#ue4-general
1 messages · Page 725 of 1
@plush yew totally see your frustrations... and your not alone people seem to be complaining about the lack of docs and guides for it for almost a year and a half now....
There is not a signle line written about how it works
They just drop you in and expect you to be smart enough to reverse engenner the whole thing in like 2 minutes and be ready to go
Apparently thats what everyone does is struggle thier ass off...learn it and say "screw everyone else....let then suffer too"
Some guy on artstation was even so good as to write like a 7-page review talking about how he struggled through it
But just complaining about the lack of documentation in that 7 pages
Not bothering to write another word about how he figured it out
.... Worst thing ever is when someone's like hey how do you do this....then you scroll down and they're like got to figure it out thanks guys
Like dude what did you do
Yup some mexican guy made a scene and posted how he did it in polycoutn
but he had broken english
and i couldnt understand
The only tutorial video is one guy changing the fuckign beafaurt scale whcih is just one varianle
variable*
Yeah i know, mind blowing
I got it working is just that i dont know how to use the shoreline capture on my custom map
But its some guy going through it for 24 mins without talking
waveworks docs should be done at the Nvidia side shouldn't it?
Yeah invidia did not put out any documentation
Yeah the guy literally goes from start to finish
If he does then jacpot
But he doesn't speak a single word through the whole video so you better not blink
but i cant really understand why there is no documentation on waveworks but there is a shit ton of it about physx, flex flow and blast. Like waveworks is the most complicated one of all of them and there is no documentation on how to use it
I'll make sure to watch it 5 times and not miss a single frame
It's probably cuz the others are more widely used
Or people just fake the ocean to save performance
Title could be better though. Ue4 nvidia waveworks 60 fps doesnt really show you that it is a tutorial. Along with that thumbnail you think its just a demonstration
It's because I don't think it's supposed to be a tutorial
It's just this guy messing with it for 24 minutes straight
Just a demonstration of how smart he is to be able to figure this shit out without documentation
Well I hope you can find something in there to help you out man
yeah thats not impressive, i was messing with it for 7 hours straight yesterday and all i could do is waves coming from the shore xD
At some point he's got a fudge around with that shoreline so
Yeah i saw
When it gets to the part about the shoreline just copy every single thing he has on his settings
Lol
lmao
But make sure not to write any guides about how you figured it out... You can be part of the wave club
he seems to be so fuckign confused
he moves his mouse so slowly that shows that he doesnt knwo what to do xD
no i will write documentation about it
im not that kidn of asshole
LOL can you blame him?!
https://gyazo.com/0e77bdf15710baaabb9508c7ddad3b71 can someone help me please yestarday it didnt do that w hen i go on the back
LMAO he captures scene and it produces a blank texture
i can almost smell the wtf face
@honest mango increase the mass to a more believable mass on the car under physics
Yeah umm he doesnt figure out how to make the shoreline
he just gives p and ends the video
I'm tempted to take a stab at it later
It looks amazing but is it worth the headaches?
thnaks but i dont understand i didnt changed the mass and yestarday i could just stand up on it
You mean about waveworks zethfox?
does anybody know of a tutorial on how to make player control similar to UT editor?
Definately worth the headache once you get it working on your map
Im waiting for the public release of waveworks 2 on ue4 tho. hope it fixes this problem
Does it have support for underwater... Or is it just the top layer?
Yes it has
it has built in underwater post processing and shit
and you can even put a physics volume and make it swimmable
Ill definitely check it out to then... Then we can both be pissed off together lol
xD
You mean bu lookign at the top of the ocena from under it?
Like some materials are just transparent from beneath right?
I meant diving in
Yeah not with waveworks. It looks fucking great
yeah
It supports it
Also dont build the official one
as it is only for 4.19
I have a custom branch with all the gameworks in it cor 4.21
Shoot...ild want it in 4.24 minimum
Someone know about this error ?
what did you export it out from?
Maya
ahh Im not familiar with it. sorry. Someone else will know
im pretty familiar with maya... I dont believe you need to know maya to answer this problem... Basicaly, im tryin to export a skeletal mesh with LOD and animation... its something quite simple, a light switch... no matter which softwares you are using, if you know unreal you should know how importing animations, and how LODs works...
i already did export a drawer with a bone and a join, no problem with that...
But with LODs i get this error
LODs are working with the static mesh... but not with the Skeletal mesh
so my struct died, and now i'm trying to recreate it but i'm getting that error, problem is that this variable don't exist anywhere in my blueprint
so my struct died, and now i'm trying to recreate it but i'm getting that error, problem is that this variable don't exist anywhere in my blueprint
@frozen pond
Try to see if something cast to it or try to use it ?
unreal fixed itself, i tryied to play and got "struct domki something something would you like to delete?" and its fine now
however idk why second time my project crash due structure damage
where is 4.25 release ? :/
IS IT possible to mention a Matinee in a blueprint thats NOT the level blueprint ?
https://gyazo.com/36bf21fa1099f1dd9006d37b50318c31 how can i change the camera of my character to the one with the car please ?
@sly coyote you done something yet?
I'm trapped at work for the next 6 hours
I have a Structre object with some data, BP structure, no C++. How can I access that object from the event graph? cant find any load structure function
this type of structure, move_button_images
you need to add it as variable
add variable -> set variable type to move button inamge
then you drag that struct and type break
thanks
note from me: if you edit something in structure, you editing data only in that blueprint
Does anyone know how to only use the reflections from an hdri without using the background? I’ve been struggling finding info about it online :(
I dont want to see the hdri as the background, only get the lighting that it creates!
If someone knows it would be highly appreciated!
Does GameState persist between levels?
I haven't messed with this stuff in a while, and I think it does but I'm not finding it clearly stated.
a line trace with 1000 distance vs 1,000,000 no negilable impact on performance ?
Probably not for a single trace. Traces are fairly cheap unless you get crazy with them.
@scarlet birch GameState is for a certain level and is related to the GameMode
If you want to persist between levels then you should use GameInstance
Thanks. I found what I was looking for. I'm setting up a loading system and needed to figure out where to tie everything together.
@honest mango have you played with the "Set View Target with Blend" node?
Does anybody here use Quixel for creating material maps?
I can't figure out how can Quixel draw on top of the ambient occlusion?
anyone knows if it's possible to change these in a packaged build?
it says "default classes" so I guessed we should also be able to change them
trying to make a c++ project anyone knows what this means ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
You need to install the .Net with VS installer.@limber mesa
There should be an option for game engines or something
what about the one next to it
Yeah going to need that too. There's a doc that lists all this.
are these three ok?
Probably.
and you want the Unreal Engine Installer
Why?
Honestly? I have no clue, but the docs I read said to tick that box 😄
I don't think you need it if you've already installed the engine. I've never added it.
ima see what happens
Ive never used the unreal engine installer myself. Is the launcher or just some arbitrary app?
No idea. Probably just something that downloads the launcher.
Hi guys, my project is 60gb, full of meshes to use in my level design in the future, when I’d then delete anything unused. Is it common to hoard content to have many options? Any insight could be helpful, thank you
You have developer folders to throw that shit in
Happy Friday 🙂
Quick Question: When I'm working on the blueprint of an AI controller and I want to get the world location of of the bad guy who's using it, what do I specify as my target?
