#ue4-general

1 messages · Page 745 of 1

clever arch
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Houdini is amazing what it can do is just again...amazing haha

hard ruin
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I turned off avast antivirus software

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ping became normal agan

viral fractal
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uninstall it

hard ruin
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weird.

viral fractal
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antivir. is 2005

plush yew
restive eagle
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get malwarebytes?

plush yew
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^

clever arch
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when i figured out procedural in it, it opened so much

restive eagle
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but free version doesnt protect from adware

viral fractal
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paid does neither

plush yew
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I have no idea what Houdini is I admit

clever arch
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@plush yew how long you been modelling?

plush yew
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About two years

thick herald
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BitDefender has a free version

plush yew
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started when I was 14 in like early 2018

restive eagle
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or windows defender? :d

viral fractal
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windows defender is superior to all of them

restive eagle
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^

thick herald
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😄

clever arch
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nice! Houdini is its own thing. if you can master that you can pretty much get a job in any area with it as its one of the most wanted things

plush yew
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My models are rather stylised and I just wanna try realistic dagnammit

viral fractal
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bitdefender wants to make money and give you the wrong feeling of beeing safe, microsoft actually wants to keep their system safe because if its not theyre f+cked

clever arch
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tbh i like stylised i think it can give you a bit more freedom sometimes

plush yew
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A tier 2 ship for the aforementioned game. Modelled in blender, textured in Quixel Mixer. - Prometheus Battlecruiser - 3D model by Aryx3D (@Xycli) [5f0447f]

▶ Play video

Tier 1 ship for a game idea me and some friends have had. Smallest ship in the game, but still packs some firepower with it’s two turrets and missile array.
In game desc:

BASE HULL: 450
UTILITY SLOTS: 4
BASE REACTOR POWER: 60
BASE SPEED: 120
RANGE: MEDIUM
CLASS: LIGHT ATTACK
...

▶ Play video
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Whereas I mostly want to try the style of Fractured Space

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gritty hard sci-fi

hard ruin
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Blender vs. Houdini?
What is the difference?

viral fractal
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reminds me of a space game i played 8 years ago, forgot its name

hard ruin
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is one better than the other?

viral fractal
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Blender for Modelling, sculpting, Houdini for anything else

clever arch
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you cant really compare

hard ruin
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yeah Im a noob here

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can you explain it like you would to 10 year old?

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the difference?

viral fractal
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different.

plush yew
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My current workflow is:
Model in blender > Bake Material ID, AO and Normals in blender > Texture in Quixel Mixer > Move to Paint.NET for post processing and map combining

clever arch
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i mean i model everything i do in houdini then add details i need etc in zbrush. But alot of people frown upon using houdini for modelling.

viral fractal
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i usually sculpt in Blender

hard ruin
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why do they frown?

viral fractal
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because polymodelling isnt what houdini is made for, it lacks there

clever arch
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nice 🙂 Mines Houdini > Zbrush .> Rizom > Unreal / Substance painter

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id disagree in 16.5 the did have a big jump in that side of things they just hid it all away

thick herald
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HomeWorld, the game you're thinking of @viral fractal ?

viral fractal
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idk.

clever arch
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but if you compare it to blender, blender is far easier to grasp

plush yew
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I'm a biggie for free stuff cause I'm a cheapskate

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blender, quixel, PDN,

clever arch
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its not cheapskate haha

thick herald
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Oh yeah Quixel is cheap... only for UE4 users..:D

viral fractal
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gamedev isnt cheap

thick herald
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nope

viral fractal
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i pay 2500€/year for quixel

clever arch
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im trying to move as much of my work flow over to free stuff like blender, quixel (im waiting for them to do their version of substance painter before i start using it)

thick herald
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Blender may be free, but it's come on leaps and bounds since it first appeared. Some studios use it exclusively now

plush yew
clever arch
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i remember when maya was £16000 back in about 2000ish

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yeh Ubisoft i believe have intergrated it and shifting over to using it soley

thick herald
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Nothing wrong with free things, just because something is given away does not mean it is of low quality

plush yew
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mhm

clever arch
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agreed

viral fractal
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only one of ubisofts studios

plush yew
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par exemple: the entire paragon content stuff

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I wonder are the FX from paragon available

restive eagle
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some

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not much though

clever arch
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@viral fractal ah really? i was reading they were shifting them all over. Trouble is you don't know what to believe on the internet these days haha

thick herald
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Some people believe that only things that cost a lot are worthwhile

fierce tulip
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most of em actually @plush yew

plush yew
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Ooooo

fierce tulip
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awesome vfx resources

restive eagle
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i couldnt find bunch of vfx

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that were in game

fierce tulip
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some where released later

restive eagle
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oh

fierce tulip
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there is a handful thatm ight not be available because they where made in niagara iirc

thick herald
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You're not thinking of the Infinity assets, Luos?

restive eagle
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also i remember they dont really want you to export the textures

fierce tulip
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no

restive eagle
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so you had to make a workaround

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in order to export

fierce forge
viral fractal
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so, ill go back to my HLSL, R&D-ing a new implementation of a filmic tonemapper to our custom engine sweatmeow

plush yew
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Me after moving some nodes around and removing redundants: Efficiency isn't just an ability, it's a lifestyle.

fierce tulip
plush yew
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still uses four branch statements

restive eagle
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you can still cut 2/3 of the code

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with select nodes/enum for movement states

viral fractal
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says efficiency and uses visual scripting, allright xD

plush yew
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precisely xD

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I'm useless at C++

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I can barely do C#

high shoal
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Me too

lucid socket
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Players won't care what you use.

bright plume
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.__.

high shoal
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And i only suffer on blueprints

viral fractal
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they care about games that run good tho

fierce tulip
maiden swift
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^Classic.

lucid socket
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Don't know, quite a lot of poor running games that sell millions of copies

plush yew
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that video is excellent

high shoal
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I don't know or understand C++ so i only use blueprints

maiden swift
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I'm 100% Blueprints, too.

plush yew
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gang gang

maiden swift
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And the sky isn't falling.

viral fractal
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i call blueprints Spider webs

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so youre all spiders

plush yew
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I made materials in blender, I'm used to working with 800 node strong spaghetti webs

high shoal
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Someone here is good on making models?

plush yew
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I'm mediocre

bright plume
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modeling powa!

plush yew
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smh embed for the love of god

sweet relic
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C++ give a lot of flexibility and efficiency; But you will still want to implement most game logic in Blueprints and save c++ for low level or very expensive operations.

bright plume
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cool ship

lucid socket
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Well, use whatever works for you and runs the game at a reasonable performance

plush yew
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Come to think of it I could make a collection of stylised spaceships and weapons as a marketplace thing

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I've got some of my guns, could texture em

lucid socket
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We mostly do gameplay logic in C++ at my studio

restive eagle
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there are plenty of games on steam that only used bps, my point is that not knowing cpp shouldnt discourage you from releasing a full game

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im a beinnger in cpp myself so i only made few custom blueprint nodes because the math in blueprints was a bit too heavy

grim ore
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the entire game should be done in ASM, it's the most efficient it has to be the best right?

sweet relic
obsidian nimbus
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i heared its all about bottlenecks

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flatten the curve and all that

plush yew
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mfw realise that a branch is literally just an if statement

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0 braincells.mov

grim ore
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yeah it's weird how they didnt just call it if, but if does come up as a shortcut for it

restive eagle
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b+left click too

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a fast shortcut that is, need to get used to it more...

bright plume
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every room i make feels to big or is to small... what is wrong with me...

serene birch
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are you in FPS or in TPS view?

bright plume
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fps

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technically both.. but fps atm

serene birch
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well I feel it's hard to make interior environments feel good both for FPS and TPS view 🙂

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TPS quickly feels cramped and wants bigger rooms than normal

bright plume
wanton lotus
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Throw a character up next to it for size reference.

serene birch
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yeah get used to drop those UE4 manequin meshes all over the place as reference 🙂

plush yew
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hello guys I want to make when I put my note model on the floor, when the character go there to popup text "click e to see more info", something like this but idk how to do it. I want to checkthis in yt but idk what to look for, any advices?

