#ue4-general

1 messages Β· Page 823 of 1

plush yew
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ok let me try,. thanks

heady fractal
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umm....so this thing came up on my unreal....wt is it and how do i remove it???

plush yew
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This is what happens when i look down

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wtf

obsidian plover
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yup, you are rotating your collision haha knew it!

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now you know where to look at least

plush yew
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so, what should I do now?

obsidian plover
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what should rotate is your camera, not your capsule

plush yew
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ok. how do I do that ? πŸ˜†

solemn halo
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Okay so, I need a bit of help with something if anyone can help. I'm trying to make a multiplayer VR game, and while I have knowledge making VR games, I have no idea how to make them Multiplayer, can anyone help?

heady fractal
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how do i make this thing go away...i literally hv no clue wt it is and i cant find it online

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the lines

gleaming narwhal
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@heady fractal Does it persist if you restart the editor?

grim ore
gleaming narwhal
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@solemn halo I'd suggest you start learning how to build a regular multiplayer game before you try it for VR - The fundamentals are the same and they're much easier to learn without dealing with VR at the same time

heady fractal
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ahhhh ty...i cant believe i spent 30 mins trying to figure that out TwT

gleaming narwhal
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VRExpansionPlugin will help you a lot once you know the fundamentals, it has some features that makes life a lot easier if you're doing Multiplayer VR

solemn halo
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the issue i'm dealing with right now is that i wanna try using the template I made for myself. I made a specific template with a certain movement method, and I have a lot of the project done. The part i wanna implement is having a second player into the scene. I have seen no tutorials about that sort of thing

vital kernel
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HEY GUYS I NEED HELP. My computer crashed and when i reopened the editor the thirdperson character that I had open is gone

gleaming narwhal
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the issue i'm dealing with right now is that i wanna try using the template I made for myself. I made a specific template with a certain movement method, and I have a lot of the project done. The part i wanna implement is having a second player into the scene. I have seen no tutorials about that sort of thing
@solemn halo Are you using the CharacterMovement component for Pawn movement?

obsidian plover
solemn halo
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Well, no, what i've done is i've created a movement system where teleporting has a delay between movements, since it's a horror game, players have to plan their movement

plush yew
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@obsidian plover yeah i did that, but that disable the possibility to look up and down

obsidian plover
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@plush yew then there's something else that's wrong 😦

gleaming narwhal
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It can be difficult to add multiplayer in hindsight - Best path forward is to do a simple multiplayer game in flat mode, and then apply what you've learned to your VR project

obsidian plover
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because it should be left like that

plush yew
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i m watchin g a youtube vid on this

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hopefully will be solved by the end of it

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i cant belieave the udemy course

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told me to do this

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what a disgrace

gleaming narwhal
obsidian plover
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😦 well, it's Udemy after all... You'll be better teaching yourself if you have the time to watch a lot of vids

plush yew
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Guys. please dont do this udemy course : Unreal Engine 4: The Complete Beginner's Course
Cause the absolute beginner is the guy that made it

obsidian nimbus
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the virtual production thing is set up for multiple VR chars in editor time πŸ™‚

obsidian plover
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@plush yew at least now you know what's wrong, you just have to fix it

grim ore
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its possible you missed a step somewhere or changed something on accident, nothing to do with the course. If the course does have an issue I would think the comments would point it out so look in there

plush yew
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@obsidian plover Yeah thank you very much

pliant rose
plush yew
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@obsidian plover VIctory

obsidian plover
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@plush yew glad to read

grim ore
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most of the unreal fest stuff is intended to be more higher level is why, more of a show and tell type stuff

gleaming narwhal
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A lot of the content that's not on Unreal Online Learning is that way, same with our livestreams

grim ore
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maybe go into the youtube archive for it and post how to do it for everyone else πŸ™‚ might help me once I get to that video

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ah, yep thats always fun

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I was being serious, I am going thru all the live streams and having a complete answer in there would be nice if I got stuck when I was watching it

obsidian nimbus
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if u only learn 1 thing from a vid its a win :p

gusty dune
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If anyone could help please: What causes tears in landscape (when sculpting) and can they be fixed?

obsidian nimbus
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start with a room b4 u do landscapes πŸ™‚

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also i never did landscapes πŸ˜›

gusty dune
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I'm fine with box tools and level environments, but this is my first dive into landscape sculpting

obsidian nimbus
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and my rooms suck

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nah, there are only few real products bein made

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get stuff u like done and bother about the rest later

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there are millions of things u could learn and 100s u will use

sudden bridge
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Does anyone know how to make it so that the legs move even while the stab animation is playing?

obsidian nimbus
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upperbody slot

sudden bridge
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could you elaborate a little more please

obsidian nimbus
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google unreal engine upperbody slot

sudden bridge
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ok thanks

obsidian nimbus
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np

grim ore
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layered blend by bone is probably the exact node you want in your anim bp

obsidian nimbus
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i think upperbody slot is perfect in this case

grim ore
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so what is the upper body slot?

obsidian nimbus
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upperbody is everything up from pelvis

jaunty cedar
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@sudden bridge layered blend by bone

grim ore
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the google result for unreal engine upper body slot returns the layered animation example using the Layered Blend by Bone

jaunty cedar
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if you want to be able to stab while moving

obsidian nimbus
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guess we are both right than

jaunty cedar
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put your stab animations into a Montage and then assign them to a slot called UpperBody

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layered blend by bone in your animbp

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1st is the result of your state machine/anything else you want to happen before you blend it on

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2nd pin is the montage slot UpperBody

sudden bridge
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I'm having trouble finding the montage window

jaunty cedar
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click the node and blend it from Spine01 or whatever you call that bone

ember star
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Can I use level streaming to dynamically place levels in world location? Or do they have to be predefined?

jaunty cedar
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@sudden bridge right click your stab animation, create -> animation montage

grim ore
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@ember star you can spawn level instances, copies of levels, in the world

obsidian nimbus
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its old but still valid πŸ™‚

sudden bridge
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ty @jaunty cedar

ember star
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@grim ore perfect ty

jaunty cedar
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God I'm sitting here holding my breath basically over the whole Epic vs Apple thing, I just started a mobile game project

sudden bridge
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what happened?

jaunty cedar
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Apple is threatening to remove Epic's access to their developer services, which will basically kill UE compatibility with iPhones

sudden bridge
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why???

jaunty cedar
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@plush yew I would, but my entire workflow is build around UE, from the internal plugins we use to the existing codebase we have

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I'd like switching engines to be a last resort

grim ore
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if I was to use ue 4.25 right now and publish my .ipa to the apple store, regardless of if Epic Games has a license to use their developer apps, I would not have a problem.

jaunty cedar
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@sudden bridge Apple is basically holding developers hostage over the feud over Fortnite getting removed from the appstore

obsidian nimbus
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well doesnt matter if they win or lose , they cant hold em from using apple dev stuff

grim ore
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also the apple/epic/google stuff is better suited for #lounge for now

sudden bridge
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damn

jaunty cedar
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potentially, but Apple has a tendency of introducing OS changes that can break things with Unreal projects

obsidian nimbus
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nah thats temp stuff

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they really cant

jaunty cedar
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i'm most worried here about Metal being the only graphics API, and apple's tendency to introduce breaking changes and be like "move to the new version or get fucked" with a lot of their stuff, I'm just hoping that doesn't happen with Metal any time soon if UE can't update to compensate

obsidian nimbus
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UE is opensource so if u have an apple dev account you could fix what epic would do for you usually, but it wont come to that

jaunty cedar
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Yeah, it is true that we can fix it, but having to fix the engine constantly is a productivity killer that is part of the reason we don't use an in house engine

obsidian nimbus
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yea thats why apple cant hold this

jaunty cedar
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Yeah ofc if they actually make good on the threat they're digging their grave in the suit

obsidian nimbus
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its also too easy to get a dev account so dev on ios is unlikely to stop πŸ˜›

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i dont have an ios device but as far as i know unreal engine is not an app store product

gusty dune
thorny coral
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"PointLight2 Severe performance loss: Failed to allocate shadowmap channel for stationary light due to overlap - light will fall back to dynamic shadows!"

