#ue4-general

1 messages · Page 719 of 1

marsh swallow
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Or am I missing something? i have confirmed that the widget spawns in I just cant see anything

pearl sonnet
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z-order is for widgets inside widgets,
widgets themselves are in order you add them

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if you wrap them inside another you can do it

grim ore
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widgets have z order in viewports, its part of the code to add them

rancid lynx
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is it possible to remove this billboard icon from an Audio component inside my blueprint actor? , there is no view-show options inside the blueprint view panel options, nor is there a billboard option or visabiliy option in details panel, for audio components X_x

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i guess thank god the gargantuant icon is on the back most layer of render X_X?

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damn. this icon totally wrecked my train of thought inside my code tunnel X_x

grim ore
rancid lynx
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than you jesus number 2

storm terrace
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I have spent several hours trying to figure out why my AI are not calling the override function RequestDirectMove
I checked the code multiple times form the unreal course. I think there is something in the editor that is messing me up. Did any of you come across this issue?

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for the record, I checked my code here

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but still no tanks moving at me so I think it is an editor configuration issue

storm terrace
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I just watched

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and I think my navigation is off
I get failed but I don't think there is any reason why I should be getting that

knotty rampart
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Is Tesselation supposed to cast weird shadows from certain angles?

atomic forge
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Has anyone here programmed game AI in C++?

charred stirrup
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Hello! Anybody know, how I can disable pinch controller rotation? I have an prone animation for my 3d person charter, and I wont to set is off for pitching in Aim offset, when it is the prone mode.

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When the character in the prone mode, his hands going under floor if I pitch it down.

ancient lotus
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@charred stirrup busecontrollerpitch i think

storm terrace
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can I get location of blueprint instance name?

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If I know the instance name at compile time? (this would be like Player5 if Player5 was a blueprint instance)

sudden ermine
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Hey does anyone know if there is a way to switch between the creator plan to the publisher plan without having to reinstall UE4 @gleaming narwhal

frozen mural
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i got some issue that my animation is shaking when im moving backward left and right but when i move forward it is normal i reimport the animation with in place condition but nothing change. anyone have solution?

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nvm i found a fix just uncheck orient rotation

charred stirrup
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ok, I try it again) how to disable only pitch rotation?

bronze vault
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@charred stirrup Without knowing what you are trying to do, I'm gunna guess you are looking for this.

charred stirrup
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@charred stirrup Without knowing what you are trying to do, I'm gunna guess you are looking for this.
@bronze vault how to limit rotation yaw and pitch with nodes in blueprint, thx)

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I have an prone animation for my 3d person charter.
When the character in the prone mode, his hands going under floor if I pitch it down.

ancient lotus
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UseControllerRotationPitch

charred stirrup
bronze vault
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Ah, I see.. Ill have to think about that one.

mossy nymph
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or use IK

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when prone

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probably with a much better result

charred stirrup
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or use IK
@mossy nymph I'am newbie. tell me more. any tutorials?

mossy nymph
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there are some docs, its stands for Inverse Kinematics

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basically you get a set of bones to find their positions so particular bone ends up at a provided transform

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so you'd need a floor trace, get your say palm to IK into it, simulating bones from palm to shoulder

junior shard
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hi! i have a couple of problems i wasn't able to solve:

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  • how do i export an individual animation from a blend file
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when i import the char it overwrites everything and no new animation get imported

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  • i uploaded a project on drive when downloading it tho the folder get compressed and losses occuress making me unable to open in this pc the project any solution?
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  • last one: i set up a 2d blend space by my char snap from one animation to the other in a very visible fashion how do i fix this?
ancient lotus
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select armature, make sure the animation you want to export is selected in the action editor (or if using nla strips go that route). click file->export->fbx, uncheck all actions under bake animations so you only export the animation/action you have selected. import to UE and select the skeleton its using

junior shard
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thanks i'll try @ancient lotus do you know about the other 2? sry i'm quite new

ancient lotus
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last one, is it a smooth transition in the blend space? or is it only when you play?

junior shard
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it is in the blend space

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when i play the head snaps to the righ or lesf

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*left

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because the idle animation is the char looking around

ancient lotus
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check whatever values are controlling the blend space

junior shard
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and when i stop moving the idle animation is already playing in the back

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so instead of starting from the beginning every time with the head in the correct location it starts from wherevere it is at that moment

ancient lotus
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thats going to be difficult to figure out without actually seeing it, but its 4:44am so im off to bed. hopefully someone can answer

junior shard
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ook thanks 4 your help

raw elk
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Hello, wondering if anyone might help me solve a problem. So, back in 4.12 I wrote a blutility that would auto place objects, I switched to 4.24, and I guess the old IWBE blutilitiy bp is deprecated, so I retargeted the blueprint as the new Editor Utility Actor and made sure my custom events had the call in editor checkbox ticked, however, even though they are ticked, in the editor I do not see any buttons for the custom events. I only see the public variables

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I made a test blueprint just to check and see if the retarget was the issue, but I still cant get custom events to show up as buttons in the details panel

charred stirrup
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Ok guys, try one more time. How i can limit pitch and yaw rotation, so that the character does not fall head and arms through the ground,
as well as not snaking like a snake?

frozen pond
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hello, is there a way to create actor in game and save it for latter usage ?

fringe totem
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when I add a file from turbo squid into my game I open it and nothing is in it. Sometimes there will be just materials in. Any help?

charred stirrup
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Ok, I get that, I have my limitation on the pitch when I in prone mode, but i get that the same limitation after I leave the prone state. I need some reset pitch to default or something, anybody know how I can break of the limitation in the pitch to default?

restive eagle
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@charred stirrup you want to revert your camera movement to the default state like it was before prone?

charred stirrup
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@charred stirrup you want to revert your camera movement to the default state before prone?
@restive eagle Yes. I want to break the limitation that I set in prone.

restive eagle
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show your prone input event

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you probably forgot to set the boolean back to false

charred stirrup
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I think I should set it in mouse input

restive eagle
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oh set the pitch max/min back to default

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probably thats the issue

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thats the default value

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you can set both limitations after "is proning" (where the inputaction is)

charred stirrup
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you can set both limitations after "is proning" (where the inputaction is)
@restive eagle Yes, It work fine.

restive eagle
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cool, if you type in 89.9 it will set to the exact one, with bunch of 000

plush yew
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right someone help

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trying to add multiple layers onto a terrain but it wont work

charred stirrup
restive eagle
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you need to create camera manager blueprint

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and it will have all that info in the default tab

charred stirrup
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sry,cant find it...

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find it, ok

dark briar
restive eagle
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@dark briar inside PP theres a setting for "lens flares"

dark briar
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ohh thanks

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how would i make my environment more radiant?

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i want it to look gorgeous but also (ill reduce the lens flare)

restive eagle
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maybe thats a better question for #level-design or #work-in-progress . im not an artist so cant give you any good points

dark briar
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thank you so much tho! lens flare worked ^^

thick herald
plush yew
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I need to get a scene component(camera) using c++,but idk how to do it,can anyone help me?