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I did the model with actor bp, I did the box collusion,

bright plume
plush yew
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?

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@bright plume

grim ore
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@plush yew that node will not work, its is not for what you want. You need to figure out how you want the text to show up and look into the UMG UI system, Text Renderers, or 3D Text depending on how and where you want the text

plush yew
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yeah I saw now in yt, I want when I move and go into the collusion of the model to popup the text

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and I see that I need to do it with text render? @grim ore

grim ore
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you dont need to do it with the text renderer, the text renderer is one option. There is also the UMG system and 3D text.

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technically you could do it in a material I guess as well, maybe particle. Hell uhmm... custom meshes? there are many ways

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but you can add one of those to the actor bp and have it show or hide when they overlap if you want

bright plume
plush yew
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is it useful for my thing?

bright plume
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u just want a popup that says "E" or "Press E" when you character overlaps an object right?

plush yew
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yup

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only tis

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nothing complex

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and when you click on E to show you the info of the note

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this is the next thing which will be interesting how to do it, the one way I think will be with UI widget

wanton lotus
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@bright plume, that door size looks about right. The normal scale mannequin is 180cm tall and standard door height is about 203cm for most countries, so you can change the scale of your mannequin to 1.128 and then the mannequin will be the height of the standard door.

plush yew
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I did it but the text is always, I want to make it when I overlap the note 😦

wanton lotus
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That just makes it face you.

bright plume
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^

wanton lotus
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You will want to alter its visibility

plush yew
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huh?

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what?

wanton lotus
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Keep that code as well, cause if it doesn't face you, it is hard to read.

bright plume
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^

plush yew
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?

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also I made the text small as size but now is hard to read lol

wanton lotus
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Set the text to invisible by default, then turn visibility on during that event.

plush yew
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I need to increase it

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but if I increase it the text will be showed from a long distance

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okay

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but set visibility or render?

wanton lotus
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Just need to set visibility.

bright plume
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go to the text render and scroll down until you see the option it should be checked by defualt un check it

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in the details panel

wanton lotus
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Your event will then turn visibility on, to show the text. Then you need an event to turn it back off when you move away from the object.

plush yew
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when I go into it, it doesn't show the text 😦

grim ore
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your New Visibility is false, you are setting it to not show

wanton lotus
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check the box for visibility

plush yew
wanton lotus
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In the node, "New Visibility" needs to be checked.

grim ore
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You are overlapping -> then you are saying Set Visibility with the Note as the target. In the Set Visibility you are saying to set the visbility to False.

plush yew
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yes

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I did this:

bright plume
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forgive the spaget i threw this together

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@plush yew

plush yew
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this bp that I have it works, when I overlap it it popups, but when I move back it doesn't remove hmm 😦

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oo yeah I need to do code for the end overlapping too-xD

bright plume
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kappa

plush yew
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I am so smart 😄 sometimes

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so something like this?

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yeah it works

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I am so proud of myself

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yesssss

bright plume
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Kappa

tawdry stratus
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Hi guy's
why UE crashes after many hours i work on my project?

wanton lotus
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Out of memory?

tawdry stratus
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no
@wanton lotus

plush yew
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hmm other problem: I did the collusion and I extended the box collusion cus when the player go into it to popup the message but it doesn't 😦

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the text popu when I am over the model

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I want when I am little bit away of the note model, not over it exactly-lol

tawdry stratus
wanton lotus
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Video card problems it seems

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Quick search found this:

tawdry stratus
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befor i upgrade my windows it's good and working well

wanton lotus
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Someone on the unreal forums mentioned this same problem and they fixed it by uninstalling and reinstalling display drivers.

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I didn't read that drivereasy article, but it had a few potential fixes as well.

tawdry stratus
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thank U

plush yew
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idk where there is the text

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I want to be upper, over the note model

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hmm

pulsar badge
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Anyone know what this means? Landscape_0 Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs..
Getting a error when i am trying to build my lighting

plush yew
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the text render is so weird-xD

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why there?

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@wanton lotus

wanton lotus
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Do you want the text position based on the note's position or based on screen position?

plush yew
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I want to be static

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not to move the text by the rotation or whatever

grim ore
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The reason btw it's rotated like that is you have it looking at the player, so its going to rotate to face the player. You would want it to rotate only on 1 axis probably so it doesnt face up or down but rotates around to face them. IF you dont want a rotation at all turn off the rotation part

plush yew
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which part to turn off?

wanton lotus
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So like a pop-up that is always centered on screen?

plush yew
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yup

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around the green part where I made

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to can user see it

wanton lotus
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Then you want to go more with UI and not 3D render text.

plush yew
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so?

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what is the problem to use render text?

wanton lotus
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It is meant to be displayed in 3D, but you don't really need that option.

plush yew
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okay so what to do now?

heady quartz
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Make a UMG then add the text then add a widget component to ur character and set the setting(don't remember what its called) in the component to screen instead of world

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If you want text that's always facing the camera

kindred viper
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billboard

clever arch
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Hi, Need some advice please 🙂 I have my heroBP which when i say reload a weapon it Purecasts to the anim blueprint to set a variable to say it needs reloading then the animation plays. Is this the correct way of doing it?

strong schooner
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Is there an update for NVIDIA Waveworks for UE4? I saw old videos and the water simulation is good for me.

high shoal
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Guys,for a beginner on unreal engine 4,where i should begin?

midnight lintel
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Do you have any programming experience?

high shoal
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I have used rpg Maker 2003,openbor and even FEBuilder

wanton lotus
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Honestly, experience or no experience, just load up the starter content set that is closest to the type of game you want to build and then fool around with it for a while to get comfortable with the editor.

high shoal
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I already used starter pack

winter hollow
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Is there a way I can force UE4 to import my blender materials correctly?

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it doesn't give a fuck

wanton lotus
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@winter hollow, importing materials is a known issue. Many.... many complaints on the forums about it.

high shoal
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I'm already confortable with the editor,what i have to do now?

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You mean the remake?

wanton lotus
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@high shoal try finding tutorials on how to create the next steps in your game.

high shoal
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None of them has really helped me

pulsar badge
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Has anyone used the PLE landscape asset

high shoal
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if you are comfortable and know what you want to build get cracking, word of warning - keep EXTREME attention to window-statistics
@deft salmon i never see this window statistics

pulsar badge
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Before

wanton lotus
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If you are willing to spend some cash, the marketplace is a great resource as well.

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Also tons of freebies there too.

high shoal
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My laptop have only 2 core,so probably Will make my unreal engine 4 crash

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This talk doesn't take me anywhere

wanton lotus
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Where to start is a pretty general question, hehe.

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Content creation is the best place to begin for most people, so you don't get burnt out too quick. You will actually see your progress which will help keep you motivated.

high shoal
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I Lost my motivation months ago

wanton lotus
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Haha, I know the feeling.

high shoal
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So you know that i have been crying all these months

heady quartz
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You don't have to make an AAA game as the first game. Make a simple mobile game or something.

high shoal
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I don't like mobile

heady quartz
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I had a 12 y/o laptop and i made a mobile game using ue4

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Now i have 1080ti and i7 9700k and still making mobile games for some reason

wanton lotus
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haha

high shoal
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But i'm not looking money on my games

clever arch
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unfortuantly in this industry and most things in order to learn you have to do things you may not like to gain that knowledge

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i dont particularly like coding but im having to learn parts in order to push my ideas forward

wanton lotus
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Gotta make some crappy games to gain the experience necessary to make great games.

heady quartz
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You can't make an AAA game with that pc so keep making small projects to learn until you get a better pc

wanton lotus
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My very first game was made on Codea for the iPad and it was just bouncing balls that fall from the sky, hit randomly placed blocks and you catch them with a basket. Roughly 120 people downloaded it even with it being free.

worn granite
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If the problem is not knowing how to do something you want to see in the game... try asking yourself about smaller parts of the feature. Keep finding smaller bits until you can't find anything smaller.

Go through your bits and figure out if you know how to do them. If not, you should Google that specific bit. If you know how to do it, move on.

