#ue4-general
1 messages ยท Page 813 of 1
Help, I have a weapon socket that placed perfectly to match the animation and now whenever I hit play the socket won't match with the original position of weapon as seen the left but the preview for animation sequence is correct. How do I fix this?
for some reason, this doesnt update as the location and rotation of "box" changes
@low brook they would use another source system like perforce usually. You can however look at git-Lfs which is designed to do larger binary files
ok so this isnt a thing that im just being an idiot at right? Cuz i feel like many people would run into that
Not many do as you are not supposed to put binaries in source control normally
interesting. So do people not do lightbakes if they are not lighting artists then? or does everyone do their own?
How do I get started with building an open world game?
Source control is meant for source code, normally text based stuff that you can version out
Any asset recommendations or tutorials?
Welll again there are solutions for what you want to do, such as perforce or git-lfs
But pure git is not designed to hold binaries
Is there a way to tell unreal to create the Player Controller first? At the moment, it makes the player character first.
You can always have the player controller create its pawn if you need it in that order.
you mean have the PC spawn the character?
Yep
Gotcha, Thx!
i see. Reading about LFS right now and i see it doesnt share the nice gui with normal git. Dont really have time to look at that sadly so ill have to just not share the lightbake for now. Thanks a bunch for the insight tho @grim ore
Itโs just another tool, it can share the GUI as well if your front end supports it such as bitbucket
How do I get started with building an open world game?
Ask the question another 6 or 7 times will probably work
Ok lol
@plush yew Unreal Engine 4 Documentation > Unreal Editor Manual > Levels > Collaborate with Sublevels and Unreal Engine 4 Documentation > Engine Features > Landscape Outdoor Terrain > Creating Landscapes in docs.
I have used sublevels before in the past to great effect. the system works well. you just have to make sure to load in the sublevels properly.
keep in mind Unreal 5 which launches after 4.26 will have a lot more open world functionality . check Unreal Engine for Next-Gen Games | Unreal Fest Online 2020 on youtube for more info
If they canโt google open world ue4 why help lol
haha just a refresher for myself on the matter
I was just wandering if yโall know of any assets or something
i find when i post stuff like that it kind of jogs my own memory on it and i might actually use it in dev cycles ๐
I have tried googling that Iโm not stupid but Iโve not found any tutorials that fit what I want to do exactly
@plush yew what Matt said is true though - in general if you have a question about a general overaching topic if you look up on search in google the following way unreal [topic] it will yield results in forums / on unreal documentation
You canโt find a paint by numbers guide to making your exact game... color me shocked
Just... shocked
Ultra Matt is not saying you are
Just trying to help here
Ok thanks
We are all together on this
ok
Ok
Using the first person template,how can I make the character jump higher?
I can get MaxJumpHeight, but can't Set it
Try googling it
@normal sun open up a new project and take a look at the fps template, look at the character bp and look in the construction script, that shows how to place items properly using sockets, moving the asset in the animation window is preview only
@hearty walrus look in the character details for jump velocity
@distant totem how do i correct the preview for animation window because when I adjust the socket position that complements with the play the animation looks same as the incorrect play view
I have simulate physics on a blueprint that has nothing but a static mesh, yet it isnt falling
I made sure to enable gravity, physics, and make it moveable
how can i disable the grid ๐ ?
@lime gull If an Object has mobility set to Movable and it has a simple collision, you can click the check flag Simulate Physics in the Physics Rollout and the Object will be simulated when Simulate in Editor or Play in Editor is clicked. Unreal Engine 4 Documentation > Samples and Tutorials > Content Examples > Physics Content Examples > 1.1 - Simulating Physics in docs for more info
@stuck pilot turn off show->Grid in the viewport menu in the center of the screen
@lime gull did you enable simple collision?
What do you mean enable? In the static mesh I gave it a simple collision if thats what you mean, unless im missing something
@lime gull I'm going to continue the conversation in #legacy-physics if you dont mind
alright
@stuck pilot disabling show grid only works in the main level blueprint viewport not in custom blueprint viewports for your powerups or items or characters or stuff like that. same thing happens for me
oh no ๐ฐ
@stuck pilot could try increasing scale of objects to prevent grid occlusion
I would be worried if the origin grid was covering your item that your item is too small
So.. when I open a new map, there player controller is new??
if I store a variable on the player controller, and open a new map. I loose all data in that variable
@stuck pilot could try increasing scale of objects to prevent grid occlusion
@plush yew thanks i will try it
@autumn elbow each level can have custom player controllers assigned, you usually set the defaults in maps and modes
oh.. hmmm
yep
during a level change player controllers are destroyed, yes
i always set mine in maps and modes unless i have a need for some custom behavior or a special level like a boss level
all this time i thought PC are not destroyed . lol
pretty much the only thing level between level changes is the game instance unless you do special stuff
possibly not, it depends on how much data there is and when you need it. You can also save/load the inventory to disk
I need to pass it between levels
and there will be about 100 items in the inventory array
welp you can save/load it between level loads, you can try using the game instance, you could use level streaming to keep your inventory or player persistent, you could use C++ to pass along data in the player state between loads, etc.
Hey everyone. Sorry to bug you all. I'm facing a really frustrating issue when it comes to the Asset Manager. The issue being... clearly I don't understand how to use it in conjunction with data assets. My data assets are always loaded. This indicates something has a hard reference to the asset; however, this is not the case.
What's best softwer to make momodels for UE4?
OH... Level Streaming. I forgot about that. @grim ore Thanks again!
I'm going to try that first.
I created a brand new actor without even a mesh or anim bp assigned. I place it in my game mode's game data struct (my custom struct) via TArray<TSoftObjectPtr<UCharacterDefinition>> - UCharacterDefinition being the data asset that contains a simple CharacterClass UPROPERTY(), which is simply a TSoftObjectPtr<AMyCharacter> UPROPERTY()... both are always loaded and valid
I thought the whole purpose of creating data assets and using TSoftObjectPtr was that you could choose when to load them into memory. Apparently there is either tribal knowledge that I am missing, that is not documented anywhere.
or something isn't right
that's some tasty spaghetti
@autumn elbow ...or store the values in a GameInstance object. It is specifically designed to survive level changes. you can keep variables and values you want stored permanently this way.
I admit I did not. I've tried a few other places and no one has bothered responding. Hopefully cpp will be different.
@grim ore I set the JumpZelocity to 5 and it stops jumping
what was the default before you changed ot?
0
are you sure?
This has been an ongoing battle, where I even created a new blank project to try to gain a better understanding of the asset manager and how to handle loading objects into memory only when you need them, and the documentation on the asset manager is downright terrible. ActionRPG doesn't really give you enough of a picture to understand how it really should be used
...I think, the code might've been bad
ohhhhhhhhh
yeah the code was shit nvm
it's actually set to 420
lol nice
@autumn elbow ...or store the values in a
GameInstanceobject. It is specifically designed to survive level changes. you can keep variables and values you want stored permanently this way.
