#ue4-general
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yeah idk maybe im doing something wrong
im relighting the reflections map so its been bumped to the 4.24 engine
yeah, im not sure whats going on
do you have a screenshot of the folder that contains the build data?
@left sphinx make sure you only have 1 copy of your project open.. you might have a stealth unreal running
hover over your unreal icon
yeah ive only got one project open
screenshot that too pls lol
check in task manager...
it just crashed so guess the gods intended me to do a hard reset of it
reboot just in case ๐
rebooting should never be painful
if it is.. your most likely running into issues because of it...
save a copy ?
i dont want to have to reboot and copy each time this error comes up
the error only pops up if your locking it somehow... ether a file lock or a system open lock
is there a bool for the "Stat Fps" command? So I can add it as an option in a menu
you can role your own
if you really want you can execute a console command for it
no guarantee like mentioned it will work in shipping
i have no idea how im "locking" it i just try and save it works sometimes I change like one number then its "locked" ?
Yeah but then it'll be a button rather than a bool
Because sometimes when you restart, the engine will remember if stat fps was on or off
Or it'll always be off when you restart
It's inconsistent
try toggling read only for the parent most folder of your project floki
I'm going to try a few things
make all of your projects files be uncheck with read only
@oblique stream ok ill make sure they are all unchecked
and you are sure task manager doesnt show a stuck copy of the editor running?
an option should come up asking if you would like all child files to uncheck also.
and to easily check task manager do ctrl+shift+escape
@oblique stream i unchecked and applied but it came back
i do have admin
and yea screenshot task manager
what part of task do you want
processes
so uh...
I know its a bit late but ue4 really really doesnt like spaces or periods in your project folder or name and uh
*** STAGE COMMAND STARTED **********
LogPlayLevel: Error: ERROR: Stage Failed. Missing receipt white trying to launch on windows anyone know why?
its just called reflections
no its not
is there a way to change it without corrupting the project ?
just rename it
:/ i have been working on the same project for a couple years and its root folder is "Project Decay".
youre saying this space should be a problem?
can be a problem. when you create a new project in the launcher it refuses to let you use spaces or .
there are reasons
ok rem oved the space lets see
and the period?
could someone help me?
well now its not appearing in the epic launcher haha so i guess it fixed it haha
I am getting a lot of errors: Missing receipt, Missing UE$GAME Binary oh wait thats it
UE4Game
the only solutions I can find are to package the game but it doesnt fix anything
@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
@grim ore yeah just did that, thought it was just funny is all
but again make sure the space and period is removed
@oblique stream that is me yep
omg!
@hollow ridge we would need way more info since we dont know what your target is, any project info, etc.
@grim ore @oblique stream thansk for teh help guys โค๏ธ
It is when I am trying to launch
can UNIGINE be used for a planetary open world game
launch on device or in windows?
only because youre floki lol
it happens with everything: windows, ios, mac, linux
does play in editor work?
yep
and does it package correctly if you tell it to package?
yep but I am getting a couple of warnings
ok so how are you trying to launch it, the launch button or the drop down next to it and choosing your computers name
I have tried both
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>
there is the full error message
https://gyazo.com/d0f33c4eb6b25e48e7eb305aa249d867
anyone have any idea on how to fix this
ok cool I got it to do that to me as well finally so lets figure this out lol
@blissful trail looks fine to me.
is this a C++ or BP only project? @hollow ridge
@oblique stream the line traces are not following the camera properly
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.
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
also have you changed any of the default settings?
well any of the packaging ones mainly
not really I have messed around with remote build some tho
@oblique stream here is the linetrace (the + is just for at little randomness)
how does it behave without the + @blissful trail
I dont think I have changed anything
ok well after cooking try launching again from the icon on the bar
nope same error
@oblique stream the same
ok go to the project launcher settings under launch, and check advanced in there in the top right
change your data build to do not cook for the WindowsNoEditor option in there
and then hit launch next to it
and without the recoil? @blissful trail
yep I did it trying it now
@oblique stream the recoil is what im trying to get working xd
ok let me see the recoil script
oh damnit
it worked, but I need to get it to work for ios
What is inside that controller pitch input function?