Once you know how to do most of the little bits, see if you can reapproach the problem and have a better idea on how to do it.

wanton lotus
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"Go through your bits and figure out if you know how to do them." I know how to use my bits, thank you very much!

worn granite
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If your problem is not knowing what you wanna make, well, I'm sure it won't be difficult to find a dedicated person to get ideas from.

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"Go through your bits and figure out if you know how to do them." I know how to use my bits, thank you very much!
@wanton lotus I know how to do bits also. 😏

wanton lotus
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Sorry, I had to mess with that one line, was too tempting.

high shoal
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Nobody in my family know unreal engine

heady quartz
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Just remake games

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I don't know anyone in real life that uses ue4

high shoal
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Just remake games
@heady quartz last time i tried i throw into trash because i wasn't able to make a model of a bag

heady quartz
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Then learn how to model its that simple?

wanton lotus
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So many free assets out there, don't worry about model creation.

worn granite
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Ah there ya go!! What's the thing you couldn't do, specifically?

high shoal
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I can put a Photo of the Bag?

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Here?

worn granite
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If you try to find resources on specific things, that's way easier

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Well no. I'm being way more specific.

high shoal
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This is the bag

worn granite
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Did you get all the way to UVing before you got frustrated? Was that because your topology was awkward? You can find examples of carry bag topology if you look hard enough

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As an example, of course. I don't know what you stopped at.

high shoal
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Where?

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Look on this other photo

worn granite
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YouTube? Artstation?

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I'm a programmer. I don't curate topo resources

high shoal
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The only vídeo of blender i found was too fast and Hard to understand anything

clever arch
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by the looks of that what you've done there on your model you have over thought it

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what shape is the overall bag in its simplest form

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its a rectangle. so start with a cube and scale it to bit the dimensions of the bag and you will have to guess the width

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then start from there

lime sorrel
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is epic ever going to add mod support?

clever arch
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if your just starting out then you want to stick to simple things like extruding and understanding edge flow and all that

wanton lotus
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I'm no good at creating 3D models, but I can do some touch-up painting to the textures, so what I usually do is find a free (commercial use allowed) model that looks similar enough and then redo the texture for it.

light thunder
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Trying to import a solidworks SLDPRT file...I thought they added Datasmith to UE so you didn't need Unreal Studio....am I mistaken?

clever arch
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@high shoal do you want to make 3D models for games or learn how to code games

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if your just starting out stick to one or the other

high shoal
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Both

clever arch
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other wise your brain will melt

high shoal
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I don't have any help anyway

wanton lotus
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^

worn granite
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Very few can pick up one easily enough to properly learn the other

misty creek
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If you want to build a game you can make all the mechanics without having to model anything

worn granite
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You can't really expect to move at a pleasant pace trying to do both simultaneously

alpine laurel
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how do i make my png file into a material file? I need to add it to my 3d model

misty creek
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Then once the game is done then you can work on either making/having made models

high shoal
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I Just using blender because i don't wanna have Copyright issues

heady quartz
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Don't worry about copyright. You said you don't want money.

wanton lotus
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Exactly, hehe

clever arch
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i mean this in the nicest possible way. you wont have copyright issues at this early stage

light thunder
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yeah, just get it out there, people are too busy to sue you because you stole a teacup model, just don't blatantely plagerize

clever arch
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look at something like that

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if its to fast to follow pause it or slow it down. How i learn in the past was do videos in pieces dont try and follow along until you can almost see where the person is taking you or feel you can complete it on your own

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they also generally sue you if your damaging their IP or raking in alot of money

lime sorrel
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is there any way to export a very basic version of a project for modders?

clever arch
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as Google

lime sorrel
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tried

clever arch
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im messing haha

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when you mean basic what do you have in mind

frozen pond
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idk why but when i add second landscape actor i get huge fps drop ?

clever arch
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why are you adding a second one?

lime sorrel
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when you mean basic what do you have in mind
@clever arch Just export a few base blueprints so modders can create custom items

frozen pond
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i want to make cave interior

hasty osprey
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my skinning does not import properly from 3ds max. is there a fix for that?

clever arch
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@frozen pond if im following you correctly. How i could do this is have my landscape and get that roughly how i want then great the actual surrounding geometry inside a 3D modelling programming

rustic panther
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2080ti

alpine laurel
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how do i add on textures in the newest blender

winged crypt
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Anyone know why using 'Set Style' causes this difference in the button? On the left, it's how it looks by default in designer, and the 'Style' I'm setting to is identical, but the end-result is not.

alpine laurel
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trying to add textures to my character model but cant find where i do it

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nvm i figured it out and as soon as i did blender proceeded to crash on me

upbeat jackal
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Can anyone tell me what the right way of using a png sequence (not sprite sheet) as a texture is? Im trying to do fog cards and I've built the shader with a static image but i want to use a sequence now.

alpine laurel
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how often does blender crash for you guys?

restive vale
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I work with 2.82 and i think i only had 2 crashes in a month

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but i work in low poly stuff

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anything complex

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for those who want to learn blender

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I started with no base with that

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now i'm able to model low poly asset and handpaint it with wacom

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just 1 week

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full time dedication

heady quartz
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Lol.

high shoal
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There's some website where i can find models of soldiers,weapons from WW2?

stray smelt
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How do I correctly store a material instance inside an array then use that to assign it to a decal? Right now the decal just turns up as green/missing, with this:

pliant echo
#

hi guys... can anyone guide me on where to find the best channel for UE virtual production? ie. nDisplay, vrpn, etc?

rustic panther
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very

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Redirectors

restive vale
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I asked this morning but now it seems there is more people here. Anyone knows how to implement In-app purchases for android in UE4?

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yes but that is so incomplete

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even the example match3 is not well solved

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They finish the purchase and store it in save game, despite is not secure

#

the problem is that if you store it in save game

#

and you change your mobile

#

you lose your money

#

that is not good for clients

#

so with 2 option forget with hard currency

#

is what i thougth

#

but I needed the confirmation

#

but they only store the single purchases

wary wave
#

unless you want your own dedicated servers, you are not going to get anything better

restive vale
#

Thanks dude!

#

i will consider that

#

which kind of monetization do you use?

#

coz adds give nothing

wary wave
#

I wouldn't touch mobile games with someone else's bargepole

#

there's zero money in it

#

B2P?

#

gotcha

#

we call that 'premium' in oldsville

restive vale
#

rly? Wow, all videos on youtube pointed me in the wrong direction

wary wave
#

haha, yes

heady quartz
#

Where do u sell ur games? Steam?

wary wave
#

I have no theoretical problem with a free to play business model, the problem with said F2P model is that you need a continuous stream of income just to pay for the free players

fierce tulip
#

this convo is better suited in lounge :)

#

np

wary wave
#

probably industry chat, but eh

restive vale
#

sorry it was me, i'm new and i asked the question

fierce tulip
#

its okay hehe

livid stone
#

so uh

#

i have literally no experience

#

is it difficult to use

worn granite
#

yes

#

but you can make it easier to use by learning it

plush yew
#

Yep. Should know the basics of C and what int, bool, float, string are, then take a look at the UE glossary, then this and UE documents..... This is just the blueprints side of things.

livid stone
#

can you recommend a way to learn it

fierce tulip
#

check the pinned message in this channel, its filled with getting started links

livid stone
#

ok, ty

worn granite
#

what I did is try anything. when not knowing how to do something small stops me from being able to do what I want, I googled that small thing.