@plush yew I heard that constantly fetching data from the Game Instance isn't very good. true ?
@autumn elbow i haven't noticed this, but your game might be structured differently . use stat commands to check runtime performance of your game
i have a fair amount of variables and code in the game instance and i use the game instance for menus, and stuff like that. it works fine for me. if you have stuff specific to the player controller that you only need accessed by the specific player you're referring to, then it might be advisable to store stuff differently. but i do really value my GameInstance class. in the least case it's good to at least have a GameInstance class.
okay. I will experiment. Thanks!
Can anyone help me, I want to fire an event that randomly picks a mesh socket and applies physics (e.g make arm limp / ragdoll). I'm assuming I can use something along the lines of... [ node ? ] > Last Index > Random Integer > GET copy > Set simulate physics
@merry gazelle Probably better off asking in #blueprint or #cpp
@pale token #aec-visualization
@merry gazelle afaik setting simulate physics by the bones name is "text" based, so you have to make a list of those names and pick from it
you can generate random in range to pick random index for this list
would blueprint anims override anything I set in the event graph. I managed to print string x number of random bones on a mesh and have been randomly applying node to changes physics, transforms, etc. None of those seem to have an effect, so I'm assuming it's the BP anim system or something
have you set the weight of simulated bodies?
0 - is animation driven, 1 - is completely physics simulated
ok thanks, pretty sure that'll get the physics working
can someone help me. toolbar wont show up, im on 4.25.3 and i tried Window > Toolbar and it didnt work, Window > Editor Modes and that didnt work. what do i do
@fast berry
is that a question?
You can, you need to compile it like it says
Can someone confirm if Chaos Destruction works on Android ?
how would i put a game on space war on steam
@mint heath you need a steam appid, costs something to do it. once you have the appid, you can upload builds to valve's platform. you need game binaries that unreal packages to do that. i recommend starting with a template to begin with and then move on from there.
might be more prudent to first have a small beta testing team you work with locally, and once your game is out of alpha and into at least early to mid beta you can begin a steam launch to ensure your investment in the appid is not lost.
if you want to publish games to discord as beta builds, its $25 per game and you can have store pages in your discord server. it's a good idea to try that too. all unreal engine packaged builds can be uploaded there.
ok
Right now, when I press the Right Mouse, MIddle Mouse, or Left Mouse, my camera rotates around the object. How would I make it so that only the Right Mouse button rotates?
is this the best way to achieve that.. or is there a special function already in unreal?
Is the unreal engine networking easy to use?
@patent fjord yeah its fairly straight forward. It gets complex based on your requirements though.
Can you explain when it gets complex?
well thats entirely variable. Could be that you have 4000 remote procedure calls, 10,000 replicated variables and bunch of other stuff that needs network priority, all at the same time. I mean thats exaggerated somewhat, but yeah. Large scale stuff always breaks.
Oh, alright. Lastly, how can I get started with using Unreal
Unreal Academy is a good place to start
Thank you
Oh, lastly
when do I use blueprints and when do I use C++?
I heard you should use a mixture
whenever you like. I like to create C++ base classes for all my core blueprints, in case I need something related later. Just makes it easier. So Pawn, PlayerController, GameMode, etc. Some actors. I don't avoid either though. If I think its better suited to C++, I choose that route. If it doesn't matter, I use blueprints.
Okay, thanks
Hey all - quick question. Why does this work...
But this not?
The current Player Pawn in the level is the same type so I would have thought that would be two ways to write the same code, but the top returns true and the bottom returns false.
@cloud meadow one is a reference to a variable type the other is a reference to the actual object in the game after it's instanced get references actual objects (if they exist).
But once it's instantiated is it not still of type BP_PlayerPawn?
Ahhh it's literally the TYPE
yep
So in code that'd be like me writing if 1 == int
if you type int a = 5 ; in code, and you check if int == 5?
haha we had the same code ideas i see
ahhh right, right.
Perfect. Thanks so much!
I need some quick math help
I want this camera to move up / down based on how close / far the player is to it
But my brain isnt working out how to get that
Anyone have problems with getting a blank/black camera view for AR when using 4.25?
I upgraded my 4.23 AR project to 4.25 and my camera view only shows black. UI still shows and world is tracked as well as image anchors function proper, but still no camera image
the example AR project works fine for me though in 4.25
It may be tied to Mobile HDR, so I am runnign tests now
Hey
Is it possible to make animations inside of UE4?
I don't need anything super fancy I just need to make basic animations like idle, running, walking, shooting, crouching, etc. I don't want to learn blender or maya or anything and I'm using assets that I bought, so I would like to use UE4 if possible
Ok so you know when youยดre testing VFX people uses a dark studio like scene ? Does it have a name ? cant find any tutorials on it
No idea where to really ask this one. Is there somewhere I can set LODBias that applies to all device profiles?
anyone know why fog would be doing this? https://gyazo.com/214548dd14441d714501ac39ca48d894
@woeful wadi : Not that I'm aware of. You might benefit from Mixamo. It's a currently free Adobe library of animations that can be released in your titles, though not in third-party packs (like Marketplace). https://www.mixamo.com
@bitter iris : Your fog is set to be highly sun-direction reactive, it looks like
But I want to make my own animations, not use someone else's
I don't have a good answer for that. ๐ The industry mostly animates characters in Maya, though a few other packages are used too. The character animation world is pretty pricey.
You could try this, I suppose: https://www.youtube.com/watch?v=w-OHLjcNpcs
My Youtube channel for the game I am developing:
https://www.youtube.com/channel/UCD8NcANziQSE2nsao5S2ADQ
This video is a workflow of creating new animations in UE4 by editing animation layers.However there is limitation to this.
I will upload new videos of creating new cust...
Is video chat through discord possible to link to UI in unreal engine? I know there is an "overlay" but I'd like the video to be on set positions for players linked to the UI
I'm very new to UE4 and I'm having trouble with this
How do I remove or replace the arms without it changing the gun?
When I remove/replace the arms it makes the gun move to a different position then makes it unable to move
The free content for the month is live !!
@woeful wadi How is the gun attached to that mesh? It may be attached via a socket, so your new mesh would need to have a socket in the same place and rotated properly to fit.
ah
Hi, how to animate the camera aspect ratio bars like in a way out?
I'd say it could be easily done using UMG. Just have an Enter + Exit animation for it and done
Just call the animations with events when needed
@woeful wadi it's prob attached to a socket
And when u replace the skeleton, the socket is obviously lost
Look at the old skeleton for socket
And make a new one for your new skeleton
Also you will need to learn 3d program if you want to import your own animation
Or just forget about it
Hello, Project/Source/ThirdParty still works for external libraries?
yeah, just need to link dlls
guys import video to my project but from some reason i have my audio work but the mediaplayer show like transparent video you know like an transparent image
however once the mediaplayer playing the texture moving but the mediaplayer not showing that
as the result the umg mediaplayer is not respond
what i can do about that?
yeah, just need to link dlls
@open gorge I created a folder for my library in "Project/Source/ThirdParty", created libpq.Build.cs file there in which I linked the dll.
