#ue4-general

1 messages Β· Page 781 of 1

vernal thicket
#

What does validated get do?

#

self explanitory?

rigid belfry
#

it checks if there's an existing widget

#

if not, you create, if yes, you display it

#

helps with memory

vernal thicket
#

Ah that's a good idea

rigid belfry
#

assuming this is what he's doing, basically : validated get will only return valid if the main menu variable is already set

#

so when you first load in, there is no main menu reference, so you create and set it

#

later on when you return, that variable has already been set, it exists. this means it is valid, since it is, no point in creating it again, we just add it to the viewport

timber minnow
#

Hi everybody , i'm using world composition with 256 landscape . sadly when i hit play and play my game , i get huge lags when world compo is loading some scene ( village , forest zone etc ) is there a way to limit those lags ?

vernal thicket
#

@rigid belfry currently I've been removing from parent when no longer needed, and using game instance to store variables instead

vocal copper
#

Hey all πŸ™‚ I'd appreciate a piece of advice here πŸ™‚
I'm struggling to find the proper use of BlueprintBaseOnly meta flag. I want my blueprint to have a populatable list of spawnable classes - their Blueprint implementations. Currently it is declared like following:

UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category = "Spawn", meta = (BlueprintBaseOnly))
TArray<TSubclassOf<ABaseClass>> AvailableToSpawnClasses;

But the dropdown still shows all classes in hierarchy, instead of showing only Blueprint classes.
What do I do wrong? Please, @me on reply Thanks in advance πŸ™‚

soft panther
#

Where should i connect Diffuse Map And Glossiness Map ?

vale silo
#

I don't think particle cutout works in 4.24.3 :/
I have the option enabled in the Project settings, I have texture specified in Required in Cascade and yet, in the wireframe view I see square billboards instead cutout ones.

cyan robin
#

how do i go about getting a reference to the camera of a pawn, from the level blueprints?

soft panther
#

Where should i connect Diffuse Map And Glossiness Map ?

#

??

cyan robin
#

is this okay?

dire coral
#

how do i get the new caose physics

#

in ue4

soft panther
#

Btw Thx For Help

jolly sage
#

Is it possible to make a crate system like pubg csgo

pliant beacon
#

Short answer: Yes. Long answer: Yes, but.. Do you mean as in lootboxes? Awarding random items etc? The SteamAPI already supports this, so if your game is running on Steam it should be trivial. You will have to implement the UI and user feedback for it yourself though, using the callbacks Steamworks provides.

jolly sage
#

Uhh that steamwork part sounds hard

analog blaze
#

what is not hard?

#

it's gamedev

dusky token
#

Hi all, day two with Unreal and game dev in general... I'm trying to paint my landscape, but it's snapping to yellow boundaries creating harsh edges, does anyone know how to turn these off?

umbral ferry
#

what is that blue / purple square

#

that i have on my editor

#

i don't know where he come from

#

yellow maybe

midnight gate
#

so i need to get an index from that class variable

#

would it be posible to use a map?

#

to be like this is class 1 false class 2 true etc

#

and then from one of those 4 true variables in the map how do i convert pick random true boolean

#

i need to pick random true boolean

grave briar
#

Hi all. I can't vertex paint and I suspect it has something to do with the brush; it's red and 90 degrees to the normals; Just doesn't paint. Any ideas?

uneven bone
#

Literally the last 4 people are stacking questions on top of questions. 😐 some of them might have a response and some might be forgoten

fierce forge
whole quarry
#

by adjusting the pivot point in your modeling program

fierce forge
#

i can use it for skeleton mesh too ?

whole quarry
#

thats a different thing

fierce forge
#

and how i can do this ?

whole quarry
#

i guess its the same steps

unkempt quartz
#

Center the mesh in your modeling program then export

fierce forge
#

is there a another way ?

#

@unkempt quartz

whole quarry
#

try to google first before asking here

fierce forge
#

i did πŸ™‚

#

but i didn't really know how it's the name

#

i didn't know about "pivot" word

whole quarry
#

it was the first result when searching for ue4 change pivot mesh

dusky token
#

I'm suspecting for my issue, it may be this, but I cannot find a checkbox like this anywhere...

unkempt quartz
#

@whole quarry don't think that silver platter can get any better πŸ˜‘

lost reef
#

Anybody using ue4 on an nvme m.2 drive? Hows performance?

dusky token
#

I am, never used it without one though, so nothing to compare to

grim ore
#

nothing special compared to a normal sata SSD. you only have so fast you can go and most operations in UE4 are smaller, random io might be more important due to shader compiles and such.

#

but with that said if you can do a nvme, no real reason not to right now compared to a sata ssd

lost reef
#

I got the 970 evo plus just waiting for my project to transfer from my hard drive to test it out

lapis bronze
#

im using the 970 evo m.2 with ue4
runs great

lost reef
#

@lapis bronze awesome! Thanks!

ashen orbit
#

@rigid belfry that's exactly what i was doing before i changed it though and the bug persisted

dark rune
#

how do i make it so that when my character is in flying movement mode (Character Movement) it has a better control (stops and turns more reactively, like walking on ground)

lapis bronze
#

flying has its own control settings in the character movement component

#

if its not there, you likely have to step inside C++

#

if what you want isnt there*

exotic thicket
#

the character movement C++ code is such a freaking huge mess tho :X

#

maybe it's just because it does such a large amount of stuff and not because it's just a mess but it was definitely very complicated when I was trying to mess with it :D

dusky token
#

Still can't figure this out... does anyone know how to get rid of the yellow guidelines when painting landscapes?

sweet wagon
#

Try hitting ESC

#

As far as I know it happens when you accidently double left click

dusky token
#

... oh, thanks so much XD

umbral ferry
#

It is a colission issue ?

#

Why my character flying ?

sweet wagon
#

Open the mesh and hit on the collision button

#

Then look at simple and complex collision

#

It could be possible that the simple collision is making it fly, yes

umbral ferry
sweet wagon
#

Pardon, double click on the mesh to open up the editor
Then look at simple and complex collision

dark rune
#

@lapis bronze its fine i got it it was just Braking Friction Factor under General Settings

lapis bronze
#

Clap noice

umbral ferry
#

where

#

@sweet wagon

lapis bronze
#

i use flying movement during my grapplehook animation
it stops all that jitter from happening

#

@umbral ferry details panel on the right

#

(of that window)

umbral ferry
lapis bronze
#

"Collision Complexity"

#

change it from project default

#

to "use complex as simple"

sweet wagon
#

Yes, basically this

lapis bronze
#

i wouldnt recommend doing this though, while it does work.. You dont want your whole game like that

umbral ferry
#

still flying

lapis bronze
#

that mesh doesnt look the same as the one you placed?

ashen orbit
#

Hi need help testing the online functionality of my game, it's a 250mb download if someone's up to it.

lapis bronze
#

you sure its the right one?

umbral ferry
#

yes it is

lapis bronze
#

and check your "complex" collision

umbral ferry
lapis bronze
#

@ashen orbit id love to if i wasnt at work right now haha
if you DM me i can try it after work

#

@umbral ferry thats simple and complex

#

select "Use Complex as Simple"

ashen orbit
#

are you swedish

umbral ferry
lapis bronze
#

@ashen orbit nah im in the USA, California

#

might not be an ideal test then Lol

ashen orbit
#

why you have swedish name

lapis bronze
#

oh is it? i didnt know

ashen orbit
#

well its a fine test you will have to change location on your steam though

umbral ferry
#

ty

lapis bronze
#

glad its working now

#

that said i wouldnt use that "use complex as simple" for the entire game

#

you should investigate making your own collision boxes inside your 3d editor, there's a naming convention for it

grim ore
lapis bronze
#

thats for the FBX naming convention

#

making it in engine works too! i just find keeping it in the fbx is easier for me ;P

dusky token
#

@sweet wagon so I thought those lines were causing the weird layering I'm getting... but apparently not, do you know how I can get rid of these weird boundaries when painting?