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what is that

kindred venture
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So I just got ridiculed for leaving unity to unreal being a solo dev I'm just curious if I made the wrong choice? I feel that unreal in the long run will be a better option

manic pawn
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unless you're making a 2d or mobile game, you made the correct choice

thorny coral
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thanks

kindred venture
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Well they said making a game on unreal by yourself/inde dev is too difficult but I beg to disagree

manic pawn
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depends on the scope and level of polish you want to achieve

kindred venture
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Well let's say down the line I achieve the required skills I want to make an low poly tps game with zombies mode

grim ore
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Only 4 or fewer overlapping stationary lights can have static shadowing, because the lights must be assigned to different channels of a shadowmap texture. This is a graph coloring problem, so there are often fewer than 4 overlapping allowed due to topology. Shadowing cannot affect the overlap test, so the sunlight typically requires a channel from the entire level it is in, even the underground areas. Once the channel limit is reached, additional stationary lights will use whole scene dynamic shadows at a severe performance cost. The StationaryLightOverlap view mode can be used to visualize the overlap, which is updated dynamically as you modify the lights. Light icons are changed to a red X when they are not able to allocate a channel.

thorny coral
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well, UE4 is free, so thats good

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and i dont think you need to pay a fee or something to publish a game unlike unity so that good too

kindred venture
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Isn't it 5%?

grim ore
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why not use unity and unreal, no reason to leave one for the other. plan a project, figure out what engine lets you do what you want, finish project. repeat

thorny coral
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"Isn't it 5%?"

idek 😐

kindred venture
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Hmm that's what my freind suggested that I use unity for mobile side of things and unreal for pc side of things but I'm not sure if that would be too difficult on my part

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Prefer to stick to one engine only

grim ore
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thats a good consideration, if you only have time to learn one maybe stick with what you have now and then slowly learn the other

plush yew
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@obsidian plover i watched this youtube video from Ben Ormstad. I think the problem I had is that I had a Camera component

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@obsidian plover he doesnt use a camera component for a FPS and all works perfectly

obsidian plover
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hmm cool

kindred venture
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I mean the good thing is unity ain't so bad I guess for what I want to make, a low poly tps

inland pivot
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Never thought about sunlight counting against the 4 limit. Makes sense. Would explain issues I have had in the past where I started pushing against the limit.

dire fjord
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Does ue4 have some kind of special vendetta against firefox? Every time UE4 is doing something heavy, firefox locks up. Other apps are fine, or at least to some degree. I'm currently organizing a massive set of folders in ue4 and while it "loads" the machine is struggling a bit. Discord works fine, notepad works fine, other apps are fine. Slight bit of lag, but they work. Firefox? Locked up hard. Can't even switch to it. This happens every time. Compiling 10000000 shaders? Other programs I can switch to, but could I jump to firefox to read some news? Nope. Frozen solid.

lucid socket
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@kindred venture Players usually don't care what tech its running on anyways.

manic pawn
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@dire fjord I've found an even cooler issue like that - if I run my game, and load a large save file, which might freeze the game thread for a few seconds but leave all other threads free, music playing in the background in youtube will stop until the game finishes loading...

dire fjord
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oh yeah, i've seen that with a few games in the past.

manic pawn
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makes literally zero sense

dire fjord
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100% I get if it's doing something cpu heavy, things might be slow, but I don't get why I can't even tab to it. It acts like it's crashed or something.

manic pawn
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maybe unreal set the priority of its worker threads higher than firefox - rip it then

flat scroll
dire fjord
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Which makes it feel personal since every other program can be tabbed to

cedar wave
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There is a sale on every udemy course every week. Don't be sale tempted

dire fjord
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there's always a massive sale, and yeah, it's a good course to get started

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they're currently redoing it/might be done redoing it

cedar wave
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I prefer Tom Looman's course personally. But if you're just starting out with no experience from other engines, that one will probably be fine.

flat scroll
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yeah, I'm a complete coding lemon

dire fjord
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They redid this one to be code focused.

plush yew
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does C++ provide a lot more stuff than blueprints?

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i might get into it but im more of a Python an R guy

dire fjord
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"A lot".. I mean.. I wouldn't say a lot. It depends on what you're doing. For most every day programming there will be little to no difference. frequent heavy math stuff is better done in c++. There is the odd function here and there that can't directly be used in blueprints.

flat scroll
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Yeah, C++ is much faster and it is what UE4 is built on, so if you know your way around C++ you can do a lot

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also, you can combine C++ and blueprints

dire fjord
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Which is how it's meant to be done. I wouldn't really want to be doing animBPs directly in c++.

plush yew
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but blueprints are still C++. thjats just an interface that converts it to C++, which is then converted to binary in the end

dire fjord
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Yes and a few years ago performance of BPs wasn't great.

plush yew
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so is C++ even faster than blueprints?

dire fjord
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thesedays for most things, BP and c++ performance is very similar.

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unless you have thousands of actors doing complex math. I'd want to do that in C++

plush yew
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ok. thanks. i d like to learn C++ but they tell me is quite hard

dire fjord
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It's more challenging to start C++ than blueprints, but the good thing is they directly translate, so you can learn them together or learn BP first and then practice converting them to c++

plush yew
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yeah im doing bp for now

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then ill switch eventually

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doing c++ now would be boring as hell cause i still cant really make a complex enough game

frigid needle
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"Also you can combine C++ and Blueprints"
You should combine C++ and Blueprints

flat scroll
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I assume it's not hard to use BPs and call your custom C++ code/functions when needed

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Like, making your own nodes. Would it still be as fast?

frigid needle
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The performance will be very close, once fully packaged. There's a good few courses in the Unreal Academy 2019 that will help you learn how and why.

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For instance, "Blueprint In-Depth", which helps you learn beyond the basics for Unreal, and "Combining C++ and Blueprints"

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It does need to be emphasized, Blueprints are slower than C++. But Blueprints are not slow.

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And they can be made faster with some careful optimization and being aware of how you're doing things

flat scroll
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It's just the fact I kept hearing that the Blueprints are bad and much slower compared to pure C++ and you shouldn't use them. Although I really like blueprints as they give a coding muppet, like myself, an illusion that I can into coding πŸ˜„

frigid needle
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Yeah, that's the thing. Someone somewhere heard "Blueprints aren't as fast as C++" and took it to its extreme, and it's been passed around like the game Telephone and turned into "Blueprints suck, you shouldn't use them".

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Hence why going through these Unreal Academy tutorials are so handy, because it's from the developers and evangelists themselves who make regular use of these tools on the day to day. They'll have the knowledge and information to help you get the most out of them

flat scroll
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My brain goes full potato mode at the sight of written code. Having to write everything by hand was a reason why I bounced hard off Unity. I find the blueprints much more approachable. I was able to do some complicated stuff just by using blueprints. I felt it's a good moment to learn some C++ to enhance my UE4 skills.

rough knoll
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what is the easiest possible way to make an actor spawn at a random point inside of the map

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without using target points

flat scroll
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dumb solution would be to spawn then move the character

rough knoll
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wdym

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for context this is an animal the character will be able to hunt

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i want them to randomly spawn in the map

autumn elbow
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@flat scroll The fine folks at Epic said that blueprints were slow, and only for prototyping. As they developed the Engine, blueprints became more optimized, and more standalone. I believe 90% of C++ is exposed in BP now.

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@rough knoll do a random number with in the range of your map

rough knoll
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@autumn elbow is there a node that can get the range? my map is constantly getting bigger as i keep adding to it and i don't want to readjust it each time

autumn elbow
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hmmm... is there a get bounds node? Not sure

vale silo
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did they retire haptics curves in 4.25 ? I can't find a way to create one for Play Haptic Effect BP node

ancient grove
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@frozen shell I dont know if this is possible but after I’m done designing my maps or landscapes etc. I’d like to be able to import a character or two with a skeleton, probably fbx format and pose that character in the scene to make a nice render. Is it possible to do that? I haven’t seen anywhere for posing skeletons in the scene/map etf if you know what I mean?

frozen shell
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You sorta can do that, but it might be easier to do the posing outside of Unreal

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Inside ue there is this newish thing called Control Rig that you can look into... Tho It's relatively new, I haven't look too deep into it yet

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it's a cool new feature that is mainly used for procedural animation(you can see it as programing animation), tho you can use it for posing, not the most user friendly one tho

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in doing composition render, my way of doing it is to first pose the character, then block out the major shapes around the character while getting a feel with a camera in other DCC software, for example Blender or Maya. Then I put it in Unreal, add all sort of assets and render with Octane.

ancient grove
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Ah i see

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Guess that makes more sense, just thought itd be easier since i can pose and identify issues in the scene in real time

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But thanks

warped tangle
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2 ways I've done that in the past. One way is a paid plugin called Allright Rig, it allows for posing/can create IK handles etc in editor. The other way is much more hacky but free, using an Anim BP and a bunch of Transform (Modify) Bone nodes in the anim graph. @ancient grove

ancient grove
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Ah

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Hm, well ill look into the plugin

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Second method does sound complicated

warped tangle
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I will say that it looks like Control Rig will be doing similar things to Allright Rig in the near future...but I haven't used it yet so I'm not sure on that front.

devout swift
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I have been assigned a testing task in an Unreal Engine 3rd person shooting game. The task is to "test socket names" in regards to a weapon system. What could this possibly mean?

Is "test socket name" a common thing people say or are these instructions just vague? (I'm relatively new to Unreal)

grim ore
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seems vague

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or just not well defined?

obsidian plover
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@devout swift also, what do you mean by "assigned testing task"? Is that like homework or something? Is English your main language? If it's not, maybe I can help you in spanish

devout swift
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thank, i do speak spanish although I speak a little more english than spanish by now lol
It's for a game that's being done for hobby, not an actual job. I was a assiged a task in a project management web app and the type of that task is a testing task (compared to bug or feature tasks)

grim ore
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i mean if its just test socket names maybe its making sure your skeletal meshes have the correct socket names per the design docs?

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and if its supposed to be done in code like an automated test there is a find socket node that you could check against a list

devout swift
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I see, that could be. I think I'm gonna try to ask for more info on the task, thanks!

thorny coral
grim ore
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what makes no sense?

thorny coral
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you see those 2 lights at the beginning right?