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Ima throw my entire office out of the window

barren flume
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How can I get it so when you press enter it opens the main menu from an enter widget to the main menu widget

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I seen an onclick but I'm trying to get it so when you press the enter key it opens the other widget

restive eagle
barren flume
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I tried that

restive eagle
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do you still have an example how you made it?

barren flume
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I don't know how to add a key

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to that

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when I drag off I don't know how to add a key input

restive eagle
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try this

barren flume
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What's the name of that last one

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the --

restive eagle
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=

barren flume
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Thank you

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Return value should not be empty. Return a reply such as Handled or Unhandled

restive eagle
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yeah drag of and type handled

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ofc add a branch from the =

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and do the rest of your logic after true

barren flume
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How would I implement this in to the event graph

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to create the widget and add to viewport

restive eagle
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you can make an event inside event grap

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and cast to that event after true

barren flume
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uh

restive eagle
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or a function would work too

barren flume
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I'm not sure how to add the function to the event graph in the widget

restive eagle
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just drag it there

barren flume
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Oh I was on the event graph for the widget itself

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Do I add the create widget in that new function

restive eagle
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yeah sure, why not

barren flume
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okay

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guess not

astral phoenix
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Hello! how do i pause a matinee? i want my matinee to play but after 5 sec i want it to stop and then play the rest after 10 sec how do i do that? 🙂

restive eagle
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@barren flume show me how you added it

barren flume
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I put this in the new function

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and this is on the on key down function

restive eagle
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have you set "set input mode only"

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after adding the first widget

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otherwise it wont register your "enter"

barren flume
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still doesn't work

restive eagle
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add a print string here and see if it prints hello

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everything works on my end, you have missed something

barren flume
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where would I see the string

charred stirrup
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One more question. How I can change the camera view to a new state of character? I press Input Action Prone, character going down and the camera should follow to him.

restive eagle
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@barren flume top left of your screen, if you dont see it then the problem is somewhere else

charred stirrup
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And also can I get the same results as with the default crouch input state, when the capsule change the size and going down, after you press the crouch input?

barren flume
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then I don't see it

restive eagle
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oh you need to set the wdiget to be focusable

barren flume
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oh I see it now

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I set that for everything in designer?

restive eagle
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just where you want your keyboard to have focus

barren flume
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It already says is focusable

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ooh

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nevermind

restive eagle
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do you still have issues or its fine?

barren flume
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I was on the wrong object

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I'll see

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Still doesn't work

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and unreal engine crashed

restive eagle
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dunno then, you missed something. everything should work

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if you knew how to debug it would be pretty easy to narrow down your issue, other than that i can only guess

barren flume
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this is my level blueprint

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which adds the enter widget to viewport

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which will show this

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I gotta fix that a

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when I press enter

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it opens the main menu widget

restive eagle
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do you see hello after pressing enter?

barren flume
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No

restive eagle
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can you show on key down again?

barren flume
restive eagle
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thats inside the "press enter" ?

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widget

barren flume
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yes

restive eagle
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add a print string at the end after add to viewport

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and see if you see hello after pressing enter

barren flume
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done

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still nothing

restive eagle
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same if you add it here?

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we are trying to figure out where your code stops

barren flume
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No

peak lichen
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Hello everyone.
I'm looking for one UE4 developer or 3D modeler for fps game.

barren flume
restive eagle
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@barren flume show your class defaults

restive eagle
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have you used enter anywhere else?

barren flume
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level blueprint

restive eagle
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delete it from there and see if it works

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if not then im at a loss

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try not to use level blueprint at all

barren flume
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still doesn't work

restive eagle
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🤷‍♂️

barren flume
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this is my event graph in the enter widget

restive eagle
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yeah thats fine, for some reason your keyboard inputs are not being registered

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what i told you works fine, theres probably another issue somewhere else

barren flume
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also when I delete the widget thing from level blueprint

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the widget doens't show up at all

restive eagle
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ofc it wont, you need to move it somewhere else

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like player controller

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of the main menu level

barren flume
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that's weird

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I can't find the player controller

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It shows in project settings

restive eagle
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you need to make a new one

barren flume
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okay

restive eagle
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its better if you tried to follow some kind of tutorial

barren flume
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I've tried

restive eagle
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because it will take a while to teach you how to do everything

barren flume
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but some of the code I tried following doesn't even show up

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like this one

restive eagle
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when you are looking for a node and cant find it, disable context sensitive

barren flume
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did that

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but there's no connecter

restive eagle
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if you want more help you will have to be more precise on whats wrong, because the stuff i have shown works fine

barren flume
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and it's the green function still

restive eagle
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doesnt matter, both work. one of them is just a pure function

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the blue "get key" you mentioned was probably removed, cant find it either. so the "green" is fine anyways

whole quarry
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why not make the Inputs in the Project Settings?

restive eagle
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no need even for that, you can add enter input without setting that in project settings. thought keeping the logic UI related in widget would be cleaner and easier. ofc he can do everything inside a player controller it self, but then would need to teach him a bunch more stuff

barren flume
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still doesn't work

whole quarry
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well, re-inventing the wheel is fun too

restive eagle
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i would still argue using enter input is not the way to go, it might conflict with your other stuff and you would have to use UI/game input mode

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instead of just UI

barren flume
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hm

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in the onkeydown function

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even with no other code and just print string

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it still doesn't show

whole quarry
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if you use input Enter anywhere it does not matter if its a clunky/hacky way of getting the input or via the Input Events, results remain the same

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except, one way is less then 2 min and the other way is reinventing the wheel

restive eagle
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you can also use a tick to check if enter is pressed

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why even use input event

whole quarry
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to make life easier

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but hey, your party, enjoy 😄

restive eagle
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you sound like virtus

whole quarry
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who?

restive eagle
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exactly

barren flume
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I watched him

whole quarry
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Exactly? Wait, are you insulting me now?

restive eagle
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if you knew who he was you would take it as a compliment

barren flume
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I can just get rid of that widget

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and have it just be the menu

whole quarry
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Why would I know some random usename and see it as compliment? Bit strange. Still think its just an insult

restive eagle
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hes the biggest ue4 youtuber

whole quarry
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Bigger than Mathew and Luos?

barren flume
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what about unreal engine channel

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lol

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i'm joking

restive eagle
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yup, 160k subs

pale forge
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Hey guys ... looking for some general guidance here. I have this generic team player that I have modeled and textured. I am wondering what is the best way to give him a custom jersey in UE4 at runtime?

orchid marsh
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@pale forge You can use a texture created or specified at runtime

honest mango
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hello, does anyone know why my linetrace works only one time ? i take object when i click, when i click again it set again to position but when i click after i cant take it again

plush plinth
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how do i make a physics based sliding mechanic? I tried to enable physics when i am sliding, but problem is i cant lock the rotation of the capsule when "sliding" which made the capsule itself rotate when sliding

pale forge
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@orchid marsh Can I project it and use the UVs?

exotic cave
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@pale forge : Make the shirt a separate material. Then change it out for every new model you want a custom jersey on. 👌🏼 EZPZ

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You shouldn't even need to mess with the UV's. 🙂

hybrid sparrow
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Is there like team create in unreal engine?

worldly axle
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Hello, how could i get the closest position of my character in a spline ? I have a path and i would like to know my character's position on the spline, idk if i make sense :/

heady summit
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if you have a spline component you can probably use FindLocationClosestToWorldLocation blobThink @worldly axle

severe solar
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Hi all 🙂 . Anyone know why the documentation dark skin is not working anymore?

pale forge
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@exotic cave Thanks I will do that.

