#ue4-general

1 messages ยท Page 927 of 1

tough stream
#

๐Ÿ˜ƒ awesome

stray smelt
#

i've loved every patch for UE, but who had the idea of moving the "modes"-shortcuts

#

and now it's creating a new window/assigning new space, which is even more annoying

fierce tulip
#

if they are all on top of eachother, not even 1 millimetre

autumn latch
#

This is the last one, I'll try to do it now. @tough stream

gray kindle
#

Hey, why would this happen to my render with anti aliasing on in movie render queue? turning it off makes everything work perfectly

willow tinsel
sterile tulip
#

Anyone knows how big this map would be?

jade carbon
#

Hi, does anyone on here specialize in making realistic weapons in multiple weapons classes. ??

plush yew
#

hi guys

#

i have a problem

#

when i tried to make

#

make skeletal mesh Child of Camera

#

it gives error

#

and says

#

inherited and cannot move

#

anyone ?

#

no one ?

grim ore
#

inherited means its part of the base class

#

so its hierarchy and what it is canot be changed, so no you cannot do that

plush yew
#

make it child of camera ?

worldly lynx
plush yew
#

how do I make my AI only affect one actor from the same class?

grim ore
#

@plush yew not if you are using that class, you cannot move an inherited components hierarchy

plush yew
#

i got it setup so it can find the closest one, but i dont know how to use that to make only the closest actor it found use the bp

grim ore
#

so you need to use another class and build it the way you want, or do something else

plush yew
#

if i

#

duplicate it and

#

try again

#

can it be ?

grim ore
#

@worldly lynx look for that node in the C++ source then. Its part of Scene Component from the looks of it, so it should be in the scene component source file.

#

duplicate what?

plush yew
#

blueprint

grim ore
#

the class that the blueprint is made from determines what is part of it, that is why those items are inherited and you cannot change it.

thick herald
#

smells Crusher here

plush yew
grim ore
#

@plush yew so that task sets the closest food on the behaviour tree. what is the issue?

plush yew
#

idk how to continue from here lol

#

i want it to use that event but only from the closest actor

grim ore
#

so only the closest AI to that food would do the eat? what does the others do

plush yew
#

their own thing, the problem is the custom event fires on all the actors

#

so that obviously doesnt work

plush yew
light thunder
plush yew
#

my english isn't good

light thunder
grim ore
#

yep so you would need to not have it on the BT for all the AI, or you need a way to block it, or you need a way to only trigger it on one AI like a decorator

plush yew
#

it does trigger on one AI, the event it triggers is on another actor, like a resource

#

but I got copies of it

#

like 3 berry bushes for example

grim ore
#

the default third person character can rotate with the camera, you just need to change some of the settings on it

grim ore
#

@plush yew so you have 3 AI, 3 Bushes, and you want one bush to be active and one AI to go to that bush?

plush yew
#

i'm idiot

#

๐Ÿ˜„

grim ore
#

there are rotate options on the character you can adjust, look in the details for them

#

they will rotate the character with the camera

plush yew
#

@grim ore I got a bunch of AI, A bunch of bushes, One AI goes to the bush and takes one berry from it, all bushes now have 9/10 berries instead of just that one ๐Ÿ˜›

#

The AI can find the bush, and move to the bush, But I dont know how to isolate that bush

#

I hope im making sense

grim ore
#

so the issue isnt with the AI it's with keeping track of the berries on the bush?

plush yew
#

yea ๐Ÿ˜„

grim ore
#

so then whats the code for the bush, how does it track the berries

sterile tulip
#

Can you tell me how big that would be in the image I have send?

plush yew
#

its just a custom event that subtracts one from a float

sterile tulip
#

@thick herald

grim ore
sterile tulip
#

how much would that be then?

plush yew
#

@grim ore i can't find it

grim ore
#

but what float is it subtracting from? is this a float on the bush itself or a float on something general

plush yew
#

where am i need to look

#

on the bush itself

clever vault
#

how to make all the windows that open stick to this ?

grim ore
#

that says your resolution is 8,161 verts so 8,161 meters

plush yew
#

what component am i need to look

sterile tulip
grim ore
#

my first post said KM, I mean M. the forum post has more details

plush yew
grim ore
#

@plush yew if the bush is being changed by removing one, then how are you testing that all the others are at 9/10 now?

plush yew
#

cause the custom event fires for all the copies of the bush

grim ore
#

@light thunder Component Tags are not the same as Actor Tags is why

jolly jungle
#

is fusion 360 any good for game modeling? I learned the basics of it for 3d printing and it is way more intuitive to me than something like blender. Is it a viable option or should i just suck it up and learn blender

grim ore
#

@plush yew Where is your actual code that calls pick berry at?

#

@plush yew did you look for anything that deals with rotation in your character?

plush yew
#

cant see anything

#

the highlighted part

#

@grim ore how can i do it

grim ore
#

@plush yew then you didnt look. there are 3 things that come up with you start typing rotate in the character and you didnt try anything

#

@plush yew that says your NPC is calling pick berry AND the berry is being told to pick berry. why both? also you are picking out a berry in the task are you not why is it trying to find a random one?

plush yew
#

ah the pickup berry is for the AI to hold one, its not really part of it

grim ore
#

ok so the second part is every time this task is called its going to find a random berry and pick it.

plush yew
#

Yea, Cause I dont understand how to use the one where the AI is

#

I got the info

#

its in the other task

#

''find nearest berrybush''

grim ore
#

the other task should store it on your blackboard

plush yew
#

it has a bbkey and an object

grim ore
#

this task should get that from the blackboard and interact with it

plush yew
#

ah How do I do that?

grim ore
#

how did you store it?

#

do the opposite

plush yew
#

its a variable or a bbkey

grim ore
#

you store it in a blackboard value, now you get it back out in the other taks

#

then you can do your pick berry on that object

plush yew
#

like this @grim ore ?

grim ore
#

that should get the value yep

plush yew
#

thanks ๐Ÿ˜„

sterile tulip
#

Where is the world proporties to change the z death zone?

#

I need to put the death zone lower so it doesnt kill the character

#

where do I do that

exotic thicket
#

it's called Kill Z

#

it's under World

sterile tulip
#

where is world?

plush yew
#

hi again

#

can i play an animation in event graph

exotic thicket
#

@sterile tulip world settings

sterile tulip
#

I dont find it

exotic thicket
#

you can just type in kill z into the search box

grim ore
#

@plush yew you can by using the play animation or play montage nodes

exotic thicket
grim ore
#

you can also just disable it if you are crazy

sterile tulip
#

what searchbar, im new to this @exotic thicket

grim ore
#

World settings?

exotic thicket
#

look at the picture :)

grim ore
#

you might not have it open by default, its under windows

exotic thicket
#

it should probably pop open also if you go settings->world settings

autumn latch
sterile tulip
#

thanks mate

#

It worked

exotic thicket
light thunder
vernal compass
gray kindle
#

do i have to build lighting before rendering in movie render queue or not?

crystal dust
#
EpicAccountId:f572c687af984482a47d7d061fea7ec3

Assertion failed: GD3D11RHI->GetQueryData(Query->Resource, &Query->Result, sizeof(Query->Result), Query->QueryType, true, false) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Query.cpp] [Line: 45]