#

or I guess, what those yellow lines represent

sweet wagon
#

Well I never encountered that issue so I do not know, no.
My guess however, would be that it is treating the squares as individuals insteads of all together like a tiled landscape for example

dusky token
#

Hmm alright, thanks anyway πŸ˜›

#

definitely seems like squares... not sure why I can't paint across them 😦

plain terrace
#

screech

#

ill just go along with it

vale silo
#

Is there a way to preload particle effects? Right now when I first spawn muzzle flash effect, my game freezes momentarily and then goes on smooth after initial spawn.

storm venture
#

@vale silo there's definitely better ways than this, but maybe just drop an instance of your particle somewhere under the map to be spawned on level load?

vale silo
#

I'll try that @storm venture, thanks

plain terrace
#

Is it possible to apply textures to an individual component in a skeletal mesh in the unreal engine?

grim ore
#

more than likely no, textures are applied in materials. materials are aplied in material slots. material slots are assigned in the mesh itself.

#

if the mesh is designed to allow you to change the texture on one part, then yes but if its just a normal texture without that in mind chances are you can't unless there is an easy way to isolate just that part (say the entire texture is brown but one part is white, you can isolate just the white and replace that color)

plain terrace
#

Mm yeah I’m probably gonna have to give all of these components textures in an external program

#

Oh maybe I can mess around with LOD

dusky token
#

Figured out my issue... rebuild the landscape with a denser resolution

#

wait... spoke too soon lol

plain terrace
#

Noice lol

dusky token
hidden knoll
#

Does anyone know how to take a screenshot in-game while time is frozen

#

I'm trying to make it so when someone stops time then they can move but everyone else can't, and I want everyone else to only see what happened at the moment of the time stop

#

so when time resumes it looks like the person who stopped time teleported

misty violet
#

Maybe you can put all other player in a temporary level which is the exact copy of the current level?

dusky token
#

why not just restrict movement for everyone but the player that froze time, clone that player and freeze it, and make the player invisible?

hidden knoll
#

hmm that is a good idea

dusky token
#

maybe boost their move speed too πŸ˜›

hidden knoll
#

Well I have the timestop figured out

#

I just need to make it so everyone can't see the person who stopped time so I might use your idea

#

I had the idea of taking a screenshot when time is stopped and then creating a widget of that screenshot for everyone who is frozen in time

#

and then when time is resumed the widget is destroyed

#

@dusky token So how would I duplicate a character?

dusky token
#

beats me, I'm a noob XD

#

I'm still figuring my way around unreal engine lmao

hidden knoll
#

oh dang

fleet wraith
#

Loading my map is crashing my editor. I can't even right click on it to do anything about it. Where do I start with this error?

#

is there a way to open a level in like safe mode so none of the blueprints trigger?

grim ore
#

not really but you could lose up the blueprints that are having the issue and fix them or change them?

misty violet
#

Is it possible to get an exact collision box for a player character, one that really sticks to the mesh?

fleet wraith
#

@grim ore i can't even see which ones they are. even selecting that map in my editor will crash the whole thing.

#

Hmm it seems to be the gamemode that the level is set to

#

i can't even delete it without it crashing

#

i've tried reverting

jagged zealot
#

Anyone know why my Front and Left orthographic views aren't displaying the grid while the other ones (top, bottom, right, back) are?

grim ore
#

@fleet wraith you could always try going into your file explorer and pulling the .uasset out of the project so you can then get back into the other files

#

maybe you can figure out the issue or just remake the game mode if needed

rocky radish
#

Anyone know why my Front and Left orthographic views aren't displaying the grid while the other ones (top, bottom, right, back) are?
@jagged zealot press the 'show' button and see if 'grid' is enabled

jagged zealot
#

it is, yeah. I can uncheck and recheck it in any of the views but it doesn't show up in Front or Left even after toggling. It toggles normally in the others

#

okay, scratch it y'all i restarted and it fixed it. shoulda tried that but i thought i hit a keybind by accident or something

#

good thing too--google results had a couple threads where people couldn't figure it out and it persisted through restarts. guess im lucky

#

oh wait.... it didn't fix... it's just working in the other bogus level, not the one I'm actually working on....

so it's still a problem but it's isolated to the level, which is strange.

gaunt tide
#

So what’s the point of having a main character Bp than a separate child Bp for it?

grim ore
#

common "stuff" can be in the main character (such as base functions, mesh, etc.) and your children can have different "stuff" like one is blue, one is a hippo, one is an elephant but they all act the same

gaunt tide
#

Ahhh so use the child for a multiplayer setting and making the players and ai different colors but have the same functions

grim ore
#

and anytime you need to interact with your characters, even tho they look different and the hippo might moo when shot and the elephant might cluck when hit, they can all be treated the same

#

doesnt have to be multiplayer, consider the issue with an "enemy" and not your player

plush yew
#

does UE come with a clean up function to delete all unused assets?

gaunt tide
#

^^^

grim ore
#

nothing built in, there are marketplace assets that can do that and possibly editor widgets that could be created. "technically" when building unused assets wont be packaged but it doesnt clean up the project.

#

and even then it's hard because items that are soft referenced or loaded in by string name might not appear to be "used' but are

gaunt tide
#

What you can do is export the part of your project you are working on into a new project but only pull the parts you need

grim ore
#

^^ yep thats a good start for sure since it should move over the referenced stuff!

gaunt tide
#

If something specific doesn’t work I usually open both up in separate windows and look around at what isn’t working

#

And copy it over

#

Like with the locomotion system someone else built I’m currently learning it and trying to add a stamina system to it

#

So what I’m doing is I have that project open on my other screen and my stamina system i want to integrate open on my main screen

narrow mauve
#

My editor crashes everytime setting actor variable to array

#

tf..

gaunt tide
#

Post log?

somber otter
#

Hi everyone how to install chaos please ?

gaunt tide
plush yew
#

for some reason materials are not loading

#

they show up after bake

radiant haven
#

can i get the rotation of my surface that I am looking at Line Trace by cahnnel?

somber otter
radiant haven
#

interestomh

dire coral
#

Do i need a source code ue edditor for chaos physics

gaunt tide
#

Look at the link I posted

dire coral
#

Yeah i started to set it up but can i just enable the plugins from the normal ue project

somber otter
#

404 error page not found

plush yew
#

my materials are all missing from the meshes

dire coral
#

You need to loin with epicgames email and link them the github and epicgames acount

plush yew
fluid lance
#

Are SKM sampling regions not working? I created a region on the SKM with a simple material slot. When I select my region in niagara, it stops sampling the SKM

plush yew
#

material won't load

radiant haven
#

@plush yew is your material on the cube

#

or whatever this is ?

proper stump
#

is it possible to perform a select on casting result? i need to compare object type to know what I'm overlapping

whole quarry
#

@plush yew Did you apply the material to the mesh?

plush yew
#

The material disappeared after I forced delete of another mesh

hidden knoll
#

Does anyone know how to exclude an actor from a Global Timestop?

plush yew
#

I closed the editor without saving anything and reloaded

#

materials are back

whole quarry
#

@plush yew dont forcce delete, its a bad practice πŸ˜€

ember star
#

can I inline execute something after a Play Anim Montage ends? Do i need to sleep() on the return delta time?

plush yew
#

am i being stupid, or does the viewport decrease how much you can see of the (masked) foliage at distance. If i'm not tripping, is there a way to disable this? I haven't actively turned on any LOD or culling settings

#

green and red axis are swapped. I change the scale of Y, it changes the mesh along X.

whole quarry
#

@plush yew is it in relative locatiom instead of world?

