, still learning BPs and their communication.

my 1stperson BP sets an integer when a key is pressed.
i want the animationBP to also recieve that buttonpress and grab that integer.
so im thinking - casting.
so this does not work:
https://i.imgur.com/bcNXFPy.jpg

and i end up havin to cast every frame from the animBP, which i would like to avoid, since there is a clear button-press-event that i want to access!
https://i.imgur.com/gz62dnE.jpg

how do i cast from first person char BP to anim BP to set that variable? :-/

thanks a ton!

kindred viper
#

@bold lynx dont use std lib with UE4.

grim ore
#

have you looked at how the templates handle that situation @lapis narwhal ? they talk to the character and get any variables as needed when the animation is updated.

#

the other way works as well, which is your character telling the anim instance what the updated value is.

dark rune
#

@grim ore been waiting for a day, thought id try here

grim ore
#

@grim ore so it looks like you have the first way down which you are trying to avoid @lapis narwhal , for the second way you would access the anim instance off the mesh

lapis narwhal
#

have you looked at how the templates handle that situation @lapis narwhal ? they talk to the character and get any variables as needed when the animation is updated.
@grim ore hmm, actually no i have not looked at all the templates, the animation templates of 1p/3p dont do BP communication, the rules for state machine anim switching are simple and dont cast to the BPs of the character.

what template would you suggest for me to look at?

thanks for your response! ๐Ÿ™‚

plush yew
#

Some cmd codes are not working by packaging someone know why?

bold lynx
#

@kindred viper
sry i am new to UE4
How would you do something like this with ue4 c++ classes

struct TestClass1
{
public :
    TestClass1(const TestClass1& T) = delete;

    static int do_something(const int i) {
        return 11 + i;
    }
};

struct TestClass2
{
public:
    TestClass2(const TestClass1& T) = delete;
protected:
    int passFromTestClass1() {
        //auto s = std::make_unique<TestClass1>();
        auto something = std::invoke(&TestClass1::do_something,  4);

        return something;
    }
};

#

where class 2 is invoking a member function from class1

grim ore
#

@lapis narwhal the third person would be fine but like I mentioned it looks like you have that method down (Anim BP -> Asking character for info on the update). This is the other way if you want to update less frequently. obviously setting it to your blueprint class and connecting all the wires as needed.

#

here is that code is actual use in my project where I swap weapons and then tell the anim BP the new blendspace to use for the character by setting a variable in the animation blueprint

lapis narwhal
#

@grim ore oh man thanks! i knew i had to grab the animation somehow for the cast but i had no idea how to do it.

totally works now and i have a good feeling of being a no-programmer-but-audioGuy-who-respects-sweet performance

#

thanks a ton man! :)))

grim ore
#

yep if its not a frame specific update you are wanting to do it the better way, kudos ๐Ÿ™‚

lapis narwhal
#

yep if its not a frame specific update you are wanting to do it the better way, kudos ๐Ÿ™‚
@grim ore yeah, no need for frame specific, just when buttons are pressed. ๐Ÿ™‚

lime girder
#

Morning everyone!

bold lynx
#

Morning

dark rune
#

A dungeon generator I am using needs a static mesh for collision detection between parts. It will need to line up perfectly from the level when placed at level origin. How can I make this static mesh

#

It's just for collision it wont show up during gameplay
actually which channel is for asking this

lime girder
#

What's everyone going to work on today? ๐Ÿ™‚

dense aurora
#

What is your opinion on game called Paladins ?

#

it runs on UE3

bold lynx
#

Learning ue4 and struggling

grim ore
#

@dark rune you would make it in your third party program like blender, get an asset pack from somewhere like the marketplace or kenney assets, or you could use the build in geometry tools to create brushes and turn them into meshes, or you can use the new mesh editor tools and create basic meshes

dark rune
#

@grim ore are the mesh editor tools in 4.22

grim ore
#

nope

#

the geometry brush tools are

lime girder
#

sdame here @bold lynx hehe

#

Actually I got a dumb question for anyone here...

