#ue4-general
1 messages · Page 719 of 1
z-order is for widgets inside widgets,
widgets themselves are in order you add them
if you wrap them inside another you can do it
widgets have z order in viewports, its part of the code to add them
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
i guess thank god the gargantuant icon is on the back most layer of render X_X?
damn. this icon totally wrecked my train of thought inside my code tunnel X_x
in the main part of the class
than you jesus number 2
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?
for the record, I checked my code here
but still no tanks moving at me so I think it is an editor configuration issue
I just watched
What is the AI: Move To Actor Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
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
Is Tesselation supposed to cast weird shadows from certain angles?
Has anyone here programmed game AI in C++?
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.
When the character in the prone mode, his hands going under floor if I pitch it down.
blueprint
@charred stirrup busecontrollerpitch i think
can I get location of blueprint instance name?
If I know the instance name at compile time? (this would be like Player5 if Player5 was a blueprint instance)
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
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?
nvm i found a fix just uncheck orient rotation
ok, I try it again) how to disable only pitch rotation?
@charred stirrup Without knowing what you are trying to do, I'm gunna guess you are looking for this.
@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)
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.
UseControllerRotationPitch
I need to limit rotation yaw and pitch with nodes in blueprint
Ah, I see.. Ill have to think about that one.
or use IK
@mossy nymph I'am newbie. tell me more. any tutorials?
there are some docs, its stands for Inverse Kinematics
basically you get a set of bones to find their positions so particular bone ends up at a provided transform
so you'd need a floor trace, get your say palm to IK into it, simulating bones from palm to shoulder
hi! i have a couple of problems i wasn't able to solve:
- how do i export an individual animation from a blend file
when i import the char it overwrites everything and no new animation get imported
- 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?
- 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?
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
thanks i'll try @ancient lotus do you know about the other 2? sry i'm quite new
last one, is it a smooth transition in the blend space? or is it only when you play?
it is in the blend space
when i play the head snaps to the righ or lesf
*left
because the idle animation is the char looking around
check whatever values are controlling the blend space
and when i stop moving the idle animation is already playing in the back
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
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
ook thanks 4 your help
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
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
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?
hello, is there a way to create actor in game and save it for latter usage ?
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?
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?
@charred stirrup you want to revert your camera movement to the default state like it was before prone?
@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.
oh set the pitch max/min back to default
probably thats the issue
thats the default value
you can set both limitations after "is proning" (where the inputaction is)
you can even do it like this if its confusing for you https://prnt.sc/s5p3s6
you can set both limitations after "is proning" (where the inputaction is)
@restive eagle Yes, It work fine.
you can even do it like this if its confusing for you https://prnt.sc/s5p3s6
@restive eagle I try that one
cool, if you type in 89.9 it will set to the exact one, with bunch of 000
https://prnt.sc/s5p1kw
@restive eagle where I can see this for Yaw?)
you need to create camera manager blueprint
and it will have all that info in the default tab
@dark briar inside PP theres a setting for "lens flares"
ohh thanks
how would i make my environment more radiant?
i want it to look gorgeous but also (ill reduce the lens flare)
maybe thats a better question for #level-design or #work-in-progress . im not an artist so cant give you any good points
thank you so much tho! lens flare worked ^^
I need to get a scene component(camera) using c++,but idk how to do it,can anyone help me?
Ima throw my entire office out of the window
How can I get it so when you press enter it opens the main menu from an enter widget to the main menu widget
I seen an onclick but I'm trying to get it so when you press the enter key it opens the other widget
@barren flume https://prnt.sc/s5qm69
I tried that
do you still have an example how you made it?