#

The option is in the top right of the viewport

spare sun
#

ctrl+~ is the default bind to swap I believe

ember star
#

it feels cumbersome to have to cast my custom player state every time i call get player state. is there something i can do to automate this better?

plush yew
#

anyone able to clarify?

prisma plank
#

how I know it's automatic lod

wheat hare
#

I love to force delete

west merlin
#

Hey all. I'm trying to convert a project in to VR, but having some trouble understanding how the VR base content actually works. Anyone that has some experience getting VR working from the UE4 template in a project?

digital anchor
#

@plush yew as you move out mipmaps start kicking in, they being thinner means your opacity mask is getting more black, 2 ways to fix, 1: tweak the Opacity Mask Clip Threshold on your material, or 2: give a smoother blur on the edges of your mask

plush yew
#

Oooh, Thank you!

#

someone else mentioned the Opacity Mask Clip Value on reddit so ill check that first

#

good idea for the opacity mask blur

#

Opacity Mask Clip Value did the trick

#

thanks for the help

teal tulip
#

@whole quarry scales are relative always

open eagle
#

how can I do get all actors of class but for any children of a class

sand gale
#

@XZ does get all actors of class not count children? You could add an interface or a tag to the parent class and then get them that way.

open eagle
#

im not sure

#

does it?

sand gale
#

It might, I'm not sure either but I think there is a good chance it does πŸ™‚

#

tags are real easy way to do it also though

#

if the parent class thing doesn't work

#

I think parent class will work though

open eagle
#

Ok

#

It does work

#

For some reason i remember it not working though

viral oak
#

not sure where exactly ask question so will try here, is there a way to remove parameters form material?

grim ore
#

you can convert the parameter back to a constant if you want

lilac lantern
#

When I use the multiplayer options, and the player controller displays a HUD, it doesnt show when the game is online?

#

Help?

grim ore
#

where is the code you are using to do this? UI stuff works different in multiplayer than single

#

same with player controllers

#

i am guessing you are using the player controller, which tends to exists on the server, to display the UI which does not exists on the server

lilac lantern
#

In the player controller, create the widget and add it to viewport?

grim ore
#

and are you sure that code is running? using a breakpoint or a print string?

lilac lantern
#

ok the code is not running in the player controller

#

everything is correct like the gamemode & stuff

#

and I am using Event Possessed

#

?

grim ore
#

try testing with print strings and see what happens. You will find that the possess event fires on the server only

lilac lantern
#

What about beginplay?

grim ore
viral oak
#

you can convert the parameter back to a constant if you want
@grim ore even though I converted everything to const it is still in material editor

grim ore
#

dedicated server, 2 clients. you can see the player controller begin play fires on server and client. you can see possess fires on server only

lilac lantern
#

What is an event that is run at the "start" of the player controller that is not also run on the server?

grim ore
#

you can have the possess event call a custom event on the clients

#

@viral oak where is the parameter showing up at?

viral oak
#

in Parameter Default windows

grim ore
#

@lilac lantern also just as an easy thing , the HUD class is only on the client side and personally I think is a good place to hold your UI stuff as yo ucan get it from pretty much anywhere

viral oak
#

in material editor

grim ore
#

did you compile, save, and re open the material? it should disappear

lilac lantern
#

I bound the text to a string from the gamemode

#

and it is not showing

#

the HUD is showing

#

but not the text

grim ore
#

systems in UE4 are different between single and multi

lilac lantern
#

Well, why wouldn't that work?

#

The hud is getting something from the server and displaying it

#

and its not working

grim ore
#

well it wont work since your client is going hey game mode I need this and the game mode is not there....

lilac lantern
#

How do you set the gamemode on the serveR?

#

I am new to this

#

and trying to make a br

#

a small br

#

just as a small project

viral oak
#

more less worked, but I had to delete one of functions nodes, probably something stay inside there

grim ore
#

welp you cant just make stuff work in UE4 if you dont know how stuff works. Read that doc, and check out the multiplayer stuff on the learning portal and youtube. @lilac lantern

lilac lantern
#

I just need to know how to reference the gamemode from the client

grim ore
#

your asking how you can ask the game mode for something as a client, and the client has no access to it

#

you CAN NOT DO THAT

lilac lantern
#

What is something the client can reference that can call stuff to the gamemode

grim ore
#

usually stuff like the player state and player controller can be used to store stuff that is player specific. if you need something that is not player specific your player can run a server event, then the server event can talk to the game mode, then the server event that is talking to the game mode can talk to the client with the info

#

but binding text is also not a very good thing to do so that should get looked at as well

lilac lantern
#

wdym?

#

How else would I set the text..?

grim ore
#

is the value that you are binding to changing every frame?

lilac lantern
#

Basically

grim ore
#

basically is not yes or no

lilac lantern
#

How do I create a server event?

grim ore
#

binding in UMG will update every frame, if the item you want to show is not changed every frame then binding is bad

mossy nymph
#

you should really go to #multiplayer , check pinned messages and find the network compendium @lilac lantern

#

then read that 5-6 times

hollow trench
#

Hello folks. Since I got stuck multiple times on creating a new camera system and having issues on actually getting all things explained here, I decided to open up a thread on the forums. Maybe some people might be interested on this one. https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1781397-recreation-of-the-second-life-camera-system

#

@grim ore Holy Jesus! I am fanboying right now. Thank you for all the videos. They're part of my daily golden source to learn and understand Blueprint nodes and interactions.

lilac lantern
#

omg i just realised who he is lol

upper heart
#

Is there any way to make ue4 think I have less vram for testing purposes?

hollow trench
#

@upper heart How about running some application in the background. Like the 3dmark benchmarks or Unity with some stuff running.

lilac lantern
#

Is the level BP replicated on Clients & Servers?

upper heart
#

yeah was hoping there was a better way

hollow trench
#

From what I found on google for now, doesn't seems like there is a simple solution to that. Not without reprogramming the eeprom

#

@upper heart Oh what you could do is to setup a virtual machine?

#

Just a rough idea.

plush yew
#

the default light is too bright when close to walls or ceiling, what do I do?

hollow trench
#

maybe you should try to turn off this checkbox and then play with the settings. Intensity vs attention radius vs light falloff exponent

#

And light color

#

Or leave the checkbox on and check if there are differences between these three options

hollow trench
#

@plush yew With lightbake or do you want to go realtime?

#

If lightbake (which will be the more performant option), try to play with the settings mentioned above.

#

(And maybe add two sided materials / shadow on your lamp material)

#

(and look at your textures, they're tiling a lot)

plush yew
#

I'm unsure. The light is probably going to be static either way

hollow trench
#

Well, test it

#

I would actually add some character into the scene to get some proper "proportion scale" as well. Its hard to define the size of this hallway.

#

And within, the size of your lamps may change and so both light intensity and global illumination bounces

plush yew
#

500 units width

hollow trench
#

5 meter?

plush yew
#

500 units height

hollow trench
#

looks like 2.

Short tips: double the tiling of the floor and the yellow bricks, look at your UV's from the marmor stuff. They look "ok" on the bottom but squeezed on the top.