Larger things need to be broken down into smaller things. Some things are either too vague or too specific or too niche to get good results. You can then ask in a relevant channel here @livid stone

#

That method doesn't work for everyone, and you still need good vocabulary to know how to search things

livid stone
#

@worn granite thank you

ruby folio
#

I have a UE project that is sat at around 30GB. I want to use git.
Git is not happy with it

regal mulch
#

30gb of pure content?

ruby folio
#

Yeahhh

regal mulch
#

Also use Perforce :D

ruby folio
#

Not asking for help, just sayin haha

heady quartz
#

Bruh

livid stone
#

what file size is unreal engine

ruby folio
#

50+ haha

livid stone
#

@heady quartz xDDDDDD

heady quartz
#

Does this mean last time i was there was 2017?

ruby folio
#

@plush yew What about using it with GitLab. Unsure of the max repo size + LFS Storage cap.

lost marlin
#

anyone know how the sphere trace by channel works? Specifically, I want to have it check every frame whether it hits a wall in front of the character, but if the trace hits once, it never changes to false even if it stops hitting anything?

vale silo
#

any word on 4.25.1 hotfix ?

glacial pecan
#

@lost marlin colliders with beginoverlap and endoverlap not suitable?

lost marlin
#

@glacial pecan actually i thought that maybe i forgot to delete a doOnce node or sth, but the problem was that i had the trace in a separate function which only outputted a hit result in case a hit was registered ...

torpid surge
#

Anyone know where I can find good textures like this?

lost marlin
#

they dont do new stuff anymore, but they give you textures, normal maps, etc.

#

actually, .me not .com ^^

restive vale
#

if you work with UE you can search on quixel

fierce forge
#

hi , when i'm painting my landscape this will paint with squares , how i can resolve it ?

torpid surge
#

What would be the proper name for that kind of texture anyway?

heady quartz
#

Steel walls?

torpid surge
#

No its like a metal wall

heady quartz
#

Something like this?

wanton lotus
#

corrugated metal

torpid surge
#

Unfortunately not

#

Something like the walls here

midnight lintel
#

Anyone have any good tutorials for working with datatables? I'm trying to do some querying and loop through a subset of a datatable, but I don't see great ways to do that in BPs

heady quartz
torpid surge
#

That might work. Thanks!

restive vale
#

if you want to loop through all datatable entries do it like that

frozen pond
#

how i can disable shadows in editor ?

#

or more like - its fc*** dark in my map, how i can make it flat color so i see what i do ?

#

nvm found it

bitter iris
#

I'm messing around with Bullet Casing particles, just wondering how can I give them collision to stay on the ground for a bit then despawn?

sacred sluice
#

Hi! Give me some advice! I connect all the body parts through the Master Pose Component, the collision on my hands disappears. I've already blocked everything, but the collision never shows up. As soon as I disconnect the Master Pose Component, the collision immediately appears on character hands. How make a collision on character hands?

plush yew
#

hey anyone have experience with epic store ?

glacial pecan
#

trying to figure out such a simple thing as how to store monster spawn rate data is driving me slightly mad...

mint umbra
warped aurora
#

Hi, if I have two meshes with two materials each, but they're both using the same two materials in the same material slots, can they be batched together in a single draw call?

rustic panther
#

a Draw Call happens per mesh

#

unless the mesh is instanced which results in one draw call

#

like if you have a source mesh with 5 draw calls and instance that mesh, each instanced mesh calls once

#

but an instanced mesh only has individual transforms

lusty night
#

is there a way to prevent world bounds?

wanton lotus
errant venture
#

Where should I ask basic questions

#

in this server?

fierce tulip
#

here, or unless you know what topic its about and then you can pick the right channel for it.

errant venture
#

How do I change the restitution of an object?

#

I'm really new, and this is my first... not really project.

#

Just playing with stuff.

fierce tulip
#

restitution?

errant venture
#

Yes,

#

What does a material dictate, other than color?

serene birch
#

I think the question is "what is restitution"!

weary basalt
#

What do you mean when you say Restitution?

#

The Engine doesnt handle any restitution for you in the context of Client/Server network restitution.

#

Thats up to you to implement.

errant venture
#

Bounciness?

#

Thats what I thought restitution did

#

and I have a ball "actor"

#

and I want it to bounce higher. Or I want to see how you would make it bounce higher.

weary basalt
#

The ProjectileMovementComponent has all the parameters you could need to control how much Friction or Gravity affects an Actor with it attached.

errant venture
#

Thanks!

fierce tulip
#

@plush yew small reminder that this is a UE4 discord, and besides #work-in-progress we dont really allow for people to constantly show off what they are doing.

plush yew
#

oop

#

sorry

errant venture
#

What is a non-scene component?

#

Compared to a scene component, I guess.

#

Can someone refer me to a guide that you liked?

#

I feel bad about asking all of these questions.

south ridge
#

A scene component is the one that’s placed in the scene, in 3D space

#

A non scene component simply exists

#

It has no location in space, it’s just a record in the actors list of components

#

To adjust restitution you create a physics material and adjust it there. You need to assign physics material to the object too - that’s the important part

#

Usually you would assign physics material to a literal graphics material based on what the material is

errant venture
#

I have a physics material, I think its assigned to the object?

south ridge
#

So physmat for wood, for concrete etc

#

It’s assigned for a material, but I think you can do it in object too

errant venture
#

Is there a difference between a physics material and a "material"

south ridge
#

Yes

errant venture
#

Ah.

south ridge
#

Material = what makes pixels on screen have some color and what not

#

Physics material = what tells physics engine how collisions must be ha does

#

Handled

errant venture
#

Thanks! I got the ball to be bouncy now.

south ridge
#

Awesome

#

@errant venture FYI what you were trying to say isn't "restitution" but "coefficient of restitution"

#

Restitution by itself means more things. Coefficient of restitution is the physics parameter that describes the bouncyness

#

If you wanna ask more questions about bouncing balls and whatnot, #legacy-physics is where you can ask them

errant venture
#

Ah. Thanks!

#

How do you make a static mesh? The one I had before was from an assets file from a guide video.

#

When i try to add new to the content browser, I can't find a static mesh.

south ridge
#

You make the static mesh in this (or any other editor of your choice), export it as FBX and then drag it into the content browser

errant venture
#

Cool! Thanks.

slate vessel
#

Any idea how to get dithered LOD transitions to work? Tried it on a few trees but has no effect. Do you need custom animations or something?

hollow fjord
#

What software is best for Character Design. I plan to have a glowing tattoo on the character and need that mesh.

midnight root
#

HM anyone else seeing new MODES button slow to pop out content ? very annoying

fierce tulip
#

I need my ue5-tech info update fix.

midnight root
#

lol

hollow fjord
#

Haha. I need that engine so bad to make my game more efficient

summer verge
#

What would be keeping my game from showing the correct icon in windows?

plush yew
#

is it me or do I have to export with the model facing X+ in blender for it to face front in Unreal

south ridge
#

Define front

plush yew
#

Front when the static mesh is set to the root

south ridge
#

What is "front"

#

Which was is front for you?

#

The choice of front is arbitrary, but the +X direction is often the choice for front

#

If you want +Y to be front and you consistently use it everywhere as front, that'll be your front

plush yew
#

the front in my case is the bow of the ship, so from front view you see the frontal areas of the ship

south ridge
#

We use +X as the front axis

#

And export all models aligned to the X axis

hollow fjord
#

Will UE5 Support UE4 Game Design. Debating starting a new project now or waiting for UE5

wintry silo
#

how do you hold and drag and drop the assets between windows in unreal engine?

midnight root
#

UE5 was announced today. Amazing stuff. Epic Games has provided evidence (Fortnite) that they are trying to make UE5 as backward compatible with UE4 as possible.

#

May 13, 2020.

hollow fjord
#

@midnight root Thanks. I swear I heard that it would be but needed to confirm

midnight root
#

np

#

Im anxious too ;)(

#

I'm,

wintry silo
#

So does this new version allow us to create a planet. Or allow more meshes. Because my machine can't handle alot of meshes.

midnight root
#

You can in ue4

wintry silo
#

I can only put in about 200 meshe and I start running into problems with the engine slowing down.

midnight root
#

rig ?

wintry silo
#

static meshes mainly

wheat hare
#

Hey fellas
If you were going to do a VR experience
And you had to start today
Would you use engine: A. 4.24 or B. 4.25?

