#ue4-general

1 messages · Page 717 of 1

normal burrow
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some things like when to use 'make relative transform' or 'relative parent transform' or whatever the other similarly named node is.. like there could be a lot of improvement. but its just a side effect of unreal using quat, and two vectors over a matrix in a lot of places

rancid lynx
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oh

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well. its almost simple : ) Thanks Todd Sweeny

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tim Sweeny haha. i had to wiki google it. oops

obtuse swift
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is there a help channel anywhere?

normal burrow
obtuse swift
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thx

pastel magnet
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hey, is there somewhere I can post for help with animating a mesh in unreal?

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been stumped on it the past two days

dire fjord
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I have solved the issue of the constant compiling of shaders. I have no idea how this problem occurred. I did not intentionally put these lines into my defaultengine.ini so I have no idea how these got in here.

Boot=(Type=Boot, Filename=”%GAMEDIR%DerivedDataCache/Boot.ddc”, MaxCacheSize=512)
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path=”%GAMEDIR%DerivedDataCache”) ```

These lines caused it to look for a DDC folder inside the game folder. Since it didn't exist, it couldn't access it and just compiled shaders to memory temporarily. It had to redo it every restart. I tried creating the folder but it still couldn't access that folder. Finally I just removed those lines since I have no idea how they got in there. On restart it had to recompile one more time, but after doing that and restarting, the project now opens normally.
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What could possibly edit my ini file and insert those lines without my knowledge?

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This project was fine for about 3 months before this started happening.

tidal crypt
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Why is converting an FString to a char array impossible?

swift spindle
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because F-U (horrible tech joke!)

tidal crypt
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damn this is annoying

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like I can only send out a char and i have no idea how to work with fstring

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The docs don't seem to say how to use certain things or what they return like getchararray

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I just need this stupid fucking vector in the correct format to go through this fucking socket

barren flume
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Does anyone know how to setup online multiplayer?

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I have multiplayer setup but for lan

normal burrow
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*theString @tidal crypt

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This gives you TCHAR const*const&

tidal crypt
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oh fml...

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Thanks

normal burrow
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#cpp should be able to help you out if you run into more things like that. Heading out for the night

plush yew
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Is it possible to increase lighting intensity on a per-mesh basis?

abstract relic
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Look into ambient occlusion

plush yew
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Isn't that just fake detail shadows? I'm looking to decrease the strength of the shadows on my character specifically, and I've found that increasing the indirect lighting intensity does a good job of that (as well as screwing up the environment lighting)

normal burrow
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Ambient occlusion would work, as you could darken the effects of light.

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Not something you can just scale arbitrarily though (intensity)

lucid magnet
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No matter what i do, i cant seem to have my EnemyBlueprint play montages - i dont know why, and i have tried a lot of stuff - can anyone help, its really anoying

lucid magnet
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f this shit - i found the solution

dim arch
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hey

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to deploy a project to an iOS device

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you need a mac, right?

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for example, if I wanna make some ARKit app, I need to package and deploy it using OSX?

glossy ginkgo
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You guys know if it's possible to take like a planet that is small and when you go in it it's like 100x bigger in terms of map size? Tryna have 2 planets with the same concept in the same map (@ me or dm me plz for a solution)

half turtle
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so i got this bp that has an increment for an int in an array of structures, for some reason it instead decrements...

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the increment at the end of the chain is decrementing instead of incrementing

urban rapids
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Hello everyone,
Do anyone know how to make mirror geometry in unreal engine easily?

dim arch
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In the world?

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just select the mesh and right click, transform -> mirror x/y/z

frozen mural
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anyone can guide me how to export maximo fbx to ue4? my animation seems not working when downloaded as fbx

rustic imp
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anyone know if there's an easy way to replace a font with a new one on all widgets?

plush yew
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make it a variable

urban rapids
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@dim arch worked like a charm! many thanks!!

alpine elm
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hi hope everyone is well and staying safe in the pandemic can anyone give us some advice we are trying to create a island the width is 1287.48 KM how can i create the height map
the total size of the island is 200,000 km

what's the best height map software ?

silent forum
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you can divide into layers like the Kite demo

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hmm

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never tried before

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there are so many programs of it btw

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like the World Machine etc

misty stone
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does anyone know any good github alternatives? I need to use more than the bandwidth quota but can't afford to increase it.

silver crown
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gitlab

vestal anchor
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Could anyone lend me a hand possibly? I am incredibly Unreal novice so I followed a tutorial to get the bulk of what I wanted, leaving everything out that I didn't need. Everything is working as I need it to but I can't seem to get any menus working (pause or main). I am also trying to implement a "remove built object" function but no luck. I've tried everything I can think of, nothing is working.

plush yew
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can anyone recommend something good on the marketplace for vehicles that are fun to drive? i think i saw everything there is but figured i'd ask here as well just in case

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something arcadeish with just the right amount of realism so that its fun

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ideally i want something that can even make a cube drive, with wheels being optional / fake, but anything thats fun to drive will do

rich helm
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What specs do my computer have to have to run UE4 60fps

plush yew
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depends on what you have in UE4 i guess...

rich helm
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Ik my system is trash but can I run UE4 with I5, Gt520M, or is that wayy to old

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8Gb ram

radiant haven
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GUys, how can I make a mesh, that only collides with a specific mesh

somber quail
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hi hope everyone is well and staying safe in the pandemic can anyone give us some advice we are trying to create a island the width is 1287.48 KM how can i create the height map
the total size of the island is 200,000 km

what's the best height map software ?
@alpine elm

World Machine is the most well know. Gaea is also good and is made by the guy who made the popular "GeoGlyph" plugin for World Machine. World Creator 2 is another good option.

dim merlin
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Hi, anyone knows distance field shadows can be updated at runtime? e.g. spawning actors with DFS ?

oblique tangle
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Anyone know if it's possible to affect an emitter's attach point once it has been generated in game?

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Not the end point, but the starting attach point in particular

hoary locust
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In 4.23 my landscape material was about 7k shaders to compile, now in 4.24 it wanted to compile 70k shaders but I quit out and tried it again, 35k shaders now... What's up with that?

plush yew
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@rich helm sure depending on what you wanna do with it

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@rich helm also i5 does not say much, if you got a K (unlocked multiplier) they are generally pretty amazing overclocked

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GPU is old though, but should be fine if you don't do anything that it can't handle i guess

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could try to find a more recent cheap second hand GPU

hoary locust
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quit out again, now it's back to 70k shaders

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nobody warned me that 4.24 required 10 times more shaders

abstract relic
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When you use any engine for the first time. It needs to compile everything. Once that’s done, it’ll be cached so you don’t have to recompile those foundational shaders

rich helm
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@rich helm sure depending on what you wanna do with it
But why do I get low fps on a blank template?

hoary locust
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I already have compiled everything, this is just me changing one thing in the material

abstract relic
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Hmm

civic lance
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So i packaged my game and stuff, for 64 bit, but when I try to run my executable, literally nothing happens. You guys know anything about that?

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No errors or anything

abstract relic
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I’ve heard several people had that issue over the years. Unfortunately they never tell us how they fixed the issue 1cg.

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Hopefully someone will step forward

civic lance
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I'll try building it as a 32bit app, see if it works

radiant haven
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@somber quail Doesnt help me, I have a collision sphere and it collides with itself (cause its overlapping the mesh) but I dont want that. the collider only should overlap(trigger) at an other mesh

hoary locust
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collides with itself cause it's overlapping the mesh... what?

dreamy lake
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anyone else who has had flickering issues after pressing the play button ?

radiant haven
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it overlaps with itself

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and sadly it also collides with the Plane that shot it and thats bad

hoary locust
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a collider cannot collide with a mesh

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read the link and set your collision up properly

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you can decide what exactly collides with what

shadow violet
abstract relic
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Keyword for that is SubUV (crappy name I know)

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If it’s a particle: ParticleSubUV

proper stump
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im spawning a bullet object, that has a prejectile movment, to the SpawnActor i pass a transform with location and rotation, but where do I set the direction of the perjectile trajectory?

supple totem
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Somewhere on the proj comp. I think initial velocity?

proper stump
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@supple totem yes, that's there, but it needs to be changed on every spawn.. is that possible?

supple totem
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Yeah just set it after you spawn it

odd lantern
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Does anyone know how to turn off the snapping on x and y axis when moving tiled landscape in World Composition ?
It's very frustrated since I just need to offset it a little bit to match with the old landscape.
Thanks a lot !

plush yew
rich helm
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Ok I'll cheek it out tomorrow thanks! :)

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😄

plush yew
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np, hope it helps enough to get it useable

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if not just find a cheap second hand card i would say (maybe a 970, pretty cheap now)

light thunder
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Is it possible to rename a display name of an object via blueprint?

grim ore
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he has a laptop, hence the M on the end of the video card number, so he wont be able to replace it and chances are its a dual core 2nd gen CPU so there isnt much they can do to get good performance in UE4 @rich helm. about all you can do is replace it if this is the case

light thunder
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@grim ore Following your WTF is Download Image video - What did I do wrong here? The download Image output is now dynamic but that's not compatible with the brush texture?