#

Lights: lower the intensity of the lamps a lot, then add lights for bake without shadows and very low intensity in the middle of the hallway to get some extra light

#

What you could do else is to think about using IES light profiles

plush yew
#

I don't understand. It's 5 meters, but the FP blueprint makes it look as if was half of that

hollow trench
#

How tall is your character

plush yew
#

89 the default blueprint

grim ore
#

the character should be taller than 89

dusky token
#

How do I make it so this point light doesn't stop radiating at the end of a landscape square?

grim ore
#

ae you using static lighting and have not built, or using dynamic lighting?

dusky token
#

I'm using stationary and have built

limpid quarry
#

I have UE4 from source and I want to disable multi-threading so all browsers can play my HTML5 game. Currently web browsers like chrome require you to enable experimental settings to let it play. How can I do this?

grim ore
#

ok so by landscape do you mean landscape or do you mean static meshes?

hollow trench
dusky token
hollow trench
#

looks a little bit low, maybe thats causing the issue of tiling. Just guessing

autumn elbow
#

Anyone know the genre of Kerbal Space Program ?

#

Is it a sandbox type?

dusky token
#

well those objects are static meshes, and they light up fine when there's enough light reaching them, but the ground where the tiling is happening is just a painted landscape

hollow trench
#

Space flight simulation game

autumn elbow
#

hmmm... what about besiege? if I wanted to look up these type of construction games, what would I look up?

hollow trench
#

sounds acurate, yeah actually its about building rockets

#

Besiege is a physics based building game

#

But more a strategy game

autumn elbow
#

Cool Thanks, @hollow trench

#

I'm have trouble finding these types of games

hollow trench
#

No worries, sometimes its hard to define

autumn elbow
#

I type in construction games, and I get Construction games

#

Hahaha

hollow trench
#

Because both Besiege and Kerbal are actually physics based sandbox construction games

#

But the one is more about accurate simulation while the other does have its focus on strategic gameplay

autumn elbow
#

Yea

dusky token
#

hmm @grim ore increasing the resolution made a big difference... do you know if there's a best practice in terms of stationary lights being static or dynamic? Also how high can the static res can go on a landscape without it impacting performance?

hollow trench
#

@dusky token lemme give you something

dusky token
#

Sure πŸ™‚

hollow trench
dusky token
#

Oh that looks interesting, ty

hollow trench
#

This tutorial here is a liiiittle bit older but it should have some nice parts about understanding some lightmass basics and yeah their approach

#

actually there are some good ones out there

#

Takes some time to get into, but worth every second

dusky token
#

well movie time

autumn elbow
#

Oooo... I like fortnight ones... there are a few videos where the presenter says "here it is... but don't use it cus it might be too expensive. "

hollow trench
#

Well yeah this was just an example.

#

There might be newer coverage videos out there that also takes new engine features into account.

autumn elbow
#

the roborecall ones I really liked

hollow trench
#

The 2018 Fortnite video might be outdated already.. or beta features are final and optimized now

autumn elbow
#

true true

#

the engine has grown so much

#

I'm still up to the Squencer in the playlist. πŸ˜‚

plush yew
hollow trench
#

look at this

#

and also try to alter your player camera inside your character blueprint

autumn elbow
#

Also, if you're importing ur box man from an fbx, be sure to uncheck convert unit scale in unreal import options. That screw me over a few times.

#

A 50x50x50 box in Max, will be 19x19x19 if it converts it.

plush yew
#

I didn't import a box, I placed the already included box and scaled it

grim ore
#

what box and how did you scale it?

plush yew
#

the scale is completely wrong, 5 meters is looking 2.5 m

grim ore
#

which box.... how did you scale it

plush yew
hollow trench
#

This looks ok though

grim ore
#

that would be fine if your walls are 250 and your player is 100 in the top screen

hollow trench
#

How did you create the hallway

plush yew
#

with blender, planes, cylinders,

#

export fbx

hollow trench
#

Take a look at export settings

#

for proper scaling

grim ore
#

you said you didnt import a box, you used the included one

plush yew
#

it doesn't look to have 5 meters

#

but half of that

hollow trench
grim ore
#

well its all relative when you are in first person. If your character is smaller its not going to look realistic, if its larger its going to look too small. etc.

hollow trench
#

I am going to bed now, I think his problem is that his import setting were wrong.

#

just guessing

grim ore
#

well the ruler in ue4 seems fine, I think his character is wrong

autumn elbow
#

Night!

hollow trench
#

He said he used the First Person template

plush yew
#

it's the default blueprint

hollow trench
#

not sure

grim ore
#

the default FPS template character?

hollow trench
#

He said he just had arms, no body

plush yew
#

there is no mannequin in ue4

grim ore
#

i mean the default FPS template character is 96 half height so 192 total height, the camera looks to be about 160 units from the floor

#

so a 2.5m tall wall would put the camera about 3/4 of the way up?

#

drop a default cube into the scene next to the wall. it should be about 1/5th the width of the room if your room is 500 outer wall to outer wall

plush yew
#

maybe VR woul look different

grim ore
#

vr has a setting to change the scale, yes

plush yew
#

I'm sticking to this scale

#

changing the capsule makes the player feel a giant or a dwarf

grim ore
#

thats what it should be doing, you are making the character larger or smaller

#

its all relative to the rest of the world

plush yew
#

textures are all wrong

#

I searched for a texture in google and imported

#

the normals were hand drawn with vector art, then converted from black and white heightmap to normal map

wheat hare
#

(it works)

crisp fable
#

guys my unreal broke, it has a kitten the size of my hand on it

forest zodiac
#

is it possible to make an online game for just friends to play?

wheat hare
#

that's the best kind

distant totem
#

facebook was originally made for just friends on a college campus

grim ore
#

@wheat hare there is a time and sin/cosin function in materials that you can use for something that looks simple like this. might use them with a floor or ceil to simulate the alternating lights over time

wheat hare
#

I'd prefer something on a curve yeah...so it looks more like the lights are strobing instead of sort of winking in and out of existence

grim ore
#

@wheat hare otherwise if you want to drive it from blueprints you could make a looping timeline to call those material change events

#

yep sin and cosin are loops basically

wheat hare
#

lights don't just immediately turn off like that
I was more thinking if I'd made any gaffes driving that off Event Tick

#

like if that would cause the entire thing to self destruct in a finished game

#

imma go after that sin/cos thing, thanks man

plush yew
#

the scale seem to be right, it's just that for some reason, on a computer's screen, it looks half the real life scale.

grim ore
#

@wheat hare no it shouldnt cause an issue in a finished game but taking stuff off the tick when you can, moving it to a timer say or a timeline, is cleaner and recommended. doing it all in the material might be better as well since it's easier to re use and you can just plop it on anything without any hard requirement for it to be called

wheat hare
#

I thought about that. Would be a good learning exercise too πŸ€”

fading moth
#

Is there a way to undo converting a BSP to Blocking Volume (I want back the Brush Type)? Thanks.

grim ore
#

doubtful, you would have to redo it if edit -> undo or ctrl-z doesnt work

digital rover
#

Hello,
How do I make a patch with a new plugin that installed after initial package. It gives error 'install plugin perfectly' when game runs. Anyone know solution for this?

stray smelt
#

is lumen in UE5 essentially epic's own way of realizing the same result as ray-tracing does?

dusky token
#

is building light supposed to take seemingly forever? been at 0% for a while...

stray smelt
#

@dusky token it's always slowest at start. if it's stuck for a long time it sounds like you've made it too demanding / too many actors with high lightmap res

#

are you using instanced meshes, e.g. trees, grass etc.?

dusky token
#

what's considered a high lightmap res?

