#ue4-general
1 messages · Page 713 of 1
anyone around who might be a wizard with Hit Event and On Component Hit events? Trying to figure out why I can't trigger a hit event for a component unless that component is the root component
As with almost every other google search result I can find, overlap events work fine, hit events do not
guys the event abort ai wont work
i have been trying to fix it for a really long time
looks like you might have things happening out of order
notice the little numbered circles to the right of each node
thats the order those events will fire
top down left to right
Please help guys. It's really stressing me out. It never did this before until I tried to download a new version. When ever I try to make a new project it says "Video driver crashed and was reset! Make sure your video drivers are up to date. Exiting...".
🙂 the first picture and the second one are different
no, theyre not
why?
the little circle number on the right side of each node determines the order that node fires
top piture has shoot as node 0
and bottom has node as 4
if a condition is listed at a low node priority than and action its supposed to stop, it will not stop that action
Hey anyone know how to attach part of a ui to an actor?
add a widget scene component
using BP widget, just add it as a component to the character bp
zeth so what shall i do?
have it set the visible player before it checks
not in the same sequence
then drag down from the selector
and add a condiation after that to check if its set
then just shoot
i always give them something to go back to also...like "stand there idling"
so when the condiation stops them from attack they have something to do
set visible player before it checks?
@plush plinth Youngman wdym in the actor or in a separate bp
i didnt really understand this part
set focus
first thing make a widget, then go to your character/actor then add a widget scene component
k
ai in ue4 is tough to help with cause there is so many places where things can get screwed up outside of the behavior tree
like are you setting the seeplayer in the blackboard on the enemys bp on sensing component event for player seen?
hello guys I did changing the name function and all work but I want to set max lengh of the name-how to do it?
@plush yew this?
your trying to do like breaking line of sight and they stop?
yes
you remembering to set the seen player to "none" after line of sight is broken?
Hi guys, if I create a data table for all of my objects, let's say a few hundreds. in the struct of this data table, I reference a static mesh. Will all these hundreds of static meshes be loaded if I reference the data table somewhere?
no, it will only ref the one you pulled from the struct
okay good. So I don't need to use soft references and async loading for the static meshes?
that depends on your own levels
maybe yeah, which of the 3 buttons I need to look at? @sly coyote
doing refs with tables and struct act more like the guy you ask for directions
you ask it where to find the file, it points to the folder
or file
its not actually storing a live copy of it
the branches, where i check how long the entered text is
Okay, I wasn't sure when I read about references on the UE4 doc :
in my game its 14 characters for a name
no bigger, otherwise i set it to a substring of the entered text first 14 characters and dont allow them to enter more characters
ok
yeah @brittle gulch doing the way youre doing is pretty similar to using B, but again weather you need the soft refs is dependent on your game
the whole thing
the events are pretty self describing there...first row adds the widget, guess you can skip that
but the second accepts the new name when you click done, and the bottom is what checks lengths and keeps them at 14(for my example)
notice row 2 also has a check to not allow them to have no name...it defaults them to "Nameless" if they entered nothing and click done
you can handle that any way you choose tho
thats just what i did
yeah your confirm would be my "accept"
what is this set active widget?
i have my name editing done inside a costume creation widget i wrote
I'm new to the whole concept of soft referencing. To me it seems like a good tradeoff for every referencing, as it's not loading the asset in memory along with what is referencing it, but just when it's needed. And it only keeps the path stored.
But I'm pretty sure It's not a tradeoff for everything, I'd like to understand a bit better about it, and mostly, when to use it? In what case?
personally i dont mess with storing soft refs at all...as what i would use it on would have already been spawned in the level (weapon laying on ground)
I let the engine handle it
this is my code
a, I did it?
yeah that gives you the number of characters in that text
which gets updated as you enter it if you do it off event text changed
if the name is too short just close the name edit widget?
thanks Zeth, I think I'll forget about it for now x)
have no idea hwo to do it, lol
also now when I entered 4-5 chars and it writes again that the name is short-wtf
idk why
dont worry about it too much unless you are struggling to recover performance...the engine handles most of the mem management pretty well without having to intervene too much
show me the whole thing
me?
yeah
what to show you?
you need to be setting the "entered name" off of "text changed" event of that editible text box
that graph is what i wanted to see
off the false node in the bottom row
connect the set entered name node
and drag the text over to it from the len comparison
off the true in bottom row just set entered text to itself
or leave it empty
you want to do that substring too
btw
how i had in the example i showed you from my code
that sets it to the first part up to your limit, even if the person is smashing all the keys
I did this
yup that should work
like this?
no
how then?
how can i gain access to this to add? or how do i add CPF_SimpleDisplay ?
use the a node like where you set "the names too short"
your are leaving at this point, so set your characters name to the entered text and then from that remove from parent
the first sentence I didn't get it
I need to put the node for name too short on false?
i tried rephasing what i said earlier....you need to set the name to the entered text
english is not my native language and it is hard sometimes, sorry
this?
you need that off the "false"
then off the true you need to set the name to "too short name"
this I need it on the false part?
yeah
ok
that goes on false
then on true its "name too short"
ok
yo why is it when i choose cpp it says like something missing but when i choose blueprints it works
you do not need to remove from parent on the true
yup
ok
@unkempt raft do you have VS 2019 installed?
yeah it works, but when I write more than 10 it saves it-lol
in the editor i think theres a place you can set a code editor
maybe that got reset somehow
this the error
the only place i seen sdk thing is in visual studio when choosing the components
does your VS 2019 have the game devolopment tools installed?
yuh
uh but lemme check again tho
but i clicked everything having to do with c__
c++*
it will be something like "tools for game devolopement" in the VS packages
ight lemme check
Hi guys, any of you know of a way to make some kind of fog of war on a minimap only ? what i mean is, i dont want the fog to hide the ground content when i roam the map but only what i see in the minimap should be hidden (fog) at first and then as a move around, the fog around where the player is gets dissipated. Hoping i explain properly here.
https://www.youtube.com/watch?v=0yk2JYonW8M @inner cloak
Unreal Engine Version: 4.20
Template: Third-Person Template
Assets:
The asset pack can be downloaded here: http://www.mediafire.com/file/zs4ti3vi5dttswf/Assets_WorldMap.rar/file
Video Description:
A feature of many map systems is that certain areas are hidden on the map unti...
ight then yea it is
it has to be only the world map that gets discovered, the goal is to know where i did not go
Hey could someone help me? I have a variable in an actor, and in my level I have multiple of those actors, but the variable is shared between them. (It is not public)
Like the value on them is llinked
check in engine settings under "toolchain"
yeah it works, but when I write more than 10 it saves it-lol
alr
screen the graph
engine settings? where i find tha
in the ue4 engine
could someone help me? I have a variable in a actor and I need it to be a separate value for each instance of the actor in the level.