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It is downloading as successful and I am copying the print out from the URL string and manually checking it in a browser and it displays the image fine

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I changed the type to match but even when it is successful, the texture itself comes back as none, I'll try a non-google api image, even though the browser test works, maybe UE isn't playing nice with it

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Okay, I figured it out...if anyone ever does searches here, hopefully this will help if you want to DOWNLOAD AN IMAGE AND SET IT TO A TEXTURE IN UMG - Make sure you use the On Success Node, because if you use the top execution pin, it will pass the texture before it has been actually downloaded, in which case, you will have an empty image

teal tulip
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What about connect the exe node on success

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The top is on instant

sage kettle
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Guys, I cannot drag and drop any files to content browser 4.24 anyone having the same issue?

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Same goes for fbx obj import and textures

native garden
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is there any good tutorial on how to export from max to ue4?

vague topaz
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@native garden I use the datasmith exporter from unreal engine to go from Max to UE4. In most cases this works really well.

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Does anyone know if you can use an eGPU say a 2080RTX ti for rendering inside of unreal engine? I am working remote and don’t have access to powerful cards ATM. If you can, is there a setting in UE4 to recognize the eGPU as the primary graphics?

dire coral
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can i get some help im replicating the weapon component asset in my own project and i did every thing except some of the animations (that should interfear) i cant get the parent weapon to appear in the world when i press play the code is the same as well as the settings

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for the actor

grave osprey
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When skeletal mesh LOD implemented :(

limber mesa
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how can i make a procedural foliage

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i have it checked but its not showing up in misc

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nvm i found it

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they moved it

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anyone know where the foliage type is at?

grave osprey
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Anyone here manage to export UE mannequin to blender and didnt have distorted bones ?

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I need the bones for skinning my character. But when i import it the bone is scewed. The result stay the same with autodesk max

grim ore
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@light thunder lol I went looking at my video to see if I messed it up and I do mention that it doesnt return the image until the success and in the notes I have the fix for the new return type

brisk urchin
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If I use the Merge Actors Option under the Dev Tools section in UE4, does it create a new static mesh in my content browser? Also, do I still keep the two original static meshes as separate unmerged in the content browser too??

limber mesa
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@grim ore sorry for the ping but do you know where foliage type is at?

vague topaz
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@grim ore Thanks for the link. Read through it and it looks like trying to specify the device with a command doesn’t always work and sometimes reverts to CPU only which wouldn’t work since I’m trying to do some raytracing with the eGPU. But worth a shot, maybe it’s been worked out since the 4.14 to 4.22 they spoke about in that chain. Thanks again!

light thunder
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@grim ore Thanks for following up, yeah it was my dumbass mistake for not even thinking about using the success pin

zenith lily
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Does anyone know here how to fix like darker / more black lightmaps on imported LODs? It's driving me crazy

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Left pillar/column is how it should look (LOD0) but on the right (LOD1) you see the lightmap is way worse

left sphinx
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so the same data issue has decided to pop up again even though the name change thing work until now

brazen pond
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Anyone have problems with the New RTX cards tanking your performance in UE4 4.24, I'm getting a nice solid 120 FPS in game, But my friend running a 2080 card with the latest drivers gets 1-5FPS and constant stuttering

junior shard
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when i resize the capsule for my char it gets too high how can i move it down? (third person blueprint)

left sphinx
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any advice on fixing that build data issue the name is just Reflections no spaces or anything

light thunder
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Silly question - is your hard drive low on space?

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that's caught me more times than I'd care to admit

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@left sphinx

worn granite
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multiple editors open is also common

left sphinx
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@light thunder 148gb free space

light thunder
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This is more of a programming logic issue, but can someone give me a nudge here?

I'm still working on this map to help firefighters learn their zones (and get there faster). So I've been fiddling with Google API calls, it works fine but I'd love to center the image on the actual point from Unreal, meaning, if you had an image pointing to a specific street on google , rather than just center on wherever google thinks that street is, you could take the point and center it specifically on the lat/longitude.

**I'm trying to convert the position of the image on the widget I have relative to actual map lat/longitude. ** I think the concept is right but I could use a little help getting over this hump -

My steps are :

  1. Get the position of the pushpin image itself, relative to the widget it is on. ex : x - 765, y - 440
  2. Multiply those number by the magical factor that converts it to it's Lat/Long
  3. Insert the adjust number into a string used to make the API call to google maps

It works for just one and I know it is because I haven't figured out the RANGE , say, of a change in a single X unit, to the corresponding Latitude number. I'm trying to find the pattern here, should I just take the actual dimensions of the image itself like 0, 1920, and convert those to their lat/longitude, and use that to find the range. Any ideas on how to do this? Not sure how I should deal with the lower dimension, like 0 (or even 1) and convert that to latitude, and translate that appropriately.

left sphinx
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@worn granite just one editor

light thunder
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You've restarted it right?

left sphinx
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yeah

worn granite
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@left sphinx source control?

limber mesa
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anyone know how i can find foliage type

left sphinx
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@worn granite is disabled

worn granite
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Oh that's a bummer

light thunder
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Have you built that same reflection data before?

worn granite
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Free space, only one editor, no source control... my friend, windows has lost your file handle and you need a restart

knotty rampart
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Does anyone have a recent Blutilities tutorial?

dire coral
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any good multiplayer inv system

exotic cave
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In engineering and science, dimensional analysis is the analysis of the relationships between different physical quantities by identifying their base quantities (such as length, mass, time, and electric charge) and units of measure (such as miles vs. kilometers, or pounds vs. ...

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One of the issues you may find is that you're fundamentally trying to convert rectangular screen coordinates to a spherical world coordinate system. Remember, the real world is round.

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Each degree of latitude is approximately 69 miles (111 kilometers) apart. The range varies (due to the earth's slightly ellipsoid shape) from 68.703 miles (110.567 km) at the equator to 69.407 (111.699 km) at the poles

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A degree of longitude is widest at the equator at 69.172 miles (111.321) and gradually shrinks to zero at the poles.

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I can't tell offhand if longitude lerps from 69.172 mi to 0 mi, or if it's another kind of relationship besides a linear one. 🙂 Good luck!

light thunder
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Well, thankfully I have a small sample size relative to the world (like less than 5 square miles probably, if that)

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@exotic cave and only have to repeat this approximation maybe, 10 times in total

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Range of image dimensions vs lat/long

0,0 - 28.555914, -81.783670
1920,1080 - 28.525743, -81.730122

x - -30,171
y - -53548

exotic cave
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I mean, I would guess you can get the lat/long of a point on Google Maps from the API somehow, no?

light thunder
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Already done that, I'm trying to work backword and figure out the lat/longitude of the points I have in the widget itself

exotic cave
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Then take the scale of your screen in miles, and convert that to degrees based on your distance from the equator

light thunder
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couldn't i do this? 0,0 - 28.555914, -81.783670
1920,1080 - 28.525743, -81.730122

x - -30,171
y - -53548

normal burrow
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would recommend just storing the lat lon on the pins somewhere other than where you place them on ui

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your placing them no?

light thunder
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@normal burrow that''s alot more work

normal burrow
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pf 😄 okay

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if you think about it, though

light thunder
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the data I have is for the streets themselves, names and stuff, and I do have a lot of GIS dadta but I don't have the specific lat/long of the areas I want

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I'm not doing that for like 600 streets

normal burrow
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well this math your coming up with, or storing accurate data

exotic cave
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You can GET THE LATITUDE AND LONGITUDE of ANY GOOGLE MAPS REQUEST YOU MAKE man 😄

light thunder
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if I can figure this out, it will do more

exotic cave
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Goodness gracious

normal burrow
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lol

light thunder
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You aren't listening friend

exotic cave
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Gmaps GIVES you the coordinates in lat/long in areas where it doesn't have good street data

light thunder
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look at that 3rd street icon

exotic cave
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This is your homework, not mine

light thunder
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hah

exotic cave
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I try to help out here when I can. In this case, I'm happy to bow out. Enjoy.

light thunder
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if I do an api call on that, if will give me 3rd street much farther away

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than where I specifically want it, but thanks for at least taking a look, it's not like I can ask for the money back

normal burrow
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are you placing the pins tho?

light thunder
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yeah but that's a fast drag and drop, maybe some rotation

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and it's over a static image not a google maps API

normal burrow
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when you place them, do you not find the relevant data your looking for here?

light thunder
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I'm just making a static api call after the fact

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no, this is all widget stuff that's driven by some data tables, but again, the lat/long (which is in an excel file) is a generic lat/long, not specifically placed

normal burrow
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coudl you not stuff the data in the excell file? i'm just trying to understand why you want to work backwards

light thunder
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like, if you google the street outside your neighborhood, it will give you a random spot on it, not the spot right outside, unless you give a numeric

exotic cave
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Use actual street addresses? Street corners etc?