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
the period causes issues when compiling as it thinks the file is now "wahtever.reallylongextensionnow.target"
@oblique stream ??
double click that function? Im assuming its not a c++ function
ok nvm. Maybe remove that node, and instead apply a slight rotation diectly to the camera? instead of the controller?
tried that it doesn't do anything xd
what about a screenshake instead?
screenshake ?
in your code before you do your line trace why are you adding to your end point?
why is it just not forward a distance like expected
?
yeah that bottom part that we cant see
i assume you are trying to change the end point randomly?
so you are expecting when you change your controller pitch for it to be changing the forward vector from the camera?
that is my understanding atm
any better way to do it ?
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
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
it might have to do with how you are doing the auto fire, not giving the engine time to update the values
so controller is not the same as root of pawn?
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
the delay is 0.5
where would I find the device identifier for my iphone for ue4
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.
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
yeah it has to be something odd with you code, I basically duplicated it and it works as expected. is Camera the correct camera?
I dont trust the weapon accuracy setup
well this is how I tested with the default first person template
and I get what I am assuming you are expecting? https://i.gyazo.com/7e186b4c6e397dad4fce5218c74887bc.gif
the fire weapon event is just called on a timer every 0.1 seconds
@hollow ridge you shouldnt need to fill that in manually, the engine can find any devices connected if the software is set up correctly
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.
@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
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
I would honestly not be surprised if he is checking his forward from the wrong camera or he changed his controller/pawn/character setup
@grim ore Ok, it's the "charactermovement" component that is the "magic", I think.
the use controller rotation X stuff for example might be off
yea
so now that its quiet in here lol
im having an issue with drag select not working after adding a menu system
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
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
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.
anyone know how i can make lights automatically turn on while its night time and then turn off when its day time?
yes, you code a system to do that for you and let it do it.
i figured that
the skybox
x then set light to off
but how can i make it refer to the suns position
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
use raytracing to see if there is light hitting your IR sensor ๐
ir sensor?
since youre moving the sun yourself.. I would just get the y rotation value
find out what # that is to be night
print it
how do i find the rotation value? print string?
this is the code that determines the sun height in the blueprint you are using
yes
so get the sun height value might be the easiest thing to do and cheat from there
sorry brain is not working today, how can i get the sun height?
is there any way to see what you've changed in a blueprint other than just hitting "undo" over and over then redoing it?
fair enough
so @oblique stream i printed out the string and im confused on what p,y, and r mean
the sun height is a variable in the skysphere blueprint
ok
but it doesnt update the sun height at runtime so thats useless lol
@grim ore if this is what you meant the exact same thing happened
nvm mathew i see it
do you have more than one camera in that blueprint?
oof. in your player BP root what are the use controller rotation options set to?
whoo for fix
hey @grim ore im trying to print out the string and its not working, i think this is right
nope, no reason to do it in the skysphere and i hope you didnt do it in the skysphere in the engine
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
@grim ore thanks again ๐ TIL about animation blueprints.
you already have one so yep
ok,
or set active
now if i want to do "greater than but less than", what node would be good for that?
i used 2 branches for that
ok, trying to write better code
it might the only way to trigger 2 different events
or results
if the sun is high, do things, then if the sun is lwo/night do other things
ok thanks everyone ๐
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?
is it odd that I have been cooking my game for 15 minutes? (It is a tiny mobile game)
Like, is sampling a 1k/2k texture faster than 4k/8k?
pretty sure smaller sizes will be faster
@oblique stream : I want to think that too
I'm trying to improve a grass texture by breaking it up and drawing it with smaller groups of blades and slightly more meshes
Nature Factory does per-blade rendering very quickly, has published a paper on how transparent overdraw actually kills speed far more than mesh count
so this is not the way I would do it but... it works lol
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.
But, I'm worried about making the grass have half the number of blades per grass card
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
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
interesting
anyone know how i can make nighttime longer on a day and night cycle?
my night activates when the sun is -88 and only lasts when the sun is -72
what is currently the most recent version of ue4?
i think 4.3, idk
ok these numbers are very confusing like I see a 4.5.1 but then it says t4.5 is coming out soon
ok, just pick a version that suites you then
Major (4). Minor (24). Revision (3) is the latest RELEASE version of the engine
4.25.0 is in preview right now and will be out in a few weeks
k also I still avent been able to fix the issue I was having before
It fixed for windows but doesnt work for ios
hey @grim ore sorry for this question, i feel like im annoying you. How can i make my night time last longer?