worldly axle
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Thanks , i'll try this 🙂

exotic cave
plush yew
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how do i group my things on the right

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like all the other ones

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Oh found it, it's called a comment if anyone else wanted to know or didnt know

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For some weird reason

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when i start the game the brightness increase slowly

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which i dont want to happen where is it coming from the sun?

normal cradle
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@pearl sonnet @obtuse egret Another thing i just found out, Fortntie is using UE 4.25, which is coming with new Niagara features, sooooo maybe 🙂

frozen mural
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anyone know how to attach base material to a specific part of body? please help me

hybrid sparrow
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@exotic cave so this will allow me to create and code with friends?

gentle moth
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google doesn't help

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verifying UE files doesnt help either

chrome field
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Imaging having to build lighting

This post was made by the cel shading movable directional light gang

abstract relic
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Run the project as Administrator

manic pawn
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why did you have the amazing idea of calling your user "windows"

gentle moth
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lol why not

manic pawn
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I would just expect it to break things

abstract relic
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Now I wonder what would happen if it was named ‘null’

manic pawn
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same reason calling your unreal project Test or Shipping or Development will not work

gentle moth
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the thing is that the unreal files are from my old OS

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now I have different username

opaque plover
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In Unreal 1 uu = 1 cm, and we can change that in World settings. But why would anyone want to do that? What are some example use cases?

gentle moth
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but I reinstalled it

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but in that mentioned config file there is no path to change so I can set correct one

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this must be somewhere else I guess

marsh swallow
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Can anyone assist in understanding ZOrder with Cpp for Widgets by any chance? I cant seem to get this working and it doesnt make any sense

plush yew
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not sure if this is enough data (can provide more) but...

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I want to put my stamina value into a progress bar

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this is the blueprint for my stamina bar right now

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How would I get the value of Stamina Value and put it into the progress bar

knotty rampart
frozen pond
marsh swallow
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do what?

frozen pond
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adding something on key press, but adding constantly

thick herald
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Use project settings -> input

marsh swallow
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Use an Axis Mapping as opposed to Action mapping

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not that i have needed to but i do believe if you set a keybind to axis, when pressed it should be constant. 🤔

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but then release would provide the opposite

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so that might not be what you need

frozen mural
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Guys did i wrong?

frozen pond
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k but its fine if i need it in all project, but what if i need in only on 1 map ?

marsh swallow
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UV mapping messed up maybe?

real prism
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You might have to re map UV in blender or whatever software you use

plush yew
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the issue with this is that it is only getting my stamina once

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how can i get it so that it keeps checking it and changing the bar according to the stamina's value

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i currently have stamina value set at 100

frozen mural
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@real prism i done it myself from imported textures

abstract relic
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You need to get percentage snazz

plush yew
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so dividing the stamina value with something else?

abstract relic
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So. [current stamina]/[max stamina]

plush yew
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I don't have current stamina and max stamina

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I just have 1 variable for it which is Stamina Value

real prism
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I did a stami9na system before but have lost the file since my old ssd died like yesterdy

frozen mural
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i use the root motion thats why i done my own texture and anyone know how do i apply textures in each part of body ?

abstract relic
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You need to make it

frozen mural
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i have done all of them in material but when i apply element it doesnt goes the way it does

plush yew
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Did it, thanks guys

honest mango
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?*

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but it dont

abstract relic
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Show us your spooky code. And do you know how to print string? This will help you find problems

honest mango
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yeah it's just what i did ^^

abstract relic
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Unfortunate post timing 😜

astral phoenix
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Hello! idk where to put this
But how do i pause a matinee? i want my matinee to play but after 5 sec i want it to stop and then play the rest after 10 sec how do i do that? 🙂

honest mango
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hahah i read in your mind xD

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@astral phoenix i'm new but i think you can make a variable called "canplayanimation?" and then you add branch to your matinee with condition ""canplayanimation?" true and at the end of matinee put delay 5 sec and set canplayanimation to false

abstract relic
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I don’t see the attached printed on the first one. Unless the print was super fast

honest mango
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on the gif ?

abstract relic
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Yes

astral phoenix
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@honest mango is there blueprint in the matinee??

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i only see the line and key stuff like that xD

honest mango
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yes i think its a gif i made 10 mins ago and idk how i fixed it but now it print but dont attach

abstract relic
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Be aware Biebob. Matinee has be removed from recent engine version

honest mango
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@astral phoenix isnt there a matinee or whatever this is called in nodes ?

astral phoenix
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@abstract relic im useing 4.23.1 but what cant i use instead?

frozen mural
abstract relic
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I’d put a print string at the start of your PickUpItem function. Just to see if it’s being triggered

frozen mural
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Guys i want to ask if this setting is suit for root motion character?

astral phoenix
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@honest mango i can call the matinee from where ever but idk how to pause the animation and then play it again

abstract relic
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@astral phoenix sequencer

honest mango
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i did print at start and it print

tight shell
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Anyone have an idea on how to do something like this: I have box spawners that will spawn whatever (gatherable objects, mobs etc) at random locations in the box. I need to figure out some way to add a volume or a way to designate places where they can't spawn, for example I wouldn't want a bunch of trees and rocks to be spawning on a road that goes through the spawned forest. This "volume" or something, needs to not be limited to a box or a cone or w/e, that would just be a pita to place everywhere something is not supposed to spawn. Any ideas?

astral phoenix
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@abstract relic what do u mean with sequencer?

honest mango
abstract relic
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Awesome. So it’s the code in the function itself

honest mango
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you mean in the screen that i send you or before ?

abstract relic
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Yes 😜

hollow ridge
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Hey I need some help with Projectile Movement. I am setting the initial and max speed after it is spawned so it doesn't change speed. How can I make the speed change?

abstract relic
#

You move at the speed of sound crackerjack

honest mango
#

what do you mean ? ahha

abstract relic
#

That I can’t keep up

honest mango
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no problem dude thanks for trying to help me

abstract relic
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How are you calling the key? Blueprint interface? Casting?

honest mango
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the key that come at me when i click ?

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maybe you mean that, this is in my characted BP

astral phoenix
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could any1 help me with the pause animation?

abstract relic
#

You hurt my heart with this reveal 😜

honest mango
#

xD whyyy

plush yew
#

Guys i have a tower and am trying to add each Zombie that overlap with its collision to an target array

hollow ridge
#

oof

abstract relic
#

get all actor in class

plush yew
#

Any thoughts?

hollow ridge
#

Hey I need some help with Projectile Movement. I am setting the initial and max speed after it is spawned so it doesn't change speed. How can I make the speed change?

honest mango
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it dont work good ?

abstract relic
#

Go to #blueprint if you have questions about it or dm me

hollow ridge
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@abstract relic could u help me?

honest mango
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i have blueprint interface too

hollow ridge
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I am able to change the initial and max speed but the speed of the bullet does not change

honest mango
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when i pick object its going to blueprint interface befor going to the bp of object

abstract relic
#

Then why use get all actor of class? And why are you casting to InteractiveObject

honest mango
#

i cant call my blueprintinterface if i dont cast :v

abstract relic
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That’s

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No

honest mango
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ohh

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i can actually

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huh

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but it dont work

abstract relic
fickle wharf
#

anyone have any idea why a component of mine is suddenly getting set to None?