yeet, you would set that on the actual object dragged out in the level
where tho
under the defaults for that actor
no what is happening is when the variable changes both instances change
zeth... there is no settings options in the start
its per project anyways, it wouldnt be your problem
not sure what to suggest in this case
man bruh unreal trippin on me rn
need more specific into yeet, what are you doing and what changes those variables
It is a begiin overlap
if you have 20 characters based on "my char bp" and you changed a variable on one in the level it should not effect the others at all
one widget connected to all?
yeah
that would do it lol
I think I need to create more copies of it
just have the BP spawn a widget for itself on begin play of that bp
yeah
glad it was something dumb
oh wait no that doesnt work cuz I need to have the ui attached to the actor
zeth nvm i fixed it
and when I do that it just puts it on the screen and not on the actor
on a side note i must go, my idea of procrastinating is coming on the discord and help others with thier issues lol not very productive procrastination
yeet add the ui widget as a component to the bp thats supposed to have it
and position it in the viewport of that bp
just making blind suggestions, i have very little info on what exactly is being displayed, what its being used for, or what its supposed to do
it is just displaying a number that counts down and then when you are inside of it it counts up
then that can be a component inside the bp thats using it
like a HP bar on an enemy
i assume
go into the bp thats using it
and click the add component
then search for the widget counter thing
add it
Hello all!.... looking for some help troubleshooting PIE hitching / freezing issues (not hardware spec problems) !!!!
and set the widget ref in that bp to be the new one you spawned for it
In this Unreal Engine 4 tutorial I show how to attach a UI Healthbar UMG widget to an NPC, to the enemy character.
It is just the UI part, I set the value of the healthbar / progressbar to a fake value, in the next part I will show you how to let the enemy take damage and how...
exactly like this
do u mean like this?
but instead of hp bars youre attaching your counter widget
ok
just skip past the part where he makes the hp bar
and go to where hes actually adding it to the enemy
although it wouldnt hurt to just watch the whole thing
that is exactly what I did, but when I had multiple of the same bp they had the same number above their head
and I checked the values are different
anyone recognize this? I think Unreal is blocked in the firewall, but I don't even use any online features, yet this causes performance spikes every 2 seconds
im packaging my game and this keeps popping up. does anyone know a fix?
@harsh tiger what are you packaging for?
<@&213101288538374145>
on it
@hollow ridge windows 64
hey guys, is there a set command you can use to modify individual components of an array at runtime?
something like:
set class array[1] value
Can anyone recommend a projectile tutorial? I want to implement a synergy system like Binding of Isaac has.
@plush yew looking for the syntax that assigns it to a specific element
cause as of right now it just overrides the first element
Need help, I have a Cine Camera that is animated in a Sequence - It animates and renders perfectly till frame 590 and then jumps to 0,0,0 and renders the remainder from there, even though the camera is animated further.
What have I done wrong ? (#beginner)
In my sequence, the camera does what it should when I playback
when i say the remainder, I mean every frame is at 0,0,0
nvm, figured it out
Camera Cuts wasnt all the way
@honest vale thanks for the reply, I managed to figure it out 🙂
jonimake r u using C++ for bp's I saw there was just a simple block for it that you could use I forgot what it was called tho
epic launcher not available, anyone else?
um you dont need wifi for ue4
@honest vale I think if you right click the camera, add it to a new sequence, you should be able to render a screenshot
Yeah, flip uv based on world normals
HighTide could u help me
I don't know how to do that.
Now you do 😛
write it into google as well, its a pretty standard operation for whatever modeling software you're using
Hey I need some help with a heath bar. I can get it to display above the enemies head, but when I add more enemies they all display the same heath. could someone help me
@hollow ridge probably referencing the same bp var
yeah it is the same bp variable but 2 separate instances I have an ai enemy and multiple of them in each level
i have to create a structure, put the skeletal meshes inside, and the tell to pick one of this?
can you show me how?
like this?
done
I'm new to UE4 and wanted to just play around with it but after creating a project and launching it it crashes. anyone maybe wanna look at the crash report?
God I love how I can just create a Data Table and add new custom stuff from the editor. It's so easy.
how can i, set a mask material, more preciselly i would like to make a sumple enemy hit, the enemy will be red when get hit, then come to default
Super basic question, i've taken a 3d model, created an actor blueprint, removed collision, the static mesh in the blueprint has "Generate overlap events" checked. i've placed an object of that BP into the level, it does not generate overlap events, Event ActorBeginOverlap does not fire. what am I missing?
a box collision is required?
component in the blueprint
guys is there a way to fix the slow motion physics? you know how when you use slow motion, any physics objects start rising off the ground then fly into space when you go back to normal speed
also @proper stump it might have something to do with the meshes collision itself, is it skeletal mesh? if so you might need to set up the physics asset but it might not be that
and how have you tested the overlap events?
it's the 3rd person character and the box, when I add the box bp a box collision component it works, without it, it doesnt
testing with a print
Is this a place were I can ask questions about an error report in de unreal engine 4 crash reporter?
Am trying to make a list of target of the actors that get inside my collision
am making a turret that shoot them
everything is set but the Target list am really confused about
If anyone can help out 😄
Could someone help me? I need to display an enemy heath bar (which I can do) but then when I put multiple into a level they both just display 1 of their healths
Am using Game Mode to spawn enemies into the world
Or i should use Game State for that>
?
Hi everyone, I'm working on a game with a team and we're having an issue where when the game is alt-tabbed, controls stop working and things just start breaking... epicly. Any resources or tips on why this may be happening?
Building a couple of workstations. Anyone know if UE4 benefits in any meaningful way from having NVMEs vs SATA SSDs?
NVMe is faster because it's right on the mobo, but realistically, no unless you need the extra space for more hard drives in a small form factor case
Cheers, saves me some money
hardware talk goes to lounge
Is there a better place to ask my question?
what version mold?
4.19.2
😬 yeah i can't recall issues from back then but may want to check release logs since to see if it wasn't something already addressed
can anyone maybe look at this crash log?
happaned when trying to launch project
fresh project aswell
It will take me a while to read through everything in the release notes, but so far I am not finding any indication that it's an issue specific to 4.19.2...
i don't understand how i cannot just remove duplicates from an array, it just removes too many without making any sense
everything works great, but for some reason this simple task i cannot do, i just dont get it anymore
anyone got an example that just works?