AController::GetPawn is the one using it
Okay im going crazy why cant i find the FOV setting for my camera? It's totally gone for me
it totally used to be here
fov on orthographic? x)
when i use Tessellation on terrain in ue4, it bumps the terrain way higher than the actual terrain mesh and if i place foliage or any other objects, they go underneath the Tessellated material and go on the original terrain mesh, is there something im missing or is it because i havent set up my hieght map correctly in SD?
yep, you just define a width green, then the height is determined by ratio. fov is zero because there is no angle of view
huh thats a clever image
are waves like this possible in UE4, like in real-time in a game scenario? Perhaps without killing the computer?
sure if you put the effort in. But most people settle for performant shaders that aren't quite as good.
https://www.youtube.com/watch?v=9nxlmCq4220 this is UE4
Prepare your senses for some blissful water effects as we bundle Sea of Thieves team members Andy Dennison (Software Director) and Mark Lucas (Senior Software Engineer) into the tavern for a chat. Visit the official game site at https://www.seaofthieves.com
Dive into the Sea ...
could you help point me in a direction? I am lost but determined to make a wave like this
well you will need to learn about shaders first. I couldn't give you any specifics but I would also check out things like RealFlow and Blender's methods
@normal burrow challenge accepted? 😜
https://discordapp.com/channels/187217643009212416/225448446956404738/705851021980729406
Needs more sparkles
Ubisoft has some of the best water in games Ive ever seen
There's a few ocean water projects that are really far along and not too hard to use.
I just always thought that some games need some better looking oceans
Hey guys, (hopefully) quick question:
On the Oculus branch of 4.24.3, recently I've been running into an issue where every time I open a material editor window, it recompiles the shaders for that material. Not only that, but if I close the window and reopen it, it adds to the number of shaders needed to recompile:
@plush yew okay then how do i "zoom out" on orthographic?
you dont
okay well
i have the camera 10000 units in the air and its only seeing like 1 cm of the floor
whatever i need to change to make the camera see more of the world lol
any good tutorial on how to set exposure?
This is what the log looks like
I've cleared my DDC and re-filled it to no avail.
Is this a known issue with 4.24?
@kind dew With orthographic you define the width and aspect ratio and that's it. Everything is laid flat on a single plane with no perspective or scaling by distance.
Your aspect ratio is set to 0.5
okay what is the aspecvt ratio for a portait mobile game? .562 is what it was for perspective
yea 9/16 is .5 so can you just not have that aspect ratio on orthographic?
It's fine but your width is also 512. Figure out what you want and set it. That's it.
How do I make it so there is smoke all the way to the cannon-ball?
any of you know?
can you see the space between the cannon-ball smoke and the trail?
wth is going on now ;),,,shadows have been following my character as he goes fwd, I was told disable shadows on directional light which was working, but now using sun & sky with expo heightfog, which one of those if not directional light maybe causing that ? 4.24.3
Anyone have any idea why launching in Standalone would cause one specific Userwidget to stop calling events? They work in PIE, but in standalone launch, every other widget seems to work fine, but I have one widget with three buttons and a checkbox. Can click on them, change the checked status of the checkbox and yet no events ever run.
maybe attach a debugger and see if there is anything failing and causing a silent error
By debugger, do you mean print string or something else?
@plush yew heard of waveworks?
no its a visual studio thing for debugging standalones
Is there a way to author a redirector?
Like if i wanted to hardcode a reference to a redirector instead of an actual asset
is "porting" to stadia a thing? or is just "simple" with UE? build for linux/vulkan, read the API, setup the joystick etc..
Has anyone have used destructible mesh in sequence? In game (play bode) it appears, but when I record sequence video, its not there. For some reason it ignore it.
guys how can I turn material instance to normal mateiral so I can see the every nodes?
I am trying to use the material instance for landspace painting
look for the base material in the details panel of mi at the bottom
@plush yew Simulated? No. Prebaked? Yes.
Hello, can you add a nav modifier to a mesh? or only to a collision volume?
@grave nebula https://www.shadertoy.com/view/3tfSD7 Looks cool tho
Anyone know how to split a CSV file and bind text to values in the file
this dont work
Hey, i want to setup a colision box that only triggers for my character, i know it's possible to overlap all and cast for the character bp, is that the best way?
Hi!... Im quite confused with my problem right now, and i seem to be unable to find any solution over the internet. So im asking here...
I made a light switch in maya. With three LOD group (LOD0 - LOD1 - LOD2)... I did and animation on the switch for the ON/OFF action. When i import the fbx, it give me this error:
Root bone in LOD is 'LOD_1' instead of 'LOD_0'. Import failed.
What i tried:
- Using bones instead
- Making the animation on the mesh directly
- Attaching constraint to ever mesh LODs that are animated
Im pretty sure something's missing, but i can't manage to find it... Thanks!
when i goto Front view of a blueprint, and add +10 to Y. the mesh moves left. is that correct? or did i mess something up ?
@proper stump you can edit the actors collision details, set ALL to block or ignore, and only overlap PAWN, pawn is the default character collision. that way, only pawn types will even bother. or you can create a custom collision type, name what ever you want, in the editor settings, project settings.
thanks
hello, any idea why none of the motion controller inputs work on gear vr? on 4.24 ? they worked fine on 4.18
i tried all related remote /motioncontroller nothing is working
trying to run my project in visual studio code but its not letting me, anyone know why
im using code runner
Hey sorry to interrupt but how can I make a widget that changes the speed of the plane in the flying template?
@dawn gull like a widget that has a button?
@limber mesa A slider
idk im sorry
Ok
@woven cliff i think, in 4.24, they changed button mappings. so you no longer use the generic "Oculus Touch X" event node. you are supposed to go into the project setting and add buttons there, giving them unique names, name it anything you like, then call those unique names inside the blueprints, for example. i had to rebind all my controls for oculus rift also.
project settings, input, add
MDK
what do u have inside them ? Iam using gear vr and no input works but the back button is the only one working :/
"from oculus go back "
this was instant in 4.22. i could press it as often as i like, and it would be an instant load on my tiny map. now when i use this node, there is a hard system lockup for 8-12 seconds. no matter of the map size. did this change for everyone else ? this alone makes me regret upgradding.
well mine are simple oculus touch options, because i use rift, so im not sure about mixed options.
but id imagine they are more compatable than ever. not less.
can anyone help me with compiling my c++ visual studio code
i used code runner
already tried cl cmd and it didnt work
How do I change the range for a Slider in a widget?
i made a simplpe vehicle based on raycasts for suspension and a bunch of forces, but i notice it turns slightly faster when i run it at 30fps, however everything should be fps independent, is there any way to solve this?
everything should already be fps independent afaik
i suppose i could lock the physics at 30fps but that's a bad solution and will cause it to run in slowmotion if people would have even lower fps
meaning lower then 30
I'm not sure if you can tell from the picture, but my mesh is (at least looks) lower quality in level editor/game than in static mesh editor.
@silk lintel might not be showing LOD0 in game for some reason
Flamethrower test, not optimized, shoots hundreds of projectiles in seconds. I should learn ribbon particles, standard particles cut off a bit with any fast emitter movement.
any recommendation on where to find someone to model an rig my main character?
at a reasonable price...
@proper stump #looking-for-talent
@plush yew Oh I forgot to mention I only have 1 LOD (that is, base mesh and no additional LOD meshes)
Where can I find this example content? The blizzard, etc. It's not in a default project with starter content enabled and it's not in the Engine content folder either: https://docs.unrealengine.com/en-US/Resources/Showcases/Effects/SnowExamples/index.html
sure, please -- I'll try to find it as well
found it
legend
@silk lintel weird it just looks like it lost some triangles for some reason
yeah idk
thanks! Do you know if there's a free commercial license on it like with everything else Epic releases?