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nothings wrong with them but keep in mind they are very close to each other, then when i copy and paste a third light or create a new light the same distance away the left light has an error

grim ore
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yes its a stationary light

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Only 4 or fewer overlapping stationary lights can have static shadowing, because the lights must be assigned to different channels of a shadowmap texture. This is a graph coloring problem, so there are often fewer than 4 overlapping allowed due to topology. Shadowing cannot affect the overlap test, so the sunlight typically requires a channel from the entire level it is in, even the underground areas. Once the channel limit is reached, additional stationary lights will use whole scene dynamic shadows at a severe performance cost. The StationaryLightOverlap view mode can be used to visualize the overlap, which is updated dynamically as you modify the lights. Light icons are changed to a red X when they are not able to allocate a channel.

scenic moon
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is there any way to remove the "Feature" of the engine always collapsing the folders on the content browser whenever you open a blueprint? it's annoying

thorny coral
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oh i see

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so in my case

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i can only use like 2 lights for this overlapping stationary lights thing

grim ore
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yep so make them static, move them, make their radius smaller, make them movable, dont use them

surreal laurel
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Right now I have a stumbling/falling animation that plays when my character lands from a very tall height. I'd like to prevent any input movement until the animation plays out (naturally, I don't want the player sliding the character around while they are on their hands and knees). I read somewhere about animation notifys, is that the best way to set this up? And am I just casting to the animBP, getting the anim notify, and using that to drive input?

thorny coral
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why

swift beacon
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Excuse me, but is there a specific channel in which to post questions for problem solving?

thorny coral
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idk man, i just go here if i have a problem

thick herald
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@swift beacon If your issue can be best asked in the one of the channels (listed left) go for it, if not sure ask here.

thorny coral
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welp, im off ill figure this weird shadow glitch thing out in the morning

swift beacon
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Perfect. So, my issue is, every time i open up a blueprint, it always looks like this

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However, I always change the layout, and save the layout

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but no matter what

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it always goes back to that previous image

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how do I fix this?

thick herald
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Honestly, no idea - sorry. Not encountered that.

surreal laurel
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is there a way to dynamically layer a material onto an object, like giving an actor a fresnel highlight when you mouse over it? I've seen there's ways to do object highlighting as a post process effect, but i'm trying to avoid that

unique timber
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can anyone help with this error?
ERROR: Targets cannot be built in the Debug configuration with this engine distribution.

supple crag
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Can someone help me with setting a variable to null?
I'm following a tutorial from 2018. This does not work for me though. Debugging shows that the TowerTarget still has a reference to the Object after the empty set

quiet raft
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is there a way to make a cosntant float in a blueprint?

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without creating variables

supple crag
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@quiet raft Why would you want to do that? If you need that constant float in several places it's easier to save it in a constant variable. If that value needs to be changed at some point you would only need to change that variable value

quiet raft
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yes or no

scenic fox
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guys my door isn't working

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what the fuck

quiet raft
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found

tight prawn
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Need help fixing Physical asset, as you can see the leg on the left has that broken artifact

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however the other leg isn't broken, even those the properties are the same

scenic fox
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Oh shit

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you can do that?

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@plush yew i just did that its not working

quiet raft
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is there a solution to mouse sensitivity being different in viewports vs os?

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forward is x or y?

inland pivot
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Can someone help me with setting a variable to null?
I'm following a tutorial from 2018. This does not work for me though. Debugging shows that the TowerTarget still has a reference to the Object after the empty set
@supple crag Is Tower Target set on overlap? Could another actor get assigned to Tower Target before the previous one ends his overlap, making the == fail?

supple crag
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@inland pivot i kinda figured out what the problem is. The on overlap ends works fine. Yes TowerTarget is set on overlap. I only have 1 pawn right now in the scene that triggers it. On event tick i try to find the next closest target if it doesn't have one. Somehow after the on overlap ends triggers and sets the tower target to null, the check for the closest target uses a multiSphereTraceForObjects and actually returns the same target again

hybrid light
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hey
anyone knows how can i block using 2 key
i want to do this so i can block the player from using left shit and d
cause i dont have run left or right in my blendspace
am getting this sliding forward run left

quiet raft
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theres no way to change mouse bindings in editor right?

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@hybrid light - and + axis should return 0 if pressed at the same time

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just a guess

hybrid light
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no not that

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this

quiet raft
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@hybrid light is there a xor?

hybrid light
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? what

quiet raft
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exclusive or

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you have A and B, if both are true it will return 0, so your logic would work only if one of them is true

hybrid light
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if i did it i wont get this sliding problem

quiet raft
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im trying to help with my limited ue4 knowledge, so sorry if i fail

hybrid light
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i have it for run left and right and run backward left and run backward right

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its alright

quiet raft
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what is the proper approach to exclude objects from light shadow? some sort of light layers?

rocky radish
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what is the proper approach to exclude objects from light shadow? some sort of light layers?
@quiet raft changing cast shadows? lighting channels? be more specific

quiet raft
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channels probably, i can use 2 lights, one for lighting the character exclusively, another for faking that the same light lights environment and casts shadows from env, without shadows from character

rocky radish
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@quiet raft

hearty walrus
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I've got a countdown timer, but single digits break it. Is there a way to add an extra "0" at the start?

quiet raft
hybrid light
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am still looking for help

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if anyone know how to fix it

rocky radish
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@rocky radish ty
@quiet raft np

quiet raft
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seems format text node should help

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or something similar, you seek "string format"

rocky radish
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if anyone know how to fix it
@hybrid light you could make a boolean check to see if the player is moving sideways. If the player is then you dont run but if they aren't then you allow it to run

hybrid light
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can you post a quick demonstration am pretty new to unreal @rocky radish

sly pollen
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This might be the world's most stupid question so sorry if it is, but is there a way to force an aspect ratio? I'm doing a PSX looking game, so need to get it into 4:3

hybrid light
#

much appreciated

rocky radish
#

can you post a quick demonstration am pretty new to unreal @rocky radish
@hybrid light ok im gonna open ue4

hybrid light
#

πŸ‘

#

thx

quiet raft
sly pollen
#

Thanks

quiet raft
#

im basically being google right now

#

but i like it cuz i learn stuff

rocky radish
#

@hybrid light maybe try something like this (this bp is probably doing something dumb because i just woke up lmao) but it should work

hybrid light
#

Will give it a go

quiet raft
#

@rocky radish node connections are a paid plugin?

rocky radish
#

@rocky radish node connections are a paid plugin?
@quiet raft wdym?

quiet raft
rocky radish
#

the node style?

#

yes

hybrid light
#

this worked for pressing A i want to do the same for D and When pressing W and D also W and A

rocky radish
#

this worked for pressing A i want to do the same for D and When pressing W and D also W and A
@hybrid light oh yeah, for checking the other way you need to check if MoveRight < 0 too

#

or you could just do MoveRight != 0

hybrid light
#

and the same code or do i need a copy

#

still nothing even tho i got both of them with and node

rocky radish
#

you're checking if its both a negative and a positive value @hybrid light no wonder it wont do anything

#

use a OR node instead of the AND

hybrid light
#

nothing even when using Or node

rocky radish
#

also you dont need to make the run event a custom event like i did(unless you already had it like that), its was an example

#

nothing even when using Or node
@hybrid light are you calling the custom event?

hybrid light
#

yep

rocky radish
#

also are you doing anything after the boolean check @hybrid light ?

scenic inlet
#

Seems like the sequencer channel is not very popular, and my issue is related to tickrate more it seems. I’m having a hard time while rendering a movie using sequencer. The issue is that audio and animation tracks get recorded completely fine with proper playback speed at any fps selected, but additional skeletal mesh transformation track handled by a plugin via a blueprint seem to ignore any tickrate settings. How do i handle this? Should i set the audio track as a prerequisite actor for my blueprint? Also,the editor itself crashes when I select the blueprint as a clock source. I have no idea how to properly debug such behavior, any help is appreciated.

rocky radish
#

remember you dont have to do the exact way i did it because it was an example

hybrid light
#

this looks like a simpler way

#

its working for left but no right

rocky radish
#

this looks like a simpler way
@hybrid light can you show a screenshot of what you mean with 'this' please?

hybrid light
rocky radish
hybrid light
#

yep it works for left but no right

rocky radish
#

maybe put that branch after the 'SET isSprinting' node? @hybrid light i cant think of anything else that you could do to fix that

#

no wait ignore what i said thats probably dumb

#

i dont know πŸ€”

hybrid light
#

yeah didnt work

scenic inlet
#

The not returns true only if you get 0, is that what you’re trying to do?

hybrid light
#

i want it to work for both left and right

rocky radish
#

The not returns true only if you get 0, is that what you’re trying to do?
@scenic inlet he sent what he wants on previous messages

#

hold on

hybrid light
#

@rocky radish thx for the help

rocky radish
#

np

hybrid light
#

@scenic inlet so what do you think

#

❓

scenic inlet
#

Can you provide a screenshot of all the nodes together?

#

Im thinking of something

hybrid light
#

this is all i did

#

my sprint mechanic

#

thats about it all

scenic inlet
#

Try setting max walk speed to walking speed if get move right != 0

hearty walrus
scenic inlet
#

@hearty walrus tiling?

hearty walrus
#

yeah

#

currently, it stretches

#

How do I make it tile, and stay uniform in scale

proud hedge
#

When I make a time dilation in the sequencer the audio is also slowed down. That makes absolutely no sense. Is there a way to fix this?

hearty walrus
#

...that's intentional, I thin,

#

think*

scenic inlet
hearty walrus
#

@scenic inlet It's a material

scenic inlet
#

Oh my bad, maybe changing texture coordinates and adding a repeater node inside the material itself would help?

queen dirge
#

can you substitute an already placed foliage and change it with another type of foliage?

