#ue4-general

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grim ore
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sorta, doing stuff for Epic directly the last few months so the channel has had nothing new. I am actually working on some animation stuff right now for the channel

plush yew
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Oh that's nice

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Right now I'm just looking through your wtf series and putting it in note form in a word document

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Hopefully that will help me

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If I struggle on anything in the series I can ask you and other people for help?

grim ore
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you can ask in here or in a specific channel, people try to help when they can

plush yew
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Oh that's nice

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So if the examples don't work would I just have to open my own blank map and put the blueprints in there?

carmine shell
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@grim ore Thank you for the link! ๐Ÿ™‚

maiden stirrup
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Just asking about the specs needed to run UE4, would these specs work?

grim ore
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those specs would work at low settings but you wont be able to do much beyond the basic templates

sleek solar
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does it have gpu?

grim ore
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that would have the vega iGPU

maiden stirrup
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yeah

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igpu

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covid-19 makes buying a new laptop significantly more questionable

sleek solar
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integrated GPU is... bad option most times

maiden stirrup
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Yeah, I can see why.

bitter vigil
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Is it bad practice to put your files directly into the content folder of the project? like, export textures directly into the textures folder and not "import" them from the engine?

grim ore
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@plush yew what you want to do is look at the V-Enum widget and load it up that has all the code

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the vega gpu isnt bad, its just you nly have 6GB ram in that machine usable for UE4 so it's gonna be rought. it will work, low settings default template

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@plush yew if you load up the blank map, then go to the levelblueprint there is a node you can use to change the active widget to the V-Enum one. this would let you play the blank map and have it match the video

maiden stirrup
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Well, how useful is that? I'm assuming this means no render heavy game making?

grim ore
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correct but you can still learn the engine, the editor, the framework, blueprints, etc.

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there is quite a bit of learning you can do, just dont expect to be able to import any quality assets or make larger scenes with it

maiden stirrup
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Oooof. But hey, that's good enough I guess

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Thanks for the info! Any recommended resources for taking the plunge into UE?

dawn gull
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Hey, sorry if I am interrupting you guys, but is there an event for when the character touches the ground and if not is there a boolean?

grim ore
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@maiden stirrup look at the pinned message in this channel there are quite a few in there

maiden stirrup
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Found it, thanks!

grim ore
abstract anvil
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@maiden stirrup Look at the content packs that come with it (first person shooter, top down, etc) and see how they do stuff in blueprints. Download some of the example content (elemental demo, strategy game, etc) and do the same thing. Play around until you feel comfortable then try to make something really small.

dawn gull
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AH thanks

maiden stirrup
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Will my specs endure that tho

abstract anvil
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@bitter vigil Not sure if it's a "bad practice" but it's something I wouldn't do because of things like source control picking those files up and packing making your final game larger than it needs to be.

bitter vigil
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Yeah I was wondering if it just packs everything together then...

abstract anvil
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@maiden stirrup Not well they won't. You can always set the engine scalability settings down. When creating your project you can set it to mobile and scalable 2d/3d. Honestly, with an integrated GPU, I wouldn't use UE4. It's a great engine, but it's not meant for integrated GPUs. You can pick up a 1050 ti for pretty cheap which will run things a lot better.

grim ore
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they cant if they have a laptop, and they do

abstract anvil
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oh

grim ore
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just install the engine, and go thru the intro videos on learn.unrealengine.com. You will either cry based on how it runs or be content with it and keep going.

abstract anvil
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Yeah, that's pretty much your options. If you're looking to make 2d games but can't run UE, I would look into Godot.

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Also, hi @grim ore ! Your videos have been a real help.

storm vapor
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Hey, i dont understand screen size. It is 0,2 in LOD 1 so , is it have to upper than 0,2 on LOD2 or small from 0,2 ?

plain terrace
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is it not possible to create an animation inside of ue4?

maiden stirrup
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Yeah, maybe after the pandemic I'll have to buy a new setup

storm vapor
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i mean which is near to object, 0,5 or 0,01 ?

maiden stirrup
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Thanks for the info~

abstract anvil
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@storm vapor Yes, each higher LOD needs to have a smaller screen size than the one before it. That's basically saying "when the mesh is this small on the screen, switch to this LOD." You can find the current screen size in the upper left corner when you're viewing the mesh.

storm vapor
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oh i see it , thanks

abstract anvil
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@plain terrace It's possible, but it is so much of a pain that it really isn't worth it. It's better to take your mesh into Blender or something like that and create an animation.

spring wigeon
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I got a question. I am currently looking at two methods in regards to Camera panning. One is with a Gate and the other is done via the Branch with the "IsPressed" method. Is Gate more preferable? Which is more optimised?

Note: Ignore the spaghetti mess, I want to try and see what works before I clean it up fully.

grim ore
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@plain terrace it depends on what you consider an animation. It is possible to keyframe skeletal meshes in the engine out of the box. The new Control Rig system can also allow you to rig characters in the engine. The new sequence animation system can be used as well.

plain terrace
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mm cuz all i want to do is make a door in a skeletal mesh open and close

abstract anvil
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@plain terrace In that case, I would just use BP to rotate the object when the door is supposed to open. This will only work if its pivot point is in the correct location though.

plain terrace
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yes, the pivote point is correct

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and im trying to make a car door open and close

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so ill prob just use blender

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phanks

grim ore
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@spring wigeon either one works, the branch is probably the easiest as your basically just toggling on and off a code path in your mouse X and Y. the gate seems like extra work

spring wigeon
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So I should just replace the Gate with a secondary branch for my X Axis then?

grim ore
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it seems like you should, its the same code just cleaner if you use a branch

plush yew
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can someone tell me how to make a change to my game that is ready? without me having to render again!

abstract anvil
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@plush yew "without having to render again" Are you talking about baking the lightmaps again?

spring wigeon
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Right. I see. Thanks for the tip. I'll give that a try!

prisma plank
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why particle is black? have alpha..

plush yew
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that, like cell phone games, the game is already made and there is a person playing, but you forgot something and want to modify it without having to publish again, do everything online

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Thanks Mathew I'll try it later

abstract anvil
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That would be creating a patch, which is something I haven't done so I'm not going to be much help there. I know there's documentation on that though.

plush yew
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thank you ๐Ÿ™‚

rigid belfry
abstract anvil
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@rigid belfry First off, the newer versions of UE no longer natively support HTML, so you'll have to build from source using the addon (I can't remember what it is, google is your friend), or use a version which does support it. Beyond that. it's an involved process which would take far too long to explain here, so I would look at YouTube and other places for tutorials.

grim ore
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There is a .html file created, you just need to rename it to what itch expects

maiden swift
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@rigid belfry To add to what Pretend and Mathew said: Zip Up Project is for archiving/sharing the project files, not packaging the project for distribution. Itch is expecting you to manually create a zip of the packaged, playable files.

grim ore
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I just looked thu my test itchi.io app and it's the packaged folder, with the .html renamed to index.html, zipped up and then uploaded to them. Works fine

maiden swift
hot pine
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Any idea why MirrorByVector does absolutely nothing?

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I have checked using the debugger

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There is 0 difference between the initial vector and the mirrored one

plush yew
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how do i cast an actors location to another actor/bp?

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i got this

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doesnt to work tho

rigid belfry
plush yew
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ah yeah that could work lol

hot pine
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@plush yew there is no reason for this cast

plush yew
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someone told me to do it like that

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it seems to work

hot pine
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Nvm

scarlet birch
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HISMs will use the lod settings from what is set in the static mesh?

rigid belfry
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it sems like i will need to download: Git; Python 3.x or above; CMake 3.12 or above and VS 2017 which i already have. seems like a lot of stuff to download. what if i use an older version of the engine (say 4.22)? or would it be better to upload the game as a downloadable?

willow plank
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guys how to connect EXR height ?

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i guess we are taking red channel of it right ?

hollow briar
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do you know what is the construction order of blueprints during game start? What BP is constructed firstly eg. gamemode, level BP etc. (I tested it already by printing string but I want the theory) xD

plush yew
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im 3 days into coding and i got half a cooking set up working

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lol

plush yew
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hm?