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there's no code that sets it to None, if i add it in begin play explicitly and set it, it works again

abstract relic
normal burrow
#

HighTide is right, casting be optional

abstract relic
#

as an example

fickle wharf
#

i'm using perforce, could a revision have screwed this up?

honest mango
#

hum i dont very understand how to do this steps

normal burrow
#

That envelope is important

abstract relic
#

It’s a very pretty envelope

normal burrow
#

Pretty pretty security ink

dire coral
#

Any one know the solution it gives me and error when i test play of an infinity loop

#

any fix

grim ore
#

we would need to see the code calling that

normal burrow
#

It’s certainly not that code causing the loop yes

#

When loop detection happens at some point in execution it just says: shit this callstack is deeeep

#

So it doesn’t stop right where the issue is always, just somewhere within the loop

dire coral
#

@grim ore give me a second

fossil basin
#

i have an issue

#

my text box doesn't show

#

its invisible

grim ore
#

okdoke, its invisible. now what?

fossil basin
#

i want to make it visable

#

but im not sure how

grim ore
#

well which text box are we talking about and did you make it hidden or collapsed?

normal burrow
#

lord lol

fossil basin
#

EditableText_641

grim ore
#

ok i think we are missing something on your end. we dont know how you set this up, we dont know what you want it to do. You arent showing us what is wrong.

#

I see a UMG layout, I see some stuff, I see a text box with no text.

#

I have no idea which one of this is incorrect or what it should look like

fossil basin
#

yes the user inputs

dire coral
fossil basin
#

into the box

#

but its invisible

normal burrow
#

@dire coral shiftwindows 🇸

dire coral
frozen pond
#

fast question: is there mouse drag detection in game? not ui

grim ore
#

well text input boxes are invisible by default unless you put something behind it to make it visible

#

@dire coral well yes that is a loop, you are calling the same function over and over from the look of it

fossil basin
#

ive tried putting an image behind but it dosent scale

grim ore
#

which means it is infinite

fossil basin
#

do i make it a child of the image?

grim ore
#

you can use a border if you want a background for something

normal burrow
#

@dire coral ye OnStatSetup call itself

fossil basin
#

not sure i follow...

normal burrow
#

its also possible perhaps Set Stat calls OnStatSetUp, but the clear answer would be the completed pin yeah

fossil basin
#

it worked😄

#

thanks mathew

grim ore
dire coral
#

and the last function that that pure function getstats is called

grim ore
#

@dire coral your code is literally; Call on stat set up -> do something -> Start a loop -> when the loop is done -> call on stat setup -> do something -> start a loop -> when the loop is done -> call on stat setup -> do something -> ...

#

hence.... infiinite loop

maiden latch
#

Anyone have a solution for this on null subsystem? Maxing out on 16 players over a dedicated server.

kindred viper
#

Infinite loop.... or hard working loop. #burnoutIsReal

normal burrow
#

that infinite/finite loop detection keeps me up at night tbh

#

i've had cases working with large data sets where it throws

maiden latch
#

Anyone?

grim ore
#

@normal burrow yep same here but I take that as a sign to do it over multiple frames at that point for performance reasons

normal burrow
#

all i see is server full, raahil

maiden latch
#

Yeah, but i cant find a place to set the max number of players. I see Max Inactive players in the GM, which doesnt work, but i need to set this number to 100. How do i do this?

#

Any idea?

dire coral
#

I fixed it just forgot to make another custom event when i left it yesterday

maiden latch
#

Been going nuts since the morning

normal burrow
#

yeah with bagi's stack depth @grim ore it makes sense, but when you just have a lot of for loops or don's i wish it'd take into consideration expected loop counts

grim ore
#

well you can increase that # but it does have a hard limit

normal burrow
#

yeah, its kind of like an impossible thing to stay on top of

grim ore
#

I mean I guess you could just take that out of the engine lol

maiden latch
#

Where do i do this though? And how does PUBG do it?

normal burrow
#

yeah matheww

#

just kinda like, keeps me up thinking about what scenarios could cause a loop that just causes a nope

grim ore
#

gotcha, so it forces you to think about your code 😛

maiden latch
#

Ahhh. Ok. Thank y ou.

normal burrow
#

someone might know here, but just saying

#

in a way nothing else does yeah matheww

#

"arbitrary loop limit"

#

i mean constexpr has stack depth limits sure

#

but idk

grim ore
#

maybe it's epic thinking of your code for you. Maybe it shouldn't work so hard and needs a break

normal burrow
#

infinite loop detection doesn't really exist outside of bp lol

grim ore
#

true, you just end up locking up the program or PC instead 😛

normal burrow
#

exactly

#

as main() would

#

for(;!exit;){input();render();}

unkempt raft
#

When i reference a blue print class and try to get the variable from the reference how come it doesnt work

bitter garnet
#

hello folks , how are you doing ?
I'm endrit and today I started messing with unreal engine . I esported a project for android and on my smartphone I get this kind of message : No OBB found and no store key to try to download ....
Now the fact is do I need actually to sign apk builds to just simply test em on my smartphone ?
thank you for any help

tacit onyx
#

@unkempt raft I think what you might be looking for are class defaults.

grim ore
#

@bitter garnet how are you testing it on your phone?

bitter garnet
#

just installing the apk from my google drive

unkempt raft
#

class defaults

#

what that

bitter garnet
#

I think that my developer mode is already active

grim ore
#

there is a bat file that is included when you build for installing properly if you build, other wise you can just use launch right to the phone from the editor

bitter garnet
#

oh I see

unkempt raft
#

@tacit onyx that?

#

mb caps

bitter garnet
#

so basically I should use that file , but does android read a batch file ?

#

oh now I see I can install my test directlyy frmo windows

#

thank you

vivid mortar
#

How do i speed up shader compiling? Ive added a single object and it's taken nearly an hour to compile

grim ore
#

what does your task manager show for usage?

inner cloak
#

what channel should i go to discuss Instanced Static Meshes ?

vivid mortar
#

CPU is at 99%

#

Memory is 82%

grim ore
#

then you just need a better machine if its pegged at 99%. shaders are 100% cpu

sonic pagoda
#

do you absolutely need Visual Studio, to rebuild a project from source ( i mean with those dialog boxes that appear, on a BP only project) [asking for a friend]

vivid mortar
#

Power usage very high

sonic pagoda
#

he has this misbehaving plugin, and on my end i can compile it successfully

grim ore
#

if it's bp only and no plugins are source then you need 0% visual studio

sonic pagoda
#

but ive walked him through deleting intermediate folders and all that, and no success

#

ah ok

#

oh

#

but the plugins are source

grim ore
#

then you need VS to compile the plugins

sonic pagoda
#

ahhhh

#

that makes sense

#

thanks Mathew

placid terrace
#

HI all, Im trying to show my UE_LOG(LogTemp, Display, TEXT("..")); to the client console. from what I read it should be Log LogTemp On in the client console but its not working

plush yew
#

What could be a possible cause for ui elements with binding function to not work properly?Sometimes when I start the game the "binded variables" have the wrong value,other times it's correct but updates only when calling destroy() on a component

#

I'm trying to do it on replicated variables

frozen mural
#

guys why after i import my character from mixamo converter in blender it becomes white colour?,it's 3rd time alr