#

We've been building our maps in Blender, but Im wondering if I should build it out of terrain and other UE4 tools first, then set dress it with items

dark rune
#

@grim ore alright thx

lime girder
#

Is there an advantage to one or the other? Underwater reef like, so some terrain, then of course things liek corals and such.

#

Maybe the sandy bottom is better in UE4's terrain tool? Just not sure

#

If there's a performance gain

grim ore
#

different systems, different advantages. #graphics would know better for sure but the terrain system is fairly optimized for terrain but trying to do something like a floating island with it would be more difficult. Same with say an overhanging cave, etc.

lime girder
#

That makes sense

grim ore
#

most of the time if your art style and graphics choices can benefit from a terrain as a base layer, the ground, and you build from that it would work well.

#

since you have the streaming/lod aspect of it built in, layered materials and painting, etc.

lime girder
#

Oh smart

#

I didnt think of those advantages

#

thank you ๐Ÿ˜„

rigid viper
#

This is a help section?

tired merlin
#

So I have this

#

It's meant to simulate a climb.

#

But it only goes up once. What happens if the players falls

#

I would like it to reset

#

How would I do this?

grim ore
#

@rigid viper are you trying to open the blueprint in that video?

scarlet birch
#

I need to expose some math functions like FQuat::FindBetweenVectors to BP. Is there a good plugin that does this already?

normal burrow
#

No, but yeah: this is one of the first nonsenses I do in a project

scarlet birch
#

I need to just create a plugin project and start doing it right instead of recreating the same functions over again with each project.

normal burrow
#

Thatโ€™s the spirit

#

Want to say that itโ€™s usually such a quick task I just redo, but reality is all that ufunction markup and forward declaring adds up

#

Sometimes they actually implement the stuff too

#

Like rotator from axis angle etc

scarlet birch
#

I usually just migrate it from another project but It'd be better to do it as a plugin to keep it all updated in one place.

grim ore
#

this is what alot of the larger studios do and they end up just keeping it as part of the main source control as a new project template

normal burrow
#

Iโ€™d prefer just a completely inline header over a plugin tbh

scarlet birch
#

Yeah, I'm finding there's existing functions for stuff I've been recreating in BP.

grim ore
#

so new projects all start with the latest stuff all set up and ready to go and they put the important stuff in plugins and plugin content

normal burrow
#

Interesting they put the effort in to start new projects quick

grim ore
#

consistency!

scarlet birch
#

I do the same thing with a menu and input skeleton

grim ore
#

yep stuff like that or even common content packs that contain stuff like a height checked character and some level props for blocking out a level at realistic and consistent scale

scarlet birch
#

There's a lot of basic things that having them out of the way lets you get right to things specific to a project.

normal burrow
#

Working with multiple projects in ue is quite quite painful though

scarlet birch
#

Dammit, now I have to stop playing with this fun project and build some plugins.

grim ore
#

hell even just having a stubbed out file structure to start with in a team environment is smart

scarlet birch
#

We make a convincing argument.

normal burrow
#

The only thing I really miss coming from unity is their file system with guid and instance ids

scarlet birch
#

I like the way root motion works better in Unity.

#

and some of the fbx handling

normal burrow
#

Animation in unity is a black box

grim ore
#

it took a while for unity to get a good file setup in place dont forget tho, it used to not default to text assets which made it a pain for source control

scarlet birch
#

and the asset management from the vault, but that's a recent change on their part

grim ore
#

hopefully epic in UE6 gets that part right

normal burrow
#

Unreal Plus

scarlet birch
#

Yeah, I remember where Unity was even just 2.5 years ago.

grim ore
#

the new package manager system is really nice to be honest, the feature/content packs in UE4 is not a far cry off we just dont have the smaller stuff like file revisions and easily to add part

normal burrow
#

Itโ€™s a bit of a mess there. That animator component is kinda trash with ik

scarlet birch
#

get rid of the need for origin rebasing

normal burrow
#

But Iโ€™ve not bothered using it in three years

grim ore
#

I have a course on the templates and packs stuff, I wanted to add a plugin module to it as well but since that requires C++ I am not convinced it should be done

scarlet birch
#

I have no doubt it'll get there. They've been moving in a good direction on most things and the launcher is still a baby.