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oh not refering to me lol

hollow briar
hidden aurora
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Yikes, an unconnected node made all the logic not work

plush yew
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well yeah thats coding

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im still forgetting to connect exec's and pulling my hair out

hollow briar
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I mean, why Construction order looks like this: 1. GameMode 2. Level BP 3. PlayerController 4. HUD 5.PlayerCharacter

grim ore
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for more order beyond what that docs page shows you would have to go thru the C++ code

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it also changes based on single and multiplayer

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and then generic loading order of non specific objects, objects in the world for example, can change from session to session and between PIE and standalone

hidden aurora
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Been debugging for about 2 hours lol

grim ore
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@plush yew I would assume you want to change the Hierarchy type to Actor?

scarlet birch
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I'm creating custom volumes for placing foliage for interaction. With procedural foliage volumes I've used quite large sizes. Since HISMs can use per instance LODS and support culling distances is there a need to break up larger volumes? I'm wondering at what point I should divide these up. Other than the initial generation, the overhead is rather small on this. The heaviest part is meshes are replaced with physics actors but those actors become HISMs again after a few moments once the physics sleeps or gets close to it. Not really looking for an answer, just interested in hearing input from others.

grim ore
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@plush yew you might want to look into using Datasmith to import it then as that will respect instances from the original program. If these are not instances there is not much UE4 can do, you can replace them manually

plush yew
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my first 2/3 days of coding adventures

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its so wacky and buggy but it all sort of works and it makes me happy haha

rigid belfry
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what the hell

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my cast nodes become corrupt when i change level?

brazen cairn
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uh guys

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im getting errors in ue4.25

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after enabling dx12 + raytrace

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by editing the target in properties menu

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is there anything wrong with that method or something?

storm venture
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@brazen cairn you should share the specific errors

rigid belfry
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could someone please help me understand how to upload a html5 packaged game to itch.io please?

spiral flint
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can someone help me out with retargeting

grim ore
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package the game like normal, that will make a folder with all the files. rename the .html file in there to index.html. Use windows or another program to compress that folder to a .zip folder. Upload that folder to itch.

spring wigeon
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Question again. Sorry for pestering. So I've added in the Branch version instead of the gate for the Camera Movement, I've also adjusted some minor things and added in a Shift-Key speed modifier so that the players can move around the map faster if they hold Shift.

I am now wondering, do people still use Edgescrolling when they play a RTS? Or should I just scrap it for now until it becomes a demand and keep the WASD and Arrow key format for now?

plush yew
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i personally love edge scrolling

spring wigeon
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So would it be best to just leave it out until there's a vocal majority that wants it back in?

plush yew
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also, it doesnt hurt to add it, youll get experience and the more options in your game the better

rigid belfry
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@grim ore do i compress the whole project folder or just the content folder?

spring wigeon
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True, true.

merry gazelle
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I'm having issues with getting click events to work, it's so frustrating and I've done it many times with no issues.

I have a character selecting the controller to set show cursor, enable click events and enable touch events. I've also removed any project inputs that use left or right mouse click just to be safe.

When I click the left mouse button, I can get it to print a string but it doesn't fire a click event I'm actors (or UI)

Also if tried multiple different blueprints for click events with the mesh set to block

grim ore
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@rigid belfry you would compress the pacakged html folder with all the files in it, the docs page linked to you earlier shows what would be in it

spring wigeon
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I mean, how difficult is it to add it in? Can you add it in mid-way during development? Or would it be a problem later down the line?

plush yew
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and im my experience playing dota2 for 2000 hours, 95% uses edge scrolling

spring wigeon
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Really?

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To be honest I don't play Dota. Lol

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So I wouldn't know. I personally use WASD or Arrow keys simply because it's a bit quicker, more comfortable on my end. I'll note down to add it in later then when I get to the stage of pushing out a demo.

plush yew
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i dont think itd be hard to add, you just need to figure out a way to sense the mouse near the edges

spring wigeon
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Yeah.

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I'll need to also get a idea on smoothening out the Camera movements, so people don't feel sick. I mean it's fine right now, but I might need to adjust it.

plush yew
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edge scrolling is usually prefered cause you can use your hand for macro management

spring wigeon
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True.

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Though I don't think I'll get to the stage of doing Unit grouping yet.

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That stuff is a little wild. XD

plush yew
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ah yeah haha

spring wigeon
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Just want to get one building down to produce units.

plush yew
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if you get one building down you got them all down tbh

spring wigeon
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Aye, but it's the complexity, stuff like Power Cores that give you power for turrets and buildings to be operational.

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I am trying to aim for a Tron-esq style RTS game. So it's mostly fixated around vehicle combat and building production. But I might aim for a grid system for buildings as well, I feel it's cleaner.

plush yew
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grid system is better yeah

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less buggy too

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sc2 uses a grid system too so no worries there

rigid belfry
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@grim ore sorry for my ignorance but this is what i am doing, i compressed the whole html5 folder

spring wigeon
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Hopefully there's some tutorials about A.I pathing, because my main concern is, I'll be setting up various areas on the map that should not be traversable by the AI or your units. So hopefully there's something like that to help me out. That, and then figuring out how to design the Tron-style level. I wonder if it be interesting to add Colour-gradient changes to the floor around your base structures, similar to the Creep for the Zerg.

grim ore
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well for one thing its asking for a zip and you gave it a rar....

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and 2nd how did you get the HTML5 folder?

rigid belfry
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isnt it the same?

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i packed it as html5 in unreal

grim ore
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and chose that folder? inside your project?

rigid belfry
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no it made it by itself

grim ore
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when you package it asks you for a folder to package to, is that the folder you chose?

plush yew
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@spring wigeon i think you need a nav mesh

rigid belfry
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i packaged it this way and i saved in in the root folder. should i have saved in on the content folder? i doubt that matters

spring wigeon
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Ah, but yeah, wait. Every game has some kind of Nav Mesh for the A.I. So surely I can just find a FPS or so tutorial on Nav meshes, noh?

plush yew
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yeah, theres tons of ai/nav mesh tutorials

grim ore
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You should have saved it somewhere else, not in the project, but for now that is fine.

plush yew
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usually its for one pawn but it works for multiple aswell

grim ore
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and yes a zip is not the same as a .rar, that is why it is not working. You also need to compress the files in the folder, not the folder

spring wigeon
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Aight, I'll have to have a look at all of that later then once I get to the A.I stage.

grim ore
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select the files, add to archive, then select .zip as the type

rigid belfry
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damn

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its downloading

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pretty sure it works now

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youre a beast @grim ore

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ah never mind it gave me an error

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"Uncaught RuntimeError: memory access out of bounds"

grim ore
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you have the process to make it work now, now to debug and figure out whats going bad

rigid belfry
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i am using both chrome and microsoft edge and the download sizes are different

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how is that possible

grim ore
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might need a different runtime or interpreter depending on the browser

fluid lance
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Hey, is there any bool or event I could use to have more control over the init order? The thing is, I need some things from the level to be referenced at the time when actors get spawned in. How could I have an event/get a bool, something like "E_OnLevelFinishedLoading". Is there something like it?

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I could make an init event on the actors ofc and use that instead of beginplay, but how/when would I call that?

dawn gull
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In blueprints can I grab text from a web page, for example a raw paste bin link

spiral flint
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nobody knows what to do with retargeting then?

dawn gull
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@spiral flint retargeting what

grim ore
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@spiral flint if you are talking about animations, #animation might be a better channel to ask in

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@fluid lance can the actors not ask for the info when they are spawned in?

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@dawn gull out of the box there is no REST or HTTP Get support so not really

dawn gull
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Ok

fluid lance
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@fluid lance can the actors not ask for the info when they are spawned in?
@grim ore They randomly get spawned in before the elements they should b referincing. In short, I"m using targets on the map Which i feed into an array of locations. The locations will be used by the npcs as patrol points. I could re-think the system but yea, that's what I had in mind back when I made this.

grim ore
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the locations are in the map when the actors spawn in? the targets?

plush yew
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is cast to the only way to grab variables from actor to actor?

fluid lance
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everything is placed at design-time. I load and unload levels for every combat etc (you've helped me before with those GUIDs to ref design-time actors) ๐Ÿ™‚

grim ore
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@plush yew blueprint interfaces could be used as well, and casting is not "a way to grab variables", casting is how you help 2 specific items to talk to eachother

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so the actors can't get their patrol points themselves, they need to ask something else?

fluid lance
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lemme ss, sec

plush yew
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Yeah but I just wanna grab a simple boolean from a different actor thats all

grim ore
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then getting a reference to it and asking it for the variable is the basic way. If you need to cast that reference to a specific class then yes casting is needed. It's not abnormal and very usual, you don't need another way unless there is another problem

plush yew
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how do you get the reference to it then? cast?

fluid lance
grim ore
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no, casting is just treating one thing as another. You still need a reference to the one thing some how. How you get that reference is up to your code

fluid lance
plush yew
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sexy looking code Duke

fluid lance
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Now, the last bit allocates the target points into the array and gets called at some point in the beginplay exec wire

grim ore
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off the top of my head the easiest thing I could think of without redoing your code is your patrol makes sure it has patrol points before patrolling. this fixes any issues with them doing stuff without any assigned points. Once your level loads and you have good patrol points you could then get all your patrollable actors and give them their patrol points so they can start patrolling

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I am assuming that is the issue, the actors are spawned in without valid patrol points

fluid lance
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wait...targets are actors? ...ofc they are. Not very smart solution then ๐Ÿ˜ they eat up unnecessary resources

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I am assuming that is the issue, the actors are spawned in without valid patrol points
@grim ore yes, they skip and go to world origin since the valid fails when they run their beginplay

grim ore
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I mean the other option is when you spawn them in you give them the control points on spawn but the problem is the points are not valid then?

worn granite
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there are ways around that

plush yew
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@grim ore how would you do it?

grim ore
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@plush yew I have no way of knowing what you are trying to do or how you are trying to do it, I couldn't even guess.

worn granite
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you can have an array of vectors and mark them for edit widgets

plush yew
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its just a on overlap start trigger in the world

worn granite
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its a checkbox on the property

plush yew
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connected to a boolean

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and i wanna get that boolean into my character

worn granite
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More for @fluid lance

grim ore
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so when your trigger is overlapped you talk to the player and set a variable on the player?

worn granite
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you could also have those targets editor only and store the actual locations in an array

plush yew
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basicly its a campfire with a collison box around it. on the campfire actor it has the code that says when overlap start set boolean to true/false

fluid lance
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Hm...so run populate the locations at design-time?@worn granite that's not a bad idea actually ๐Ÿ˜›

plush yew
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i wanna get that boolean to make my character so when i can use it in my branch

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if nearcampfire is true etc.

fluid lance
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it should work on the construction script actually...

grim ore
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so when your trigger is overlapped you want to talk to the player and set a variable on the player?

plush yew
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yeah

worn granite
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Nah something like that you'd want to do in PreSave

grim ore
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what will overlap the trigger?

plush yew
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the character

worn granite
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Oh, well, hrm.