#

i mean convert to root motion and import to ue4 become white

plush yew
#

Anyone used array here b4? am trying to put each target that overlap with my collision in a array list 😄

frozen mural
plush yew
#

You need to redo the material inside unreal engine

barren flume
#

I thought unreal engine was taking up a bunch of space on my pc

#

but it turns out

#

it turns out it was a video recording

remote mason
#

is there anything that can automatically clean up my graph?

abstract relic
#

There’s a big shiny clean up button in the graph

remote mason
#

it didn't do anything it just says it removes any unused expressions

frozen pond
#

any idea how to recreate the sims building system ?

frozen mural
#

@plush yew thanks for the help

abstract relic
#

Yep. That’s what clean up is

remote mason
#

well I have nodes all over the place that looks like spagetti is there something that will make it look good?

abstract relic
#

You can align them by selecting node >> alignment

remote mason
#

ok

abstract relic
#

If it’s a bp. You can also collapse them into subgraphs

#

Select nodes >> collapse node

remote mason
#

ok thanks

delicate tusk
#

Hey, does anyone know why my physics objects are flying off screen when using vr? The basic pickup cube launches away as soon as I press play, there are no weird collision boxes anywhere

normal burrow
#

its good to stay on top of the pasta as you go if you can

abstract relic
remote mason
#

well its a mess because my C++ code generated the graph and placed all the nodes on top of each other in one spot

normal burrow
#

😄 i knew i would get that lol

#

Yeah, nah I can relate.

#

you will still be judged by your spaghetti

honest mango
#

i still didnt find solution ... that so hard to fix

abstract relic
#

I wish there were autosnap and node push like Houdini and blender though

normal burrow
#

wut, there is autosnap in these?

abstract relic
#

Yes...

normal burrow
#

crackerjack are you still referring to interfaces?

honest mango
#

nope, i'm trying to attach an object to my characterbp

#

it works for the first time but when i detach it i cant reattach it again

#

even if pint say that its attached

normal burrow
#

keep an eye on the log

static sparrow
#

I asked this question earlier in #blueprint but someone else was dominating the narrative, so it got overlooked: Why can I add a timeline in an Event Graph, but not in a method (i.e. member function)?

honest mango
#

i have no errors : s

normal burrow
#

timelines are sacred basically cali west

static sparrow
#

sacred how

normal burrow
#

functions need to return

#

you can't delay in functions

#

they expect a response

static sparrow
#

that was my guess: methods can't spawn operations that block their own thread

normal burrow
#

the event graph is needed for timeline because they do some crazy things with the pins

#

nah its not threading

#

its just functions start and respond

static sparrow
#

okay, thanks pat. but... that sounds like a threading issue to me. but I digress...

normal burrow
#

anything that takes time or has complicated execution flow that calls thing ssuch as the update pin on timelines need to live in event graph

topaz brook
#

@frozen mural as far as I know, mixamo does not use Root Motion... They use in place. Gotta familiarize yourself with them both

normal burrow
#

no cali, there aren't threads in bp

#

its all asyncronous, as javascript would be

static sparrow
#

so... every UE-made game/program is always single-threaded?

normal burrow
#

as far as tick goes yes

static sparrow
#

wow. I wouldn't have thought

normal burrow
#

but specifically blueprints

#

when it comes to animation graph

#

this is full blown multithreading

#

not the event graph on the animation blueprints though

#

threads are definitely way in use, just not in blueprints

static sparrow
#

okay. I haven't gotten that far yet (to animations). Just doing core game mechanics in blueprints right now

normal burrow
#

if you use c++ there are all kinds of systems for threading with the engine of course, but these don't involve bp land

#

the single game thread is also where garbage collection of uobjects takes place so its all straight forward, don't have to ever worry about collection happening in the middle

static sparrow
#

so, right now, in order to move an actor, I am just using setActorTransform, which instantly moves the actor to the new location. In order to get smooth motion over time (since I can't use a timeline in a method), I need to create a custom event, use the timeline there, and pass in the actor/motion-vector to the custom event in the event graph, and fire off that event from the method?

topaz brook
#

Bps run on game thread but with c++ you have control over threading I believe

#

Oops p@t beat me to the punch XD

normal burrow
#

there be multiple solutions to your situation cali

#

its all good darkloud, your right. There is a tick option for multi threading in c++ as well, but i've found it crashes easily 😄

topaz brook
#

And KOd me in terms of depth if his answer 😂

normal burrow
#

i find treating the game thread like a asyncronous listener is the way to go in general

static sparrow
#

what is the most efficient way to programmatically move an actor smoothly over a time interval from point A to point B in BP?

topaz brook
#

That's actually a really good way of looking at it @normal burrow

normal burrow
#

use vinterptoconstant caliwest

static sparrow
#

what is VInterp short for

normal burrow
#

vector interpolate

static sparrow
#

cool, cool. Thanks

#

Thank you very much for your time, I do appreciate it

normal burrow
#

It will move by interp speed per second (unless destination is nearer or reached)

plush yew
#

HOW

#

DO

static sparrow
#

Wait a sec... Where is the input for the actor

plush yew
#

I

#

PAINT

#

TEXTURE

#

IN UE4

#

I WANNA

#

MAKE

#

A

#

BEACH

static sparrow
#

Tumon calm down

normal burrow
#

<@&213101288538374145>

topaz brook
#

@static sparrow do you know how to use interp nodes?

plush yew
#

I been trying all day

#

absolutely fumin

topaz brook
#

Please @plush yew stop spammi g

plush yew
#

getting triggered

static sparrow
#

no, never heard of them

#

@topaz brook ^

kindred viper
#

@plush yew "If you opponent is in a bad mood, irritate him." - Epic's The Art of War.

static sparrow
#

I had to look up the word "interpolation" just now lol

kindred viper
#

I looked up the word interpolation in stages

static sparrow
#

So, you have points for the real numbers on an X/Y axis, and you want to know where the point for X=2.6 is, you use interpolation to estimate where it would be?

#

okay...

topaz brook
#

Cali, you will have a better time by looking up a tutorial I feel, but you need to plug in delta time from tick into delta time, interp speed is the speed of change basically. Current would be actors current vector and target is obviously target vector

static sparrow
#

okay, thanks, I will take it from there using youtube vids, etc. Thank you again, guys

plush yew
#

someone help me out

#

how do I paint

#

texture

static sparrow
#

@plush yew look at making a material from your texture, then use that material on a mesh

plush yew
#

In unity u add layers but UE4 is pissing me off

kindred viper
#

first you goto Blender, then you learn what you are doing

plush yew
#

I have the materials

#

already

static sparrow
#

okay, so create a landscape mesh of some sort, and apply your material

plush yew
#

I want multiple materials

#

not just one

static sparrow
#

use the landscape tool

#

I watched a really good tutorial vid on that, lemme find it

plush yew
#

I clicked landscape, tried dragging extra materials

#

wouldn't let me

kindred viper
#

oh texture painting on a landscape my bad

plush yew
#

yes

kindred viper
#

thought you meant actual texture painting

topaz brook
#

I just use brushify for terrain... :p

plush yew
#

No I know how to apply texture to a landscape but I am making a beach and need multiple materials

#

like sand

#

dirt

#

etc

#

in one

#

I have the assets ready]

static sparrow
kindred viper
#

well landscape painting is another thing entirely

static sparrow
#

It's really long, but I think that covers what you need

plush yew
#

I know how to use UE4, but this is annoying me.

topaz brook
#

Dude seriously please stop posting that many lines at once @plush yew

plush yew
#

Don't need to watch a 4 hour tutorial, just trying to find a one paragraph solution.

kindred viper
#

you know there is literally dozens of tutorials on painting landscapes with UE4.

