#ue4-general

1 messages ยท Page 764 of 1

mellow flame
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btw I didn't think that local multiplayer would be this hard to setup properly

vernal thicket
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@mellow flame you making a console game ?

mellow flame
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I'm just making a simple game which has to be multiplayer, otherwise it would be a useless game. and yes, I'm planning to run it also on the console (if I can)

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just think like a board game, you can't play monopoly alone..

vernal thicket
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Yeah, well if there's more than 1 player then there's got to be a server?

plush yew
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you want to run for the server side only?

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what do you mean by when you only want it to active for the player only

vernal thicket
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Client side would replicate to an individual

mellow flame
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but guys i don't have client side.. i just have server side as far as i know. If i try to run it client side, players are not even spawning

radiant leaf
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When you say multiplayer, are you talking across the world or in the same room

plush yew
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I don't know what kind of game u are trying to make but there are certain things that u want to replicate and things that u dont have to replicate

radiant leaf
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Bit hard to follow convo above cos people with the same avatar

mellow flame
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When you say multiplayer, are you talking across the world or in the same room
@radiant leaf in the same room. i said LOCAL multiplayer

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in the same room and actually in the same hardware as well

vernal thicket
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xD

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chill

plush yew
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Same hardware? there isn't even replication needed

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or server

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one machine right? then there's no network stuff

mellow flame
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exactly, that's what I'm trying to say

vernal thicket
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you said you were replicating to server?

plush yew
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ok lets brush those server thingy then

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there is no replication or server

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so what do u want to do?

mellow flame
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my problem is only with the checkpoint system. everything else is working perfectly. I just need to tell the checkpoint blueprint to activate the next checkpoint for the player who overlapped it, and not for everyone

plush yew
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it's hard to tell without looking at your bp

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What you can do it you can assign each player a tag/id

severe meteor
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@mellow flame multiplayer is among the hardest things you can be doing

plush yew
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and when the chekpoint overlap, you want to check the tag/id to get that specific player

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eg player_1 or player_2

mellow flame
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wait a sec

plush yew
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so how do ur players play the game? Controllers?

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Multiplayer is hard only when you have to do networking

mellow flame
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this is the checkpoint blueprint.

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I just need to find a way to tell which player just overlapped it

plush yew
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What u are trying to do in that bp

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make it hidden?

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Ok

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Just make a tag for each of your player

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Or ID

mellow flame
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i have it already

plush yew
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ok so each player have tag?

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can i see the variable

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Actually we dont even need tag....

mellow flame
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i have an id for the controller and for the pawn

plush yew
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just get reference of the actor that overlap the trigger

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You already got the pawn ref there

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if i export quixel stuff via bridge to ue4 in dx12/rtx ue4 crashes cause VRAM OVERLOAD kappaross kappaross kappaross kappaross kappaross

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Why dont you make the checkpoint event on the player characater?

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When the player step on the trigger, on the trigger bp cast the other actor to your player character and run that event

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that way, it will only activate on the character that step on ur trigger

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it will not run in any other player

mellow flame
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mmmmh I can try

plush yew
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you can test by making an event in the player. Call it anything and just do a print string

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THen on your casting on that trigger bp. Run that event

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then try to overlap in the game, it should only print when someone overlap it

mellow flame
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yup, gonna try right now, thanks for the tip!

plush yew
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and wont run multiple times (eg 2 times when there are 2 players present)

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no worries, let me know how u go

dim merlin
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anyone knows its possible to merge foliage (trees etc) to reduce drawcalls in editor?

vernal thicket
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Imagine being too lazy to set up the physics on a door and creating 28 different matinee's for different doors

plush yew
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you can use timelinee instead of matinee

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matinee going to be removed on future upgrade

vernal thicket
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I could just leave the doors open that would be easier xD

plush yew
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well I have many A.I in my game

vernal thicket
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Yeah i'm using the older version

plush yew
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so everything is sliding door

vernal thicket
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Nice bro

plush yew
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fortunately my theme is sci-fi

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๐Ÿ˜„

vernal thicket
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xD

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I'm making horror

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I wanted to do proper interact like grab and swing but i'm just gonna use simple press to open & close

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I always found the grab and swing too buggy

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There is a way to set up physics on it so you can just walk into it and push it open using collision but i couldn't figure it out

plush yew
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im fan of fatal frame

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i tried layers of fear, that is one good horror game

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if i export quixel stuff via bridge to ue4 in dx12/rtx ue4 crashes cause VRAM OVERLOAD kappaross kappaross kappaross kappaross kappaross

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๐Ÿ˜ญ

brave salmon
zealous galleon
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I'm trying to make different armor types using enumeration
3 different types, each type does different damage (like first does most damage, second less for health and third even less, it doesn't matter how)

I tried a lot of ways but it doesn't seem to work, it either go random even if I picked up the type 3 armor still goes into the second or probably randomly at that point

Any help would be appreciated
And ping me if anyone would like to help

tight prawn
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how would one go about migrating Sockets between matching skeletons ?

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I have a couple skeletons, all have the same bone structure, sadly I can't migrate all my assets to use one unified skeleton

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I need to move the sockets to their approriate bone structure, is this possible ?

oak wyvern
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Hi, I just started with UE. Played around a bit for the past few days so I was wondering if there are any good animation tutorials you guys can recommend.

vernal thicket
wary wave
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actors and functions are your friend

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I doubt there's a legit reason to ever do that

desert timber
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Would this be a good software to make a game similar to getting over it

jolly jungle
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@desert timber Unreal doesn't have great 2d support so i'd recommend using something more geared towards 2d such as unity or gamemaker

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also, guys i set a variable as instance editable and its not showing up in the menu for the instance

desert timber
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@jolly jungle thanks

jolly jungle
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np

zealous galleon
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Public?? @jolly jungle

jolly jungle
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maybe?

desert timber
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couse i dont beleive i can make a non 2d i dont believe in my abilities

jolly jungle
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@zealous galleon it doesnt say anything about public or not

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o wait yes it does, it is public

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o wait, nvm it works

tight prawn
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why does UE4 crash everytime i select a specific Mannequin Skeleton ?

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I mean, why would it even crash selecting/opening skeletons, and how to fix it if possible

zealous galleon
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Maybe there's a problem in the asset?

rigid belfry
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@desert timber you could always fake 2d in unreal

desert timber
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@rigid belfry I wanna make a getting over it esk game will it work like that?

rigid belfry
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i have no idea. how could i know? make a new project, position the camera in such a way to fake a 2d scene and test it

jolly jungle
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im trying to make portals in unreal. ive gotten to the point where the cameras move correctly, but the problem is, it is rendering the entire camera view on the other portal and i just want it to render what it sees through the other portal. https://www.youtube.com/watch?v=cWpFZbjtSQg&t=188s 3:08 explains my problem. can any1 think of a way to do this in unreal?

Experimenting with portals, for science.

The project is available here: https://github.com/SebLague/Portals/tree/master
If you'd like to get early access to new projects, or simply want to support me in creating more videos, please visit https://www.patreon.com/SebastianLague...

โ–ถ Play video
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any1?

mellow flame
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editor question: is there a way to see the items inside the array on the node without running the game everytime? a sort of preview in node?

whole quarry
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@vernal thicket there are easier ways to that :d

uneven fractal
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is there a way to clear input when entering a full focus widget?

whole quarry
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what do you mean with clear input?

uneven fractal
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for example if I open the widget while running I will continue to run despite losing control of the char

jolly jungle
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does any1 have an answer for my question?

surreal laurel
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Hi all, array boy from last night here. happy to report that I got my character 'shadow's up and running

whole quarry
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@uneven fractal easiest way is to use a boolean, hasWidgetOpen, set it to true when you have a widget open, false if closed.. At the input just check that boolean

midnight gate
uneven fractal
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while effective I feel that it's a bit inefficent to be having the inputaxis event running that bool every tick

midnight gate
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im trying to do a checkbox that sets anti alaisanging and motion blur

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why does it not set

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both in main menu and in game

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it does not do anything

whole quarry
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@uneven fractal the axis tick is running regardless, so its fine

midnight gate
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his is how im setting the motion blur

whole quarry
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isnt there a set user settings or apply user settings ?

plush yew
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if I intersect geometry is there a problem compared to perfectly snapping vertexes?

midnight gate
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i didnt find those nodes

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im using 4.22

whole quarry
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dammit, lemme boot up ue4

uneven fractal
jolly jungle
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does any1 have an answer for my question?

whole quarry
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i'm procrastinating, working before 3pm is satans work ;d

uneven fractal
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that node gets the game user settings object which lets you get and set user settings

midnight gate
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yes thats what i used

flint ermine
midnight gate
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so do i need the same user setting?

uneven fractal
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the user settings object has it's own save file

whole quarry
uneven fractal
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you don't need to put the settings in your own

whole quarry
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this is my screen resolution option

uneven fractal
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this is my options menu widget ;/

whole quarry
midnight gate
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hah

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so anyways how do i make the antialiasing turn on and off?