UE4Editor_Core
UE4Editor_Core
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor
UE4Editor
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
```Despite having no lag spikes and having a good computer, UE will crash a couple minutes into launching it with no warning. I've searched everywhere online, but I can't find an answer
stable relic
#

SM5 vs ES31 same texture :/

plush yew
vernal compass
#

๐Ÿ™‚

plush yew
#

mhm

stark marsh
#

i have so many ideas for games but then when i put them from my mind into unreal it doesnt give the same feelings as how it was in my head

humble bison
#

Hey guys, I'm pretty new to unreal engine and this is my first time trying to launch a project to my android phone, I keep getting this error:

LogPlayLevel: Error: AAPT: error: failed writing to 'Z:\app\build\intermediates\runtime_symbol_list\debug\R.txt': The data is invalid. (13)

Anyone know the cause of this or how to fix?

twilit jasper
#

Hey guys!

Sorry if this is not the right place; I'm a systems engineer and I do web / mobile apps for a living. I recently decided I could give game dev a go.

I've been trying to familiarize myself with the editor (so good pretty far) and I've tried setting up a small forest scene. I've found a pretty solid blender tree generator and went ahead and imported it into ue4. I was incredibly exited and I used the foilage editor mode to make a few tress and then I realized that whopsie dopsie, my FPS...

Turns out that as many of you are aware of, transparent materials often used by leaves cause a lot of overhead. But I was not using any, even the shader view optimization is all green on trees. I must rekon I do have tons of leaves on each trees (I would say like 1K??) It's a lot, I know, but is it enough to make such a FPS drop (Consider I can't place more than ~ 10-20 trees till I get -10FPS (GTX 1060 TI). And that's with just those trees + landscape (Nothing else, no materials even take place here). I also have a simple collider in place so I must be doing something wrong at some point but I am sure somebody here can help me. What should I do? Where should I profile? Should I just really understand that I can't place that many leaves? Tree people, help me!

crystal dust
#

Well what I use for leaves is have a PNG image of a group of leaves

#

and project them onto planes

plush yew
#

bruh

twilit jasper
plush yew
#

ya png is the way to go

crystal dust
#

generator, sapling tree gen

#

allows you to make trees quickly and optimized

#

If you want the leaves to look better

twilit jasper
#

Ah, I was using Mtree

crystal dust
#

You can have one plane represent on leaf

#

and have an image of a leaf

#

and once again project it on both sides of the plane

twilit jasper
#

Yeah I sort of understand what you mean with this!

crystal dust
#

Also make sure to have the curve resolution of the trunk and branches to be a good amount

twilit jasper
#

I will then have to optimize those png for transparency issues right?

crystal dust
#

I've never had transparency issues

twilit jasper
tough pagoda
#

Stoopid question. Why UE use CPP? Not C# for example.

twilit jasper
crystal dust
#

Might need to make an alpha

#

Not sure

tough pagoda
twilit jasper
#

There's tons of programming languages, why is it not possible for an engine to use c++ instead of another?

crystal dust
#

I'm not very familiar with Unreal Engine's PNG workflow

twilit jasper
#

Thanks a lot @crystal dust , will dig a bit more about it!

crystal dust
#

No problem

#

Make sure to keep an eye on the triangle count when modeling

twilit jasper
#

Is there a place to see it in blender?

#

:p

crystal dust
#

Yes

#

Give me a minute

#

So open Blender

#

Look at the top left of the UI

#

Under Edit, select preferences

#

Click on the first category, Interface

#

Then under the editors drop down, open up the sub-dropdown, status bar

fierce tulip
#

@twilit jasper why not download a free marketplace pack with trees and see how they did it?

crystal dust
#

Now check the 'Scene Statistics' option

twilit jasper
crystal dust
#

that will show you the triangle count on the bottom right of your screen at all times

twilit jasper
#

Yikes

fierce tulip
#

i didnt say copying, no use reinventing the wheel

crystal dust
#

yeah not a very good triangle count

twilit jasper
#

I would have had this issue regardless with something else I would say

crystal dust
#

they're talking about observing a marketplace tree, but don't copy it

twilit jasper
crystal dust
#

so for the tree gen I use

twilit jasper
#

Ah right, gocha

crystal dust
#

it's a default one

#

go back to preferences

#

and enable sapling tree gen

#

that tree gen has a lot more optimization tools

twilit jasper
fierce tulip
#

your tree leaf/branches are set up as transparent?

twilit jasper
#

I'm gonna try that tree sampling now

fierce tulip
#

talking about ue4 material part

#

because this is a ue4 discord

twilit jasper
#

I didn't even set up the material to be honest

#

i realized the bottleneck by just placing the trees there

twilit jasper
#

But you would just not model stuff in ue4... right? kappa

fierce tulip
#

again, was talking about the material

twilit jasper
thorny sedge
#

Hey everyone! I am in desperate need of some help. I have been working on a project and every day I zip a file of it up on my computer as a backup.

#

Now my project stopped working and I went to a backup file. But the backups are loading parts of the current project and I can't get them to fully revert.

#

Does anyone know where persistent files are that would stop me from fully reverting?

#

Or does anyone know of a better way to save backups of games? I have a really hard time having backups of games and my projects always crash.

fierce tulip
#

better backup: look into version control (keywords: version control, perforce, tortoise svn)

thorny sedge
#

thank you

fierce tulip
#

C:\Users\YOURNAME\AppData\Local\UnrealEngine
can remove all this, that might help

thorny sedge
#

thank you very much

fierce tulip
#

(though generally removing the deriveddatacache folders should be enough)

twilit jasper
#

Seems kinda the same result tho

stark marsh
#

can i reset my animation bp back to its original state?

fierce tulip
#

its nice that you jump the gun on things, but all i asked was if the leaf part of the mesh was set to translucent, because if it was i'd suggest to try a masked approach instead.

stark marsh
#

i messed some stuff up and cant get back so can i reset the blueprint

twilit jasper
plush yew
#

My animation blendspace isn't working

#

And I've been at this for 2 daya

#

I'm getting the idle pose to work but walking doesn't animate they just float around in idle pose

sterile tulip
#

I installed an asset pack

#

now this popped up

fierce tulip
#

no need to import em, means the asset pack has external content like jpg's or meshes

sterile tulip
#

Why is this asking me this and where does it want to import my things

#

external content from where?

#

Also what will happen if I import it?

fierce tulip
#

you are just wasting time if you import em.
its just an additional folder from the asset pack that contains the base files

#

.fbx, .ase, .bmp, etc

lapis bronze
#

Unreal converts everything into .uassets
the seller of that pack included the actual source files for some reason

#

absolute madman

fierce tulip
#

source files, thats the word i was looking for

#

well some devs appreciate having the source files, like me

lapis bronze
#

perhaps, but you can always export them back out

fierce tulip
#

depends on the files

lapis bronze
#

i havent found one i couldnt do it with

fierce tulip
#

plus more clicks on my side

sterile tulip
#

So if I import it

#

Will this asset pack take double the file size?

grim ore
#

@plush yew did you try posting your actual code in #animation or somewhere for help?

fierce tulip
#

it will just replace the one thats already there

sterile tulip
#

so I wont have it twice

tiny sonnet
honest lily
#

hi

#

i need some help

#

well i made a tpp / fpp camera change with Keybind V

#

when i press "Play" i press V it goes to FPP but when i press it again it doesnt go back to TPP

brittle widget
grim ore
#

@honest lily your B is never being called on your flip flop

honest lily
#

wait

#

where should B plugged in?

grim ore
#

also you have the same input action twice?

tiny sonnet
#

instead of having that input twice

#

connect one of them to other Bs

honest lily
#

wait im confused

grim ore
#

do you know how a flip flop works?

honest lily
#

hmm a bit

grim ore
#

based on that code you do not

honest lily
#

im not that experienced sry

tiny sonnet
#

a flip flop switches between 2 codes each time

#

@grim ore ayo, can u help me above?