I don't know how to add a key
to that
when I drag off I don't know how to add a key input
=
Thank you
Return value should not be empty. Return a reply such as Handled or Unhandled
yeah drag of and type handled
ofc add a branch from the =
and do the rest of your logic after true
How would I implement this in to the event graph
to create the widget and add to viewport
uh
or a function would work too
I'm not sure how to add the function to the event graph in the widget
Oh I was on the event graph for the widget itself
Do I add the create widget in that new function
yeah sure, why not
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? 🙂
@barren flume show me how you added it
have you set "set input mode only"
after adding the first widget
otherwise it wont register your "enter"
add a print string here and see if it prints hello
everything works on my end, you have missed something
where would I see the string
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.
@barren flume top left of your screen, if you dont see it then the problem is somewhere else
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?
then I don't see it
just where you want your keyboard to have focus
do you still have issues or its fine?
I was on the wrong object
I'll see
Still doesn't work
and unreal engine crashed
dunno then, you missed something. everything should work
if you knew how to debug it would be pretty easy to narrow down your issue, other than that i can only guess
this is my level blueprint
which adds the enter widget to viewport
which will show this
I gotta fix that a
when I press enter
it opens the main menu widget
do you see hello after pressing enter?
No
can you show on key down again?
add a print string at the end after add to viewport
and see if you see hello after pressing enter
No
Hello everyone.
I'm looking for one UE4 developer or 3D modeler for fps game.
have you used enter anywhere else?
level blueprint
delete it from there and see if it works
if not then im at a loss
try not to use level blueprint at all
still doesn't work
🤷♂️
yeah thats fine, for some reason your keyboard inputs are not being registered
what i told you works fine, theres probably another issue somewhere else
also when I delete the widget thing from level blueprint
the widget doens't show up at all
ofc it wont, you need to move it somewhere else
like player controller
of the main menu level
you need to make a new one
okay
its better if you tried to follow some kind of tutorial
I've tried
because it will take a while to teach you how to do everything
if you want more help you will have to be more precise on whats wrong, because the stuff i have shown works fine
and it's the green function still
doesnt matter, both work. one of them is just a pure function
the blue "get key" you mentioned was probably removed, cant find it either. so the "green" is fine anyways
why not make the Inputs in the Project Settings?
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
well, re-inventing the wheel is fun too
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
instead of just UI
hm
in the onkeydown function
even with no other code and just print string
it still doesn't show
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
except, one way is less then 2 min and the other way is reinventing the wheel
you sound like virtus
who?
exactly
I watched him
Exactly? Wait, are you insulting me now?
if you knew who he was you would take it as a compliment
Why would I know some random usename and see it as compliment? Bit strange. Still think its just an insult
hes the biggest ue4 youtuber
Bigger than Mathew and Luos?
yup, 160k subs
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?
@pale forge You can use a texture created or specified at runtime
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
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
@orchid marsh Can I project it and use the UVs?
@pale forge : Make the shirt a separate material. Then change it out for every new model you want a custom jersey on. 👌🏼 EZPZ
You shouldn't even need to mess with the UV's. 🙂
In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to Switch Materials of an object at Runtime.
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-VQT&index=1
Join me for Live Streams: ht...
Is there like team create in unreal engine?
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 :/
if you have a spline component you can probably use FindLocationClosestToWorldLocation
@worldly axle
Hi all 🙂 . Anyone know why the documentation dark skin is not working anymore?
@exotic cave Thanks I will do that.
Thanks , i'll try this 🙂
@hybrid sparrow : Webinar in four days on that! https://ue.unrealengine.com/Working-UE_RegistrationLandingPage.html
how do i group my things on the right
like all the other ones
Oh found it, it's called a comment if anyone else wanted to know or didnt know
For some weird reason
when i start the game the brightness increase slowly
which i dont want to happen where is it coming from the sun?
@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 🙂
anyone know how to attach base material to a specific part of body? please help me
@exotic cave so this will allow me to create and code with friends?
got this error when trying to build lighitng
google doesn't help
verifying UE files doesnt help either
Imaging having to build lighting
This post was made by the cel shading movable directional light gang
Run the project as Administrator
why did you have the amazing idea of calling your user "windows"
lol why not
I would just expect it to break things
Now I wonder what would happen if it was named ‘null’
same reason calling your unreal project Test or Shipping or Development will not work
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?
but I reinstalled it
but in that mentioned config file there is no path to change so I can set correct one
this must be somewhere else I guess
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
not sure if this is enough data (can provide more) but...