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and the same with motion blur that is being controled thought post proces voluime?

whole quarry
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you need to create post-processing options that control the PP setttings of the player camera

uneven fractal
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I spent like a week minimizing the amount of code but there is only so much you can do when it comes to there being seperate events for everything and seperate gets ect

whole quarry
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refactoring code should be a daily task

uneven fractal
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๐Ÿคทโ€โ™‚๏ธ never going to get anything done that way

whole quarry
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sure you will, old code gets improved, unused gets removed, unoptimized gets optimized

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as you get further, you learn stuff, you need to apply that skill

jolly jungle
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how do u make it so that a ue4 material has absolutely no shading what soever, no reflections, lighting nothing, just the texture

whole quarry
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if you don't, down the road, the road will be horrible

midnight gate
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OK SO I GOT THE SETTINGS TO WORK

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but it also removed the other settings i had

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like glare and lut

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i only want to set the motion blur not overwrite everything

uneven fractal
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ah ha I figured out the correct way to handle that widget focus thing
google wasn't being nice about ue4 how fix running when open inventory
so I dug through an older project

whole quarry
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@jolly jungle unlit and put metalic on 0, roughness on 1, specular on 0

jolly jungle
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cool

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thx

uneven fractal
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the better solution was to entirely disable input for the charector while in an inventory

whole quarry
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there is another way

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hold on

midnight gate
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so ugh can somebody help me

uneven fractal
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though it's probably just a boolean inside the c++

whole quarry
uneven fractal
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yeah I already was using those originally

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well I still am they perform a different function then the disabling input

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set input mode ui only makes it so all new input is directed to the widget instead of the player

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however old input data gets stuck constantly generating unless you totally disable input for the actor

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dunno why

whole quarry
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maybe because it doesnt allow new input, it just sets the input to the current input

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well, 'locks the input' would be better wording

midnight gate
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I GOT IT GUYS

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i made a second post proces volume that is responsable for the blur

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so this way my main post proces volume settings are not overwriten

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now how do i enable antialsiansing?

vernal thicket
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@whole quarry how would you have done the doors? Physcis with constraints?

whole quarry
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to populate that combobox

midnight gate
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so i set the level and apply settings?

whole quarry
midnight gate
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that is the node ive been looking for

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i was using save settings instead of apply

whole quarry
midnight gate
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ugh

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is it normal that when i applied the anti alaisiaing settings from the settings menu it started to recompile ALL THE SHADERS?

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im using ffaa i think?

whole quarry
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that boolean check Has Initialised is only there to avoid applying those settings when the comboboxes are being filled (its a change and the event trigger registers that, which should be avoided)

midnight gate
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fxaa

whole quarry
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yes, thats normal, because those shaders don't exist yet (they are normally done when you package or on the fly)

midnight gate
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ah i see

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so this wont happen when my game is packaged thank you

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so that means that everything works?

whole quarry
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it shouldn't

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its unreal engine after all ๐Ÿ˜„

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well, hit Play PIE, try it

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apply the settings

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close the game

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and play again and see if it was stored

tame delta
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(In 4.25.1)

whole quarry
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its right behind the drop down menu

tame delta
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It's not here (screenshot isn't very clear about that)

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But I only have the "Place Actors" tab

whole quarry
tame delta
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Nope

whole quarry
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wtf

tame delta
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And it's not anywhere else or undocked

midnight gate
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well i cant really play it in the editor cuz its compliing 3k shaders lol

whole quarry
tame delta
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@whole quarry Yeah, it still doesn't appear ๐Ÿ˜•

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LogToolMenus: Warning: Menu already registered : LevelEditor.MainMenu
LogToolMenus: Warning: Menu already registered : LevelEditor.MainMenu.File
LogToolMenus: Warning: Menu already registered : LevelEditor.MainMenu.Window
LogToolMenus: Warning: Menu already registered : LevelEditor.MainMenu.Edit
LogToolMenus: Warning: Menu already registered : LevelEditor.MainMenu.Help
LogToolMenus: Warning: Menu already registered : LevelEditor.LevelEditorToolBar.SourceControl
LogToolMenus: Warning: Menu already registered : LevelEditor.LevelEditorToolBar.Cinematics
LogToolMenus: Warning: Menu already registered : LevelEditor.LevelEditorToolBar.BuildComboButton
LogToolMenus: Warning: Menu already registered : LevelEditor.LevelEditorToolBar.BuildComboButton.LightingQuality
LogToolMenus: Warning: Menu already registered : LevelEditor.LevelEditorToolBar.BuildComboButton.LightingInfo.LightingDensity
LogToolMenus: Warning: Menu already registered : LevelEditor.LevelEditorToolBar.BuildComboButton.LightingInfo.LightingResolution
LogToolMenus: Warning: Menu already registered : LevelEditor.LevelEditorToolBar.BuildComboButton.LightingInfo
LogToolMenus: Warning: Menu already registered : LevelEditor.LevelEditorToolBar.EditorModes
LogToolMenus: Warning: Menu already registered : LevelEditor.LevelEditorToolBar.CompileComboButton
LogToolMenus: Warning: Menu already registered : LevelEditor.LevelEditorToolBar.LevelToolbarQuickSettings
LogToolMenus: Warning: Menu already registered : LevelEditor.LevelEditorToolBar.OpenBlueprint
LogToolMenus: Warning: Menu already registered : LevelEditor.LevelEditorToolBar```

I do have that in my console log (bit beefy sorry)
vernal thicket
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Anyone know what collision to use to stop AI Character from activating box collisions?

whole quarry
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just check what actor triggers the box collision, if its equal to the actor that is allowed, then continue

vernal thicket
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Maybe ignore pawn?

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no that disables collision with the player

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should've used a pawn not a character

whole quarry
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character inherits from pawn

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actor > pawn > character

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@tame delta I cant find it, maybe try to verify the installation in the launcher?

vernal thicket
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Oh..

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Is there a way I can tell the box collision to only listen for a certain pawn?

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It's an actor with a box collision that triggers UI to be created, the problem i'm facing I have my AI being destroyed under the UI and instead of being removed from parent it's freezing on the screen

whole quarry
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like so

vernal thicket
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Legend โค๏ธ

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I'm a retard, I should've seen that lol

whole quarry
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also, for your door system

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its ๐Ÿ˜ฌ

vernal thicket
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I know xD

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I saw something with physics but my doors sizes inside the frames are absolutely fked

whole quarry
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how many of those doors are visually different from the others?

vernal thicket
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0 they're all the same

whole quarry
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so you can do it with just 1 door

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placed all over the level

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and use a traceline

vernal thicket
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Will it improve performance or something? I mean the code works so unless there's a good reason to change it?

whole quarry
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no, you can traceline constantly everyframe

plush yew
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is this light aperture effect natural?

whole quarry
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without impacting the performance

vernal thicket
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;o

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I will youtube that

midnight gate
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@whole quarry wait so antialiasing just applies difrent materials to things?

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i thought its just a post procces effect

whole quarry
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bit clunky

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but will do :p

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you will have to expand on this though, like adding "Current Active Door" and putting it back to Null if the Block Hit = False

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heck, you can expand this to a full system for interactable items and stuff ๐Ÿ˜›

vernal thicket
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Ah looks good man I will save this screenshot for later

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so you create a traceline first and that'll work for the door no matter the location

whole quarry
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this little trick is credited to @obsidian nimbus, avoiding to break the hit result if it didnt hit anything

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correct

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it just shoots an invisible laser forward from the player

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if it hits something, it checks if that something is a door, if true, it casts to that door in the level and then calls the function to open/close it

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since it hit the door in the level (which is an actor instance), the linetrace will tell which actor instance it has hit

midnight gate
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thats a complex node

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what does it do

vernal thicket
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Welp the other actor overlap works a treat

whole quarry
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@midnight gate Anti Aliasing is a bit of a story ๐Ÿ˜„

midnight gate
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ah yes ive seen this video

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didndt explain too much how does ue4 handles it tho

whole quarry
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its a tradeoff, either ugly but highly performaned, or beautiful but ghosts

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this guy has all those funky videos

midnight gate
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hm

next badger
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Greetings!

whole quarry
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hey alex

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original slacker

next badger
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How to check if the window has focus?

