#ue4-general

1 messages · Page 933 of 1

plush yew
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just no clue what angle to tackle it from!

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still content that im almost done with my character creator system though

kind dew
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I have a ball that has a widget component for an indicator so people can see it. But when the ball rolls, the indicator does too, instead of staying on top. It's set to screen space already, so how do i make it to stay above the ball?

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This is what I mean

fading vector
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Not sure if anyone can help with this, but I am unable to find a solution. This is a game called Conan exiles and when you zoom out far enough it will give you a bad tan line on your legs. Your legs can be cut off so I think its a model issue, does anyone have any idea how I could try to fix this?

marsh swallow
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this is a development discord, not a game support discord. :) However what your asking for is not possible. thats textures on the character and would require what is called a Core Mod to change.

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otherwise its what the characters textures are. probably has something wrong in the material settings would.be my guess.

fading vector
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I understand, normally I wouldn't ask a specific game related question here but my options had run dry rather quickly. Thanks for the input, I appreciate it.

plush yew
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hello 🙂 is temporal sub sample value 16 , too high ? i get D3D error after 5 frames :/

weary basalt
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WidgetSwitcher?

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They are pretty easy to use and setup.

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Its a UMG container.

midnight gulch
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Could I get some help making sense of a crash log?

jolly jungle
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why does lighting darken when you move but then after looking in the same spot for a bit get bright again

grim ore
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@jolly jungle Auto Exposure/Eye Adaptation

jolly jungle
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ah

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its weird

midnight gulch
winged cypress
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I have an issue where when ever I package my game it breaks all my lighting, if I switch levels it breaks my lighting, or if I save and reopen the project my lighting gets broken. I checked dumpunbuilt and its basically the whole level

grim ore
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have you tried a new simple project to see if its the engine, your machine, or the project?

winged cypress
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yes and it still happens

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Im streaming the level with all the light information into a persistent level that has nothing inside of it

mental oyster
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Does an actor simply existing with a blank static mesh have any effect on performance

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I’m planning an open-world survival in which each cartridge persists as an individual item, yet they won’t be visible all the time

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Rounds loaded into a magazine will still exist, but won’t be seen

grim ore
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any actor has some performance hit, it has to exist. If it ticks it has more. the more components, more especially if they tick as well

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generally if its disabled its going to be negligible

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one you figure in culling and stuff just dont be crazy

mental oyster
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How about hundreds of identical actors with blank static meshes and tick disabled

grim ore
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theres no way of knowing until you try it. I think if they are all disabled it should be fine but I have never tested it.

mental oyster
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Any suggestions for a better way to handle it?

grim ore
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dont leave stuff literring around?

mental oyster
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Having hundreds of not thousands of individual cartridges, each with their own variables I mean

grim ore
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its probably why you dont see that in most of those games, why there is a decay rate and such

mental oyster
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For instance, a loaded magazine

grim ore
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its going to be part of the mesh when you are using it, other wise they dont really exist

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it would be data in a chest for example, when it spawns then its in the world as a generic data object so a mesh yep

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as long as its not doing anything but existing it should be fine

mental oyster
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So a magazine with say 14 actors attached should be fine

grim ore
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i mean technically every "static mesh" in the world is a static mesh actor

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magazine shouldnt have 14 actors attached to it

plush yew
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Why does a magazine have 14 actors in it

mental oyster
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Each one would be an individual round

grim ore
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no reason for that at all

plush yew
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You are keeping each bullet as an actor?

mental oyster
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That’s what I was considering, but I figured it wouldn’t be the best choice

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Which is why I decided to ask here

grim ore
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well what would be the good reason to do that?

plush yew
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What exactly are you trying to accomplish with that.

grim ore
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assumingly you dont have the inside of a pocket on a jacket modeled for example

mental oyster
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Each cartridge would have a set of variables such as Fired (bool), Pressure (integer), etc.

grim ore
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so the blueprint holds data, yep, thats what variables are for

mental oyster
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I figured one option would be to store the data in a table of some sort when a round is loaded into the magazine. When the round is chambered so to speak, it would spawn an actor with the data

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But I don’t know how to do that, so my other option would be keeping the individual actors in the world

grim ore
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ok so spawning bullets in the world with data is odd

plush yew
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Feels overengineered.

grim ore
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^^

plush yew
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Like it is not a real gun, you don't have to think about chambering.

grim ore
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but I guess depending on how you plan on firing and if its something like a line trace hit or a physical item then it might need to be like that

mental oyster
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Honesty, my whole project feels like it’ll be overengineered the more I think about it

plush yew
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or having real bullets.

grim ore
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take a look at some of the ways that stuff works in other games or tutorials

mental oyster
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I’m trying to prioritize realism, meaning a lot of common FPS mechanics will go right out of the window

plush yew
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Wouldn't having physical bullets be a bad idea, since the colliders won't trigger hits due to moving too fast?

grim ore
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in the end the game is just simulating data doing stuff

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you can still do line traces per frame to test for penetration or missing, and CCD can help.