@winged crypt i believe it's a royalty system, so you can never be charged any more than you make. That's only with games you publish, though. All Epic Games content is royalty free for use within unreal engine.
@plush yew my first thought was something with the material, but that wouldn't make any sense since the material is also on the mesh in the static mesh editor...
@plush yew Like everything I think it could be also applies to the static mesh editor
@winged crypt np! gl
@silk lintel probably not the material, all i see is that the edges are less rounded, as if it is an LOD, no clue what this is, did you try building it to see if it happens then too? in case its something fancy the editor does or whatever, other then the LOD guess i have no clue what it could be
@plush yew I'm using noise with a world position offset, only reason I considered it. I'm pretty sure I tried building, but I'll do it again.
Nope.
@silk lintel jsut a shot in the dark the build suggestion
The only place the problem could really be is the static mesh actor itself that's in the level editor, right?
i can press F2 and rename the variables, and nodes in the BP window. but i can not rename any of the components like scene, or collision spheres or meshes. anyone know why I can not rename these? Its not a parent child class. i made a new actor myself. i restarted the engine, and it allowed me to rename the second scene actor, but not the rename ability, F2 or right click rename, neither work inside the component box, but continue to work normally in the BP window or variable details. any clues why ?
well, the name box in the details window allows me to rename it X_X. at least the 4th option worked.
@plush yew Like maybe something in the rendering settings
@silk lintel well to me it just looks like an LOD, as in it has less triangles then the first screenshot, it looks as if it has a blender decimate modifier applied, but no clue why if its not an LOD, you sure it did not generate LODs at one point?
I'll check the import settings.
It can't be a problem on blender's end, though, because it looks fine in the static mesh editor.
@silk lintel i'm not saying that, i'm just using that to describe how it looks to me
ah ok
So the import mesh LODs setting was unchecked. There are a lot of settings here that I'm not familiar with, tbh.
anyone know how to transform a string or interger to a name?
a name is usually a string. when you say name, what is it your naming ? a variable name ? like, changing variable names at runtime? i dont know how to do that. ill look
@silk lintel nice
i only use utorrent to download utorrent. but i turn it off as soon as its finished updating utorrents torrent.
lol
@silk lintel plenty of legitimate use for torrents (however utorrent is complete junk these days)
what do you recommend onemoreed? i was always too lazy to upgrade. i was kinda feeling the same way
Ok anyone know if there is a/how to set the frame rate cap in ue4? Always feels like its at 60 but i cant find any setting that proves it.
the brave browser or duckduckgo browser, i forget, got my insain download speeds last week. but i couldnt limit which files download : ( so its sorta useless
been ages since i used torrents, i don't remember what i used after utorrent
there is shogu. ive tested it in vr also
@rancid lynx u know what its called?
looking now
its unlimited by default?
how many settings am i missing out on that are only console-accessible
fixed fframerate gi guess, beena while since i tested it
well you want the most frames per second as you can get right, that is the default
are you using VR ? make sure that autosyncrounous crap is off X_x
i fuckin wish... nah i got a pc
id rather not run my cards at 100% full power all the time.
no, im not saying it doesnt make sense, im saying it doesnt even feel like 120 fps 😄
but runnin 90 fps in vr usually does anyways X_x
still have to send it in, but somehow i have to pay for the postage fees even if EU law says i don't
and i can run almost anything at ~200-300 fps
pf if my gpu dies from using it it sucks anyway
i made this vehicle that hovers on raycasts and uses forces on locations to behave like a car, i noticed it seems to turn a little faster when i run it at 30fps, yet everything should be framerate independent in my blueprint, any way to fix this?
i think you fix this by using delta time
ive heard of this issue coming up in movement
all the physics stuff does this automatically, and the rest uses deltatime
i don't wanna invest more time in my project because of this 😦
makes it unusable
you could just run it at 30 fps to turn faster.... kindof dumb
i know that feeling well
having an amazing idea and wanting to build a game around it, but then not being able to complete the idea
i think it may be the engine itself since everything is fps independent already :-s
might have to try unity again, but i moved away from that since they kept depricating the crap they pushed everyone to use time after time
they are experts at wasting resources
you could help me with my project...?
If you want to. Idk, might be fun to team up, u know. I've barely started, but I have some good ideas.
I'm not rly looking for help, i was just offering
i dont mind 😄 just for fun
ur choice tho
So I have an idea I want to try. And was wondering if you guys could point me in the right direction for information to reference. I want to make a virtual cursor that uses a widget but doesn't use mouse position. So I can move it with a gamepad. I know there is a plugin for this by rama. But it has limitations and I don't want to use a plugin. And I'm not keen on the focus system for widgets as a form of gamepad support.
I mean... you could just store mouse location in a variable? Unless you need access to both at once.
Nah I don't want to use the mouse. And just store the widgets position. So I can use it with devices like xbox that have no mouse
I meant mouse cursor location. I probably should've just said cursor location.
anyone know how to check to see if a string is in an array?
@fossil basin with find or a foreach
find will return the index of the first one it finds, with a foreach you can find multiple
well time for me to move on and start over using something else, being able to cheat by lowering fps on something that is supposed to be fully fps independent is not exactly what i had in mind, thanks a bunch for the help i got here over the past weeks
@fossil basin no clue if that does not work, you could try printing out the string or make it a public var so you can see it while you run it in the editor
gonna head out, good luck
umm... my editor crashes whenever I set my static mesh to no collision?
How are you setting it and are you sure that its that particular thing doing it?
in the static mesh editor, yes
sry i have to type with one finger cause im eating piuzza'
lol
has anyone else gotten this plugin to rebuild with no issues on 4.23.1? https://github.com/NegInfinity/ProjectExodus
It says it's compatible upon rebuild, but it give me errors when I do. Doesn't let me rather. A single message failure to clarify.
visual studio is hanging and won't open while epic games launcher keeps trying to launch but crashes. Oh boy, what do I do now?
@reef lava I wouldn't bother. I are you just trying to get object placement correct?
Is there a way I can get gamepad? Like is gamepad plugged in?
@sly coyote you done something?
nah, i was hoping it would be atleast 4.22 min but i would have to download a costom engine build from some random github....just not worth the effort for something i dont have immedate plans to use man
sorry
and i literally lose all my other assets dropping to 4.19
since i didnt start purchasing stuff until 4.22
i wonder tho, if invidia dropped it becuase of issues, or becuase theyre stupid
They didn't drop it and its 4.21
The 0lento guy is not random, i think he either works for epic or is a verified content creator
i believe most of your assets are compatible with 4.21.2 and you can make a new project in that version, downlaod them there and migrate to the custom build
@sly coyote
But yeah, i just ran into another issue
@reef lava I wouldn't bother. I are you just trying to get object placement correct?
@brave lark that plugin does a lot more than just object placement
plus it's an easier conversion method for existing assets imo
So I'd prefer to get it working again, but I guess I'll just do that conversion my self until I can compile it's source without an error.
what error are you getting
pretty simple. It's a rebuild failure. Not much said besides that, it can't rebuild the plugin from it's source, otherwise I haven't done a lot of log checking besides that.
I can enable it perfectly fine, but upon restart of course, the rebuild fails.
I'm trying to trudge through this and I can't figure out what to put into .PieceImage to get the image to work. I know the file is loading as I've tested it in another brush SNew(SThrobber).Visibility(this,&SScionateLoadingScreen::GetLoadIndicatorVisibility) .PieceImage(newFSlateDynamicImageBrush(ThrobberImage,FVector2D(75,75))) .NumPieces(24)
not working
tried different pc's phones..
reaally needed to refresh a course i done one month ago..
you can type as many emails you want = 0
who is in charge of the website?
ok so does anyone know why all of my enemies take different amounts of damage? I have a set place for my ai to spawn in, andthe first one takes damage flawlessly, but the ones after that do not take damage correctly at all.
i can send a screenshot of the code
Found the solution to my problem with a slate brush after going through some old posts.