In the files "Project/Source/Project.Target.cs" and "Project/Source/ProjectEditor.Target.cs" added library for loading: "ExtraModuleNames.AddRange (new string [] {" Project "," libpq "});".
However, when building, he writes to me that the library could not be found. What am I missing?
that's not how you link a dll
for example: ```c
// Handle libraries
if (Target.Platform == UnrealTargetPlatform.Win64) {
// Add the import library
PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "Lib", "EOSSDK-Win64-Shipping.lib"));
// Dlls
RuntimeDependencies.Add(Path.Combine(ModuleDirectory, "Bin", "EOSSDK-Win64-Shipping.dll"));
PublicDelayLoadDLLs.Add("EOSSDK-Win64-Shipping.dll");```
How can I enable these three buttons
Help, I have a weapon socket that placed perfectly to match the animation and now whenever I hit play the socket won't match with the original position of weapon as seen the left but the preview for animation sequence is correct. How do I fix this?
@regal hawk as i understand from the picture
its already enabled
you can even check the plugins you have if its enabled or disbaled
https://www.nohello.com
@hearty walrus Yes thanks for advice but i asked 2 times no one answerd just ignoring thats why i asked if Mr MathewW online he always answering me
Don't Just Say "Hello" in Chat.
nvm i asked in graphic channel
@sly vine I made a plugin, but I need to enable these buttons in plugin settings
Can someone please help me how to make shooting enemy ai or link a tutorial series please
Create a blue print for video capture for all render passes in unreal
?
Morning, is there a way to link, lets say a card to the camera, so that whenever the camera moves this object with texture on it will follow. I'm trying to position objects in the scene and I've got a photo of the scene which I would like to project onto a plane or maybe there is another more friendlier way to do it? thanks in advance
should you do the animations in blender or ue4?
blender
Anyone know why this isn't launching me? It's activating, but not moving my player any
is there a way to export textures that come without source files from a marketplace asset as .tga or anything ? would like to modify them for my scene but i cant acess the files
@modern sinew Is that character moving?
Because I think it that blueprint should only launch a moving character
Hi all, has anyone managed to get pixelstreaming running with a matchmaker, so multiple users can connect to their own instance? ๐
https://www.gamezone.com/news/trump-signs-order-to-ban-dealings-with-tencent-and-tiktok-owner have you seen the news?
how do you think that's gonna affect Unreal developers if they ban deals with Epic games?
I have a feeling that Epic Games' Tencent deal gonna bite us in the ass now or later.
my unreal engine is continuously crashing and freezing my entire system!
Please help me out
i ev just opened up a new project and it has nothing its completely clean and after some time around 20-30 seconds its not responding
after all this when i end the process from the task manager it lefts me no option, without a restart
How would I go turning this into a custom event?
@cosmic veldt Someone mentioned in #lounge that it probably won't change anything. It has like a ton of exceptions
@viral laurel
Pc specs?
that's not how you link a dll
@open gorge Error: Could not find definition for module 'libpq', (referenced via ProjectEditor.Target.cs)
how do I add a project to my Epic Games Launcher? I cant seem to find the option - I reinstalled windows and now I am not sure how to readd my projects.
i guess you only need to look in which folder they get saved and just drop them in there
I think they will appear if you open them once with unreal
I have a feeling that Epic Games' Tencent deal gonna bite us in the ass now or later.
@cosmic veldt lets just sign an order to ban trump
Just open them and the Epic launcher will recognise them after being opened/it will keep history of them
@viral laurel
Pc specs?
@plush yew core i7 9750H
RTX 2060
16GB RAM 26000MHZ
1TB HDD
256GB SSD
Anyone had an issue with Playing from editor? Editor runs sweet but as soon as I hit play it lags like fuck.. atm we've only good thins happening under the player blueprint on event begin play but I've tried disconnecting it all and it still lags
Scene's not got much inside it either
hi guys, it there a tool/feature in UE 4.25 regarding openworld stuff?
like brushes, things to modify terrain, etc etc
How can i scan real map and import it in engine?
i did it in CryEngine also, is it possible here?
@vernal thicket what happens if u launch the game in a window?
I've figured it out, I had an actor with 1 main mesh and several meshes attached, deleting those stopped it completely
how do I make a system where you can pick up guns?
@hearty walrus You need to make guns that you can pick up, and a place where you put them when you pick them up
So what is missing?
the way to pick them up
Yeah
Do you know what collision events are?
An overview of how Collision and Collision Responses operate in Unreal Engine 4.
Nodes that are called from gameplay code to begin execution of an individual network within the EventGraph.
You will need these to implement the way to pick them up
hey guys, have a small issue here:
my game is spawning a random spectator pawn for some reason
is this a default setting of unreal? where do I change it
I need to get rid of it since if a player accidentally clicks on it the game crashes
guys is there anyway to see what are the material slots of a mesh
and not adding 84 slots just to figure out which ones are for what you want
guys i keep get in my android that my key or obb file missing
and its used to work
nothing changed
damn i keep getting an issue where if I click play after so many times it starts to get really laggy
there's no way i'm duplicating something each time i click play or somehting is there?
This presentation by Epic Games' Senior Technical Animator Kaye Vassey introduces and showcases the Blender add-ons โSend to Unrealโ and โUnreal Engine to Rigifyโ.
These tools allow for asset importing and updating directly from Blender to a running session of Unreal Engine, ...
@ornate forge have they fixed the bones?
Anyone know if theres a way to export all the asset names in a folder to a spreadsheet?
Ah is there not something intristic?
Ok thanks for the heads up, probably not something in scope for me at the minute I'll just brute force it
Does anyone know if previous projects will be convertible to ue5?
Hey everyone! I have a small team and we want to make a game that is similar to cube world. We startet that project in Unity 3d (since I've been working with Unity for over 3years and I'm the main "developer" there doing the code etc.) and one of the most important aspect is modding for us. We're trying to make the game modding friendly with XML (atm you can edit some things with XML like the items an enemy can drop, his stats like hp etc.). But there are several problems that we have in Unity.
I've looked at UE and I think it's better for 3d games and I wanted to switch to Unreal for that Project. In Unity, things like a Render pipeline is really annoying in our case. HDRP would fit for our project because of the Post Process effects that you can add but HDRP itself is too performance heavy for the project we are working on. URP lacks too many Post Process effects (such as AO) and Unreal is not limited to a specific Render Pipeline. But the only problem that we have with switching to Unreal is modding.
When I looked for tutorials / guides for XML modding in Unity I've found several tutorials and it was pretty easy to implement but for Unreal engine I couldn't really find anything.