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just depends on your goals for the game

plush yew
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^

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Depends on what you want to do.

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Like yeah having bullet actors isn't a normal thing, but maybe your game needs it.

grim ore
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making stuff shoot? simple. making stuff feel good when shooting? not too bad. making stuff feel accurate when shooting? still not bad. making stuff accurate when shooting? ugh.... but do you need it?

mental oyster
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I actually found a tutorial series for ARMA ballistics, and I’ve been meaning to check it out

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Only problem is that I still need to actually learn C++. I have zero patience for sitting through tutorials, so I’ve been taking college courses

grim ore
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keep in mind the more you scale the project the more you might need to scale DOWN your systems

hot tundra
grim ore
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you dont need to learn C++

hot tundra
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Anybody ?

plush yew
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Like if you want you can probably create a gun that propels physical bullets with force in the physics system.

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but it is too much work unless you need that in the game.

grim ore
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the default FPS template uses physical bullets that are faked but look like they are using physics

mental oyster
plush yew
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In the end it is all 0s and 1s.

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My way of working is to go as simple as possible, fake the stuff to make it look real.

mental oyster
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By the way, in case anyone was wondering how batshit crazy “dedicated” I am to this project - I created individual rifled bullets in Blender even though they’ll only be used as said bullet is flying

plush yew
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I made air bridges created by pockets of warm air when a button was pressed:
I could have probably set it up to create an upwards force vector to show the wind.
I instead put in blocking volumes and wind particles XD.

mental oyster
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Another thing I want to try, btw: physics-based recoil rather than animations

inner cloak
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Skeletons ... What are the differences between a sockect and an actual node in the skeleton .. does a socket have a transfrom or similar ?

hot tundra
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Could someone checkout #blueprint channel please ? 😊

plush yew
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Node or bone?

winged cypress
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So any other ideas as to why lighting breaks when ever I change scenes or package?

grim ore
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@winged cypress so even a simple project, -> new third person template, duplicate map, build lighting for project, package, and it breaks?

winged cypress
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not on an empty project, I made a copy of the same one and it happens

grim ore
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ok you need to test the basics, but it sounds like your project is the issue.

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in that case you could go into your project with it closed, delete all of the .builtdata files, re open it and then go back in and rebuild all and save and see if that helps

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and your saying just simply building all, packaging, and coming back to the maps breaks the lighting?

winged cypress
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When I bake it all I go to the persistent level then test drive in the editor and it works, but the package I get from that the lighting is broken.

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Or if I switch from the persistent level to another the lighting breaks

grim ore
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so are your lights in the sub levels or the persistent?

winged cypress
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sub levels

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the persistent is blank

grim ore
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it seems like this is intended based on the order you open or load them based on what I am reading but you should still be able to build them separately and use them or look into the new lighting scenarios

winged cypress
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all the levels get built no problem but if I leave the persistent level and go back its all wiped

grim ore
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its wiped or it says it needs to be rebuilt?

noble wedge
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Unreal Engine 5 will be available in preview in early 2021, and in full release late in 2021, supporting next‑generation consoles, current-generation consoles, PC, Mac, iOS, and Android.

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So UE5 is right around the corner eh

winged cypress
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it needs to be rebuilt

noble wedge
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Says most things should be forward compatible. Hoping my plugin works as is in UE5.

dark furnace
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Could somebody message me please, need help with my post processing I get a tan border around my screen I’m using 4.25

winged cypress
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Could it be because the persistent level isnt marked as a lighting scenario?

dark furnace
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Idk let me see

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So that’s what I have

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I’m stuck

winged cypress
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I was referring to my lighting problem sorry

dark furnace
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Does anyone have any idea how I can fix this thou

winged cypress
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looks like you have a dirt mask on

dark furnace
grim ore
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@winged cypress and this happens in editor? Im trying it now and no issues in editor. I get the message but its a red herring since the lighting is fine. packaging it up now

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show the post processing material graph

dark furnace
plush yew
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hey guys im using movie render pipeline to render 900 frames. i’ve enabled high resolution + anti alias (8 temporal sub samples) ,warmups 32. but i get stuck around 7th frame saying “D3D crash or device lose “ i dont get this error rendering 1 image tho. just a newbie sorry :/

grim ore
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I get the red error in editor if I have more than one sub level loaded which is expected but the lights are fine

winged cypress
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is the persistent level marked as a lighting scenario even though its empty

grim ore
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@plush yew chances are your card took too long to render. look into increasing the timeout with a registry change

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none of mine are marked as lighting scenarios @winged cypress. All I did was go in, make a blank persistent, duplicated the default level, added them, as sub levels, hid all but one and built its lighting, repeated, and added some code to load/unload levels

plush yew
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@grim ore thanks mate. i’ll check 🙂