@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
i tried that
even if i slow down the tick my daytime is still longer than my night time
where do you determine its at -88 or -72 or whatever
i printed a sun height string
and night might be subjective as the stars doesnt happen until later than half the cycle like normal
its not half day half stars
@grim ore do you know how I could fix the issue for ios?
true, but the darkness doesnt kick in till the end
I havent worked in IOS for years at this point so nope ๐ฆ
k
so when that darkness happens adjust your speed value to another number and it should then be slower since you rotate the light slower
I have one question. Do you think if I re-installed it could fix it?
thanks
reinstalled what?
UE4
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?
it might be good to make a new project and test it just like the quick start says to see if you have other issuues https://docs.unrealengine.com/en-US/Platforms/Mobile/iOS/QuickStart/index.html
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
do i have to build it manually?
Probably there is a string function or something and i don't know
what do you have now, it should be just using the <br> to add the split
so give an example and how is the text going to be put into it?
k
i'd want to split a string after a certain number of character but without cutting the last word
so an example would be...
no i mean what is an input string and what do you expect
or is this happening in real time
the entire string or as its being typed?
if the lenght is greater than 50 i should do this new line
IE "I Type this and then I process it after I hit enter" or after each letter
process after enter
so the string is already finished
i just want to figure out how to split it : P
will it do it more than once if needed? like 198 characters is split more than once?
so never more than 2 lines?
@grim ore have u ever done client side multiplayer?
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
why do u use the delta second of event tick??
isn't a Timeline better?
that works but this is better, because it take in account the user's fps
@brave shard the function being tested
let me know ^^
I do
that's the issue
but you just said 50 characters ๐
so is it X words then or split at 50 but not in a word?
so if its over 50 does it split before or after 50? IE: can the first line ever be more than 50 characters
or less?
what if its over 50 on the second? does it just cut off the word
yes i will delete it
the only thing i want to know is how to keep the "really" between the 2 sentences
and to not split it
: P
@grim ore How would I make a bunch of random integers at random times?
u can use the random integer
why would u need the fps of the user?
if they have horrible fps then the time will still be consistant
@brave shard How would I have my game create and name a set amount of integers by itself though?
oh
how does my simple mobile game have 5k shaders?
how does the array work?
what do u mean xDD
with the different values
yes @grim ore ๐
I mean what do I put in the two different values in the array
Map elements and the value
I got that
But when I double click on the array it has two different places to type numbers
ooh sweet
in "Max" of random integer u put the max number that u want to get
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
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
@brave shard How would I hook the array to set text?
in the appends on that code the C input is a literal space or else the string doesnt have spaces lol
what is the goal you are trying to do @limber mesa ?
well when you turn on your lights its night?
if so right after that set your speed variable to a smaller number
yes but not the darkest part of night
here is what i got
it wont print the hello string
the night starts out at -96 and lasts to -88
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
thanks Mathew, ill try it later and let you know
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.
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
I wouldnt be able to make a custom event?
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?
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
@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
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
i'm a bit confused on it
#include "WBP_Panel_Base__pf675512970.h"```
so the menu base should be moved to the very bottom?
ill wait for jordan to finish, thank you for helping matt
mathew is this all you do all day?
any .generated.h should be the last include, they are generally the same class as the class they are in
you are answering questions 24/7
nah just when I am not working and with the virus I am not working ๐
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.
and the questions dont stop coming hahaha, should I wait matt, or just add extra questions?
we need a queue haha
@nova spruce it sounds like you might have another way of doing what you want if that would work
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
@nova spruce ask your questions dude, dw about others asking ๐
MathewW I created a new project still didnt work I think i am missing ue4 files I might reinstall
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
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.
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
Tinkertyler you could ask someone to private massage if that makes it easier for you.
just a thought. I'll be right back.
@grim ore cant get float value
for some reason its not popping up
nvm got it
what is speed curve being refered to?
@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
the speed curve is not being refrenced to any actor?