#

I was trying out 4.25 and I saw a lot of really cool stuff in marketplace like lighting presets and asset packs that I couldn't add because they weren't updated.

midnight root
#

well 4.25 certainly is 'snappier' that alone makes sure I'm not going backwards

hollow fjord
#

😂

manic burrow
#

does anyone know how to make a hdri from a single image
im just trying to make it a single color
but i cant add to the HDRI backdrop in ue4

zenith flower
#

if ue5 doesn't "care" about triangles anymore, does that mean that planar reflections will become standard?

solid drum
#

hello guyz i have a (i think) simple newb problem, can anyone help me ? (i'll stream you my screen in discord)

pulsar dove
#

Does anyone here have any experience using C# in UE?

spare dust
#

Do instanced meshes not support transparent materials?

hollow fjord
#

Does anyone have a good character creator software. I am trying to build a realistic looking game (as best as I can)

midnight root
#

can find ;0---

manic burrow
#

anyone know how to make the sky in ue4 a solid color?

midnight root
#

I've just not needed such functionality yet

#

@manic burrow SunSky > skyatmosphere does the trick well enough

#

if thats where you're headed

spare dust
#

@plush yew

manic burrow
#

it rlly doesnt matter, i just need the everything surronding the character white

spare dust
#

Just lower the gravity in the character movement

fallen marten
#

How do you see what the engine is doing in the background? Getting huge rubber banding on frames, but when you right click and bring up the context menu, it resumes full frame rate 😳

zenith flower
#

the gravity acceleration is what you want to change

#

so you drop faster

#

Max Fall Speed
Max Acceleration

#

probably in the character movement component

ruby surge
#

Question: I have 2 clients and 1 dedicated game server running a deathmatch shooter game -- can i get away with pure object replication to see other players in the session move without having to use repnotify/events/rpcs? -- i have seen ue video tutorials where this seems to work out of the box but so far i can only seem to 'move' the character on the server and the clients are unable to move (topdown template unreal engine 4.25) -- however the clients do see the server character move around, so it works in that direction....

plush yew
#

I just found some guy claiming that he made a better occlusion solution that what Umbra occlusion achives

fallen marten
#

The movement should work out of the box replicated if you use the movement components add movement input node

manic burrow
#

@midnight root

#

all im trying to do

#

is make eveything around them the same color

#

without a shadow being casted besides from the subjects themselves

rare ivy
#

Hey I am for some reason missing the controles in the left panel to switch to landscape,paint and foliage tool does anyone know how to fix that?

#

(they were there before)

ruby surge
#

@fallen marten i thought I might be missing AutonomousProxy somewhere

#

but your solution from what i've read (movement components) does seem to be the new ue4 sauce

#

i get a little confused as to whether autonomous proxy happens for free in the templates or whether I need to configure more

solid drum
#

Hello, How do i check a boolean value from the level blueprint in another blueprint?

ruby surge
#

also, I'm using C++ so i'm not sure..

fallen marten
#

Oh well I'm not sure how to C++ that. All I know is that the default movement component is setup for replicated pawn movement which is why if you try to hack it, the server will always stick you back to where it says you should be

ruby surge
#

ahh that helps alot thank you

#

well the only two things i've done is follow the quick start multiplayers guide (https://docs.unrealengine.com/en-US/Gameplay/Networking/QuickStart/index.html) and delete the static player actor, ... letting the game controller spawn the players dynamically at start markers (i made 2)

so i'm guessing i need to configure whatever instantiates the player actors to make sure and attach a new 'movement' component

exotic cave
#

@manic burrow : Set the horizon and zenith to the same color and the cloud intensity to 0, I'd say

manic burrow
#

it worked thx

#

but how do i get these edges not look like crap, and remove motion blur

tacit moon
#

I'm new to Unreal and just saw that Unreal Units are cm. Since a float only gives 6 to 9 units of precision, doesn't this drastically limit how far something can be rendered from origin?

ruby surge
#

so, the server can see all other characters, the clients can see all my server characters movements', but the client characters cannot move

fallen marten
#

So when you leave the server window and choose a client window, that controller isnt controlling the pawn? Does the camera even move?

ruby surge
#

nah nothing moves

#

but, if i move on the server screen with client in view, i see the server char moving on client

fallen marten
#

Im guessing the controller isn't posessing the pawn when you swap windows. There's an option to auto posess on the characters details panel. Can't remember the exact name of the option. Find it and see what it's set to

#

Sorry, it's been a while since I've looked at that stuff

wise lagoon
#

@ruby surge do you have CharacterMovement->SetIsReplicated(true) set in your character class?

weak crag
#

😮 This is neat

#

I thought of trying to make a game

#

maybe... but idk. Not really familiar with unreal yet

wise lagoon
#

or I think it's actually just bReplicates = true;

ruby surge
#

@wise lagoon no those don't seem to be set!

#

but i audited the code just now.. let me try inspector

#

heres where i'm confused, are the TopDownCharacter blueprint and Character.h mutually exclusive or are they combined somehow?

wise lagoon
#

ok, if you have TopDownCharacter in blueprint, then the flag is in the settings for it

ruby surge
#

right now my game mode spawns the TopDownCharacter blueprint

#

got it

wise lagoon
#

Component Replicates

fallen marten
#

I'd still be checking to make sure your pawn is being posessed. Cos even if replication is false, you should still be able to move briefly, but be reset back to servers position

ruby surge
#

@fallen marten cool, i'll look into that angle now 🙏

fallen marten
#

Just do it on tick, print string, get player controller and print the display name

#

-If you change to client and something doesn't get printed then you where to start looking

ruby surge
#

got it

fallen marten
#

@ruby surge you find anything?

ruby surge
#

@fallen marten still wiring up the logging, had to do lots of sdk documentation lookups 🙂 i'm an experienced programmer but going thru the usual learning recursion -- give me about 5 mins (maybe get some coffee bro!) and i'll paste my results from your experimental proposition -- thank you so much! helping me not give up on this 🙂

fallen marten
#

Lol just put a few nodes in the BP - 20secs is all it takes

#

Debugging is easy

ruby surge
#

@fallen marten remember i'm using C++ 🙂

#

the proj has a few blueprint pieces, but most is C++

#

and, i'm guessing i can do it in bp, but, i have no experience with using bp so far

#

haha

#

level start? is that where i would put it

#

(though i've used apache nifi, which looks sooo similar to blueprints)

#

flow-based programming

errant venture
#

How would I make an object that floats in front of the player?

#

Like the player is holding it

exotic cave
#

@errant venture : Attach it to the player mesh or skeleton, appropriately

#

The simplest way is just to make the player object the owner of the object, more advanced techniques are possible

errant venture
#

What would be the diff between attatching to the mesh vs skeleton?

fallen marten
#

Look at parenting. To attach to skeleton, requires a socket added to the skel

#

@ruby surge you can make a child BP from your C++ character. The child will inherit everything from the C++ as well as you being able to add BP nodes

ruby surge
#

got it, i think i can do that with topdown character

fallen marten
#

Then just set the child BP to spawn in the game mode instead of the C++ one

ruby surge
#

@fallen marten your explanation helped me understand it a little better -- it seems that the default template setup already has a TopDownCharacter blueprint which inherits from the C++ class

#

is this the best practice

#

?

dense hatch
#

This might sound like a really weird question.
I want to incorporate a trained neural net (no client training, the nn is already trained) into a game

#

the NN is coded in python

errant venture
#

How can I get an object to move towards another object?