stable relic
#

Does anyone know how to prevent a texture being over compressed in mobile-ES31?

grim ore
#

@tiny sonnetis that node executing when you are looking at it? it looks like it's not so it would not have ran which means that is has no value for you

tiny sonnet
#

its begin play lmao

#

and the player controller

#

its added to the viewpoer as well, but its not saving the data :/

grim ore
#

your breakpoint is on Servermessages

tiny sonnet
#

yeah i know

fierce tulip
#

@stable relic while i understand that its frustrating that your question is not getting answered, re-asking it over and over is against the #old-rules please respect them :)

grim ore
#

so... if its broken on that point, your node is not running in that frame

tiny sonnet
#

even if i make the breakpoint, add to viewport, its not saving

grim ore
#

then is the widget being created? show the execution stopped on the Set with the mouse over the return value after it runs

honest lily
tiny sonnet
#

it keeps saying this, but it is still adding it to viewport, it litterally makes 0 sense

#

the widget is live and being created, its just a countdown

grim ore
#

so this is multiplayer, are you only doing this on the clients machine?

tiny sonnet
#

yes

grim ore
#

and that code is set to not run on the server?

tiny sonnet
#

no, its set to run on the player controller from begin play, with a dedicated server

grim ore
#

so the server is trying to run a client side only node and your asking why its not working?

tiny sonnet
#

its not the server trying to run it

#

its the player controller

grim ore
#

and the server doesnt have the player controllers for all players?

tiny sonnet
#

wait what

#

if the server was to run it, the UMG wouldnt show up in the first place, but it is, its just not storing it

grim ore
#

ok so... your missing the basics of multiplayer it looks like

honest lily
#

@grim ore i fixed that thx!

tiny sonnet
grim ore
#

in networking items exist on the client and server for most things

#

so you have a main character and there is a copy on your local machine, and a copy on the server

tiny sonnet
#

yeah i know that

grim ore
#

in this case umg doesnt exist on the server but your code that is on the server is trying to access it

tiny sonnet
#

so where should i execute the UMG

grim ore
#

player controller (client) and player controller (server) are both running the same code unless you tell it otherwise

tiny sonnet
#

should i execute the UMG in the player pawn then?

grim ore
#

there are is server and is locally controlled and other nodes that you would run to restrict where it runs at

#

you would adjust your code to only run on the client

tiny sonnet
#

switch has authority?

high turtle
#

Hello, I am from Chile and I have a problem that I have not been able to solve with some animations, could someone help me?

grim ore
#

have you seen the networking compendium ?

tiny sonnet
mighty copper
#

Hey @grim ore would you be able to offer any assistance on unreal game launcher crashing on startup after it updates itself?

grim ore
#

@tiny sonnet which part is failing, the server only server message or something else?

tiny sonnet
grim ore
#

use print strings to validate what is running what code, it will show if its a client or server

#

so after the create print out the return value name

tiny sonnet
#

its not a replication issue, i aldry checked that

#

and i used debug to check the returns

#

it said None

#

which makes 0 sense

#

because its going into the "add to viewport"

#

nvm, igtg, ill figure it out on my own

grim ore
#

This code works as expected and is what I am trying to get from you

plush yew
#

whats wrong here?

#

I thought you said it should work?

#

cast fails

grim ore
#

@plush yew is that object a tree? pause it using breakpoints and what is inside of that object

plush yew
#

It is im sure of it

grim ore
#

well the game doesnt think it is if its printing out failed on the cast

plush yew
#

see, its going to the tree

#

and thats the code that finds it

#

wait nvm Fixed it

grim ore
#

press F9 on the node that says cast to tree in your task, wait for it to pause, mouse over the return value from the Get blackboard value as object

plush yew
#

lol

#

thanks tho, made me realise im just stupid ๐Ÿ˜›

#

didnt specify the bbkey in the BT

grim ore
#

makes sense

mighty copper
#

@grim ore would you be able to offer any assistance on my epic Games Launcher crashing?

grim ore
#

I doubt it, thats not really part of the engine. have you tried uninstalling it and reinstalling?

mighty copper
#

Or know of anyone to reach out to directly... as the email support is being no help from Epic's end...

grim ore
#

and if its crashing what is in the logs

mighty copper
grim ore
#

check out the full log in the logs folder such as C:\Users\USERNAME\AppData\Local\EpicGamesLauncher\Saved\Logs

mighty copper
#

I tried repairing it... rebooted my computer and got it to load... then then updated itself and starting crashing again.

plush yew
#

it works man!

#

thanks so much!

grim ore
#

yay

median hound
plush yew
#

it kinda screws up when I got more AI tho lol

#

had it synced, nvm

#

hi guys

#

how can i make

#

if player press left mouse button for 0,3 seconds

#

gun will be shoot

#

blueprint

mighty copper
#

@grim ore I sent you a message about your question dealing with the log.

gentle trout
#

Anyone can help me?? Can i work in ue with my friend??

grim ore
#

@mighty copper I dont have DM enabled. You can paste the log here or see what else it might mention before the crash. As this is an epic closed source product there is no way to know the exact crash reason unless the logs say something beforehand

plush yew
#

mathew with DM's enabled would not survive haha

mighty copper
#

it won't let me copy/paste the log as it has too many characters but here is what I sent you.

grim ore
#

seems like part of the launcher cant install for some reason, beyond that we cant read the errors. I know the new versions install the epic online services side by side. have you tried running the launcher in admin mode?

median hound
stark marsh
#

help im trying to get a combo system working

#

but when i do 2 attacks in a row to activate the combo i can only do that once and can never attack again

grim ore
#

what stops you from doing it again?

stark marsh
#

i dont know i think it might be something where after my second attack animation plays it sets my combo counter back to 0

mighty copper
#

@grim ore That is the only way I run the launcher is in admin mode... it avoids unneeded troubles...

stark marsh
#

In this video we add combo attacks and setup the animation blueprint for handling animation montages.
If you have any questions or comments please let us know. If you like the video and want to see more, go ahead and subscribe. Or consider supporting us on patreon https://www.patreon.com/titanicgames for more great tutorials and games to come!

โ–ถ Play video
#

i follwed this tutorial exactly excpet i only have 2 animations instead of 3

sterile tulip
grim ore
#

@mighty copper yep I am out of ideas then. Unfortunately I cant see the actual crash source code ๐Ÿ˜ฆ Beyond literally uninstalling the launcher and deleting it from your appdata and folder then reinstalling you might have to wait for epic

#

@stark marsh why not follow it exactly and just duplicate one animation for testing and see if that fixes it

mighty copper
#

@grim ore Thanks for at least responding to me...and trying to offer help.

grim ore
#

if you cant start the attack again, what is stopping it? what does the attack look for when you press the button to start the attack

minor grove
#

Hi all, I just initialized a git repo in my existing UE4 project and my .umap and .uasset files are no longer showing in the content browser. Does anyone know what I can do?

sterile tulip
#

Hey, are you there? @fierce tulip

minor grove
#

oh no

lapis bronze
mighty copper
minor grove
#

TY

stark marsh
#

i have no idea what is going wrong

#

if i dont start the combat i can keep attacking normally over and over

grim ore
#

so then what does your button look like when you press it. what does it check for to make sure you can attack

stark marsh
#

like if i wait a short amount of time before attacking again i can keep repeating, its only when i initiate the combo it doesnt let me attack anymoe

grim ore
#

the video shows it resetting 2 variables back to false, do you do that as well?

sterile tulip
#

if I import the source files, where are the source files saved? I have pressed import on one, and now I have 10gb less space on my C drive, but when I go on my project file its still the same size @lapis bronze

lapis bronze
#

Don't import the source files lol