So here is my question: Is there an easy way to make the game moddable for Unreal (XML preferred)? I thought if it's too hard maybe we could "hire" someone to do that (though it depends on the payment that persone would want..)
@crystal hare Epic said it will be smooth transition
awesome thank you
@granite magnet UE4 gives you access to the engine, so you can do whatever you want
@lucid socket he's askign about modding
but if the community wants to make mods for the game..? @lucid socket It's about giving them the oppurtunity and make it easy for them. Can they just do that in the Engine? I doubt that..
is anyone aware of a particle example for flies near trashcan in marketplace assets?
It depends on the extent of the modding.
You can modify the engine to have it read all of the data externally if you wanted to
@granite magnet google modio
Mod.io believes that mods make every game better and more successful. They've spent the past few years building Mod.io to make it easy for you to support mods on all platforms and stores. We've invited Mod.io's founder, Scott Reismanis, and their SDK Developer Ahmed Castro to ...
well we want to give the community the oppurtunity to make mods that adds new monsters/items etc.
so it's not just modifying small things
@next badger isn't modio thought for installing mods and not writing mods for the game?
that looks interesting @lucid socket I wil check that out. Thank you ๐
the important thing is that it needs to be easy for the community to mod (it shouldn't be necessariy for them to learn the engine for example)
How would I transfer a players location as the rotation for an NPC so he looks at the player?
people use ue4 editor to make mods, modio is API
@granite magnet My point is, is that with the engine exposed you can do whatever you want.
For example, you can add your own mod support if you really wanted to.
That could say, load a zip file, import all of the meshes and textures at runtime and put them into the game
yeah but I'm not that good at coding stuff like that. I'm mainly a gameplay developer ๐
It won't be as fast as cooked assets, but you could do that
@lucid socket you cant import meshes on runtime
how can i make a spring arm only lag on certain axis's
At least the part of FBX is Editor Code. And it's against EULA to use it in distro.
@next badger Uh, again, the engine is totally under your control, you can do whatever you want.
You can parse some other format, doesn't have to be FBX
@zinc shore make 2 arms, make them perpendicular, attach one to another, add lag to one
@lucid socket well, as soon as you won't use anything from Editor part of the code, sure
alright thank oyu @lucid socket and @next badger I think I will check these things out and if I realize that I'm not progressing at all I think I'll find someone who can do modsupport with XML for example xD
@next badger Yes, but that's quite different to saying you can't do it at all.
@granite magnet whatever you pick, good luck with gamedev!
thank you ๐
There are some MIT licensed libraries that already exist
So ignore Autodesks library and use someone elses
@lucid socket well, blender still can't import bones from fbx properly...and it's been...5...10 years?
its it impossible tho?
This is used by two other engines
Did 4.25 add something that causes some shaders to be compiled at runtime? Cook Content for Windows is no longer compiling all shaders in our game. We are having to open each map manually after this to trigger shader compiling. And performance in our packaged game is also worse, seemingly from shaders compiling at runtime
shaders are definitely compiled during cook
did you try to use insights on the packaged build?
Not yet, building a dev build now to profile
@upper heart I haven't seen the same thing unfortunately.
@upper heart they've changed this to on by default
https://docs.unrealengine.com/en-US/Engine/Performance/ReducingPackageSize/index.html#sharedmaterialshaders&libraries
How to reduce the size of your packaged game.
pak compression?
the link doesn't work properly, it's supposed to go here
but this doesn't cause any runtime shader compiling
ahh okay, I saw that in the release notes
We aren't sure that shaders are actually being compiled at runtime in the packaged game
But we have had a lot of performance issue reports from users since upgrading
Are you able to profile it?
And in editor shaders aren't all being compiled when cooking
Yeah, I'm building now for dev to profile
So these two settings they turned on by default would cause worse performance when first loading into a map?
slightly longer load times when opening the map, but not worse runtime performance once loaded
unreal won't usually wait for all shaders to compile before it declares the map loaded
so i could see how it would still be chewing thru shaders as the play starts
question is...why are they not compiled in a packaged build?
They should be, as our current game in development uses 4.25.3 and they are definitely compiled
how do you transfer code from one project to another?
I've got 2 games using the first person template, but one has better settings
nvm
kinda pointless to guess at what might be causing hitches until we can see it in insights
yeah agreed, I'll do some profiling
do anyone knows how does particle radius is calculated for shader? I cannot find anything that would point me to that in niagara
Ahh there isn't tutorials on creating a skateboarding
Game
Like skate tpny hawk pro skater
i moved this to proper chat :p
Hi all! Is there a way to make UDIM's work in Unreal? I am exporting from Substance painter and the file name is -- <texturename>_1001_BaseColor.png . I have imported it into my content browser and it has a little VT sign in the bottom right corner of the thumbnail but it still doesnt apply all the UDIM textures
hello guys I want to make on clicked event on static mesh and I did this:
but it doesn't work ๐ฆ
does the hello print out?
nope
have you enabled click events in your player controller?
I wanted twhen I click the red chair to show up the widget
have you enabled click events in your player controller?
@grim ore nope? how?
enable click events in the details panel on your custom controller if you are using one, if not get the current player controller and enabled click events using blueprint nodes
yes it's an engine item is why. so you would want to set the click events enabled inside of your blueprint somewhere
well you probably want to set it not get it
I will do strategy game like ikariam and that's wy I will need to create a lot on clicked events on static meshes
your on clicked event in the beginning was fine, the issue was your player controller was not allowing clicks
okay can i set it by default?
you just have to enable that somewhere, like say your player can call that code or something else that runs on start
okay on start will do it
or you can create your own player controller that does that and use it instead
you only need to enable it once, you don't need every item to turn it on
you only need to enable it once, you don't need every item to turn it on
@grim ore okay but where is this option cus i couldn't find it?
click on class defaults
then... read...
now assuming you are using that player controller your click events will be enabled
you dont need to do that if your default player controller is this new one with click events enabled
like this code will work or not?
that code would work yes if you have the rest set up correctly
the new controller is with enabled click events
are you using the new player controller?
then....
I couldn't get the new controller with "get strategy controller"
you would set it as the default in your project settings or in the map
oo shit yeah
;D
I am so dumbass today ๐ญ
yeah but actually no
it doesn't print it
where is that code at?
level bp
so how does it know about those actors?
ok, and is your mouse cursor showing?
when you press shift-f1 you are releasing the mouse from the viewport back into the editor, so the viewport is not getting the mouse click
you need to enable the mouse cursor in order for it to work, again you can do this in your player controller
okay I did that
yeah it work
when I start the game I am with enabled cursor
let's see the rest of the work
no it doesn't work
it doesn't print the node ๐ญ
well I can say it should be working so you need to figure out why its not. Make sure you are using the correct player controller in the level, make sure both settings are enabled in the player controller, make sure you have the correct chair selected in the level blueprint, make sure you didnt adjust the collision on the chairs at all, etc.
mine is not called Chair02 when I tested so you definitely changed something somewhere
I renamed it from chair to chair 01 and chair02 cus there are 2 same chairs on the level and I think that the program can miss which one of them the event is for-right?
no, the display name is not the same as the object name. the engine has a separate name for them internally.
but if you changed them that should be fine, I can say I tested on a new project without issue
try deleting the on clicked and make new nodes
took screenshot please
its literally on clicked -> print string
a ok
How do I make a GUI similar to this? https://www.youtube.com/watch?v=MejZ85cAgRc [HLA Spoilers, it's the main menu.]
you might have had a bad old node then if you changed the mesh or something
its also why you shouldnt use the level blueprint and all this code should be in a self contained blueprint to handle when something is clicked on
yeah okay but for these meshes where is good to store the code and the events?