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i know such function exist for widgets

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but im having issue cursor captured over inactive window

whole quarry
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isnt that a z-order issue?

next badger
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?

whole quarry
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when you add widget to viewport, you can set a z-order

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default is 0

next badger
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it's not widget

whole quarry
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oh

next badger
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it's active even when window is not in focus

alpine sand
next badger
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@alpine sand hit F8 and check

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you also can add breakpoint

surreal laurel
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Hey, I have an actor that turns to face another actor which teleports around randomly. I am using the find look at rotation to drive this, but actor A snaps it's forward vector to instantly look at actor B each time it teleports, and i'd like to give it more of an ease. The Ease node requires a current and target, which I don't have since actor B is teleporting randomly. Is there a node that will just smoothly and constantly interp values on runtime, without being driven by an alpha?

alpine sand
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It seems to become unknown once you stop playing actually

next badger
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@alpine sand but camera is persistent?

alpine sand
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yes

next badger
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i.e. has no "flash bolt" on icon

obsidian nimbus
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@whole quarry gotta love having decent memmory ๐Ÿ˜›

alpine sand
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a

next badger
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@alpine sand that is not persistent

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it is made by sequencer

alpine sand
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indeed

next badger
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and destroyed when its not in play mode

alpine sand
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trying to get it to transition into the followcamera

wind sapphire
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** emm i was looking for someone who could possibly tutor me at some point im actually going to bed but if anyone could help me out that would be great ๐Ÿ™‚ i am friendly and i aspire to be a game developer in the future maybe posting a game to the public. please message me if you could help me out ๐Ÿ™‚ **

alpine sand
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thirdperson

next badger
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i.e. if you close the sequencer it will disappear

alpine sand
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how do you get it to stay in level blueprint?

next badger
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you cant...you need to make persistent (non made in sequencer) one

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and then reference it in sequencer

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you can convert it by right clicking iirc

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right click it in sequencer and there should be an option

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ok, seems focus can be only checked with custom viewport class

alpine sand
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yep, it does blend now

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but it seems to start moving into position then restarts from a different angle

wary heart
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hey guys, while working on my character's ik system, i saw that the character was imported without a 90 offset on Z that i needed, is it possible to change that after import without having to reimport all animations that i setup with that character?

austere scroll
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im not good at animations and i dont know if u are a beginner or an expert .. assuming u are a beginner , on the top left there is a button called "Reimport" when pressed it acts like the animation/object/anything got imported again @wary heart

wary heart
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semi new to unreal, thing is, if i do reimport, it just reimports the asset with the same initial config i had chosen

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does not give me the option to give an import rotation on the asset

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like it does the first time

vernal thicket
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can anyone remember that easy way to make the body rotate with the camera?

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Under animation blueprint you can blend at the spine or somehting?

grim ore
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double click the asset, scroll down to the import options on the item in the details panel, change the rotation, then click re import at the top @wary heart

vernal thicket
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bend with the yaw at the spine?

grim ore
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do you mean just rotating the top half of a body?

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IF you do what you can do is use a Layered Blend per Bone node in the Animation Graph, and then blend between your 2 animations. One being the top half with like a pose asset or a rotation and the bottom being whatever your normal asset would be at the time say a blendscape for walk/run

wary heart
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thanks @grim ore !

blissful trail
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LogPlayLevel: Error: ERROR: Android toolchain NDK r14b not supported; please use NDK r21 to NDK r23 (NDK r21b recommended)

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i get this when trying to launch on android

verbal moon
plush yew
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If BP nodes are disconnected, do they have any performance cost?

vernal thicket
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Best way to Pause game without affecting Widgets on death?

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@grim ore I've added 3 transforms for the 3 spine bones, and set them to rotate

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to existing

grim ore
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@plush yew In theory they are not compiled into the final product at runtime, so no cost

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@vernal thicket you could just rotate the bones in the blueprint sure, you would need to get data from the character such as the controller rotation in order to determine where to rotate. #animation might be able to help with the math

vernal thicket
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@grim ore I found a tutorial from Virtus games hub, they've got all the caluclations on his vid, I dunno how someone figured it all out but it works a charm

plush yew
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thanks

grim ore
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whoo nice

vernal thicket
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Yeah I see this in the past, just seems like so much messing about to get a very similar result

rain vigil
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Hey, quick question. I built a small envoirement in ue4 using the quixel megascans assets and if I run the game my gpu jumps to 90% usage. Any idea on how to fix this?

whole quarry
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what resolution are the textures and how many verts do your meshes have?

grim ore
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also what GPU do you have

surreal laurel
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Hi all, is there a way to find the rate of change of a value?

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for example, lets say an actor is randomly rotating around, i'd like to find the rate at which the rotational values are changing. not the rotation itself, but a value that represents the change rate

rain vigil
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The lowest I can set in the Quixel Bridge is 2k and I have an RTX 2070 @whole quarry @grim ore

blissful trail
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LogPlayLevel: Error: ERROR: Platform Android is not a valid platform to build. Check that the SDK is installed properly.

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i now get this when trying to launch

whole quarry
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@rain vigil open the mesh and check the amount of triangles / vertices (its in the top left corner in the mesh editor)

rain vigil
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Okay, one sec

whole quarry
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always amazing when some bloke tries to mention 35k 40k people

rain vigil
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It was also very stable but in the task manager it showed 90% gpu usage by the game. I can run it and check again, one moment

whole quarry
jolly jungle
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most cameras have a show camera model in game option, how come a scene capture 2d component doesnt

rain vigil
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Its not showing the fps when I launch but its I suppose its the same as in the editor. The gpu usage is just really going up

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Im sorry, im pretty new to this

surreal laurel
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Hi all, is there a way to find the rate of change of a value?
for example, lets say an actor is randomly rotating around, i'd like to find the rate at which the rotational values are changing. not the rotation itself, but a value that represents the change rate
@surreal laurel Putting a little bump on this. I realize the solution might just be a bit of basic math, but I still need some help on it

rain vigil
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Thanks

surreal laurel
#

@surreal laurel store the value from the last frame, take the difference between that and the current value, divide by deltatime
@plush yew Thanks. What would be the best way to store the value from the last frame?

jolly jungle
#

this is something that has always confused me, is raytracing the same as dynamic lighting? or are the different things

tame delta
#

Hey, has anyone had issue accessing the "Mode" panel in UE4.25.1? It's missing for me, both option under Window > Editor Modes are greyed out, and the panel isn't anywhere else or undocked. This works just fine on 4.24.3 and I'm a bit confused https://puu.sh/FUr0J/3985ad66be.png

surreal laurel
#

@plush yew Oh I didn't realize the GET was the last frame's value. Cool thx

whole quarry
#

raytrace is a method not a tool ๐Ÿ˜›

jolly jungle
#

ok

mellow flame
#

let's suppose i have an array for all actors of a class, let's say it has 3 items, how to get the integer index from that array 0 1 & 2 ?

jolly jungle
#

thats wat i was wondering, do u have to have raytracing to have dynamic lighting

azure gazelle
#

@tame delta It moved.. Right between Source Control and Content in the Top Bar ๐Ÿ™‚

jolly jungle
#

ok

tame delta
#

@azure gazelle Oh god, thank you

mellow flame
#

let's suppose i have an array for all actors of a class, let's say it has 3 items, how to get the integer index from that array 0 1 & 2 ?
@mellow flame i mean, without having to use the "get (a copy)" every time

plush yew
#

if I invert the mesh, does it invert the materials?

azure gazelle
#

@mellow flame Use the Find Node

tame delta
#

@plush yew Depends on your materials ๐Ÿ™‚ but probably, unless they use world position

grim ore
#

@mellow flame are you trying to get out the data that is in the array? the 3 items? if so what do you want to do with them and is it all at the same time?

mellow flame
#

actually I would like to get the items in order to compare them with a variable, so that if what i get is 0 and my other variable is 0, i can get 1, and if my other variable is 1, i can get 2

#

i guess there are like millions way to do this, but I would like to find the most flexible one

grim ore
#

so you have a value, and want to see if the value is in the array?

mellow flame
#

i have a value, and I would like this value to get the value of the array index

grim ore
#

still confused. can you give an example.

plush yew
#

a brick wall for instance, invert the mesh, the normals are inverted too?

mellow flame
#

sorry, english is not my native language. I'm trying to explain my best, give me 1 sec

tame delta
#

@plush yew What do you mean by inverting exactly? One axis being negative?

plush yew
#

mirror / flip

whole quarry
#

@plush yew easiest way is just to try it

tame delta
#

Yeah, the normals would be flipped as you'd expect, provided you don't use trilinear mapping or anything fancy like that

#

Well, if you mean the normalmap, if you mean whether the triangle normals would suddenly point inwards, then no, they wouldn't

little epoch
#

why is there a robot reading out your messages

grim ore
#

you turned on TTS?

little epoch
#

no cause i need /tts blah blah

#

right?