fierce tulip
#

please dont random at me :)

grim ore
#

source files are saved where the source file was at, the engine doesnt change the source file it makes it's own version of it in the project

lapis bronze
#

He bought a marketplace asset pack that included source files

#

Big ood

#

Oof*

grim ore
#

ah then he should just delete them then

sterile tulip
#

where do I delete it

#

I pressed import now I have 10gb less space

lapis bronze
grim ore
#

you shouldnt have imported unless you wanted them and knew what you were doing

fierce tulip
#

yea told him not to

sterile tulip
#

but my project file did not increase in size

#

I thought its gonna save it in the project file

#

I was not gonna use this project

#

Now I need to find where it saved it

grim ore
#

it would have saved them in the project folder, or in the cache folder

stark marsh
#

i fixed it ๐Ÿ˜ณ

#

i needed to put an anim notify in my second animation

#

๐Ÿ˜ณ ๐Ÿ˜ณ ๐Ÿ˜ณ

#

ok now i need to fix up the messed up rootmotion

#

he slides across the ground forward but then snaps back in to place once the animation ends

grim ore
#

normally thats a check box in the animation sequence, or you can fix the original animation

stark marsh
#

oh and also how would i damage and enemy

grim ore
#

lots of ways, its going to be specific to your combat

stark marsh
#

and i want this to work with an equipped differant weapon

#

i want hack n slash style fast paced

fierce tulip
#

you might want to follow some tutorials and guides to see how and what.

#

we arent here to guide you trough the whole process

grim ore
#

there is an action RPG example project on the learn tab you can look at as well

stark marsh
#

so just go through the code and see what they did

plush yew
#

I just come here for key terms so I can do the search myself, though sometimes I understand wanting people to fix something you're beating your head into the wall for

sterile tulip
plush yew
#

@grim ore we have a learn tab?

#

Yea sometimes youre just not sure how to proceed cause you dont know what to look for

stark marsh
#

also i think for rootmotion i need to go in blender and just edit the skeleton of the mixamo character

#

then could i just reimport it

grim ore
#

@plush yew on the Epic Games Launcher at the top

plush yew
#

rootmotion? yea its need a rootbone or something

#

i dabbled in it

#

quite annoying

stark marsh
#

i wont have to retarget everything again will i

#

i wont need to retarget the mixamo mannequin to ue4

plush yew
#

no you need to add a bone in blender, but it has to be a special bone lo

grim ore
#

you might, it depends on how you fix it. If your animation is moving and you dont want it to move just tell the animation that in it's editor window

stark marsh
#

whats special about it? isnt it the location and rotation is something

plush yew
#

like Y Z locked, and rotation locked

#

parented to the hip or something

#

its just tedious

grim ore
#

root motion is when the animation moves relative to the world instead of relative to the animation basically. So it could physically move 100 units forward in the animation rather than in place (the other type of animation type)

stark marsh
#

i think thats what i want

grim ore
stark marsh
#

because the combat im going for like darksiders the character moves around alot and jumps, spins etc

plush yew
#

mixamo doesnt have a rootbone tho so it doesnt work

grim ore
#

you can adjust it inside the editor if you dont want to fix the animation

stark marsh
#

i want to have them physically move

grim ore
#

even if the animation you want moves the character it doesnt mean you always want the animation to move the character

stark marsh
#

theres a blender addon where you can add root bones to mixamo characters though

plush yew
#

cant you just move the nonroot animation forward? or would that cause issues?

#

hm maybe itd look odd cause its a constant movement

stark marsh
#

ok then how do i make the character stay in place

#

say if i didnt want root motion and just wanted them to stay still

dawn gull
#

@tidal hawk Hey, I'm using your simple gravity field plugin but when I create a new actor and add the CustomGravity and AreaFinder components it doesn't apply the gravity to the object, just the arrow. What do I need to do to get it to actually have the gravity applied to it?

grim ore
#

did you try those options I linked in that screenshot or read the docs page @stark marsh ?

stark marsh
#

oh yeah

#

i did that

#

but he still slides across the floor on one animation

#

i dont know if it does it on the other, it probably still does but it slightly moves in the second one so i wouldnt be able to tell

grim ore
#

ugh then you would need to fix it in blender or something else, or if these came from Mixamo (which it sounds like they did) check the in place checkbox and download them again and replace the older ones

#

if you name them the exact same and they are in the exact same place where you imported them from, you can go back into the animation and reimport them or right click the asset in the content browser and reimport them. it should just replace the older ones and just work

stark marsh
#

i kinda did something in blender, it messed up the animation but root motion works, he actually moves forward

#

but yeah i will redownload the animations

#

i dont see the inplace box

torn breach
#

Dose anyone know how to create a loading screen using a blueprint?

plush yew
grave aspen
dawn gull
# torn breach Dose anyone know how to create a loading screen using a blueprint?

Many of you have requested a way to leave me a tip so I've created a PayPal and a Patreon.
PayPal: https://paypal.me/reidschannel?locale.x=en_US Patreon: https://www.patreon.com/reidschannel
Discord: https://discord.gg/PdvudWx
In this tutorial I'll being showing you a neat way to create a loading screen using only blueprints! The loading screen ...

โ–ถ Play video
plush yew
#

And I got the Blueprint and the asset is just incase

stark marsh
#

im practising my 3d modelling skills and i hope to replace everything im using eventually with my own assets mostly

#

im using free assets and animations to get the main gameplay down then i can replace them later

plush yew
#

Noice

torn breach
plush yew
#

It needs to be an UI @torn breach

torn breach
#

Yeah I get that. I just can't figure out how to get that into a UI

plush yew
#

wait

dawn gull
#

you could try recording it and getting a seamless loop

plush yew
#

yeah

dawn gull
#

and then just play it as a video

plush yew
#

yeah like that.

#

Thats what I did to my horror game loading screen

torn breach
#

Hmm possibly

past wing
#

can someone describe me in short summary what is difference between proceduralmesh vs static mesh, if I have a gltf file can I use procedural mesh?

#

bit new to unreal, have used a bit of Unity before and used unity's Mesh

plush yew
#

any way to collapse a sequence in the BT so its a bit more.. manageable to look at?

stark marsh
#

i dont know the best way to add damage for hack n slash combat

sterile tulip
#

I found it @grim ore

#

Why do I have 2 source files

#

One is 9gb, one is 5gb

#

are these from different packs

#

or the same

grim ore
#

open them and find out

sterile tulip
#

Im just gonna delete these

#

Because it takes up so much space

#

I didnt even knew what these were

stark marsh
#

how should i apply damage to the enemy

#

i have my animations and combos set up now but i dont know the best way to actually damage

#

and last time i had a problem where it kept on applying damage over and over again in a very short time

grim ore
#

no best way, just the way that works for your project

stark marsh
#

maybe i coul apply damage with anim notifys

#

and when the sword swings open the collision

#

and when it ends swinging it closes the collision

grim ore
#

I can say for one of mine with combos each weapon had anim notifies that would open the combat damage window and close it, and whenever it was open if it overlapped a damagable thingy it would damage it. It would re open the damage window after it closed to prevent it from doing it more than once

#

so what you are saying is doable for sure

wintry granite
#

im trying to put crouching onto my game but the blendspace is showing up as empty in my animgraph

grim ore
#

?

wintry granite
#

*into

grim ore
#

oh the preview doesnt show anything?

wintry granite
#

yee

grim ore
#

have you tried to see if it's working. It's just a preview it shouldnt stop it from working.

stark marsh
#

ive sort of got it working

#

the melee combat

wintry granite
#

no, my crouch anims don'e work

#

*dont

stark marsh
#

i just need it so i can only hit an enemy once per swing

torn breach
