#ue4-general
1 messages Β· Page 823 of 1
umm....so this thing came up on my unreal....wt is it and how do i remove it???
yup, you are rotating your collision haha knew it!
now you know where to look at least
so, what should I do now?
what should rotate is your camera, not your capsule
ok. how do I do that ? π
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?
how do i make this thing go away...i literally hv no clue wt it is and i cant find it online
the lines
@heady fractal Does it persist if you restart the editor?
@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
ahhhh ty...i cant believe i spent 30 mins trying to figure that out TwT
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
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
HEY GUYS I NEED HELP. My computer crashed and when i reopened the editor the thirdperson character that I had open is gone
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?
@plush yew Look for this section, only Yaw should be enabled
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
@obsidian plover yeah i did that, but that disable the possibility to look up and down
@plush yew then there's something else that's wrong π¦
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
because it should be left like that
i m watchin g a youtube vid on this
hopefully will be solved by the end of it
i cant belieave the udemy course
told me to do this
what a disgrace
Creating a networked multiplayer game isn't easy, but Unreal Engine's gameplay framework is designed to set you up for success. On this episode of Inside Unreal, Technical Writer Michael Prinke will cover fundamentals such as the server-client model, various features of replic...
π¦ well, it's Udemy after all... You'll be better teaching yourself if you have the time to watch a lot of vids
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
the virtual production thing is set up for multiple VR chars in editor time π
@plush yew at least now you know what's wrong, you just have to fix it
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
@obsidian plover Yeah thank you very much
Brain Fails to Compile
@obsidian plover VIctory
@plush yew glad to read
most of the unreal fest stuff is intended to be more higher level is why, more of a show and tell type stuff
A lot of the content that's not on Unreal Online Learning is that way, same with our livestreams
maybe go into the youtube archive for it and post how to do it for everyone else π might help me once I get to that video
ah, yep thats always fun
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
if u only learn 1 thing from a vid its a win :p
If anyone could help please: What causes tears in landscape (when sculpting) and can they be fixed?
I'm fine with box tools and level environments, but this is my first dive into landscape sculpting
and my rooms suck
nah, there are only few real products bein made
get stuff u like done and bother about the rest later
there are millions of things u could learn and 100s u will use
Does anyone know how to make it so that the legs move even while the stab animation is playing?
upperbody slot
could you elaborate a little more please
google unreal engine upperbody slot
ok thanks
np
layered blend by bone is probably the exact node you want in your anim bp
i think upperbody slot is perfect in this case
so what is the upper body slot?
upperbody is everything up from pelvis
@sudden bridge layered blend by bone
the google result for unreal engine upper body slot returns the layered animation example using the Layered Blend by Bone
if you want to be able to stab while moving
guess we are both right than
put your stab animations into a Montage and then assign them to a slot called UpperBody
layered blend by bone in your animbp
1st is the result of your state machine/anything else you want to happen before you blend it on
2nd pin is the montage slot UpperBody
I'm having trouble finding the montage window
click the node and blend it from Spine01 or whatever you call that bone
Can I use level streaming to dynamically place levels in world location? Or do they have to be predefined?
@sudden bridge right click your stab animation, create -> animation montage
this is basically the tutorial they are refering to https://docs.unrealengine.com/en-US/Engine/Animation/AnimHowTo/AdditiveAnimations/index.html
@ember star you can spawn level instances, copies of levels, in the world
its old but still valid π
ty @jaunty cedar
@grim ore perfect ty
God I'm sitting here holding my breath basically over the whole Epic vs Apple thing, I just started a mobile game project
what happened?
Apple is threatening to remove Epic's access to their developer services, which will basically kill UE compatibility with iPhones
why???
@plush yew I would, but my entire workflow is build around UE, from the internal plugins we use to the existing codebase we have
I'd like switching engines to be a last resort
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.
@sudden bridge Apple is basically holding developers hostage over the feud over Fortnite getting removed from the appstore
well doesnt matter if they win or lose , they cant hold em from using apple dev stuff
damn
potentially, but Apple has a tendency of introducing OS changes that can break things with Unreal projects
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
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
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
yea thats why apple cant hold this
Yeah ofc if they actually make good on the threat they're digging their grave in the suit
its also too easy to get a dev account so dev on ios is unlikely to stop π
i dont have an ios device but as far as i know unreal engine is not an app store product
Why does the default skeleton have these floating bones?