I want to put my stamina value into a progress bar
this is the blueprint for my stamina bar right now
How would I get the value of Stamina Value and put it into the progress bar
@plush yew https://www.youtube.com/watch?v=qzcqmVcV9IQ
In this tutorial I show you how to create a basic health bar that fills up an decreases based on the player taking damage. If you have any questions or comments please let us know. If you like the video and want to see more, go ahead and subscribe. Or consider supporting us on...
is there better way to do that ?
do what?
adding something on key press, but adding constantly
Use project settings -> input
Use an Axis Mapping as opposed to Action mapping
not that i have needed to but i do believe if you set a keybind to axis, when pressed it should be constant. 🤔
but then release would provide the opposite
so that might not be what you need
k but its fine if i need it in all project, but what if i need in only on 1 map ?
UV mapping messed up maybe?
You might have to re map UV in blender or whatever software you use
the issue with this is that it is only getting my stamina once
how can i get it so that it keeps checking it and changing the bar according to the stamina's value
i currently have stamina value set at 100
@real prism i done it myself from imported textures
You need to get percentage snazz
so dividing the stamina value with something else?
So. [current stamina]/[max stamina]
I don't have current stamina and max stamina
I just have 1 variable for it which is Stamina Value
I did a stami9na system before but have lost the file since my old ssd died like yesterdy
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 ?
You need to make it
i have done all of them in material but when i apply element it doesnt goes the way it does
Did it, thanks guys
https://gyazo.com/14528b3fb77008189fee3634b2af0ec1 anyone know why the second time i pick my object it dont attach to me ,
?*
it print "attached" https://gyazo.com/0bf6f0caceac92e921fddb836c24d6b7
but it dont
Show us your spooky code. And do you know how to print string? This will help you find problems
yeah it's just what i did ^^
Unfortunate post timing 😜
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? 🙂
hahah i read in your mind xD
@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
I don’t see the attached printed on the first one. Unless the print was super fast
on the gif ?
Yes
@honest mango is there blueprint in the matinee??
i only see the line and key stuff like that xD
yes i think its a gif i made 10 mins ago and idk how i fixed it but now it print but dont attach
Be aware Biebob. Matinee has be removed from recent engine version
@astral phoenix isnt there a matinee or whatever this is called in nodes ?
@abstract relic im useing 4.23.1 but what cant i use instead?
I’d put a print string at the start of your PickUpItem function. Just to see if it’s being triggered
Guys i want to ask if this setting is suit for root motion character?
@honest mango i can call the matinee from where ever but idk how to pause the animation and then play it again
@astral phoenix sequencer
i did print at start and it print
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?
@abstract relic what do u mean with sequencer?
https://gyazo.com/ed9971d0791d7ac9e65398e126bb797f as you can see it print but dont pick up
Awesome. So it’s the code in the function itself
you mean in the screen that i send you or before ?
Yes 😜
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?
You move at the speed of sound crackerjack
what do you mean ? ahha
That I can’t keep up
no problem dude thanks for trying to help me
How are you calling the key? Blueprint interface? Casting?
the key that come at me when i click ?
maybe you mean that, this is in my characted BP
could any1 help me with the pause animation?
You hurt my heart with this reveal 😜
xD whyyy
Guys i have a tower and am trying to add each Zombie that overlap with its collision to an target array
oof
get all actor in class
Any thoughts?
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?
it dont work good ?
So, let me show you an alternative way to tell your code how to find which interactive object the player is interacting with. It’s confusing at first but much cleaner and easier to use in the long run.