Hi guys, does using the "Merge Actors Tool" on many grouped individual static meshes help with performance? Here's a pic for reference in one of my many areas in the map.
@plush yew just came here to post same issue
I'm working on array-based spawner but I'm having a problem removing Items from the array what I want to do exactly is to spawn 3 ai's when one of them is dead I want the spawner to spawn another one but for some reason when the pawn is destroyed the array fails to remove the item (I'm using Event End Play)
How can I fix this
how can i make ue4 faster? it compiles, builds things when i change anything and takes a lot of time. material editor is unusable, preview is toooo slow. what can i do?
@brisk urchin : Aha, finally I see why you get a lot of slowdown
It can
Those shelving units and boxes likely need to be instanced
It uses a single draw call for all the instances, can be much faster for scenes like that. However, I only know how to do it with foliage which is a bit different 😦
To be honest though, I think stuff like that may be instanced by default.
One thing I think could be affecting your performance is that fencing up there. You have a lot of large, opacity masked cards that those mesh fencing are on.
The shadowcasts on anything with even opacity masked transparency are brutal. (Actual partial transparency - percentage alpha values per pixel - is even worse.)
@exotic cave That's why I was thinking of possibly merging those static meshes together. On that pic, I manually placed the rack and each box individually on it. I take it the engine is calling for each one separately.
I usually keep a copy of the original scene, then make a version that has the merge instead for workflow like this
A single static mesh for that shelving might also help a system whereby you can turn off warehouse internals while outside, which would also be a huge boost
So if I merge each rack with all the boxes within it then would help since its calling it as one static mesh instead of many right??
I mean, I'm not going to bet my entire career on it improving your FPS 😉
It's worth trying. It may not prove significant.
It also depends on your eventual needs. If those boxes are going to ever be physics-capable, you shouldn't merge.
Yea, I should create a new scene that can have all the new merges. That's a good idea. What would you recommended with the fencing up there? as far as settings tweaks to them?
As of now, all the items will be static for this fps shooter map.
I actually recommend turning it off for just one profiling, just to see if it's significant
I don't have a good answer as far as optimizing it. I am having to literally rework an entire pack of foliage to use individual leaves instead of branch cards. Huge opacity masked or partially transparent tris chug UE down much much faster than anything else I know.
@exotic cave dang sounds like a lot!
Honestly, bizarre as it seems, a solid mesh fence modeled out of lots of tiny tris might actually run even faster than what you have. Fillrate stuff like that can be very counterintuitive.
Btw, if you don't mind me asking. You work for like a studio?
Hey does anyone know any good Unreal C++ scripting tutorials? I've been having trouble learning which functions do what. (I know about Blueprints though.)
@tame salmon it sucks a lot! 😅 so frustating..
I have zero time to waste in terms of learning UE, is all
the official website not working.. a bit shameful
Your prototype is cool man, I wish you the best with getting it to alpha/beta and #work-in-progress 😄
Do any of you guys use ReSharper? I don't think the VS Intellisense is all that good.
Anyone know why arrays reset themselves for no reason?
when nothing is clearing them
😭
How do I check if a string is in an array?
print string
i want it to do something if its in the array
It's a mess
Go to the example content and grab examples of many types from there
nani?
Guys - in my log I have a duplicate slot warning that comes up a fair bit, but for me to chase down whichever one it is will be a nightmare cos I have a bagillion states with a heap of shit going on in most of them - is it safe to leave a yellow warning in compiled games?
Yes
Cool - thanks ... Btw, what the hell emoji/reaction is that?!
Not me
I tried asking the blueprint people for a bit now and i dont think they know much about this kind of thing xD
but i figured out how to summon a pawn in command console using "Summon Classname" and then I did "Avatar Classname" to possess the pawn right
but when i possessed the pawn i cant move the camera, cant move the pawn around or anything
when i did "ShowDebug" to compare between original default pawn and the new spawned pawn i noticed the anchor was set on none for the new pawn, anyone know a console command that might fix that? or if thats even the reason why its not moving
The controller you are using may not reference it if not set for that actor class
so originally this new pawn i summoned is orignally a playable character
hmmm is there a way to set the controller to the new pawn? xD
the game was sonic souls (its pretty old) but the way it works is youre in the main menu and you pick what character you want to play as. While youre in game you can add a player 2 but player 2 will always be the same character that player 1 is
so I tried to use a workaround so that as player 1 in game i can just unposses the default pawn spawn a new pawn and then possess it
If player 2's character class inherits from player 1's character class then the controller should work I guess
Sec I'll get screenshots xD
The issue wasn't about player 1 or player 2 my main question is 1) am I even spawning/ possessing the correct way?
2) is there a console command that would allow me to set the anchor on the new pawn
I'm thinking it has to do with the command "Set [Classname] [ Property Name] [Value] but I'm not sure
Um... this isn't right...
having issues for some reason
i keep getting this message
it was working perfectly fine a couple minutes ago no changes made
and now this just shows up
Okay I don't know if this is going around but it seems that the website to teach unreal is down and that's a little unfortunate
barely 1gb of vram is being used
oof
the video card also isn't crashing at all
unreal engine is taking 0.1%
browser is taking up 12.7
hm
i opened up a different project that has way more assets
and it doesn't give me that message
it's fine now
good thing i had a backup
Is it better for items to be represented as actors or structs?
is there any sort of way or plugin that can connect to gamejolt and get the username that will show in game or an achievement system thing
Would having an inventory system consisting of an array of itemID integers be impractical? On mouse drag over, I would then have to lookup each item description and picture in a datatable, but idk how efficient ue4 datatable lookups are.
is there any particular reason using setactor location would be detrimental instead of using add actor offset?
Does anyone know a good way to have a feature where one person can host a game and then they give other people like a code or Ip and they can join that game.
Client side hosting
There’s match making too. But the costs of that would be large. Client side listen server would be the better option
How I do that
I'm working on creating my own virtual cursor using a widget. What approach should I be using to get the buttons underneath the orange dot. So I can trigger event hovered and event clicked
How do I make animations in 2d unity with an already loaded asset. I have a series of images that I would like to turn into a coin animation
make a material that goes through each texture
I have an asset pack downloaded and I just need to know how to select them all
I'm not understanding something or doing something wrong. I've taken the loading screen setup from the RPG sample project and recreated the module in another project. Everything is working fine except I can't get the movie player to stop by calling the stop function when setting PlayUntil Stopped. Does anyone have any knowledge here as to what I might need to do in order for this to work? It calls "GetMoviePlayer()->StopMovie();" to stop it.
How do I make this an animation for my scene
alright now unreal engine isn't even starting
I still don't see how I can give my pawn an anchor using command console
Here's the default pawn he has anchor sgdkplayerstart_47
Here's the pawn I summoned (the one in red) when I possess him using Avatar Red guy he has an anchor of none
I think I understand the issue. I'm going to work around it for now by loading a Widget when the level first starts to replace the loading screen movie and let the movie finish when the level is first loaded.
showing compiling error
compiling error
i couldnt find GetActorTransform
i couldnt find GetActorTransform node...in place of getactortransform node its showing get actor array average location
Because you can't get the transform of an array. You need to first get one of the objects in the array.
You also cannot use a node with execution pins without putting it into the execution flow.