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Yes, if you Google a street, it will give you a spot somewhere else in the city that is roughly the "middle" of that street.

light thunder
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I might look into that, but the problem is figuring out the api call, and I have north/south sections of the street to deal with

exotic cave
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I mean, seriously, the lat/long math you want to do is not hard either

light thunder
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I agree with you, that's why I'm looking at figuring it out

normal burrow
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if lat lon is all you need yeah, that is very forward math

exotic cave
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Assuming you have the lat/long of your center point and the scale of your map

normal burrow
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you can more or less designate a lat lon per corner of your map and interpolate

light thunder
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scale is problamatic, can I use dimension?

normal burrow
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that ignores curvature of course but w/e, game

light thunder
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yes, that's the word

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i need to lerp between 0,0 and 1920,1080

normal burrow
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well you lerp (start_lon, end_lon, pixel_lon / pixels_lon_size) yeah

exotic cave
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Calculation at right bottom corner should be that you add (scale of map in miles)/lerp(68.703-69.407, normalized latitude from 0-1) for lat

light thunder
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0,0 - 28.555914, -81.783670
1920,1080 - 28.525743, -81.730122

x = -30,171
y = -53548

exotic cave
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And (scale of map)/lerp(0, 69.172, normalized lat) for long

snow reef
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is there anyone i can go to for help with a problem?

exotic cave
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@narrow ridge : They're all over. Just ask.

normal burrow
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so for x blake

T = (x - 0)/(1920-0)
A = -28.555914
B = -28.525743

answer = (B * T) + (A * (1.0-T));

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(aka lerp(A,B,T) which is just (A+(T*(B-A)) [same fundamental result] )

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the - 0 there is just to give you an idea of a start pixel space, going from 0 to 1920

narrow ridge
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@narrow ridge : They're all over. Just ask.
Wrong tag? 😅

exotic cave
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Yeah, my fault.

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I really thought I had the right one.

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@snow reef : Just ask! Don't ask about asking.

normal burrow
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😄 happens

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its why i've got an at sign in there. too many pats

exotic cave
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gives thanks for his ridiculous old hip hop DJ name that he specifically picked to be unique in an internet search

normal burrow
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dj exo was me, but there are many of these

exotic cave
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I also idly wonder if the lerps need to be slurps instead

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In computer graphics, Slerp is shorthand for spherical linear interpolation, introduced by Ken Shoemake in the context of quaternion interpolation for the purpose of animating 3D rotation. It refers to constant-speed motion along a unit-radius great circle arc, given the ends ...

normal burrow
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you know

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its a real thought

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but i don't think so because they're spherical coordinates more or less

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we're already assuming a flat world here

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but i bet there is a lot of standardized way for this stuff if you wanted to be more accurate @light thunder

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wouldn't doubt google maps relays stuff like curvature

light thunder
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It doesn't need to be that accurate

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there is a decent amount of "ISH" / wiggle room

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just not lerping this right

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T = (x - 0)/(1920-0)
A = -28.555914
B = -28.525743

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@normal burrow how do I do this for the resolution again? what if it is zero?

snow reef
exotic cave
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@snow reef : We'd need to see your Blueprint...check your scene gravity also.

abstract relic
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The code bit

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That ain’t helpful 😜

normal burrow
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lol 😄

normal burrow
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but blake you take the position of the pin, divide it by resolution if the top corner is zero, this is what you pass into lerp

light thunder
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I'm doing this wrong too @normal burrow Obviously I need to normalize, just not sure how

rough hound
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What type of external database would you use? Or does UE4 have a way to store data by itself?

light thunder
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god i'm dumb

rough hound
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Thinking about stuff like MySQL etc.

light thunder
normal burrow
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yes but you lerp between the start and end lat / lon

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the part passed into alpha is correct

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A should be left side of the screen, b right

light thunder
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the vector on the left is the screen position

normal burrow
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nosql is a fine option zadkiel but idk about bp support

rough hound
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nosql?

normal burrow
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i gathered that blake

light thunder
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sorry, didn't realize I had cut off the image

normal burrow
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ye first set of lerps there you should get rid of

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the lerps in the comment are what you want

light thunder
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that's what I was looking for

normal burrow
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pass alpha as the ones you need to remove

light thunder
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thanks for spelling that out for me

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it's a smidge off...I know this is a very hacky/sloppy way of doing it, but it's not really essential I was just trying to see what extra stuff I could easily add

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too far to the south...hmmm

normal burrow
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you may want to consider where the points on the pins are

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i don't know what corner of the image is the screen position

light thunder
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yeah, i am trying to get the exact center but I think the points themselves, yeah I'm sure that's enough to throw it off

normal burrow
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can always fudge it until it looks right

light thunder
rough hound
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Would it be optimistic of me to hope a SQlite plugin from 5 years ago still works?

light thunder
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so, i'm placing it so the end of the actual point is literally pointing into the street itself

normal burrow
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i'd call that optimistic

light thunder
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so maybe just a small image actor on to this widget and get the thing's coordinates

rough hound
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Ugh. Everything that seems up to date is like 40€ on the marketplace.

normal burrow
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yeah that would be ideal blake. you could also just put an + to the screen point and find some value that looks proper

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so long as the screen point is always in range of 1920 x 1080 it'll be fine

neon bough
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@rough hound data tables

rough hound
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I need to be able to write to it in realtime

normal burrow
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can't write to datatables afaik

rough hound
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DataTables are read only.

normal burrow
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maybe with bluetilities or editor python you can

neon bough
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well, then i would give that sqlite thing a try

normal burrow
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but i'm assuming this is for runtime storage

rough hound
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I'm making persistent character system.

normal burrow
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sleepers?

rough hound
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?

normal burrow
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hm i guess that term didn't stick

#

people that sleep when they disconnect?

rough hound
#

I just mean persistent in that the server can be turned on and off and people still load in with their characters.

normal burrow
#

yeah then your sqlite would be worthy

#

can't recommend anything i've not used, but yeah

rough hound
#

Problem is there's nothing up to date.

normal burrow
#

protocol buffers are great but i highly doubt there is anything like that for blueprints

light thunder
#

@normal burrow Okay, so I can figure out the + to the screen point, so here, it's like 724,160 in the widget but the point is actually 789, 225...it's easy enough to add that on, but what if I have the image push pin rotated? that distance wouldn't be the same since it might be higher instead?

normal burrow
#

idk tbh blake

#

i'm not really well versed in rotations with umg

light thunder
#

just need to figure out a helper that is on that widget but fits with the scale box

#

because then the position could be polled relatively

neon bough
#

thats simple trigonometry

light thunder
#

sometimes I think trig is simpler than figuring out widget rules/hierarchy

normal burrow
#

personally, i would just take that position your sending into lerp and offset it with an add until it looks right

light thunder
#

just need to put something there so I can get the exact coordinates of the "point" of the pushpin

#

I tried that @normal burrow but with the different rotations, it's throwing it off a lot more than I thought it would

polar hawk
#

just... make a new texture with the push point being exactly on the bottom of the image centered horizontally?

normal burrow
#

ah if you've got multiple rotations ye idk

neon bough
#

in widgets you can use vector math to make life easier

polar hawk
#

then adjust the pivot point to be 0.5, 1 or whatever

#

and then it'll just rotate around that point

#

¯_(ツ)_/¯

neon bough
#

yea that sounds like a good suggestion^

normal burrow
#

its a good approach

polar hawk
#

you're making your life harder by not just using a sane texture

neon bough
#

or make one where the pin hits exactly the center?!