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
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?
what do you have after the actor rotation?
so i can tie it in the correct spot, thinking about a branch after it
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
@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
@grim ore thanks, I'll look into input modes
Mathew, i cant add add local actor, idk what is wrong
There are tutorials out there on curves yes
What are Curves in Unreal Engine 4.
Source Files: https://github.com/MWadstein/wtf-hdi-files
He has a wtf is video for everything
@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...
@grim ore
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)
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
What if I'm only trying to enlarge that one tower just to make it bigger size...
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
no problems
@lime girder https://www.tomlooman.com/ue4-naming-convention/, plus there is a wiki entry by allar that is lost to time out there and epic has it's own conventions. I:n the end what matters is what works for you and keep it consistent
@limber mesa What is your variable in the blueprint?
i just made a speed curve under the content section
@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
what type do i need to make it?
If I move the .generated.h to the bottom, then repackage in UE4 it just resets ๐
Curve Float Object
ok
Thanks @grim ore , I saw a Github version too, i wonder if theyre similar
@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?
got it now i just need to make the sun move lol
because the numbers are not changing
@grim ore I really appreciate you taking to the time to answer my some what noob questions...
@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
@grim ore Thanks a million.
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
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
the sun rotates and the sky changes but the numbers dont
are you checking the actual rotation of the light or the value from the sun height on the skysphere?
changing the rotation of the sun
yes but this -88 number and such, is that the rotation of the light or the sun height value?
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
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
so confused sorry, ill brush up on the subject and ill get back to you
thanks for the help though
in that screenshot it looks like it should be printing out the sun height if its running, it should be between 1 and -1
i made the cuve go down to -90 in 20 seconds
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
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
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
yep yep
damn i just gcant get passed this error wtf
ive changed the vs file, repackaged and still the same no matter
deleted intermediate and build then remade the solution and tried again?
tried that
just doesnt like it for some reason
the file itself isnt even nativized no more either
๐ฆ
does it really matter? People generally don't make new projects every day
Which channel should an IK question go in
#legacy-physics or #animation i suppose.
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
@floral arrow Tried giving it less specular or gloss
In which channel would I ask a question regarding Mesh creation ? ๐ค
I'm curious, how is it that using duplicates of the same nodes around 10+ cause performance issues?
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?
are you talking about blueprints or materials?
Blueprints
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
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
I'm sure thats because of the cache :p
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
One more thing
Try to reinstall the engine too
and delete the cache folder when you do that
question: how does one get axis values from mouse while cursor is visible?
this is actually intriguing issue, axis value can only be read if mouse button is pressed
reagardless of input mode
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
that is spawned in the editor or realtime?
spawned in realtime when triggered
then it's an instance and you have to get it from the instance properties.
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.
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
expose the variable that holds the character ref, then set it by getting the character ref.
๐ค
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
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?
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.
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
@remote flame there's an option I think in the details panel to choose which axis if the mesh to make forward
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.
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
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);
yeah I there is an editor only simulate physics so I guess there is some hook you can use for runtime
Ya, I thought there might be something, but my Google fu has failed me.
https://docs.unrealengine.com/en-US/BlueprintAPI/Physics/SetSimulatePhysics/index.html is the setting, but how you get the info as a result I dunno
Set Simulate Physics
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.
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
that and #legacy-physics
hi my weapon shoots 45 bullets every 4 seconds i need to know how many seconds it takes per bullet
45/4
is there an easy way to have the characters physics state "walking", "falling" shown as debug in the pie?
4/45
is there any expert about lights that could help me optimize a pointlight?
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
are you using the physics system or a custom build? overlaps? hit detection?
Built in physics system
how many objects?
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?
you can change it with C++ if you have any trouble
guys can someone help me with UE ?
@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 ๐
@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
m guys can someone help me with UE?
how can we help you? what's the question
@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)
im pretty new to UE ๐
same, i dont even know what a specularity is
shine
i see
@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
@dense aurora https://docs.unrealengine.com/en-US/Resources/ContentExamples/MaterialNodes/1_3/index.html
Overview of the samples provided in the Materials Content Examples.
question, in ue, how do you access another class?
for example accessing class a from class b both inheriting from aactor
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 - ...
๐ค good question
tiling it
wat
you should do some basic material courses. Maybe some English too so you can learn how to spell "what" properly :p
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
guys can someone help me with UE?