#

for example...if i already have some trees spawned in a certain location, and just want to swap with some other ones? can you do that?

#

or do you need to use the brush only?

plush yew
#

does anyone know how I can fix this error when trying to create an empty c++ project in unreal? Visual Studio 2019 requires the Universal CRT to be installed.
I've tried the top google solutions but they don't work

lost niche
#

I'm getting lots of "Pak chunk signing mismatch on chunk(x/x)" log messages upon the launch of my gameserver executable. Is it possible to find what or where is the source of the problem?

daring mantle
#

Hey any Unreal ios or Mac devs here concerned about Apple's threat to kill Epic's dev credentials, which would prevent it from updating Unreal? I'm a reporter for the WSJ and would love to chat if you are worried. sarah.needleman@wsj.com

gilded breach
#

So I've been working with apex destruction, and I was wondering a few things as I looked around using it. One my physics of the fractured pieces is really odd, when I break it in the middle of my wall, the fractured part flies about 3 feet forward and backwards. So it goes through the wall both ways but it doesn't have collision it seems with the wall in a kinda sideways yo-yo style back and forth if that makes sense before it eventually collapses on the ground. And the second part I'm wondering, is if there is a way to make npc out of destructible mesh, as I was wanting to make a golem or giant out of stone, so when attacked it chips and breaks away, so players would want to focus on limbs/joints? Is that possible?

swift beacon
#

Im having a really frustrating issue with Unreal engine. In the blueprints window, I like having the Panels for viewport, construction script, and Event graph all docked up at the top, so they have bigger area's for me to work in. I save and save and save the layout multiple times, and every time i close it, and re-open a blueprint, it always goes back to this Please somebody help me fix this.

plush yew
#

I have this material and would like to make that when I'm resizing the mesh, the material's scale doesn't change (doesn't follow the mesh dimensions) :

#

I saw it's possible with a WorldAlignedTexture or a ObjectRadius but I can't implement one or the other of these nodes in my material. Someone can help me ?

#

( If I just replace the TexCoord by ObjectRadius, it doesn't work. If I replace the scale_moss neitehr. I tried other different ways but doesn't work neither... 😦 )

hybrid light
#

@scenic inlet didnt work

#

anyone help me with this problem

river kite
#

I have a static mesh that I've added multiple collision shapes like shown in the image below.
When i do a multi trace for this static mesh it return multiple hits, one for each collision shape. Is there a way to "fuse/weld" these shapes together so they work as a single collision volume?

robust acorn
#

Hello, whenever I watch a tutorial I see the editor modes with landscaping and painting on the left side, how can I do that too?

#

Cant find any tutorial on it

hearty walrus
#

try clicking this

robust acorn
#

yes

#

it shows me the 4 selections

#

but how can I get it on the left

#

cant drag it and the windows tab aint working

hearty walrus
#

I think you might be following a 4.24 tutorial

robust acorn
#

yes

#

probably

hearty walrus
#

4.25 moved it to there

robust acorn
#

shit

#

alright thanks

plush yew
#

I would use it in my shader but can't make it work

robust acorn
#

any way to fix this issue?
if I place the hunger system first the player doesnt "die" without first having no hunger
but when I place the health system first then the hunger system doesnt work

grim ore
#

@plush yew did you plug it into a custom UV channel?

robust acorn
#

my guess is to rename the health system to health and hunger and then do this

grim ore
#

well what does the health system do?

#

and what does hunger do

robust acorn
#

oh sorry my bad

grim ore
#

and logically if this was real what would you want to happen

robust acorn
#

first one is health, ignore the macro there, second one is hunger system

#

well I made a little sphere that removes hp when you walk over it

#

if I place the health system before the hunger system the hunger system doesnt work
when I place the hunger system before the health system you cant die without having no hunger first

grim ore
#

ok so what is the goal here with each one?

robust acorn
#

ah

grim ore
#

health system is supposed to do what?

robust acorn
#

if you run out of hunger, it takes off hp.

#

well if you run out of health the game pauses just for testing purposes

grim ore
#

so the health system does nothing if hunger is high enough?

robust acorn
#

it takes it off, but if doesnt freeze the game before the hunger system reaches 0

grim ore
#

not asking what it is doing, what it is supposed to do

robust acorn
#

well its supposed to kill you when it reaches 0

grim ore
#

so the health system removes life from the player if their hunger is low?

robust acorn
#

yes right now yes

grim ore
#

i mean that is the goal right

robust acorn
#

If they get killed by lets say a zombie, and their health reaches 0 that shouldnt mean that they still can wait so much until their hunger is 0, because i want to implement that if you eat food until your hunger is 100 then your stamina regenerates

#

see where im going?

grim ore
#

sigh you asked about an order and I was trying to just figure out the order

hearty walrus
#

what would be a good way to do a vertical tab system?

grim ore
#

have you designed out how this is supposed to work

hearty walrus
#

Would it be easier to have each tab as it's own widget, and load each one in accordingly?

#

or just have everything in one widget?

robust acorn
#

They shouldnt affect eahother

#

let me make you a gyazo and higher the values to make it visuale

grim ore
#

dont need that lol

robust acorn
#

oh ok

grim ore
#

just asking basic questions

#

the health system is supposed to just remove health when the hunger is below a number?

#

its not supposed to always remove health right

#

actually based on what you have there your hunger system handles hunger and health removal

robust acorn
#

No, health system is basic health system. Get killed by just anything, you SHOULD die
but if I place the hunger system BEFORE the health system in the even graph, you DONT die unless your hp is 0

grim ore
#

and your health system just checks if they are dead?

#

@hearty walrus There is a widget switcher widget which lets you basically stack widgets and show only one at a time. You could use a vertical box with buttons as the buttons on the left of it for selecting.

hearty walrus
#

there's a what

#

haven't heard of that one

robust acorn
#

thats what I originally wanted

grim ore
#

well they shouldnt be on tick in the first place if you are using delays

hearty walrus
grim ore
#

using a timer to check every X time would be more appropriate

robust acorn
#

ah so which node should I do then?

grim ore
#

What is the goal here?

#

you lose hunger every so often naturally and if you get to X life you die?

robust acorn
#

you know ark? well like that.

If you get attacked by something you should die. so your hp reaches 0 and the game freezes for now
but if your hunger is 0, it takes off hp and when that reaches 0 you die too

grim ore
#

ok so now we have some clearer designs

#

first, you should never check for life on tick you should check for life on life removal

robust acorn
#

yes its basic and messy

#

what would you recommend then?

grim ore
#

so stuff does damage to player (even if lost hunger) you would remove the life then check for death

robust acorn
#

yes

grim ore
#

your hunger should be a timer that fires off every X time and reduces your hunger based on your value and floors it at 0 so you never go negative hunger

#

part of your hunger timer could be reducing health as well if hunger is <= 0.0, and the reducing health is calling the first event since you are damaging the player

#

and that takes care of the death part from being at no life

robust acorn
#

yes it doesnt do that right now. hunger goes to 0 and your hp goes down

grim ore
#

you should have 2 independent functions here. one handles "I need to lose hunger" and one handles "I need to lose life"

robust acorn
#

yes

#

I believe so

grim ore
#

your I need to lose hunger can be on a timer that fires off every so often. Your i need to lose life fires off when you call ir to lose life (hunger system can call it, a monster hitting them can call it, a fire in the world can call it, etc.

robust acorn
#

yes exactly

#

I havent figured out how to do that

grim ore
#

you do it basically just like I said

plush yew
#

@plush yew did you plug it into a custom UV channel?
@grim ore Yep I did but I don't know how to plug in exactly. I tried differents ways but still can't understand the thing :

robust acorn
#

so I believe what you mean is that the hunger system can be on the event tick?

grim ore
#

make a function, make it check for current hunger, if hunger > 0 you reduce hunger and cap it at 0.0 as the low value. If hunger is 0.0 or less, you tell your take damage function to take damage

#

you make another function for taking damage, it removes health from the player when called and checks for life value, if life is <= 0.0 you do your death event

#

you make another function that handles the death event

#

etc. etc.