Hey, anyone know if it is possible to disable inputs, but still have some pressable buttons
you could use a set onemoreed
@umbral palm : Sadly, UE's support for lost-focus issues isn't very good, however there is a (kind of poorly documented) event you can try to catch and respond to
@normal burrow ?
Though it seems from what I'm reading that a custom C++ file checking whether or not the window is currently the focus works better: https://answers.unrealengine.com/questions/301649/how-to-tell-when-application-has-lost-focus-ie-alt.html
@normal burrow in what way? i need to remove elements not set them
oh nvm @normal burrow I thought onemoreed was like a bp or something
nah its a different collection type
all good
there are arrays, maps, and sets. sets are the ones that can only contain one of any unique item
if (!LocPlayer->ViewportClient->Viewport || !LocPlayer->ViewportClient->Viewport->IsForegroundWindow())
{
// viewport is either not present or not in the foreground.
}```
That snippet seems to be able to check if an app has lost focus, @umbral palm. You could set a flag there, then check the opposite, and at least then be given an entry point in which you could try to call some reinitializations of your engine components.
Will require some C++ deep diving, though. Definitely seems like UE could stand to implement a more robust loss-of-focus framework as I'm reading about many other bugs people have had through losing window focus.
@normal burrow its hard to explain but i dont just want to make them unique, i want to detect duplicates, and then do something (remove items with the same index from multiple arrays)
Introductory information for gameplay programmers getting started with Unreal Engine.
when your add to the set fails per element
it's a duplicate, of an element you already put in it
how can I disable movement without disabling all inputs
Blueprint scripting is a great way to put power into the hands of your game designers. On this week's livestream, Richard Hinckley will cover the different ways you can expose C++ code to Blueprints, expanding your game's functionality.
NEWS
How virtual production broug...
@normal burrow but why don't 2 nested loops work for this? (reverse and normal foreach give same results)
thanks! Our main developer is only using blueprints because they dont know C++, but I actually know a bit. So we'll have to work togehter.
even if i save the indexes into an array, then use that array to remove the elements it just won't work lol
anim bp vs anim montage, when would i use one over the other? seems that anim bp is for movement and anim montage is for special actions. Like if I want to do a stealth kill takedown, I'd use a montage?
and actually would a stealth kill be an anim montage or a sequence?
if anyones good with physics stuff please help this unfixable with my knowledge 😦 #legacy-physics
anyone doing ludum dare?
Is that what kids are calling game jams these days? 😜
Hi guys, very stupid question but... I've a value that goes from 0 to 360, and I want to assign it to the yaw of a Rotator, but the value either get stuck in 90 degrees or so, it doesn't look to work
nvm i was talking out my butt
How i can tell where the debug coming from?
its printing hello form somehwere ;d
i forgot where it is
if its a print string node use the blueprint search to look for print string nodes, otherwise the output log has the calling BP
MathewW am making A single player using game mode / Game State etc.. is it a must to make it clean?
clean?
I'm new here, where should I go looking for help?
Hey guys, question on Mesh Import process with LOD Groups from Blender 2.81. I'm trying to simplify process using single FBX file, but UE4 just imports all of them separately. I have "Import Mesh LOD's" setting on, and here is my naming convention in the blender file, from tutorials I've seen it is correct, and yet UE4 never auto-assigns LOD's. What am I doing wrong?
Should I export all meshes separately and manually assign all LOD meshes?
anywhere that seems correct, this is the catch all channel
thanks, I'm trying to work with the paint tool in landscaping and when I try and make a weight-blended layer for a texture my engine freezes, I have no idea what could be causing this or what to do. It isn't a particular texture/material it's anything I try.
so when working in the material or painting?
so in the paint section of landscaping if I go down to my layers I am trying to make them a weight blended layer but when i do so the engine completely stops
weird. have you tried it with a material that has no layers?
i mean thats sorta normal, it has to compile and make the layer
so if your machine is low powered or your material is complex it might freeze for a bit
yeah my rig is pretty good and it will freeze for over an hour
yeah it shouldnt which is why I was suggesting to try a normal non layered material to see if its the material or the engine
yeah i've used other materials and its not a problem until i try to make one of the layers a weight blended layer
and is this with just the simplest test? 2 textures samples one layer blend node and plugged into the base color? no other changes
but no it shouldnt pause for but a few seconds if that if you are clicking the + to add a layer in your landscap
yeah thats exactly what i'm doing and it doesn't freeze like this for anything else, is there anyway to do it manually without using the + button
setting the defaults
not that I know of, the + is what lets you create the layers then the layer info assets
is this even with the basicest of test materials? 2 textures, 1 layer, no changes
yes no matter what I use it still does it
what size terrain? and is this in .24?
terrain is 256x256 and yes
does it even pop up and ask you to save the layer info?
I can say on mine I just tested and it paused for ~3 seconds when I saved the layer info, then it popped up with about 1k shaders to compile. This was when adding my first weight blended layer
it does pop up for the save and freezes after
yep freezes here as well but only for about 3 seconds while it creates it and starts the shader compile
when i look in my task manager it shows numerous shader compiles running but it shouldnt take as long as it does
oh it should depending on your machine, so you see it compiling?
it doesnt show as compiling in the engine i can just see in my task manager
yep thats what I mean. if you see shader compilers running and its using ~90% of your cpu or more just have to let it go
depending on whats in your project possibly. Try it on a new project, new level, just make the material using 2 generic textures in the engine and then do the landscape stuff in the new level. eliminate your project
you dont happen to have visual studio installed do you?
no i don't
yep then eliminate your project as an issue. yes it could take that long if it has to recompile all shaders in the engine, it's something .24 and later does and I have heard reports of 50k+ depending on the project which is why I suggested a new test one. I did that, third person template, and ~3s delay and then 1k compiles in engine
after the 1st layer was added and compiled the 2nd was instant
I see, i tested on a smaller project and it worked fine, must just have to wait and hope for the best. Thanks for all your help!
i dont think it helps but I beleive its an issue with .24 only
hmm so maybe try .23?
if you are just messing around or learning yeah it might be more enjoyable. most people mentioned this with .24
okay thanks
Please help guys. It's really stressing me out. It never did this before until I tried to download a new version. When ever I try to make a new project it says "Video driver crashed and was reset! Make sure your video drivers are up to date. Exiting...".
(please @ me if you respond)
download a new version of what?