grim ore
#

not a full fledged plugin mind you just a plugin that you use for content

normal burrow
#

Would you agree with me that the mess of installing vs has way too many landmines matheww?

scarlet birch
#

Is that course up?

normal burrow
#

Itโ€™s part epics fault too. Like I should have to do more rhan just have incredibuild installed for unreal to assume I want to have it used

grim ore
#

uh... installing VS is super simple so i would disagree

#

making it the best is not easy lol

normal burrow
#

Really?

grim ore
#

i mean install launcher, click on ue4 tab, click the + button, choose a version, hit install

#

after that its done

normal burrow
#

The guide for what you have to pick is outdated

grim ore
#

now if you mean the C++ part then yeah its not the best

normal burrow
#

Yesh thatโ€™s what I mean by vs

grim ore
#

oh yeah it would help if i didnt confuse myself

#

and there are 2 parts to installing VS which presents an issue. Installing it to build source, and installing it to use C++ in UE4.

#

the source one is definitely a landmine of fuckery

normal burrow
#

Ah yeah

#

I see what you meant now

#

But still people see โ€œincredibuildโ€ and how you not press that button

scarlet birch
#

Really? I've found it to be straight forward.

grim ore
#

technically they are working on that tho the latest github stuff is updating it

normal burrow
#

Good

grim ore
#

if you just straight out install VS with defaults and try and compile UE4 from source it will fail

#

even if you install the Game Dev with C++ stuff it will fail

scarlet birch
#

What's the difficulty in setting VS up for building from source?

normal burrow
#

You wonโ€™t get past prereqs bat file yeah

grim ore
#

up until the latest source versions you had to have a specific VC++ toolchain installed or it would fail compiling

scarlet birch
#

Ah

#

yeah

grim ore
#

and you need to have the correct .net SDK installed which is different based on the version you are compiling

normal burrow
#

Also some abstract dot net version

#

โ€œJust choose all the dot net thingsโ€

grim ore
#

and half the time I need the SDK and the redist or it fails because Epic

normal burrow
#

Lol

grim ore
#

but i do not fault them completely this is real programming stuff here so I dont expect them to hand hold a noob

scarlet birch
#

I tried to get the UWP fork working and ran into a lot of issues with a mish mash of .net and windows SDKs being used.

plush yew
#

Hello guys so I asked yesterday morning about that I want to create loading screen with tips and tricks but they need to be randomised and they told me how to do it => make text variable, make it array and there to write them I will try to do it now but I also want on this loading screen to be randomised picture (we have not locaitons yet in the game), that's why I will use our concept arts, so how I can do this?

normal burrow
#

Then itโ€™s like: ah letโ€™s pull up the installer to adjust things... oh great the installer needs an update, of course

scarlet birch
#

A mess of different library versions too

grim ore
#

ahaha tell me about it, every time I open the installer for VS it needs an update or VS needs to update

normal burrow
#

Jfc lol

scarlet birch
#

@plush yew I'd probably do a material with a parameter or something.

#

There's a loading screen project that was free recently and the shooter game has one. You could look at those.

plush yew
#

ok what to look for and where? @scarlet birch

severe ibex
#

I doubt anybody would have any input on how to mimic the google street view movement blur when it blends from one 360 to another?

grim ore
#

which i would assume it's a umg because why wouldn't it be

plush yew
#

Yup maybe something like this ^

normal burrow
#

I really gotta understand construct events in UMG

scarlet birch
#

Pay your invoice promptly.

normal burrow
#

Make checks out to: Tomatoes?

scarlet birch
#

Sounds legit

plush yew
#

XD

scarlet birch
#

BSD for the win.

grim ore
#

since I dont work I am going to start streaming QA sessions again but with thursdays being epic day and fridays now an epic day I have to wait for next week lol

scarlet birch
#

You could make it a patrons thing or test the waters with something like that.

normal burrow
#

Shucks

#

When you see my username on twitch: I came up with it before unreal plus

severe ibex
#

@grim ore that'd be sweet

grim ore
#

well unless I decide to not be cheap it wont be on twitch, will be on YT like normal. You have to pay for the stream rebroadcaster stuff now

scarlet birch
#

What?