#

nothing runs on tick

#

N O T H I N G in there does

#

at what point do you need data to update every frame in this scenario?

robust acorn
#

so instead of tick even beginplay?

grim ore
#

begin play is good for starting your hunger timer yes

robust acorn
#

ah ok I will try something thank you

grim ore
#

Timer is literally something that runs a function/event every so often for you automatically

robust acorn
#

ah yes

hybrid light
#

@grim ore can you help me out with this

grim ore
#

not much I can do to help on that one, its very specific to how you are doing it. Its weird if it works fine for left not right

stray smelt
#

seems i need UI material domain to get a scenecapture into a widget. inside the material I can't plugin the texture to its "Final Color" property. What is it expecting here?

hybrid light
#

it looks weird having run forward sliding for right

#

if there a way to do the same for this one

hearty walrus
hybrid light
#

that how am doing it all in that image

robust acorn
#

so what I tried is this

#

but for some reason it still doesnt pause the game if health is 0 or below

grim ore
#

@hearty walrus could just be the sizes of the viewport and the ui designer. If you need something fixed put a size box around it to fix the size to a fixed amount or adjust stuff like the word wrap in the text

scenic inlet
#

Is tying cpp-based plugin execution to an audio track ticking a reasonable solution to this issue #ue4-general message ? @grim ore

grim ore
#

I dont have enough experience with Sequencer to help on that one 😦

hearty walrus
#

how the fuck

static raft
#

Hey guys, just a workflow question. In a workflow where all functionality and classes are made and declared at the base c++ level and only the variables (speed, weight etc.) are exposed to BP, how would you handle adding pre-existing components? Would you add them in the constructor of the c++ base class or would you add them in the editor in the inherited BP? Which would you think is a better fit for the kind of workflow I described?

slate sierra
#

Ok can someone clarify something for a total noob? If I want to make a character with joints and such that can be moved, and I start in blender, should I add bones in blender to the mesh, or can I just add bones and stuff in unreal once I have the mesh?

grim ore
#

@slate sierra you are probably wanting to make a skeletal mesh in blender, and no as of now you cannot add bones or weighting to a mesh in UE4. You would control existing bones and joints inside of ue4

rough knoll
#

can i smooth the edges of a piece of land grid

#

instead of it being a sharp square, it can have rounded corners

slate sierra
#

What type of asset do I export a skeletal mesh as from blender?

#

for use in unreal

grim ore
#

fbx

#

you can also look for the unreal blender tools plugin for blender to help out

slate sierra
#

I made a mesh in blender, added an armature to it, imported it into unreal, simulate physics, and the bone just detaches from the mesh partially rather than staying how it should. IDK

vale silo
#

last night I saw this one https://issues.unrealengine.com/issue/UE-38597 resurfaced in 4.25.x
someone checked the code and said the funtionality for haptics is all there, but the code exposing stuff to UI is not
does anyone have an ide how to fix this? (to make haptic assets to show up in Miscellaneous menu when right clicking in the Content Browser)

grim ore
#

@slate sierra look at the #animation channel and other resources for it. it sounds like you did not weight the mesh to the skeleton.

plush yew
#

@grim ore Finally, I got it ! My shader with Object Radius works ! Though, I didn't need the Customized UV channel so apprently it can works without it πŸ€”

grim ore
#

@plush yew YAY

robust acorn
#

Does someone know whats causing the error? The characterRef is referred to the thirdpersoncharacter blueprint

#

thats the error im getting

grim ore
#

what is character ref?

#

I assume its supposed to be a reference to your character, but what actually is inside of it? when do you set it

robust acorn
#

I just followed a tutorial so I dont know I created a variable

#

and referred it to the thirdpersoncharacter

#

and now it does this yay

frigid needle
#

That screen shot doesn't offer much in the way of context. What are you expecting to see there?

serene birch
#

looks like a Might and Magic 6 level but apart from that there isn't much to say indeed

robust acorn
#

nevermind I guess

#

I just cant make a working hunger system

#

ffs

mortal cedar
#

How much do you guys recon is a fair price to offer an artist for a rigged and textured humanoid character model, at a double a standard?

robust acorn
#

15$?

mortal cedar
#

I've seen people on fiverr offer it from $200-500, which seems fair but their quality is extremely hit or miss. I'm wondering if that's just a case of you get what you pay for, or maybe I should just be looking elsewhere

magic jewel
#

$15 is an hour of an entry level professional's time

robust acorn
#

wow 200$?

#

they can suck an ass for 200$ lmao

magic jewel
#

You get what you pay for

#

You give someone $15, you'll get $15 worth of quality

robust acorn
#

I can buy a customizable character creation for 60$ that has good quality

mortal cedar
#

im not looking for a character creation asset, I'm looking for a custom humanoid monster

robust acorn
#

ah then about 50 - 100 should be fine

magic jewel
#

$10 an hour? Is that even minimum wage in the U.S., wtf?

mortal cedar
#

just seeing if anyone's had any experience hiring artists for rigged characters

robust acorn
#

yes under 100$

#

above that is just the "PRO" tag or something stupid like that

mortal cedar
#

where are good places to find artists?

robust acorn
#

omfg im so stupid I just clicked my event graph away

#

how can I get it back?

#

found it

magic jewel
#

I'm salaried fulltime at $16-20/hour. Freelance are expected to be paid more because of inconsistency.

obsidian nimbus
#

200$ for custom is super low end

mortal cedar
#

and you found these artists from linkedin?

magic jewel
#

$15 for a custom rigged character lmfao, if someone offered me that I'd have no problem telling them to get fucked, wouldn't even be polite about it

#

I'm full time salaried but ok

obsidian nimbus
#

lol even chinese have standards πŸ˜›

serene birch
#

I'm sure you could manage a 3D stick figure in 1h πŸ˜›

slate sierra
#

Is there someone who could help me with importing an asset from blender into unreal I'm a total noob

obsidian nimbus
#

they wil grab a free model from turbosquid and ask u 15$ for it πŸ˜›

mortal cedar
#

I'll take alook, thanks @plush yew. If you still have the name of the art company you used I'd love to know it

magic jewel
#

If you (seriously) want someone to do Freelance work for you, this is how it goes:

  1. Contact them and ask for their rates
  2. Show them a picture of your character (that you need rigging), and ask them for a quote.
  3. Quote should contain the cost + how long it will take them to do, and how often you will receive updates, as well as any clauses for changes you request and additional costs
#

Anyone who sells their skills at a desperately low cost is undermining the industry and making life worse not only for themselves but for other artists, and buying from them is considerably higher risk

robust acorn
#

is there any simple way that I can make a hunger system, and when it reaches 0 then it takes off hp just one tutorial that works i've been working on this for 4 hours now im tired of shit that doesnt even fucking work or that wont pause the game

magic jewel
#

Just because someone shows you a project that took them 100 hours, doesn't mean you'll get the same quality when you pay them $15 lol

mortal cedar
#

Anyone who sells their skills at a desperately low cost is undermining the industry and making life worse not only for themselves but for other artists, and buying from them is considerably higher risk
@magic jewel well this is why video game workers need to unionize

obsidian nimbus
#

go ask a few of the high rated chinese artists on artstation what they wil do for 15$

magic jewel
#

I'm in the UK so our salary is generally reasonable. It's not incredible, but it's not awful either

mortal cedar
#

this is why I do software dev full time and work on games part time. The industry seems nuts lol

#

their portfolio looks great

#

Thank you very much πŸ™‚

magic jewel
#

Sounds like a Murica problem

#

Then you know there are quite substantial tax reliefs to developing in the UK, and not outsourcing work?

#

No, in all of the UK, for all games which meet the UK culture requirement

#

If your game meets the criteria for representing UK culture, or fulfils another threshold such as being developed in the UK, you get a large tax relief

#

Rockstar North is the biggest receiver of such, followed by Sumo

#

we didn't struggle, and we were < 50

#

nor did Rockstar or Sumo at any point, they were almost handed it for booming the industry

#

The criteria hasn't changed and nor has the statute for it

slate sierra
#

why the hell is exporting a rigged model so damn complicated

#

blender

#

it's just an absolute mess

magic jewel
#

In fact, you can even subcontract up to Β£1Million in assets and still receive the fund...

#

HMRC has an entire government page on it lol

grim ore
#

@slate sierra It's a mess if not done right, the docs have suggestions and epic created a tool to help you do it. #animation as well.

slate sierra
#

it is tho

#

100%

obsidian nimbus
#

hmm i could drop em a mail and ask what they can make me for 150$

#

result wil be diffrent if i tell em i might want 150.000$ of stuff if i like it compared to i just want 150 πŸ˜›

#

but thats also with western comps πŸ™‚

#

lol all his msgs get deletet. must be cuz tencent owns a lot of discord πŸ™‚

#

yea internet is weird like that these days

grim ore
#

75% is a shader compile, there is only so much space in the cache so whatever was in there before for this project might have been removed

#

if you changed any engine settings it might need to recompile as well, like going to DXR or enabling certain high precision settings, material types, shader permutations, etc.

#

but normally if you check task manager it should be running

#

what process is running for ue4?

#

I mean at the worst you could kill it and try again but normally 75% is just UE4 being UE4

quiet raft
#

anyone used quixel bridge?

#

my export button greyed out

grim ore
#

so no shader compilers?

#

@quiet raft are you signed in and have the plugin working in ue4 and your project open?

quiet raft
#

plugin working..

#

why does it need a plugin?

#

cant it just drop the assets in content folder

grim ore
#

it cannot

#

weird, normally its shadercompiler.exe if its doing that stuff. I was going to see if you had Visual Studio installed as well as that would slow it down, maybe just kill the app and restart the pc

#

incredibuild could cause slowdown issues like that but its weird it would happen suddenly

robust acorn
#

unity was way easier then this lmao

grim ore
#

well it could be easier, doesnt meant its correct. its the same amount of code in Unity if done the same way

quiet raft
#

do i download quixel plugin?