#

if you dont want to watch them, tough luck

plush yew
#

I have tried looking them up.

#

They end up saying to make their own materials

static sparrow
#

@plush yew the problem you are describing, this guy in that video does exactly what you are looking for

plush yew
#

I already have the materials.

delicate tusk
#

Does anyone know why my physics are behaving this way? Simulation and gravity are on and the objects respond to being moved around, but then they just stop and stay floating like this. Dampening is also on .1

topaz brook
#

Maybe you should take things a little slower @plush yew Anything worth doing will take time. It's a good adage for all if life

kindred viper
#

@delicate tusk Not sure but looks like 0 gravity to me

plush yew
#

I have spent a year in UE4, however I only recently tried doing EA work

#

I used Unity for it for 3 years.

topaz brook
#

What do you mean by EA work

static sparrow
#

@plush yew skip to the 1:54 mark. that's where he does what you are talking about

plush yew
#

I used to use Unity and I am trying UE4.

static sparrow
#

that's 1 hour, 54 minutes

delicate tusk
#

@kindred viper It's using the default setting

kindred viper
#

A year in UE4 is nothing. You are still fresh and if you haven't spend that year watching tutorials, my guess is you missed the basics

plush yew
#

I didn't do landscapes.

kindred viper
#

@delicate tusk strange one. Usually with default settings, you can't get them to stop 😄

plush yew
#

I did other things

frozen pond
#

so there is spline tool, like lets say for making walls, but when you move spline it adjust by bending, is there way to make spline "break" at some angles ?

plush yew
#

But I have tried all day to add multiple textures.

kindred viper
#

you know there are tutorials for that right?

plush yew
#

In Unity it is a simple add layer

#

not on UE4

kindred viper
#

Unity is another engine entirely

plush yew
#

I tried doing many youtube tutorials/

#

Aye but it would have same concepts.

kindred viper
#

No not necessarily

plush yew
#

And I cannot find where to add multiple layers

static sparrow
#

tumon, I'm telling you, just watch that video and skip to one hour, 54 minutes in. It's right there

kindred viper
#

just because you know one engine doesn't mean you know them all

topaz brook
#

^

plush yew
#

I am aware.

kindred viper
#

no you are not

topaz brook
#

^

plush yew
#

I know what I am and aren't aware of

maiden swift
#

@plush yew I understand you're frustrated, but next time please refrain from the all caps when asking for help. 🙂

plush yew
#

not going to be told by a 12 year old what I do and don't know.

kindred viper
#

yeah im 43 and forgot more than you will ever know pal

gilded eagle
#

hey, unreal engine keep popping up a message to install visual studio... i don't want to do it now. is there a way to prevent the popup?

topaz brook
#

As a side note, remind me to never buy a game from NL Studios

kindred viper
#

good luck with your basic task

plush yew
#

43 months more like.

maiden swift
#

Guys, step away and take a deep breath. This isn't worth arguing over.

kindred viper
#

yeah trolls be trolls.

plush yew
#

Yea I asked a simple question, not a debate on what I know.

maiden swift
#

You too Marc. You're only feeding the attitude.

kindred viper
#

yep I get angry at these people

gilded eagle
#

mmm busy chat i see

honest mango
#

@gilded eagle install it and check "game developpement"

topaz brook
#

Let's all just breathe. @plush yew Cali has sent you a tutorial video with the exact time stamp you need

plush yew
#

Yes.

maiden swift
#

@plush yew Take a step back and examine why it was easy for you in Unity, and why you can't do it in Unreal. It's probably just something getting lost in translation. Different tools, different workflows. 🙂

plush yew
#

I am now viewing it, period.

#

Yes @maiden swift

#

Trying to add different material in UE4.

#

In Unity I can usually just add layers.

#

But It wont let me do it in UE4.

#

that is the issue I am having.

gilded eagle
#

no but the point is that i don't want to install it

frozen pond
#

so there is spline tool, like lets say for making walls, but when you move spline it adjust by bending, is there way to make spline "break" at some angles ?

plush yew
#

@gilded eagle It is likely u cannot fix that.

honest mango
#

so you cant use ue4 xD

gilded eagle
#

ok

#

but i dont want the visual studio editor

honest mango
#

its like you want google chrome but you dont want internet connection @gilded eagle

plush yew
#

@maiden swift No materials show in the paint area nor a way to add any.

gilded eagle
#

i am using it

#

its just a message that pops up

#

now and then

honest mango
#

install it

gilded eagle
#

ok

#

thanks 🙂

honest mango
#

and

maiden swift
#

@gilded eagle Are you getting this popup when you try to package your game?

gilded eagle
#

i don't know.. i am not sure what im doing. im still trying to find my way around the program

#

ok

#

it's dinner time

#

thanks a lot

topaz brook
#

@menoz could by any chance be double clicking on a BP node?

honest mango
#

guys can anyone help me in teamviewer ? ive been trying to figure out why my attach to component dont work the 2nd time i use it since 10 hours 😦

gilded eagle
#

i dont know what is that

maiden swift
#

Well, if Unreal asks you to install Visual Studio when you try to package your project, it's because you disabled or enabled some plugins, so the binaries need to recompile. You can just install VS as directed above and it should work. You don't need to actually use it. 🙂

plush yew
#

pfist do you think you can help me out with my issue?

topaz brook
#

@menoz a node is literally the things in Bps.

gilded eagle
#

it's the visual studio editor

#

ahh BP node

#

blue print

#

ok

topaz brook
#

Yes

maiden swift
#

@plush yew You're trying to paint material layers on a landscape?

plush yew
#

Aye.

#

I dragged one of them into the landscape and it covered everything which I do not want and then it wont render unless im close

gilded eagle
#

i'll see next time it pop up

plush yew
#

then de renders

#

further away I go

gilded eagle
#

thanks a lot

honest mango
#

can anyone help me please ?

plush yew
#

maybe the rendering is because it is compiling shaders?

topaz brook
#

Np @gilded eagle

maiden swift
#

@plush yew I'm not very knowledgeable about landscape painting, but I know there are a few different ways to do this depending on the version of UE4 you're using. I think the workflow has changed over the years. 🤔

plush yew
#

Latest version

honest mango
#

5€ paypal for the one fix my problem xDD im really going to explode idk how to fix im noob

abstract relic
topaz brook
#

@honest mango is it BP based or cpp?

maiden swift
#

I was just going to link those.

honest mango
#

what do you mean cpp ?

#

ahh

#

bp yes

topaz brook
#

C++

maiden swift
#

@plush yew Take a look at those docs. They should give you guidance on the material layers workflow.

topaz brook
#

Send me a screenshot of the code pls

#

No money needed btw lol

honest mango
#

yes, i promise i give u if you fix lol even if u dont want

topaz brook
#

No. I refuse.