#

You have to pay to stream on more than one service?

normal burrow
#

I feel like agreeing to be an independent developer at Xbox is lame

#

โ€œI publish independently, with Microsoftโ€

#

But yeah idk how that process works

scarlet birch
#

Idk, you get a lot of support these days. Using UE it's either deal with the mostly broken UWP forks or get a dev kit.

#

and right now the UWP forks need too much attention to be worth it.

normal burrow
#

Microsoft just puts a lot of effort into grooming peopleโ€™s understanding of the difference between indie and professional that theyโ€™ve made up

grim ore
#

@scarlet birch depends on what you use but for the most part yeah. You stream from your machine and transcode it then push it to all the services. Since i doont want to transcode on this machine restream.io is what I used to use to do it for me

scarlet birch
#

It seems like they've put a lot of effort into making it easy to get on the platform. UWP even has received access to live services.

#

I see.

#

Oh I see $49/month or a watermark for 19

grim ore
#

dont get me wrong it works great, it aggregates all the chat into one app and no issues with the transcoding but It used to be free or super cheap lol

#

considering my channel is on YT and I really dont care about the money or the viewership numbers it's not like it bothers me to do it on one

scarlet birch
#

as much help as you dole out someone should pay for that.

plush yew
#

Ey, what are you two talking about?=/

normal burrow
#

unreal stuff

grim ore
#

yeah lol "Pro $3.99 1 25.01.2017 09:55" the last time I used the service I was paying $4

fair storm
#

there's a way do make a migrate host system?

scarlet birch
#

Yeah, judging by the public views on even top content like yours it's hard to make any revenue from ads doing that type of stuff

gleaming narwhal
#

@grim ore You can also stream to Twitch and upload the VOD to YouTube if you prefer Twitch as your live platform

grim ore
#

yep i make some ad money but YT is geared towards certain lengths of content and with most of my stuff being a few minutes it's very poorly monetized. I dont do it for the money so I just give games out to friends with the ad revenue lol

#

@gleaming narwhal yep yep but with 29k subs on YT and 147 followers on Twitch I might have more of an audience on YT ๐Ÿ˜›

gleaming narwhal
#

^

rigid viper
#

@grim orebyeah but can't

grim ore
#

@rigid viper open the Output Log (window -> developer -> output log) and see what it says in there

normal burrow
#

148*

grim ore
#

lol @normal burrow

rigid viper
#

You didn't se the full video nothing show

grim ore
#

that was not the output log

rigid viper
#

Oh! Wait

scarlet birch
#

dammit, sucked in again. I was setting up a plugin project

grim ore
#

not really worried about the streaming stuff yet tho as thats for future me and right now current me is doing other useless stuff lol

scarlet birch
#

Ugh, I should have looked closer. I reinstalled windows and installed VS just by clicking the link on the UE doc page. It installed 2017.

grim ore
#

all the template/feature pack changes they did in .25 are starting to get their translations pushed into github so that is a good sign that release might be in a week or 2 yay

scarlet birch
#

Nice. There's a bug fix in it I'm waiting for.

normal burrow
#

waiting for 4.25.1 but all these preview releases hopefully make .0 more stable

scarlet birch
#

I have two projects that need the origin rebasing bug fix it's supposed to have.

normal burrow
#

ah interesting

grim ore
#

nice!

maiden flax
#

hi

rigid viper
scarlet birch
#

do what it says

maiden flax
#

do you not know how to take a screenshot?

normal burrow
#

am curious if that is a flash or a strong backlight on the lcd now yeah

maiden flax
#

i think flash

#

because its light in one place and dark on the other

#

actually no difference

normal burrow
#

yeah, it could be an instagram filter

maiden flax
#

i dont know lol

golden magnet
#

i packaged my project on android but when i launch it the game is really bright compared to play mode, any idea why?