#

its not present in ue

robust acorn
#

Hmmm I dont know unreal is better in some parts, unity is in other parts

quiet raft
#

yep seems like they arent installed automatically

grim ore
#

its not, its part of the setup of bridge

#

it asks you were to put stuff and which version of the engine you have. when you are in the export tab it also asks you which version of the engine and where your engine folder is so it can install it

quiet raft
#

nothing like that happened, even tho i selected ue4 as dcc

grim ore
#

have you downloaded anything yet in bridge?

quiet raft
#

export button is greyed out

#

yep

grim ore
#

at the top you have export settings, does that show up for you

#

in there it asks you for the export to, the version of the engine, and the folder for the engine

#

then in the top right it should pop up with installing

quiet raft
#

thanks missed that tab

grim ore
#

10-4!

quiet raft
#

is that a score? πŸ˜„

grim ore
#

its an affirmative reponse heh

#

basically understood πŸ™‚

quiet raft
#

is it possible to setup multiple dcc with bridge?

hearty walrus
#

using the thirdpersontemplate, how do I make the movement feel mechanical, as if the player's controlling a large mech?

obsidian nimbus
#

on topic of quixel, everytime i use it i have to sign in and it will disable auto sign in from the launcher if i use epic account

#

and that captcha or whatever its called is super laggy πŸ˜›

grim ore
#

@hearty walrus slow down the speed of movement and the animation playback rate would be my first guess

steel yacht
#

Quick question - Does unreal support Udims?

#

Thank you!

daring mantle
#

Reposting: Hey any Unreal ios or Mac devs here concerned about Apple's threat to kill Epic's dev credentials, which would prevent it from updating Unreal? I'm a reporter for the WSJ and would love to chat if you are worried. No names required. Can be anonymous. Thanks. Email: sarah.needleman@wsj.com

plain pagoda
#

why is ue4's documentation so bad?

grim ore
#

it's not bad, its pulled from the source code is the issue.

#

so its less doc and more api without example 😦

#

but thats just the api, there is plenty of real docs in there

quiet raft
#

is there a way for ambient occlusion to be shown on lit surfaces as well?

plain pagoda
#

but thats just the api, there is plenty of real docs in there
@grim ore Thanks for the reply!
I was watching your video and it did explain but where can I find more information about it?
I needed to know the difference between GetActorLocation and GetWorldLocation when using a Pawn

grim ore
#

@plain pagoda the difference is in how they work, they both target completely different things

stark marsh
#

i want to know what people think about my game idea, so basically you're on a planet that has no life on it and your job is to bring life to it, it's a survival crafting type game but the resources aren't just their to take like most of those types of games, since theirs no life you start off with one sapling that will grow into a tree, which will drop off seeds to create more trees, theirs going to be lot's of farming in it since you will be able to harvest your plants, you can build bases and such too, this is just the beggining, i'll think of more ideas too

grim ore
#

for example Get Actor Location can target a pawn, Get World Location cannot as it needs a Scene Component

cosmic matrix
#

anyone know difference in animation aat local space vs mesh space?

plain pagoda
#

for example Get Actor Location can target a pawn, Get World Location cannot as it needs a Scene Component
@grim ore So If I add a scene in the pawn and make it as root, GetWorldLocation should work the same as get actor location right?

grim ore
#

if you put the Scene Component as the target then yes

#

in the end if you are targetting the root on an actor or the actor itself the transform should be the same

plain pagoda
#

Thanks, I got it πŸ˜„

grim ore
#

GetWorldLocation would be useful for if you have a tank with a separate turret on it and you want the turrets location

#

@cosmic matrix I think it might be basically relative or world space, if your item is rotated then "up" would be different based on if its local space or mesh space

#

like I know when doing layered blends I end up having to use mesh space alot or its always leaning the wrong way (character orientation) rather than the way the animation wants to move it

cosmic matrix
#

so mesh space is like relative?

#

@grim ore

grim ore
#

I beleive that is correct

cosmic matrix
#

So for stuff like aming we should use mesh space if i understand correctlly and in what cause we should use local space?

grim ore
#

Im not an artist but I know when blending I usually have to use mesh space because stuff just ends up not right

cosmic matrix
#

doc is really not good on that stuff

grim ore
#

yeah animation stuff needs some work, there is some live streams with more info on it out there

cosmic matrix
#

ok you got that by testing i understand

quiet raft
#

changing ao settings in post process volume does nothing, is there another place i should look for?

cosmic matrix
#

thx @grim ore

grim ore
#

grr

#

this is an example I run into, the top is blending 2 animations but due to the base animation rotating the character the pistol animation in world space has him aiming to the side

#

when I turn on the mesh space rotation he aims forward like the actual animation has

cosmic matrix
#

ok

#

but why is aiming on the side?

#

what s your base animtion looks like?

grim ore
#

the base animation rolls the shoulders and hips is why

cosmic matrix
#

you are blending locamation animation with a upper body animation for weapon right?

#

so you set additive anim mesh space inside the locomotion animation?

grim ore
#

these are the anim starter pack anims

#

and it is set to no additive in the animation itself

cosmic matrix
#

so why there is bug?

plush yew
#

Hello. did anyone here make a full game by themselves with UE? is it a realistic task?

cosmic matrix
#

@plush yew depending on what you call a game

#

if it s gta 5 no you can t

#

if you whant to make a small game it s

plush yew
#

a single player , first person/ third person with reasonably sized environment, 5-10 h playtime

stark marsh
#

i want to add a crafting system but i don't know how

#

i mean there's lot's of tutorials on youtube but i don't know if it would work with my inventory system

cosmic matrix
#

depending what your playtime min cod haven t quite more than 10 h play time and you can t do that by your self

grim ore
#

@cosmic matrix are you specifically asking about the additive anim options in the anim sequence itself? if so

cosmic matrix
#

@grim ore ohhh yes

#

how you get that plz?

grim ore
#

some tooltips, like this one have extra options when you press ctrl-alt. Mouse over the Additive Anim Type property

plush yew
#

@cosmic matrix not even by using any free asset that you can find?

obsidian plover
#

@plush yew I'd say the biggest problem when working alone presents when you lack knowledge or skills in a certain "department", in my case, it's the ability to create beautiful art... I just suck at creating visual art, so it would take me a huge amount of time because of that...
Maybe someone else sucks at programming or creating game logic...

cosmic matrix
#

ohh ok thanks

#

@obsidian plover don t forget you got mixer and megascan now

#

for free

#

make things quite easier

plush yew
#

@obsidian plover so maybe a group of 2 or 3 ppl where you have both the art and the programming skillset would be able to produce a decently sized game?

obsidian plover
#

@cosmic matrix that's true, but only for photorealistic environments 😦

cosmic matrix
#

you just need to modelize now

#

no not only

obsidian plover
#

@plush yew yes, what you described is very realistically doable

cosmic matrix
#

cartony too

obsidian plover
#

@cosmic matrix really?

cosmic matrix
#

cartoon like too

#

yeah just play with the material and you get a cartoon effect ect

#

they got lots of tuto

plush yew
#

i really wanna dictate the art design of the game, but i m more of a programmer not an artist. I cant phisically create whats in my head

scenic inlet
#

this is an example I run into, the top is blending 2 animations but due to the base animation rotating the character the pistol animation in world space has him aiming to the side
@grim ore i had similar issues, that is why good anim packs include many many transition animations and blendspaces. In my case I kinda forced it to do what I want using cached poses, manual animation recording, and increasing the level of blend per bone. Have you tried changing 0 to something else?

obsidian plover
#

@plush yew that can be a big drawback... You can use free assets to make prototypes, but in the end you'll want custom art anyways.

cosmic matrix
#

have you aver tried ^^

#

ever

#

you should spend time befor saying i can t

obsidian plover
#

that too

cosmic matrix
#

if you get on blender just from 1 mounth it s a joke

plush yew
#

i mean. i cant be that hard to use blender

#

if you re already a programmer

obsidian plover
#

it is not hard at all

plush yew
#

i ve always been decent at drawing, but never developed the skill

obsidian plover
#

in my case, the hard part is actually visualizing what you want "artistically"

cosmic matrix
#

yeah so try to develop it

plush yew
#

i d focus more on the technical aspect of learning how to make a game tho

cosmic matrix
#

how old are you?

plush yew
#

@obsidian plover you can try to just look at pictures, videos, copy that and then make an amalgam that is your own

#

@cosmic matrix me? Im 27

cosmic matrix
#

leanr by making somethings even if that s not the good way i mean really theory sucks ^^

plush yew
#

not really at the start of my carreer haha

cosmic matrix
#

XD

#

you work in game industry?

plush yew
#

it would be fun to learn art once i have most of the technical stuff down. No im a data scientist

cosmic matrix
#

so you are at the begining of your carreer hahaha

#

in the game dev i mean ^^

plush yew
#

yeah im not a super noob but definitely far from experienced

cosmic matrix
#

yeah

plush yew
#

oh yeah, in game dev im UBER noob

cosmic matrix
#

every one need to start one day

obsidian plover
#

true

#

I remember not even knowing you had to press the strings on a guitar... Now I'm fucking good at it xD

plush yew
#

if you put in some work you can look back ad t the progress, but if you always think im too old for this, nothing gets done

cosmic matrix
#

i think you should target something not difficult at the begining and then spend all your time on as the task is done

#

that way you will learn fast

plush yew
#

like there was a guy at GDC working ar riot for game design, and he was a 35+ y/o data scientist lmao

cosmic matrix
#

it s why i m doing

#

what

plush yew
#

working at riot, in game design*

cosmic matrix
#

i don t get what gdc means

plush yew
#

gdc is like the biggest game dev conference

cosmic matrix
#

oh ok

plush yew
#

downloading blender rn lol

#

i can only imagine the freedom of being able to make your own meshes

#

animations

cosmic matrix
#

yes it s cool but really time consuming ^^

#

strart by doing small things

#

don t try to do a aaa character now ^^

plush yew
#

yeah, i m still gonna use free assets online for the most part

cosmic matrix
#

yeah you should

hearty walrus
#

using the Third Person Template, how can I make it rapid-fire projectiles towards the mouse cursor?

cosmic matrix
#

you should have a look on fps template to get the code you need

#

@grim ore sry but i still got problems to understand what is component space and local space?