#

its like reading out everything

#

even in other channels

grim ore
tame delta
#

That sounds amazing

little epoch
#

it isnt

#

earrape

#

im in like 20 griups

manic pawn
#

restart discord

tiny sonnet
#

Are there any problems with using delays in a replicated environment ue4? Do they get messed up by lag, or player changing date/time?

whole quarry
#

is it only discord?

little epoch
#

and its nonstop

#

yes

shrewd marlin
#

Anyone know a workaround to SetRelativeRotation() in C++ because it can't handle degrees exceeding +/-90ยฐ?

polar hawk
#

ka ka ka ka ka ka ka ka ka ka ka ka ka ka im a sprinker tts

whole quarry
#

% that % sounds % annoying % to % have % enabled % % % % % %

tame delta
#

Tommy don't listen to the voices, they aren't your friend

little epoch
#

allar no ๐Ÿ˜ฆ

grim ore
#

@tiny sonnet Delays are not guaranteed and try their best is about the biggest issue I could see, you could always do a time stamp check as well when the delay is over to make sure its close enough

little epoch
#

to much shit going on

whole quarry
#

are you using the desktop app or the browser?

little epoch
#

myrobot cant catch up

#

app

tiny sonnet
#

@grim ore so delays wont fck up if people change date/time? what about 24 hour timers? does the server have to run this and replicate?

whole quarry
mellow flame
#

@grim ore so:

  • I have an array made up of actors of one class
  • i have 3 actors of this class in the map, so the array will be made up of 3 items (index 0, 1, 2)
  • these 3 actors have an overlap event inside
  • i would like to say that actor1 (index0) can be triggered once, and before actor2. after i trigger the actor1, i can trigger the actor2, and then3, then check if all the actors were triggered in order, and repeat starting from actor1 again.
little epoch
#

remco has it

#

thx

grim ore
#

@tiny sonnet I have no idea on changing the time but if this is server side, which it should be if you need it to be authoritative, that should not be an issue.

tiny sonnet
#

ok

little epoch
#

there still talking bit im sure itll go

grim ore
#

@mellow flame it sounds like you want to iterate/run/walk over all of the items in order? IF so you can use a for loop/for each loop on the array

whole quarry
#

oh that auto tts is neat (if only for active channel) ๐Ÿ˜›

mellow flame
#

@grim ore yes, I can use the for each loop, but everytime I overlap the collisionbox I set a int variable with the value which must be exactly the same as the index value of the array, so actor1 (index0) sets a int with value0, actor2 (index1) sets a int with value1, because later I have to check those values to set some bool conditions

#

so i need to find a way to call that array index to set this value

#

if I add unique all i get is the array length, and I don't know why

grim ore
#

the last part i dont really understand. When you call the trigger on the item in the loop you can pass in the array index so it knows what is going on?

languid flax
#

Have shader compile times (and amount) changed in 4.25? UE is always on it. It sometimes freezes the editor for a long time with tiny material changes.

grim ore
#

or are you trying to look at the items in the array which might not be in the order you want to call them, and call them in the order they are internally (the int you are talking about in the actor)

#

@mellow flame it sounds like you want the actor to tell your array where it should be in the array?

#

then the array should loop thru them in that correct order

mellow flame
#

basically that's it

grim ore
#

then when your actor sets its number, have it talk to wherever the array is and set its array element

#

so Actor -> Actor with ARray -> Set Array Element

#

then when you loop over the array it should be in the correct order based on the actor info

mellow flame
#

oooh nice, gonna check now! thanks a lot

grim ore
#

and if you need to know what number to set in the actor, it could get the actor with the arry and get the length or last index and then set the number inside of itself then talk to the array and set itself in that array. Whenever you are done with the array (I am guessing "resetting" it to use again) you can clear the array so its set back to 0 then let the actors fill themselves back up again

mellow flame
#

yes yes! that's what I want to do!

#

thanks a lot

grim ore
#

@plush yew In the past as far as I know CPU's do multiplication, not division, so that is why that is a thing. Multiply by 0.5 is faster than divide by 2

#

not an issue, internally It might just convert it in the compiler for example

#

#visual-fx might have more info tho from smart people like Luos who is well versed in these things

#

and I think a divide by 100 would be the same as multiply by 0.01

#

you should be able to replace any divide with a multiply in theory if my math holds

#

but again this is aaages ago and I have no idea how modern cpu's handle math

surreal laurel
#

@surreal laurel store the value from the last frame, take the difference between that and the current value, divide by deltatime
@plush yew why divide by delta time, and not multiply?

grim ore
#

its probably a placebo but hey, why not ๐Ÿ™‚

azure gazelle
#

@plush yew @grim ore It actually really depends on the language and the compiler. I know that in vanilla C# Division is (used to 2 years ago) slightly slower than multiplication. But not sure how it plays out in c++/ue4

little falcon
#

Is (0.5,0.5,1) consider flat normal or (0,0,1) should be flat in UE4?

#

I have saw some different opinions on it and it make me confused./..

grim ore
#

from what I am reading they are saying specifically that HLSL compilers, so the material stuff, in general prefers multiplication and most of them convert to it for you as well

#

plus in theory you can never divide by 0 if you never divide ๐Ÿค”

azure gazelle
#

Oh.. On the GPU side (especially low level) you are better of with Addition and Multiplication in pretty much every case. I actually find it easier to read too but that might just be a matter of practice ๐Ÿ˜„

grim ore
#

@little falcon from what I can see 0,0,1 seems to be correct for UE4 due to the up direction in UE4 being what it is

azure gazelle
#

But I think the nodes in the material editor should more or less handle that for you. I guess I'd start optimizing once it actually becomes a (profilable) problem

digital badger
#

I made a fresh source build of the engine( 4.24), however I'm getting issues with a file called "ADOSupport.cpp", when I try to build the engine. Anyone else experience this?

little falcon
#

@grim ore Thanks, i have some material setting consider .5 .5 1 as flat normal ...this got me confusing, do you know where can i find any resource on explaining normal in UE4?

grim ore
#

well the docs would have info but this is my best reference for it from the material editor

#

@digital badger I am pretty sure that comes from the incorrect version of the compiler being used in your VS install

little falcon
#

hmmm, this make sense, since it say lerp with 0,0,1. this should be the flat.

#

Thnaks

digital badger
#

@grim ore Could you provide assistance in checking the compiler version, and setting the correct one? I'm using vs2019

grim ore
#

yeah im trying to update mine to get the right one, under your C++ toolchain which one do you have selected?

#

you can also disable it with a pragma line but I beleive one of the toolchains fixes it if you go back to an older one

digital badger
#

Using MSCV 14.26.28801 currently.

grim ore
#

its because 2019 16.5 updated to a new toolchain, its fixed in .25 but.. I want to say its 14.22 that fixes it but... waiting on VS to update lol

digital badger
#

Alright, I'll downgrade then

grim ore
#

I can confirm for sure once mine finishes in a few

digital badger
#

Alright, could you kindly ping me when you do?

little falcon
#

@grim ore I just found many people point out that the 0,0,1 should be the flat value

#

Thank you again

#

But people say in some other software its 0.5 0.5 1

grim ore
#

yep it depends on the axis it uses for up in the engine pretty much

tight prawn
#

sigh

grim ore
#

plus who knows what else, engines are weird

little falcon
#

UE4 is Z up right?

tight prawn
#

duplicating blocking box causes UE4 to crash

celest creek
#

I'm using a single AddActorOffset with 'sweep'=True on this actor class.. yet my collisions sometimes doesn't seem to sweep and end up getting stuck (at very fast speeds mind you). Should 'sweep' not stop this from happening?

#

UE4 is Z up right?
@little falcon Yes

little falcon
#

Thnaks

azure gazelle
#

@celest creek Sweep is meant to move a Actor as far as it can without getting blocked. So once it gets blocked by another actor/collider it will stop

grim ore
#

@digital badger After looking I want to say it was .22 or .24 that should work

digital badger
#

Alright thanks! ๐Ÿ™‚

grim ore
#

but if not you can use the pragma or toolchain fixes if you look for C4800 and UE4 in google

sacred sluice
#

Hi Guys! Who made games for android?
Very interested in what limits on the number of polygons, and how can you optimize the game?

grim ore
#

that is going to be very subjective based on your target hardware and fps goal

#

but #mobile might have more answers if you have more details

weary phoenix
#

i've added a widget component to my ai actor. it has a button widget blueprint that at the moment only prints a string a when pressed. the widget component is set to screen space, which is not interactable for some reason. world space is not exceptable for me, as it does provide the desired effect.

#

i can share screen shots if that helps with the solution

#

im hoping this is a simple fix

grim ore
#

@weary phoenix have you set up a widget interaction component on your player so it can interact with world ui elements?

weary phoenix
#

yes

#

and i've given it plenty of range

#

and tested with regular world space widgets

azure gazelle
#

@ashen vapor You might need to adjust the material in UE4.. It does not transfer material settings from Blender to UE4

ashen vapor
#

Oh ok

#

Thx

digital badger
#

@grim ore Once the correct version of the compiler is installed, do you know how I could point the build tool to use the correct version?

plush yew
#

When I run ue4 with windows 2004 version, ue4 was freezing.
I am trying with windows 10 enterprise now, there is no problem.
why is that?

grim ore
mellow flame
#

@grim ore got the array thing to work! thanks for your tips! very appreciated

#

I was wondering, just for aesthetic reasons, is there any way to print something on a new line with a string?

#

just prints me \n without going on a new line.. ๐Ÿ˜„

azure gazelle
#

shift + Enter

#

or append node
@mellow flame

mellow flame
#

but append node still prints me on the same line

#

gonna mess a little bit, nothing important

azure gazelle
#

Shift + Enter inside a text box will give you a new line in BP

mellow flame
#

thanks a lot!

grim ore
#

it depends on if you are using Text or String and if it has a processor behind the scenes, like they said Shift-Enter gives you a new line and technically you can put that into a variable and reuse it lol

mellow flame
#

niiiiice!!!