@fallen wing update your video card drivers. Make sure your system specs are upto par... and if your techy enuf... https://docs.microsoft.com/en-us/windows-hardware/drivers/display/tdr-registry-keys
ty :)
make sure you do first 2 things however
whats the cheapest way to add a flat light of say 30 percent to an entire scene ? directional lights leave terrible differences between light and dark.
maybe 2 directional lights, at 50% power, one with shadows on and one with off ? or would that hit the cpu gpu double hard, i guess. X_x
im making a VR game, i would like a minimum darkness applied everywhere, basically.
I would assume an atmospheric light would be the flat lighting you want
the sky light
but beyond that can you not just up the eye adaption/auto exposure to make it brighter by default?
thanks. those are what i was focusing on also. ill keep checking.
what are you doin today Mathew ? are you busy? are you home relaxing ? are you working? are you at some cool secret net cafe on the beach that no one knows about, but only like 2 people there, so social distancing is ok outside ?
or are you in a cool otaku anime room full of girl pillows hacking away at some UE4 game from the future ?
im sitting in my tatami room. i just cleaned my front door. i put some cleaner on it, and it was super strong, and i was surprised , i thought the door wasnt very dirty, i thought it was a natrual steel color, but the rust water that flowed down from the cleaner shocked me, WOW my front door is white ! ? so i spent like 30 minutes cleaning to see how white. apparently i have a white front door. anyways, sorry. spam finished.
been at home all day playing WoW with the wife ignoring the world 🙂
@grim ore watching your videos dude 😛
In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to make a simple physics based catapult.
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-VQT&index=1
Use function in the player chara...
i can't find the "Use" interface 6:58
is there any specific event or function on unreal that can check when the min of an array changes index? or should i craft my own with a timer?
i think you have to make it yourself
@half turtle Do you know how to create the second one so i can call it in my catapault
you mean how to create a function that detects when the min changes?
yes i know how to
Whatever he does in those links
i don't know how to do it do you have a guide or a video on it
or can you explain it to me
which part exactly are you not getting?
i was trying to make the catapult from this video https://www.youtube.com/watch?v=-IAZuMaEeYA and used an interface
In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to make a simple physics based catapult.
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-VQT&index=1
Use function in the player chara...
that i i did not have
and i don't know how to create an interface
you dont cast to interfaces
interfaces are functions that you can implement into any object
you create an interface, and then implemenet it in the blueprint you want to have it
look up blueprint interfaces
ok i'll look it up thanks
once the interface is added
@grim ore has the skills to pay the bills
ok thanks
someone can explain me, why my sound keep restarting if i have more then 113 actore in the scene?
are they all making sound ?
how can i export a box brush for sizing refrence in blender?
i heard somewhere that you can
Hello everyone, I was making my own movement code using the character controller, however above a certain speed, text spews out of the console and I'm unable to move (can still jump).
So my goal was to be able to bunny hop, and it works now, however, above a speed it locks inputs. I still have my momentum, but can't move after landing
As for what comes out of the console, turns out its unrelated
Any suggestions on getting mesh distance field shadows working for the skeletal mesh on a character?
don't think that's a thing
what you can do is create hidden mesh pieces that don't deform and have distance fields on them
kinda like how shadow capsules work
You can't use a shadow physics asset?
o
I don't think so (my knowlage might be a bit out of date)
how can i export a box brush for sizing refrence in blender?
That's helpful though too. I'm trying to get shadows with a camera that's about 36,000 units away.
Either that or working shadows with an orthographic camera
ortho cams are buggy at best
I could attach primitives I guess and have them cast shadows without being visible themselves. One of the docs implied that capsule lighting would work.
Thanks.
I just added some spheres in the character BP, scaled them, set them to cast shadows when hidden, attached them to some bones and it's good enough for now.
goddamn stub documentation!
in a blank level
how can i line trace
like what is the camera moving around the level and how can i make a reference to it
current viewtarget?
is that what it is
this is how i'm doing it with the third person bp
like when i press play it put's me in a camera that i can move around with and i want to make a reference to it
pls help
When i switch from the camera and possess the third person character this ball is what pops up and i thinks it is the camera does anyone know how to make a reference to it
That’s the spectator pawn
Hi everyone, my level's getting heavy and I've got "STREAMING TEXTURE POOL" and some errors like this "LogD3D11RHI: Warning: Temp texture streaming buffer not large enough, needed 16777216 bytes".
I was able to solve the problem of the streaming pool via this command "r.Streaming.PoolSize" I am base at 600 and I put at 3000
But I don't know if it's right to do that.
By the way, after each launch of Unreal Engine "r.Streaming.PoolSize" recovers to 600
Or did you have another way to fix this problem?
It happens at a specific location, do I need to lower the texture resolution at that location?
Usually it means you have a lot of textures loading in that area
Yes, it is.
I think it's set in one of the ini files. You can also just turn off texture streaming in the project settings until you're ready to set it up
Especially for gamers, Unreal tends to stop loading textures when there's too much "STREAMING TEXTURE POOL".
I’d advise against that
All right
However, I didn't understand what you meant by the Setting some textures to shared will also help
Yes
im starting to tackle down a minecraft like terrain on ue4
so far i found some really useful sources on how to start this
but it seems like is quite complex
more than i thought
programming is hard
Well, yea i guess but im new into ue4 and never had to use C++
the drag and drop it has is outstanding
Here’s you obligatory plug. I sleep now
https://voxelplugin.com
why dose this spot light keep casting random shadows? i changed it to static mode and the shadow wasent there so i know its this exeact lamp. the scene is made out of bsp boxes if you need to know.
@ancient wave static lights are baked into lightmaps on the surfaces the light shines onto
Or make assumption
are the pro features worth it?
so you need lightmap UVs on the ground and high enough resolution on it too
spawning foliage.. hm that can be done in ue4 right?
im not asking why its blocky im asking why its casting at all i have nothing there @honest vale
oh right, I glanced at it and thought that was a mesh but it was a reflection capture actor 😄
lol
@honest vale do you know if there is a more appropriate channel for my question?
graphics most likely
who the everliving "bleeeeep" removed bluetilitys!!!!!!!!!!!!!!!!
Quick question, is there a way to change the way a texture looks during runtime? like can i shoot a blood particle on a mesh and it spawns a bloop on where it hit?
or actor, or anything that i can control for blood.
@warped sun I think I have heard of decals being projected onto meshes to achieve that
what if i wanted a puddle of color to go all over a mesh?
im kinda confused on how it should be set up 
I'm seeing an interesting write up by Tom Looman that may have some info for you: https://www.tomlooman.com/rendering-wounds-on-characters/
Hello! I need help so that my character can crouch. At the moment, I made a crouch animation in State Machine. I have inputs from the project manager, set it in blueprint character, but I don’t understand what I need to set on the graph of events in the animation blueprint. Can you give me some advice or link on the tutorial, how I can get crouch for my character with pressing the button? Thanks!