#

both give very differents results

jolly jungle
#

wait is the bp sky sphere part of starter content? i thought it was part of the engine. I started a no starter content project and i cant find it

limber swallow
#

Very newbie question... When we alt+tab out of the editor while the game is playing, I get weird things happening (things involving timers get weird), is that a problem I need to address/fix, or is just an editor thing?

grim ore
#

@jolly jungle its part of the engine but you wont find it in the list on the left since it is never used in a blank project. you have to find it in the engine content or a map that has it already

jolly jungle
#

oh hmm

#

that is annoying

grim ore
#

@limber swallow its probably the background usage checkbox to lowe how much cpu the engine uses when you arent using it. You can disable that or test your project in standalone and see what happens. If you have stuff running on tick or tied to frame rate then yes you might have problems

limber swallow
#

it looks like the fire rate is still constant, but they move slowly

jolly jungle
#

how do i get to engine content?

grim ore
#

@limber swallow how are you firing out your shots?

limber swallow
#

PrimitiveComponent->SetPhysicsLinearVelocity(InitialLinearVelocity);

grim ore
#

bottom right of the content browser -> view -> engine content

#

mainly meant what is firing them, on a tick or a timer or ?

alpine laurel
grim ore
#

it looks like the spawning time is fine, but yes physics are usually frame based and well... this is an issue

limber swallow
#

A timer spawns them, then SetPhysicsLinearVelocity is called in their BeginPlay

grim ore
#

try the fixed frame rate setting in your project settings, but besides that yep this is an issue with physics and fps 😦

#

@alpine laurel you would get a reference to that object that is in your world and then edit them

alpine laurel
#

?

#

no objects in the world

grim ore
#

well what is that and how does it exist in your world

limber swallow
#

thank you

alpine laurel
#

in the main menu the player should select the number of bots they want in with a slider

#

the gamemode in the above screenshot will spawn in bots depending on what it is set to. instead of setting it myself, i want the player tod etermine the amount in their game

grim ore
#

welp your first issue is going to be data is lost between level loads unless using level streaming, save game object, game instance, or some other way

#

so you arent going to be able to edit the non active game mode that is in another level and change its properties

#

your easiest way to handle this is to save that data from the main menu into the game instance and then have the game mode when it starts up ask the game instance for that data and update itself

alpine laurel
#

im trying to figure out how to save the number chosen into the game mode

#

no luck so far

grim ore
#

the game mode, unless it is loaded up, is not going to allow you to change its data. In addition when you change levels, the game mode is desotoyed and a new one is created.

heavy goblet
#

Whats wrong with my Spawn Actor Function? It does Spawn but does not get the initial speed... From the Handgun in the 1st Person Template it works fine but not on the turret. But why?

cosmic matrix
#

@plush yew so component space is like world space?
and what does that mean in a animation context?

alpine laurel
#

would i reference the number of bots variable in the game mode @grim ore ?

grim ore
#

yes?

plush yew
#

How are procedural meshes destroyed?

cosmic matrix
#

@alpine laurel try to put in the game instance if you want to make it persitent between level etc

alpine laurel
#

the problem is that the number of bots to add option in the game mode is created in the c++ part of it

#

so im not sure how to reference it without calling it in the game instance. unless thats what im supposed to do

cosmic matrix
#

i dont see the problem

#

just register the bot number inside the game instance wherease the game mode

#

@alpine laurel

alpine laurel
#

sorry if im confused. first time trying to do this

cosmic matrix
#

your player choose a number so call the game instance and call setbotnumber() with the value just enter by the player

#

if you have done it with game mode you could do it with game instance

alpine laurel
#

i still dont fully understand, but thanks for the help

loud knoll
#

Anyone using RTX in there game? If so what are doing with it?

heavy goblet
#

Someone has like 5 mins to look at my projectile and tell me whats wrong? I dont know what i did wrong...

hearty walrus
#

I've got a custom projectile system, but there's 2 problems:

  1. The projectiles don't move
  2. They spawn at the player, instead of towards the mouse cusror
#

cursor*

#

also, is there a way to show the cursor as a small "dot" on the ground?

plush yew
#

hello, I am trying to tell the engine what maps it should build and what not to build however it says that it cannot find it.

#

when built am i not setting this up right

alpine laurel
plush yew
#

oh

#

bc it is looking for the maps

#

i dont need to say where the folders are

#

i

#

used the select tool

#

to open the file

#

yet it does not go into build

#

still

#

so i assume it is a issue ith umaps being in a folder etc.

elder crest
#

i am struggling. working on a CCG and i cant find any creature images.

alpine laurel
#

so on load level you can put options in. How do i have multiple options in a string variable?

#

since i have 2 options to put in and the otpions pin can only take 1 string

proud hedge
neat tulip
#

Hello! I have a strange(as for me) situation, when i open empty unreal engine, without any object he consumes 3 gb vram. After that i tryed to use console version - start scene without ui - same situation 3 gb vram used, no ui. Is it ok for unreal engine? Is there any way to reduse video memory used by empty editor?

grim ore
#

@alpine laurel its a normal html like parsing string so you use ? to separate. var1=true?var2=false?var3=bacon

alpine laurel
#

if i were to have 2 strings and use an append node, would that work?

grim ore
#

assuming you had the correct separator

alpine laurel
#

put a ?on the start of the second string?

ember star
#

I'm seeing that top down breaks in multiplayer, because the nav system doesn't replicate. Is there an easy workaround for this or do I need to implement some RPCs and do it custom?

cosmic matrix
#

@plush yew thx i think i start to understand ^^

stark marsh
#

my game is going to be like a survival crafting type game where you build too, but i don't know where to start

#

i don't know what the most important thing to add first is

surreal laurel
#

@stark marsh I think a primer on Unreal Engine basics would be a good place to start

cosmic matrix
#

@plush yew so in an animation set to additive with local space technically what does it do?
Cause i tries it in an animation and i got problems cause the character was totally destroy all bones are set to 0,0,0 i think.
cause epic said in the doc that was he majority of use case

loud knoll
#

I been trying get RTX to look cool for the power it is sucking up from the renderer, any low hanging fruit?

surreal laurel
#

Hey @grim ore just watched your vid on Play Camera Anim, but I believe the Camera Anim is part of Matinee which is now deprecated (or soon to be?). If I want to blend a camera animation with the player camera what do you recommend I use?

loud knoll
#

@surreal laurel I used matinee before it was invented kick that mother to the curb and use the sequencer. I feel at this point after a few years it is a clean replacement for everything I used to use Matinee for.

surreal laurel
#

@loud knoll got ya. Playing a CameraAnim from inside my character BP seemed pretty easy, but I can't figure out how to go about it for the sequencer. All the examples i've found use the level BP, which i'm avoiding more or less. What am I missing here?

loud knoll
#

@surreal laurel You can create sequence in a level and reuse it in any level if it setup to contain all the actors it needs to spawn on it own as a package. I have one cinematic that plays on victory and it will use the same cinematic from any location the player finishes the level from so it is different every time since it can be from any angle and any location which has some draw backs sometimes it doesn't look as cool as the sun isn't in the spot, etc. but the flexibility / variety make up for those times.

#

@surreal laurel I use the level bp, and actor bp's to call cinematics just depends on what I am doing.

#

@surreal laurel I even call them from the game mode

#

the good thing about the game mode is it is always loaded

plush yew
#

why I cant destroy my sliced proc mesh?

loud knoll
#

you cant play a sequence for a level that hasn't loaded, so doing it in the level bp works for a lot of things

#

For a level sequence to be "activated" you can setup conditions for it to play that are monitored or you could have a simple trigger volume that plays it.

plush yew
#

Please help me some1 πŸ™‚ ❀️

loud knoll
#

@plush yew Are you going through a tutorial? if not find one and go through it. Sorry can't help ya more.

surreal laurel
#

@loud knoll Thanks a lot for the help

plush yew
#

ahahhaha

surreal laurel
#

@loud knoll Just realized 'Create Level Sequence Player' Is what I'm looking for!

plush yew
#

ok

#

I have a slicer in a actor that slices procedural mesh. I want the procedural mesh to be destroyed after a delay when its sliced. I tried to call it from a cast from the ACTOR. I dont know what it needs a for the wildcard.. So I went to put just a destroy component on the procmesh bp and it works. But how can I communicate that after the ACTOR who slices the proc mesh will destroy it after a delay?

#

I hope I was clear.

#

i think its 6 infinity

#

never have gotten an answer here. or even a reasonable try of help.