#

I'm new to unreal, and I'm loving it more and more every day

azure gazelle
#

There is even the Format Text node for fancy stuff

#

not sure it exists for string.. I know it does in cpp

grim ore
#

I really wish there was a format string node

#

yeah for BP there isnt for some reason, just have to convert to string afterwards lol

mellow flame
#

shift+enter == new favourite thing to do debug print string ๐Ÿ’ฏ

azure gazelle
#

@mellow flame Pretty sure you will love the moment you realize you can use + - * / inside any number field (Vector/float, etc.)

mellow flame
#

fallen in love already ๐Ÿ˜‰

harsh tiger
#

any suggestions on a fix for this issue? im trying to open the demo map from a asset pack an after a while ue4 crashes

azure gazelle
#

I always go with "Enough Disk Space"? as a starter ๐Ÿ˜„ Sometimes it's actually the case..

harsh tiger
#

yup ๐Ÿ˜‚

#

just looked and its on 0GB

#

luckily im getting another 1tb ssd next week

grim ore
#

eep

azure gazelle
#

I'm used to it.. Happens to my students quite a few times ๐Ÿ˜„

harsh tiger
#

i had valorant installed on my main SSD an not my game SSD, cleared up 7GB

sand spruce
#

Are displacement maps used in games?

#

As far as I understand it they would be very expensive and thus only bump maps are used.

azure gazelle
#

They are often used in combination with tessellation. Performance wise it actually depends on the texture resolution and even more on the mesh density. Using Tessellation which happens on the GPU in combination with Displacement maps is actually doable. Great to enhance visuals for ground planes, walls, etc.

#

Probably one more technique that will die with UE5 ๐Ÿค”

kind robin
#

Hello, i'm trying to use a lerp node to get smooth movement on a elevator, I thought i knew how it worked but it seems like I must misunderstand something
No matter what speed I put for the alpha it is super fast

azure gazelle
#

@tight shell Might wanna use add offset and multiply the distance it should travel per second with deltaSeconds from the tick node (if you update during tick)

#

btw.. in your setup you get the world delta seconds which is normally something like 0.01 at 100fps.. if you multiply if with 0.01 it will just get somewhat smaller. I would actually expect the elevator to get slower over time given this setup :S

grim ore
#

the alpha is a 0 to 1, 0% of the values above it to 100% of the values above it

#

thats all that you really need to keep in mind

#

so when lerping find your start position, your end position, then figure out what % you want it to be out and update the alpha to reflect that over time

#

so if your always getting the "current" position as one of your values, your A, your going to have an issue because you dont have a fixed starting point to find a point between. you are always trying to find a new point between the "current" position and the "new" position doing it that way

#

For a use case, if doing an elevator you could use a timeline to drive the movement over time, or a sequence animation of the object and play it back if its more of a fixed movement. both work

kind robin
#

Ah, okay
So it should be the elevator's starting location as "A" and use something else for the alpha

#

I tried a timeline in my first prototype but I couldn't get the speed and distance to work with each other well because the timeline is a fixed speed at a certain distance. So higher elevators were much slower

#

I may have just not used it right however

wooden forge
#

how do i make a widget that is compatible with different resolutions?

grim ore
#

might need to rethink the way you did it to make it work if you understand how it works (the timeline and lerp). if something needs to move over a fixed time a timeline tends to work well since.. its a fixed time lol

brisk urchin
#

Very weird thing happened. Does the fn key have an affect on UE4?? My UE4 editor was hard stuck at 40fps even with unlocking my fps within the project settings and nvidia control panel. I pressed the fn + esc and it made my fps go higher in the editor. went from capped 40fps to 120fps.

grim ore
#

@brisk urchin perhaps that is a control on your machine that increases performance. I know FN-Q for example on the wifes laptop toggles between performance mode and eco mode

kind robin
#

Yeah, i'll try the timeline again and see if I can get it working the way I need
Thanks for all the help! ๐Ÿ˜„

brisk urchin
#

@grim ore Thats crazy! I was having this issues for long time with no fix in sight. Where can I check what my keybindings do like you said? To see what fn+esc is doing to my system.

grim ore
#

@wooden forge You would use the anchor system to make it the same "relative size". As for pure resolution differences you can load in a higher texture at higher resolutions or just use the higher textures and let the engine scale it to the relative size when using anchors

#

@brisk urchin well FN is usually system specific, its not a windows thing. So your computer manufacturer normally

wooden forge
#

@wooden forge You would use the anchor system to make it the same "relative size". As for pure resolution differences you can load in a higher texture at higher resolutions or just use the higher textures and let the engine scale it to the relative size when using anchors
@grim ore oh okay thanks

grim ore
wooden forge
#

yeah im actually developing the game for mobile, thanks for the extra info!

edgy depot
#

is it just me, or do PMs on the forum not work at all?

#

for the second time in a row, someone PMed me and I get a piece of the message in my email but it's blank in my inbox, so I have no idea wtf I'm responding to

#

even checked an alternate browser and it's still blank

celest creek
#

@celest creek Sweep is meant to move a Actor as far as it can without getting blocked. So once it gets blocked by another actor/collider it will stop
@azure gazelle Yes.. but my image shows two actors sitting inside of each other after a sweep translation.. so I was wondering how safe addActorTranslation is, it does not seem to work 100% at high speeds

timber mountain
#

how i can get a input key as string ?
like Jump key ... that should print Space Bar for me.

#

is there any way ?

edgy depot
#

@timber mountain

#

I think you would bind that to the action

timber mountain
#

i think there is a node to return the value

edgy depot
#

I think the point of the action system is that you don't care about the button assignments

#

But yeah, I'm sure there's a node for that somehow

timber mountain
#

i just want to print the Jump key

edgy depot
#

Maybe you can get it from the event itself

#

yeah, if you drag off the Key from the input action event, you can get the name

vernal thicket
#

Yeah, Jump action > Print spring

#

^^^^^^^^^

#

@plush yew bro I found this out recently

edgy depot
#

@timber mountain Get Key Display Name

tight prawn
#

i'm having a simple issue

#

I can not find AnimNotify event In AnimBP

#

I added it to the Skeleton, and then added it to the animations

#

but i cannot create an event to receive said notification

vernal thicket
#

@tight prawn Anim notifies are for adding something to the animation under the animation editor

#

So you right click under notifies and add something I,e sound or particle

tight prawn
#

I'm trying to integrate "Footsteps with blueprints" package into my game

#

I've followed the instructions properly but it seems I can not get AnimNotify_step event

vernal thicket
#

In the event graph

#

Click your notify then go to graph and right click rhey should be at the top

plush yew
#

To make dynamic foliage.. Do i need to work it from unreal engine or blender?

azure gazelle
#

@azure gazelle Yes.. but my image shows two actors sitting inside of each other after a sweep translation.. so I was wondering how safe addActorTranslation is, it does not seem to work 100% at high speeds
@celest creek The image actually looked okay to me.. I simply guess it's a perspective thing because the cones do use the actual cone mesh as a collider and not a box or cylinder. Normally UE4 handles such cases quite good. Might want to check the phyics/collision settings of the moving object /project settings. If you deal with high speed you sometimes need to change how the collision detection operates (CCD - continouse collition detection would be one of those settings)

timber mountain
#

@timber mountain Get Key Display Name
@edgy depot i used it, its very wondering that it returns NONE !

edgy depot
#

weird

tight prawn
#

oh it finally appeared

plush yew
#

To make dynamic foliage.. Do i need to work it from unreal engine or blender?

timber mountain
tight prawn
#

oh

edgy depot
tight prawn
#

i was trying to get the event in AnimGraph not the event graph

#

๐Ÿคฆ

grim tusk
#

Hello! ๐Ÿ™‚

vernal thicket
digital badger
#

@grim ore Sorry to ping you again, however I managed to install the correct compiler version, however UBT does not use it. Rather it incorrectly reports that the compiler of that version is not installed. Any ideas on how to point UBT to the correct compiler path?

white relic
#

Any idea what I am doing wrong? It's streaking at the top and Idk how to fix this.....thevertexnormalWS with the mask B and inverted is displaying what I want on the sides...but for some reason is streaking on the tops...confused

celest creek
#

@celest creek The image actually looked okay to me.. I simply guess it's a perspective thing because the cones do use the actual cone mesh as a collider and not a box or cylinder. Normally UE4 handles such cases quite good. Might want to check the phyics/collision settings of the moving object /project settings. If you deal with high speed you sometimes need to change how the collision detection operates (CCD - continouse collition detection would be one of those settings)
@azure gazelle Gotcha. My image could've been clearer. CCD is on by default, doesn't seem like switching it off for high speeds is the way to go? Otherwise my cones are of the same class and set to block its own class. I use AddActorOffset per tick with sweep=1 only, so no physics or anything else. If you think CCD should be off or any other idea I can try I'm all ears - and thanks for your replies.

floral knoll
#

How Would I make Something Like a Target Point Be Usable in a struct So That I can have a data Table with Specific Corners For My Levels I want to be able to Have A easily defined area in witch enemies spawn In a Level Leave a reply If you know thanks ๐Ÿ™‚

green prairie
#

Alright.. This problem keeps haunting me... I am casting to my Enemy character, because I need to access a boolean....