#

would allow all rotations without a hastle

polar hawk
#

either way

normal burrow
#

widget's pivot is what matter i think though but me giving advice on umg is not a great thing

polar hawk
#

making the push point dead center will be easier

normal burrow
#

ye

polar hawk
#

wastes some texture space but honestly you probably don't need to worry about ui texture waste

#

especially if your problem is just texture alignment

light thunder
polar hawk
#

you open photoshop

light thunder
#

lol goddamnit

exotic cave
#

@snow reef : Are you just using the default Third Person Controller?

#

If so, then you have a problem with your stage setup or your project settings.

light thunder
#

I literally can't just drag and drop ANY UI element on top of that pin, I guess because it is a button?

polar hawk
#

wait what

exotic cave
#

The Third Person Controller works, and it works well. If you're sticking in the air, you've likely got some rogue colliders somewhere, or a problem with your stage gravity.

polar hawk
#

imma have to afk this one

light thunder
#

well that makes me feel a bit better

normal burrow
#

consider using anything other than a pin

#

like a circle, that would be pretty straight forward

#

then you could swap it out later on

light thunder
#

the things can get pretty busy, but I"ve learned the hard way, once you position these things, they are SET

normal burrow
light thunder
#

yeah, try driving an emergency vehicle to that shit, when the street breaks up 3 times

normal burrow
#

need red twine between them lol

#

yeah that seems very hard

light thunder
#

whoever planned those roads should have been drug out to the street and shot, those guys took their money and retired and laughed their asses off

#

I looked at some google api calls that might show a path (in fact my implementation now does that) but figuring out how to implement that into some UI that allows you to click on it

#

@normal burrow um, I"m dumb, I can use your + screen space adjustment thing, I just need to compensate for the rotation, but that is a known quantity so I need to use it

normal burrow
#

so your placing these pins in umg manually right?

light thunder
#

yep

#

easiest way for precision because of reasons

normal burrow
#

can't you just get the pin point to be at 0,0 here?

light thunder
#

I suppose I could have google place them but I'd have to figure out the correct addresses, it would never be exact

normal burrow
#

like move the whole thing up, left

light thunder
#

yes, but how do you get that green outlay to be by the point itself? further down

#

I guess that should work?

normal burrow
#

i'm not sure what that represents, but if the pin point is at 0,0 the whole pin will rotate about the point of it

light thunder
#

how would I access that in blueprint, if I get it directly from the widget itself, it gets the relative dimensions

#

Slot as Canvas doesn't seem to work with Widget...hmmm

normal burrow
#

cast to the pin type

#

get positioner

lucid magnet
#

what function do i use to smoothly go from one float value to another over time?

grim ore
#

lerp or interp

#

drive it with a timeline or a tick or another repeating function

tough fractal
#

Hi everyone, i made a build for my project for windows but when i launch the file, it don't launch. any help please. when i pack the project for windows32bits, the process run until displaying message "Build Success". but when i try to launch the executable, it don't launch.

mellow pebble
#

what function do i use to smoothly go from one float value to another over time?
@lucid magnet finterp to maybe

limber mesa
#

Where is the foliage type at. I’m trying to make a forest

mellow pebble
#

Miscellanous

limber mesa
#

I don’t have it

#

I was looking in the foliage section and it doesn’t have it

mellow pebble
#

Right click in the content browser

#

Might need to go to editor preferences and enable "procedural foliage" under Experimental

limber mesa
#

I enabled it

mellow pebble
#

Hmm that's odd

limber mesa
#

Ik

#

And I restarted the editor

mellow pebble
#

What version are you using? (I'm on 4.21)

limber mesa
#

I have 4.24

lucid magnet
#

ok

teal tulip
#

what about there where says

#

FOLIAGE

limber mesa
#

It’s not there

teal tulip
#

Well I see it in your capture

limber mesa
teal tulip
#

Staitc Mesh Foliage

mellow pebble
#

They renamed it? oof

limber mesa
#

They renamed it

#

Omg

mellow pebble
#

My goodness that SLIGHTLY bugs me lol

dark rune
#

is there like a voice to text plugin? i want to try sth with voice to text

limber mesa
#

Thanks everyone

mellow pebble
#

np

keen moss
#

anyone ever experienced a bug with unreal raytracing where it shows something in the reflection that is totally wrong?

light thunder
#

@normal burrow the reference to the position from the pin isn't a problem, I have that...what do I do with it to get it's screen position? The only blueprint node I can find that goes Get Position is a Canvas Slot but when I try that it comes back empty

neon bough
#

get transforms?

grim ore
#

canvas slot is the only one that has a position associated with it, the other parent panels are more layout designed

#

so if this widget is not in a canvas panel you will not be able to position it in a fixed position

light thunder
severe elbow
#

how to make a physics entity rotate using custom axis (like player's axis for example)

light thunder
#

it is in canvas panel, but how do I ask the canvas panel to tell me where it is?

plush yew
#

Anyone know how to set up multi editing?

#

on UE4

#

Can't find the browse anywhere

light thunder
grim ore
#

your not going to have a good time thats for sure

#

you would have to take the positioner, slot as to the parent whjich looks like a button? then slot that result as the scale box, then slot that result as a canvas panel and NOW you can adjust the position of the Scale Box which adjusts the children of it. Or you can just go right to the scale box, slot as canvas, and move it like that.

#

if you look at the positioner in the details panel, the top will say Slot (Whatever) and have controls. Those controls are the only controls you can use to adjust it and you slot it as the whatever (the parent)

#

Parents control layout of children in UMG

light thunder
#

Can I work down from the top? I'm doing this from the actual widget itself

grim ore
#

well you would move the scale box in this case if you are trying to position this item somewhere in a fixed position as the scale box is the only item that is a child of the canvas panel

light thunder
#

that, or figure out the math based on the rotation of that image

#

basically I"m looking for the offset from the center of that widget/image so I can add it to a lerp that converts screen space coord to lat/long

#

it works but it is off because I'm not getting the point the pin is pointing at, I"m getting some center of the image

grim ore
#

yep. Doesnt the scale box have an alignment variable that defines the center point? cant you just set that to where the pins center is then whenever you move or rotate the scale box it should do it around the pin point no?

#

since the scale box is the parent of this mess

light thunder
grim ore
#

ok so in your case from what I can see playing with this

#

if I use the scale box alignment settings to move the point I want to the top left of the canvas panel then do any offsets scales sheers rotations to the canvas panel then that point (the canvas panel point as the parent) is the exact location of that item in the umg ui

#

so like here you can see my scale box , the alignment is set to be the bottomish of that image, I want that to be my pin point basically

light thunder
#

hmm

grim ore
#

and now if I have that widget in another widget, my main UI the location of it in the parent canvas panel (my main ui panel) is correct for that point

#

you can see how its at 212,300 in the parent and thats the top left corner of that item or the bottom center of the image

light thunder
#

like that? actually that can't be right

spice shore
#

hey everyone i have a question on amd rx 5700 xt. I went from a gtx 1060 to the Rx 5700 xt and ever sence hated and loved it. but now unreal crashes hard. im getting video driver crash every time i place a cine camera on a map with only landscape material with grass instances in the shader. no trees and the cull distance is set to a 30,000 cm. any advice besides upgrading to nvidia right now.

#

Tdr is set to 60 also

light thunder
plush yew
#

Hey, where can I change max RAM limit for cook / packaging project? UE4.exe uses only half of my RAM

normal burrow
#

ue4 will use all the ram it can afaik

#

if its not, then theres no reason to

grim ore
#

but if I have more ram it should use it, what the hell I paid good money for this to not go to waste. Make it use it now now now!

normal burrow
#

lol 😄

#

cmon ue4, get careless

#

but really, just grab houdini and houdini engine plugin

#

you'll use all the rams

neat galleon
#

Hey so when I import my skeleton, the rotation axis aren't parallel to the model/forward direction, they're rotated slightly

#

Anyone know about this?

gray ether
#

Hey y'all, how do I open a map/level from a "pak" file?