#

XD

#

I can't get on Team viewer, but I'm willing to take a look. I'm at work right now

honest mango
#

oh yes take your time ^^ i can wait

kindred viper
#

discord has a built in video sharing thing too

abstract relic
#

Don’t think employers will like that 😜

restive eagle
#

@honest mango it would help if you said what problem you are having, if its bp based then do it in #blueprint if we can help you we will without any payment

plush yew
#

is there any good alternative for the default vehicle system? too many settings, cannot get it to do what i want regardless of what i change (also asked in #legacy-physics )

honest mango
#

my problem is that i can pick my object one (attachtocomponent) and i can drop it (detachfromcompoenent) but then i cant pick it again

#

as you can see here

restive eagle
#

are you using physics handle?

kindred viper
#

@plush yew do it manually. The Vehicle movement Component is a science unto itself. But if you want to handle all the physics manually, or negate that and just have some basic non-vehicle mesh that you can "drive around" then just animate the wheels and move it

snow reef
#

Does anyone know how to make textures not shiny?

frozen mural
#

@topaz brook oh ok thanks

plush yew
#

@kindred viper i have no clue where to even start with something like that

kindred viper
#

@plush yew same way you move any object in UE really. Set the transform to a new location, usually interpolated between two points

honest mango
#

yes Tsauken, it disable physics when i drop it and enable it when i pick it

restive eagle
#

did you follow a tutorial?

kindred viper
#

@snow reef specularity and refraction usually. Im not a material guy tho

snow reef
#

How do I change that

plush yew
#

@kindred viper and then add raycast susppension that just moves the (animated) wheels up and down without really doing anything?

honest mango
#

yes tsauken, one for item inspection and another one for attach an object

#

and i mixed the two

kindred viper
#

@plush yew yep.

plush yew
#

this keyboard i swear.....

maiden swift
#

@snow reef It may differ depending on the material, but generally speaking, you want to increase roughness and/or reduce metallic.

plush yew
#

@kindred viper i guess i start with making a pawn?

snow reef
#

Im not exactly sure how to edit the materials sorry, Im new to that stuff.

lucid magnet
#

is there any way for my to scale theese widget component by the distance from the player?

maiden swift
#

For example: Roughness = 0 is perfectly reflective, Roughness = 1 is no reflection.

lucid magnet
snow reef
kindred viper
#

@plush yew if you want it to have the pawn additions sure, but you could write that logic in (such as controller) as custom controls also.

marsh swallow
#

okay! finally figured out what is going on and why nothing is working. Apparently you cant compile UE4 Marketplace plugins while in the engine folder. Is this true?

plush yew
#

@kindred viper well i need to be able to posses it so i assumed a pawn is the only way to do that? sorry for all the noob questions i never did anything like this

kindred viper
#

I need to get more into UE materials. I always end up guessing from 3dsmax/Blender stuff

kindred viper
#

@plush yew yeah a Pawn would be appropriate then

maiden swift
plush yew
#

@kindred viper alright i'll look into it when i feel brave thanks, if anyone happens to know any decent tutorials about this let me know

marsh swallow
#

Because AutoSettings is spawning the BindPrompt Widget (which picks up the mouse movement and clicks, etc) at a ZOrder of 1, which is hard coded in the Cpp. So changing it does nothing upon recompile. So the Bind Widget is always spawning behind my main menu

snow reef
#

Thanks but there isnt a constantvector exactly, there is constant and constantvector 1 through 4. does it matter which one?

kindred viper
#

@plush yew the last tutorial on such a thing I saw was years ago but they are out there. Its all the same thing as you described though. Raycast down to the ground at multiple points and use that to calculate the rest

maiden swift
#

You want a ConstantVector 1. Handy shortcut: Hold the 1 key and left click in the empty graph. You'll get the node you need. 🙂

#

As new as you are I probably shouldn't be giving you shortcuts, but I can't help sharing that one. 😄

snow reef
#

Thanks!

midnight gate
topaz brook
#

@midnight gate why do you need to change it?

plush yew
#

Hello

#

I have a question about making characters. So let's say I have a tiny model and not a humanoid. Can i scale my capsule to the model's height, or does it have to be at human height

little lichen
#

Hey guys, is there an easy way to NOT compile/use actors added to the world in the outliner? Basically use them as preview only?

frozen mural
#

Guys any idea?? Why my character is flying

little lichen
#

@plush yew Pretty sure the capsule has adjustable "capsule height" and radius so you should be good

frozen mural
#

I did that nothing change

topaz brook
#

@frozen mural open your character BP and be sure the feet is lined up with the capsule

#

You probably just have to nudge it down a notch or two

frozen mural
#

I have done that

topaz brook
#

Lower.

frozen mural
#

Oh okok

topaz brook
#

Send me a picture of it with the horizontal lines in perfect alignment

little lichen
#

@frozen mural use LEFT viewport instead of PERSPECTIVE

frozen mural
#

Nvm i fixed that sry hahaha im new

topaz brook
#

All good :D

frozen mural
#

Just lowered down it

midnight gate
#

@topaz brook because its imposible to cast a character node

topaz brook
#

@midnight gate what are you trying to accomplish exactly? You can cast your characters no problem...

#

What you were looking at is a charactermovement component I believe

grim ore
#

That is a category for the details panel, not the class type you are trying to change @midnight gate . Also that item is a component that is built into the character you are trying to change it looks like

topaz brook
#

^

little lichen
#

Oh wow MathewW is on this Discord 😮

grim ore
#

nope, I am never here it's your imaginations 👻 🌈

little lichen
#

Is there an easy way to NOT compile/use actors added to the world in the outliner? Basically use them as preview only?

kindred viper
#

yeah but with C++. there is a macro specifying Editor_Only that you can use with a macro conditional like If

#

its #if WITH_EDITOR

midnight gate
#

i dont know anymore

#

i just want to cast my ai chracter in umg because i need it to save location on quit to main menu

#

if i save it inside the game it will lag the fps alot

plush yew
#

@kindred viper but is the raycast suspension actually doing something or just to "animate" ?

#

important detail

kindred viper
#

@plush yew well what is a vehicle suspension in the VMC? Just raycasts with animations at the root of it.

#

except it has more involvement in the VMC

plush yew
#

@kindred viper there i think it actually does (some of) the suspension physics

kindred viper
#

the animation per se is physics based, but its still only mesh moves here based on X,Y,Z

grim ore
#

@midnight gate you need to define exactly what you want to do. It sounds like you want to save your AI's location when you quit?

kindred viper
#

@plush yew it does actually do some suspension physics based on the PhysX libraries. You can copy that code from the Nvidia site though and customise it if you wanted to get your hands dirty.

plush yew
#

@kindred viper there are a bunch of hover vehicle tutorials that do something similar but they use the raycast as actual suspension, also not a fan of the physx vehicle stuff, it just overcomplicates everything and uses a TON of CPU for no reason

#

@kindred viper its mostly the physx stuff that i don't want lol

kindred viper
#

well you can use Bullet or another physics engine but then you are talking about eradicating the core of the physics engine in UE4. If thats what you want, then wait a few years until Chaos completely replaces it, or compile with a new lib (like bullet, Havok), or write a custom solution that negates physx.

plush yew
#

@kindred viper physx is alright just not the vehicle stuff....

kindred viper
#

I would say that PhysX has issues like any physics engine, but for a game engine based physics system, its pretty good. Not that it can't be bettered, but its tried and tested

#

well I looked into the VMC and PhysX and was impressed tbh. They have decent physics for accuracy when it's setup correctly. And it has more options that I cared to look at

plush yew
#

6519846516 million settings and you cannot make it do what you want, does not seem very efficient to me

midnight gate
#

@grim ore yes that is what i want to do im casting a funcion save from the medicai to do this

#

but it keeps failing no matter what i plug in the object

kindred viper
#

its never going to work out of the box. No physics solution that isn't dedicated will ever work without tweaking. Such is the nature of physics

#

its unlimited variables interacting at a frequency

plush yew
#

@kindred viper also realism is not always fun in games, imho

grim ore
#

@midnight gate I would assume its because you arent casting properly or understand what that even does.

plush yew
#

GTA cars are the most fun to drive of any game i played

kindred viper
#

yeah thats why I decided to not use VMC for a motorcycle. I could do it with some custom physx additions, but it was quicker to fake it

grim ore
#

@midnight gate if you want to make this easy, is there more than one AI in the level or just the one?

midnight gate
#

i need to plug a parent of the cast node in object yes?