#

I have a pretty high density of grass

stray smelt
#

good question. i dunno, but the default can definitely be too much for tons of instanced actors in my experience

#

try to reduce it. should help quite a lot

#

or even as a smoke test you could just disable cast shadows and see what happens with load

dusky token
#

11.4k instances, is that a lot? πŸ˜›

stray smelt
#

it's a lot, but doable afaik. but it definitely could affect the build time

#

try to disable cast shadows and see if it helps. then work your way down from there (after re-enabling and changing lightmap res)

#

depends on the instances i would guess, as well

dusky token
#

okay, I'll try that

stray smelt
#

are they trees, grass etc.

#

or some translucent stuff

dusky token
#

it's a small map to be fair

#

but I guess the lighting gets more complex with more shadows being cast

stray smelt
#

i'm gonna check a map i have with, what i think is, a lot of instances.

#

i had this exact issue 3-4 days ago

#

not so much the build time, but the massive built/lightmap data size

dusky token
#

guess it was trying to warn me

stray smelt
#

yeah and definitely use a lightmass importance volume. it's a simple thing to add

dusky token
#

how do I do that?

stray smelt
dark depot
#

if your using 4.25 its under the place actors window ^

stray smelt
#

drag it in, scale it to the area that needs better lighting

dusky token
#

oh gotcha

stray smelt
#

ah ok this map only has 5k instanced actors πŸ™‚

#

still 13k should be fine as far as i know. and the error hints that it's probably defaulting to some insane resolution

dark depot
#

in the end i would first check that swarm is running and doing stuff you can also build on preview lighting to get better speeds

#

light takes time

#

there is a section on the docs on how to work with lightmaps and what settings to use to look what is making it take longer

stray smelt
#

are these custom made assets @dusky token ?

dusky token
#

oh thanks @dark depot, opened the swarm and seems like it can't load a dll

#

well I purchased them

#

so yes

stray smelt
#

yeah ok most likely fine then, at least from my experience with marketplace so far

#

do you happen to remember which addon it was? i might have it myself

grim ore
#

check task manager and see if swarmagent and lightmass are running, easiest way to see if its chugging along. and yes foliage with static lighting can be evil if its dense

dark depot
#

^

stray smelt
#

nice. very overwatch-ish. I can't imagine those assets being such a big trouble though

#

but mathew and read docs know this better than me

dusky token
#

seems like it's working at it... at 1% now haha

#

guess it'll just take a while

grim ore
#

foliage and static shadows... evil lol

#

I tried with some megascans foliage, ~100k and uh... it quickly filled up my 32gb memory and crashed my machine lol

dusky token
#

I should probably reduce the foliage and some of the lightmap res

dark depot
#

the start of it its transfering alot of data and takes a long time if i remember correctly

stray smelt
#

is it the grass that makes up the 13k?

dusky token
#

yeah

grim ore
#

but yeah importance volumes is a definite must do if you plan on using static lighting, at the worst it makes it faster

stray smelt
#

what is a good resolution for foliage like grass anyway? if you must have it cast shadows, and have the models/masked texture in that package

#

it looks like the kind of grass that might not benefit that much from casting shadows at all, but depends on your style i guess

dusky token
#

I had it at the default settings, turned off cast shadows

#

default is set to 8

dark depot
#

are you asking what a good lightmap res is? or something else

stray smelt
#

yeah lightmap res for this case

dark depot
#

depends on the size of the thing

#

and where it is how much detail you need etc

#

in the end lower then most people put it πŸ˜„

stray smelt
#

well this is his grass

dark depot
#

looks like it doesnt need any

#

why would it have shadows

#

so low

stray smelt
#

@dusky token the demo's do come with example/demo maps you could check and see what he has. looks like he doesn't have any shadows unless im blind

#

and yeah, i don't see any need for shadows since it's stylized like this

dusky token
#

will do once this is done building

#

it's building with the grass not casting shadows anyway

stray smelt
#

still takes a lot of time? do you have huge landscapes or assets like that?

dark depot
#

in the end there is a nice lightmap density view you can use to debug stuff

stray smelt
#

right good point. that was what solved my previous issue. enable the lightmap density view

dark depot
#

a long time is different to people too whats it been running for

#

like an hour

#

or less

dusky token
#

this is the whole map lol... I'm really just trying to learn more than make something

stray smelt
#

it should definitely not take that much time. your computer is decent?

dusky token
#

yeah my computer should be doing this effortlessly

#

oh it's done

dark depot
#

its a cpu heavy task

stray smelt
#

whats the file size of the BuiltData.asset? @dusky token

dark depot
#

and if your using a hard drive it slows it down more

dusky token
#

I'm using an nvme with an i7 8086k, 6 core 5 GHz

dark depot
#

how long did it take

dusky token
#

seems like 13 minutes

stray smelt
#

also curious about the file size. might indicate something taking up a lot of data

dark depot
#

thats not that bad

dusky token
#

where is that file found @stray smelt ?

dark depot
#

it could be faster with optimization and checking setting

stray smelt
#

@dusky token it should be where your level/map is saved. It should have the same name as your level, but with _BuiltData postfix or something

dusky token
#

ah

#

64mb

stray smelt
#

13min for that map seems like a lot for me

#

ah ok, 64mb sounds fine imo

dark depot
#

nahh it all depends on settings

dusky token
#

I was only doing it on high

dark depot
#

bounces or something else like if lighting isnt on preview

stray smelt
#

do you mean whether he used production settings?

dark depot
#

there you go

dusky token
#

thanks for the help

stray smelt
#

np

#

level looks really atmospheric. keep working :--)

vernal thicket
#

how tf we do cinematic camera without matinee?

storm venture
#

on the left i have an InstancedFoliageActor, on the right i have a StaticMeshActor, they both use the same model but only the StaticMeshActor seems to allow me to use "Evaluate World Position Offset" which solves the shadow problem. anyone know how i can apply this setting to the InstancedFoliageActor

#

as far as im concerned, this must be a bug, and it prevents anyone from using RT with foliage

plush yew
#

My AI characters stop moving instantly once they reach their destination. Is there a way for me to fix that? In the past I'ev just had them lower their walk speed based on their distance to the target but that seems a little obtuse

glacial lantern
#

The Detach from actor node is deleting the object I'm trying to detach

#

any idea on why that is happening?

thorny plover
#

Hey guys, I am starting a long Udemy course on Unreal with c++, and want to know if there is any reason to not use MacOS. I have both mac and windows, but I loath windows for development, but I also want my game to work in Windows. Should I not use Mac if I want to make a that works in Windows, or can I still do that on Mac?

exotic thicket
#

Ugh I finally found a solution to positioning something in viewport space at the start of the game without requiring the usage of delays to position it correctly

#

Setting it up from "on possess" or "on become view target" was a no go - it still would position it totally wrong because apparently they somehow fired at the wrong time

#

I actually had to make a component which does the positioning on its tick, and set it to tick after physics... at that point it's actually in the correct position :P

mossy tangle
tight prawn
#

hey there

#

which is more performant:
I have multiple "AI" actors in the map, that will continuously move around until they reach a goal/fail state

to achieve this continuous movement, I either do a loop "begin play" or use "Event Tick"

#

which one of those options will have a better performance when you have 50 actors in the map for example

vernal thicket
#

@tight prawn if you use a behaviour tree, you don't need to do either i don't think

hard minnow
#

What is the state of Ue4's encryption and datamining? Is it possible to unpack shipped ue4 projects that where packaged using native encryption?