What do I put in here?

vernal thicket
#

@green prairie I just put get player character seems to work haha

wraith ore
#

In that situation "Get Player Character" works for me as well

tight prawn
#

I have Material atlas

#

and I want to apply physical Material to each tile i've got

#

how would one go about that ?

green prairie
vernal thicket
#

@green prairie the print string comes after the event

mellow flame
#

@green prairie what is that master_ratman_bp? actor? character? what?

vernal thicket
#

Its an enemy he said

#

Have you set it up with a character blueprint or pawn?

green prairie
#

yes, actor class I think maybe

mellow flame
#

enemy can be a pawn, a character, whatever

floral knoll
#

I think he Is trying to say that It won't even work when using event begin play

#

(context) the string being printed when it starts

green prairie
#

It's a character class

vernal thicket
#

Get player character definitely works with that

mellow flame
#

so get player character should work, so after the reference you set try to "get" the variable you need

fathom glade
#

I'm having trouble displaying more than one HUD at once... Is it even possible to overlay HUDS with buttons on them?

green prairie
#

Oh, and let me quickly say, it is absolutely fantastic to get reply SO quick.. Thank you!!! That never happens anywere else

mellow flame
#

moving from the blue dot

vernal thicket
#

Haha, I love this dicord you can learn a lot

green prairie
#

I can get the variables I need.. But the string wont print, so I don't think this is working at all.. It's not working ingame for sure

mellow flame
#

because you didnt connect the book to the string

vernal thicket
#

Yeah

floral knoll
#

maybe a variable that is that class and the use the to get what you need? @green prairie duno for shure tho

mellow flame
#

bool

vernal thicket
#

Another way to debug btw is to hit play with the blueprint open

#

You will see the flow through the nodes

floral knoll
#

How Would I make Something Like a Target Point Be Usable in a struct So That I can have a data Table with Specific Corners For My Levels I want to be able to Have A easily defined area in witch enemies spawn In a Level Leave a reply If you know thanks ๐Ÿ™‚

vernal thicket
#

@floral knoll there are tutorials on YouTube for that sort of thing man

green prairie
#

It should say hallo no matter what, if it gets this far

floral knoll
#

๐Ÿคฆ didn't think of looking there good reminder

green prairie
#

IT's like the Event begin play is not triggered

vernal thicket
#

@green prairie you have to connect something into the print to log i think or nothing will show

#

Try plugging the boolean into that print to log

green prairie
#

I forgot to say that I'm a noob... So... There you have it, if I sound like an idiot ๐Ÿ™‚

#

also print to log doesn't work

vernal thicket
#

Is that under the level blueprint/character bluepritn?

green prairie
#

What I'm trying to do here, is this...

I'm in the weapon.. The weapon will spawn in the enemies hands. that is working fine.. I want to weapon to read from the enemy, if the enemy is doing damage or not

grim ore
#

@digital badger I sent a link with the forum post on how to modify your build tool xml, did you try that?

green prairie
#

the damage is set ON and OFF using anim notifiers in animations

mellow flame
#

@green prairie you have to connect to "to string"

#

it will give you True or False

grim ore
#

and if so I have a feeling you need to re generate your project files from the folder

digital badger
#

I did. It stated that the toolchain version wasn't installed. I decided to simply install vs2017( for 4.24 and earlier)

green prairie
#

to string? what does that mean?

grim ore
#

that might work

digital badger
#

I was unable to generate project files, due to the same issue of it being unable to find the stated toolchain version. Which was a bit annoying

grim ore
#

ugh

digital badger
#

I'm hoping the error is all visual studios fault.

#

hence installing the 2017 version

mellow flame
grim ore
#

I personally would have just supressed the warning lol

green prairie
#

@mellow flame I tried.. IT's not printing anything

mellow flame
#

should print true or false

green prairie
#

Maybe there's never a event begin play in this situation, .. I'm spawning the weapon through blueprints

#

with spawn actor node

grim ore
#

spawn actor would trigger a begin play

green prairie
#

ok ๐Ÿ™‚

azure gazelle
#

@azure gazelle Gotcha. My image could've been clearer. CCD is on by default, doesn't seem like switching it off for high speeds is the way to go? Otherwise my cones are of the same class and set to block its own class. I use AddActorOffset per tick with sweep=1 only, so no physics or anything else. If you think CCD should be off or any other idea I can try I'm all ears - and thanks for your replies.
@celest creek hmm.. CCD is by default off if you expand the Collision tab. Not sure how the engine deals with sweeps internally.. So adjusting physics settings might not do anything (quite possible actually). Not sure how to fix this one tbh.

green prairie
#

Also, the white line doesn't do anything if I hit play, and look at the BP in the background ๐Ÿ˜ฆ

grim ore
#

does it have that exact blueprint that is in the world in the debug filter at the top?

mellow flame
#

@green prairie where is that event begin play you showed in the screenshot?

grim ore
#

also... always put something into the cast failed, then you will know if it failed

green prairie
#

This is working fine.. It prints Ticking!

#

so , you don't have to connect anything to the print to make it print

grim ore
#

you do have to connect the execute wire

green prairie
#

Yes ๐Ÿ™‚

grizzled condor
mellow flame
#

@grizzled condor you're using vray materials, which are not supported on unreal as far as I know. You have to convert the vray material to a standard material in 3dsmax before importing to unreal

grizzled condor
#

@mellow flame how can i convert ?i cant even see the image of material

mellow flame
#

This is working fine.. It prints Ticking!
@green prairie yes, because it's printing every frame. if you try to connect your "is doing damage" there you should see something printing

green prairie
#

Now It's saying Hallo... So... Now SOMETHING is working.. ๐Ÿ™‚

mellow flame
#

@mellow flame how can i convert ?i cant even see the image of material
@grizzled condor sorry, I can't help, I don't use 3d studio max, but basically you open the 3dstudio max project, find those 3 materials, and make a new material for them, without vray

grizzled condor
#

@mellow flame nvm ,but Thanks for helping ๐Ÿ™‚

azure gazelle
#

@grizzled condor If it is not UE4 related I would suggest a 3ds max specific forum. If you try to import it into UE4, you may want to convert the materials to default 3ds max materials or just ignore it (as you will most likely create them in UE4 anyway). With Datasmith you should actually be able to get the vray mats into UE4 without that much work.

green prairie
#

It prints Fail now.. So... Again.. I suspect that it's the "get player character" that is the problem here

still pawn
#

Where did Epic hide the Collab Viewer template project?

grizzled condor
#

@azure gazelle no, i dont want to import to ue4 i just want to open and preview it at 3ds max,but when i open the .mat file and this happened

mellow flame
#

@green prairie again the question: is that ratman a character?

azure gazelle
#

@grizzled condor I don't remember much from my old 3ds max days, but I guess you tried to render inside 3ds max and the selected renderer does not support those 3 materials that are assigned to one or more objects in the scene. (Needs vray renderer because they are vray materials)

green prairie
#

it says parent class CHARACTER in the top right corner...

#

I mean... It's a rat man running around attacking the player ๐Ÿ˜„

grizzled condor
#

idk,i just downloaded the model from online and i want to preview the material but when i import the .mat and cant run it

green prairie
grim ore
#

@still pawn Its under the other categories, not in the games one anymore.

vernal thicket
#

@green prairie please explain what it is you're trying to do

#

Again lol

green prairie
#

The enemy character has a boolean, that says if he is doing damage or not.. I need his weapon to get that information, cause the weapon is the one that is suppose to do the damage

#

ok, perhaps I need to find another way

full dawn
green prairie
#

I do the exact same for the hero character.. And THAT works with the "get player character" .. Because... He IS the player character

mellow flame
#

because hero character is controlled by a human player, ratman is not

green prairie
mellow flame
#

but here unfortunately I can't help, I have no clue how to interact with AI characters

vernal thicket
#

@green prairie why not reference the hero inside the gun actor and subtract damage from inside that blueprint?

still pawn
#

@grim ore Thanks for the response! It doesn't seem to be under Engine Samples nor the header projects in the Learn tab anymore.

tight prawn
#

as you can see on the right, i'm overriding the physical material of the selected static mesh

green prairie
#

the enemy needs to be able to hit many other things than the hero

vernal thicket
#

So you could cast to third person and create a variable, then on hit use that variable to reference health under your hero and subtract the damage from overall?

grim ore
#

@still pawn yeah sorry its an actual project template now in the new project window in the editor

vernal thicket
#

Like what? Other players etc?