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BP only ๐Ÿค”

rigid belfry
fluid lance
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@worn granite well, the points don't change regardless of where the actor is when the world gets destroyed (for battle map, then come back)

grim ore
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then in the overlap event, there is an Actor output that is the character. So you would Overlap -> Cast the actor that overlaps to the character -> if its the character set the variable. the Actor pin in the overlap is how you get your reference

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@rigid belfry you should try a generic base third person template and see if that works. It is possible your projects has items that are not compatible with WEBGL in it

plush yew
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this is what i got right now

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but what confuses me is

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i can reference this

grim ore
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is you are not setting the variable on the player

fluid lance
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@worn granite Ok, let's say I go full procedural on the patrol points. Is there any way to make my actors patrol on the lines I want them to without writing and testing vector math for a whole day? ๐Ÿ˜„

plush yew
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and this is one my player

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like it works but I dont understand it and its just.. odd

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there must be a better way

grim ore
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what is odd about it?

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and the cast in the last screenshot is not needed since it's already a campfire. The blue note should be telling you this

plush yew
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because i can grab the get other variable

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the orange one

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without setting it to cast to

grim ore
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what does the input pin say on the GetActorTransform?

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Specifically the Target that it is being called on

plush yew
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target self?

grim ore
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correct, itself. It doesnt need a cast or anything put in there because epic is being nice and told this blueprint that by default it can ask itself for that info

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you can of course always plug in something else if you need to ask something else that info as well

plain terrace
grim ore
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by default it is a "reference to self" that is plugged into that node

plain terrace
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woops asked in the middle of something

plush yew
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I mean the SET campfiretransform node

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why do i have to cast to test(wich is my character) from begin overlap?

grim ore
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@plain terrace cast the hit actor and if its the wrong type, dont do anything. Alternately look into using blueprint interfaces to identify what you can and cannot pick up and you can check that.

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the begin overlap is inside of your campfire correct?

plush yew
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yes but so is the get actor transform

grim ore
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GetActorTransform is not inside of your campfire, it's a generic node that targets any actor. any actor can call that function. its not specific to that campfire.

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the overlap event IS because it is being called in that one campfire using that one component when it gets overlapped

plush yew
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yeah but its set to a variable

grim ore
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the campfiretransform variable? its a variable you created inside of that blueprint

plush yew
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yeah

grim ore
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so it knows about it when you set it from inside of that blueprint

plush yew
grim ore
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when you overlap, your campfire has no idea what it overlapped with other than it's an actor. it could be a plane, it could be a train, it could be an automobile

plush yew
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see the cast to test and SET obj reference

grim ore
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its somehting OTHER than your campfire

plush yew
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i dont understand why that is needed

grim ore
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does your campfire know what is overlapping it?

plain terrace
plush yew
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ehhh

grim ore
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like in general how would it know, it knows about itself and whatever you told it

plain terrace
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woops nvm

grim ore
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for all it knows the death star collided with it

plain terrace
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thinking skills are low today

plush yew
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i guess not?

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i thought the overlap event was just in general

grim ore
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in general?

worn granite
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@fluid lance No, no. You use targets as normal (or use the editor facilities to position vector data in the world, MakeEditWidget/something 3d widget?) but you just store off wherever the actors were at so you only pay that cost in editor.

plush yew
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yeah if it overlapped with anything else

grim ore
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@plain terrace if the "cast to actor" is casting to the specific one you do not want to pick up then yes

worn granite
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@fluid lance If you were to make your patrol points dynamic/procgen, you'd have to spend more than a day IME to get something that feels right

grim ore
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yes that event, the overlap event, will fire off if something overlaps it. but the "something" is just a "something" till you go "hey can we cast this to my character?"

plain terrace
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mk yes i changed it, and it worked perfectly, thanks

grim ore
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and once you cast to it you now know "hey that actor I overlapped, its my character. Let me talk to my character specifically and do something"

fluid lance
#

@worn granite I just realized I've designed the system like crap. I can't directly edit the array of targets for each child since the array is the parent's ๐Ÿ˜

grim ore
#

your other code has no cast because its "hey I know about this variable, campfiretransform, so I am going to just go ahead and set it because I am a campfire and I know about this variable that I know about"

plush yew
#

so this wont work?

worn granite
#

It also kind of depends on what sort of pattern you'd like to see

grim ore
#

that should work assuming that variable is inside of that blueprint

worn granite
#

you might even be able to just do random point in radius

plush yew
#

it is, but i wanna grab that variable

grim ore
#

grab it from where? what wants to grab what and when

plush yew
#

my other bp(character)

grim ore
#

programming is very specific, without specific you get random.

#

so your character wants to get that variable from the campfire?

plush yew
#

yes

grim ore
#

when does it want to do this

fluid lance
#

@worn granite Yea, that would be the easiest one, but that won't do...I'll need patroling along the wall for instance and such so I'll need to figure out a fast way of storing the vectors I want into the locations array

plush yew
#

when I use a key

#

input

#

wait let me set it up so i can show you

grim ore
#

so when you press the space bar, it wants to talk to the campfire and see if that boolean is set up.

plush yew
worn granite
#

@fluid lance I'd honestly just keep doing this until it shows up as a memory/performance bottleneck

fluid lance
#

@worn granite the target points you mean?

grim ore
#

in that case your code in the player has to talk to the campfire thru a reference (you are already setting it when you are near), then it can get that boolean.

worn granite
#

No reason to toss out what you know how to use already unless you want to spend a significant portion of time on it

fluid lance
#

@worn granite yea, but it ain't working really ๐Ÿ˜‚ so what i "know" is flawed/wrong/poorly designed ๐Ÿ˜›

plush yew
#

so how do i get that boolean from the other actor?

worn granite
#

But there's loads you could do, this might be a commandlet pass where you pick points that absolutely must be waypoints and then generate routes.... you could set up EQS to prioritize patrolling near walls

grim ore
#

@plush yew with that said if the code you are using for space bar is above, it's already accidently working you just need to "On End Overlap" in your campfire to set your campfire reference in your character back to nothing

worn granite
fluid lance
#

@worn granite Not gonna use AI for simple patrols, it's a waste of time really. Just wanted some freedom with the target points to just put them there and tell the pawn to move sequentially from one to the next, then full circle. If two, becomes a line, if 3 a triangle etc.

grim ore
#

@plush yew if that code is in the player, you have a CampfireRef inside of your character you are setting when you overlap the campfire, you would just use that. Drag in the CampfireRef from your variables in the player and Get a reference to it. Then drag off that and get a reference to your CampfireCollision, then go from there. It does seem like you have variables duplicated across blueprints

plain terrace
worn granite
#

ยฏ_(ใƒ„)_/ยฏ

fluid lance
#

worse case I could just feed in the vectors directly to the darn array but that is lame to say the least xD

grim ore
#

@plain terrace it would be the hit component from the hit result

plain terrace
#

how can i check if its the "cube"?

grim ore
#

depends on what "cube" is. You could get a component tag and compare it. You could cast it to the component type if its specific. You could look into interfaces if it's an actor component. uh... it could have unique properties like simulating physics? etc.

smoky sonnet
#

hey guys, i want to add ingame purchases to my game and i would like to ask you something because i am kinda confused. I am on my google play console and found a tutorial to add ingame purchases but if i want to add/configure ingame products inside of my goggle play console i need to create a trader-account (i am german dont know whats hรคndlerkonto in english) and my question is do i need to create a one-man business? Are there any laws i need to pay attention to as a student who tries to create a mobile app which includes ingame ads and ingame purchases. I would really appreciate some tips of you guys.

plain terrace
#

cube is a static mesh component

grim ore
#

is it the only static mesh component in that actor?

plush yew
#

like this?

grim ore
#

you have no reason to be doing that, you are already setting the campfire reference on the character when you overlap it. you showed that earlier

#

define your problem and goals. Player near campfire and hits space and you do stuff. What is going to do the stuff? campfire or player.

plush yew
#

yeah but im just asking if that thats the code for setting the reference?