#

@dawn gull How did you manage to add a video in?

grim ore
#

@wintry granite so when you preview and adjust the is crouched boolean to true on the right does the flow show it going thru that blendspace?

gentle trout
#

Anyone can say how can i work in ue4 with a friend??

grim ore
#

@stark marsh play animation for swing, anim notify says that damage window is open, overlap on weapon checks for overlapping something, if it overlaps something it does damage to it and sets a boolean that it did damage, anim notify in animation says damage window is closed, weapon now resets its boolean for did damage so it can do it again. Only check for doing damage when that window is open

#

@gentle trout look at using source control or multi user editing.

wintry granite
#

i have to re-write most of my crouching stuff real quick

#

brb

#

sorry

grim ore
#

@stark marsh some random pics from one of my projects. This is the animation montage, you can see the notifies that fire off the damge start and end portion of the animation (the swing part)

#

This is in the anim bp that tells the pawn (the character its on mainly) that the weapon damage window is open or closed

#

This is inside the character that gets told if its open or closed. what it does is tell the weapon that it's holding that it's able to damage stuff

#

and then inside the weapon it checks if it can damage when stuff overlaps based on that variable that was set earlier during the animation

#

and the weapon then tells whatever it hit that it should take damage

#

and repeat

uneven hemlock
#

The bottom one is

#

a tutorial

#

the top is mine

#

we progammed a projectile to start a particle sim when its hit

#

but mine doesnt work

grim ore
#

its not perfect but it's workable. It could be improved by checking for a target to damage immediately when the damage window opens instead of waiting for an overlap. it could also make sure it only ever fires once if doing that by setting another boolean like "DidDamage" that you can flip to true the first time it hits

#

@uneven hemlock whoah... uh... your tick... your tick is not good

#

your adding a new dynamic event dispatcher every frame

#

it should be added once like the tutorial shows in the begin play

uneven hemlock
#

holy sht im a fucing idtio

sterile tulip
#

Guys

#

In the tutorial when he clicks on the material, a material node editor shows up

#

but when I double click on the material

#

this comes up

grim ore
#

your double clicking on a material instance

sterile tulip
#

how do I open the node editor

#

so I can tile this

#

material

grim ore
#

open the material itself, you can see it as the Parent in that list at the bottom

sterile tulip
#

ohh thank you, so I can only do the tiling settings in the master material?

#

But that will also change the tiling for all other material instances

grim ore
#

the instance is basically a copy of the main material, so it has all of the settings, but its changes are unique

#

so if you need the main material to be able to tile then yes you have to change it, you could disable it with a switch or an if or a lerp if you wanted

sterile tulip
#

alright thank you very very much

uneven hemlock
#

white is tutorial

#

black is mine

#

im getting a weird compile error

#

and his is compiling fine

spare kernel
#

show me Projectile.h

uneven hemlock
#

ok

#

there

#

wait i fixed it, I was missing a include

#

however he didnt put an include in the tutorial

#

cause hes in a older verision I think

#

idk

spare kernel
#

remove that include

#

and below your includes, put class UProjectileMovementComponent;

#

@uneven hemlock

uneven hemlock
#

ok

#

btw here was the include I put

#

to fix it

spare kernel
#

do the same for that, class URadialForceComponent.h

uneven hemlock
#

got it

#

we doin some forward declerations i see

spare kernel
#

also, make sure you put UPROPERTY() above your UProjectileMovementComponent* ProjectileMovement;

uneven hemlock
#

ok

spare kernel
#

else the Garbage Collector will destroy your component

#

UPROPERTY(VisibleAnywhere, BlueprintReadOnly)

#

is what you want, show me the header once you have finished

uneven hemlock
#

I still need to include the

#

URadialForceComponent

#

otehrwise it gives me an error

#

even if i use the forward decleratiobn

#

this gives me a error

#

this doesnt

spare kernel
#

missed the U

#

its URadialForceComponent

#

and remove both those includes

#

you should have 3 includes only

#

@uneven hemlock

dawn gull
#

Uh, weird question. Are there any plugins that convert height maps into a float array?

teal charm
#

i started to add some asset packs into my project

#

and some have assets that are shared between them

#

and it asks if i want to overwrite

#

but if i click no it immediately finishes installation of the pack

#

is it cancelling the whole pack or just the assets that are shared?

frail jewel
#

Whole pack I believe

teal charm
#

๐Ÿคฆโ€โ™€๏ธ

uneven hemlock
#

Ok @spare kernel

#

I'll do it tmrw cause I'm in bed rn

#

Rly late where I am

cedar bolt
#

is there a limit on how high you can go with the sculpt landscape tool?

winged ridge
#

speaking of limits

#

is there a limit on widget switchers lol?

sterile tulip
#

Scale up the Z of your landscape @cedar bolt

cedar bolt
#

Thanks

mossy fable
#

How do I add wind to a bunch of foliage I already painted

mental stone
#

Is a gtx 1050 ti enough for unreal?

grim ore
#

its enough to do the basics yep

scenic trail
sterile tulip
#

Do you know how I can scale the post process volume of the water plugin bigger?
the orange box under the ocean
I made the ocean big now, but I also need to make the post process under it bigger

past wing
#

can someone describe me in short summary what is difference between proceduralmesh vs static mesh, if I have a gltf file can I use procedural mesh?

#

I hope folks are seeing my messages ๐Ÿ™‚

sterile tulip
#

guys

#

the Unreal Engine Ocean is not working

#

Someone make it work

#

who is gonna make my water work

#

When I look down, the game engine is not rendering the lightning anymore on the water, so there is no light anymore which shines on the water
And thats why on the image above, you can not see any light shining on the water
The light must always shine on the water, no matter if I look up or not

#

the reflection of the sky is going away when I look down

#

how do I set so the water stays the same no matter what angle the camera is

#

also you can see, even on the sides all the lightning is not rendered on the water

#

This looks so weird

plush yew
#

Is it possible to record inputs to sequence recorder?

velvet magnet
#

Iโ€™m not sure how to fix your problem, but you should know that as of right now the water system is very pretty alpha and a lot of features are buggy and unsupported

sterile tulip
#

but in the UE4 channel they didnt have this issue

#

when they showed this plugin

velvet magnet
#

Did you check out the recent vid

#

They admitted that they faked some of the system

#

For the demonstration

#

For 2 maps they only half used the actual water plugin and then the other half was their own code to make workarounds

sterile tulip
#

POG

velvet magnet
#

As far as I know buoyancy should work and as long as you are working with a new landscape most of the water plug-in should work properly though, but for anything else itโ€™s up to you to script workarounds and manually build things

#

Especially when using water with a preexisting map

sterile tulip
#

this lighting issue makes the whole plugin unusable

#

There must be a fix

#

also how do I increase the post processing box of the ocean

velvet magnet
#

Is your landscape oriented correctly

sterile tulip
#

I think so

velvet magnet
#

As in do x y and z coordinates match your camera moving left right forward backward up and down

#

Also what is your lighting

#

If you are using a directional light make sure itโ€™s not accidentally pointing in the wrong direction

honest vale
sterile tulip
#

does water and landmass not work together

plush yew
#

hi guys I ask for help on how to upload a game for sale on steam, I can't, videos 4 years ago, I struggle someone can help me please thank you very much

sterile tulip
#

you give 100 dollar and steam put your game on their store

#

its bugging around

#

I think it doesnt work its buggy

#

doesnt work with landmass

plush yew
#

@sterile tulip I don't understand what you mean๐Ÿ˜…

sterile tulip
#

sorry the bug I ment for my issue with ocean

#

nothing to do with you

plush yew
#

a ok np

plush yew
#

Is there any good name for my adventure chess unreal 3d game??

mighty copper
#

@plush yew Keep it simple... " Adventure Chess "... ?

mighty copper