@hearty walrus those look like widget components would do what you want. They are UMG widgets in world space.
an actor blueprint with a mesh component and the code inside it to detect when the mesh is clicked on and does whatever you want.
o yeah
you would re use those as needed changing the mesh as needed and the code inside as needed
Widget Component
Widgets are naturally on "planes" if you consider the viewport a plane, this just puts that widget in world space using a physical transform
When i create GUI on Plane 3D Widget its have very low resolution why ?
like the menu in the widget pixelized
and also getting effect by the light around its being very shiny
you nee to adjust the size of it and if its in screen or world space
and yes lights can affect it but you can change the material to be unlit
yes
ok cool and the size when i change it its not fitting into the tablet screen anymore
yeah widget space is hard to get right you have to fiddle with it. Adjusting the widget itself then the widget component to let it fit better
ok Mr MathewW thank you alot
i was waiting your answer because i've asked many times got ignored ๐
@plush yew what does the material look like? Its possible you see it shining without lighting due to auto exposure turning up the light in the level so you can see it (even if the item is dark)
anyone know how to set the axis to the object
instead of what i have shown in the pic
the pivot? where you move/rotate it?
well emissive should let it work in the dark but your default is no light. Is it adjusted in the material instance you are using?
what does this look like in the level
and what does the material instance look like? your material is 0 for color and light.
your emissive color is black (no color) and your emissive intensity is 0 (no light). you need to change those or the material
Your Color should probably plug into the Multiply going into Emissive instead of a separate color and your default for emissive intensity should probably be 1.0 so it has some light instead of none
your default level might be set to unlit, or have auto exposure turned on so it makes the dark colors lighter
Can I use a Instanced Static Mesh everywhere, even when I only have one mesh of this type? Does this have any disatvantages?
ok, i gave you the answer to the problem. You do not have to use it if you do not want to.
Does anyone know how to get more air control? Do I have to edit material instance?
I finished a menu that shows a lot of stats that update based on what item it selected. Sometimes the item switching starts out a little clunky, though it's usually fast and smooth after playing around for a few seconds.
I gather that Event Ticks use up CPU power, but I've seen 5th Gen video games from the late 90s with menus like these, so I thought with processors like we have today that have IPS counts in the hundreds of billions, fetching a few dozen numbers would be a drop in the bucket.
I would just create variables and call them when something changes
An example of how to create in-game 3D widget interactions.
Following this, how can I modify it to use the mouse cursor only?
I've got a copy of the first person character with all the movement and logic removed
have you tried just interacting with it normally? not using the component
I might look into more controlled updates. Still, seems weird something like that would make a big impact. I thought frame drops or slowdown were what happened when the polygons/sprites/special effects really start to pile up.
@grim ore ?
was just curious if you tried it without the interaction component was all
https://answers.unrealengine.com/storage/attachments/121530-capture1.jpg is roughly the correct way to set it up
make sure the interaction component is on your character/pawn, make sure it's set to mouse as the interaction source (it will line trace out from the mouse now instead of the center of the viewport)
and make sure you have either press and release for the action or press and release events on the input event
I would recommend a press event on pressed and release event on released as it seems to work more consistenly (like the screenshot)
i'm gonna try to make a 2d platformer where the character shoots at where the mouse is, how do i let the player move the mouse around on screen while playing
enable show mouse cursor in the player controller
ah
i have just been using the default player controller but i will make a data only player controller
This is an system question, - is Ryzen 5 3600 & Gtx 1660 good for unreal engine? I'm Asking because some people say to me "cpu is unnecessarily powerful" any help?
too much power..... how can that ever make sense for dev work
UE4 when compiling, so lightmass or shaders, will use 100% of your cpu cores and threads. More = faster = less wait time
so no, you cannot have a CPU that is too strong for UE4
i have an intel i7 8 core 10th gen and an rtx 2060 laptop
I'm using a 3990x and it takes a few seconds for a huge amount of shaders, its nice
thats the one with 64 cores right?
yeah
damn
also is there a way i can make the camera of my character follow the player horizontally but not vertically?
would i have to have it separate from the character blueprint?
what type of camera is it? what type of characters, where is the camera, etc.
I think you may be able to do it through constraints
its a sidescrolling platformer
is the camera attached to your character bp?
yeah
there should be an option for constraints on the camera if you go into the bp, but there may be a better way to do it (i think)
cool
not entirely sure, I'm still relatively new to ue4
ok
also, how come the engine often changes transform values by super small numbers that barely do anything but trigger me
I have doubt that it is possible to make a feature like , In a multiplayer game one person should be able to tag along with another person (Example :- A tour guide shows the places to the tourist) Not like the tourist should the following the tour guide, the tour guide must a have a control to make other player to come along with him. I saw this kind of features in some game like we walk with a NPC which tells us the game's story after that ends we gain the control again and we procced the game. Is it possible to make like this in unreal engine?
perhapppppps https://www.youtube.com/watch?v=Si2FOOkvwus and yes you probably need to have the camera separate since if it is a child it will move with the parent
ah thanks
and @jolly jungle if you mean making it 89.909230 instead of 90.0 ?
its floating point precision, its just how numbers work in computers
ah
I dont really get that issue as far as scale values changing, unless you mean location only
also i cant get it to show those controls
it does it when rotating quite a bit depending on which value you are changing due to the way rotator works
you wont get the constraints on a camera as that only applies to physics
ah, so what do i do then
@lethal herald yes you can do that in Unreal Engine
Hello.. i am new here
I basically worked on small games in unity
I recently been told that it is better to make game in ureal
So, i thought i will give it a shot
Can anyone tell where should i begin from
Should i be learning c++
And any tutorials recommendations
just use blueprint
look at the pinned message in this channel for tutorials and lessons
@heavy vessel i would say start with a blueprint project and you can always add C++ to it by adding an empty CPP File and compiling. also CPP is useful for writing in function libraries for common math tasks. then you can just call them in blueprints in unreal.
i would definetely recommend blueprints. they are super fun to use and powerful.