maiden flax
#

nope

golden magnet
#

checked my post process volume already, have min and max brightness set to 4.5

maiden flax
#

i dont even know what this group is about

#

joking

normal burrow
#

it could just be your device settings pinkiebarto

#

do you have other devices to test on?

rigid viper
maiden flax
#

aah that blinds me

golden magnet
#

hmm i do but i'd like to know what it is lol

normal burrow
#

you can start knowing what it is by testing on more devices

maiden flax
#

anyone has an idea what my profile pic is?

normal burrow
#

if they are all bright like this then you'll have a better idea of what it is

golden magnet
#

alright

maiden flax
#

test it on an android simulator for windows

grim ore
#

@rigid viper the first thing you should try is to fix your project name, projects should not have spaces or periods or start with numerals. Rename it to something like proj423 instead of 4.23 PROJ and open it again

maiden flax
#

oh i see you have don that

grim ore
#

rename it after you close it of course

maiden flax
#

you look familiar @grim ore

grim ore
#

It's the hat, it's super common

normal burrow
#

unreal hat

grim ore
#

I have 2 unreal beanies lol, one has a poofball on top

maiden flax
#

from like 3 months ago i saw that exact pic

#

whatever lol

hasty badger
maiden flax
#

thats him

grim ore
#

yeah that bastard stole my hat

maiden flax
#

yes i knew i saw you somewhere

#

YouTube

normal burrow
#

a hat is an identity when worn correctly

abstract relic
#

What an arse. Stealing the hat

grim ore
#

tried to open commits from a couple months ago in sourcetree from the ue4 github and it promptly gobbled up all my memory and crashed. This is not a productive day lol

rigid viper
normal burrow
#

lol

grim ore
#

Rename. Das. Projecto.

maiden flax
#

oh so you can take a screenshot @rigid viper

hasty badger
#

Unrelated, but after working for quite a while in Unity and picking up on Unreal just now, I have come to the conclusion that Unreal is way better.

rigid viper
normal burrow
#

appreciate the screenshots though

maiden flax
#

Rename. Das. Projecto.

grim ore
#

uh did you move stuff around? and not fix up redirectors? or uh move stuff around on the file browser or delete stuff from the file browser or pretty much do anything in the file browser

normal burrow
#

a redirecting chain of redirectors

grim ore
#

but ignoring that, project name bad

maiden flax
#

Mathew can you make a game in 1 hour

grim ore
#

I can make a game in 5 minutes if you just want a button that says you win ๐Ÿ˜‰

maiden flax
#

๐Ÿ™ƒ

#

i cant even do that

normal burrow
#

how many clicks

hasty badger
#

0 clicks

abstract relic
#

Cookie clicker silly

maiden flax
#

-1 clicks

rigid viper
#

@grim oreyeah I copy from other proj anim and some stuff but in new project no need that pack so I ignore this warning and delete it inside BP actor which is connected that stuff

grim ore
#

I mean technically you could take say the side scroller template, put a blueprint up top with a trigger that says you win and ends the game and have a fully working "game" in a few minutes

eternal gyro
#

hi

normal burrow
#

@rigid viper rename the folder please, like matheww says: your not allowed to have punctuation in the name and any given issue could be from this

maiden flax
#

oh ok

grim ore
normal burrow
#

lol ๐Ÿ˜„

#

i hope me complaining did not some how cause that to happen

grim ore
#

I literally updated it yesterday

normal burrow
#

pft lol

rigid viper
#

No means take it third person for new third person I don't want make animbp again so I just copy it and it connected char also

abstract relic
#

Come on now. Please donโ€™t troll

maiden flax
#

oh its against the rules sorry

rigid viper
#

But it's works I work on this project from week ago there is not issues suddenly it's give me there is a char but you can't edit or do any thing with that char it full negligible char

abstract relic
normal burrow
#

@rigid viper you can't just copy things willy nilly

#

if you take something from another project you must migrate them with the originating project open

#

to the destination project

rigid viper
#

Oh! dude it's fully migrated content I already work two weeks in this proj suddenly this things are come

abstract relic
#

Confirm it. Describe how you migrate it step by step

rigid viper
#

Ok

restive yarrow
#

@grim ore Hi Matt

#

Can anyone explain the difference between normal LOD from scratch and Hierarchical LODs? Do they work the same way and save performance equally?