exotic thicket
#

Note that it says hinder

#

In order for the game to actually run, it would have to decrypt the data at some point

#

you can't really fully prevent decrypting things that are locally on the user's machine

tight prawn
#

what if the functionality is as simple as move forward

#

why would i need to use a behavior tree, if there isn't much behavior

dark rune
#

can i set the new editor window (PIE) level tester to be automatically fullscreen once it opens

glacial umbra
dire coral
#

can i get some help Im doing the ue4 from source when i go to start new instance i get this erors

#

it was built with no errors

vernal thicket
#

@tight prawn I would've thought it would be more in regards to the issue of using an event tick that many times - I'm pretty sure any large mmo would use behaviour tree for multiple ai

tight prawn
#

true

uneven bone
#

Hello everyone. This is my first time here asking for help so i apologize if my professional stupidity may confuse some of you. So i have a destructible mesh/wall that fractures when i hit it with a line trace. I have Accumulate damage and World support ticked and Debris lifetime Min and Max set to 0 since i want the debris to stay forever. But i encountered an issue. If i first hit a destructible wall than it functions like normal and no visual problems seem to happen, but if i hit another same wall than the World support and Debris seem to stop working on every destructible mesh/actor and the debris on the first wall that i hit De-spawned. After that no sort of convincing destruction is seen and I'm left with just bits of the destructible walls disappearing when hit. Anyone knows what might be causing this? Many, many thanks.

uneven bone
#

K i think i solved the issue

#

not sure tho

granite spindle
#

what was the solution? just curious

uneven bone
#

I enabled Debris, set it's depth to 1 and set the Minimum fracture depth to 1 and i don't see bits dissapearing

#

And before i had the Cell site count to 2000 but i reduced it to 500 mainly cuz the game would freeze for a bit. but i'm not sure if the count is what fixed it

granite spindle
#

interesting, glad it worked anyhow

uneven bone
#

πŸ‘

forest tree
#

It's pretty sexy

solemn fiber
#

@forest tree Does it cause any issues with the editor or anything unwanted? I wanted to get it but didn't just incase a bug occurred, but that's pretty unlikely since it's just adjusting theme

forest tree
#

@solemn fiber The only thing I have an issue with is that sometimes context menus start flickering, like here

#

But I'm not sure it's because of the skin or if it was already an issue

#

Just backup the files/folders you replace

#

You can easily restore

hollow trench
#

Wow I really like how the minimal looks like

somber galleon
#

Not sure where to post this, but does anyone know if there is a simple way to access a landscape spline from blueprints? Or how to transfer the points of the landscape spline to another custom spline that I can access?

forest tree
#

Me too @hollow trench, it eliminates all the visual clutter. Way cleaner

somber galleon
#

It seems like it wouldn't be the most unusual usecase...

#

Setting up roads in the landscape and then having things follow said roads

forest tree
#

Yeah this is something I'd love to do as well, it would suck if the systems aren't compatible.

hollow trench
#

Soon, I will try a different approach

#

Actually painting the road directly on landscape and then adding borders around to define street sizes

#

spline-borders

#

But its for inner-city things

forest tree
#

Trivial CPP, you might be able to implement this yourself. Let me know if you get it working, neat functionality.

hollow trench
#

My inner german got triggered for a second there...

#

Well.. the price itself..okey..but the quality..jesus

#

And yeah..that..uh.. hindi..chinese..with german flag colors..swastika

#

Guess its allowed somehow but I wonder how it made its way into the marketplace ^^

forest tree
#

Oh, the sign?

#

Not sure if you're aware, but it has a different cultural significance in some countries

#

The nazis basically defaced that symbol

hollow trench
#

I am pretty aware of it, don't worry.

forest tree
#

(I hear Germany is extremely strict on anything that is related to nazi imagery, is that correct? Like, swastikas are highly illegal and all that jazz. Wounds of the war...)

hollow trench
#

It was a "huh..whats that" finding in the morning. Yeah actually this would be a thing that would probably not make its way into a german store. The swastika is going the mirrored way but the flag itself has the color-scheme and style as the third reich one

forest tree
#

I think it's more of a chinese traditional colour scheme, but it's indeed similar

#

Would be censored in a game in Germany I think then

#

(There's a lot of censorship in German media it seems like? Wasn't there also a thing about violence in games in general? Blood/Gore?)

hollow trench
#

Personally, I don't care - yeah that was the more important thing that came to my mind, that people may buy it, then get angry peeps and in the end he points to Epic store

#

Miiight be tricky, I don't know.

austere hinge
#

Hi.. Anybody using iclone here ?

hollow trench
#

Yeah in the past 20 years of gaming in germany, it was a mixed fruit juice on whats allowed or what not. There are still things that get censored pretty quickly while bloody stuff went to "acceptable"

#

@austere hinge Not for a while, what do you want to know?

austere hinge
#

@hollow trench iam trying to export a climbing animation but rootmotion is not coming when i export walk etc root motion is coming

#

i mean z axis movement is unable to get rootmotion from iclone to unreal

hollow trench
#

Phew.. hard to say. Do other animations from iClone work inside UE4?

austere hinge
#

yes.. every animation works but rootmotion is coming only for ground animations

hollow trench
#
  • What skeleton are you using inside UE4
  • Does the skeleton comes with fitting root bone for this
  • I remember there were some things need to take care of inside the skeleton to make it work. Did you checked the.. lemme look
austere hinge
#

iam using default unreal skeleton

hollow trench
#

Maybe compare skeleton of UE4 with the one of iClone animations to make sure you don't miss a bone at the root somehow

#

and how the animations get carried by the skeleton

#

I am not an Animator, but thats where I would look first.

somber galleon
#

thanks @forest tree

austere hinge
#

iam using a free character from iclone and using unreal preset in iclone.. during import i untick import mesh and select unreal skeleton @hollow trench

hollow trench
#

ah i see

#

so literally that preset stuff right?

#

What you could try as well is one thing from the comments as test:

Sorry this is late but, Unreal is the culprit here. Unreal doesn't read the root motion from animations. A work around i've found is export out to Motionbuilder Preset instead of the Unreal Preset. As this will allow Unreal to read that data.

austere hinge
#

ok let me check

hollow trench
#

and maybe important..if missed

#

That little part

austere hinge
wraith wyvern
#

can some one link me a good youtube video to learn more aboutr blueprints

hollow trench
#

@austere hinge Sadly I would not have the time to check but what I could give you on hand is this little tool here

#

maybe it could help on your journey

forest tree
#

@wraith wyvern Is there a specific thing you want to build?

#

I'm doing survival so I just looked for basic survival tutorials. Easier to motivate yourself that way. Watch different people, see how they do things.

hollow trench
#

And check if the mixamo anim has root bone or root motion..they differ from ue4 skeleton.

wraith wyvern
#

@wraith wyvern Is there a specific thing you want to build?
@forest tree im also doing survival

#

i have got far

#

but im not learning it

forest tree
#

Whole series

rain vigil
#

Quick question, is it possible to create animations for a character in ue4 with a vr headset as motion capture device?

wraith wyvern
#

actually dean do you know any were to find out how to make like Frost effecrts .. i mean by this when you walk into a cold area on your map the player gets cold and if he can get too cold he can die?

austere hinge
#

@hollow trench tq bro ill check and let u know

forest tree
#

There's a temperature video in that playlist @wraith wyvern, check it out

wraith wyvern
#

thank you so much!!!!