@sturdy apex das epic, ill read
@warped sun I wish I could find something like a tutorial, but I haven't bookmarked any yet since my research hasn't gone there. I see that someone made a plugin that might save you some time, but I do not know if it will hinder performance for what you need: https://www.youtube.com/watch?v=xnAn3VSz1xs
DoN's versatile Mesh Painting System is capable of many things; stamping a jaw-dropping number of decals without performance loss is one of them! If you enjoyed this video, check out this forum thread to learn more about the plugin and its main functionality: https://forums.un...
@charred stirrup https://www.youtube.com/watch?v=NJolihHJUMM this might fill in the gap for what you need and how to get them connected?
In this short guide we enable crouching mode, add control keys and set up missing animations for our third person character.
How come I swear I see some games made in ue4 that are like 25gb in size and they look the same, sameish size maps, as games that are like 3gb
My best guess is the main usage of extra drive space would be high poly geometry, and high resolution textures/materials
I don't understand the benefit of super high poly geometry
I suppose you'd need that for things like grenades to use properly
@sturdy apex Thanks! Looks like this is what I need. Yes, I need information on how to connect it all together.
@charred stirrup glad I could help
@signal minnow high poly wouldn't have benefits other than looking detailed, but you can get those same details with less polys by making more use of materials that have height maps or bump maps to fake crevasses and such on the object. I've seen parallax be used in materials and it can do some cool stuff, but I think it can be expensive to use as well
Like I'm trying to download the just cause 4 on epic store's free game thing, but it's literally a 49gb game. That's gonna literally take over a day probably
Ehh I'm 1.25gb downloaded in like 45 mins
Idk, I'll get back to you in like 6 years when it's done
Because I tried the PS4 version and it looks terrible
Eh, i personally don't care much for visuals
Big fan of just cause 3 but didn’t even play past the first level in just cause 4
Prime example, my desktop's tempered glass side panel has been sitting off, leaning against my PC for like.. half a year...?
@vocal flume never played just cause, heard it was good and I mean it's free, only annoying thing for me is the download for it
Like how can the launcher not resume partially downloaded files if you turn off your computer
Can epic not manage an integrity check system? Damn 😂
Wait, epic launcher can't resume a download after restart?
define "turn off your computer" :p
Apparently not for the store games
Idk, I had 10gb, restarted PC and checked if the files were in the games folder for downloading
I saw the 10.4 GB or whatever sitting there
But the amazing launcher tells me the folder has to be empty
Steam library is far superior setup imo
You can actually manage your files
Hell, even have precache servers for your local network
You can basically do that with steam
you can do that with squid for anything :-p
So if you have numerous people that live together that play the same game, one downloads it, caches it to the box in the process, then the next downloads it in like literally a minute
That has been a nice feature
Idk what squid is but it'd help people with slow internet because there's nothing available
squid is a cache server
Ahh
Pretty sure the steam library one was meant for like PC cafes and shit
Which have like 50 PC's
All gonna be playing csgo or whatever
So that download throttle would be hella big, even on gigabit
Pfft
Anyways I'ma stop talking about this
does anyone know how to access spectator span camera
What do i do from here and what should i put for obgect
Anyone knows why this is happening? I can open Unreal Engine 4 with the shortcut but not in the epicgamesstore app
Maybe you need to update the engine. Through the app, you could be trying to open a later version than what you have installed?
I have only installed 1 version though
does anyone know how to access the spawn camera from the spectator spawn class
search the error if you didn't yet
search the error if you didn't yet
Cant find it
How do I make the details panel appear again, I accidentally removed it
anyone ever had an issue where a component begin overlap event is triggering... with the actor overlapping with itself?
so it became self-aware in a sense? sorry i could not resist that 🙂
apparently...
window->details
Thanks, just started on UE4
Who knows access how to use the spectator camera
eject
eject
Does anyone know if a heightmap can be used in UMG? I would like to have 3d looking buttons behind the widgets and I am not sure if this is a feasible option
I cant seem to find any mention of it online
Hey guys, somebody know what can be a problem? I had that ion obj and was great and when I exported in blender to fbx it's not bones in skeleton
i exported from obj to fbx and now is nothing
why its showing failed to load third person character but my char are fully editable😨
non scene components classes cannot be changed in childs who inherit them?
Mesh containt root bone as root but animation doesnt contain the root track. Somebody can help with this?
Hey, in animation blueprints, i have idle animations with and without a gun, is it possible to add a branch to the animation state?
nothing much under flow control in animations BP
Which channel is best for finding people who might want to collaborate on some sort of project?
#looking-for-talent read #more-resources on how to post there
thanks
you know how the UE4 contract says you have to give them 5% of revenue?
How do we organise that?
any good tutorial (Free/paid) on animation blueprints? cant find a good source of information
Here’s a guideline and forms for reporting your revenue https://www.unrealengine.com/en-US/release
^wahts that?
@plush yew if you possessing the spectator pawn
then you can access it by get controlled pawn
put the input in your controller
All right everything fine now errors are not showing why i dont know may be its a kind of bug😱 😅
For general questions about releasing your game
why do it in level blueprint tho
I want to replicate this with spectator camera instead of follow camera
oh yea
lvel blueprint does not make sense but how do i get controlled pawn
*into
you can get it via your player controller
put your inputs in there
Hello! Is anybody know 3dmax? i have a question about mesh removing.
Where do i find the player controller blueprint excuse my cluelessness
@plush yew
there isnt one unless you create it then set it in gamemode
I mean there is but its cpp
I would go to a 3D studio max discord for all your 3dmax needs
guys, anyone ever had the physics engine explode in such a way that an actor cannot move at all but just rotate? even tho absolutely nothing is constraining it?
how can i remove the gradient on this bar?
i swear the more i deal with the physics engine in UE4 the more i hate it
how do i select ALL items in drawbox? Alt+ctrl only selects the ones i can see
wasnt it ctrl+A?
morning,
er im having a major issues and a friend said i should come here?
getting this error when packaging
Not sure how to fix it
damn, everyones having issues atm,
idk even whats wrong with mine it just crashes on pressing landscape or trying to build
how do i lock the capsule rotation via blueprints?
@plush yew then it'd be pretty hard to help you, don't you think?
probably it just weird
I am trying to make a slide function in ue4 where the capsule height is set to half of it and it will simulate physics for the how long the button have been pressed
for the most part its been working, now i am trying to lock the rotation of the capsule
Guys how do i set the duration to this particle system?