"PointLight2 Severe performance loss: Failed to allocate shadowmap channel for stationary light due to overlap - light will fall back to dynamic shadows!"
what is that
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
unless you're making a 2d or mobile game, you made the correct choice
thanks
Well they said making a game on unreal by yourself/inde dev is too difficult but I beg to disagree
depends on the scope and level of polish you want to achieve
Well let's say down the line I achieve the required skills I want to make an low poly tps game with zombies mode
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.
well, UE4 is free, so thats good
and i dont think you need to pay a fee or something to publish a game unlike unity so that good too
Isn't it 5%?
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
"Isn't it 5%?"
idek π
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
Prefer to stick to one engine only
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
@obsidian plover i watched this youtube video from Ben Ormstad. I think the problem I had is that I had a Camera component
@obsidian plover he doesnt use a camera component for a FPS and all works perfectly
hmm cool
I mean the good thing is unity ain't so bad I guess for what I want to make, a low poly tps
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.
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.
@kindred venture Players usually don't care what tech its running on anyways.
@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...
oh yeah, i've seen that with a few games in the past.
makes literally zero sense
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.
maybe unreal set the priority of its worker threads higher than firefox - rip it then
Do you guys think this is a good course? There is a massive sale on it, I might be tempted
https://www.udemy.com/course/unrealcourse/
Which makes it feel personal since every other program can be tabbed to
There is a sale on every udemy course every week. Don't be sale tempted
there's always a massive sale, and yeah, it's a good course to get started
they're currently redoing it/might be done redoing it
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.
yeah, I'm a complete coding lemon
They redid this one to be code focused.
does C++ provide a lot more stuff than blueprints?
i might get into it but im more of a Python an R guy
"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.
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
also, you can combine C++ and blueprints
Which is how it's meant to be done. I wouldn't really want to be doing animBPs directly in c++.
but blueprints are still C++. thjats just an interface that converts it to C++, which is then converted to binary in the end
Yes and a few years ago performance of BPs wasn't great.
so is C++ even faster than blueprints?
thesedays for most things, BP and c++ performance is very similar.
unless you have thousands of actors doing complex math. I'd want to do that in C++
ok. thanks. i d like to learn C++ but they tell me is quite hard
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++
yeah im doing bp for now
then ill switch eventually
doing c++ now would be boring as hell cause i still cant really make a complex enough game
"Also you can combine C++ and Blueprints"
You should combine C++ and Blueprints
I assume it's not hard to use BPs and call your custom C++ code/functions when needed
Like, making your own nodes. Would it still be as fast?
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.
For instance, "Blueprint In-Depth", which helps you learn beyond the basics for Unreal, and "Combining C++ and Blueprints"
It does need to be emphasized, Blueprints are slower than C++. But Blueprints are not slow.
And they can be made faster with some careful optimization and being aware of how you're doing things
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 π
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".
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
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.
what is the easiest possible way to make an actor spawn at a random point inside of the map
without using target points
dumb solution would be to spawn then move the character
wdym
for context this is an animal the character will be able to hunt
i want them to randomly spawn in the map
@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.
@rough knoll do a random number with in the range of your map
@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
hmmm... is there a get bounds node? Not sure
@rough knoll Looks like you have 3 options https://m.youtube.com/watch?v=Bat22Dn_9Qo
What is the Get Actor Bounds Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup
What is the Get Random Point In Navigable Radius Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.co...
What is the Get Random Reachable Point In Radius Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.co...
did they retire haptics curves in 4.25 ? I can't find a way to create one for Play Haptic Effect BP node
@frozen shell I dont know if this is possible but after Iβm done designing my maps or landscapes etc. Iβd 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 havenβt seen anywhere for posing skeletons in the scene/map etf if you know what I mean?
You sorta can do that, but it might be easier to do the posing outside of Unreal
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
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
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.
Ah i see
Guess that makes more sense, just thought itd be easier since i can pose and identify issues in the scene in real time
But thanks
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
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.
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)
@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
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)
i mean if its just test socket names maybe its making sure your skeletal meshes have the correct socket names per the design docs?
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
I see, that could be. I think I'm gonna try to ask for more info on the task, thanks!
these lights make no sense
what makes no sense?
you see those 2 lights at the beginning right?
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
yes its a stationary light
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.
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
oh i see
so in my case
i can only use like 2 lights for this overlapping stationary lights thing
yep so make them static, move them, make their radius smaller, make them movable, dont use them
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?