#

I think something something event dispatching..

autumn elbow
#

@plush yew you are just trying to destroy a proced Mesh?

plush yew
#

i kinda found the solution ish

#

yes trying to destroy proc mesh after its been sliced by an actor

#

I found out that make get all actors of class -> call event from proc mesh bp and that event destroys the component...

#

but I still see in viewport that the actors are not destroyed..

#

is procmesh not an actor?

autumn elbow
#

I've only read about it, never tried proc mesh, but you need to first store a reference , but if you want it to destroy without any other bps help, then add a destroy after the slice op with a delay

plush yew
#

yep doesnt work that way

#

tried it

autumn elbow
#

Can I see your bp?

plush yew
#

its in 2 bps..

autumn elbow
#

ok

plush yew
#

actor does the slicing. proc mesh destroying

#

as far as i know only way to destroy it is inside the procmesh or cast it somehow

#

i tried making a variable of the procmesh but still dont work :S

#

the cast

autumn elbow
#

You can do it from either bps

plush yew
#

raelly?

autumn elbow
#

my laptop is booting, I'll see in like 10 min πŸ˜‚

plush yew
#

k

autumn elbow
#

But yea, as long as you have a reference, you can call destroy

plush yew
#

I have.. dont work..

autumn elbow
#

kk

plush yew
#

I found out this one ue4 resolve center

#

thing

#

and he says that only way to him was to destroy it inside procmesh bp

autumn elbow
plush yew
#

yes?

#

@autumn elbow but im talking about doing the BP logic from the Slicer?

#

how can I destroy it from slicer as you said: Thor-bieToday at 3:23 AM
You can do it from either bps

autumn elbow
#

oh, lemme try that

plush yew
#

We need help with Hamachi for real time editing , Issue with connection to each other

#

and Im afraid I have another can of worms... now i can delete the actor and component but how can I individually delete the proc mesh that i hit..

abstract frigate
#

Hi
So i was trying to unpack a game and i managed to get everything from the pak file, then there was a blueprint that i wanted to see how its working. So i tried copying the blueprint asset and paste it in one of my projects but it doesn't appear at all

#

I tried a lot but it doesn't work
Is it because the blueprint is in a different version of the engine?

autumn elbow
#

like that?

marsh sparrow
#

Whats the diff between umg and slate?

#

whats what?

autumn elbow
#

Slate is the parent of UMG

#

Slate i believe is now C++ , UMG is mostly BP

marsh sparrow
#

thanks

#

I have a good bit of c++ now I'm trying to actually show things in the hud.. not sure where to start really

autumn elbow
#

UMG

marsh sparrow
#

cool ill start reading

autumn elbow
#

i believe, but not 100% sure, that UMG is the visual SLATE

marsh sparrow
#

yeah i have a widget in c++ and its rendered in a bp in the level

#

just looking for (options ) so i can expand on it

#

i think umg is what im using today for the widget ui

autumn elbow
#

as to BP is the visual form of C++ in a nutshell

marsh sparrow
#

so that makes sense

#

thanks

#

off to the umg channel i go

#

lol

autumn elbow
#

also.. just to add.. you don't have to design your umg in c++

#

you can inherit functions from c++ to UMG

#

Thats what I do @marsh sparrow

plush yew
#

@autumn elbow any thougts about going cleanly and quickly destroying the proc mesh that was hit.. i have multiple of those and i dont want them all to be destroyed when I hit one.

marsh sparrow
#

yeah i think.. im doing the same thing

#

i have a c++ function that updates my text.. that gets passed to the blueprint widget

#

but i did it as like a .. i need something and didn't take time to understand what i was doing

#

now that i need to expand.. gotta learn it

autumn elbow
#

@plush yew what do you mean?

plush yew
#

oh sorry

#

i did it by accident πŸ˜„

#

thorbie nothing anymore. Thanks for your input, Im doing it bit differently but yeah thanks

#

any reason why a pure cast?

#

is it more efficient?

autumn elbow
#

pure cast can be used if you are not changing anything on the bp you are casting to

#

I BELEIVE lol

plush yew
#

oh ok

#

any knowledge on efficiency?

autumn elbow
#

i think it's the same

plush yew
#

ive read that impure is better and then again its not and depends on what type of item u casting.

#

ok

#

going to have to do a test my self. best way to be sure

#

ive got hundreds of procs

autumn elbow
#

i have a list of things to do with procs in the future.

#

like slicing skeletal mesh

#

TRUE slicing of skeletal mesh. Not like the cheats on YT lol

#

Also Slicing hollow objects.. coconuts.. bottles..eggs

plush yew
#

i have true slicing skel mesh i guess

autumn elbow
#

if you wanna follow me on YT, you can grab stuff from my git when i do it @plush yew

plush yew
#

also there is 4 slicing marketplace packs for that

#

1vr slice, 1 normal skel mesh slice, 1 ... i donno what to call it and one veggie slicer

autumn elbow
#

i saw those

#

They only work on the unreal mannequin, or so I'm told

plush yew
#

ahh you can make it work on whatever

autumn elbow
#

ya?

plush yew
#

yes

#

im not sure of them all

#

but what i used yes i tried with different skellies

#

and meshes

autumn elbow
#

and they stay animated ?

plush yew
#

well my guys fell down on limb cut but yes they make movement cus physical animation

autumn elbow
#

ok, i'll check it out when I get to it on my list

#

Thanks!

frigid herald
#

Hi all. I'm working with procedural mesh component and there's this giant shadow offset that I can't fix

#

The whole green side should be dark but this bright margin just appears out of nowhere

#

Anyone happen to know the solution?

cyan hatch
#

HEllo. how can i set my actor thumbnail picture ? i found the "snapshop" for the paraticle emitter, but not for the Actor

cedar tundra
#

Quick question to you folks. Just started using the Unreal material editor, and I am seeing odd behavior with the material nodes I have created.

If I copy and paste a node, It acts like a parent child relationship, and if I change a value, it applies it to the original node. Anyone know what I am doing wrong?

surreal laurel
#

@cedar tundra Can you attach a screenshot of the setup you are trying to copy?

cedar tundra
#

Sure, one second

#

@surreal laurel There is the screengrab

surreal laurel
#

@cedar tundra you are copy/pasting parameters, which reference the same value. Two instances of 'Inner_Y' will always equal the same thing

#

they function like variables in BP

ivory furnace
#

Is their a chat that would be good to ask about using unreal engine with 2 SSD to prevent io blocking?

dire fjord
#

This is a bit weird. We have a project using 4.22 , we want to upgrade to 4.23 to use a plugin. So I need to test it first to check for errors. I made a fully new copy of the project in a new directory and in that new directory I changed it to 4.23 and opened it. Now there are some minor errors, so I wanted to go back to the 4.22 version in the other directory to check it. When i tried to open that version, it's telling me that some plugins and the project itself were "out of date" or built with another version or something like that. Why would anything happen to that first copy of the project when I changed a copy in another directory??

plush yew
dire fjord
#

you mean for testing? You can open it in a new window and full screen it

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instead of play, hit the little arrow the right of play for choices.

plush yew
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oh I see, thank you

native tendon
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I've asked this before, but nobody saw it; Anybody know what the magic voodoo is to make pak file chunking work in 4.25? Project uses PrimaryAssetLabels, Zero changes from 4.24 -> 4.25, except teh 4.25 build just does not make anything other than one chunk.

obsidian plover
native tendon
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that's all set.

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all settings are enabled.

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it just will not build the chunks.

errant venture
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I'm gettting this error

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Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Create_ReturnValue". Blueprint: LobbyLad Function: Execute Ubergraph Lobby Lad Graph: EventGraph Node: Add to Viewport

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anyone know why?

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the character is named lobbylad because it's the cahracter that i use for the lobby widget

native tendon
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it's not possessed yet at beginplay, so tehre is no playercontroller yet.

zenith flower
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Hey Epic, can we not declare console variables that don't actually exist? K, thanks.

native tendon
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and you aren't checking if GetOwningPlayer is valid or not.

zenith flower
native tendon
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your thing says r.DetailLevel is what's not there

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so an ini somewhere is setting it, but it's not actually created later; the docs even say that when a variable is placed in an ini, a "temporary variable" is created until the "real one" is created, and value is copied over, or something like that.

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so you need to find the ini that has r.detaillevel=xxx

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and remove it

autumn elbow
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@dire fjord yea, I had that happen to me... really sucks

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Were you using any kind of source control?

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If you do, investigate that.

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Also check the AppData folder....I think... there is some kinda link in there that the Epic Launcher uses for project location.

zenith flower
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@native tendon I'm aware, but I did not create these console variables.

autumn elbow
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@plush yew also, F11 in the viewport

dire fjord
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@autumn elbow I'm using source control, it didn't seem to change any files. No idea why it did that. Next time I guess I'll use the launcher to make a copy

zenith flower
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Scalability in general appear broken

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If you manually change a console variable, and then use the scalability settings, the modified console variables refuse to update to the new scale.

urban moss
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thx

zenith flower
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even restoring doesn't work if you modify a console variable manually.

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It wasn't like this in 4.19

surreal laurel
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i'm confused, with Matinee getting phased out does that mean CameraAnim's will stop working?

next badger
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@surreal laurel they are different entities

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the camera anim is just data...but the editor it uses is matinee based

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so it's safe to assume that editor will be changed