#

I tried open [mapname] and it didn't work even though the pak file was mounted

barren flume
#

Rip

#

it just all says epicgameslauncher

whole quarry
#

you have strange issues

#

maybe reinstalling the engine might help

barren flume
#

no

#

the engine is fine

#

and epic games launcher

#

it just did that

grave nebula
#

Have you tried turning off and on ?

barren flume
brisk urchin
#

If I have a pretty large scene, what should my Skylight be set to? Static, Stationary or Movable?

My directional light (light source) is set a stationary if that matters or not.

honest mango
barren flume
#

always thought you had to do that in model editors

#

like blender

#

but i don't know

honest mango
#

i think i cant

plush yew
#

Is it better to go the blueprints route or the C++ route? For a decently complicated game.

bitter iris
#

im bp only atm, with some C++ tweaks

worn granite
#

Mixture of both IMO

grim ore
#

^^ both

worn granite
#

All enum and struct should be defined in cpp

grim ore
#

and better is subjective

worn granite
#

I say that simply for interoperability

exotic cave
#

Try Blueprints first. If you can't do it in a Blueprint then write the code.

limber mesa
#

i made a static foliage mesh, is there any way i can turn on collisions

bitter iris
#

@exotic cave do you mean the other way around?

#

😄

exotic cave
#

I do not.

bitter iris
#

hmm ok

exotic cave
#

BP's are way easier to maintain and far less likely to spaghettify, in my experience.

limber mesa
#

c++ is pretty cool

bitter iris
#

I read it like "If you cant do BP which is easier, go to C++"

limber mesa
#

yes, someone who gets it

worn granite
#

If you plan to do that, make your core types in cpp. Becuase you will run into something that would be easier to do in code and it WILL need some core struct. If that core struct is a BP defined type you have to either replace it or mirror it over.

#

With that caveat I agree with Cali

#

BP are powerful and you can do most things with them

exotic cave
#

One big reason I will never switch back to UE's main "U" competitor willingly is the last non-BP project I did over there 😄

#

Code is great, the most powerful of all logic tools.

#

But because of that power, it's also very very easy to end up with code that doesn't talk to each other/steps on each others' toes.

plush yew
#

Just got back to UE4 after 2 years break, looking at my old blueprint screenshots and I can't understand crap xD

exotic cave
#

BP's just do that less, in my experience. Yes, you CAN still write logic badly in a Blueprint, but the very process of working through the graph tends to prevent a lot of cruft developing...if you do it right.

grim ore
#

always keep in mind that Blueprints have C++ behind them, it's not like some magic code that exists somewhere separate of C++

exotic cave
#

Of course. BP's just compile to actual code, like every other graph editor.

#

Anyone tried to write a shader by hand in the last few years, compared to the Material Editor? 😄 That's a good thought experiment for why BP's are the future, at least in my opinion.

heady moon
#

I think starting with C++ is better than starting with Blueprint

#

regardless of your programming level

worn granite
#

I fully agree. Starting with bare minimum, basic STL style c++ is the best start

heady moon
#

yes exactly.

worn granite
#

Get comfortable with that, then come to UE4 BP, then UE4 cpp

heady moon
#

Learning data types, functions, classes, pointers

#

then going to UE4

#

best start

grim ore
#

oh god dont start with C++ if you are learning programming

worn granite
#

If you just come directly into UE4 cpp from nothing you will get rekt

limber mesa
#

if you know another language then c++ is ok @grim ore

worn granite
#

Matthew it is better to start with cpp than with ue4 cpp

grim ore
#

which is why I said learning programming

worn granite
#

Fair

heady moon
#

Which is what I'm saying lol

grim ore
#

and yes learning C++ normal before UE4 C++ is definitely the right way to approach that can of worms

heady moon
#

Yes of course. How are you going to understand -> and * then 😂

worn granite
#

We're all agreeing here

grim ore
#

but if you know basic programming, you can start with BP since it masks some of the harder crap in C++ and learn how stuff flows and goes together then look at that same code in C++ and recreate it and profit 🙂

worn granite
#

I like it

heady moon
grim ore
#

too many people are like "whooo C++ makes games, I am going to learn UE4 C++" and then... the error log starts

normal burrow
#

idk yall, is there really much to benefit from knowing std and console io if intention is to work in ue4?

heady moon
#

Yeah people think that buying a course would make them make a game and earn millions

normal burrow
#

you can pretty much treat ue4 c++ as unrealscript6

worn granite
#

@normal burrow Go into #cpp and scroll around for a while.

#

like the past few days is why you need plain cpp first

heady moon
#

^

worn granite
#

And it isn't that person's fault so I'm not going to ping them or mention them

heady moon
#

UE4 C++ = Prepared for game development C++

normal burrow
#

not saying there aren't shared topics of course, but i mean dedicating ones self to understanding how std::vector works or console io is, with every hello world thing could be a waste

worn granite
#

But not knowing how to call a function or how to add a param to a blank function is something you can learn Waaaaay faster without grappling with ANY engine

heady moon
#
void classname::function()
{
// your code
}

example of famous lines ue4 c++ devs write everyday 😂

normal burrow
#

yeah though, learning that kind of stuff through ue4 and not textbook console io etc is really that bad?

worn granite
#

Playing around with your debugger to know what is happening and how debuggers work is easier with console stuff

heady moon
#

yep

worn granite
#

I dunno maybe it wasn't so bad for you or me

#

But in general yes

heady moon
#

before diving into unreal you'd need to know pointers though

#

(and basic c++)

worn granite
#

If you ask for help here I expect to be able to give you partial psuedocode and you put it together well enough. If you started cpp earlier that afternoon you're going to have a hard time of it

#

maybe that's a poor assumption on my part?

heady moon
#

1 month is the minimal for understanding basic C++ (depending on how much you study daily)

normal burrow
#

i started with c++ long ago yeah, unreal mostly gives the finger to standard c++ so theres no denying that much of what you learn there is just gonna get tossed aside quick. stuff like pure virtuals, proper const usage, not fighting with uht all day 😄

#

but yeah wouldn't doubt i'm overlooking something, i'd just think one could pick up the stuff ue4 uses in particular and doesn't shun

worn granite
#

Yeah you definitely throw the baby out in that method somewhat but

#

If you said you're new to cpp and ue4 and asked me to explain TArray I'll compare it to STD::vector

heady moon
#

Here's a rule you must know:
Don't have so much hope,
Don't have 0 hope.

worn granite
#

The knowledge isn't entirely a waste

heady moon
#

You're not going to make the next GTA V tomorrow

#

you need to keep working hard

#

and keep making test games

#

until you're finally ready to enter the industry

normal burrow
#

yeah knowledge isn't a waste in general, wording not good there on my part. just its a very long detour for someone that wants to just make games. I'd rather stumble around in unreal working with 3d math and stuff than parsing and printing but its all programming yeah.

#

would say for sure though, you can't skip learning blueprints in ue4, that should be the first thing 😄

worn granite
#

I reckon a few weeks for a driven learner would be excessive to have a graceful transition to ue4 cpp

#

but it's all relative

heady moon
#

Trust me. Learning C++ first is better

#

it's more powerful.

worn granite
#

Eh

normal burrow
#

Eh indeed lol

worn granite
#

I learned ue4 BP-first

#

I'm pretty comfy with it

heady moon
#

I guess this is a topic of opinions then.

worn granite
#

I make engine edits if there need to be engine edits

heady moon
#

but I'm pretty sure learning ue4-cpp first is better

normal burrow
#

i started with c++ in 2003 or so

#

and tbh i'm probably thinking much more than the basics when i think of picking up c++

#

if cpp outside of ue4 interests you, you should definitely go for it yeah

worn granite
#

I was actually suggesting the basics, yeah.

abstract relic
#

Why in the world would you learn an api before the basic?

worn granite
#

Getting comfortable all the way up through templates and having a minor amount of experience with preprocessor stuff

#

Dunno. Don't ask me. Some people are more "Unreal lets me make GTA, I must learn that and the industry uses C++ so even better" or they dive in for some other reason and don't know any C++

normal burrow
#

because the api rejects standards and basics is my thinking

worn granite
#

I'm talking (in some cases) more like "what is a for loop"

#

or "how do I debug"

#

--> MSVS Console App

normal burrow
#

All important things to learn, but i wouldn't say you need to seperate self from ue4 is all. like don't see importance to that, unless its a matter of learning material quality

abstract relic
#

“How do I do??”!😜

brisk urchin
#

If I have mutlple lights in building, is it ok to disable shadows from certain but not all light source in the building? Might it help with performance too?