If I merge actors in my level will it reduce draw calls?
I'm trying to get the screen location of a button. But it keeps printing 0,0
@thin tendon maybe thats because its in the center?
Thats not it. And its definitely valid
@scarlet birch how to find getactor transform node?
can someone tell me how to get front back left right of other actor with dot product or at least the correct way?
okey sry really stoopid beginner question.
(iv done this befor but i retrain it rn basically)
i want my camera to rotate around my 3d person char (i have my notes and they are correct)
i assume there is some option somewhere i forgot to turn on
bcs my mouse wont move my camera at all
might be something mouse specific bcs my controller setup works
anything i could have forgot?
anyone know how to make aim down sight at middle?
i added second camera and it doesnt work for me the aimdownsight is not in alignment position
<@&213101288538374145>
who thinks that something like that would work
Hey guys, what tools do you recommend for saving references? I saw some programs that could save a bunch of images on a tab for referencing stuff, but I can't remember it's name.
just use gimp or photoshop?
Yeah that's a possibility, but I remember a tool that simplified stuff by just letting you drag them in, order them and so on; if anyone knows the name of that tool I'd love to know, if not I'll just go for gimp 🙂
well...
if u have photoshop, it lets you do that
i think gimp might let u do it too
Photoshop is a bit overkill :D
i mean if u already have it, i dont think it is
use folders for different kinds of refrences and stuff
Still overkill for just references
not sure what overkill means in that context, u put ur refrences in and orginize them, might even do drawings on them or notes
@normal burrow I will call the mods if you don't go to rest 😛
@regal mulch Thanks, PureRef was what I was looking for, remember using it in the past 🙂
When it comes to widgets. I know there is the get all children node. But is there one that can get children of children. Like grandchildren
@unique kraken "Overkill" means you are using a super complex and feature rich software to solve a very simple problem.
Some people don't want and need all the features that Gimp or PS have to just put some refs on the screen.
They don't want to learn the software, fight the software or even use it. So it's totally valid to search for an alternative that just does what they want, and not more.
@thin tendon Not really. Loop over the Children and call GetChildren on them
It won't let me loop over them a second time
Is there a way to implement state machines for game play logic (like character actions and stuff). I know the animation bp uses them but I'd like to not have my game logic tied to the animation bp?
Or do I have to write my own?
well yes, but i was sayin if you already own ps
hello guys I have a question, does ue 4 is good for mmo rpg game?
Is there a way to call onlick or hovered on a widget from a BP and not the mouse?
say, how does one add a custom image to the editor splash screen. The one that appears when launching the editor through the .uproject file? Getting tired of looking at grey 😄
Cant find anything online
Its in your project settings
You mean the project thumbnail?
ohh that too lol
What is it called? I can only find the Project Thumbnail, and that doesnt change anything related to the actual editor load screen
I was talking about the splash screen
ahhh
Thats exactly what I was talking about
Go to project settings. Platforms. Windows
yeah I found it
awesome
How to fix this?
Greetings. Question. Is there a way to edit/replace Movement Component in Inherited from Character class? Or i have to rewrite character completely?
@ebon linden Looks like a material issue to me. Its shadowing on all sides
Odd question for anyone inhere
I have a lot of asset "props", trash basically, that Im rearranging into different combinations (stacking, scaling, rotating) to make trashy homes.
I've been making each complete home as a BP. Is this the recommended way? Is there another way to rearrange your static meshes into one combination that is more acceptable?
any idea why i crash? yesterday got same error, fixed it and today i got same problem :/
Your searching for an array index that doesn't exist
how do u make a custom event , in Docs it says its in the right-click menu , but i cant find it in my menu
try unchecking context sensetive
ok it kinda worked but how do you refrence a matinee in a seperate blueprint , neither Docs or Forums know how
otherwise how are you supposed to make animations ?
you can add input into custom event
do you have a Docs link or something i dont wanna ask too many questions , but i dont understand what you mean
i think you loking for this but not sure
Illustrates how to trigger a Sequence from an in-game event.
Not sure what channel to post this so here we go:
I have UE4 Version 4.24.3, the required version for an assignment. My version of Visual Studio 2017 is 15.9.22.
I am trying to open the base code for an assignment written in version 4.24 of UE4, but to no avail. When opening the project, I am greeted with the prompt "The following modules are missing or built with a different engine version: FIT3094_A1_Code. Would you like to rebuild them now?"
Upon selecting "Yes", the engine starts a build, but soon results in the error: "FIT3094_A1_Code could not be compiled. Try rebuilding from the source manually."
When I try to generate Visual Studio files, the project comes up with this:
"Running C:/Program Files/Epic Games/UE_4.24/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/dbper/Documents/Unreal Projects/FIT3094_A1_Code/FIT3094_A1_Code.uproject" -game -rocket -progress -log="C:\Users\dbper\Documents\Unreal Projects\FIT3094_A1_Code/Saved/Logs/UnrealVersionSelector-2020.05.02-20.03.35.log"
Discovering modules, targets and source code for project...
ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher."
any good tutorial on procedural mesh ?
@honest ermine its telling u what to do at the bottom.
did u install the Unreal VS files from the VS Installer?
I have not yet tried that. Where can I find the correct "VS Installer"?
Does adding a 'tightly bound' LPV really cut down light build times,,HM , and why am I getting that message, just because I NEED one given size of my world comp project ????
sigh, also getting error about a few static meshes having wrapping UVs ?
clicking on error, doesn't bring up url for reference ..4.24.3
Hi guys, I wanted to add my own OnlineIdentity to my project but when I make the class and try to include OnlineIdentityInterface.h(found the include in facebooksubsystem in the engine source) it doesn't find it. Is there a dependency I should add? The docs are pretty sceptical about how to do it
Assertion failed: (Index >= 0) & (Index < ArrayNum) any possbile fix?
Keep index in range
problem is i left my project yesterday working fine, also i'm using blueprints (bp + c++ project version)
Heads up, UE4 documentation has a broken image!!!! https://docs.unrealengine.com/en-US/Resources/Templates/ThirdPerson/index.html
Links to various example scenes, sample games, and tutorials.
is there a way of making particles further away larger? and closer to you smaller? i cant see the particles further away as they are too small and dont render, and i don't want to all the particles bigger as they look really bad when the player is close to them
It's a case issue the image url points to .PNG instead of .png
I could do a pull request if the docs are on github
Finally something I could fix
Did you read the doc page?
@lilac wedge You could probably do that in the material with like (1)/(camera position - particle position) or something like that (just psuedocode, I'm not an expert with particle systems)
@lilac wedge If you want to do it in cascade/niagra, I can't help you 😕
ahhh, changing the emissive strength depending on camera position could work
@lilac wedge I would use a sphere mask for the opacity, then you could control the size based on distance
ill give it a try thank you 🙂
@lilac wedge Just a sec I'll send a screenshot
that would be very helpful, dont really know how it works haha
@lilac wedge Again, I don't have much experience with particles in ue4, so it's just an idea:
Hey, anyone know if I can add a post process volume (not a post process component) to an actor? Not sure if it's possible in blueprints, but I don't mind using c++.
(Reason why is the post process components act as an unbound volume even when I have unbound unchecked and I adjust the radius)
The best place to check is searching the UE4 engine source. It's the only way to find some of that code
If there's a volume editor that will have the code you are looking for
Search for volumes over here - https://github.com/EpicGames/UnrealEngine/search?q=volumedistancefield&unscoped_q=volumedistancefield
I'm used to python, not c++ 😄 . When I add an APostProcessVolume component, it acts as an object reference variable. How would I/is it possible to add an actor to an actor?