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is it okay if i put 1 sub sample ? for anti aliasing ?

grim ore
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@plush yew thats just going to depend on your project and hardware

plush yew
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ok thanks mate 🙂

winged cypress
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maybe its my level loading spaghetti

grim ore
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just unload the ones I am not using and load the one I am loading

winged cypress
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I may have to try a simpler approach to debug, I have a main menu, level select, and fading load screens

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Thank you for looking into this with me

thin tendon
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anyone got patch notes for the new 4.26 update?

thin tendon
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thanks

plush yew
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@grim ore if I make my landscape and the assets for said landscape before all of the core functions and mechanics will I have to backtrack to make mechanics fit or is it free form enough to do it in reverse

dark furnace
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Any idea on my post processing issue

plush yew
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I wish I could help

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I have no idea.how to do post process stuff x.x

grim ore
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we would need to see the entire material graph to even guess, but my guess is you have a texture set up wrong

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if your shaders are not compiling anymore, your going to have to open up the material(s) and compile them and see if any give any errors

plush yew
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Creator system almost doneeee

dark furnace
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Yea I got errors here

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So how do I fix this now ?

plush yew
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"scene texture not available with forward shading" my first step would be googling that o-o

grim ore
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well it looks like you have forward shading on and that just wont work with it

dark furnace
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I’ll paste this hold on

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Any ideas how to fix this ?

grim ore
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turn your rendering path back to deferred

dark furnace
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Ok I’ll try

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Where’s that at ?

grim ore
dark furnace
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Ok so I just uncheck it right ?

grim ore
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if its checked yes

dark furnace
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Ok it says it has to restart so let’s see

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Soon as my project opens back up I’ll let you know it’s 39%

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Ok it’s open

plush yew
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Hello guys I have a problem with my project as I can see

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when I want to import animation why it shows me 3 skeletons when I have only 1?

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How can I understand which is the correct one?

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wtf

humble spindle
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All are the same one choose anyone

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Where can I host servers for Unreal Engine Multi User editing

plush yew
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not 3

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idk how they are 3

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hwo I can delete the 2 of them and have only 1?

ivory stag
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Search for the skeletions

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and then delete 2

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of them

humble spindle
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In your Project content or so

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In the Folders you stored

plush yew
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okay

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hnmm

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oo shit

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yeah

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I have them

humble spindle
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Which Server Hoster lets me host Unreal Engine Multi User editing servers?

ivory stag
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can you explain

plush yew
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bruh

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and now I have this

dark furnace
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It’s working now thank you

plush yew
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bruh

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and I can't undo my actions-wtf is that program

humble spindle
ivory stag
humble spindle
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You now server for Games or for office and I ask if it is an unreal Engine Server Hoster for the plugin Multi User editing

ivory stag
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that means you just need to install unreal engine on a server

blissful trail
royal stirrup
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guys, how r u all here? Can someone please tell me if there's a way to attach one mesh to another animated skeleton so it follow animation? I know about master pose component, but it requires meshes have exact same skeleton structure. I can't believe it's so hard to do it in Unreal.

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in Unity all you need to do is parent one mesh to another

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and that's all

grim ore
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attaching a static mesh to a skeletal mesh? you would use sockets

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you could also just child it but that doesnt mean it will follow the animation just the item

royal stirrup
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yeah, sockets doesn't solve the problem

grim ore
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what are you trying to do?

royal stirrup
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Well.. I have a ship, what have a in air idle animation. And now I need to add a cockpit to it.

grim ore
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and the socket wont work?

royal stirrup
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Nope. As you already mention - I will follow the objects transform, but not the animation

grim ore
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it should follow the animation? it does for me. the socket is on the bone

royal stirrup
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It's not.. maybe because I have physics on the ship also?

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sec, let me record a video for you

grim ore
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yep physics enabled and an animation playing, ball still sticks to the socket

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it sounds like maybe the item should be authored with the cockpit with the animation if that is the end goal

mental oyster
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So I had an idea for my pistol. I’d been trying to figure out how to make the bullet appear as if it’s traveling through the barrel before letting physics take over, and a painfully obvious solution just hit me - using a timeline

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The bullet is attached to the case, so I’ll grab the a barrel length variable from the gun, take the round’s velocity into account, then use that for the timeline

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The moment it exits, physics take over

grim ore
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@proper willow I dont, its weird you have an invalid player controller so I didnt say anything. its basically saying no controller or player camera manager which is odd

royal stirrup
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so it follow the movement, but not the animation

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I'm not really folllow

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all models modelled in 3d software 😄

ivory stag
royal stirrup
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thank you 😄

regal mulch
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That is indeed strange. But looks nice haha

royal stirrup
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@proper willow the meshes in blueprint and cockpit is a child of the ship and binded to the socket.