plush yew
#

Guys I have a question about anticheat

worn granite
#

General accessibility of tutorials at that level, for one

#

Lot more off the street stuff if you learn c++ without UE on top

normal burrow
#

Ye if its an accessibility of good material to learn from then that makes sense. But i mean starting off with how to use the << and >> pipe operators is what my mind immediately goes to when i think "Standard C++ Tutorial" and its just that sort of stuff that is completely irrelevant. But its a great way to learn the language I suppose. Just not the stuff like vector subtraction and how to get distance etc, which you could potentially be picking up at the same time instead

plush yew
#

Is it enough to use the stores free anticheat for an offline rpg, or is there another free way to stop people from using something like cheat engine?

worn granite
#

You'll probably want an anticheat expert to answer that, dunno

#

Yeah, that's a decent point. Of you are able to learn that way you'll feel more accomplished as well

plush yew
#

Is it pointless to add stats to weapons in one BP , and ask if they match another BP so they can't do damage cheat?

runic fern
#

Hey Guys why when im deleting a file from my engine the engine freezing long time

abstract relic
#

That’s normal

#

And also a bug

runic fern
#

take ages 😄

abstract relic
#

Ye

dark rune
#

its a bug? thought it was my shitty pc

runic fern
#

no i have Ryzen 3600 and 16GB 3200Mhz its shouldn't be that shitty but still 😄

abstract relic
#

Delete time increased by tenfold in .24 (or was it .23?). Hopefully it’ll get fixed in .25

dark rune
#

btw does anyone know of voice recognition (speech to text) plugin that works in .22

#

i want to try a thing

runic fern
#

i have project in 23 its working normally when im deleting something but on 24 takes long time

normal burrow
#

I kind of hope it wasn't a fix in .24 for missing reasons to make a redirector or not. I fear that could be a case but i think it was confirmed as a bug somewhere right?

abstract relic
#

.24 then. Makes sense. Since they’re doing a lot of house cleaning in the engine

runic fern
#

if this is the reason no problem we can get sanitizer also 😄

abstract relic
#

It’s not on your end. Don’t sweat it

normal burrow
#

yeah, just bite bullets for now

runic fern
normal burrow
#

though i think a way to lessen the time is if you have less loaded in editor

#

so if you restart your project to an empty level, to delete things, might be quicker

abstract relic
#

Delete /intermediate (joking)

runic fern
#

well the level is empty except the sun and cine camera

normal burrow
#

yeah then just restart the editor if you've not freshly opened it. It might not be much of a win tbh though

runic fern
#

I think i will force close it because its been 15 minutes since i pressed on delete

#

or more

normal burrow
#

nah

#

do you have source control of some kind enabled in editor btw?

#

if your internet drops momentarily with source control and it needs to check something, it will get stuck. just mentioning it

runic fern
#

no im using git desktop

normal burrow
#

ok, yeah would just wait for it, check that the process is doing something in task manager

runic fern
#

Its almost dead 😄

normal burrow
#

you've got 8 threads or so?

#

11.4 would be fully hung at one of those so yeah its definitely doing something lol

runic fern
#

How can i check the threads ?

frozen pond
#

is there way to create aset in game and then save it for ussage ?

digital anchor
#

subtle flex

runic fern
#

Mine is 12

hidden heart
#

lmao pat

normal burrow
#

so then you got more than one thread doing something to get that high

runic fern
#

ThreadRipper xD

normal burrow
#

wouldn't cancel it anyways

runic fern
frozen pond
runic fern
#

Its Monster @frozen pond

frozen pond
#

my first AMD cpu ever, don't regret (expect for motherboard bios update xD)

normal burrow
abstract relic
normal burrow
#

i didn't mean to trigger this lol

abstract relic
#

This is not the place for a dick measuring contest

frozen pond
#

k question again: is there way to dynamic create asset in game and then save it for ussage ?

runic fern
#

hahaha @abstract relic

#

sorry

normal burrow
#

save it for usage?

frozen pond
#

for example: i create simple ui, few models simple slider and its sword designer, you chaose parts and then save it, but i want to have that created sword as actor

heady moon
#

My cpu is 4c8t and unreal rarely lags

runic fern
#

Well engine just disappeared at the end xD

heady moon
#

It can depend on your ram

#

8GB is the minimum to be able to use unreal engine

#

Higher better

normal burrow
#

#lounge for hardware talk bily, was just trying to see how consumed his computer was with deleting

heady moon
#

Ah ok

normal burrow
#

Did it end up deleting the things?

runic fern
#

no its just crashed and did nothing xD

#

i will try now again with fresh restart

abstract relic
#

Log time 😜

normal burrow
#

oof yeah, lol i should have thought of that

runic fern
#

i will check the logs

#

where can i find the engine log btw ?

abstract relic
#

/saved/logs

runic fern
#

oh in project

snow reef
#

I have an issue I have with my character, every time I jump the character continues to fly up

runic fern
#

check your animation blueprint maybe jump animation looped ticked

snow reef
#

But how would that make me fly?

#

I also dont have a jump animation, in my game jump wasnt intented but the issue is that the player cant fall either

runic fern
#

oh yea your character is flying i can see the gif now

#

its looks like moving on something idk

abstract relic
#

Collision might be a possibility yes

runic fern
#

are you sure the cubes you've attached to your player is not colliding

#

@snow reef

snow reef
#

Im not sure where should I check, sorry im new.

runic fern
#

wait

#

click on these cube and go to collision and select NoCollision

#

for both cubes

snow reef
#

Ok

#

I got rid of them both and I still fly, could it be the light?

runic fern
#

make sure everything attached to your character is have no collision

#

even the camera

abstract relic
#

Make a new level if that doesn’t work

#

Wait

snow reef
#

Should i turn do collision test off?

abstract relic
#

Does the floor have gravity enabled

#

You could just be falling indefinitely

snow reef
#

Ill check

runic fern
#

HighTide i was thinking about a mesh scaled very big so he is colliding inside it

snow reef
#

Where do i check gravity for the plane

abstract relic
#

Likewise

#

Make a new level

runic fern
#

make a new level and try if you still have the same issue

snow reef
#

Do you think transfering all of the stuff will bring the problem or could it just be the level?

runic fern
#

just an empty level with small plane and jump there

snow reef
#

I tested it, the jump works fine

runic fern
#

Ok try to take your camera little bit far from your current level and check if you are running inside a scaled mesh maybe

#

HighTide

abstract relic
#

Yao

runic fern
#

i enabled the Dirgravity in my project and i made an new set of childrens from Gravity Character .. the gravity works fine but when the character reach the location 0.0.0 stop moving and being very heavy ..
did you faced an issue like this before ?

normal burrow
#

what is dirgravity?

runic fern
#

Dir gravity plugin

proper stump
#

Hey, when importing an FBX from blender, the model is imported with the right orientiation but the animations are upside down........... what's going on?

runic fern
#

directional gravity

normal burrow
#

and your having issues with gravity yeah?

#

like it stops randomly?

runic fern
#

yes when the player reachs 0.0.0 stop moving or shaking

earnest pawn
#

Hey, does anyone know how to get NetPktLag to now?

#

None of the NetPkt... Console commands seems to ve working for me

normal burrow
#

is 0,0,0 the center of gravity?

runic fern
#

yes like the half of the sphere

#

i've sent a video i thought the phyiscal animation i disabled it same

normal burrow
#

is that when it stops moving?

runic fern
#

yes

#

i will print the location

plush yew
#

any news on the release for 4.25 (NOT preview)

limber mesa
#

what would be a good way to make grass foliage

exotic cave
#

@limber mesa : There are quite a few valid approaches.

#

You're going to want to probably use photoscans, unless your game is very stylized. Then you can explore either doing grass cards, or actual grass clusters.

#

After that, connect a Grass Node in your landscape material somewhere, then explore the ground cover settings.

dawn hedge
#

anyone know why this doesnt work? i have a text variable being set here and when i try to bind it to a text ui with a reference of that pawn, the text doesnt show up on the screen

runic fern
#

Can you show me the creation of the widget @dawn hedge

quartz pike
#

Hey everyone! Happy to be a part of the group. Hope everyone is keeping safe across the world! First time post here and I was wondering if this is doable inside of Unreal Engine. I'm currently building a camera rig inside Cinema4D that updates it's focal length towards a target object no matter how close you get. Further away, smaller focal length, closer - bigger focal length. But it also keeps the object in frame. It's still a little janky but I'm just wondering if this could be pulled off inside UE4.

dawn hedge
#

@runic fern yeah hold up i had to restart ue4

runic fern
#

Ok np

unkempt raft
#

Bro i forgot how do i up my graphics in unreal engine 4 when i press play?