Excuse me, but is there a specific channel in which to post questions for problem solving?
idk man, i just go here if i have a problem
@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.
welp, im off ill figure this weird shadow glitch thing out in the morning
Perfect. So, my issue is, every time i open up a blueprint, it always looks like this
However, I always change the layout, and save the layout
but no matter what
it always goes back to that previous image
how do I fix this?
Honestly, no idea - sorry. Not encountered that.
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
can anyone help with this error?
ERROR: Targets cannot be built in the Debug configuration with this engine distribution.
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 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
yes or no
Need help fixing Physical asset, as you can see the leg on the left has that broken artifact
however the other leg isn't broken, even those the properties are the same
guys help its not printing "hello" or "hi"
Oh shit
you can do that?
@plush yew i just did that its not working
is there a solution to mouse sensitivity being different in viewports vs os?
forward is x or y?
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?
@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
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
theres no way to change mouse bindings in editor right?
@hybrid light - and + axis should return 0 if pressed at the same time
just a guess
@hybrid light is there a xor?
? what
exclusive or
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
XOR Boolean
if i did it i wont get this sliding problem
im trying to help with my limited ue4 knowledge, so sorry if i fail
i have it for run left and right and run backward left and run backward right
its alright
what is the proper approach to exclude objects from light shadow? some sort of light layers?
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
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
Lighting Channels ia a rendering feature that enables you to choose what renderable surfaces are lit by specific lights.
@quiet raft
I've got a countdown timer, but single digits break it. Is there a way to add an extra "0" at the start?
@rocky radish ty
@rocky radish ty
@quiet raft np
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
can you post a quick demonstration am pretty new to unreal @rocky radish
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
much appreciated
can you post a quick demonstration am pretty new to unreal @rocky radish
@hybrid light ok im gonna open ue4
@sly pollen
Thanks
@hybrid light maybe try something like this (this bp is probably doing something dumb because i just woke up lmao) but it should work
Will give it a go
@rocky radish node connections are a paid plugin?
@rocky radish node connections are a paid plugin?
@quiet raft wdym?
this worked for pressing A i want to do the same for D and When pressing W and D also W and A
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
and the same code or do i need a copy
still nothing even tho i got both of them with and node
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
nothing even when using Or node
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?
yep
also are you doing anything after the boolean check @hybrid light ?
Seems like the sequencer channel is not very popular, and my issue is related to tickrate more it seems. Iβm 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.
remember you dont have to do the exact way i did it because it was an example
this looks like a simpler way
@hybrid light can you show a screenshot of what you mean with 'this' please?
https://cdn.discordapp.com/attachments/225448446956404738/745971447922688151/Capture.PNG this one is the one that doesnt work for the right @hybrid light ?
yep it works for left but no right
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 π€
yeah didnt work
The not returns true only if you get 0, is that what youβre trying to do?
i want it to work for both left and right
The
notreturns true only if you get0, is that what youβre trying to do?
@scenic inlet he sent what he wants on previous messages
hold on
@rocky radish thx for the help
np
Try setting max walk speed to walking speed if get move right != 0
How do I tile the image, instead of having it stretch?
@hearty walrus tiling?
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 aight, set the image sise x times bigger than original image (3x if you want to tile 3 times), then set tiling
How do I get started with using the Image Widget in UMG in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
@scenic inlet It's a material
Oh my bad, maybe changing texture coordinates and adding a repeater node inside the material itself would help?
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?
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
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?
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
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?
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.
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... π¦ )
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?
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
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
I think you might be following a 4.24 tutorial
4.25 moved it to there
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
@plush yew did you plug it into a custom UV channel?
my guess is to rename the health system to health and hunger and then do this
and logically if this was real what would you want to happen
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
ok so what is the goal here with each one?
ah
health system is supposed to do what?
if you run out of hunger, it takes off hp.
well if you run out of health the game pauses just for testing purposes
so the health system does nothing if hunger is high enough?
it takes it off, but if doesnt freeze the game before the hunger system reaches 0
not asking what it is doing, what it is supposed to do
well its supposed to kill you when it reaches 0
so the health system removes life from the player if their hunger is low?
yes right now yes
i mean that is the goal right
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?
sigh you asked about an order and I was trying to just figure out the order
what would be a good way to do a vertical tab system?
have you designed out how this is supposed to work
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?