#

i have been looking for a survival

forest tree
#

If you want it locational, maybe add triggers

wraith wyvern
#

game thing

forest tree
#

I always liked Virtus videos

wraith wyvern
#

i mean

#

im not going to lie

#

his end products always look a bit

forest tree
#

Make sure you understand the concepts you learn, instead of just copying them. A good way is to extend the functionality that you've learned with things that are required for your particular usecase.

wraith wyvern
#

wonky

forest tree
#

It's more about learning from it than him making something pretty

#

You'll usually end up significantly modifying it yourself. Which is ok.

wraith wyvern
#

Make sure you understand the concepts you learn, instead of just copying them. A good way is to extend the functionality that you've learned with things that are required for your particular usecase.
yeah i do that.. when i was learning HTML i never copied i looked and i read it and used it untill i understood

#

i dont copy and paste and what ever

#

because i wont learn

#

how to do it

#

god damn using fuse sucks

#

its so hard

#

@forest tree sorry for @ ing you but have you got any tips for making charicters?

#

i dont think im good

#

HAHAHA

midnight gate
#

do you know how a real human looks like

wraith wyvern
#

i got a mirror

#

next to me

midnight gate
#

why do you have spike teeth then

#

and ur nose is fuked

#

just use symetry

wraith wyvern
#

guys dw

#

i made it alot better

#

@midnight gate i do good?

#

yeah

#

im a animator

austere hinge
wraith wyvern
#

@austere hinge if you saw this guy what wolud you do

austere hinge
#

@wraith wyvern ill kill him bro or ill die πŸ˜†

wraith wyvern
#

yeah can you belive that i tryed to make him look real

forest tree
#

@wraith wyvern You can use the unreal mannequin for the initial prototype just fine

#

Could also just buy some characters from a marketplace

wraith wyvern
#

i have no idea what that means

#

πŸ˜…

forest tree
#

Which sentence?

wraith wyvern
#

oh shit

#

sorry

#

im a moron

#

i understand itnow

forest tree
#

Nah, you're just new πŸ˜„

wraith wyvern
#

actually

#

dean

#

can you help me with something?

forest tree
#

Helps if you say what it is you need help with πŸ˜›

wraith wyvern
#

yeah sorry

#

uhh i have a video acutally

#

nvm

#

too big

#

can i dm it to you? or wait actually gimme a sec

solemn fiber
#

@forest tree Thank you for letting me know, I'll give the theme a go

wraith wyvern
#

can you see?

forest tree
#

That'd odd...

#

No idea honestly, I'm not so hot with cameras

wraith wyvern
#

damn okay

#

thanks anyway

forest tree
#

Maybe someone with more knowledge on this can chime in

tight prawn
#

TrueFPS camera ?

#

you need to setup an animation BP

#

with aim offsets on the 9 directions

#

idle, up, up left, left, down left, down, down right, right, up right

#

I need help "organizing" my game flow

wraith wyvern
#

thanks ill dothis

tight prawn
#

Say I have multiple levels/maps in my game
Each level has its own set of rules (collect X number of stars)
I understand that these rules should be set in the GameMode, and keeping track of them would be in the GameState

#

how would one go about defining the rules for each map/level, do I need a game mode and gamestate for each level?

forest tree
#

Structs? I'd make a data structure that you can use to keep track of the information in each level

tight prawn
#

My initial thought is creating a blueprint interface with win and fail functions

#

and each level implements them according to the requirements

#

but I think that will render lots of the code redundant

#

many of these levels will be simple collect X number of something

#

a moderate number will have an extra condition, and very few would require custom win/fail states

#

any resource on libraries and interfaces and such ?

#

i'll check that, thank you

midnight gate
#

after an actor dies im spawning a new one and checking if its valid if yes then it should run those commands but it doesnt

#

it pretends that the first actor is still in the level and is valid

#

even tho i used destroy actor

brave lance
#

So... ue4 doesnt use per-vertex normals, and normal map texture is part of material, is this correct?

midnight gate
#

how do i set destroyed actor to invalid?

tight prawn
#

so i figured i'd have multiple structs and datatables to define each level's rules and states dynamically

midnight gate
#

ok i figured out a method that works perfectly

tight prawn
#

and I'd simply implement a function or set a variable that corresponds to the ID of the data

#

so

#

how can I access current level blueprint from game mode ?

midnight gate
#

code :3

#

@tight prawn everything is acesable thought game mode if your level is set to it

tight prawn
#

I need to access variable in the level blueprint FROM the game mode

#

not the other way aroun

soft panther
#

Wtf Why Is It Alike That ?

rocky radish
#

I need to access variable in the level blueprint FROM the game mode
@tight prawn you cant do that

tight prawn
#

hummm

#

so the only solution is to setup the functions to load the "ruleset" of each level on the game mode

#

and when the level starts, it sends an event to the game mode to update the rules based on the level id sent through the event dispatcher

#

however

#

for a mobile game that will probably have many levels, and probably some procedurally generated

#

is it really sane to create a new map for each level ?

#

maybe i should have a single map, that on start it reads from somewhere the map definition (where to put floor etc etc)

#

by this point i'm basically writing up what i think here just to organize my thoughts

#

so excuse me if i'm bothering you, and i hope these ideas may help someone here

#

so to have a dynamically generated level, i'd make it a grid, x,y position vector (z is optional to make for height or for depth) and would require a "tile"

#

that'd be a reference to a blueprint

#

so if i do this, i must make a tool that helps me save the data when i design the level

#

hummmmm

rocky radish
#

or you could make each level a map that is loaded with level streaming and unload the rest of the levels?

tight prawn
#

@ebon linden generally speaking no, but depends on your case

#

@rocky radish i don't know about that :/

bitter iris
uneven bone
#

It's normal either way

#

It doesnt cause any issues

#

just looks weird

tight prawn
#

well you can define a specific HUD in each gamemode

#

HUD class is there in the class defaults of each game mode

rocky radish
#

@ebon linden you can create the widget in the game mode graph though

#

yes, you can do that for each gamemode

#

and just change the widget you're creating

midnight gate
#

how do i change game mode on this level

#

ah yes i see now

#

that window was deleted for some reason

#

but i restored it

next badger
#

@bitter iris blender (c)
i'm waiting for the fix for a few years

#

@bitter iris but as Adas said - it's "normal"

unkempt quartz
#

@soft panther place your character at 0,0,0 in the viewport and see what happens

midnight gate
next badger
tight prawn
#

no level streaming doesn't fit

#

it's a mobile puzzle game

#

just a casual game with hundreds of levels

#

creating a map for each is just asking for trouble

rocky radish
#

ok

#

do you all think that rider for unreal engine would be a better choice than visual studio?

tight prawn
#

well for me yes

#

it's atleast free for one year

#

unlike VTassistX

#

which btw they allow you to install with visual studio, but never mention it's a paid product

#

had me working with it for a month, got hooked to their keymaps and hotkeys

#

then they hit me with "trial ended"

#

so yeah, rider is a very good alternative, and on the plus side it actually performs better, especially when it comes to indexing headers etc..

rocky radish
#

cool, i was thinking about using it instead of vs

harsh tiger
#

its also flickering faster than it appears in the GIF due to frame rate

#

an my AI isn't moving

rocky radish
#

sorry for the dumb question F5, but did you put a nav mesh in your level?

harsh tiger
#

yuppp

#

it was working yesterday. i haven't any of the blueprints that work with AI. but i moved all of the stuff to the other side of a room and it stopped working

tight prawn
#

something doesn't add up either in your AI controller or the blackboard

harsh tiger
#

afaik the BT shouldn't leave the MoveTo node until it has reached that point should it?