#

where do i go

dawn hedge
#

@runic fern this is the creation of the widget that has the text box in it. Its in my player blueprint

runic fern
#

You need to make the text variable expose on spawn and editable

unkempt raft
#

Bro how do i change my graphic settings.

runic fern
#

So you can reference it here and write your text

dawn hedge
#

Ok

unkempt raft
#

nvm

runic fern
#

@unkempt raft ingame or in editor graphic settings you mean ?

unkempt raft
#

nvm i got it

runic fern
#

Ok good

unkempt raft
#

Alr i got a question tho where would i start learning blue prints in unreal?

#

i was told to first learn blue prints then go to c++

runic fern
#

Start from basics udemy or youtube for beginners

unkempt raft
#

Alr

runic fern
#

After that you can go for advance learn how the things go

dawn hedge
#

virtus learning hub and awesome tuts have great tutorials at least in my opinion, except awesome tuts has an academy which costs money

runic fern
#

If you understand how its work the cpp will be easy to learn

unkempt raft
#

alr

#

thanks

crimson vector
#

Anyone know why levels sometimes take a loooong time to save? Like a minute or more? And even more strangely, if I go File -> Save All then it saves instantly, but File -> Save Current takes a long time

runic fern
#

Idk but i think sometimes if you have alot of lights may take time

bitter iris
#

hey, how would i go abouts making an actor (so my sky) be hidden at start and enable it at a later stage in bp

runic fern
#

I think you can get a reference for the object and set enable something like that

amber loom
#

Hello, i have a question about Demo maps that come from marketplace packs, is it safe to delete them?

runic fern
#

What do you mean by safe to delete

#

You mean from your project ?

bitter iris
#

cheers I used Set Actor Hidden In Game with a Variable set for my sky

amber loom
#

@runic fern yes to delete them from my Project.

radiant haven
#

@grim ore Do you have a vid to a timer, i am too dump to understand it

runic fern
#

Yes you can if you are not using them

#

Timer countdown or timer for a function

bitter iris
#

this?

runic fern
#

Or timer by event maybe

#

Its also mentioned in this video

bitter iris
#

man ive never hated doing loading screens so much in my life

#

theyre proving to be a pain in the ass

runic fern
#

Lol why

bitter iris
#

ill show you now

runic fern
#

Ok

bitter iris
#

its 1 frame but its so noticeable

runic fern
bitter iris
#

youll see it pop an youll see the in game sky etc

runic fern
#

Downloading

bitter iris
#

downloading?

#

should be playable no?

#

anyway its around 16-17 seconds

runic fern
#

Im using a mobile now thats why downloading

bitter iris
#

ahh

runic fern
#

Why you have blue screen pops

bitter iris
#

its the world

#

im trying to put a loading screen from main menu to world load

#

in bp

#

so 2 loading screens essentially

#

idk how to do it so it doesnt freeze so had to scrap my intro and do static images

runic fern
#

Mainmenu ends with loading and world starts with loading

bitter iris
#

yeah

#

soons mainmenu loading ends, thats why it shows the map, then persistant loads the 2nd loading screen

runic fern
#

Yes its will blink between

#

Well i think you can do something better

bitter iris
#

im not sure how to do one continuous one as it freezes i need one that will cover it

runic fern
#

Idk if its works

#

But you can try

limber mesa
#

thanks @exotic cave

runic fern
#

Use render target image for loading screen

#

Live camera from scene

#

And put it in Loading UI

#

I think it might work because the camera will be already created

bitter iris
#

ill give it a shot like

#

i need to look into the C++ area also

#

just something to cover up the loading on the streaming world

runic fern
#

Well goodluck

bitter iris
#

😄

runic fern
#

Im using black screen from mainmenu to lobby

#

But all maps into one level no need to travel

#

For minigames idk for big worlds if you need to use loading screen

#

Im using black screen from mainmenu to lobby
With throbber xD

bitter iris
#

lol

#

always gotta have a throbber

#

i made an axe loading screen

#

but this crap is just annoying

runic fern
#

I have tried to make a circles animated

#

I failed so i used normal one xP

bitter iris
#

lol

runic fern
#

Like google the circle switch colors

plush yew
#

What's a safer online system in terms of security? MySQL or NoSQL?

#

I've heard by word of mouth MySQL

#

Though if NoSQL is open format how can anyone know what's there?

bitter iris
#

i mean define safe 😄

#

if a hacker wants in theyll get in

plush yew
#

Hackability or packets of whatever

bitter iris
#

Id say mysql

runic fern
#

But its little bit slow if you will make big transcations

plush yew
#

Okay thanks I guess. 👎

#

No concrete answers?

normal burrow
#

really off topic though, search google. mongodb is another one

runic fern
#

P@t

#

I sent a video debugging the location of a planet

#

its start moving left or right

normal burrow
#

i kind of wonder if your movement isn't being rotated there

#

like it might rotated around yaw/z but

#

is it for curvature?

runic fern
#

Well i have used the same settings they used in the plugin's character

#

Yes

#

I did that before 2-3 months also face same issue but i fixed it but i really cant remember how i tried to recover my memory but failed 😩

normal burrow
#

i think when you reach the sides

#

your telling it to go off the side and not with it

#

try printing whatever is driving the character

runic fern
#

Ok i will when i reach my pc morning and show you the result

gray ether
#

Hey guys, how do I mount a pak file?
I'd like to mount it and use a map from in there

thin tendon
#

Is there a way to disable Garbage collection or the hitching it causes? -NoVerifyGC doesn't seem to be recognised as a command when using execute command node

normal burrow
#

you just want to generate less garbage

#

try and find out what is being collected so frequently

obtuse swift
#

i dunno where to ask so- how do I keep my gun from going through stuff when I approach it

grim ore
#

trace out from the front of the mesh, see if its hitting anything and adjust it. Or let it go thru stuff. Or move your capsule for the character so its larger and surrounds the gun

obtuse swift
#

how would I increase the capsule size? it seems that it wont let me increase the size without increasing the size of everything else.

#

actually I can just make it play an animation of putting the gun down and to the left when the gun touches anything

#

so the first one should work

plush yew
#

From 1/10 what do you guys think about this shield bubble

#

Is it annoying some how

#

?

obtuse swift
#

9

#

8.5 or 9

lilac wedge
#

Is there a way to change a meshes animation class in blueprints during runtime?

#

@plush yew what do you mean annoying? In which way, seems kinda cool to me tbh

plush yew
#

Thanks guys, just thought maybe i can improve some how humm

grim ore
#

@lilac wedge On a Skeletal Mesh that is the Anim Instance, so yes you can use the Set Anim Intance Class node on the Skeletal Mesh

lilac wedge
#

Dont want to change for the skeletal mesh, I have a bp and at the starts it sets a random skeletal mesh to the mesh component. But when i do this i cant change the anim class

plush yew
#

Looking for C++ Developers

#

MathewW

#

For animations do you use Enum?

#

To select which one to play

lilac wedge
#

@plush yew Theres a looking for talent chat

grim ore
#

you asked to changer the animation class, as far as I know that is only on a skeletal mesh.

plush yew
#

oh ;d

grim ore
#

@plush yew for animations I use whatever animation is correct for the time. So if using a 2h sword I would use the 2h sword animations.

#

Dont want to change for the skeletal mesh, I have a bp and at the starts it sets a random skeletal mesh to the mesh component. But when i do this i cant change the anim class
@lilac wedge so you don't want to change it for the skeletal mesh but you do want to change it for the skeletal mesh?

plush yew
#

so normal States with boolean taking control?

grim ore
#

I use montages for animation currently and just play montage from the character as needed. nothing in my anim bp really but the idle/walk/run blendspace and the layer blend for the other animations

#

I did use a full anim bp with different animations but I would have 1 anim bp per weapon type for animations basically and just swap the entire anim bp as needed but that was for testing and I replaced it with the montage stuff since that is what epic did in the action rpg example

plush yew
#

Wew mathewW

#

You can change the while Player BP?