grim ore
#

that would be code for setting the reference but you have no target so you are just setting it on itself to itself which is pointless

plain terrace
#

there are other static meshes in the pawn

#

actually there is not at the moment, but i will add more

grim ore
#

then look into using component tags. You can get the hit component, check for if it has your tag like "grabbable" and go from there

plain terrace
#

okay thanks, youve been very helpful

grim ore
plain terrace
#

yup, okay imma have some lunch

grim ore
plush yew
#

I see

#

so what does the blue variable store tho?

sage tree
#

Is it normal for the editor to not be utilizing my GPU? Taskmanager is showing 0% usage for UE4.

grim ore
sage tree
#

@plush yew its usually an actor reference of some kind.

grim ore
#

and that setup is exactly the way you showed you had it set up, just working

plush yew
#

but how does it know true from false?

sage tree
#

well, in code things are typically false unless set to true, 0 and 1.

plush yew
#

@grim ore thanks ill use it! ๐Ÿ˜„

mint raptor
#

When you save an actor, what in save game object is actually saved? Do tags at least get saved and loaded back in or does the whole thing loaded back in come back null?

sage tree
#

@mint raptor how are you saving it?

grim ore
#

player has a reference to a campfire, it can be valid or not. good or bad. When the player is near the campfire, it overlaps it, and the campfire tells the player it is near the campfire by letting it know about itself (setting the campfire reference IN the player)

mint raptor
#

@sage tree Unreals native way of save game objects

grim ore
#

it does the opposite when you leave the campfire, it sets it to nothing. Now whenever you hit spacebar in the character it goes "do I know about a campfire" and does something

sage tree
#

@grim ore Love your WTF series!

plush yew
#

i see

fluid lance
#

@worn granite Wow wth...So, I found out the problem wasn't what I thought it was. I'm reffing/populating the targets array at design-time. I can only do it within the instance of the blueprint which is in the world (with that picker). So far so good. Now, the problem is that patrol the code runs in the parent (base class for npcs) and...unexpectedly enough, the parent's array is actually empty. It doesn't recognize the refs I've fed in to it's child (probably because it's only in the instance of that child which is in the world and not the bp itself). Just...wow wtf - guess I don't know how this engine is working afterall ๐Ÿ˜†

plush yew
#

i think im starting to understand abit

grim ore
#

this isnt the "best" way to do it, its just the way that works based on what you showed so far

plush yew
#

@sage tree hes the guy from the WTF is series? no wonder he knows so much haha

worn granite
#

@fluid lance you ought to be able to modify the data in a child or instance and have the parent logic actually use it

sage tree
#

@plush yew hah ya

fluid lance
#

@worn granite ikr...lemme show you xD

grim ore
#

you could just as easily have a boolean on the player instead of the campfire reference and use that (it would be cheaper) but what if you wanted to talk to the campfire itself? then you would use the reference to talk back to it. I cant assume what you are doing lol

worn granite
#

I don't know why you think this isn't the case, @fluid lance, it should 100% be using your child/instance data

fluid lance
plush yew
#

@grim ore ohh.. I guess ill use this for now ๐Ÿ˜„

fluid lance
#

debugged actor is the parent (since it holds the patrol code) and the only instance i have in the level is the one refing those target points in there

#

so, somehow, it doesn't fill in the array afterall

plush yew
#

sorry i ask so much, id rather try and understand HOW something works then to just someone show me how to do it and not learn from it

grim ore
#

if you were to print string out the length of that variable, not debug it, does it return 0 or 3?

fluid lance
#

ill check

#

@grim ore ๐Ÿ˜ฎ it shows 3

#

wth...

grim ore
#

yep that is expected

fluid lance
#

but but...how?! ๐Ÿ˜–

grim ore
#

well if you are debugging the parent but the child is the one with the variables it makes sense in my head

worn granite
#

you have two arrays

#

Your logic is using PatrolPoints, but you've populated PatrolTargetPoints

#

Actually, there's 3 distinct arrays?

#

๐Ÿ˜–

grim ore
#

so.. I just tested and I had no issues selecting my child as the debug filter even if the event was in the parent

fluid lance
#

but the only instance of that parent is the child in the level. That is the one returning accessed none for array 0 and the debug was set on it, not the parent, so I don't follow

worn granite
#

you have 3 arrays @fluid lance

fluid lance
#

omfg...Am i that retarded?! wrong array, lemme check -.-

grim ore
worn granite
grim ore
#

ooof...

#

that would do it as well lol

fluid lance
#

@grim ore yes, that's expected behavior. Iguess Immutable is right and just filled in the wrong fkin array

#

Jesus...lemme check -,.,-

worn granite
#

happens to us all

grim ore
#

toooooooo many variables without descriptive enough names in descriptive categories!

#

if all else fails, follow the Objective C method of naming stuff....

worn granite
#

Had a friend who used to get me on a voice call to rant about the engine for 5 minutes, walk me through the system, and then open up a graph to describe the flow.... only to realize that he didn't connect half the logic @fluid lance

spiral flint
#

i need help retargeted animation to another mesh

fluid lance
#

awful...I'll check to see first wtf was in my brain making 3 arrays with the same name...one is vectors of the targets as a failsafe for the dummy nav AI (sometimes it fails for actor location in my experience so I just provide two: actual location and actor. But the third?! idk. I'll look into it, brb with results ๐Ÿ˜…

grim ore
worn granite
grim ore
#

he did but it was the same generic question, I need help...

#

then cam back when no one answered heh

worn granite
#

oh

#

well, dunno.

#

Maybe we can setup an autoresponder heh

fluid lance
#

Ok...I was indeed retarded, would have wasted the whole night with this before deleting and remaking the whole code, so yea. Thank you hawk-eye @worn granite. The patrol was running from an old var which I tucked away in a category, then forgot I had it and made a fresh one which was running all the other code related to the system ๐Ÿคฆโ€โ™‚๏ธ

grim ore
#

oy

fluid lance
#

Thank you both @worn granite &@grim ore ๐Ÿ™‚

spiral flint
#

I Know how to

fluid lance
#

@spiral flint Ok, what do you want to do? describe your situation a little...

grim ore
#

in before Mixamo animations

plush yew
#

people hate mixamo here? lol

spiral flint
#

AFTER THIS MATCH

grim ore
#

mixamo out of the box doesnt just work in UE4, you have to work at it to get it in right is the issue and most people get stuck

spiral flint
#

No idea what macimo is bruv

plush yew
#

i mean it kinda works its just iffy lol

rugged raven
#

Mixamo just tends to be underwhelming

#

It can be good if you can't rig for your life, but

spiral flint
#

When i re target the animation only the top half of the body moves

#

and the parts that do move are deformed

#

wtf is mixamo

rugged raven
#

It's an Auto Rigging service

spiral flint
#

i already have a rig

rugged raven
#

Rigs a character model up to an auto generated one and lets you apply various animations

#

Good, you don't need it then

spiral flint
#

im tryna re target another animation to it

grim ore
#

@spiral flint is the skeleton structure the same, # of bones and names? it sounds like it's not

spiral flint
#

how to check

grim ore
#

open up the skeletal mesh, go to the skeleton section, and look at the bone names

#

you can also click on the retarget manager in there....

#

but... you read the docs and know how to do this so you should have done this

spiral flint
#

i know where the re target manager is

#

i have used it

#

it just doedsnt work

#

m8

rugged raven
#

It's an automatic tool. It won't always make pretty looking results

#

But sometimes you get lucky and it works perfectly!

spiral flint
#

so i should do it manually

grim ore
#

are the skeleton bones the same between the 2?

#

same bone names and count, retarget manager should work out of the box. different structure, you need to match up to the closest bone between the 2 and make a retarget skeleton for it and let it use that.

spiral flint
#

where does it say the number

grim ore
#

it wont, you have to compare. open the skeleton up

spiral flint
#

my rig has like 5 time more bones

grim ore
#

then you are definitely going to need to fix the original mesh, or set up a rig in the retarget manager to match as close as you can

spiral flint
#

is that gonna take a long time

grim ore
#

depends on your skill

plush yew
#

@grim ore how long have you been using unreal? how do you know all this stuff?

grim ore
#

it could yes, its probably going to be a large amount of trial and error

plush yew
#

who are you?!๐Ÿ‘€

spiral flint
#

it isnt hard to know this stuff when you use soemthing for a long time dude

grim ore
#

UE since 1, UE4 since public release. and just learning all the time

spiral flint
#

im the same with blender

plush yew
#

damn

#

you ever released anything?

grim ore
#

nothing personal that is out anymore, mostly contract work

plush yew
#

whats your most proudest piece of work?

spiral flint
#

what

grim ore
#

proudest work was a mobile slot machine from scratch using the UI system in Unity because why not and I like slot machines lol.

plush yew
#

haha nice

#

does unity use the same code as unreal?

grim ore
#

nope, different language and design system but much lighter on mobile devices

plush yew
#

so you know unreal and unity? wow

grim ore
#

I am a programmer by trade, I know a few things. I am also old so that helps lol

#

@spiral flint when you use a retarget rig you have to match bone to bone. If you guess right and get it right the first time it won't take long, if you guess wrong or don't know how the mesh was designed it can take a while

spiral flint
plush yew
#

oh my god haha

#

reminds me when i tried offset aiming

#

looked about the same

grim ore
#

my guess would be due to the fact that skeleton has "rig" for the root with a root below it which is not what UE4 likes or wants

plush yew
#

i would put that into blender and make my own rig

spiral flint
#

I HAVE MY OWN RIG IN BLENDER

plush yew
#

oh haha

spiral flint
plush yew
#

are those titties rigged? lmao

spiral flint
#

Yeah?