#

Using the "event graph"

#

The other object would be a point near my player

exotic cave
#

@errant venture : Take an introductory UE course, and/or do some basic UE tutorials on YouTube...

errant venture
#

Okay, yeah thats a good idea,

#

Sorry to bother you.

exotic cave
#

Some of these questions you're asking are not hard, but you will keep asking 1000 of them until you take some basic courses 🙂

#

It is easy stuff, but there's no substitute for watching genuinely a half day or so of top notch educational material online

#

What kind of game are you trying to make?

errant venture
#

Ah, just playing with some features.

exotic cave
#

It is not really a bother, but there are lots of petitioners here and probably ten or less of us who play answerbot, so it's good to encourage some self-learning

#

I'm not even competent to play answerbot, I've only been at UE for six months 😄 But, they've been six good months.

errant venture
#

I'll learn for a while, then come play answerbot. I dont learn quickly though.

exotic cave
#

You want something like this, it goes in a Blueprint

#

The event graph, I'm reading, is just the node based portion of a Blueprint 😄

sweet relic
exotic cave
errant venture
#

Thank you all so much!

ruby surge
#

@fallen marten so it seems that the playercontroller is existing in both cases, the name and label

#

@fallen marten BUT! whats interesting is that it seems both are pointing to the same controller name -- even though they have the same name though -- they are two distinct objects in inspector

#

GameClientPlayerController_0

#

the right-hand window allows me to move the character, the left-hand window does not; all movements which are allowed however -- are appearing just fine in both windows

#

for context ... :

void ABizzteamGameClientCharacter::Tick(float DeltaSeconds)
{
    Super::Tick(DeltaSeconds);

    if (UWorld* World = GetWorld())
    {
        if (APlayerController* PlayerController = World->GetFirstPlayerController()) {
            GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, PlayerController->GetActorLabel());
            GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, PlayerController->GetName());
        }
        else {
            GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("WORLD FOUND, no player controller"));
        }
    }
    }
}

fallen marten
#

That player controller is the only one spawned, and swaps between server and client when you switch to a new active client window. I guess I should suggest that you put a check first that says "is this the server? If not then print player controller name"

#

In bp it's switch has authority, remote, blah blah blah

ruby surge
#

hmm, ok

fallen marten
#

Cos really I don't get why your client won't move otherwise

ruby surge
#

well one thing that could be causing some problems too is the fact that ue is spawning 2 'server' titled client windows currently, not sure if thats normal, its set to 'Play as Listen Server'

#

the authority check you mentioned is most likely the issue, i'm just surprised the template doesnt work 'out of the box' but i guess thats being a little bit of a non-achiever if i dont think theres gonna be some pain along the way lol

fallen marten
#

My game is MP and the pawns just use that add movement input node. It all just worked straight up from a third person template

ruby surge
#

fudge.

#

ok, let me burn this and try a fresh template

#

(well not burn, set to the side lol)

fallen marten
#

May as well lol

ruby surge
#

learning = pain = transcendence

#

i'll allow it 🤣

timber mountain
#

would i delete UE4 cache folder manually ? or this may corrupt my project ?

ruby surge
#

@fallen marten i shit you not -- i did nothing except bump players to 2, set 'listen server' and same problem after fresh template 😭 (top down, 4.25)

plush yew
#

from when it loads so weird?

#

what is this window?

fallen marten
#

@ruby surge uggh... Ok just gimme a few, it's not over yet

#

Driving home

ruby surge
#

@fallen marten as a counter-case in the mean time i'm going to try this with the fps template and see if i get different results

errant venture
#

Has there been any changes to simulation of playing the game and watching the event graph lines lines light up?

#

I'm watching a tutorial where the guy presses simulation and then plays and then when he presses a key the lines coming from InputAction key light up.

#

When I press simulation, the things happen but the lines coming out of InputAction Key don't light up.

#

The event graph even says its simulating

#

But I'm trying to figure out which node I messed up on - the one that checks if you press the key, the one that checks if there is an item in front of you, or if I messed up on the grab object function.

fallen marten
#

Choose what you are debugging in the drop down

plush yew
#

hello guys yesterday evening I did when overlap on note model it popups the text "press E for more info", now the event with the key E where I need to do it? In level blueprint or where?

ruby surge
#

@fallen marten conversely -- the fps template has no problem with different clients moving but even though the character is set to replicate+movement i don't see in the fps template any other players -- so its like the opposite problem -- i dont see other players but all clients can move

errant venture
#

Which drop down?

#

nevermind i got it

fallen marten
#

Ahh - that's probably just a visibility thing with the mesh

#

I'd have to see it. Buy anyways, the only thing I could come up with is the controller not posessing the pawn in the top down. So you have any custom game modes/states or anything being used? And is auto posess set to index 0 on the pawn?

rich rose
#

in regards to frame independence, what is the difference between Event Tick and Timers?
I'm trying to avoid Tick at all cost so I was wondering if using Timers was a viable work around. 🕜

plush yew
#

about my problem?

fallen marten
#

Timers you can set by event or function, and adjust the rate

#

Depends what you need it for really

#

@plush yew well for press E - is it a generic interact?

ruby surge
#

@fallen marten auto possess is disabled but if enable it i have to hardcode it to a player indice

fallen marten
#

If so then put it in your pawn

ruby surge
#

i'm relying on the gamemode to instantiate the default player Pawn

#

with two player start points

#

there is no static pawn(s)

fallen marten
#

Yeah yeah that's cool - just if there was a custom game mode or game state it might have had some kind of possession code that was Messing with it. Guess that's not the case. Try set auto possess to something just for shits and giggles

ruby surge
#

sure

rich rose
#

@fallen marten I see. So just to confirm the Timer is not affect by framerate? Whereas Event Tick is.

fallen marten
#

We newd to force it to work then find a solution to suit your need

#

@rich rose Im not 100% sure. You'd have to print string something on timer and tick at the same time to compare

ruby surge
#

so i hardcoded it to indice 0 -- and -- now one client is just in the air (i'm guessing unbound) and the other on the ground as usual

fallen marten
#

Umm...

ruby surge
fallen marten
#

So you are clicking on the screen right?

ruby surge
#

yea

fallen marten
#

Fuck.. yeah this is odd.. I'm not sure what's wrong atm

desert widget
#

anyone who works in unreal avaliable for voice chat? 🙂

fallen marten
#

I'ma have to have a think

ruby surge
#

@fallen marten hey i really appreciate the help though -- i'll keep messing with it to figure out whats goin on, the thing is, with a single-server (playing on the server graphically) or offline is fine its just when we start having a real network authority and a real network with real nodes that it goes awry

fallen marten
#

If you are planning mp, realistically every piece of code you write should accommodate it. Adding it later would be quite a task

ruby surge
#

and its always the non-authoritative players which can't move

#

@fallen marten my thoughts exactly, seems like i came to the right place 😉

fallen marten
#

I'll look it up and keep thinking on it. Haven't had a problem that couldn't be smashed yet

ruby surge
#

sweet man -- well its helping me learn going down this tunnel either way so i appreciate it -- i think we will ultimately crack the problem -- might need a sleep session or two or lucky google find 😉 oh and .. puttering...

like you said -- i figure that once i crack the mp problem and understand it in ue4 that the other coding will seem trivial in comparison (not talking about art just yet 😉

rich rose
#

@fallen marten just to let u know in case you were wondering, after doing print string tests, timers are not affected by framerate. i should just done the test before asking. I didnt think about it 😅 thanks : )

fallen marten
#

No problem @rich rose 👍

timber mountain
#

is possible to delete this folder ? or it would corrupt my project ? did somebody try that ?

ruby surge
#

@fallen marten i am not sure quite what to make of this -- it seems that one person is 'possessed' and the other is just nothin? but then the right side is the one which works but it also says 'no controller' the other screen says nothing above the pawn. i hope this gives you some clues as to what might be going on. 🙂 🙏

update: it seems that those green orb things theres 2 of them on top of the righthand screen -- i'm guessing i should be seeing a green orb above each head instead

i enabled the debug overlay (') and this is what i saw, remember the right side is the one that works with movement controls whereas the left side does not:

https://www.dropbox.com/s/uwtlwx5jjk6c8ko/both screens with debug hud (').PNG?dl=0

Dropbox

Shared with Dropbox

plush yew
#

the problem for me is that I use E for interacting

#

@fallen marten

fallen marten
#

@ruby surge yeah that's right. Only one controller spawns and posesses a pawn on startup. What I'm trying to figure out is why, when you click the client screen, that controller doesn't auto possess the new pawn which it should be doing

#

@plush yew well you'll have to add a button to bring up the Info if E is to do something with that thing you are wanting info from

plush yew
#

huh?

#

this button where to put it?

fallen marten
#

THE PAWN

#

Or the the controller

#

When you press the button, it should trace to the object, collect it's data and then do something with it

plush yew
#

video something?

fallen marten
#

? Why? Just add On input E, get the object by means of a trace or of its in an overlapping actor, cast to it or interface to it, and get the data you want from the object

#

If you have multiple interactive objects then make a base class interactive actor and make child bps of it to allow you to have variants. That way your character only has to cast or interface to the master class which reduces code via means of code inheritance

midnight gate
#

where can i share my 3d art?