# plush yew K thanks

Anytime. You could also call it 3D Adventure Chess... but I would say 1st one says it all...

burnt iron
#

Hey Slackers.
is it possible to run UE4 Editor on my remote linux server?

#

im getting some error with vulkan driver what ever

#

is it because server doesn't have GPU card?

plush yew
#

And before I still didnt know what unreal engine is cause I thougth it was made by EA

burnt iron
#

hmm

plush yew
#

Soo i dont know

wary wave
#

UE4 needs a GPU, so that probably is the issue

burnt iron
#

i see

#

that sucks i was counting my server would have some compling service for me

#

not even using command line?

plush yew
#

what command line? the "`" command??

burnt iron
#

no i mean from the bash

plush yew
#

oh

burnt iron
#

UE4.exe -compile -light build

#

for example something like that

plush yew
#

oh ok

plush yew
#

hi guys

how can i make

if player press left mouse button for 0,3 seconds

gun will be shoot

in blueprint

velvet magnet
#

Input action mouse button, then Delay then draw line trace or spawn a bullet projectile depending on what youโ€™re going for

winged pier
#

what are some general performance tips

#

i m currently working on an open world project

shell compass
#

Anyone know if the official UE4 content examples like ShooterGame etc can be found on Github or something anywhere? I want to know if there has been any new changes/progress and I should download the latest versions for 4.26 or if just changing my version on the ones I have for 4.22 to 4.26 is exactly the same

wary wave
#

I don't think they're in Github anywhere

shell compass
#

No, I can't find them there either :/

wary wave
#

if you want two different versions you'll have to use the launcher

shell compass
#

I just really want to know if they still add to those or if they just change the version and call it a day when a new version of ue4 comes

wary wave
#

they've probably not changed much, but I expect there may have been some changes between 4 engine revisions

shell compass
#

I think the one just called "Content Examples" is the one that regularly gets updated with new things at least

fierce forge
#

is there a way to make a landscape grass to be on a specific texture, like if i have a layer with 4 textures, each texture to have a foliage type ?

crimson trout
#

hey, how do you guys work with the groups? i mean if you have few objects like car with doors and wheels, that should be separated and animated diferently, and also you need to group it and animate with a null or locator as a whole car? how would you do this? cuz if i group it then i cant select a door or wheel separately to animate it

#

its just a cinematic so no need any coding or blueprint, i would prefer to avoid it cuz not familiar with it at all, but anyway if there is no other way.. well, ill have to

#

nevermind, figured out, so simple, just an empty actor and attach to it

full fulcrum
#

Do you need visual studios to use blueprints in unreal

shell compass
#

@full fulcrum Nope

full fulcrum
wintry sky
#

in 4.26, niagaras can't find uniform ranged float. what variable can replace it ?

#

thanks

patent dawn
wintry sky
#

ok, i learned,thanks~

rancid jay
#

@plush yew I see. I think i misread. Was thinking it is meant to scale more and in performnce etc.

#

Given that you seem to be working on bytes or something to scale even bigger. Surely you have done something smaller scale? Wondering would you ever sell your previous implementations?

gleaming hedge
#

fuccc

rancid jay
#

@plush yew just realised i wrote in the wrong channel

#

I happened to read your conversation somewhere and it seems you were talking about scaling more

sterile tulip
rancid jay
#

@plush yew the treat 10guys as one actor was in Bp channel. Whereas the scaling byte was your conversation in CPP with glass.

#

@sterile tulip you too

wary wave
#

what?

azure reef
#

Hi guys! I want to play a bit with GPU Lightmass, but I can't build because it tells me that GPU Lightmass requires ray tracing support which is disabled. I've enabled it in project settings and set Default RHI to DirectX 12. I have a gtx 1060. I'm missing something?

thick herald
#

a RTX card

azure reef
#

It doesn't work on 10 series?

thick herald
#

Docs say it needs RTX

rancid jay
#

@plush yew geez. Guess i should sleep when i can type these nonsense here. Haven't slept.

"ah ok so you have like tremendous amounts of units whose stats are bit packed into these structs into these byte-sized structs" was the conversation mentioned by that guy. Not you.

#

And yea you were talking about making thousands in numbers

plush yew
#

Hello! Is it possible to display a 3d actor as an element in the UI?

kindred viper
#

yes

loud meadow
#

ok

teal charm
#

can someone confirm please what happens when you cancel the should you overwrite files message, that have been shared by another content that i installed. Will it cancel the installation process of the content them I'm currently installing, or just skips the shared files?

sterile tulip
#

Screenshot?

near pine
#

my camera is setup right in my pawn

#

but it is in the middle of the actual character

plush yew
#

@kindred viper Yes as it is possible to display a 3d actor in the UI? How?

kindred viper
#

well. You do it a couple of ways but probably the most common would be to use a render texture

#

I believe there was a UMG plugin for displaying meshes too. But I really can't remember where I saw it or when

gaunt abyss
#

that sounds interesting, now curious what that plugin is ๐Ÿ˜

plush yew
#

So set up my actor off screen somewhre, point a new camera at it and render to a render texture?

gaunt abyss
#

yeah pretty much

kindred viper
#

@gaunt abyss iirc it was just the same render texture thing but placed into a widget

gaunt abyss
#

ah ok

kindred viper
#

I could probably do something with an editor plugin for such things. Perhaps add it as a native slate -> UMG widget

#

theres plenty of tools in the engine for snapshotting stuff in editor

teal charm
#

if you wanted screenshot from me this is what im speaking about

kindred viper
#

https://www.tomlooman.com/modelviewer/ looks like Tom looman did something cool with it

Ever since Unreal Engine 4.0 came out I've had an inventory tutorial on my blog. I've had several people ask me how to create a 3D model viewer for use in such a system. Regardless, this sample project is stand-alone from anything I've done previously. You can find the download link to the open-source repository on GitHub below. Made with: Unrea...

plush yew
#

does the render texture update automatically?

gaunt abyss
kindred viper
#

everything is possible

gaunt abyss
#

might try that when I get some spare time

kindred viper
#

I think in the case of a seperate uworld it only has to be visible for it to matter

modest agate
#

if i set viewtarget with blend, the camera has other parameters unlike in the editor, what im doing wrong?

thick herald
plush yew
#

silly question - i downloaded his plugin, where do I put it?

kindred viper
#

@thick herald hahah Bill Roper said that was his favourite website

#

@plush yew in your project/plugins folder

plush yew
#

thnx - I'm very new to Unreal

kindred viper
#

its ok so am I. Only been doing it for 10 years and I stlil feel new :p

teal charm
#

soooo anyone knows?

plush yew
#

when i drag and drop to plugins folder, it should just show up in the editor in the plugins panel, correct?

gaunt abyss
#

yeah

sterile tulip
#

guys

#

my pc is stuck

#

what now

kindred viper
#

stuck doesn't tell me anything really. Is it stuck up yer bum? ๐Ÿ˜„

sterile tulip
#

I have an 8k texture in my unreal, I want to use it but its making my pc lag

#

how do I use this texture without the lag

kindred viper
#

ahh thats just how it is

#

what are your gpu specs

sterile tulip
#

Nvidia 840

#

2 cores 2ghz

#

798mhz ram

#

HDD

kindred viper
#

yeah thats not gonna work

#

2gb ram on a GPU is gonna brick at most 8K textures

sterile tulip
#

I have 12gb ram

kindred viper
#

no you have 2gb of GPU video ram

#

the 8k texture doesn't go into your system memory. It goes to your GPU memory

#

It might actually have to stream in/out of ram depending on the size of the 8K texture too.

sterile tulip
#

is t here a way to lower it from 8k inside UE4

kindred viper
#

there are ways but you should do it in photoshop or another DCC app.

sterile tulip
#

What if I make the tiling lower so its less repetition

#

will it then work

kindred viper
#

tiling is inconsequential

sterile tulip
#

How many autosaves of my level can the engine have at once

stark marsh
#

ok so i've got the attacking and damage working

#

but it works with just a hitbox attached to my character

#

so it only works with one weapon