#

Tits move

#

didnt you know?

plush yew
#

Hey guys

#

i didnt know youd rig them, thought they just moved with the spine

fluid lance
#

gave up on this guy when he used caps to say "after this match". Idk why anyone would bother to hlp someone when they act like that but maybe I'm too harsh...Probably yelling and mocking ppl that you're asking to help you isn't the best strategy @spiral flint ?!

#

are you like 14?

spiral flint
#

what...?

plush yew
#

๐Ÿฟ

grim ore
#

I am not 100% on animation yet so I dont mind helping to learn more when figuring out stuff. I know blender -> UE4 retargeting is a huge headache and this is an example of it

plush yew
#

Hey guys how Can i make my own char model in ue4?

spiral flint
#

Who shit in this guys cereal

plush yew
#

@plush yew you cant

grim ore
#

@plush yew inside? not really. you need a separate DCC program for that like Blender

plush yew
#

blender is great

#

nice ui, tons of tutorials and its free

spiral flint
#

tru

plush yew
#

Ohh

#

@grim ore ty

dawn gull
#

How do I make a blur effect with a post process volume?

plush yew
#

Guys from where i Can use sfx?

fluid lance
#

@dawn gull You can distort the scene with a texture or simply add a constant offset to it

spiral flint
#

Oh grumpy is back

plush yew
#

@plush yew thats pretty broad

#

you mean particles?

#

No music sound fx

grim ore
#

@plush yew look in the marketplace at the free content, there is free content in the marketplace in the free section.

plush yew
#

ah, isnt it just a play sound node?

#

That i Can use and not get copyrighted

#

oh

#

free sound effects

grim ore
#

well if you use the free content from the epic marketplace for use in ue4 and you use it in ue4 for free then you are fine

plush yew
#

i tried to look for those too but all the websites suck ass

#

Doesnt it matter if other games alrdy using that?

#

no

fluid lance
#

@plush yew ofc. If the game is published.

#

there are tons of sfx on many websites but yea, most r kinda bad

plush yew
#

just if you steal stuff and publish your game and make money from it

#

you might get sued

#

but thatll never happen

grim ore
#

the doom barrel explosion. the everquest ding sound. SFX is recycled because who the hell wants to remake sounds.

plush yew
#

But what if i use something that i dont even know other games have it

#

the classic bear roar sound

fluid lance
#

if you have a DAW, you can make your own sfx and even find helpful VSTs

plush yew
#

Daw?

fluid lance
#

Ok, nvm ๐Ÿ˜› I'm a sound engineer xD

grim ore
#

I mean if you want to go out and get a skeleton to cackle for you so it can sound different than every other rpg that has a skeleton then go for it. most people just use stock sound libraries and make their games.

fluid lance
#

DigitalAudioWorkstation (software like FruityLoops or Abedon)

spiral flint
#

How do you know someone is a sound engineer? Dont worry, they'll tell you

plush yew
#

lul

spiral flint
#

๐Ÿ˜ซ

plush yew
#

Tysm for everything guys!

proper stump
#

I've craeted in new "Object" class in blueprint (not actor, actuall UObject).... i've added to it some functions and class variables. I'd like to get a instance of that class object.... how is that done? I hope the question is clear...

grim ore
#

Construct Object from Class?

proper stump
#

trying, thanks

plush yew
grim ore
#

go to your launcher library, click on the arrow next to launch, go to options, enable editor symbols, crash it again

untold cipher
#

Why when I packaged my game there is no sound

grim ore
#

also more info might help, like when it happened etc. at the worst nuke all your intermediate/build/binaries folder and try to see if it crashes again

proper stump
#

@grim ore works great, thanks

limber mesa
#

can anyone tell me if there is an easier way to do this, its not working. trying to make it so you have to hold shift and move for a deduction of stamina

proper stump
#

i've got something weird, actor that's placed in the scene, begin play is invoked, but the construction script is not invoked... is that how it should be?

grim ore
#

are you testing play in editor or standalone?

proper stump
#

in the editor

grim ore
#

try standalone

proper stump
#

ok

fluid lance
#

@limber mesa Why do you check if it's running already?

limber mesa
#

@fluid lance originally the user could just hold down shift to consume stamina, i was trying to make it so you had to hold down shift and move to consume stamina

fluid lance
#

@limber mesa the problem i see is that you are firing this whenever the key is struck which means that if i hit shift while standing still and THEN start running, it will not consume stamina since the velocity at that moment was 0

grim ore
#

why not move the consume stamina event to the movemement portion of the code

#

input -> if should be sprinting and have stamina then deduct stamina -> add input to the axis

fluid lance
#

oh, yea, it has built-in functionality for keyboard combos

limber mesa
#

@grim ore so on the inupt axis move forward and right?

grim ore
#

or whatever axis you want to allow them to sprint yep? I would think forward only but I dunno the game

plush yew
#

how do i get rid of this?

#

destroy actor?

grim ore
#

I guess forward and right might be safer lol

limber mesa
grim ore
#

you need a reference to it. You can search thru the attached actors then destroy it, or you can keep a reference to it after you create it and then destroy it

plush yew
#

okay let me try ill get back to you ๐Ÿ˜›

grim ore
#

@limber mesa well we dont know how you are handling sprinting as it right now

limber mesa
#

its a little messy sorry about that

#

agility is so he can upgrade his movement speed

plush yew
#

i made it a variable

#

it worked ๐Ÿ˜„

fluid lance
limber mesa
#

oh

#

lol

#

im dumb

#

thanks duke

fluid lance
#

that's another way of doing it. You just map the "forward/wahtever" key and add the shift to it. It should create a separate event - not sure though, haven't dabbled in inputs in a long long while

#

maybe Matthew can confirm/infirm

limber mesa
#

i forgot about that

fluid lance
#

i know what you mean ๐Ÿ˜†

grim ore
#

I think it would fire both events eventually but that is a good question lol

#

I was just coding up a quick sprint system using timers since I like timers

fluid lance
#

I'm only doing top-down games, those are my thing so the last time i came in contact with stuff like this was when I was learning and making tutorials of all kinds to get acquainted to UE ๐Ÿ™‚

limber mesa
#

@fluid lance it didnt work

#

i did this

#

idk if i did it wrong

#

wait nvm i think ik whats going on

#

@fluid lance it only works if i press w and shift at the same time, i deleted s,a, and d

plush yew
#

@grim ore duuude

#

wait a minute haha

#

still uploading

#

im surprised it all works haha

grim ore
#

yay

ashen orbit
#

Ok

#

But like sure if I make a capsule around it I can rotate

#

But I cannot make the capsule bigger

#

Is there some other thing other than a capsule that's supposed to be a root?

smoky sonnet
#

hey guys i already asked it but there were many questions around so i ask it again, i want to add ingame purchases to my game and i would like to ask you something because i am kinda confused. I am on my google play console and found a tutorial to add ingame purchases but if i want to add/configure ingame products inside of my goggle play console i need to create a trader-account (i am german dont know whats hรคndlerkonto in english) and my question is do i need to create a one-man business? Are there any laws i need to pay attention to as a student who tries to create a mobile app which includes ingame ads and ingame purchases. I would really appreciate some tips of you guys.

rare ore
#

@ashen orbit scene component

ashen orbit
#

bruh moment thanks

#

u will get credits to my game

rare ore
#

lol

ashen orbit
#

see u in court

#

how 2 u guys deal with haters?

limber mesa
#

@grim ore i tried it again normally and it works just fine idk why

#

wait, the z would have returned false because i didnt jump

#

ima find a better way to do this though

#

@plush yew savage

#

lol

minor grove
#

Hi all, I am quite the smooth brain. Is there a resource online to help me learn how to have the default mannequin hold a gun with IK arms, such that the gun can aim in any direction with the arms moving dynamically? Cheers ๐Ÿ™‚

limber mesa
#

@minor grove i think you would use sockets for that

#

i believe there are resources for that, idk sorry

errant venture
#

hi. is there any way to tell if im playing thru the viewport or thru vr preview?

#

through code?

cedar wave
#

When I'm editing the BSP level blockout stuff, is there a shortcut to ONLY select the edges of the geometry?

rugged raven
#

Bloody hell, i'm trying to use per poly collision for my characters instead of the capsule, but I can't get it to work. I know it's inefficient and all but I need it for something.

errant venture
#

Just out of curiosity, (no idea how to solve your problem) what do you need it for?

plush yew
#

is there any cheaper way of doing this facial animation, instead of spending a grand on an Iphone 11. ? https://www.unrealengine.com/en-US/blog/new-live-link-face-ios-app-now-available-for-real-time-facial-capture-with-unreal-engine?sessionInvalidated=true

Unreal Engine

Virtual production and livestream-ready real time facial animation has never been easier and more accessible thanks to our new iOS app - Live Link Face for Unreal Engine

rugged raven
#

It's kinda like. I want to have a small character stand on a large characters head. Or tail. Or such, using other characters bodies for creative platforming ideas

#

I guess you could buy a decent webcam Salvadorio

lucid bolt
#

Hey, I have A massive problem. UE4 of mine, is missing the static mesh 'sphere' in general. I don't know how or what happened, I just need it get back can someone help me on how to fix this?