I am actually new to this discord is a question like this is asked already @grim ore
i added a cube to the scene, made it invisible with no collisions, had the camera be a child to that, and lock the y on the cube
ah no crap that doesnt work
Hi guys please help me
I made sprint system but it has bit wrong
I let timeline to go 0 to 1 in 1 second if I press shift
However, if I press and release shift in 0.9 second, sprint system will be broken and my character become always sprinting
how to fix?? (sorry for bad English)
@lethal herald you might find a tutorial on this on the internet, I have not seen one.
@jolly jungle let me see if I can figure it out, ill let you know
ok cool
il mess around with stuff too
maybe add a script in the blueprint that keeps it at the same y position
someone please help me...
lemme take a look
okay please
sorry, cant read the language thats in
ah sorry I'll take it in English, please wait
ok thanks
you need to debug @icy egret , watch the values when you are testing on another monitor or in a window. When you release you should also stop the timeline
that is probably the issues since you are running the timeline still after you release the button. You never stop the timeline so you release -> set walk speed to walk -> next frame the timeline updates and you set your walk speed to the sprint value
can try implementing timeline stop after getting a reference to your timeline
or run a sequence after the release with the first output going into the timeline stop input then the 2nd going to the current release path.
both should work ๐
now I have done and it's work well!! thank you!!
cool
thank you very much!
Hey, can someone tell me why it says this?
SimpleMove failed for AIController_1: movement not allowed
i did everything like in an AI tutorial.. but it does not work for me.
hi all, just signal boosting a difficult UMG issue I am running into in the #umg channel. any help is appreciated ๐
@plush yew do you have a valid nav mesh on the level for it to use to move? can the pawn it is on move?
yes i have an NavMeshBoundsVolume. the monster itself is an character. not an pawn
that is fine, a character is a pawn
ok
when you press P does it show the nav mesh properly for where it is at and where you want it to go?
maybe push it a few times just to make sure, but no it should turn the level green where the nav mesh bounds is
once i have activated enable mouse cursor in the player controller, how do i get the position of said mouse cursor
is the nav mesh around the area you want to navigate?
that's what i was going to say. move the nav mesh on to the floor
and press P again
it is on the floor.. is there an Button to do it correctly on the floor?
it has to be all the way interpenetrating with floor
go to wireframe view and drag it halfway below and halfway above the floor such that the cube is centered on the Z axis
That orange line is the Navmesh.. but why is the Green thing so small?
size, nav mesh agent bounds, tons of reasons
what is the size of that room
the nav mesh bounds should be larger than the area you want it on so make it wider and see if it gets bigger. IF it doesnt your area might be too small or the nav agent size is too big
what is the nav agent?
then i can look
the ai pawn?
set Nav Agent Radius to this value
35
if that does not work try changing Agent Radius / Agent Height, and consider deleting and re-making a new Nav Mesh Bounds volume from the editor creation window. after you do that unreal with automatically compute the navmesh data (should see a popup on the bottom right). and when you press P the green segment should extend fairly close to the bound extents.
i dont have the navigation agent thing.. i searched nav in the project settings..
edit -> project settings -> search -> nav it's part of the engine. if you had the green area visible at some point it's there for sure..
there is nothing with agent radius or hight
Are there any plugins that lets you do RSA encryption via blueprints? There seems to be one that does AES, but I think I need RSA to securely exchange the AES password.
Or how do you guys go about securely sending data back and forth?
@plush yew edit -> project settings -> navigation mesh -> agent radius
i only have Generation and Runtime atr navigation mesh... :/
i thing then i cant make AI's..
do you mind going to #gameplay-ai please?
ok
Took a look at all the RenderThread cvars and compiled a list of useful performance related commands:
r.CreateShadersOnLoad=1 ;; uses more memory but reduces in-game hitches
r.VirtualTextureReducedMemory=1 ;; packs virtual texture memory together
r.DBuffer=0 ;; use if no decals to remove overheard
r.DFShadowQuality=1 ;; low quality distance field shadows
;; remove static lighting overhead if you are only using dynamic lighting.
AllowStreamingLightmaps=False
r.AllowStaticLighting=0
;; everything from this point needs lots of testing
;;r.OcclusionCullParallelPrimFetch=1
;;r.UseParallelGetDynamicMeshElementsTasks=1 ;; curious how this would work with the cvar below
;;r.DeferSkeletalDynamicDataUpdateUntilGDME=1 ;; defer until GetDynamicMeshElements gets called
;;r.AOMaxObjectBoundingRadius=25000 ;; Half default size
;;r.ParallelShadowsNonWholeScene=1 ;; Toggles parallel shadow rendering for non whole-scene shadows.
;;r.DFFullResolution=0 ;; half DFFullResolution
;;r.DoLazyStaticMeshUpdate=1 ;; Don't add static meshes to draw list if they aren't visible
;;r.FinishCurrentFrame=1 ;; If on, the current frame will be forced to finish and render to the screen instead of being buffered. This will improve latency, but slow down overall performance.
;;r.SkinCache.CompileShaders=1 ;; Tested on Windows only.
;;r.UseClusteredDeferredShading=1 ;; No idea what this is.
;; allows async compute SSAO (1ms saving on available platforms)
;;r.EarlyZPass=2
;;r.EarlyZPassMovable=1
;;r.EarlyZPassOnlyMaterialMasking=1
;;r.DoInitViewsLightingAfterPrepass=1 ;; might cause race condition
;; OpenGL PC RHI is deprecated, but still useful.
;;r.OpenGL.AllowRHIThread=1 ;; OpenGL RHI thread, untested.
;;r.Shadow.WholeSceneShadowUnbuiltInteractionThreshold=250 ;; default 500, lowered for potential shadow caching?
// for fun
;;r.DistanceFieldGI=1 ;; :O distance field GI, untested
;;r.VPLMeshGlobalIllumination=1 ;; needed for distance field GI
;;AllowAsyncRenderThreadUpdatesEditor=1 ;; untested with editor
// Vulkan latency improvements?
;;r.Vulkan.SubmitAfterEveryEndRenderPass=1
;;r.Vulkan.SubmitOnDispatch=1
<@&213101288538374145> is that spam? from: MarkJGx#4739
in 2020, what do you guys think is the lowest target video cards one should support? (or does it matter)
Does the average videogame player have a gtx1060, or higher ?
Does collision boxes with many triangles kill performance?
does anyone know how to import textures with an fbx file
I have the textures seperate
@autumn elbow i have a 1060
There should've been an option to import with material
ps5 is gunna have something 2080 like
no tf lmao
a lot of ppl wil get that thing
so... 1060 ish
@radiant jasper steam hardware survey is the best source for that kind of info I know of
although of course it is only steam users
laptops are 1050 ish
@autumn elbow check the steam hardware survey
4 gb
most common is 1060. i enjoy the rtx 2080 super though. really fun card
Ohh.. nice! thx gothic
also sorry responded to wrong person
how do i import textures tho
just go for as high as u can while staying fairly optimized and let unreal scalability handle the rest ๐
nvidia 10x series cards are like a third of the survey results so I'd definitely not go any higher than that
your fbx should have embedded it
just drag and drop them into the content browser
I have a data table and I want one of the columns to hold a simple struct. The struct contains an enum and a texture2D. How would I fill that out in a spreadsheet?