tight prawn
#

however when playing, i set up a function to print the physical material the player is walking on

grim ore
#

@full dawn The modes panel is now a modes button on the top toolbar

tight prawn
#

it print default physical material, what am i missing here ?

grim ore
#

@tight prawn that was/is broke in .24 on landscapes, are you using .24?

green prairie
#

Thanks for the help guys... I think I need to find another way to do it with the enemy

azure gazelle
#

@tight prawn It's a static mesh, so it shouldn't be landscapes related.. Are you using linetrace? did you check whether you actually hit the ground and not the player character itself?

vernal thicket
#

@green prairie are you spawning a projectile?

green prairie
#

I'm spawning a sword in the hands of the enemy

still pawn
#

@grim ore Oh snap I forgot about new project templates. Thanks! :D

vernal thicket
#

I mean what causes the damage?

green prairie
#

the sword has a collider that overlaps, and does damage

vernal thicket
#

Okay

grim ore
#

when the sword overlaps, have it talk to the person it overlapped with (assuming player) and call take damage on it?

vernal thicket
#

Yeah

green prairie
#

I need to access the animation notifiers in the Animation blueprint

vernal thicket
#

@green prairie try what Mathew said

azure gazelle
#

the sword has a collider that overlaps, and does damage
@green prairie In that case just use the Other Actor on Overlap and apply damage.. If the actor doesn't use the Damage events he will just ignore it

grim ore
#

you should be able to access anything on the thing you hit and the thing you are hitting with when you do it so animation BP is not an issue

sullen steeple
#

sry to interupt but could i get some help with pawn movement

vernal thicket
#

Whats yp?

#

Up

sullen steeple
#

i have made this movement code

tight prawn
#

@grim ore @azure gazelle no i'm not using .24 i'm on 25.1, also i'm not using any landscapes, every thing is a placed static mesh

sullen steeple
#

but i does not work

tight prawn
#

i've even tried editing the physical material via bulk edit and saving

green prairie
#

This is what I'm doing in the animation blueprint.. that also works

grim ore
#

"doesnt work" means the input events do not fire, or the add input nodes are not adding to the pawn?

tight prawn
#

yet to no avail

green prairie
tight prawn
#

and yes i'm using line tracing, it traces and detects the meshes properly

sullen steeple
#

the code compiles

#

but my player does not move

tight prawn
#

there is one static mesh that actually gets its physical material as set properly

green prairie
#

But "Get Owning Actor" doesn't work in the weapon blueprint

tight prawn
#

and it was working few minutes ago, then it just "stopped"

vernal thicket
#

@green prairie you would do a hit event from the collision on the sword and break the results then take from the other actor

azure gazelle
#

@tight prawn If it does indeed hit the correct mesh (print mesh name in addition to the physics mat), then the hit struct should return the correct physics material. Used this quite a lot to play material dependent sounds

fiery moat
#

I have asked this a lot of times but can I get the projectile actors from the fps example and implement them elsewhere?

vernal thicket
#

@sullen steepleif thats for your character the base projects have movement already coded?

sullen steeple
#

no

tight prawn
#

@azure gazelle that's exactly what i am doing, playing sounds based on the physical material

green prairie
#

@vernal thicket Erhm....

sullen steeple
#

im following a tutorial

#

im a beginner

#

and ive done the exact same thing as him

#

but i cant get my pawn to move ingame

vernal thicket
#

Can you screenshot his blueprint and yours? @sullen steeple

sullen steeple
#

yes

#

this is mine

vernal thicket
#

@green prairie ??

sullen steeple
#

no 10

#

OH OK

#

sry caps

#

but he sets it to that in the tutorial

grim ore
#

soo.... same question again, Is the issue with the INPUT not firing or the ADD INPUT not working?

#

did you actually check to see if the input was firing

tight prawn
#

the linetracing gets the name of the static mesh

#

however the physical material is set to default material as shown in the screenshot

sullen steeple
#

how do i do that

grim ore
#

@fiery moat You can migrate pretty much any content out from one project to another, yes. Do you mean the Shooter Example from the learn tab or the FPS template?

sullen steeple
#

im not that good

azure gazelle
#

@tight prawn Just checked it in one of my scenes.. Does work as intended

grim ore
#

put a print string node after the input axis node and see if it prints

fiery moat
#

@grim ore yes

grim ore
#

I am willing to bet your pawn is not set up as a default pawn and is not acceping input

sullen steeple
#

ok

fiery moat
#

the bullet actors (the bouncy orbs)

green prairie
#

@vernal thicket Thanks.. I think I need to play around with this some more ๐Ÿ™‚

sullen steeple
#

can we get in a call for 2 sek?

fiery moat
#

also how can I locate an actor class?

grim ore
#

you would have to migrate out that from the FPS template then, but the orbs are pretty simple to duplicate if you look at them. You can right click the orbs, go to asset actions, migrate, and choose the content folder to put it into @fiery moat

azure gazelle
#

@tight prawn Returns default on the ground and on a barrel i placed it return the barrel physics mat. So it should work ๐Ÿ˜„

sullen steeple
#

then i can show my hole program

fiery moat
#

ok thx

sullen steeple
#

i have set player_bp as default

floral knoll
#

Hey Mathew If your still here I just want to thank you for the htf and wtf is videos they helped me so much and helped me go from needing a tutorial for everything to being able to do stuff without one and only using then to learn

grim ore
#

put a print string after your input node to see if it prints out

sullen steeple
#

ok

tight prawn
#

@azure gazelle it's the exact same code i have

#

now funny enough even the static meshes that used to work

vernal thicket
#

The wtf is tutorials?

tight prawn
#

are now printing default material as well

sullen steeple
floral knoll
#

hi

sullen steeple
#

it does print

grim ore
#

okdoke so you have input so thats a start

sullen steeple
#

yes

grim ore
#

what is this pawn that you are trying to move?

tight prawn
sullen steeple
#

BP_player

tight prawn
#

i'm losing my sanity over this "feature"

grim ore
#

what is inside of the BP_Player?

vernal thicket
#

I was gonna ask how mat knows so much I had no idea u were the wtf guy lol

#

Thanks for the videos man

sullen steeple
#

the event graph?

#

or the viewport

azure gazelle
#

@tight prawn Hmm.. weird indeed. Have you tried turning it off and on again (restart)? Shouldn't work.. but sometimes it does <.<

sullen steeple
vernal thicket
#

Uhh

tight prawn
#

I did restart the engine twice

vernal thicket
#

Isn't there supposed to be a character movement component?

tight prawn
#

with each restart I lose more parts to the default physical material

azure gazelle
#

with each restart I lose more parts to the default physical material
@tight prawn Worth a try.. But that would be even stranger if it affects it

vernal thicket
#

@sullen steepleunder add component add a characher movement see if that fixes it?

azure gazelle
#

@tight prawn which engine version are you running?

vernal thicket
#

Character*

grim ore
#

@sullen steeple so looking at the node for Add Movement Input if this is just a Pawn nothing is going to happen, what video is showing this working?

#

see the part that says the Pawn will do nothing

sullen steeple
#

using this guide

tight prawn
#

@azure gazelle 4.25.1

white relic
#

CAn someone help me with textures streaking where they shouldnty be

#

See the stretching/streaking on top

#

I don't know how to fix it

hearty walrus
#

2 questions here:
How do you expand from a game idea? I had the idea for an over-the-top Tech Support game, but I have no idea how to actually act on it.
Is there an easy way to make stylised characters that you can customise in-game?

#

Think something like job simulator

vernal thicket
#

@hearty walrusthere is no easy to anything on ue4 lll

plush yew
hearty walrus
#

correct lol

#

UE4 is a nightmare in the best way possible

#

It's mainly about designing stuff like office buildings

digital anchor
#

@white relic youre using objects Z position as UV, the top part only has one Z position, so obviously its gonna happen

vernal thicket
#

@hearty walrus have you got blender?

#

@plush yew move it to the content folder under your project

plush yew
#

ok

#

how do i activate it

timber river
#

hey, so I bought this nice modular building pack and wanted to use it for chaos, however as it would turn out, chaos requires watertight modules. Is there any way I can export the modular modules of the building modules to blender so I can watertighterize them?

grim ore
#

@sullen steeple I just tested and it works for me. Remove your multiply and put the Axis Value from the Input right into the Add Movement Input node to eliminate that as an issue

hearty walrus
#

@vernal thicket yes

grim ore
#

then next make sure your actual input is set up to keys in the project settings

azure gazelle
#

@hearty walrus tbh.. If you really want to start at the basics about how to approach a game project, I would recommend Extra Credits on Youtube. They have many videos on how to start a game design, how to build a game and so on.. (Not sure what your current level is -> Extra Credit Link: https://www.youtube.com/channel/UCCODtTcd5M1JavPCOr_Uydg)

hearty walrus
#

I've been using it for 2-ish years now

#

aahhhh fuck yeah

sullen steeple
#

ok

hearty walrus
#

someone else who watches Extra Credits

late loom
#

hey guys is there anyway to retarget 1stperson hand animations??

azure gazelle
#

someone else who watches Extra Credits
@hearty walrus Well they are pretty much spot on mostly. I recommend them to my students to watch if they ever get bored ๐Ÿ˜„

vernal thicket
#

@hearty walrus I tend to start with level/environment design, adding characters later on tbh

grim ore
sullen steeple
#

i have it set to the same

azure gazelle
#

@hearty walrus I am a Programmer that actually first did 3D stuff for like 10 years.. I mostly start with just getting the game to actually work (gameplay programming) with some boxes as assets. If this works and it is fun.. You can still take the time to create assets or buy them from others. (That's if it is a solo project)

grim ore
#

maybe try starting again. I did new actor -> pawn. then added the camera and the mesh. Make the mesh a cube. Added the code you can see and it worked for me.