#

or could someone DM me the like the file with the mesh?

toxic zephyr
#

When using show CollisionVisiblity, if an asset looks normal then it means it doesn't have a custom collision mesh for it then?

tired merlin
#

hey, unsure if this is the section for this but i've been wanting to learn c++ (I have been working with blueprints for about a year now and previously java for about 4 years) for some time and i was wondering if anyone knew of any online courses that have possibly helped them or someone they know? i'm currently looking around but it would be nice to have some references from actual people ๐Ÿ™‚

nocturne slate
#

Hello everyone, I have a big issue with Unreal that's been bugging me for quite some time. I've been receiving this crash just about every day for the past month or so, I've scoured the internet trying every fix that pops up, none of them have worked. I have the latest drivers and windows version, have tried adjusting the page file up and down, and have updated my project to the most recent version of Unreal and this continues to happen. It would be greatly appreciated if someone can help me out in fixing this, because I'd like to actually be able to work on my game.
Here are my specs:
i7-6700K
GTX 1080 8GB
32GB DDR4 RAM

mossy nymph
#

you can't start the editor at all, or it occasionally crashes?

#

@nocturne slate might be derived data cache related, if you can start the editor and it takes ages, you should probably allow it to take more disk space

#

deleting it and the intermediate folder in the project also might not hurt

nocturne slate
#

I can start and use the editor just fine, It takes an hour or two to crash. (Or an starting an intensive process like deleting a folder)

#

After it crashes the rest of my PC runs slowly until I restart it.

#

Also I was getting the warning that I don't have Shared data cache in use, because I'm using source control. But that wouldn't contribute to causing this crash though would it?

mossy nymph
#

i use source control, DDC should not be in it

karmic nymph
#

Does anyone know how to reparent a component?

#

i cant find the button for it

#

Sorry if this is the wrong section for this

#

new to the discord ๐Ÿ˜„

nocturne slate
#

@mossy nymph As in the derived data cache should not be in the file repo?
Should the intermediate folder also not be in the repo?

mossy nymph
#

it should not

#

only Config, Content, and Source need to be in the repo

nocturne slate
#

Really? Just those ones? Didn't know that.

gaunt abyss
#

everything else gets created by the editor

cedar wave
#

So if you're editing a box by extending it or extruding it in version 4.25, and you switch the flag for "Hollow" to be true, it looks like it doesn't apply to the entire thing, just the original box. It also will remove all of your edits.

mossy nymph
#

you can include binaries if you have artists without VS installed or some such

#

Intermediate is the first thing you delete when really weird bugs start happening and let Ue rebuild it

nocturne slate
#

But when I push, It won't push the folders created by the editor unless I mark them for add correct? @mossy nymph

#

And just to be sure, before I go messing with things, are the following folders safe to delete from the repo and local project, without anything funky happening?
-Build
-Derived data cache
-Intermediate
-Saved
(Did some googling and they are.)

maiden stirrup
#

considering that the documentation of unreal is still pretty scarce vs unity, would it be possible to learn some logic from a few of unity's shader tutorial and apply it to unreal? I'm not asking about the language or the tools, just the logic (aka tools in unity can be approximately emulated in unreal)

bitter orchid
#

I have some collectables that you can pick up in my levels. How would I go about saving them to my gamesaves so when they load I still have what progress i've made?

karmic nymph
#

@maiden stirrup im def no expert, but if logic is anything like programming languages (where skills from one language transfer ver to others), then I'd say go for it. At the end of the day, everything is just problem solving and asking for help

#

but does nobody know how to reparent a component i cant find anything on google that helps ;-;

maiden stirrup
#

Alrighty

surreal steppe
#

Hi, how we record a realtime gameplay using sequencer? i mean the whole screen captured like we record using matinee (also with sound inside)

frail mist
#

does anyone know why my frame rate is 50% higher in the editor compared to the packaged game, even if I press F11 to enter full screen

#

I switched off the monitor editor scalability

vagrant iris
#

Say speaking of framerates, Anyone know of a way to toggle the fps counter in the New editor window? I want to test the framerate with different window resolutions but it looks like you can only use the selected viewport for fps tracking

nocturne slate
#

Still having the out of memory crash as mentioned before took a while to test but still having it in the same way.
Deleting the folders did not fix it.

frail mist
#

@vagrant iris open the console and type stat fps

vagrant iris
#

Hmm I dont see that command

#

Wait no I'm a dummy, thanks @frail mist

unreal comet
#

Does anyone know the correct way to handle first person aim down sights? Everyone on the web seems to use a 2nd camera and blends to that but that looks like the complete opposite of games like Call of duty. I know Call of duty hand tailors the ADS animation so it's lined up perfect when aiming. Is there a way you can just set a socket on your weapon and then move your weapon mesh or arms to the camera?

#

I'm just looking for a direction to go in. If I need to work inside the player blueprint or in the animation blueprint or both lol.

vagrant iris
#

What tutorials have you looked at?

unreal comet
#

Tons of them lol

#

They all either blend to weapon specific camera's, or they fine tune individual animations for each weapon, or they fine tune and mess with transforms for each weapon. The problem with that is it takes forever, and if you change something it breaks all of that hard work. I'm trying to come up with an easy way to do it that's more streamlined. I figured somehow I could use sockets and bit of math to pull it off, then just use some sort of IK for the hands so they stay attached to the weapon when moving or something.

#

I was just fishing for ideas. ๐Ÿ™‚

vagrant iris
#

Not developing an fps myself but the process fascinates me

#

You'd think on paper it'd be easy

unreal comet
zinc basin
#

hey all

#

ok im new. newb question; good place for Unreal Engine basics?

#

i find the built in tutorials... don't quite do it for me

unreal comet
#

@zinc basin I didn't see that! That's exactly what I want hahahaha Well, I guess somebody figured it out already lol.

zinc basin
#

well honestly i was looking around, its' my first day in unity and i thought; oh that's something i hadnt thought of'

#

so i rememberd it and bookmarked it

unreal comet
#

From the description it sounds like he set it up the same way I was thinking of doing it.

#

That's cool. Now I know I'm not crazy lol

zinc basin
#

yeah so whatevs makes u happy glad i could help

unreal comet
#

Oh i still don't know how to do it hahahahaha But at least I know somebody did it already so I can keep working on it lol

zinc basin
#

there are 2 ways i can think of conceptually;
one is to animate the movement, the other is to simulate it;
I expect you're going for 'simulate'?

#

if that's the case i think the guns' mesh/ scope needs to be 'real' and you physically move the gun up into the camera view.

#

you also need to align the front and rear sights, so you'd need some kind of marker for each of them, then have a script that brings those markers into alingment; that would just require a lightly clever maths script that calculates the relative distance int he viewport form the front scop and the rear scope, each to the middle of the viewport, and sync's those differences (over time) as a contigious movemnt.

If that makes sense.

#

no hope in my coding that. i just understand the underlying ideas

#

you'd also need to pin the hands to the gun, and restrict the animation by those 'bones', i guess.

#

personally, i'd just buy the script, then use it to learn from. #butimrich

#

#notreally

unreal comet
#

lol I totally understand that. For $15 I I may just do it ๐Ÿ™‚

vale radish
#

Is there a way to control the brightness of SSGI?

zinc basin
#

@unreal comet i understand the underlying priciples, but don't ahve the skill to implement it.... at this time.

#

anyway, again i shall ask;
Newb Unreal Engine Tutorials?
reccomended?

unreal comet
honest vale
#

umm

#

I don't want machine translated shitty finnish ๐Ÿ˜

#

half of the stuff isn't even translated

zinc basin
#

@unreal comet thanks I'll try it out I found one on Udemy that seems OK, or even pretty good, but I'd expect this engine to have some failry sold documentation TBH

#

thanks.
TBH i started with Unity; looked inot how thei MP shite works and...
Oh EFF THAT>

unreal comet
#

Everyone learns different. I followed a few of Epics tutorial series and made a few small games just to get a good feel for the engine and UI. Then even though everyone said not to, I started diving in deep with multiplayer and learning how it works. So far so good, I learned mostly by just doing and trying things. I do know what a lot of the YouTube videos on things do it all wrong. It "works" but isn't how you should do things lol. IDK I'm just rambling now.

zinc basin
#

nah you're right.
in fact most of hte tutorials show you one part, but not the others.

i have seen 'how to set up'... say 'inthe next vid we will...'

there is no next vid on their channel.

#

it happened too much. now I'm looking for a structured learning platform.
I' just checked out the link.

They don't have a step by step structured thing.