#

there is about 13

#

i save them with array loop

grim ore
#

Casting is referring to one thing as another thats all it really does

#

so you need to get the one thing in the first place, your ai actors in the world. How are you finding them?

#

and if you just want locations of actors in the world you dont even need them as your AI, just as actors

midnight gate
#

so how do i get the save funcion from the aiBP?

plush yew
#

i think i'll just start with a hover vehicle that seems a good middle ground, kindof needed anyway if you want to get teh vehicle angles if 2 wheels are on a curb for instance

grim ore
#

your AI is calling the save function, or your save function is looking for the AI?

midnight gate
#

cast to medic ai > save > print string

grim ore
#

not what I am asking for

#

define your problem. You want to save your AI locations.

midnight gate
#

im not sure how to answer that question i mean how do i even check?

grim ore
#

ok, where is your save at, what function is calling this save

#

"I have an event in my game mode that is going to save all of my ai locations"

#

"I have a blueprint in the world that is going to save all of my ai"

#

etc..

#

where is this save function at

midnight gate
#

the cast node is in the widget that is a pause menu on click save and exit to main menu it should save

grim ore
#

you keep jumping ahead, no one cares about a cast node

#

so you have a UMG widget that has a save an exit button, and that should save ?

#

what does the code look like now that you are using to save when you click that button?

midnight gate
#

it should save the ai location by using the save funcion i made in the ai bp

grim ore
#

cool.

#

what does the code look like now that you are using to save when you click the save and exit button?

midnight gate
grim ore
#

ok and the goal is to save the location of all the AI in the world into an array of locations into a save game object?

midnight gate
#

correct

grim ore
#

does your save game object have that array in it?

midnight gate
#

yes

#

the problem is i need the save funcion to work in the pause menu but it doesnt work cuz i cant seem to cast the ai bp

grim ore
#

I gotcha but thats not the issue right now

#

the top screenshot showing getting all actors of class, what blueprint is that in?

midnight gate
#

in the medicai bp

#

ai bp

grim ore
#

ok so you want every AI to save EVERY AI's location in the array?

#

so you will call this 15 times?

midnight gate
#

i tested this it saves and loads perfectly the reason i want to same in the pause menu is because every time it saves automaticly on event tick with a 10 second delay my fps goes to 2 wich is awful for optimization

grim ore
#

yes... again

#

You are asking every ai to save the location of every ai

midnight gate
#

hm

grim ore
#

assuming that code on the top is what you are calling on every ai

midnight gate
#

so how do i ask only 1 ai to do the funcion of saving all ais?

grim ore
#

you dont, the AI shouldnt be doing that. something else should like your game mode, or your umg widget if you are calling that save function when it ends

#

technically the game mode is a better place

abstract relic
#

Isn’t this what gamestate is for

grim ore
#

shrug could be

#

could be the game instance if you wanted to be lazy and have multiple maps 😛

midnight gate
#

hm so how do i do it?

grim ore
#

could be a separate BP that you drop into the level, could be the level blueprint if you wanted to be sadist lol

midnight gate
#

i have only 1 map so its not an issue

abstract relic
#

I have yet to tell the difference between gamestate and gamemode to be fair. Only that it’s persistent

grim ore
#

the code where you Get all actors, add all actors to your save game, and then save should be in one central place. Like @abstract relic mentioned it could be the game state or the game mode

obtuse egret
#

@pearl sonnet @obtuse egret Another thing i just found out, Fortntie is using UE 4.25, which is coming with new Niagara features, sooooo maybe 🙂
@normal cradle yeah they used every feature in that event xD
I'm trying to learn Niagara on UE4.25

grim ore
#

then when you want to save you "get the game whatever" -> Cast to your specific version of that game whatever -> call save code -> ONE time it will grab all your actors and save them

midnight gate
#

so i could do the whole save funcion thought the game mode?

grim ore
#

you can call this every 10 seconds you can call this every time you save and quit. you can do whatever

#

you should do this save function somewhere else yes

midnight gate
#

hmmmmm

#

i didnt thought about that really

grim ore
#

Game Mode is conveinent, game state is conveinent, a seperate actor BP works, etc.

midnight gate
#

i never worked with game mode

#

is it risky?

grim ore
#

its just a class that runs and does stuff for you

pearl sonnet
#

sounds interesting for later @normal cradle

midnight gate
#

so theres no way to do the simple cast this and do that huh :<

grim ore
#

but its conveinent becase you can always do "Get Game Mode" -> "Cast to my Game Mode" and you have access to it from anywhere

pearl sonnet
#

im not in a rush so i'll wait for the official release

midnight gate
#

just like i did with the player bp ;-;

grim ore
#

i assume you mean you got the player character and cast?

abstract relic
#

Such a love for cast 😜

grim ore
#

Epic provides alot of helper functions because of the engine gameplay framework and architecture. You have one player controller per player, each one controls 1 player character, you have 1 game mode, 1 game state, etc..

#

due to this its like a house with an address, a front door, and a garage door. You can always count on it being there so epic gives you the keys and locations to all 3

midnight gate
#

hm i see

grim ore
#

but inside that house epic has no idea what there is so you have to keep track of it and let everyone else know

midnight gate
#

i guess ill try to somehow do it in game mode

#

but dont i need to cast the ai in the game mode to get its location?

#

HOW DO I CAST IT IN GAME mode

#

its imposible to cast it anywhere

grim ore
#

your missing the point of casting

#

and again for a location you dont need to cast

#

and again i said you had the code working, it was that top screenshot

midnight gate
#

then how do i get location?

grim ore
#

"Get all Actors of Class" gives you an array of all of your AI actors

midnight gate
#

oh right

grim ore
#

thats all you need, and you dont need to cast as they are already the correct class

midnight gate
#

m

#

HMMMMMMMMMMMM

grim ore
#

that top screenshot can basically go into a custom event in the game mode called "SaveAllMyAI" and then you can call it from anywhere and it should work. It gets all the AI -> puts them into an array of vectors for the location inside the save game object -> saves the save game object

midnight gate
#

are you saying i can even use that save funcion i did in the player bp?

#

if i made it in player bp?

grim ore
#

I guess you can, i dont know what that function is or how it looks or where its at etc..

abstract relic
#

Just don’t

#

Please

grim ore
#

but I can tell you that if this code is on every AI and you tell every AI to do it then you are telling every AI to save every AI's location to the save game object at the same time which is ... odd

#

also.. look into the load and save game async nodes if you want to reduce "lag"

abstract relic
#

Stick with persistent places to store your data

midnight gate
#

hmmmmm