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
in ue4, how do you access one class in another class?
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
damn ue4 is hard
@modern dune
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
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;
}
ooooh the livestream today is about houdini
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
In October of 2014 I created my Randomized Dungeon System (https://forums.unrealengine.com/community/work-in-progress/21209-randomized-dungeon-system). After release it turned out to be flawed with bugs. Recently I discovered the level instance feature of UE4 and decided to tr...
has anyone else also used this dungeon generator
i have questions but i cannot post on the forums due to not having posted before
You can post it just needs to be approved
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!
@bold lynx dont use std lib with UE4.
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.
@grim ore been waiting for a day, thought id try here
@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
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! ๐
Some cmd codes are not working by packaging someone know why?
@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
@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
@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! :)))
yep if its not a frame specific update you are wanting to do it the better way, kudos ๐
yep if its not a frame specific update you are wanting to do it the better way, kudos ๐
@grim ore yeah, no need for frame specific, just when buttons are pressed. ๐
Morning everyone!
Morning
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
What's everyone going to work on today? ๐
Learning ue4 and struggling
@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
@grim ore are the mesh editor tools in 4.22
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
@grim ore alright thx
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
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.
That makes sense
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.
This is a help section?
When my editor is open its give me this kind of bugs my ue4.23 version can any body help me to get out of this bug.https://youtu.be/D1LJIXQlnW0
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?
@rigid viper are you trying to open the blueprint in that video?
I need to expose some math functions like FQuat::FindBetweenVectors to BP. Is there a good plugin that does this already?
No, but yeah: this is one of the first nonsenses I do in a project
I need to just create a plugin project and start doing it right instead of recreating the same functions over again with each project.
Thatโs the spirit
Want to say that itโs 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
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.
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
Iโd prefer just a completely inline header over a plugin tbh
Yeah, I'm finding there's existing functions for stuff I've been recreating in BP.
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
Interesting they put the effort in to start new projects quick
consistency!
I do the same thing with a menu and input skeleton
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
There's a lot of basic things that having them out of the way lets you get right to things specific to a project.
Working with multiple projects in ue is quite quite painful though
Dammit, now I have to stop playing with this fun project and build some plugins.
hell even just having a stubbed out file structure to start with in a team environment is smart
We make a convincing argument.
The only thing I really miss coming from unity is their file system with guid and instance ids
Animation in unity is a black box
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
and the asset management from the vault, but that's a recent change on their part
hopefully epic in UE6 gets that part right
Unreal Plus
Yeah, I remember where Unity was even just 2.5 years ago.
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
Itโs a bit of a mess there. That animator component is kinda trash with ik
get rid of the need for origin rebasing
But Iโve not bothered using it in three years
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
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.
not a full fledged plugin mind you just a plugin that you use for content
Would you agree with me that the mess of installing vs has way too many landmines matheww?
Is that course up?
Itโs 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
uh... installing VS is super simple so i would disagree
making it the best is not easy lol
Really?
i mean install launcher, click on ue4 tab, click the + button, choose a version, hit install
after that its done
The guide for what you have to pick is outdated
now if you mean the C++ part then yeah its not the best
Yesh thatโs what I mean by vs
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
Ah yeah
I see what you meant now
But still people see โincredibuildโ and how you not press that button
Really? I've found it to be straight forward.
technically they are working on that tho the latest github stuff is updating it
Good
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
What's the difficulty in setting VS up for building from source?
You wonโt get past prereqs bat file yeah
up until the latest source versions you had to have a specific VC++ toolchain installed or it would fail compiling
and you need to have the correct .net SDK installed which is different based on the version you are compiling
and half the time I need the SDK and the redist or it fails because Epic
Lol
but i do not fault them completely this is real programming stuff here so I dont expect them to hand hold a noob
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.
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?
Then itโs like: ah letโs pull up the installer to adjust things... oh great the installer needs an update, of course
A mess of different library versions too
ahaha tell me about it, every time I open the installer for VS it needs an update or VS needs to update
Jfc lol
@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.
ok what to look for and where? @scarlet birch
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?
@plush yew you want something like this if this is a UMG
which i would assume it's a umg because why wouldn't it be
Yup maybe something like this ^
I really gotta understand construct events in UMG
Pay your invoice promptly.