#

but i think the BT thinks im at the move to location, when im not

tight prawn
#

check your blackboard variables

harsh tiger
#

but thats it current location. so it isn't at the move to location yet

tight prawn
#

Hummm

#

add a delay after move to

#

just to debug what's going on

harsh tiger
#

never hits the wait it seems?

tight prawn
#

something is wrong between your sequence and getlocation

harsh tiger
#

thats the GetLocation task

tight prawn
#

Honestly I don't know, i haven't used Behavior trees in a while

#

I have a different handmade approach to AI in my recent prototypes

harsh tiger
#

this is inside the BP_NPC. reason being is the location with a 3D widget, is a relative value. but need to make it into a world location

tight prawn
#

hope someone else can shine in and help

harsh tiger
#

so i add the loc offset to the mesh current to get the move to location

tight prawn
#

no wait

#

that's not how you translate widget location to the world

harsh tiger
#

i'll be honest mate, it seemed wrong

obtuse pendant
#

@bitter iris Look into the blender mixamo plugin, it can rearrange/rename bones and stuff so its compatible with UE4, that's how my models' bones looked like before I had fed them through the tool

tight prawn
harsh tiger
thin sluice
#

hi, quick question

tight prawn
#

use deproject screen to world, to get the the location of where you are aiming

thin sluice
#

how do i enable the displacement bit in the final material node?

harsh tiger
#

will that word for a vector 3D widget?

tight prawn
#

well I used that to get the location of a crosshair (where i am aiming)

#

so basically using that, I can linetrace it or throw a bullet in that direction

harsh tiger
#

it's not a UMG widget though?

tight prawn
#

it is a umg widget

harsh tiger
#

mine isnt

tight prawn
#

so

#

what are you trying to achieve first ?

harsh tiger
#

butttt

wraith wyvern
#

i give up with this god damn unreal engine This bug isnt stopping it stops for a second then it comes back

harsh tiger
#

the location in the bottom right is the offset of the 3D widget from the AI char on the left. but the position of the AI char is 22512 on the X. so if i just use the 3D widget value. then it will return 1225 which is way off in the distance

#

my work around was to get the current mesh world location and then add the location offset to that. which will give me the new move to loc. "Please Ignore" is a scene comp

tight prawn
#

I have no idea what you are trying to achieve

harsh tiger
#

the node you mentioned seems to be for a 2D widget and asks for a player controller. so it unfortunately won't work in this case

tight prawn
#

you can simply do get actor location

#

in your GetLocation

#

just simply get a reference to the actor you want your ai to move to

#

there is a node called get actor location

#

set that to your vector in the blackboard

#

and that's it

harsh tiger
#

i dunno man, its fucked. it was working a couple days ago and its stopped working out the blue. the location its being told to move to is correct. but it just doesnt move for some reason

rocky radish
#

how do i enable the displacement bit in the final material node?
@thin sluice in the material details pannel change the 'd3d11 tessellation' option

thin sluice
#

alright lemme try that ty

rocky radish
#

np

tight prawn
#

i purposefully showed the VRAM usage on the back

#

this is just a BS error..

wraith wyvern
#

how do i use a emiter?

#

like a FX thingy

tight prawn
#

what do you mean ?

wraith wyvern
#

i got a free firework FX from the market

#

and i wanted to mess about with it

#

is there a simple way i can make like a button or smhtn

#

smthn

tight prawn
#

place it in your world ?

#

or if you want it to happen when bullet hits or something

snow berry
#

hey all hope everyone's having a good day. I was hoping someone could point me in the right direction of progressively narrowing a mesh like this

tight prawn
#

let me find the node name sec

snow berry
#

This pic was taken from a YouTube video on the official Quixel channel.

tight prawn
#

@wraith wyvern use that node to spawn your fx into the world

wraith wyvern
#

yup that makes sence πŸ˜…

jolly kernel
#

@snow berry is that the blood gutch thing?

tight prawn
#

google is your friend, and the documentation is extensive, good luck with your game

wraith wyvern
#

wait

#

safad

#

i have this big problem

#

and no one on here can fix it

#

i have asked alot

#

gimme asec lemme link my video

snow berry
#

@jolly kernel yessir !

tight prawn
#

yeah i gave you a good reference on how to achieve True FPS Camera

#

it's not as easy as it seems, there is lots of work to get it done properly, but the guide i gave you is extensive

#

if you are making a shooter game

wraith wyvern
#

oh yeah

tight prawn
#

use the Animation Starter Pack from the marketplace, it contains all the aim offsets you need to create the True Camera thing

wraith wyvern
#

you uhh sent me a link

#

and it dident load i dont think

#

a free starter paack?

tight prawn
#

here is the link, i have no issue opening it

wraith wyvern
#

yup i can open it now

#

i coludent before

tight prawn
#

and yes animation starter pack

wraith wyvern
#

thanks

tight prawn
#

it's free, and should cover most of your needs creating an fps game, or alteast creating a prototype

#

Good luck

spice pond
#

I'm having an issue when I'm getting distance between two actors. The distance is counting fine, but in some frames it gets a random number that stays for a single frame and then return to the normal value. Like that (blue value is correct, red value appear in one frame):

wraith wyvern
#

Good luck
@tight prawn thank you

narrow mauve
agile aurora
#

overclock your headphones

visual belfry
#

I can accept that I forgot how to do elementary school math.. but I don't think this is right πŸ€”

tight prawn
#

you forgot elementary math

#

the first one = 1/(128 * 128)
the second one is 1 * 128/128 == 1

#

so in the first one you are dividing 1/256
the second one you are doing 1 * 1

visual belfry
tight prawn
#

i think of it like a priority system in maths

#

division > power > - > +

#

so divisions always happen first, then * then - then +

visual belfry
#

div mul have the same priority

#

as do add sub

tight prawn
#

something like that idk

#

i don't remember much from high school math, so now all i have is a bunch of "rules" i know by heart

visual belfry
#

are you trying to gaslight me malfDemon

tight prawn
#

don't know why they're that or how, they just are

#

Animation notification events only work on AnimBP ?

wraith wyvern
tight prawn
#

if I play an animation asset directly in blueprint, there is no way i get the animation notification

#

?

wraith wyvern
#

cant you see em

tight prawn
#

I can

#

uncheck grid

wraith wyvern
#

i did

vernal thicket
#

@visual belfry what elementary school did you go to to learn that XD

visual belfry
#

you're all kidding right?

#

1/128*128, go left to right applying multiplies and divides as they occur..

#

not all multiplies first, then all divides

wraith wyvern
#

i unticked it

vernal thicket
#

I meant like it's a bit advanced for elementary

visual belfry
obtuse pendant
#

this is why you have parentheses

visual belfry
#

sure you can fix it with parens, but it's a just plain wrong implementation o.O

obtuse pendant
#

no

wraith wyvern
#

how do i get rid of the boxses on my map

obtuse pendant
#

whats the reason wolfram doesnt take the second 128 as the divisor aswell?

hoary silo
#

^

visual belfry
#

because wolfram alpha knows order of operations πŸ˜›

hoary silo
#

or set the light to movable @wraith wyvern

obtuse pendant
#

its got nothing to do with the order

visual belfry
#

unreal is applying multiplication before division..

obtuse pendant
#

commutative

snow berry
#

love wolfram

visual belfry
#

πŸ™ someone sees the light

obtuse pendant
#

dude

#

its preference

wraith wyvern
#

build lighting @wraith wyvern
@plush yew oh shit yeah thanks