#

its not a game

#

i guess #released is the only chanel that sorta fits

little tree
#

hello is there any good resources for learning more about the camera in unreal? i'm trying to end up designing a fighting game style camera, 2d at first, and then maybe make an attempt at a 3d camera

fallen marten
#

Good luck - it seems to be a closely guarded secret to have good camera techniques. There is a free project about if google is nice to you, that a game studio created which has its camera handling in. I'll try find a link. Otherwise, just try script your own, adding sphere tracing for objects that you can utilise to move the camera around in a way that doesn't pop in and out like the standard ue4 camera and boom

#

-It's not impossible .. just takes a little creativity

little tree
#

i would imagine, my current goal rn is to just understand and learn about the camera system as much as possible. i was messing with an fps tutorial before but it never really messed with the camera besides moving it on the fp model. and didn't provide much details

#

thanks man

fallen marten
#

You'll need to be able to read c++ for it tho

little tree
#

i have worked a little with c++ before so i can still read the language, but i'm definately rusty at it

paper kernel
#

I just wanted to find out how the axis value is determined per device

#

and this rabbit hole just keeps on going

#

that being said, no matter how deep I dig I can't find the reason why axis value can't be read unless (some)mouse button is down

desert widget
#

Anyone up for voice chat that has experience in unreal? 🙂

sacred sluice
#

is anybody know, why collision is disappear, when i use Master Pose Component. Collision disappear in TARGET

indigo glade
#

Hey, would anyone happen to know what sort of config hellhole I ended up in?
My office workstation runs on Win 10, but my home PC is Win 8.1.
Now theres a UE project Im supposed to work on, it compiles just fine on the office computer. However, when I try to compile it on my home machine, it throws compilation errors of this sort:
error C4800: 'const int': forcing value to bool 'true' or 'false' (performance warning)
error C4814: '<ClassName>::<FunctionName>': in C++14 'constexpr' will not imply 'const'; consider explicitly specifying 'const'
I tried importing office configuration to my home Visual Studio, heck I even removed it altogether and installed using the exact guidelines UE has on their installation guide, but it still wont compile. Again - the project compiles on my office computer, on my coworkers computer, but not on my home PC.

sacred sluice
pseudo star
#

can anyone help me i spawn in an actor and it has hidden in game as false but when i click the button to spawn it, it doesnt show up and when i unposses and click on it in the scene it has hidden in game off so i check and un check it and it is now visible

fallen marten
#

Drag off the return value on the spawn actor from class node and set hidden in game to false if you haven't already

errant venture
#

Hand is where I want the paddle to be moving towards

#

Does that look right?

#

Is there any more info I should give?

#

I'm trying to make a paddle that lags behind the player's "hands". The hands are always right in front of the camera,

indigo glade
#

The addforce node isnt connected
Assuming the paddle has physics enabled, and doesnt have mass equivalent of a star, with that kind of force its gonna get yeeted off screen in a single frame
Also you apply the force to the paddle, in the direction from the hand to the paddle itself, so its going to get repelled from the hand actually

surreal laurel
#

lol

errant venture
#

Thanks!

#

Now it moves toward the hand, just very very slowly

#

It also overshoots and orbits the hand.

hoary locust
#

wait what are you trying to do?

rich rose
#

Thought I'd share a tip:

Dunno if this already well known but I sorta discovered a cool thing to do if you want to 'hide' your projects from your MY PROJECTS area of the Unreal Engine tab in the epic games launcher - idk if there is a better way but i just accidently found it.
I had around 10 projects visible in MY PROJECTS. I then renamed the parent folder of the project (where the UE4 Project File is located). Now MY PROJECTS area is empty. Open the UE projects you'd like to be visible. Then the launcher will bring them back into the MY PROJECTS area.

errant venture
#

@hoary locust I want to make something where you control a paddle by swiping your mouse.

#

The way I am doing this involves a "hand" which always stays a certain distance in front of the camra

#

and a "paddle" which should move towards the hand, gaining momentum, and overshoot a little bit,

#

What it should not do is eternally orbit around the hand.

#

That is what it is doing.

#

I tried to multiply the force by the distance

#

so that if distance = 0 force would = 0

#

but that didn't seem to help.

#

Distance between hand and paddle.

indigo glade
#

that condition would be true only if their locations are identical, but even if they are (they are very unlikely to ever be the same, unless you set them to be) the paddle has momentum, so when it intersects the hand, the force = 0 will not decelerate it

modern sinew
#

Someone suggested I use Set Visibility for my widgets instead of removing and creating them,
1: Why? Is there an advantage?
2: It's working once and then no more

hoary locust
#

@salvadorio It's impossible for me to visualize this. You WANT a paddle moving toward (why?) a hand and go through it (why?)?

errant venture
#

Not really a hand.

hoary locust
#

And you want to achieve this unphysical behavior by simulating physics?

errant venture
#

Just a target

#

The “paddle” is a flat cylinder

#

And it’s moving towards the target

#

so you can use it to hit a ball

#

So the flat side would point towards the target

hoary locust
#

a ball lol

errant venture
#

and then if you wanted to it something you would swipe your mouse in that direction

hoary locust
#

I thought you were talking about canoeing

errant venture
#

Oh

#

No like ping pong

#

you would hit the ball by swiping your mouse in the direction

#

but since the paddle can’t go at the same speed the mouse is moving (cos you can move mouse really fast) it would have to lag behind

#

and move at a diff speed.

indigo glade
#

Add some friction to the paddles movement, that should dampen it in place after a moment

errant venture
#

Okay, sounds great. Thanks!

#

Also, the paddle is in the same class blueprint as the player.

#

Is that the right way to go about this? Or should it have its own class blueprint?

indigo glade
#

Id probably have it as a separate bp and as a child actor to the player?

#

not sure

civic cobalt
indigo glade
#

@modern sinew 1. If you reuse your widget you avoid constantly creating and destroying objects, which is a good thing
2. it should reappear if you set it to visible, debug the code that sets it visible.

modern sinew
#

@indigo glade For some reason, it's only going through that print node once, no matter how many times I hit the Inventory button

indigo glade
#

Then there must be some other condition that prevents that... hmm do you have input mode UI+Game? or whatever it was called

modern sinew
#

Setting it to UI only for one branch and Game only for the other. But it didn't cause this issue when I was destroying and creating widgets

indigo glade
#

Id have to see them bps

modern sinew
#

@indigo glade

indigo glade
#

shouldnt SetInputModeUIOnly node have the InventoryInst connected to InWidgetToFocus?

modern sinew
#

why? What does that node do?

#

And again, it worked just fine when I had the widgets being destroyed and created

#

@indigo glade I connected it just to test and, that didn't fix it

indigo glade
#

irc in UI only mode you dont get the regular input fed into your controller, I dont know why it would work beforehand, maybe you had the UI and Game node instead just not realizing that right now?

modern sinew
#

I'll test UI and Game node

#

ok that worked

sacred sluice
still moat
#

Blueprint Spaghetti 🍝

rare axle
#

Asked here a few times before but can never seem to get an answer, guess I'll try again. Could anybody please help me with Pixel Streaming? Need to get a project set up to stream over the web. I've followed quite a few guides but can only ever get it streaming on LAN. Advice would be heavily appreciated.

#

[Hoping to test via hosting on my machine and hosting via public IP, and then moving to AWS after that]

reef rune
#

anyone knows how to make a flying panw?