#

assuming your input event was printing your input is going to that player

sullen steeple
#

OH WAIT

grim ore
#

im assuming you are using a default player start in the level and your default pawn is this blueprint (the screenshot you showed looked like it)

sullen steeple
#

sry caps

#

yes

#

it starts printing as soon as i start the program

#

i dont have to press anything

grim ore
#

yes that is the way the input events work

sullen steeple
#

oh ok

grim ore
#

how is this item in the world, did you just drop it in or is it using a player start?

sullen steeple
#

playerstart

grim ore
#

yep it should work then, that is how it is working for me. maybe try again from the start? I followed the code and it does work

sullen steeple
#

ok

grim ore
#

make a new level, redo the stuff and hopefully it works

sullen steeple
#

all of it?

grim ore
#

well you only need to remake the player blueprint

sullen steeple
#

ok

#

not the blueprint class?

azure gazelle
#

@tight prawn tested in 4.25.1 Works exactly the same way for me.. So something must be up with your line trace or maybe not all meshes have their phys mat changed

grim ore
#

I would be concerned if the input was going to the blueprint but you need to set up an action input to test it

sullen steeple
#

ok

grim ore
#

actually lol

#

if you hook the axis value into the print string like this, drag it from axis value to the in string, it should print out 0, 1.0, or -1.0

sullen steeple
#

i am just gonna try and redo it

grim ore
#

if it only shows 0.0 when you press your W and S key its not getting input

hearty walrus
#

Is there a looking for people channel

azure gazelle
hearty walrus
#

thanks

sullen steeple
#

it doesnt print at all

#

maybe it has somerhing to do with event tick

azure gazelle
green prairie
vernal thicket
#

Oh an array duh lol

green prairie
#

Skipped through this video, and found it.. Array or not, it works ๐Ÿ™‚

vernal thicket
#

I need to simply stuff more these things save hours

green prairie
vernal thicket
#

You can use them for inventory systems etc

fiery moat
#

um I need help making a regenerating health mechanic

grim ore
#

@green prairie IF you are going to use that node, use the Get Actor of Class node so you get just the 1 result instead of the array

vernal thicket
#

@fiery moat what have you already got?

fiery moat
#

Here is my health system blueprint. the character gets his health reduced every time he gets shot but I need it to regenerate a bit every second.

green prairie
#

@grim ore Alright, thanks. I'll try ๐Ÿ™‚

fiery moat
#

the health system works like a charm don't try to correct that

azure gazelle
#

@fiery moat Timeline (repeating, 1s duration) add to health everytime it's finished, cap with max health variable. (or go the begin play route without timeline and use a delay node and loop )

fiery moat
#

ok

vernal thicket
#

@azure gazellewill he need event tick?

fiery moat
#

could I have a very basic blueprint that fits in that comment I got?

vernal thicket
#

@fiery moat I use event tick, check every few seconds if health is below max health, and a simple add float to the health

azure gazelle
#

@azure gazellewill he need event tick?
@vernal thicket I like to work without tick^^ So you could create an event with a delay node that adds health.. It loops itself except if the max health is reached. So you could start it at begin play (in case you do not start with full health) or when the char takes damage

#

use a do once node to make sure they don't stack and reset once max health is reached.

#

should be a 10-12 node setup

vernal thicket
#

@azure gazelle a looping custom event?

#

Welp

#

I could just use the take damage event to trigger the check health and regen event? That would save massive on performance

#

But how would I get it to call more than once so it updates a bit at a time

fiery moat
#

I can't understand how to do it without a blueprint

#

I am sorry but really I am not at my best atm

vernal thicket
#

@fiery moat by the looks of it atm you have something triggering the death event?

fiery moat
#

yes when health is equal or less than 0

vernal thicket
#

Yeah I see

#

From your branch off false where it goes into reset could you add it there?

fiery moat
#

I just have that to keep things connected and stuff

#

if I remove it it won't change a thing

grim ore
#

@vernal thicket Start event -> Heal damage -> Is health needing to be regenned more? If so start timer to call event again after X seconds. This would repeat until you dont need to regen then never call itself again basically

#

and trigger the first start even whenever they take damage by checking to see if it's already running and if not, start it

vernal thicket
#

Damn that's genius

#

Renegade can you follow what he said?

fiery moat
#

hmm...

#

kinda

#

where should I start? that is the question

vernal thicket
#

The call for damage

fiery moat
#

the false in the branch maybe?

#

oh.

azure gazelle
#

Something like this.. Not sure I considered all cases correctly. But should be a starting point

grim ore
#

Make a custom event that gives you health. Update the event after it gives you health to check to see if you need more health. IF you need more health set a timer by function name and call that custom event again after your delay. This is all you need to basically continue regenerating health every so often

maiden karma
#

hello I want to achieve something with my voluminous clouds I want the sun to pass through my clouds to achieve something like this

grim ore
#

Call the event in the first place whenever you get hurt. Before calling the event whenever you get hurt, see if the event is already running and if so do nothing

fiery moat
#

that blueprint is godsent thx pal

#

@azure gazelle

white relic
#

those rdr2 cloud slook insane

fiery moat
#

thx everyone

white relic
#

I cant get the streaking to stop on the top.

maiden karma
vernal thicket
#

@azure gazelle I'm embarrassed to screenshot any of my bps after seeing that.

jolly jungle
#

the texture sample node in my material with a render target for the texture is giving this error: [SM5] (Node TextureSample) TextureSample> Sampler type is Color, should be Linear Color for /Game/PortalRender1.PortalRender1

grim ore
#

click on the Sampler Type in the Texture Sample Details Panel @jolly jungle and change it

jolly jungle
#

thanks

vernal thicket
#

How would you guys write a flickering light? Currently got an event tick adjusting the intensity

hybrid light
#

hello all

grim ore
#

Timeline, draw a curve to use for the light intensity, profit?

vernal thicket
#

Hey

hybrid light
#

i need help with this camera bug

vernal thicket
#

Got a recommended video on timelines?

hybrid light
grim ore
#

the docs cover timelines well

vernal thicket
#

Sweet will have a look thanks

hybrid light
#

this when i turn my mouse the camera goes all the way

vernal thicket
#

Wow there is a doc for flickering lights using timelines

hybrid light
#

in a weird way

fiery moat
#

um I am having trouble with that health regen blueprint, instead of regenerating my health it depletes it.

hybrid light
#

suppose to play slow and not all like in the video

azure gazelle
#

@maiden karma tbh I never really tried to get volumetric clouds into unreal engine.. I know trueSky exists and someone created a free plugin. But I'm not sure you can get quite the same effect as Read Dead Redemption without volumetric clouds.

#

@fiery moat xD Well there's a new gameplay mechanic for you xD Seriously though: What value did you set for health regen.. Should be positive

grim ore
#

@plush yew its not going to add to your bar, open up the Plugin Content in the content browser to browse to the landmass content

tight prawn
#

is there an easy way to change blueprints on realtime ?

fiery moat
#

wait

tight prawn
#

say I have a playerBP and enemyBP

grim ore
tight prawn
#

the difference between the two is the controller being AI

fiery moat
#

oh my health regen value was 0 XD

#

lmao

hybrid light
#

So

tight prawn
#

is there a way to switch playerBP into enemyBP ?

azure gazelle
#

define switch

fiery moat
#

now I have another problem.... It only regenerates ONCE

#

well that do once node is responsible I presume

azure gazelle
#

@fiery moat maxHealth set?

fiery moat
#

yep

grim ore
#

@plush yew also did you turn on the landscape layer support?

fiery moat
#

I take damage but it only goes up once

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never goes up again

hybrid light
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oh well

maiden karma
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@maiden karma tbh I never really tried to get volumetric clouds into unreal engine.. I know trueSky exists and someone created a free plugin. But I'm not sure you can get quite the same effect as Read Dead Redemption without volumetric clouds.
@azure gazelle for now this has been my effect

azure gazelle
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@fiery moat Didn't test it before sending the screenshot.. but I did now and it works for me.. So maybe you got one of the nodes wrong? > instead of < or something? not sure

fiery moat
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I have them exactly as in the pic

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but it only regen's once

azure gazelle
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interesting