What is a Blueprint Interface in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
Go to #blueprint if you have questions about it or dm me
@abstract relic could u help me?
i have blueprint interface too
I am able to change the initial and max speed but the speed of the bullet does not change
when i pick object its going to blueprint interface befor going to the bp of object
Then why use get all actor of class? And why are you casting to InteractiveObject
i cant call my blueprintinterface if i dont cast :v
When your call using player bp. It should look like this
anyone have any idea why a component of mine is suddenly getting set to None?
there's no code that sets it to None, if i add it in begin play explicitly and set it, it works again
then the object bp should look like this
HighTide is right, casting be optional
as an example
i'm using perforce, could a revision have screwed this up?
hum i dont very understand how to do this steps
It’s a very pretty envelope
Pretty pretty security ink
Any one know the solution it gives me and error when i test play of an infinity loop
any fix
we would need to see the code calling that
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
@grim ore give me a second
okdoke, its invisible. now what?
well which text box are we talking about and did you make it hidden or collapsed?
lord lol
EditableText_641
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
yes the user inputs
@grim ore the event graph
@dire coral 
🇸
the function it self
fast question: is there mouse drag detection in game? not ui
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
ive tried putting an image behind but it dosent scale
which means it is infinite
do i make it a child of the image?
you can use a border if you want a background for something
@dire coral ye OnStatSetup call itself
not sure i follow...
its also possible perhaps Set Stat calls OnStatSetUp, but the clear answer would be the completed pin yeah
https://docs.unrealengine.com/en-US/Engine/UMG/UserGuide/WidgetTypeReference/index.html look at the included widgets and what they are for. Look at the tooltips
and the last function that that pure function getstats is called
@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
Anyone have a solution for this on null subsystem? Maxing out on 16 players over a dedicated server.
Infinite loop.... or hard working loop. #burnoutIsReal
that infinite/finite loop detection keeps me up at night tbh
i've had cases working with large data sets where it throws
Anyone?
@normal burrow yep same here but I take that as a sign to do it over multiple frames at that point for performance reasons
all i see is server full, raahil
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?
I fixed it just forgot to make another custom event when i left it yesterday
Been going nuts since the morning
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
well you can increase that # but it does have a hard limit
yeah, its kind of like an impossible thing to stay on top of
I mean I guess you could just take that out of the engine lol
Where do i do this though? And how does PUBG do it?
yeah matheww
just kinda like, keeps me up thinking about what scenarios could cause a loop that just causes a nope
#multiplayer would be a good place to ask raahil
gotcha, so it forces you to think about your code 😛
Ahhh. Ok. Thank y ou.
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
maybe it's epic thinking of your code for you. Maybe it shouldn't work so hard and needs a break
infinite loop detection doesn't really exist outside of bp lol
true, you just end up locking up the program or PC instead 😛
When i reference a blue print class and try to get the variable from the reference how come it doesnt work
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
@unkempt raft I think what you might be looking for are class defaults.
@bitter garnet how are you testing it on your phone?
just installing the apk from my google drive
I think that my developer mode is already active
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
oh I see
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
How do i speed up shader compiling? Ive added a single object and it's taken nearly an hour to compile
what does your task manager show for usage?
what channel should i go to discuss Instanced Static Meshes ?
then you just need a better machine if its pegged at 99%. shaders are 100% cpu
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]
Power usage very high
he has this misbehaving plugin, and on my end i can compile it successfully
if it's bp only and no plugins are source then you need 0% visual studio
but ive walked him through deleting intermediate folders and all that, and no success
ah ok
oh
but the plugins are source
then you need VS to compile the plugins
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
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
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
Anyone used array here b4? am trying to put each target that overlap with my collision in a array list 😄
You need to redo the material inside unreal engine
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
is there anything that can automatically clean up my graph?
There’s a big shiny clean up button in the graph
it didn't do anything it just says it removes any unused expressions
any idea how to recreate the sims building system ?