#

pawn_

honest vale
#

@reef rune isn't the a floating pawn movement component?

reef rune
#

idk where it is

#

i made the component but im still kinda trying to understand how it all works xd

#

also whenever I make pawn and gamemode the pawn doesnt show up

fallen marten
#

@sacred sluice the docs say you can't run any physics on child mesh components, which maybe means no physical hits as well. You could try add some extra hitboxes/capsules around the arms and use their collision to register your hits instead

dawn kelp
#

^but If they are welded, they should be in a physics group wiht the parent IIRC

vague heron
#

Would anyone be able to help me make the ai i have do damage to the player?

plush yew
#

Hi, noob question: it is common practice to model the animations, skins, and how a character looks in blender or other softwares before porting it into ue4 right?

reef rune
#

yes

#

wait

#

yes and no

plush yew
#

hmm

sacred sluice
#

@fallen marten Thank you! I make like you adviced! make a hitbox.

plush yew
#

@reef rune how no?

reef rune
#

I mean, you can use pawn or character whatever UE offers you, but most cases models and animations are imported from other softwares

plush yew
#

@reef rune yeah i understand that, say for my fps game, UE gives me the default dummy guy, but i want to make him look like an alien, so I would design the alien skin in blender, then port it back to UE and apply it right?

reef rune
#

yes, but you need to do rigs and custom animations yourself I think

late coral
#

I can't seem to understand is the vertex blending between materials...like I totally understand the basics of it and how it all work with and without mask....but whenever I blend between materials it seems to give a non realistic transition ....like lets say a blend between a plaster wall to a damaged one and then to the bricks underneath.....and how do you think about making materials for material blends....like would you make a clean plaster and then a separate underlying structure or would you make a clean plaster and a damaged one (which would also have areas of the clean one)...if that makes sense....thanks in advance

plush yew
#

got it, do you know how i can ensure that the alien i designed is in correct proportion with the dummy model?

reef rune
#

hm

#

Im not sure. if you import model from another software and the alien doesnt fit to the dummy (aka too small or too big) you can simply scale it to good size

plush yew
#

ok thanks

reef rune
#

anyone knows how to make pawn appear in the game?

#

I looked up a lot but didnt find any good documentation on it

thick herald
#

Spawning is what you are looking for, how to spawn actors. Check youtube, there will be loads of tutorials.

reef rune
#

but

#

like

safe mortar
thick herald
#

as far as I know you can't. It represents the scene origin kinda thing

#

it won't appear in game though

safe mortar
#

Oh really, thanks, I thought it did

thick herald
#

it's so if you have multiple meshes in your scene you know how they are oriented.

safe mortar
#

Lol Im new, i have know idea what that means, Ill find out once i learn a bit.

barren flume
#

i still haven't been able to fix that issue with the clothing

#

if anyone can help that would be great, i've tried searching online for a bit but can't really find anything

tawdry stratus
honest vale
#

ask nvidia

rose glen
#

Any one knows how to update PP volume material ? because this is not working.
it works when i apply it on a cube
no errors, it just doesnt update

wheat hare
#

Is that landscape tool new for 4.25? Does it really work the way the docs say? Because if so, that's a huge huge reason to use it...

#

Especially for VR

rose glen
#

sure i can help u

rotund sleet
#

hello, guys. question - do Chromium Embedded Framework (CEF) in UE have some config like cef.cfg?

#

can't find anything. i need to change "user-agent" in it

modern sinew
#

Hey, uhh, what would connect to the object pin for a Cast to Character Blueprint? I tried Player Controller and that didn't work

wary wave
#

some kind of character

#

you can't cast an apple into an orange, it doesn't work that way

#

casting is verifying that your fruit is an apple

modern sinew
#

But this is the player character

wary wave
#

well why are you casting in the first place?

modern sinew
#

to get two variables in it

#

would Get Owner work?

#

ok, I think that worked

wary wave
#

there's no way for anyone but yourself to know what will work, we don't know what you're doing, or why

modern sinew
#

guess I just gotta test it

hoary locust
#

Hey, uhh, what would connect to the object pin for a Cast to Character Blueprint? I tried Player Controller and that didn't work
@modern sinew Why do you think that is?

modern sinew
#

¯_(ツ)_/¯

#

It's like, 6 aM

#

not the best at thinking things through rn. Just trying to get this UI finished up

hoary locust
#

not really much thinking involved, one is a character and the other is a controller!

modern sinew
#

well yea, but it wanted the owner

vast halo
#

Can someone make me some breakfast

mint raptor
#

Anyway to spawn datasmith actors at runtime?

modern sinew
#

Any way I can have a progress bar have two different colors for two different numbers? (My character has Physical Shield and Energy Shield, and I want the progress bar to show their total shield, but also divide what's left based on how much of each they have

leaden dust
#

is their any resource for modding out there?

#

that isn't a complete disaster to set up

#

@modern sinew you can probably do that through the material editor and a progress bar with the material as image

#

if you want I can set up an example

modern sinew
#

Eh, I just combined them for now

ember raven
#

hei, can anyone tell me why Game like techdemo UE5 will be impossible to develop?

#

is it because No one will have graphic cards or cpu , machine like that, or too big storage? or to expensive to develop?

leaden dust
#

mostly storage

#

and lods will still be necessary

#

to run on low end hardware

#

20 million polys just cannot be rendered on low end cpus

ember raven
#

what is lods?

leaden dust
#

8k textures also take too much space

#

the 'triangles' of an object get reduced the father you go

#

so you make several different copies of the model

#

each with descending triangle counts and lower rez textures

ember raven
#

ahh I wondered why they make Triangles,

leaden dust
#

and swap them with distance

ember raven
#

so trinangles are reducing data size

leaden dust
#

anyways I am not an expert

fierce tulip
#

ue5 automatically reduces polycount to a desired amount per frame

#

no need for lod

leaden dust
#

it will not be lossless tho

#

on low end hardware

fierce tulip
#

it just lowers max amount of triangles per frame

#

on lower end hardware

devout gulch
#

1920x1080 is about 2mln pixels

leaden dust
#

The tech is gamechanging I admit

fierce tulip
#

and "lower end" is yet to be defined, as ue4 is already depreciating quite some older tech

devout gulch
#

in best case scenario y you need the same amount of tirangles

ember raven
#

so what is main difficulty to make everyone enjoy game like Tech demo?

devout gulch
#

for GPUs it is nothing

ember raven
#

too much big storage?

leaden dust
#

ps5 will be around rtx 2070 at early stages will prolly go up to rtx 2080 super level as it ages

devout gulch
#

the real issues here is the selection of triangles to render

fierce tulip
#

more polygons doesnt mean a lot more filesize, also you dont really need height/displacement/normal/ao maps (depending on situation) so you save filesize elsewhere

devout gulch
#

btw

leaden dust
#

2 mil pixels does not mean 2 mil triangles

devout gulch
#

it does

leaden dust
#

it will be closer to 10-15 mil

fierce tulip
#

in this case it does

devout gulch
#

you don't need triangles smaller than pixel

#

it's just not achievable

leaden dust
#

the demo was running at 1440p30

devout gulch
#

because culling with this precision is more costly than just throwin shit at gpu

leaden dust
#

and it had to render 20mil triangles

devout gulch
#

in 1440p

#

you need about 4mln triangles

#

to cover each pixel

leaden dust
#

1440 is 3 mil pixels

devout gulch
#

yeah

#

sa I said

leaden dust
#

anyways the tech is far away

devout gulch
#

there is dminishing returns

leaden dust
#

its not gonna come out soon

devout gulch
#

for when it is worth to cull exactly

#

next year

leaden dust
#

nvidia had a demonstration a few months earlier

devout gulch
#

it's like tomorrow

leaden dust
#

no ps5 will be out

#

next year

#

it will be late 2021 or early 2022 for this tech

#

and ue5 will not be the only engine

devout gulch
#

I don't give shit about consoles

#

I'm buying ampere or RDNA2 ;p

#

I'm ready

leaden dust
#

I am amd fan

#

idc if ampere is better or even destroys rdna

devout gulch
#

I will just buy whatever is fastest at ue5 ;p

leaden dust
#

I've been loyal to amd for more than 10 years now

#

and they haven't failed me yet

#

eh I don't think ue5 will make up a lot of games

#

anyways

#

my question got pushed up

#

so I ask again

#

any half decent resources for modding?

#

or do I have to use patchers and injectors and stuff for modding my own game

ember raven
#

so

#

main difficulty for games like tech demo

#

is storage?

devout gulch
#

for raw assets

#

yes

#

for cooked

#

not so much

ember raven
#

cause Games like that will be 10tb?