normal burrow
#

uh so theres a InstancedStaticMeshComponent and an HierarchicalInstancedStaticMeshComponent nash

#

HISM will island out instances to LODs

#

other will not

#

i don't think there is a difference in LOD's on the models, if this is the question

normal burrow
#

yeah thats the proper way to migrate afaik 121

grim ore
#

that screenshot doesnt match your project tho

normal burrow
#

assuming thats the origin project (you've still gotta remove that punct)

grim ore
#

that says 4.23 PROJ/Y/ while your other one is 4.23 PROJ/lotsofwords/andmorewords

hushed dagger
#

Hello, I am attempting to learn unreal and have tried a few projects so far but something I've been looking for but unable to find is some good (not even best) practices when it comes to what goes where. For example, getting inputs and acting on them; on the unreal website it will tell you to respond to input events in the character actor. I've also seen some other advice of input being handled in the player controller and passing that along to the character actor. If you are handling the events in the character actor then what is the player controller even for? Is there a compilation of "these are good ways to do things?" I understand that there can be multiple ways to handle things but it would be nice to have a jumping off point.

rigid viper
#

Yes because it's different proj for telling

normal burrow
#

oh my bad then

rigid viper
#

There is no punctuation

restive yarrow
#

@normal burrow if i add simple levels of LODS to my static meshes without any "instancing" that will work equally like HLOD or HISM?

rigid viper
#

I will show you my previous bugs

scarlet birch
#

For the most part it's better to use a controller. Even if it's a simple project it gives you more to work with if things change later.

normal burrow
#

I haven't heard of HLOD so idk if my answer was nonsense now, but there is some documentation

rigid viper
hushed dagger
#

@scarlet birch That did sound more correct to me. But the input was just an example. I feel like I run into this a lot with respect to GameInstance vs. GameState vs. GameMode and I feel I get a bit paralyzed sometimes with what goes where

grim ore
#

@hushed dagger There is a simple test for where you should put it. If your input is in your player charcter and your character dies and you destroy that character..... will you still need to use the input that is in the charcter while it is gone?

scarlet birch
grim ore
#

as for the rest just YOLO it and put it wherever, at some point you will figure out the best places for your project lol. Don't look at epic for help on that one they uh.... do whatever they want. About the only uses for the built in framework is the systems they are designed around and the functions they have available to you out of the box (like game mode handling spawning, game instance being a singleton, etc.)

rigid viper
#

Not all but in this project I will do same thing whatever on that old project but I will do some quickway to that long years of proje in a week so that's why anim pack is needed with char

#

But it's BP is not needed so I found his all variables reference and delete its

severe ibex
#

sorry to keep probing guys, but does anybody understand the movement in google street view? the method that creates that illusion of moving from one 360 to another?

hushed dagger
#

Thanks everyone

rigid viper
#

@grim ore yeah you right but I already this fix it my issue is not that this what you see previous

grim ore
#

I dont know how much we can help, we suggested a few things but you dont seem to be trying them

rigid viper
#

Tell I will try it

grim ore
#

but its also just possible that file is bad, revert to an older save in your source control or if its not changed at all being it back in from the project you migrated from.

rigid viper
#

Did you say that I will do that migrate proj from real proj again to see that kind of errors get or not

#

Ok I show you

silk lintel
#

There seems to be no way of setting a value in a map/dictionary. I tried values + set array elem, but it didn't 'carry over' to the map/dictionary.

normal burrow
#

talking about blueprints shogu?

silk lintel
#

Technically, but it could be for either bp or cpp.

normal burrow
#

for cpp you just assign

#

map["some_key"] = 24

#

that will introduce the key if it does not exist

silk lintel
#

ok

#

why doesn't that work in bp?

normal burrow
#

different api entirely

silk lintel
#

cause there isn't a setter function?

normal burrow
#

there is

silk lintel
#

i mean there is but you cant create a dynamic map

#

its just manual