They shouldnt affect eahother
let me make you a gyazo and higher the values to make it visuale
dont need that lol
oh ok
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
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
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.
this is my code right now how can I get both simultaneously from event tick?
thats what I originally wanted
well they shouldnt be on tick in the first place if you are using delays
here was the whole "style" I was going for
using a timer to check every X time would be more appropriate
ah so which node should I do then?
What is the goal here?
you lose hunger every so often naturally and if you get to X life you die?
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
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
so stuff does damage to player (even if lost hunger) you would remove the life then check for death
yes
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
yes it doesnt do that right now. hunger goes to 0 and your hp goes down
you should have 2 independent functions here. one handles "I need to lose hunger" and one handles "I need to lose life"
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.
you do it basically just like I said
@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 :
so I believe what you mean is that the hunger system can be on the event tick?
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?
so instead of tick even beginplay?
begin play is good for starting your hunger timer yes
ah ok I will try something thank you
Timer is literally something that runs a function/event every so often for you automatically
ah yes
@grim ore can you help me out with this
thank to some help I fixed it for left but idk why its not working for right
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
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?
it looks weird having run forward sliding for right
if there a way to do the same for this one
what's causing the text to be different, and how do I fix it?
that how am doing it all in that image
so what I tried is this
but for some reason it still doesnt pause the game if health is 0 or below
@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
Is tying cpp-based plugin execution to an audio track ticking a reasonable solution to this issue #ue4-general message ? @grim ore
I dont have enough experience with Sequencer to help on that one π¦
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?
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?
@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
can i smooth the edges of a piece of land grid
instead of it being a sharp square, it can have rounded corners
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
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)
@slate sierra look at the #animation channel and other resources for it. it sounds like you did not weight the mesh to the skeleton.
@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 π€
The result : https://gyazo.com/0d6a36467dea312839b791acaff02322
@plush yew YAY
Does someone know whats causing the error? The characterRef is referred to the thirdpersoncharacter blueprint
thats the error im getting
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
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
That screen shot doesn't offer much in the way of context. What are you expecting to see there?
looks like a Might and Magic 6 level but apart from that there isn't much to say indeed
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?
15$?
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
$15 is an hour of an entry level professional's time
I can buy a customizable character creation for 60$ that has good quality
im not looking for a character creation asset, I'm looking for a custom humanoid monster
ah then about 50 - 100 should be fine
$10 an hour? Is that even minimum wage in the U.S., wtf?
just seeing if anyone's had any experience hiring artists for rigged characters
where are good places to find artists?
omfg im so stupid I just clicked my event graph away
how can I get it back?
found it
I'm salaried fulltime at $16-20/hour. Freelance are expected to be paid more because of inconsistency.
200$ for custom is super low end
and you found these artists from linkedin?
$15 for a custom rigged character lmfao, if someone offered me that I'd have no problem telling them to get fucked, wouldn't even be polite about it
I'm full time salaried but ok
lol even chinese have standards π
I'm sure you could manage a 3D stick figure in 1h π
Is there someone who could help me with importing an asset from blender into unreal I'm a total noob
they wil grab a free model from turbosquid and ask u 15$ for it π
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
If you (seriously) want someone to do Freelance work for you, this is how it goes:
- Contact them and ask for their rates
- Show them a picture of your character (that you need rigging), and ask them for a quote.
- 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
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
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 $15 lol
Anyone who sells their skills at a desperately low cost is undermining the industry and making life worse not only for themselves but for other artists, and buying from them is considerably higher risk
@magic jewel well this is why video game workers need to unionize
go ask a few of the high rated chinese artists on artstation what they wil do for 15$
I'm in the UK so our salary is generally reasonable. It's not incredible, but it's not awful either
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 π
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
why the hell is exporting a rigged model so damn complicated
blender
it's just an absolute mess
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
Here is the code I suggested earlier, this is in the player @robust acorn
@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.
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 π
but thats also with western comps π
lol all his msgs get deletet. must be cuz tencent owns a lot of discord π
yea internet is weird like that these days
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
so no shader compilers?
@quiet raft are you signed in and have the plugin working in ue4 and your project open?
plugin working..
why does it need a plugin?
cant it just drop the assets in content folder
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
unity was way easier then this lmao
well it could be easier, doesnt meant its correct. its the same amount of code in Unity if done the same way
Hmmm I dont know unreal is better in some parts, unity is in other parts
yep seems like they arent installed automatically
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
nothing like that happened, even tho i selected ue4 as dcc
have you downloaded anything yet in bridge?