If im not happy by the end of tonight I'm buying that Udemy course

unreal comet
#

What kind of game are you looking to learn to make?

zinc basin
#

fps

#

mp

#

pvp

#

yeah that

#

with a lobby searchable on steam

#

super simple, really

unreal comet
#

I'm not allowed to advertise but I made a multiplayer zombie survival template for the ue4 marketplace that works like that, minus the pvp lol. Took me about a year to get to that point but It's possible

#

So just don't give up and keep pushing forward and you'll be good

zinc basin
#

im wanting to go PVP, and I bought a template already, but I have no idea how to manipulate it

unreal comet
#

Yea that's the problem I had and lots of others had. They buy a template but it's so difficult to read and manipulate to the way you want

zinc basin
#

ready fire aim is better than ready.... ready.... ready.... ready.... ready.... ready.... ready....

#

I'm confident int he template; and it has a lot of support.

I just have no idea how to use Unreal. Yet.

#

I had to do something. SOMETHING.
doing nothing and continuing to look isn't what I consider winning.

#

WP on completing a store ready asset tho, i must say

unreal comet
#

It's a bit overwhelming at first. My warning on the most common headaches:

  1. character skeletons (having issues with animations etc)
  2. Collision (usually with linetraces and AI navigation)
#

I get questions on those all the time and I notice a lot of character artists on the UE4 marketplace getting a lot of hate because people don't understand how skeletons work

zinc basin
#

what's a linetrace?

as far as AI; either dont have any, or make environements and navmeshes correctly

#

and makesure your skeletons are smaller than your spaces/doors? i remember that particular collision in my old dev platforms being super clunky

unreal comet
#

hmmm a basic linetrace example would be shooting a non projectile weapon. That would be a linetrace that basically has a start point and a direction, whatever it hits is what you use to damage, play an impact fx, etc.

zinc basin
#

you had to be forgiving on things like arms and heads

#

that gets messy once you allow penetration in your projectiles

#

esp if you have a subtractive element that the elements collide with. that could be fun.

unreal comet
#

So skeletons are weird in UE4. You could have 5 asset packs full of animations that all use the same skeleton. But when you add them to your project the animations are using the skeleton that they came with. SO you'll have 5 skeletons called "UE4_Mannequin" that are identical but you only want to use one. But when you use that one skeleton, the animations for the other 4 asset packs don't work. lol It's an easy fix but most newcomers get frustrated and rage

#

UE4 has lots of references to things and people tend to forget that and that's when bad things start to happen lol

zinc basin
#

there is a thing that lest youtransfer skeletons to a 'UE4 Humanoid'.
I've seen it.

#

seems obvious

#

i think its the UE4 mannequin?

unreal comet
#

Yea so im my example you would basically delete the other 4 skeletons and then set your 1 skeleton as your skeleton for each animation. Basically open the anim you want and it'll ask you where your skeleton is because you deleted the one it was referencing. Easy to do but confusing to newcomers that just payed $60 for a character. They tend to get mad and say nasty things lol

#

But UE4 does have retargeting for skeletons. Like you said, anything that is humanoid can generally be retargeted. Meaning it can use animations that other skeletons use. REALLY COOL TOOL!!!!

#

But new people also get confused and frustrated with it as well lol. It takes a bit of time setting up bone references. IT's not a 1 click and it's automatically done thing. But it isn't too hard either. Especially when you get to use animations from one character to another.

zinc basin
#

once the anims are set up tho, dropping new skins on them should be simple enough tho?

unreal comet
#

Oh I know how to make aim offsets already. Thanks though. ๐Ÿ™‚

zinc basin
#

yeah the Market Asset is closer to what you want

unreal comet
#

it's spot on lol. I still can't believe it's already been done. I literally scoured the web looking for something like that. Sucks for him nothing popped up in my search. I feel like his product is the right approach to first person. But what do I know lol

#

@zinc basin Well it's late and I need to go to bed. My recommendation would be to learn the basics of blueprint and learn the UE4 interface. That way you can easily "talk the talk" on forums and also follow along with guides. By basics I mean, creating variables, custom events, functions, macros, timers, etc. Also (STAY AWAY FROM "EVENT TICK"!! Every Youtuber puts everything in tick because they are lazy horrible teachers lol) and (STAY AWAY FROM "GET ALL ACTORS OF CLASS") Those are my words of wisdom lol. I wish you well. Don't try multiplayer for your first project though. Make a tiny little singleplayer game in one day just to get your feet wet. Also try to narrow your focus to specific areas, it's easy to get sucked into rabbit holes such as UI, AI, multiplayer, etc. Those are areas that are beasts to learn all to themselves. Stick to the barebones and build up the foundation so you can keep expanding and learning more.

frail mist
#

does anyone know why my frame rate is 50% higher in the editor compared to the packaged game, even if I press F11 to enter full screen. I also made sure the 'monitor editor performance' setting is switched off.

jaunty matrix
#

does it still lag in unlit mode?

frail mist
#

@jaunty matrix you mean me?

jaunty matrix
#

yes

frail mist
#

I don't have any issues with the performance in PIE, but the packed game

jaunty matrix
#

thats odd...

frail mist
#

I get stable 80 FPS in the editor and in the packed build it's around 50

#

while the editor is closed

#

and all other things shut down

jaunty matrix
#

no idea why that would happen. Probably a less high quality in PIE

frail mist
#

that was my first thought too, but everything is set to epic

#

also I checked off the 'monitor editor performance' which apparently adjuts the scalability in PIE if checked

undone pollen
#

Does anyone know the reason why my .umap file is not showing up in the Content browser?

zinc basin
#

i have issues once the AI in my build start running around @frail mist

#

@unreal comet thansk for the advice.
all i can say about that script is:
1: buy it - support the guy
2: give him feedback - his SEO sucks, what you searched, etc.

frail mist
#

@zinc basin I will look into it - but I am sure my issue is GPU bound

void barn
#

what does cast actually mean ?

#

the cast to something something

#

does it mean point to this character when you execute this function ?

honest vale
#

it changes the type of the object you're casting to some other type, but that can only happen if the object is a child class of the class you're casting to

void barn
#

ok im still lost

honest vale
#

it's a programming term

void barn
#

never done casting in my OOP life

mossy nymph
#

it doesn't change the object type

honest vale
#

type casting, type conversion

rigid belfry
honest vale
#

@mossy nymph yes but I'm not going to start writing a page long explanation here ๐Ÿ˜„

#

In computer science, type conversion, type casting, type coercion, and type juggling are different ways of changing an expression from one data type to another. An example would be the conversion of an integer value into a floating point value or its textual representation as ...

mossy nymph
#

YourCustomCharacter inherits from Character which inherits from Pawn which inherits from Actor, which inherits from Object

#

because of that YourCustomCharacter is also a Character, Pawn, Actor and Object

#

and a reference to it can fit into a Character ref, Pawn ref....

void barn
mossy nymph
#

an Actor reference can use all functions and members defined on Object and Actor

#

YourCustomCharacter can use all functions and members defined on YourCustomCharacter, Character, Pawn, Actor and Object

#

if you have a, for example, Actor refrence to YourCustomCharacter, Cast to YourCustomCharacter would interpret that reference as YourCustomCharacter type

#

allowing you to access Pawn, Character and YourCustomCharacter functions/members

void barn
#

so cast to let u access to special function that the child class only has ?

mossy nymph
#

and there are many reasons why you'd want to not use a reference for the specific subtype

#

not knowing at compile type if your Actor reference is a Character, for example

void barn
#

like animal -> dog-> beagle( a type of dog ) , since all animal has the "eat" function , u can call eat function and all dog will eat but if u want the specific way of how they eat which only exist in beagle, u would need to "cast to" so only then u can access this specific way of this dog eating , am i correct ?

mossy nymph
#

you want to do something like when YourCharacter walks into a trigger volume, you want to change its mesh to purple, for example

#

you'd use OnBeginOverlap for the trigger volume, which gives you an Actor reference to the Actor that walked in

#

if you Cast that Actor reference to YourCharacter, and Cast is successful, you know that it was YourCharacter that walked into it

#

and from the reference provided by the Cast you can call a custom function you have on YourCharacter to turn the mesh purple

#

the function which doesn't exist on Actor

void barn
#

so in short , cast to let u access to child's function which doesnt exist in the parent class

#

to more specific function

#

is that correct

honest vale
#

only if the actual concrete type of the object you're casting is the child class you're casting to

void barn
#

alright

honest vale
#

if it isn't then the cast fails

void barn
#

so have to make sure they are parent-child relationship

#

otherwise will fail

honest vale
#

basically

void barn
#

alright thanks

ashen orbit
#

Hi anyone awake?