@plush yew thanks for the help
Yep. That’s what clean up is
well I have nodes all over the place that looks like spagetti is there something that will make it look good?
You can align them by selecting node >> alignment
ok
If it’s a bp. You can also collapse them into subgraphs
Select nodes >> collapse node
ok thanks
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
its good to stay on top of the pasta as you go if you can

well its a mess because my C++ code generated the graph and placed all the nodes on top of each other in one spot
😄 i knew i would get that lol
Yeah, nah I can relate.
you will still be judged by your spaghetti
i still didnt find solution ... that so hard to fix
I wish there were autosnap and node push like Houdini and blender though
wut, there is autosnap in these?
Yes...
crackerjack are you still referring to interfaces?
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
keep an eye on the log
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)?
i have no errors : s
timelines are sacred basically cali west
sacred how
that was my guess: methods can't spawn operations that block their own thread
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
okay, thanks pat. but... that sounds like a threading issue to me. but I digress...
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
@frozen mural as far as I know, mixamo does not use Root Motion... They use in place. Gotta familiarize yourself with them both
so... every UE-made game/program is always single-threaded?
as far as tick goes yes
wow. I wouldn't have thought
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
okay. I haven't gotten that far yet (to animations). Just doing core game mechanics in blueprints right now
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
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?
Bps run on game thread but with c++ you have control over threading I believe
Oops p@t beat me to the punch XD
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 😄
And KOd me in terms of depth if his answer 😂
i find treating the game thread like a asyncronous listener is the way to go in general
what is the most efficient way to programmatically move an actor smoothly over a time interval from point A to point B in BP?
That's actually a really good way of looking at it @normal burrow
what is VInterp short for
vector interpolate
It will move by interp speed per second (unless destination is nearer or reached)
Wait a sec... Where is the input for the actor
Tumon calm down
<@&213101288538374145>
@static sparrow do you know how to use interp nodes?
Please @plush yew stop spammi g
getting triggered
@plush yew "If you opponent is in a bad mood, irritate him." - Epic's The Art of War.
I had to look up the word "interpolation" just now lol
I looked up the word interpolation in stages
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...
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
okay, thanks, I will take it from there using youtube vids, etc. Thank you again, guys
@plush yew look at making a material from your texture, then use that material on a mesh
In unity u add layers but UE4 is pissing me off
first you goto Blender, then you learn what you are doing
okay, so create a landscape mesh of some sort, and apply your material
use the landscape tool
I watched a really good tutorial vid on that, lemme find it
oh texture painting on a landscape my bad
yes
thought you meant actual texture painting
I just use brushify for terrain... :p
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]
In this free Unreal Engine 4 for beginners tutorial video you will learn all of the basics of creating an environment in UE4. This includes setting UE4 up properly, creating and texturing a landscape, importing 3D models (static meshes), adding grass and trees with the foliage...
well landscape painting is another thing entirely
It's really long, but I think that covers what you need
I know how to use UE4, but this is annoying me.
Dude seriously please stop posting that many lines at once @plush yew
Don't need to watch a 4 hour tutorial, just trying to find a one paragraph solution.
you know there is literally dozens of tutorials on painting landscapes with UE4.
if you dont want to watch them, tough luck
@plush yew the problem you are describing, this guy in that video does exactly what you are looking for
I already have the materials.
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
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
@delicate tusk Not sure but looks like 0 gravity to me
I have spent a year in UE4, however I only recently tried doing EA work
I used Unity for it for 3 years.
What do you mean by EA work
@plush yew skip to the 1:54 mark. that's where he does what you are talking about
I used to use Unity and I am trying UE4.
that's 1 hour, 54 minutes
@kindred viper It's using the default setting
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
I didn't do landscapes.
@delicate tusk strange one. Usually with default settings, you can't get them to stop 😄
I did other things
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 ?
But I have tried all day to add multiple textures.
you know there are tutorials for that right?