I can find the duration box to set the duration to 2s or more so can u guys tell me how can i set the duration here?
*dies... somehow my AI component (custom made) was killing the physics engine for its actors just because it was telling them to turn around...
Hey all, is there a way to render a sequence to TGA ? I see it isnt in the dropdown for output formats 😦
how do i lock the capsule rotation via blueprints?
I am trying to make a sliding function in which the capsule height is set to half (e.x, height = 10, half = 5) and the it simulates physics but just lock the rotation
hey, is there any fix for
Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Serialization\Archive.cpp] [Line: 660] BulkData compressed header read error. This package may be corrupt!
Helklo, why does my Left Mouse Button event doesnt fire?.
@plush yew is this happens for one of your projedcts or anytime u launch ue ? If it does anytime u launch ue try reinstalling it and vs
it fires when i press Build or the landscape tool
visual studio tools?
yes when u install ue u need to install vs too, with the tools for cpp and GD
ok, thanks
how do i select all items inside of my Ctrl + Alt?
if i see this does that mean there's something wrong with my installation? also when I try to import any texture from bridge ue4 crashes lol
seems like your Megascans plugin is out of date
@dim arch ty 4 input will look into that. weird
can i use the weapon component asset to make it like fornite or just copy and over the component and remake it for my own use
with my own animation
Hello, why this event doesnt fires even tho i press the left or rightclick button ?
can someone try out my packaged game? i need someone to test out the multiplayer for me only for 5 min
@worldly axle check the Blueprint properties 'auto receive input' player 0
THANKS @dim arch !!!!!!!
ah yes renaming a folder with a measly 50 textures in it taking two minutes is fun
is i5 760 and gtx 1050 with 2 gb vram too bad for ue4? is it really necessary to upgrade my system?
Lounge for hardware
When in a widget, how can I fully disable the mouse cursor?
Hi Guys I need an advice again 😦
~~im setting this timer in GameController ~~
~~its sending the update to Widget BP this ~~
~~and its starting from beginplay here in game mode ~~
~~i've tried to do everything but still client can't see the time when he join after 5-10 seconds ~~
~~I want the Client Keep updated when ever he joined with the time 😦 ~~
Edit : nvm guys thank fixed by switching the timer to the server and looping to all controllers from there ❤️
is it dangerous to use instanced materials too much?
i'm more concerned on the draw call
What would you use instead? 🤔
uhh, duplicates
so material01 then theres a duplicate again and again and again sort of.
not sure if this is efficient though
no, keep to instances 🙂 That's what they are for.
but wont it affect draw calls amount or performance?
Would this return the "Local Player" in a multiplayer environment? Or would it just be the first player to load in?
Player indexes are used in local multiplayer only
(IE, splitscreen)
In other words, yes, the local player.
So if i used this in a multiplayer session it would get the player of the client it's ran on? I don't have much experience with UE4 networking and stuff but i'm working with UI and i don't want everyone to get the UI to pop up when a player clicks a button, only the local player.
I run in a problem. how to use DoF on Translucent materials ?
Everything that has Translucent material is in a focus
Found the fix lol
r.SeparateTranslucency 0 - Will fix it if anyone needs ^_^
Does anyone know a better way to get shadows with a skeleton mesh using a camera that's over 36000 units away? I can't get shadows with an orthographic camera so I'm using a really low FOV camera. Right now I'm using distance field shadows and adding hidden geometry to the mesh to get the shadows.
Does any know how to control Exponential Height fog so it wont be visible in the houses? Cuz right now its affects my interior as well which is pretty bad
Hi all! I'm trying to join two separate splines together by getting all points on each spline and then constructing a new spline. Problem is when i do so I get a "knot" between the last point of the initial spline and the first point of the second spline. Any advice?
@scarlet birch you can change your shadow distance on your lights btw 😛
Yeah, tried that.
Hello ! im looking for the last version of Zelda of Ocarina of time Available for Downbload
Not a bad idea, but I have a lot of these. I need something cheap enough for many on screen at once.
made by Unreal Engine 4 !
what
Zelda ocarina of time
this is a Developer area... not a download zone...
i think they left the server
Drive by stupid
Can i use springarm with a melee weapon child for interesting effects? I tried and failed.
:D what
For example. If i attach weapon to a springarm then pickup the springarm actor with an attach to component. Would thatt give me a soft rotation variable on the weapon?
Id like to stop my hammer from passing into solidnobjects. How would i do that ?
I use attachtoComponent on meshes
great guide btw cedric, have been looking into it and thought to mention what a great resource it is
You use a trace or collision and change the animation when it hits something or use IK.
am i the only one who thinks that the "Compiling Shaders" thing is a lil satisfying
@normal burrow The network one?
@scarlet birch can you give any gips about applying IK to a VR motion controller?
If it's VR and first person I'd use a collision shape and use an animation to pull the weapon back inside the capsule collision when it intersects something.
If it's during a swing you're concerned about you have to change the animation on hit with either another animation or manually move it. You'd have to read up on IK.
Okty ill check ik tutorials. I move my arm manually. So i dont know how to pull weapons back.
Well the vr collision boxes pass through other block actors. Also
I'm having problems with the level sequencer or the blueprints because when i press lmb it opens the door but then goes back to the original place when i press lmb again it plays reverse, idk how to keep it the same place when it opens
which one is it, using blueprint or sequencer?
it looks fine on blueprint but i think its with sequencer
so you are using sequencer to do something and its not working right or not working right when calling it again or?
no, when i play the sequencer ingame when it stops it goes back to where it was, how do i keep it the same place where it stopped
when i try to add Animations to a folder in my game from my desktop
i cant import it
i get the import screen
but i cant click import all or just import
they are all FBX btw
if you hit play without messing with any settings it should stay at the last spot, it does for me. how are you playing it? what does the sequence look like
it works fine but when i use it in the game it just doesnt stop where the sequence stopped
@grim ore
when i try to add Animations to a folder in my game from my desktop
i cant import it
i get the import screen
but i cant click import all or just import
they are all FBX btw
in the level sequence details panel tell it to Pause at End
you can also set the state of each object in the properties for them https://forums.unrealengine.com/filedata/fetch?photoid=1560428
I have this grenade made of:
Sphere - Simulated Physics
Projectile Component
How do i prevent it from rolling so much?
I've tried adjusting the values without any results.
oh thanks it worked for me
rolling as in rolling on the floor and not slowing to a stop?
Yes.
Although it does slow down from Linear and Angular Damping a little bit, but that seems to affect air velocity as well so it's not a solution.