#

Having a weird issue with attaching actor to actor. It was working great until I set a new root in the actor that is going to be attached. How come?

chilly gale
ashen orbit
#

Like I know it's not a lot to go on, but I'm attaching the actor as a whole so not really sure why it's not working anymore

jolly void
#

The variable deprecated_var declared in bp_blueprint has an invalid type Map of Static Mesh Object References to Structures. Does anyone know how to fix this? Var doesnt show up anywhere and it's not referenced anywhere

ashen orbit
#

Refresh all nodes?

tight prawn
#

that moment when you spend more than an hour with everything closed for UE to compile

#

then it gets stuck at the last step

ashen orbit
#

bro how big is your game

tight prawn
#

"UATHelper: Packaging (Android (ETC2)): [1069/1073] Module.Engine.2_of_47.cpp [x64]"

#

its not the game per se, the engine is compiling itself for mobile

#

arm and x64 architectures

ashen orbit
#

ah ok

#

I'm not experienced in compilation

tight prawn
#

it's fine, just cracking a joke here

ashen orbit
#

Maybe you can help me

tight prawn
#

sure, shoot

ashen orbit
#

So

#

I will provide pictures so you don't get bored

tight prawn
#

lol its fine,

#

i got time while its compiling

#

what do you need help with ?

zinc basin
#

@chilly gale kiwi?
enzedlander?

ashen orbit
#

some basic stuff

#

hold on

chilly gale
#

@zinc basin Yes

ashen orbit
#

so if my sword looks like this

#

it won't attach to my character using AttachActorToActor

#

if it looks like this though it works

#

The difference is the root

tight prawn
#

alright let me suggest something for you

#

go to your character skeleton, create a socket on his left or right arm

ashen orbit
#

Done

tight prawn
#

call it weaponSocket or whatever you want

undone pollen
#

GG EZ

ashen orbit
#

Trust me the attaching weapon works

#

it's just that before i only had the skeleton

#

now I wanted to add a scene component above it

#

and it doesn't work anymore

#

and I don't quite understand why

tight prawn
#

a scene component attached to skeletal mesh?

ashen orbit
#

well scene > skeleton

tight prawn
#

i can't open the full image, my browser is closed for the compilation

undone pollen
#

@ashen orbit Why dont you have a default scene root? The skeletal mesh should have a scene root.

ashen orbit
#

well that

#

s what i created now no?

#

the 'Scene'

undone pollen
#

You need a Default Scene Root Component dude

tight prawn
#

what do you want to do with a scene component ?

ashen orbit
#

I want to put the skeleton inside of it so I can rotate the skeleton

#

As I can't when it's the root

undone pollen
#

you can't

#

You need to rotate the Default Root Component

ashen orbit
#

How do I get this Default Scene Root Component

visual sage
#

Hi! I'm a total neewbie, both to discord and to UE so please bare with me.
I have plowed through hours of tutorials and have a pretty good grasp of it so far. I think the project viewer template looks very interesting for the type of work I'm going to be using UE for to start off with. Now, in 4.25 I just can't find it. Any info on this is much appreciated. Thanks.

undone pollen
#

and the skeletal mesh should be a child of the root scene component

ashen orbit
#

sure but have I deleted it or something?

undone pollen
#

Looks like it yes

tight prawn
#

it's not required to have default scene root component tho

undone pollen
#

If you're doing transforms

#

yes

ashen orbit
#

Transforms in what sense

undone pollen
#

Rotation

ashen orbit
#

like is attaching a transform

undone pollen
#

location

ashen orbit
#

Oh yes

undone pollen
#

scale etc

ashen orbit
#

I need the rotation that's why I'm doing this

#

so you recommend I should create a new fresh blueprint

undone pollen
#

I think SM inherits some stuff but

ashen orbit
#

and try to get the default thing

#

and copy paste the rest

undone pollen
#

Just make sure you have a Scene component as root

ashen orbit
#

Yeah well that's what I tried to do in pic 1

undone pollen
#

and rotate your Component

ashen orbit
#

Sure that works fine mate

#

But then it breaks my AttachActorToActor

#

like that's the whole dilemma

#

and I can't understand why

undone pollen
#

You need to probably set up attachment to rotate relative

#

or something

#

but you should be rotating the Scene Componenet

#

not the skeletel mesh

ashen orbit
#

But I cannot rotate the scene component as its the root

undone pollen
#

You should be able too..

#

create a new BP

#

and attach a SK

#

try again

ashen orbit
#

Sure I will try that

#

Thanks mate

timber minnow
#

Hi everybody , is there a way to spawn some foliage on static mesh on runtime as it's possible with the landscape grasstype ?

#

because i spawn a lot of moss on my rocks , but my scene gets bigger and bigger in file size so i wanted to try to spawn them with grasstype in runtime to limit the size of my scene

ashen orbit
#

@undone pollen Ok I remade everything so the character is picking up a completely new actor blueprint with default scene root etc

#

but the attaching still not working for some reason

#

if i make the skeleton root instead of the default root scene component

#

it works

tight prawn
#

that's because your weapon is not a child of the skeletal mesh

#

if you set your weapon as child

#

and then on the details you change the socket you'll find a list of your skeletal mesh bones and sockets

#

but if its attached to a default scene (not skeletal mesh) you won't be able to find any bones in the details pannel

#

setting the socket in the detail panel == blueprint function

#

just use it to debug if the socket exists or not ๐Ÿ˜‰

ashen orbit
#

I'm not sure I'm following, I will tell you what I've done already

#

There is a socket in the right hand

#

I have a BP_Sword that has one root scene component

#

and a skeleton that is the Sword

#

The BP_sword is an actor

#

but when I do attach to my character it doesn't work. BUT if the skeleton in BP_sword is the ROOT it suddenly works

#

like the whole weapon attachement thing has been working for days, I just decided I need a parent to the skeleton of the sword and suddenly It won't attach anymore

tight prawn
#

yes i understand that

#

look

#

if your skeletal mesh of the sword, is attached to anything that is not a skeletal mesh

#

your function (Attach to Actor) will not work

ashen orbit
#

why?

tight prawn
#

because you are attaching to a scene component, while the function looks for a skeletal mesh

ashen orbit
#

I'm attaching actor to another actor though?

#

the sword actor to character actor

tight prawn
#

actually no

#

you are attaching an actor, to a socket in a skeletal mesh

ashen orbit
#

sure

tight prawn
#

whether its another skeletal mesh, static mesh, actor whatever

ashen orbit
#

ah sorry

#

i messed up

#

I'm attaching actor to component yes correct

#

To the character mesh

tight prawn
#

no, you are attaching an actor to a socket in a skeletal mesh

#

when that happens and you go into preview, you see a mesh holding another mesh

rocky hound
#

which is better, rotate the world or the player with flipping the control scheme? (if i want the player to move sideways in a different plane)

ashen orbit
#

Yeah technically but that's not what the function I'm using is called

#

@tight prawn Yes

tight prawn
#

@rocky hound depends on what you want to achieve

rocky hound
#

movement in another plane, side scroller style

tight prawn
#

@ashen orbit to test if the function will work, you just need to click on the sword actor, look for attachment socket in details, and see if it shows bones or your socket

#

if it does, the actor will be attached, if it doesn't then the actor won't be attached

#

@rocky hound endless or just a scroller game ?

rocky hound
#

just scroller

#

other image uploading

ashen orbit
#

@tight prawn I can't find attachment socket in details

tight prawn
#

it depends on your preference and the project goals, generally speaking, just rotate the actor

#

@ashen orbit then the function won't work

ashen orbit
#

how does that make any sense

tight prawn
#

you have a socket, you want to attach an actor to your socket

#

your actor can't find the socket to attach to, so it doesn't

rocky hound
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@tight prawn rotating the actor only rotates the mesh, once i move it stays on the same plane as before

ashen orbit
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Yeah but the function isn't even called so I don't understand how that can appear in details tab

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of the sword blueprint

tight prawn
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use SetActorRotation

ashen orbit
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like the attachement function isn't in the sword blueprint

rocky hound
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i did use that

tight prawn
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because you can either attach it to the socket via the details panel without any use of functions

rocky hound
ashen orbit
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Yeah but it's unaware of the character blueprint

rocky hound
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i checked that it is executing that part, so no issues with the branch or the before elements

ashen orbit
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so not sure what your point is

tight prawn
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can you drag and drop your sword into the character bp and try using the details panel ?

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@ashen orbit then its an issue with your input

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use getforwardvector and then add input to it, that should make the character move forward according to its rotation

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rather than the input button direction

ashen orbit
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Yeah I can use 'Parent Socket'

rustic imp
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and it imports the name without the _1024 or _2048 if I don't change it

rocky hound
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an issue occurs with the transition, the character rotates by default when changing directions, the forward vector seems to change in that rotation mechanic making it stuck

ashen orbit
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@tight prawn so I kind of figured it out, I used attach component to component instead, not really what I wanted but it fixes it for the moment at least

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thanks mate for your patience

plush yew
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Idk but that street looks pretty nice. Also if you have the nvidia geforce program, you can record by doing Alt and F9

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ah yeah ahah

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thanks

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Np

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It's a 3D-scan with metashaper

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took the photos myself

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Oh

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Nice

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So that's a real location?

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yes

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What are you going to do with all those distortions?

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Or is that part just going to be in the background so you don't notice it

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part of the aesthetics hehe

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Oh

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its on purpose

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I tried using obs studio for my fmp and I had to mess with the settings a lot

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Because the video looked laggy