Unity is another engine entirely
No not necessarily
And I cannot find where to add multiple layers
tumon, I'm telling you, just watch that video and skip to one hour, 54 minutes in. It's right there
just because you know one engine doesn't mean you know them all
^
I am aware.
no you are not
^
I know what I am and aren't aware of
@plush yew I understand you're frustrated, but next time please refrain from the all caps when asking for help. 🙂
not going to be told by a 12 year old what I do and don't know.
yeah im 43 and forgot more than you will ever know pal
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?
As a side note, remind me to never buy a game from NL Studios
good luck with your basic task
43 months more like.
Guys, step away and take a deep breath. This isn't worth arguing over.
yeah trolls be trolls.
Yea I asked a simple question, not a debate on what I know.
You too Marc. You're only feeding the attitude.
yep I get angry at these people
mmm busy chat i see
@gilded eagle install it and check "game developpement"
Let's all just breathe. @plush yew Cali has sent you a tutorial video with the exact time stamp you need
Yes.
@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. 🙂
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.
no but the point is that i don't want to install it
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 ?
@gilded eagle It is likely u cannot fix that.
so you cant use ue4 xD
its like you want google chrome but you dont want internet connection @gilded eagle
@maiden swift No materials show in the paint area nor a way to add any.
install it
and
when u install it just check this https://gyazo.com/0eb2c59b499157e1ea4580ef3a5b7ba1
@gilded eagle Are you getting this popup when you try to package your game?
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
@menoz could by any chance be double clicking on a BP node?
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 😦
i dont know what is that
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. 🙂
pfist do you think you can help me out with my issue?
@menoz a node is literally the things in Bps.
Yes
@plush yew You're trying to paint material layers on a landscape?
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
i'll see next time it pop up
thanks a lot
can anyone help me please ?
maybe the rendering is because it is compiling shaders?
Np @gilded eagle
@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. 🤔
Latest version
5€ paypal for the one fix my problem xDD im really going to explode idk how to fix im noob
Praise be docs. Good news that it’s simple
https://docs.unrealengine.com/en-US/Engine/Landscape/Materials/index.html
Setting up materials to work with Landscape terrains.
Getting up and running with the basics of the Landscape System in Unreal Engine.
@honest mango is it BP based or cpp?
C++
@plush yew Take a look at those docs. They should give you guidance on the material layers workflow.
yes, i promise i give u if you fix lol even if u dont want
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
oh yes take your time ^^ i can wait
discord has a built in video sharing thing too
Don’t think employers will like that 😜
@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
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 )
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
are you using physics handle?
@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
Does anyone know how to make textures not shiny?
@topaz brook oh ok thanks
@kindred viper i have no clue where to even start with something like that
@plush yew same way you move any object in UE really. Set the transform to a new location, usually interpolated between two points
yes Tsauken, it disable physics when i drop it and enable it when i pick it
did you follow a tutorial?
@snow reef specularity and refraction usually. Im not a material guy tho
How do I change that
@kindred viper and then add raycast susppension that just moves the (animated) wheels up and down without really doing anything?
yes tsauken, one for item inspection and another one for attach an object
and i mixed the two
@plush yew yep.
this keyboard i swear.....
@snow reef It may differ depending on the material, but generally speaking, you want to increase roughness and/or reduce metallic.
@kindred viper i guess i start with making a pawn?
Im not exactly sure how to edit the materials sorry, Im new to that stuff.
is there any way for my to scale theese widget component by the distance from the player?
For example: Roughness = 0 is perfectly reflective, Roughness = 1 is no reflection.
Where would i go to edit that
@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.
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?
@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
I need to get more into UE materials. I always end up guessing from 3dsmax/Blender stuff
@plush yew yeah a Pawn would be appropriate then
@snow reef Add a ConstantVector node, attach it to Roughness, and give it a value between 0 and 1. Again, 0 is completely shiny, 1 is not shiny at all. To learn more about the essentials for materials, check out this documentation and the courses linked on the sidebar:
https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/IntroductionToMaterials/index.html
An introductory document on UE4 Materials and how they work.