#

how would i get it to work with multiple weapons that aren't always a part of the player

#

u have the hitbox be turned on with the animation blueprint

#

this hitbox on my character

#

but it will only work with this one hitbox and i need it to be able to work with many differant weapons

#

maybe i could have a weapon manager script that holds all the weapons

winged pier
#

Yeah make a base script for your weapons and make your weapons child's of that

stark marsh
#

but then how would i reference it within the players anim bp

plush yew
#

these are pretty basic concepts you can find in like 100+ tutorials on youtube tbh

stark marsh
#

right now the weapon is a hitbox attached to and part of my player

#

but i want the weapon to be a seperate object, have its own stats and to be able to turn its hitbox on in the anim bp

sterile tulip
#

Thanks I will try put this image in photoshop @kindred viper

plush yew
#

Hello! I have several short cutscenes throughout my level. I've been trying to use just one camera and when the level seq plays, move that one camera to the correct position. I figure it's less resource intensive to just have one camera rather than one camera for each seq. Plus less stuff in the outliner to manage. Is this a good approach? The reason I ask is because sometimes my one camera wants to go back to a location from the previous seq.

gloomy bone
#

Hello! Sorry for me English. :D im search good learing for UE4. Im after work in UE3 and really very advanced UE4 for new interface and all option.

thick herald
short cliff
#

Hello,
does anyone know how not to pass optional parameters in c++?
I am trying to pass vertices and triangles into UProceduralMeshComponent,
Like this:

LineProceduralMesh->CreateMeshSection(0, Vertices, Triangles, false);

In docs the normals, etc are optional, but I it gives me errors, because the parameters are missing from function call.

indigo torrent
#

Anyone know any good tutorials for making a hack n slash game ?

mossy fable
#

Guys, my engine crashes really often. It says d3d11 was lost

#

I have an i710th gen and 1650 in my latop

sullen tendon
#

HEY HEY HEY

#

Same here 1650 and crashes every time i open it

forest tree
mossy fable
#

How do I solve it? It stays up, workable, but it forces me to save after every minute change

sullen tendon
#

wish i knew lol

#

i am trying to fix it now

mossy fable
#

Is it in the settings?

plush yew
#

what you guys saying??

rocky radish
#

you want to disable auto-saves?

plush yew
#

or talking about

mossy fable
#

Unreal engine crahses quite frequently

#

It says d3d11 lost

kindred viper
#

thats a side effect of windows and your driver more than the engine

#

or the driver more specifically. But you can use a registry change to increase the value it times out with. But I'd try different drivers first.

brisk hamlet
#

Hello!

Anyone got tips to name and organize a huge list of GameplayTags?
I prefer to keep using config files to store them.
But I would love to find a proper naming convention and way to organize them in my project.

I personally found some hints in a GDC video where they split into "static/dynamic" if your tag doesn't change or at contrary are added/removed during runtime.
Thanks in advance!

spare kernel
#

This is kinda a game specific thing, with GameplayTag naming. You normally have your parent tag represent what it is affecting, then go down the chain, so your tag makes sense for what its purpose is. For example "Character.Status.Dead", "Character.Action.AimingDownSights" or "Ability.Weapon.Fire", "Ability.Weapon.Reload".

modest agate
#

hi, easy question, how do i get the ref of a spawned characters camera?

grim beacon
#

Or do you add the camera via code

plush yew
#

how can I tell why a move to failed in the BT? I got like 9 move to's that work

#

so I dont know why this one fails to work lol

modest agate
spare kernel
brisk hamlet
#

But for instance if you are using the GAS, you will end up with general category that you could reuse in multiple game no ?
Ability, Ability.Cooldown, Magnitude, ...

spare kernel
#

Yes, you have like GameplayCue. parent, SetByCaller. parent, etc

calm pollen
#

Hey how do i make it so whenever a coin is picked up, it plays a sound?

grim beacon
#

@modest agate Whether or not the camera is a default in the blueprint or spawned later on, you can create a public pointer to the camera (A variable that references the camera). And when you spawn this actor, you can get the camera variable from the spawned actor's reference.

You won't need to do this if the camera is a default component of the class. You can just use Get Camera

calm pollen
spare kernel
#

like this is my base structure for Tags

kindred viper
#

Is there a nice course/tutorial for gameplay tags you can recommend? I saw a job I wanted to apply for yesterday but I've only perused them. Need some skills with them though.

brisk hamlet
#

Neat! Because we start to have a lot of categories and I think we need a bit of organization here

spare kernel
#

@kindred viper Gameplay tags are just glorified bools

brisk hamlet
#

or enum

kindred viper
#

I get the concept, I just need some actual hands on really. So I know my way around any functionality or access etc.

#

best practice stuff

brisk hamlet
grim beacon
#

What kind of advantages does using tags have? I've never had a reason to use tags before

kindred viper
#

serendipity mostly. Finding things

brisk hamlet
#

Have a data oriented code base and not booleans everywhere

spare kernel
#

i mean there is not much to them, i would go enable them, and set up some actors with the GameplayTagAssetInterface, and do queries and stuff.

kindred viper
#

ok

#

@brisk hamlet ty

brisk hamlet
#

Tags are heavily used to describe a player state within the Gameplay Ability System @grim beacon
Ok I can activate this ability if my character is alive, is not interacting, is not incapicitate, ...

spare kernel
#

ActorA might have 5 different tags, if you did bools then you would have to check each bool, like Something->BlahA && Something->BlahB && !Something->BlahC, etc

#

with tags you can go Actor->HasAnyTags(TheseTags);

#

for example, or do queries.

#

thing is you can store these containers/queries as pre-made, etc

steady owl
#

Surely must be coming this week?

grim beacon
#

Hmm, so you don't need to have any pre created booleans

brisk hamlet
#

Yeah your character will hold a GameplayTag or a GameplayTagContainer and you can add/remove your tags at any moment

#

Either to describe static rules or dynamic things

#

But thanks Kaos!

vale silo
thorn topaz
#

@spare kernel If I want to change game modes, I have to use OpenLevel meaning I can use PersistantLevels to have audio/UI while changing levels. Is there a way around this or a way to make the transition as smooth as possible?

spare kernel
#

you can use Seamless travel and change game modes

#

it is what we do going from lobby to game map

thorn topaz
#

Thanks, checking that out now.

modest agate
#

i got it now with the vars in blueprints, that kind of coding is still bit uncommon for me

kindred viper
#

I believe so. I guess there is a hashed lookup table for gameplay tags that makes it more efficient to find things based on if they have the tag.

modest agate
#

i will read about tags later

#

are you all using mainly cpp instead of bp i guess?

floral cliff
#

Got "Assertion failed: FVector::Distance(Initializer.ViewRotationMatrix.GetScaleVector(), FVector::OneVector) < (1.e-4f) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/SceneView.cpp] [Line: 479]"

Error, on 4.26, Epic Launcher Build.

Crash randomly every 20minute, on a specific map, any idea ?

modest agate
#

do i have to select a actor in the editor and then use create a reference in the bp or is there a faster way to do this in the blueprint?

#

*an

plush yew
fringe bane
#

Okay so I have a theoretical question. I have a first person game. I wan't to be able to interact with an object, let's say a phone. That's simple with a line trace and an interface. Then I want to zoom the camera in on the phone. That's done with SetViewTargetWithBlend and a second camera. Now I want to show a cursor and be able to click on the buttons, but I'm still controlling the first person character. What is the best way to do this?

versed forge
#

https://youtu.be/EmvekeKk-0o?list=WL&t=778

Okay so i am a complete noob at unreal engines blueprints and im watching unreals own learn - blueprint tutorials but i am a little lost at the enable input and get player controller.. can somebody explain this better?

In this video we continue inside our interactive Light Blueprint, however we change our script so that when the player is near our light, they can press a button to toggle the light on or off. We also talk about some tips and tricks for clarity when working with Blueprints by using Comment Boxes around our node networks.