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
thanks missed that tab
10-4!
is that a score? π
is it possible to setup multiple dcc with bridge?
using the thirdpersontemplate, how do I make the movement feel mechanical, as if the player's controlling a large mech?
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 π
@hearty walrus slow down the speed of movement and the animation playback rate would be my first guess
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
it's not bad, its pulled from the source code is the issue.
so its less doc and more api without example π¦
but thats just the api, there is plenty of real docs in there
is there a way for ambient occlusion to be shown on lit surfaces as well?
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
@plain pagoda the difference is in how they work, they both target completely different things
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
for example Get Actor Location can target a pawn, Get World Location cannot as it needs a Scene Component
anyone know difference in animation aat local space vs mesh space?
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?
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
Thanks, I got it π
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
I beleive that is correct
So for stuff like aming we should use mesh space if i understand correctlly and in what cause we should use local space?
Im not an artist but I know when blending I usually have to use mesh space because stuff just ends up not right
doc is really not good on that stuff
yeah animation stuff needs some work, there is some live streams with more info on it out there
ok you got that by testing i understand
changing ao settings in post process volume does nothing, is there another place i should look for?
thx @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
the base animation rolls the shoulders and hips is why
you are blending locamation animation with a upper body animation for weapon right?
so you set additive anim mesh space inside the locomotion animation?
these are the anim starter pack anims
and it is set to no additive in the animation itself
so why there is bug?
Hello. did anyone here make a full game by themselves with UE? is it a realistic task?
@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
a single player , first person/ third person with reasonably sized environment, 5-10 h playtime
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
depending what your playtime min cod haven t quite more than 10 h play time and you can t do that by your self
@cosmic matrix are you specifically asking about the additive anim options in the anim sequence itself? if so
some tooltips, like this one have extra options when you press ctrl-alt. Mouse over the Additive Anim Type property
@cosmic matrix not even by using any free asset that you can find?
@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...
ohh ok thanks
@obsidian plover don t forget you got mixer and megascan now
for free
make things quite easier
@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?
@cosmic matrix that's true, but only for photorealistic environments π¦
@plush yew yes, what you described is very realistically doable
cartony too
@cosmic matrix really?
cartoon like too
yeah just play with the material and you get a cartoon effect ect
they got lots of tuto
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
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 changing0to something else?
@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.
that too
if you get on blender just from 1 mounth it s a joke
it is not hard at all
i ve always been decent at drawing, but never developed the skill
in my case, the hard part is actually visualizing what you want "artistically"
yeah so try to develop it
i d focus more on the technical aspect of learning how to make a game tho
how old are you?
@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
leanr by making somethings even if that s not the good way i mean really theory sucks ^^
not really at the start of my carreer haha
it would be fun to learn art once i have most of the technical stuff down. No im a data scientist
yeah im not a super noob but definitely far from experienced
yeah
oh yeah, in game dev im UBER noob
every one need to start one day
true
I remember not even knowing you had to press the strings on a guitar... Now I'm fucking good at it xD
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
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
like there was a guy at GDC working ar riot for game design, and he was a 35+ y/o data scientist lmao
working at riot, in game design*
i don t get what gdc means
gdc is like the biggest game dev conference
oh ok
downloading blender rn lol
i can only imagine the freedom of being able to make your own meshes
animations
yes it s cool but really time consuming ^^
strart by doing small things
don t try to do a aaa character now ^^
yeah, i m still gonna use free assets online for the most part
yeah you should
using the Third Person Template, how can I make it rapid-fire projectiles towards the mouse cursor?
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
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
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?
@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
@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
@grim ore this is what I mean, are the shots supposed to behave like that?
it looks like the fire rate is still constant, but they move slowly
how do i get to engine content?
@limber swallow how are you firing out your shots?
PrimitiveComponent->SetPhysicsLinearVelocity(InitialLinearVelocity);
bottom right of the content browser -> view -> engine content
mainly meant what is firing them, on a tick or a timer or ?
how would i edit the variables on the right from a widget?
it looks like the spawning time is fine, but yes physics are usually frame based and well... this is an issue
A timer spawns them, then SetPhysicsLinearVelocity is called in their BeginPlay
try the fixed frame rate setting in your project settings, but besides that yep this is an issue with physics and fps π¦
@alpine laurel you would get a reference to that object that is in your world and then edit them
well what is that and how does it exist in your world
thank you
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
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
im trying to figure out how to save the number chosen into the game mode
no luck so far
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.