Python for UE4?
Cool like TensorFlow?
No, I like building things from scratch.
Here's my impressive Python in action - https://youtu.be/tsGVS_okZXg
Proxying Leap Motion Controller data through an HTTP Proxy for the Raspberry PI 2 to control servos
See details about the code - https://www.youtube.com/watch?v=LMab6ZH3YCg
Visit my blog for more Raspberry PI Adventures. http://tagenigma.com/blog
@silk lintel Thank you 🙂
Np! Did it work?
@ebon linden Maybe use a DepthFade?
@ebon linden change anti-aliasing in project settings
@noble wedge Cutting off your own finger for a tech demo? That's programming dedication right there.
@ebon linden Oh, in that case, I'd recommend using ForwardShading and switching to MSAA. It looks the best IMO.
You gotta show your commitment to the project. Just like John Wick.
lol
MSAA looks the best but you can only use it with forward shading
FXAA is 2nd best, doesnt require forward shading
Im using temporoalAA tbh not sure what the differences are just chose it by eye
with forward shading you have to opt-in for high quality reflections and stuff
TAA looks meh and the jitter is the worst
and none should only be for letting the user set it manually if you're making a competitive game or something
@noble wedge I have this lens distortion pp material in a ppv and I want to put the volumes in the blueprint. How would u recommend doing this? I couldn't rly find much documentation on post process components. They have a radius and blend weight just like regular ppv's, but they act as global volumes even when unbound is unchecked.
So the type there is PostProcessingVolume
@ebon linden Theoretically, no. The ideal LOD setup should be unnoticeable and only affect performance (positively)
@noble wedge yup
Interesting out of all the UE4 source it didn't come up - https://github.com/EpicGames/UnrealEngine/search?q=PostProcessingVolume
PostProcessVolume
thats the one
Okay here's the code samples for that - https://github.com/EpicGames/UnrealEngine/search?q=PostProcessVolume&unscoped_q=PostProcessVolume
Looks like it's an Actor
yeah, it is
It has FPostProcessSettings
@silk lintel What did u set as the radius and hardness?
Here are all the properties - https://github.com/EpicGames/UnrealEngine/blob/master/Engine/Source/Runtime/Engine/Classes/Engine/PostProcessVolume.h
BlendRadius
@lilac wedge I didn't get a chance to play around with it, sry. I'd set radius to 20 and hardness to 0.65 and play around with it. Radius values might not be intuitive since they're being multiplied by the distance bit.
@noble wedge I'm wondering if it's possible to just add the entire actor to another actor... if that makes sense
In BPs you should be able to access any of the properties on the volume actor
If you made a custom actor, it could have an actor property on it
Yeah, they're accessible. They just don't do anything.
actor property?
wait... could I just add a post process volume to the actor through a child actor component?
I mean I can, but would it work?
No, it would not work 😕
Maybe you want the properties from the world - https://github.com/EpicGames/UnrealEngine/blob/master/Engine/Source/Runtime/Engine/Private/World.cpp#L7510
SceneView->OverridePostProcessSettings(*VolumeProperties.Settings, LocalWeight);
Looks like you can pass your own custom settings to the SceneView
Hey maybe someone can help, how would I go about calculating wave peaks from my gerstner waves. I heave a vector3 output as my displacment
See, even when I uncheck 'unbound' it acts as a global volume. Blend weight works, but radius doesn't.
idk I'd probably use a particle system for this if you want that effect on individual actors in the scene
The effect I want is lens distortion. Idk how I'd do that with a particle system...
Just take like 10 alpha textures and randomly blend to achieve that effect
I changed the white balance just to make it more clear
That's not actually the effect I want
confused
You know when you play PUBG and have a sniper rifle looking down the barrel, if you could control the lens distortion there when looking in a scope.
a static mesh component creates an instance of a static mesh, why doesnt a post process component create an instance of a post process volume?
I made the lens distortion post process material and thats all fine
@silk lintel its not working
Its just that i want it on all of these actors, not have to manually add a ppv on each instance of the actor
That'd be global ppv right?
no, i want it to blend within a radius
Unless you can do a frustum around a group of actors and do ppv on just a set of actors that are close together
like in the first pictures
Gotcha with a radius
like a regular ppv
Seems like it should be it's own custom actor with ppv
No just an actor with a ppv component so you can place the transform at the center of the radius
Im telling you that the radius isn't working. No matter what I set it to, it acts as a global volume.
is there any project repair tool? my project just died, i can't open it in any way
@frozen pond Copy all your project files to a new project
Does the transform have a world or local toggle?
yeah
Could be that all your radius are at the origin of the world or something
@silk lintel you mean with start file ?
and its centered...
@frozen pond just create a new project, close it, then copy all your files to the new project except saves and the .uproject file
thats basically it
k will try
Looks like radius is used here - https://github.com/EpicGames/UnrealEngine/blob/master/Engine/Source/Runtime/Engine/Private/World.cpp#L7523
unless its not using unreal units but idfk
ViewLocation would be where it is, and DistanceToPoint could be the radius
view location sounds like it would be camera position
Is radius supposed to work? If so, why isn't it? If not, why tf is it there?
BlendRadius is part of the process volume properties
EncompassesPoint no comments here on what it even does. Some kind of bool check.
@noble wedge Make a new actor and add a post process component. Add a noticeable effect, like changing the white balance, and you'll see what I mean.
How can I rebuild a plugin
*Uncheck 'unbound' and adjusting the radius still does nothing. Changing the weight works, but it's useless without the radius.
I have the source
Yeah changing white balance changes the whole scene
delete intermediates and binaries folder @barren flume
assuming you have vs installed
then it'll force a rebuild on them
project?
the plugin folder
okay
inside each plugin mistermouse
\Plugins\Voxel\Binaries
\Plugins\Voxel\Intermediates
@noble wedge do u see what i mean? Radius does nothing. It couldn't even be the units, because radius 0 is the same.
its just broken
oh the plugin was made for 4.24
i only added the plugin
there was no intermediate
hold on
Radius isn't changing anything
Hey all, is there any way to remove the default UMG/Widget navigation? The gamepad is able to move between visible items that it shouldn't be able to.
all i added was the uplugin
It's just not used, there's a ton of properties, might not even be on
and how did you add the pluigin?
made a new folder and added the uplugin
I just mean in the UE4 editor when I was playing with the scene
what is the path to the uplugin from your project folder?
okayt now it works fine
Is it supposed to work? I mean, I don't see why it shouldn't function like the ppv, right?
I usually do things the other way around. I see it work in the editor, and then I'll script it in code.
I've never seen it work, so I don't know how it should work.
I'd have to ask in the graphics channel.
well im seeing a lack of work
And then I'd have to ask on twitter
Well id rly appreciate that. I am but a smol noob boy.
I'd watch some of those UE4 training videos about volumetics, where it has their name on the video. Find them on linked in and send a message.
There's also the GameTV guys that do the udemy UE4 training. That Michael guy is a graphics guy that makes UE4 tutorials.
Maybe no one even noticed it cause no one uses post process components, idk
Did you check the UE4 marketplace?
?
Is there any plugins that deal with post processing? You could look at that source.
idk. I havent looked, but why would I need to buy a plugin to do what the engine is supposed to 😫
In the UE4 launcher, the UE4 section, marketplace where you get free and paid content.
ik and i know the names of all free content 😄
by heart
ive never seen anything related to post process
Ive heard of chamelon for post processing, but im pretty sure thats paid. Plus, i dont think it has anything to do with components, just volumes.