Make checks out to: Tomatoes?
Sounds legit
XD
BSD for the win.
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
You could make it a patrons thing or test the waters with something like that.
@grim ore that'd be sweet
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
I feel like agreeing to be an independent developer at Xbox is lame
โI publish independently, with Microsoftโ
But yeah idk how that process works
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.
Microsoft just puts a lot of effort into grooming peopleโs understanding of the difference between indie and professional that theyโve made up
@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
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
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
as much help as you dole out someone should pay for that.
Ey, what are you two talking about?=/
unreal stuff
yeah lol "Pro $3.99 1 25.01.2017 09:55" the last time I used the service I was paying $4
there's a way do make a migrate host system?
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
@grim ore You can also stream to Twitch and upload the VOD to YouTube if you prefer Twitch as your live platform
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 ๐
^
@grim orebyeah but can't
@rigid viper open the Output Log (window -> developer -> output log) and see what it says in there
148*
lol @normal burrow
You didn't se the full video nothing show
that was not the output log
Oh! Wait
dammit, sucked in again. I was setting up a plugin project
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
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.
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
Nice. There's a bug fix in it I'm waiting for.
waiting for 4.25.1 but all these preview releases hopefully make .0 more stable
I have two projects that need the origin rebasing bug fix it's supposed to have.
ah interesting
nice!
hi
do what it says
do you not know how to take a screenshot?
am curious if that is a flash or a strong backlight on the lcd now yeah
i think flash
because its light in one place and dark on the other
actually no difference
yeah, it could be an instagram filter
i dont know lol
i packaged my project on android but when i launch it the game is really bright compared to play mode, any idea why?
nope
checked my post process volume already, have min and max brightness set to 4.5
it could just be your device settings pinkiebarto
do you have other devices to test on?
aah that blinds me
hmm i do but i'd like to know what it is lol
you can start knowing what it is by testing on more devices
anyone has an idea what my profile pic is?
if they are all bright like this then you'll have a better idea of what it is
alright
test it on an android simulator for windows
@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
oh i see you have don that
rename it after you close it of course
you look familiar @grim ore
It's the hat, it's super common
unreal hat
I have 2 unreal beanies lol, one has a poofball on top
thats him
yeah that bastard stole my hat
a hat is an identity when worn correctly
What an arse. Stealing the hat
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
lol
Rename. Das. Projecto.
oh so you can take a screenshot @rigid viper
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.
appreciate the screenshots though
Rename. Das. Projecto.
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
a redirecting chain of redirectors
but ignoring that, project name bad
Mathew can you make a game in 1 hour
I can make a game in 5 minutes if you just want a button that says you win ๐
how many clicks
0 clicks
Cookie clicker silly
@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
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
hi
@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
oh ok
damnit were were not just talking about this ****
I literally updated it yesterday
pft lol
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
Come on now. Please donโt troll
oh its against the rules sorry
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
@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
Oh! dude it's fully migrated content I already work two weeks in this proj suddenly this things are come
Confirm it. Describe how you migrate it step by step
Ok
@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?
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
yeah thats the proper way to migrate afaik 121
that screenshot doesnt match your project tho
assuming thats the origin project (you've still gotta remove that punct)
that says 4.23 PROJ/Y/ while your other one is 4.23 PROJ/lotsofwords/andmorewords
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.
Yes because it's different proj for telling
oh my bad then
There is no punctuation
@normal burrow if i add simple levels of LODS to my static meshes without any "instancing" that will work equally like HLOD or HISM?
I will show you my previous bugs
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.
I haven't heard of HLOD so idk if my answer was nonsense now, but there is some documentation
You can see date of recordhttps://youtu.be/KeTwHT30X9M
@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
@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?
Core systems, such as game rules, player input and controls, cameras, and user interfaces.
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.)
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
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?
Thanks everyone
@grim ore yeah you right but I already this fix it my issue is not that this what you see previous
I dont know how much we can help, we suggested a few things but you dont seem to be trying them
Tell I will try it
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.
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
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.
talking about blueprints shogu?
Technically, but it could be for either bp or cpp.
for cpp you just assign
map["some_key"] = 24
that will introduce the key if it does not exist
different api entirely
cause there isn't a setter function?
there is