@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
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
Thanks but there isnt a constantvector exactly, there is constant and constantvector 1 through 4. does it matter which one?
@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
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. 😄
Thanks!
why dont it let me change from character to something else?
@midnight gate why do you need to change it?
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
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?
@plush yew Pretty sure the capsule has adjustable "capsule height" and radius so you should be good
I did that nothing change
@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
Lower.
Oh okok
Send me a picture of it with the horizontal lines in perfect alignment
@frozen mural use LEFT viewport instead of PERSPECTIVE
Nvm i fixed that sry hahaha im new
All good :D
Just lowered down it
@topaz brook because its imposible to cast a character node
@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
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
^
Oh wow MathewW is on this Discord 😮
nope, I am never here it's your imaginations 👻 🌈
Is there an easy way to NOT compile/use actors added to the world in the outliner? Basically use them as preview only?
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
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
@kindred viper but is the raycast suspension actually doing something or just to "animate" ?
important detail
@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
@kindred viper there i think it actually does (some of) the suspension physics
the animation per se is physics based, but its still only mesh moves here based on X,Y,Z
@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?
@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.
@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
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.
@kindred viper physx is alright just not the vehicle stuff....
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
6519846516 million settings and you cannot make it do what you want, does not seem very efficient to me
@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
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
@kindred viper also realism is not always fun in games, imho
@midnight gate I would assume its because you arent casting properly or understand what that even does.
GTA cars are the most fun to drive of any game i played
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
@midnight gate if you want to make this easy, is there more than one AI in the level or just the one?
i need to plug a parent of the cast node in object yes?
there is about 13
i save them with array loop
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
so how do i get the save funcion from the aiBP?
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
your AI is calling the save function, or your save function is looking for the AI?
cast to medic ai > save > print string
im not sure how to answer that question i mean how do i even check?
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
the cast node is in the widget that is a pause menu on click save and exit to main menu it should save
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?
it should save the ai location by using the save funcion i made in the ai bp
this is my save funcion inside the ai bp
cool.
what does the code look like now that you are using to save when you click the save and exit button?
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?
correct
does your save game object have that array in it?
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
I gotcha but thats not the issue right now
the top screenshot showing getting all actors of class, what blueprint is that in?
ok so you want every AI to save EVERY AI's location in the array?
so you will call this 15 times?
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
hm
assuming that code on the top is what you are calling on every ai
so how do i ask only 1 ai to do the funcion of saving all ais?
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
Isn’t this what gamestate is for
shrug could be
could be the game instance if you wanted to be lazy and have multiple maps 😛
hm so how do i do it?
could be a separate BP that you drop into the level, could be the level blueprint if you wanted to be sadist lol
i have only 1 map so its not an issue
I have yet to tell the difference between gamestate and gamemode to be fair. Only that it’s persistent
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
@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
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
so i could do the whole save funcion thought the game mode?
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
Game Mode is conveinent, game state is conveinent, a seperate actor BP works, etc.
its just a class that runs and does stuff for you
sounds interesting for later @normal cradle
so theres no way to do the simple cast this and do that huh :<
but its conveinent becase you can always do "Get Game Mode" -> "Cast to my Game Mode" and you have access to it from anywhere
im not in a rush so i'll wait for the official release
just like i did with the player bp ;-;
i assume you mean you got the player character and cast?
Such a love for cast 😜
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
hm i see
but inside that house epic has no idea what there is so you have to keep track of it and let everyone else know
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
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
then how do i get location?
"Get all Actors of Class" gives you an array of all of your AI actors
oh right
thats all you need, and you dont need to cast as they are already the correct class
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
are you saying i can even use that save funcion i did in the player bp?
if i made it in player bp?
I guess you can, i dont know what that function is or how it looks or where its at etc..
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"
Stick with persistent places to store your data
hmmmmm