What i'm looking for is a tiny bounce when it hits the ground (think halo plasma grenade).
Anyone have any idea on how to get webcam feed into unreal?
Like I found this video: https://youtu.be/QojUd7Btmng
Unreal Engine Composure Introduction. Basics of keying and compositing.
Illustrates how you can pull live video captures and play it inside UE4 with the Media Framework tools.
you probably want to set up a physical material on it then to add friction and bounciness
I love you
Well i tried messing with the friction on projectile component.
Anything from 1, 5, 50, 5000.
Nothing happening.
thats the friction for items on that surface, your going to want to assign physical materials or change those values on the surface it colliders with
your surface your item hits controls how it reacts when it hits it
I drop a ball on ice its going to slide more than I drop a ball on sand
I added a physic material to the sphere mesh and played with friction.
Tried setting material on the surface of objects/plane too.
Still rolling : |
I'm so confused.
@unreal sable try making its mass higher
I tried 100kg
@unreal sable Just add a tiny bit of angular dampening.
Tried that too
Then no idea. It's pretty straight forward. For the most part if you want to reduce a force you can use friction, dampening, or negate it with another force. Are you sure you're not adding a force?
Try reducing restitution too.
Set it to multiply friction values or use lowest.
Ah, maybe you're in on something.
I use "Set Physics Linear Velocity", maybe that affects it?
I mean you're directly setting velocity when you call that.
I changed the force setting from Linear..etc to the Projectile Movement, Angular Damping seems to work now.
Or it's the mix of surface phys. material + angular damping. Not 100% sure, but at least i'm on to something.
Learning UE4 feels like:
Want to do A, something is wrong so go research B, turns out it was C you need to do A.
It's not really a UE thing with physics though. It's the same stuff used in a lot of engines and physics is physics. It's just forces and math.
hey guys,
Any way to package with editor?
Hello i have a problem with my navmesh when i switch level its saying ''Navnmesh needs to be rebuilt'' but i have allready done that so what causing the problem? 🙂
Is there any way to delete files in the project's directory in a packaged game through code? I'm using Numa's IO file writer and I'd like to give the players abilities to delete files in certain directories
Can anybody explain me what royality mean?
A percentage of total revenue from a product is withheld and paid to whatever is enforcing royalties
Think of it like taxes. But just as annoying
Is it enough to use UE4?
8GB ram
GeForce RTX 2060
Ryzen 5 3550H (4x 2,1 GHz)
@ember notch moar ram
Is the ram not enough?
How do I add more transforms?
not really
I kept getting ram crashes even with 16g, you won't be able to move large files around your folder structure and other intensive tasks, after upgrading to 32G I haven't had any memory crashes
there are still some things I do in editor with my puny 4gb GPU that I need to disable my second monitor and change my resolution to 800x600 (actually reccomended by epic lol) to avoid vram crashes,
ram is very important....
@plush yew right click on the pin and select split struct pin
pinned pin split
its too bad none of that stuff is covered in any of the epic official starting tutorials or any other newbie blueprint stuff.. a shame
i avoid pin split tbh
Pin split for life
lol
My problem on my current laptop is the cpu and not the ram lol
my problem with my current laptop is i don't have one 😦
Currently I have Intel i7 as a cpu
my problem with my current laptop is i don't have one 😦
sad
should be nothing wrong with that CPU, better than most to be honest
I actually found a laptop I want to invest in just have to find it in stock at MSRP or less now
lounge be for hardware 🎵
yeah its just kind of is a suffocating topic. lounge isn't well suited for it either.
Hello, how could i separate theses bp and edit each of them separately? If i edit any of those, the other gets edited too .
https://cdn.discordapp.com/attachments/270909733580308480/701468182300459038/unknown.png
you would have to either make duplicate blueprints in the browser (those are instances, they are not blueprints)
or make children version of the blueprint for each one
but uh... this all defeats the purpose of a blueprint, what did you need to edit in each of them?
branches?
if
editing variables is fine, you would make them instance editable that is the point of it.
but if you are changing the core code of the blueprint then yes you should make new unique blueprints or adjust the code to fit blueprints properly
thanks !
Could anyone point me in the direction of how to get 3d models (panels/buttons) to align with UMG on the player camera? I would like to have a menu with meshes that can be effected by lighting in the environment. I can't seem to find any information on this
to my understanding, 3d models cannot be added to a widget
correct, you would use a render texture to hold a scene capture from a camera then put that onto an image in the widget
the other option is to have your widgets in the world along with the 3d items using the widget component
I like the second option.
if you want to use meshes for a menu then your best bet is to just setup a scene, put a camera in it and use it for your menu.
I was hoping to have the widget for text and scroll boxes on the player camera as expected for a hud, then be able to align 3d meshes behind the text (3d panels/buttons) and if the player opens their inventory it would pop up in front of whatever they were viewing and it pauses the game. Additionally, any nearby dynamic lighting could hit the menu panels
You could do that. It'd be easier to use widget components and attach them to the mesh's in a BP though.
I'd imagine I could attach the meshes to the camera, but if someone were to change the screen resolution I will encounter some issues you think? Like, the meshes may start unaligning with the UMG?
If you're going to use a scene I'd not try and align it to a hud. Just use widget components.
This is one I did. The buttons are BP that you set the text on and then set a function for them to call. https://youtu.be/UlpQG6u6iGg
I spent yesterday putting together a new main menu.
what you asking for is basically diegetic UI and thats going to end up having to be in the world
diegetic UI, that's something I have not heard of before. I'll start looking into it. Thank you @scarlet birch @grim ore
hi guys
anyone have any idea on what the deal is with ALobbyBeaconState? is it something thats coming or what? i cannot find the class in UE4
https://docs.unrealengine.com/en-US/API/Plugins/Lobby/ALobbyBeaconState/index.html
Shared state of the game from the lobby perspective Duplicates much of the data in the traditional AGameState object for sharing with players connected via beacon only
Looking at a lot of the free assets and the tutorials online, they use an older version of UE4. Should I learn on 4.19-4.22 so I can use all those assets and tutorials? Or should I learn on 4.24.3?
There's very little that won't still be usable in 4.24 and if you're learning you might as well start with the most recent version.
that makes sense. and i'll learn more by making the assets myself, too
sure wish I could use that Sci Fi Weapon pack, tho...
You can. Just import it anyway.
Check mark show all projects and select the nearest version. Assets like that don't have anything that will break.
Awesome! Thank you!
IF you are super worried install the newest version it worked with then migrate it over, easy peasy
anyone have any idea whats wrong with the texture?