To be able to use struct PostProcessSettings.
thats a struct
Okay, i gotta go do life stuff. Cya. Thx for trying to help, and i'd rly appreciate if you'd ask around. Seems like I might've discovered an engine bug.
Every time I think I've found an engine bug, eventually there's a different way to do it.
I was just about to say, "But I never rule out the possibility that I'm just dumb"
The simulate memory leak has ben fixed in 4.25?
Have they sent out the monster change log yet? I just saw the 4/30 video.
Can anyone give me some pointers to start making animations for ue4. What software should I use? Any tips to improve fluidity? I'm trying to make a fast paced sword combat system.
what sort of animation experience do you have?
Does UE4 have a built in way to set up an FSM for gameplay logic; not the animation blueprints?
Spawning Actors is expensive (especially in Multiplayer), but in an FPS game we expect for our shots to leave bullet hole decals on the walls! Is there some way to get around having to create so many of these DecalComponent actors all the time? Sure, we can give them a liftime, but we're still spawning Actors anyway... right?
You can look into object pooling
Not sure if there's a UE4 specific feature that can help you out but generally you'd use object pools to avoid constant instantiation of repeated objects.
How do i change the waveworks horizon color? I've tried everything and looked for documentation and couldnt find any. It's driving me insane. I am trying to make a night scene and that is preventing me from doing it. Any ideas? A guy here asked i see but he doesnt really explain how he did it. Anyone can give me a detailed explanation?
is there an alternative to print string in materials ?
what sort of animation experience do you have?
@honest vale nvr tried it, it's why I am asking for help
theres constantly a white line at the top of my opacity texture, even when i scale it up or down its still there, how do i fix this?? The white line isnt there in photshop or on the image when i export it
Spawning Actors is expensive (especially in Multiplayer), but in an FPS game we expect for our shots to leave bullet hole decals on the walls! Is there some way to get around having to create so many of these DecalComponent actors all the time? Sure, we can give them a liftime, but we're still spawning Actors anyway... right?
@unreal sonnet Single actor, that also acts as a component pool. You only pay for the maximum you show at a time.
@lilac wedge its interpolating the bottom with the top, set the texture to clamp
instead of wrap
@digital anchor how do i clamp it?
Got it thank you 🙂
Hello everyone, i m using the advanced session plugin for ue4, i have a question, if i have 2 sessions created and i want to update just one session how i can do it? i can use "update session"? i want to let you know i m using a dedicated server, and the "create session" is in the game state
Thank you for any help
Hey maybe someone can help with "Accessed None trying to read property" in private.
Dont wanna spam in chat
Anybody recommend some good gamedev podcasts. Especially one that focuses on UE?
Been listening to comedy podcasts forever, but want to saturate my life with game dev rn
the UE4 team actually does some livestreams every now and then
Can somebody help with that? Blueprint Runtime Error: "Accessed None trying to read property WeaponBaseRef"
is there a way i can add a leaderboard?
and each time a person does an action the number goes up
and their name goes higher on the leaderboard
If you can dream it, you can make it
That is the first step yes 😜
Have a question. I'm running a PC that's dated.
It's got an i7-3770k 3.5
8GB ram.
P8Z77-V PRO mobo
960 2gb card.
And developing in UE4 has become hell with render times and crashes.
So I'm gonna upgrade to a 2070 super and 16gb ram.
Just wondering if I should go AMD Ryzen 5 or a newer i5.
The latest generation of Ryzen chips are incredible
It's gonna be mostly for gaming and working in UE4
Nice fuckin chat
One asking about PC specs
Another asking to make him leaderboard system
Unreal Engine chat for real
@barren flume there is a UE4 leaderboard plugin, just google it ;)
Well no one wants to pay money for specs that don't give you more power for your work lol
As a value proposition I'd pick the AMD (that's what I have), pure gaming performance irrelevant of cost, Intel historically performs a bit better
That's true. I've always gone intel and it's done me good. But my teams new project is murdering my rig.
Plus you might be able to get a Ryzen 7 3rd gen for the cost of an Intel 10th gen i5
I was looking at the Ryzen 5 3600. A friend says his workload is real smooth with it
And I really hate that opening a fresh UE4 project, takes like 15 minutes now.
UE4 can specifically benefit from multicore processes at compile time which could be nice, and AMD handles that particular workload well
I just hate upgrade times. And I see a lot of devs using more AMD than ever before now
How can i make simple demonstration level? I want to drop my assets and spread them apart automatically
Yeah lets talk about a fuckin pc specs
in Unreal Engine
@midnight bolt learn how to GOOGLE
@vestal stone cheers
@hot thistle see it was fuckin EZ
Watch your language sir
lol
Yo @maiden swift another to the list and a grumpy banana 😜
womp womp
someone isn't going to learn how to null check today
shoulda googled it before attracting mods :P
@vestal stone This is a channel for general discussion about UE4. Asking what specs are good for working in UE4 is well within the topic.
CyberSpace, got this error while trying to generate project files,
ERROR: a game project path was not specified which is required when generating project files using installed build or passing game on comand line
generate project files error: unreal build tool was unable to generate project files
@abstract relic And yes, I noted the hardware talk. lol I'm sure you're wondering.
@midnight bolt If the grid snap function isn't really your speed, you could make a lil level script that has an array of your assets to spawn in?
@maiden swift yeah its better to talk bout specs than to help with real questions
@vestal stone They're equally on topic here.
Please no 😜
Especially because your question is way more on topic in #blueprint
General discussion about Unreal Engine that doesn't fit in other channels. 🤔
"What hardware do I need to run UE4" is perfect for this channel
But it should always be answered with a link to min spec
¯_(ツ)_/¯
Might add a !specs command to the new bot for a canned response to help spread the word.
But anyway, carry on folks.
@worn granite i have +1000 assets, dropping them manually is possible but i would thought there is something built in easily like most store assets cone with demonstration level
You can easily make a spawn stagger system
Well you could use some of the asset tooling in UE4 to automatically discover all the assets of X,Y, and Z type within the directory of your .... pack? ... and then spawn them in along a grid
Last vector + offset > spawn > set last vector> repeat
Get Assets by Path (Interface Call)
People see me use unreal engine, and they think i know how to use it, i... ;) Wilk look at the link thanks
you can take that array and loop over it to actually load the stuff.
You'd want to cast between StaticMesh, SkeletalMesh, ParticleSystem, maybe even material?
That'll be the asset types, and you'd spawn the relevant actor to represent them.
The assets i have are all static meshes, everything with sm_ should be spawned, I'll see what i can do
Thanks for your time
np - it'd be impossible for a beginner to get to that particular node by googling... 😏
Also you can filter https://docs.unrealengine.com/en-US/BlueprintAPI/AssetRegistry/RunAssetsThroughFilter_Interface-/index.html
Run Assets Through Filter (Interface Call)
If you run into any issues, stop by #blueprint
Guy's why my rootmotion animation, working like rootmotion off in game? my character comes out of the capsule. but in a clean project, everything works right.
edit -> project settings -> search anti aliasing
You’ll find it in Post processing. All cameras have one
Hey, is there a way to "eject" yourself out of the first/third person camera and look at the enviroment from a different POV? while in play mode?
I think it's F8 or so
could someone help me with working out why this issue is happening? I set the world rotation of the player capsule component to the "find look at rotation" of the target and it causes the camera to go nuts at certain angles and with movement.
I can rotate the mesh to look at the target instead and it works fine, but changing the mesh rotation has a bunch of side effects I want to avoid
it's toggleDebugCamera from console
@lament oxide Just looks like your camera is snapping to it's new location. You might be able to fix that with a little bit of camera lag on the spring arm.