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?
@plush yew so component space is like world space?
and what does that mean in a animation context?
would i reference the number of bots variable in the game mode @grim ore ?
yes?
How are procedural meshes destroyed?
@alpine laurel try to put in the game instance if you want to make it persitent between level etc
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
i dont see the problem
just register the bot number inside the game instance wherease the game mode
@alpine laurel
sorry if im confused. first time trying to do this
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
i still dont fully understand, but thanks for the help
Anyone using RTX in there game? If so what are doing with it?
Someone has like 5 mins to look at my projectile and tell me whats wrong? I dont know what i did wrong...
I've got a custom projectile system, but there's 2 problems:
- The projectiles don't move
- 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?
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
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.
i am struggling. working on a CCG and i cant find any creature images.
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
Maybe someone know why motion blur (camera effect in sequencer) cause this kind of stuttering effect?
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?
@alpine laurel its a normal html like parsing string so you use ? to separate. var1=true?var2=false?var3=bacon
if i were to have 2 strings and use an append node, would that work?
assuming you had the correct separator
put a ?on the start of the second string?
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?
@plush yew thx i think i start to understand ^^
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
@stark marsh I think a primer on Unreal Engine basics would be a good place to start
@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
I been trying get RTX to look cool for the power it is sucking up from the renderer, any low hanging fruit?
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?
@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.
@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?
@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
why I cant destroy my sliced proc mesh?
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.
Please help me some1 π β€οΈ
@plush yew Are you going through a tutorial? if not find one and go through it. Sorry can't help ya more.
@loud knoll Thanks a lot for the help
ahahhaha
@loud knoll Just realized 'Create Level Sequence Player' Is what I'm looking for!
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..
@plush yew you are just trying to destroy a proced Mesh?
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?
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
Can I see your bp?
its in 2 bps..
ok
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
You can do it from either bps
raelly?
my laptop is booting, I'll see in like 10 min π
k
But yea, as long as you have a reference, you can call destroy
I have.. dont work..
kk
I found out this one ue4 resolve center
thing
and he says that only way to him was to destroy it inside procmesh bp
@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
oh, lemme try that
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..
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?
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
UMG
cool ill start reading
i believe, but not 100% sure, that UMG is the visual SLATE
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
as to BP is the visual form of C++ in a nutshell
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
@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.
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
@plush yew what do you mean?
oh sorry
i did it by accident π
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?
pure cast can be used if you are not changing anything on the bp you are casting to
I BELEIVE lol
i think it's the same
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
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
i have true slicing skel mesh i guess
if you wanna follow me on YT, you can grab stuff from my git when i do it @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
ahh you can make it work on whatever
ya?
yes
im not sure of them all
but what i used yes i tried with different skellies
and meshes
and they stay animated ?
well my guys fell down on limb cut but yes they make movement cus physical animation
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?
HEllo. how can i set my actor thumbnail picture ? i found the "snapshop" for the paraticle emitter, but not for the Actor
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?
@cedar tundra Can you attach a screenshot of the setup you are trying to copy?
@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
Is their a chat that would be good to ask about using unreal engine with 2 SSD to prevent io blocking?
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??
I was just wondering if theres anyway to make the game scene full screen?
you mean for testing? You can open it in a new window and full screen it
instead of play, hit the little arrow the right of play for choices.
oh I see, thank you
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.
@native tendon this maybe?
I'm gettting this error
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
anyone know why?
the character is named lobbylad because it's the cahracter that i use for the lobby widget
it's not possessed yet at beginplay, so tehre is no playercontroller yet.
Hey Epic, can we not declare console variables that don't actually exist? K, thanks.
and you aren't checking if GetOwningPlayer is valid or not.
your thing says r.DetailLevel is what's not there
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.
so you need to find the ini that has r.detaillevel=xxx
and remove it
@dire fjord yea, I had that happen to me... really sucks
Were you using any kind of source control?
If you do, investigate that.
Also check the AppData folder....I think... there is some kinda link in there that the Epic Launcher uses for project location.
@native tendon I'm aware, but I did not create these console variables.
@plush yew also, F11 in the viewport
@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
Scalability in general appear broken
If you manually change a console variable, and then use the scalability settings, the modified console variables refuse to update to the new scale.
thx
even restoring doesn't work if you modify a console variable manually.
It wasn't like this in 4.19
i'm confused, with Matinee getting phased out does that mean CameraAnim's will stop working?