@pearl sinew : Possibly no lightmap UV's? I only see 1 set of UVs (UV0) listed there. Usually when you import models for UE you allow it to autogenerate lightmap UV's it needs for static baking into UV1.
An overview of generating your own lightmap UVs in Unreal Engine 4.
Preview window is dynamic lighting
It is. Just taking a wild guess.
Hey all, I seem to be facing a roadblock in my build when I have plugins included (that I purchased from the Marketplace). https://media.discordapp.net/attachments/550441494448832532/701346682763477022/unknown.png
Anyone have any idea what's going on with the build breaking? I am not a programmer so debugging via VS is untenable for me unfortunately.
how can I change an actor to be black and white with a bp
@hollow ridge : Have two sets of materials for that actor, and use the Blueprint to change back and forth between them
@dusty basalt : What pack is this?
It's a UI for allow for picking files
Can I see the link on Marketplace?
You have a file there which has an error in the code.
It looks like it's missing an opening brace, which might be easy to fix.
I did a successful build 4.23, but now it seems to break. https://unrealengine.com/marketplace/en-US/product/file-picker-ui-dialog
The same message happens when I disable that plugin and it picks up the same error on a 2nd custom marketplace plugin (about dynamic lighting emitting from media textures).
It's a target file.
UE uses C# for build stuff?
I suppose it does!
Hmmm.
Unfortunately, @dusty basalt , it may be hard to solve this without programming skills.
Ah crap
One or another circumstances, possibly plugins that are not updated for your version of UE or whatnot, have munched that target file, which is a file UE uses to build your project.
Hmm, I'll do some more tests with alternative scenes in that case. See if I can get the build to go in a fresh scene with the plugin included.
If he deletes that particular target file, what happens?
I can't find much documentation on all this.
It'll try and replace it with a default one is my guess. Which may or may not be fine.
I'm inclined to think it's not the issue.
I've purged the intermediate and saved folders and tried to rebuild and no dice. I'm trying right now in a fresh template scene with the plugins enabled and used, and it's building fine....
Is a source build better?
yes
really?
Yeah, source builds run much faster. Moar FPS!
had no idea
Idk, I always install source but don't build from it as much anymore.
I use launcher on oddball/testing things, but yeah not on serious stuff
Anyone know how i would start a code for someone to lean like in R6S type leaning
Blueprints^^
Hey guys
Is it possible to choose a UVMap from the fbx for the lightmap bake?
In this case I want the second UV Map to be used when building the light
K, dunno wtf the deal is, but I migrated my project to a fresh scene and it's building fine now....🤷♂️ 🤦♂️
does radial damage trigger anyDamage?
@exotic cave Thanks for the reply. I don't know what fixed it but its fixed now all of a sudden. I played around with settings that have to do with lightmap UV
nvm, I figured it out. I had a gun that had collision which was blocking the damage.
are there any good example videos on people using dbuffer aka mesh decals? The documentation on it feels pretty vague it's like "yup, here's the wireframe! and then you apply a material and done"
DoH!, I wasn't adding the actor that was exploding to the actors to ignore for radial damage and since it blocked visibility it was only damaging itself.
is there a reason 'hollow' isn't exposed in brush settings for geometry sphere ?
how do you export a boxbrush into blender?
https://steamuserimages-a.akamaihd.net/ugc/1023949183706778569/A1B5EB6FE2EFAAF379601E5CFCA4AA2F51E158DA/
Not possible to make a Array from a Enum?
Any other Array works, however Enum, fails.
I'm having an issue with a button for mobile users
I'm trying to get it so when they press it the character will ragdoll
I already have a blueprint for pc users
but it's not a button
you just have to press x
Hello, everyone! I want to make a helper dog in the game. Has anyone ever seen a companion tutorial?
In this Unreal Engine Tutorial I show how to add an enemy with an AI Controller that follows the player.
It is a very simple AI but I introduce some basic AI components: The Blackboard, a Behavior Tree and the AI Controller blueprint.
See my social profiles here
G+: https://...
As a start
I dont know how much knowledge you have
@sacred sluice
Thanks! but it is so simple)
@bold bay do enum EItemCategories : uint8
That's required for C++ enums to work in blueprints
@gaunt abyss Thanks, ill give it a whirl!
I just solved a problem in ue4 by myself and i feel like a genius
@gaunt abyss It now gives an error: Missing "{" in enum
shoot
i spent like an hour waiting for the game to launch on mobile
and it opens up and i get a message saying
Failed to open descriptor file ../../../MyProject/MyProject.uproject
then it closes
not sure what i did wrong
but i don't want to try again and get same error
@bold bay
enum class EWhatever : uint8
{
First,
Second,
Third,
};
its the same syntax as extending a base class, but without access specification
class FWhatever : public FMyBaseType
{
};```
also @bold bay, #cpp in future
gotcha, thanks!
hi guys, does anyone knows why my movable actor is too bright?
I got this paricle
that keep looking at camera
is there a way to stop that?
it has to be something from here
how to play as imported characters which use custom armatures/animations?
Where can I find the source code of UE4 in Github
@proven tulip you can procedurally generate a maps layout using blueprints
if you want to procedurally generate meshes, it's more difficult
I'm a C++ developer mostly. Is is normal to add blueprints like that into a c++ project?
for example, you can generate the layout of objects in realtime, but you cant generate the shape of the objects in realtime very easily
yes, its easy to expose your C++ code to blueprint
Ok, so it sounds like to me I should just fully migrate to UE4 now and save a headache.
the system you use to generate the layout of each level should be easy to hook up to the object placement system
I would use blueprints over cpp to familiarize yourself with the engine framework though
just expose your code to BP, for example return and array of objects/locations and then use blueprint to spawn and place them, possibly create different materials etc
I did a tutorial today with blueprints and it was ok.
its good, the only problem is if your function returns a struct of datatypes, you need to define it and build the engine before you can access it in bp
What I have is basically a map that inherits a 2d array of type std::vector<Item>. So, each cell holds a vector. After the map is generated, items are dropped into each cell. I'd have to have Unreal read all of that in somehow then.
It does sound like starting off with Blueprints might be the better idea for learning purposes...
How do I download the visual studio 2017 to get source build?
Definitely want to move on to ue4 @proven tulip
Console stuff is great and you’ll be glad you have an understanding of general c++, but working with unreal involves a lot of generated code that is kind of its own thing
Also standard library stuff like vector is just not something you’ll use much
Nothing stopping you from, but it’s not compatible with the generated code side
I see. Should I be learning with a C++ project and use blueprints? Most tutorials say to make a blueprints project.
I'd like to see both going on.
Honestly would recommend understanding blueprints