Hello. Where would the log and save files be located for a compiled game? Thank you
unfortunately camera lag does not work
If you're not setting the camera directly to it's location, camera lag should work for that. If you set both lag and rotation lag on and set their values lower, it'll lag more. If that doesn't smoothen the camera movement out, that's incredibly odd.
how to get box(collision) corners location?
what spawns the player pawn? I've set it to NONE and no auto posses wherever I've found it, but I must have missed one place?
player start ?
huh... correct... wtf... that's a weird actor
so many hidden rules to that bloody thing
guess I'll roll my own
(again)
How do I make MainMenu the main spawn when you boot up the game?
Hey guys- anyone using the in-engine code editor plugin? How do you feel about it? Is there any way to modify it or customize it?
Does UE4 let you change the naviation keybinds in the 3D Veiwport?
I'm coming over to UE4 from Source Engine and I'm used to using Scroll-click to look around, etc etc
This is just really jarring for me, I can't seem to find anything in the keybinds tab
@plush yew this?
Not quite, I'm trying to rebind the right-click to look around in the 3D viewport to Scroll-click
I place the navmesh where the player is standing, but in game it's in an offset, you can see it in front of the platform.... how does that happen?
Maybe you can create some binds in the Engine/.ini files
idk why but my fps drops when i'm try to use spline mesh fence
got 60fps with only that (normal 120)
looks like cable component is laging hard
Hello. Where would the log and save files be located for a compiled game? Thank you
if its a Development build, probably in the same folder. Shipped build Users\YOURPCUSERNAME\AppData\Local\GAMENAME
Functions keep running the whole time or only when first starting the game?
again: how to get box corners location ?
why rootmotion doesent work whit one character, but working in other? Both is Unreal Skeleton, both have a defaultSlots, but one character have a rootmotion, and another doesen? Rootmotion check in animation.
@brittle adder thank you for answering
someone knows why WasRecentlyRendered sometimes returns true despite fact that I do not look at actor in question?
object in question has only some meshes and lights
Any idea why a NavMeshBounds would be at an offset when the game is running? When I press P on it in the editor, it's marking the correct area...
depends on the frame I guess. Unless something is actually in shot. It figured it out from the origin point of the object things that can appear offscreen might not be out of frustum range yet
marc thats the thing, I look in opposite direction and it still registers. I have to move away. and I don't understand why. Object is ceiling light, it is not large, does not have colissions etc. just model and point light
I have to move far away (still having it behind me) for it to stop register
Hello everyone, i m using the advanced session plugin for ue4, i have a question, if i have 2 sessions created and i want to update just one session how i can do it? i can use "update session"? i want to let you know i m using a dedicated server, and the "create session" is in the game state
Thank you for any help
@sage silo perhaps lights have a different rule and it encompasses the light's boundaries
I mean it would look odd if you were too cull a light simply by turning around
I will have to look into it because I specifically do not want to take lights in account, just mesh
my use case is updating params in dynamic material instance (light function) on material
and it just happens such update is VERY costly
if I have a lot of lights bad things happens to FPS
I already optimized it a lot but as I said I still see unneccessary updates because of WasRecentlyRendered returning true unneccessairly
(this updating parameter is needed for flashing lights that can behave in various ways and in reaction to certain other things on level so I cannot dump it into material)
why not use a material parameter?
such is light. I mean life. Or did I? 😄 well good luck
well, thanks anyway. I will check if lights affect WasRecentlyRendered
same question again, how to get box corners location? or even plane corners ?
there are nodes to get bounds of objects
Hi everyone is there any recourse to learn how fortnight lighting done in detail manner..thanks for your help
MathewW I thought about bounds of meshes but it doesn't match behaviour of WasRecentlyRendered. I just made simple actor with model and on tick event it prints on screen message if WasRecentlyRendered is true. Maybe there is something I don't know, like for example do actors get their own bounds?
hey guys, I was wondering how to take a 360 video of environment ue4
Hey everyone, wanted to ask real quick, does anyone know if it's possible to rip player models from Code Vein using UModel Viewer for use in Blender? Thanks in advance
Is there a built in system that can control the state of light components based on viewport distance? I.E assign light priority and divide into buckets based off that and the distance to camera.
do any of you know why my C++ function "Get Health Percent" is not being called?
Is there something else I must do?
I put a breakpoint in the "Get Health Percent" function and it never hits
I also put logs there to print to console and nothing prints
Anyone know this area is completely visible even tho there are no sources of lighting?
also I did bind the blueprint function
For some reason lighting takes some time to completely load in after loading a map in the packaged version of my game, is there any setting i can change to fix this?
I have a megascans Grass type with wind enabled, when i zoom out the WPO offset wind its causing disappears from view, is there a way to increase this view distance? what controls this?
I been thinking about Mesh and Collision
If mesh already have Collision thing it in why we should make like Box collision around it to interact with other stuff
as we can use the miss collision
ANy thoughts?
someone more experienced might have to correct me, but simple shapes like box and sphere might be more performant than mesh shapes
but if those meshes are using simple box or spehre collision
well
maybe there is no difference
you can check simple box collision first and only if it passes then check complex collision
shouuld give more performance
You’re mistaking collision for physics and collision for event handling
Hey y’all, so I’m about to start a project, what other things would you recommend for unreal, like should I use blender to make textures or? Btw I’m a beginner
I got a skeletal mesh with 2 surfaces (let's say that mesh has 2 cubes, one cube is with material A, another one - with material B). How can I hide/show each of those in-game (basically not render triangles with material A or B) ?
What kind of project. What do you need to get done? Are you in a team or working alone? Are you focusing on a particular discipline or full stack @tardy hamlet
@tardy hamlet I'm also a beginner, and ive been using magicavoxel for models, blender for animation and rigging, and beepbox for music
mixamo + magicavoxel is also a really easy combo to get u started if u want voxel art
This is the error I am getting filename is too long (260 >= 260) and im like HUH
does anyone know how I can make a game launcher?
When I spawn an actor from a parent reference, and pass a exposed variable to change, why doesnt the spawned children actor also have its default variable changed?
@mystic holly Don't make your own game launcher unless you work with a big game dev company
Like im passing damage to a spawnactor for a bullet, but the child bullet isnt recieving the passed damage variable
then where should we post our game? It's multiplayer btw if that makes a difference
Steam
okay
but it costs $100
Yes, but if you want anyone to play your game it pretty much needs to be on an already existing game launcher
Also if you sell your game for like 1 buck you will at one point make the money back
yeah truee
but what should we do for early access?
should we still post it on steam
Yes you can post it on steam for early acess then only give away keys to testers
okay
do you think when we release it should be on sale?
the game is going to cost maybe 2.00
no keep it at a normal price then lower the price later
ty
idk this is the right channel to ask this but
is there a way to stop moving actors that have simulating physics on in c++?
if I use SetActorLocation on physic simulated actors then it launches away the actor
I'm new to unreal and I've been finding a way to move actors that have physics on without forces
Is there such thing as a lighting render bug? I have 6 spot lights in a decent sized room and when I lower the candelas from 80 to 60 on all them and hit the build button it stays the same brightness after the build is done.
is there a way to place gridlines over your terrain so I can see how many meters apart something is?
I have no idea how far anything is in my map
I just read that each vert is a meter, so I think I can work with that
Just a simple question I gotta ask. 4k 60hz or 1440p 144hz. I'm looking for a new monitor. I mostly work with 4k assets. What should I get?
@novel summit Doesn't really matter
Sad