โ–ถ Play video
#

need help

grim ore
#

what are you lost on?

versed forge
#

when he explains the enable input thing

#

and the get player controller

#

i don't know what he is talking about

modest agate
#

you need to enable input in the project settings

grim ore
#

definitely confused on your question tho, the point you linked to is past that and the get player controller and enable input nodes are nodes you would use... what part of that is the issue?

plush yew
#

@grim ore Is there a way to use the move to task on the BT when its outside the navmesh? Or is there a way to manually add a navmesh? Cause the tree and bush works fine (since theres a piece of navmesh inside) But the fallen trunk fails because its completely outside the navmesh

versed forge
#

it aint a issue it is just that i don't understand how it works

#

cus that guy didn't explain enough

#

@grim ore

grim ore
#

so which part? getting the player controller or enalbing input?

versed forge
#

both

#

im just confused

grim ore
#

@plush yew you can create and build nav meshes at runtime, but you cant use the navmesh AI nodes without the nav mesh

versed forge
#

like can somebody explain better

modest agate
#

blueprints are really cool, im kinda surprised how comfortable it is

#

great to learn the api too

grim ore
#

@versed forge you might need to clarify the question but uh.... There is an item called the player controller that represents the player controller or what is controlling your character in the game and the get player controller node gets a reference to it

versed forge
#

oh

grim ore
#

enable input just tells that player controller if it should be listening to input or not

plush yew
#

i know, just the move to fails because its outside the navmesh, When I turn off can affect navmesh my ai walks into it, turning it on and it cant move to it ๐Ÿ˜ฆ

versed forge
#

but the input thing thoe

astral sundial
#

So i have this major optimization issue and i am not sure where to ask this but here. So for context i am making a tower defense game with 20 waves of ai enemies spawning. So for the waves 10-12 I get 100 fps with everything running smooth. however after that the fps gradualy drops to a point were the last 5 waves i get 15 fps with some major 1-2 sec lag hitches here and there. I thought this may be a too many actor issue as of course it is supposed to get harder, however after all the enemies are dead the fps is stuck at 15. I checked stat game to see the cpu usage it is maxing on everything saying tick (obviousely not good). To see what is causing it in the final waves, i started the match and only spawned the final 5 waves skipping the first 15 (again thinking its cause of increase actor count). But i ended up getting 100 fps and maybe dropping to 70-80 fps when a lot is happening to my suprise. So It almost seems like it starts to lag after half an hour of gameplay (but i dont think that would be an issue, let me know if that is actualy something). My next thought is it could be the spawner running its chain of code to long. It is very simple blueprint that spawns enemy then delays and continues that pattern to the end of the wave where another longer delay happens. Is this causeing the issue? and how could i fix this? maybe have two spawner actors that split the wave counts in half to "lighten the load". Let me know if you have any idea what the issue is and how i might fix it! Also is there a way to check and see what actor is causing the large cpu draw and maybe what blueprints are causing it?

plush yew
#

its either, walks into everything like a dumbass, or dont walk at all lol

grim ore
#

@plush yew it sounds like for an item like that, unless you need them to path around it all the time, it shouldnt effect it

regal marsh
versed forge
grim ore
#

the other alternative is you make the collision part of that tree smaller so they can get to it

#

@versed forge that code will not turn the light on or off by using the enable input node, if you ran that code it would not do that

versed forge
#

it does

molten tusk
#

anyone signed up for the WN Dev Contest for Unreal engine developers?

plush yew
#

hm let me try

grim ore
#

well it doesnt, the toggle visibility does

versed forge
#

oh

plush yew
#

wait can you make the navmesh have more resolution? Or should I just make everything bigger?

versed forge
#

yes but why does it just work when im in the overlap

grim ore
#

follow the code is why

versed forge
#

yes but what is calling the f

grim ore
#

what happens when you walk into the overlap, what does the code say it does

versed forge
#

the f to toggle works

grim ore
#

@plush yew try making the collision for the tree trunk smaller so they can get closer to it and navigate to it

versed forge
#

but when im outside the f to toggle does not work

grim ore
#

yes the overlap says "hey let me listen for input on this item when I overlap it" or "hey stop listening for input when I leave this overlap" and the F key says "hey toggle the light"

gaunt abyss
#

because the input gets enabled only when in the overlap area

grim ore
#

put them together and.... magic

gaunt abyss
#

disconnect those and it will work from anywhere

#

if that's what you want

versed forge
#

yes but the question was: what is input and how does it work

plush yew
#

@grim ore thats not the problem, The issue is that the navmesh it takes away around the treetrunk makes it so its not inside the navmesh at all, While the bush and tree still got a small sqaure of it

grim ore
#

@astral sundial are you spawning and DESTROYING actors or spawning and REUSING actors?

versed forge
#

yes but the question was: what is input and how does it work
why does it call the f

grim ore
#

the F is your key on the keyboard.....

#

nothing calls that, you call that when you press it

versed forge
#

omg i know

grim ore
#

input is input.. its input

versed forge
#

but how does it work

grim ore
#

game pad, mouse, keyboard, touch screen

plush yew
grim ore
#

how does IT work is not a good question

versed forge
#

okey

plush yew
#

the big one works, the small one doesnt cause of the silly navmesh

versed forge
#

well don't worry about it

grim ore
#

@plush yew is it supposed to go over it or whats the issue?

plush yew
#

the move to task fails cause theyr not inside the navmesh

#

i can turn it off, but then my AI walks into it

grim ore
#

the move to is trying to move them to the middle of the item yes?

plush yew
#

I guess so

#

I just get the location

grim ore
#

yep which is the middle for this item. You could for example make the pivot or origin on your tree trunk the bottom of it and it would try and move to the bottom which would not be an issue

#

or make the collision on it smaller so the nav mesh covers more of it (under it to be exact) and it could get closer to that middle point

#

or if this is something that should not block the player, dont let it block it. is it supposed to be blocking player movement?

plush yew
#

Its so the AI moves around it

grim ore
#

ok so you want it to block the movement then? its an obstacle

plush yew
#

yes

grim ore
#

but you also want the ai to be able to move to it to collect it?

plush yew
#

exactly

grim ore
#

then you need to figure out a compromise for something that big. Move its move to point somewhere the AI can get to like the side of it or the end of it, or make the collision smaller so the AI can get closer to it. the grey area would be closer to the object and it would have more green around it so the AI could reach the middle.

#

I would say making the origin of the item one of the sides or the bottom for example may be the better choice

astral sundial
#

@grim ore spawning and destroying actors

plush yew
#

Hm I see what you mean, I think thatll work.

grim ore
#

if you just want an easy way to do it, the scene root component in your blueprint (the parent/top item in it) would be the location and then just put the mesh as a child and offset it so the root/parent/scene component is on the point/edge

#

@astral sundial that would cause it, garbage collection and memory leak. Look into using Pooling (creating say 15 actors then re using them instead of destroying them)

modest agate
#

are tiles for levels a bad solution?

grim ore
#

like tiles when building say a dungeon or room? not if you use them correctly (lighting is an issue)

plush yew
#

@grim ore I broke the vector and added 200 to the Y axis and that did the trick ๐Ÿ˜„

modest agate
#

ok thanks, yes like for rooms

plush yew
#

Atleast I know whats the issue now and I can work around it for awhile

#

thanks mathew!