If it were individual columns it would be enum value for the enum and texture2D'/subfolder/name.name'.
Any suggestions? If I manually add the values in unreal for the struct I get something like this for example { "Enum": "value", "Texture": "Texture2D'/subfolder/name.name'"} however if you put that in a spreadsheet then bring back into unreal it doesn't work.
What's causing this bug?
The GUI's meant to look like this
nvm draw size was fucked
new problem, the background isn't appearing
@boreal wyvern
MemberVar0 - has a struct and tex2d
in a CSV, you'd just fill that out
@autumn elbow that's what I thought but it fails to read both. Idk I'll poke at it more maybe I'm just missing something.
@boreal wyvern HTF do I? Import a CSV File into a Data Table ( UE4 ) by Mathew Wadstein on youtube might be of insight in terms of the CSV pipeline to UE Data Tables. he imports tex2d
@plush yew thanks for the link. However, I know how to import a data table etc. It's specially using a structure in a data table that I'm having an issue you with.
A: How do I freeze a character in place, and only allow them interaction with 3D GUI Objects?
B: Is there an easy way to position said 3D GUI Objects so they're in the middle?
@autumn elbow yeah that's what comes out of unreal but it's not very human readable. Idk I was hoping it was just some syntax I didn't know. Like passing an array ("var1","var2").
@autumn elbow thanks though for trying. I'm open to anything.
if i have a playercontroller with show mouse cursor on screen enabled, is there a way that i can get the world position of where the mouse is?
at least the two coords in the direction ur looking at
@boreal wyvern Thats basically it...
does this not work for you?
my names weren't readable cus I didn't name them. Now that I named them, its readable
again i have an small question.. how do i enable or disable an button if there is not the right text in an textbox (like an password)
@autumn elbow That's it! Thanks! I tried about 20 different combination. ๐ so structures in spread sheets are written out like arguments in a method...it seems so clear now.
can you add post processing to GUIs
@jolly jungle
ok thanks, is that on screen or world position
yeah
cool
basically, i have sidescroller movement set up and i want to be able to shoot at where the mouse is
the InvertMouse console command only inverts the Y axis, any way to invert the X axis using a console command?
@jolly jungle Get Mouse Position on Viewport, and feed that into your player
ok
if its a side scroller , you don't need the depth. just the X Y . the depth you can put as a constant
Hello guys! My game is crashing at startup but I can't see any errors in the crash log. Does anyone know what is the problem? Thank you
how do i get the position of my player on the viewport, they move around on the screen because of the way that my camera is set up
idk if this is an topic for this channel... but why i dont have access to the html5 Github page from unrealengine... I did everything they said.. and i now waited more than 24 Hours... i want to make an online game which you can play in the Browser... i dont want to make an download game
okay i forgot to accept the email from epicgames.. i now have access... but HOW??? do i add html5 now back to unrealengine?? i dont have any knowledge about compiling data to an plugin or anything
i dont want to compile unrealengine.. i already have it installed.. i just want the html5 game feature that i can create an web game..
i think i will jump back to an older engine version... there is html5 still in the engine
ok figured it out
why did they removed html5 from the engine.... what is with the users that dont know much from compiling things or reimplementing this..
just want to point out I have a specific video on importing structs and arrays into a data table ๐ https://youtu.be/XDK3xkbtnnU
but i dont want to give my game free to download... i want to remove the game from the world when i want.. and that can i do if the Game ist only in browser
okay then the only way to solve my Problem ist jumping back to an older Version of unrealengingel. :/
There is nothing stopping people from downloading and keeping a copy of your game if it is HTML5 as well
most browser games can be saved
i saved a bunch if flash games as an html and ran them with firefox
im trying to import an fbx file but the textures just wont work
im importing it with the textures but the textures dont go on the actual model
@plush yew host the game on a server, and shut down that server when u dont want the game to exist anymore
I didnt make the model, i paid someone on fiverr to
and for him it works in unreal some how
but for me its just all white
did they give you the textures along with the fbx?
The Problem.. i dont like Download games.. i mostly only play webgames on itchIO. and if i dont like download games, why should i make an download Game. The advantage of playing in a browser: I can update the game as often as I want .. if I want, I can update it 10 times a day. I can update it often without losing players because they don't want to download a new version every time. If I offer the game for download, I cannot upload updates often because there is a risk of losing players.
yeah thats what im trying
but it doesnt show up correctly, and some of the materials (like eyes) dont even have a material in the fbx file
chances are you just need to import the textures and set up the materials, most of the time it's not automatic anyways from an fbx
especially into ue4 as you won't get more than the base color more than likely
i created the materials
but idk how i would assign them to specific parts of the model
the face isnt suppose to look like this
what does the meshs properties look like in the material section, it should show 1 or more elements
yeah it shows 24
but when i go to apply textures ( e.g face) it shows up like that
double click to open it up and you can use isolate to show which part of the mesh the slot is for then assign the material that is correct to that slot
no ik
ive been doing that
when I put the materials on the face for example, it shows up like that
its really hard to even guess at the problem since you don't really understand how the mesh and material stuff works
like are the materials set up correct?
should be, all i did was right click all the textures and click 'create material"
oh as an option since you said they have it set up in ue4, have them make a project for you with it set up
you could then use that to migrate the correctly set up model to your project
no bc i put it in mixamo, then in unreal
have you tried the mesh before the mixamo step, perhaps it is messing up the uv map
i didnt import it in mixamo with the mesh
but anyways we dont know how they designed the mesh
I understand that, what I am saying is the original mesh before mixamo is supposed to work with the textures. have you checked to see if that is correct.
im not using textures in mixamo
in unreal engine
you were given a mesh with textures, have you tested to see if the mesh with textures works in unreal engine.
thats what im trying to do
yes but after you changed the mesh right?
you didnt rig it in mixamo?
no i did im saying when i imported the model itself into unreal, it didnt work either
post a screenshot of one of the textures, i would assume a base color map and the UV0 map of the mesh
ok hold on
this is the face obv
when i put it on the actual head it just shows up brown
ok
@radiant jasper open the head model, there will be option to save the static mesh, save it, then open it and look on uvs
uh waht
all in UE4
chances are his actual materials are just a texture assigned to base color based on the way they are creating the materials but yeah we need to see the UV's on the model compared to the texture
how do i open the head model
you can look at the UV's in the skeletal mesh editor as well
i see it in the skeleton tree but theres no option to save static mesh
double click the head model to open it
its not seperate
and the make static mesh option is above that
there's two different ones
hello! Sorry for the trouble, im trying to automatically send a crash report each time the game crashes without the need to press the Send Crash Report Button, does anyone here know how to do that?
how do I give a UMG border rounded corners?