#

So you switch from one to another?

grim ore
#

the animation BP?

plush yew
#

yup

grim ore
#

@lilac wedge literally just asked that question and I said how lol, yes

plush yew
#

Really?

grim ore
#

@lilac wedge On a Skeletal Mesh that is the Anim Instance, so yes you can use the Set Anim Intance Class node on the Skeletal Mesh
@grim ore

plush yew
#

I thought you just said you change the Animation BP as you change the weapon

#

I guess i got it wrong

grim ore
#

yeah

#

so destroy old weapon, spawn new weapon, attach weapon to socket, replace anim bp on player with the anim bp for that weapon type

plush yew
#

I think am doing everything you are doing atm

#

But not the BP animation thing

#

am doing Montages as well

grim ore
#

well I stopped with the anim bp thingy because it became too rigid. If i wanted a 3 combo attack I would have to code up a 3 combo attack in the state machine

#

what I am trying now is similar to what epic does and the weapon contains all the info needed, so the montages used when attacking, any ability montages, etc.

#

so my process is the weapon holds an array with all montages used when attacking, so combo01, combo02, etc.. as well as the blendspace used for idle/walk/run

#

and when I swap weapons I just look up that info on the weapon, and tell the anim bp to use this new blendspace based on the weapon and whenever I call an attack in the character it figures out which animation montage to play based on where it is in the combo and grabs it from the weapons array

#

not saying its smart but its kinda neato because I can have a 2h weapon with 2 attacks, then just make a new one with 4 attacks and they all "just work" when I equip them

#

got to design your systems around your goals 🙂

plush yew
#

I have to say that's a really cool way what you are doing

grim ore
#

right now my prototype is in a giant mess as I am converting it from a player controlled attack system to an AI assist attack system similar to ff12

plush yew
#

And really advanced in a smooth way

normal burrow
#

sounds cool

grim ore
#

its super duper complicated but I like engineering systems 🙂

plush yew
#

The problem with montages am facing is

#

i need to turn off other montages by manual

grim ore
#

well not super duper but whatever I like making systems more than games lol

plush yew
#

Like this

#

So they dont play another one if i pressed it while this one playing

bitter iris
plush yew
#

MathewW you facing the same thing?

grim ore
#

@plush yew I beleive you can check if a montage is playing currently

#

but I dont run into that issue because I dont play my next montage in my attack combo until the current one finishes and is blending out

#

so play montage -> wait for the montage to trigger the blending out execute wire, check to see if I should pplay the next combo montage? if so wrap back and start doing this again else do nothing

plush yew
#

@plush yew I beleive you can check if a montage is playing currently
@grim ore If thats true that will be a time saver tbh

grim ore
#

lol now I have to check my prototype for that

plush yew
#

so play montage -> wait for the montage to trigger the blending out execute wire, check to see if I should pplay the next combo montage? if so wrap back and start doing this again else do nothing
@grim ore I think here you are using the Notfiy montage

#

For combos

#

But for normal animation the small Montage

#

Which has no notify

grim ore
#

uh the normal Play Montage node

plush yew
#

You use that too right for normal animations?

#

lets say normal skill

grim ore
#

play montage, wait for blending, see if i should still be comboing and if so repeat the event or stop montaging lol

plush yew
#

Oh mathewW

#

Am ganna kill you with this pic ;d

#

Look 😄

grim ore
plush yew
#

This is my combo

grim ore
#

and the get montage to play just talks to the current weapon, asks if there is a montage to play for that index and if there is returns that montage and pases it along or it wraps back to the first index (so repeats the combo) and returns that one

#

which is why that function returns the next index (in the event it wraps back to 0 it knows to start over basically) and returns the valid montage to play from the list for the current weapon

plush yew
#

"Get Montage To play curret weapon" Is that a node?!!!

grim ore
#

but this works because I designed it to do this lol

#

the bottom half off screen is just doing the same for the right weapon

lilac wedge
#

dunno wtf i just clicked but my mesh within bp is always located at the center of the map all the other components move according to bp location inside world

grim ore
#

so it goes "hey left weapon, you got montages? and if so returns it. This is in the event the left weapon is a shield for example and has no montages BUT the left could be a 2h sword and it would have them

storm terrace
#

hey @grim ore Nice youtube vids!

plush yew
#

@grim ore I think you should make a udemy course

grim ore
#

@plush yew to be honest it's kinda weird but like 90% of this was stolen from the Action RPG example once I figured it out

plush yew
#

I checked out the RPG Example

grim ore
#

then I was like whooooo and made it my own lol

plush yew
#

it has great ideas

grim ore
#

the only downside with the action rpg stuff is it uses the GAS which is a pain in the ass for newbies or non C++ people or sane people or well anyone not at epic lol

plush yew
#

Humm

#

Where bps can take you

#

When dose it stop

storm terrace
#

how do you make it so sockets can't disconnect. My tank tracks disconnect when force is applied on them.

plush yew
#

Like when you are forced to use C++?

storm terrace
#

yes

#

AddForceAtLocation(ForceApplied, ForceLocation)

grim ore
#

well technically never if you get someone to write you a plugin and expose what you want to BP 😉

plush yew
#

So you can just make a node yourself? thank god i know some C++

grim ore
#

every node you see now in BP is a C++ created construct

#

It's why if you want to learn ue4 C++ a good idea is to start with Blueprints, learn the systems then look at how your blueprint code is actually created in C++ and profit

plush yew
#

Have seen any games reached the end with only BPs?

grim ore
#

There are a few indie ones for sure, most larger groups have C++ programmers to do the grunt work and to make things easier in the end

#

like Bierzerkers is very BP heavy. and I think there is an animal kart racing one as well

#

meh you can do it without C++ out of the box but it's gonna be a bit simplistic and you would definitely need some plugins for database support

#

yep yep

#

there is a neato mmo kit someone has made for UE4 that isnt half bad

#

but seriously making a real MMO and asking these questions is just asking for trouble lol 🙂

#

yep as long as you know what you are doing it's good to go 🙂

plush yew
#

sukebi what kind of difficultes you are going to face making a multiplayer game

#

Unreal

grim ore
#

#1 is not understanding how networking works lol

#

best part about replication is testing with the default setting and using a listen server then getting confused on why stuff doesnt work on a dedicated server setup lol

plush yew
#

Lets say its a 4 multiplayer game

#

With bps thats something doable ?

rancid lynx
#

how can i make this line trace follow that wand ?

hollow ridge
#

If I spawn a bullet then I change the bullet speed should the bullet change its speed? If not how can I make it?

rancid lynx
#

how can i make the linetrace in the video follow the X-Y-or Z axis of the wand static mesh ?

plush yew
#

The plan now is going full BP and as am strong with it i add c++ with it

rancid lynx
#

when i pick up -attach to component- the trace doesnt follow the mesh rotation

plush yew
#

I dk if thats how you started or if you would recommend a better path

grim ore
#

@rancid lynx any reason not to attach a scene component to the end of the meshes tip that is X+ forward from the tip then line trace from that item?

atomic forge
#

Has anyone ever run into the "cl-filter\cl-filter.exe (tool returned code: 2)" error when trying to package a Ue4 project?

rancid lynx
#

thats a wonderful idea. ill try that. thank you.

atomic forge
#

It's the only error I have, and it kills my entire packaging.

grim ore
#

its the same concept as doing it for the barrel of a gun when firing a bullet

rancid lynx
#

but. why would the vector follow the scene, if it wont follow a mesh ?

grim ore
#

well you dont add to a forward vector, you multiply it by a distance

rancid lynx
#

it would follow a scene, but not a mesh ? i do attach to component onto a motion controller

grim ore
#

so that might be one issue

rancid lynx
#

ok. ill try that also.

storm terrace
grim ore
#

a forward vector might be for example (1,0,1). If you add to that you now have 300,0,300 for example which is sooo not forward anymore

#

multiplying it gives the correct "make it go more in that direction"

storm terrace
#

how do I apply force to the tracks and not disconnect from the body?

hollow ridge
#

If I spawn a bullet then I change the bullet speed should the bullet change its speed? If not how can I make it?

rancid lynx
#

damn. i totally dont understand that. or vectors i guess

grim ore
#

yep vectors suck, math sucks etc.

rancid lynx
#

i tried to copy wtf ue4 trace tutorials.

grim ore
#

those should all show multiply, maybe you mis saw it?

rancid lynx
#

yea