UV channel 0 and 1
0 is the texture map uv
normally, unless they used 1 for some reason then you need to make a custom material to use it
the issue is you might need to set it all up correct, here is a UE4 character for example, here is the material just for the head
yeah part of that is out of the 0-1 uv range
so whats it mean
which ue4 really doesnt like. I would ask them for their ue4 project if they said it works in ue4
ok then how would I use it with mixamo then
yeah i was wondering why he made it have so many lol
but once I got his project, what would I do then
what does that mean
if he gives you a working UE4 project you can migrate out the working setup mesh into any other project
even to mixamo?
now we could all be wrong about this and someone smarter might have an idea how to fix it in engine in #graphics
do you know what mixamo does? because it seems like you keep using "use mixamo" as if it would fix this
Its looks like you have a whole city inside this character ๐
no not that it would fix it, but that it would still work after I used mixamo
it should yes but part of figuring out a problem is removing possible problems which is why we asked if it works without mixamo. if it works as supplied
i guess i shouldnt of expected much for $40 but god damn
ill ask him for his unreal project
did you specify a game ready asset or that it was set up in UE4? just asking for a model won't usually include those 2 things
Hey everyone! I'm have an problem
Download DX11
yeah then ask for a basic project with the mesh set up inside of it so you could atleast see it working. You can always export out the mesh into mixamo and back in or the original mesh into mixamo and replace the existing mesh once it is set up
that probably does not mean his direct x is out of date but his card is not supported
Ok
so what model of video card do you have
lol
)))
sounds pretty old
ue4 requires at least directX 11 support
for newer versions
and you can run it on directX 10 on REALLY old ue4 versions i think
You have to downgrade the version of engine
radeon 4600 or inte hd 4600, they are not the same
its not a very intensive game lol
radeon 4600 or inte hd 4600, they are not the same
@grim ore he/she said it was a radeon
The game will take a year to read 773000 poly
yeah but uh... is there an amd 4600
i dont think there is...
how much should it be
Its a laptop i think
like what should I tell him to reduce it to
If its sculpted character i think something called retopology need to do
" MathewW: if it's not 7, its whatever is correct for your project"
its 770k or something
IE: we can't answer it for you
Lol
we dont know the target hardware, we dont know if this is a hero character or npc, we dont know what is on the screen etc.
and you can always decimate it in UE4 so honestly having the higher end target is fine, its not causing this issue
a game like WOW might have 4k for poly count, a game like last of us might have 300k....
I've asked this many times but it keeps getting stranger - how do I fix this
your.... project...
like, how the fuck do I add an object to it
your telling it to talk to your character to get the information
Imagine spawn 5 or 7 npc with 770k poly
so.... you need to give it a reference or way to talk to your character
what the hell do I reference?
the character....
oh
so like does reducing the poly count make the model look bad
it can
The mushroom explosion can be see from mars
it shouldnt if done correctly
@hearty walrus you can use Get Player Character for what you need in that code but ugh.. please don't ask the character every frame for it's health that's just bad design
google "Name of Game" + poly count
then see what other similar games have
@grim ore It's some simple code to display the health as a widget
is there a function to do this or something? I know that the first/third person templates have quite a few gizmos built-in
I don't think poly count is that relevant any more, most games these days are CPU bound meaning you just need to smart with how you present the character.
ok i told him to make it 50-75k
@hearty walrus yep but... every frame.... EVERY FRAME... you are asking for the health. so tick get health, tick get health, tick get health.... even if the health never changes you are still wasting resources asking for the value
Limit the number of materials on the character, each material on a skeletal mesh is a single draw call.
^^^ that's the bigger issue here
ah fuck it, off to google
@hearty walrus push the data when it changes. Lose health? tell the hud to update.
Hawk you can update the health value when its change
won't that just be moving the problem?
yes using a bind on a umg property works, no it's not smart 99% of the time, yes the designer of it regrets he added in the ability to do it lol
since it's now checking for when the health updates
its not checking, that is the difference
or is the firstpersontemplate just telling player_gui to update
oh also how do i loop a media player
at some point your whatever has its health value change, when that 1 time it changes you tell the umg 1 time to update to the new value
without it pausing at the end for half a secon
Is that a picture of Marc Laidlaw wearing some furry thing? @grim ore
please tell me it is
ive seen ppl talk abt it happening like 4 yrs ago but i cant find any recent info as to why
my icon? it is not
Hawk
As Mr mathew said you are trying to update the health every tick everyframe its effecting performance
ive been trying to find an answer for like 3 weeks lol
No need to update this things everytick because you will change it just when its applying damage
just as a reference there might be an official UE4 course on the learn portal that may actually deal with learning UMG and it might cover how to handle updating a HUD with values like ammo and health...
does anyone know how to loop a media player w/o it pausing at the end for half a second tho
Use ForEachLoop @radiant jasper
how do i connect that
You mean windows media player??
@grim ore do u know
@radiant jasper how are you playing it?
widget
and it starts playing when widget is launched, with a texture or whatever, and opacity is set at a certain amount and stuff
Hey guys, I've just run into an issue where a new "My Blueprint" tab opens when I make a new variable. Any idea how to fix that?
but when its at the end, it just pauses for half a second, i also notice a delay with the opacity node as well
is it set to loop in the media player asset?
so silly question how do you know it's pausing for half a second?
when I test with my first playback it get a black flash as it resets back to the start but every other playback seems to be fine
the black flash?
theres no black falsh
flash
it just pauses
like the video stops and just shows the texture
perhaps it's your video then, have you tried remastering it or processing it again?
I can say here that a test video has no issues, no pausing between the end and the start
in a widget bp?
i tried it in the world and in a widget yep
how are you playing back the audio?
Hey! Might be a super noob question here but does anyone know why I would be getting this blocky lighting or why I can see the seams between my meshes? This room is totally enclosed so no outside light should be getting in and Iโve built the lighting. Thanks in advance!
is there something wrong with my bp?
bake lighting @steel ridge i think that should fix
Is baking the lighting different than building? I apologize again for the beginner questions lol
idk too much abt lighting just do it and it should work lol
@grim ore is there something wrong in the ss?
I recorded a few seconds of gameplay in the engine, starting at the first letter in the word and going to the end then I cut it into a video
im playing an mp4
then i am playing back that video in a widget which you can see there
you can see it immediately looping back to the start when it gets to the end
you can see its a widget inside the viewport playing back a video lol, was trying to make sure i had a video that clearly showed when it started and ended which is why i recorded something small in engine
so is there something wrong with my bp
all my BP does is open the source on widget construct
all my file source does is auto play and loop
if you want to share the video we can confirm if it's the video or the project
or a similar video you can share that is not working well
its too bif for discord
maybe it's too big for the playback and thats the issue?