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but I also Set All bodies below to simulate physics Blend wieght

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well.. not exactly. I need to move it a bit

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Well, yeah, it will fix the problem 😄

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but I really hoping there's a easier way

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later on I need to add something more and I was forced to add to it skeleton also?

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that's so strange

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by the way. I also have that problem with first person camera in cockpit

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it doesn't follow animation

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and I can't add to the rig 😄

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camera inside a cockpit

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it also doesn't follow ship animation

lusty carbon
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Does anyone have an idea what r.raytracing.reflections.ExperimentalDeferred is for?

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It does improve fps significantly when raytracing

royal stirrup
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you know what strange? headlight is binded to the sockets and it follow animation

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I think maybe problem only with root bone?

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hm.. I am right. Problem only with root

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problem solved )

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I added virtual bone to the root and bind cockpit to the bone

fallen flower
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@lusty carbon seems like experimental optimizations.

plush yew
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is it possible to use a mask for a subsurface profile, and if yes, where would I do that?

silk pumice
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Is it possible to clear the hotkeys for numpad + and - in Unreal editor? I rebinded those into something else but still when I press them It moves my camera up and down. I could not find them being assigned to anything from the hotkey editor

violet goblet
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hy there, i got a little problem,
i need multiple lights in my scene with same values like intensity, color etc., what would be the best way? a "blueprint"?

kind mulch
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If you want to easily be able to change it afterwards (so that you can tweak the values) you can make a blueprint of it yeah

violet goblet
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cool, would that be a "actor blueprint"?

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when i place the light in the blueprint, i cant change the lght value

kind mulch
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That’s because you seem to be using a child actor with in it a light, there should be a light component you can directly attach to the current blueprint.

violet goblet
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@kind mulch hm i dont quite understand that, i dropped the light into the blueprint (what to be seems wrong), do i have to insert the light somehow other than dropping it inside the blueprint?

kind mulch
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In the top left is a green button "Add Component", try finding the right light and add it through that 🙂

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Also sorry if I may not respond, I'm updating drivers etc. xD

violet goblet
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thanks so much would never have guest that one 😄
do not worry i am thankful for every help, best luck with that drivers 😄

kind mulch
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Thanks, they already crashed my entire PC just now lol. Anyway enjoy 😉

violet goblet
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another dumb question, cant i reotate/move the light in a blueprint? it seems that the pivot/gimbal is not showing up when i select the light

uneven mica
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Is there a way to change the size of the playable Character

uneven mica
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Where can i scale it ? (Im rly new)

north monolith
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Im looking at getting some more city roads done for a project, and it always trip me up some when it comes to intersections and getting in general better control over the creation process. Is there a either some good pluging out there, or is Houdini the way people go with more complicated projects? been thinking I might need to pick that up to get it properly done.

pseudo pulsar
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How would you guys suggest breaking up the uniformity of foliage wind?

dim arch
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if it's a vertex offset you can use world position as pseudo-randomness

plush yew
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thats cute, how did you do those trees?

pseudo pulsar
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For the shader; it's just emissive! (The wind shader is just using black to white vertical mask & a "SimpleGrassWind" node.) And as for the models; just a bunch of iteration till I get a nice silhouette; then I color. 🙂

leaden dust
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what version of UE should I use if I don't need the latest features

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what is the most stable recent version

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or most preferable by your standards

dim arch
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alternativley you can use worldalignedtexture and tile a noise texture across the world and use part of it in the wind effect

pseudo pulsar
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Tyvm! That thread looks like it's exactly what I'd need! I'll also see about doing a panning nosie texture though. My Wind Speed caps out at 1 so maybe I could do a 0 to 1 wind speed field. I'll check both options out. Tyvm again!

dense knoll
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How will porting UE4 to UE5 be/

wary wave
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how long is a piece of string?

dim arch
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twice as long as half of it ;p

dense knoll
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There

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Aparently it involves Rationalizing the Universe

forest tree
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Back again with my (corrupt?) structs. Has anyone fixed an issue like this before? I can't find much on google.

jolly mason
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hey lads, im getting errors for levels that dont exist anymore

tender pecan
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@forest tree any chance you are using hot reload or is this after a fresh open of the ide?

forest tree
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After fresh open indeed

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Not using hot reload

storm vapor
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idk, you can maybe find it in unreal engine marketplace or 3d model sites like cgtrader etc.

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You can do yourself too. In game deving, modelling knowledge is important.

plush yew
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hello guys, do you know why when i press 'play' the player gets teleported in the sky?

hidden cargo
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Can someone help me with the error shown above?

wanton lotus
plush yew
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i dont want the player start for now but i mean it teleports really high and not where the camera is

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it happens even with the player start

hidden cargo
# hidden cargo

This error doesn`t seems to happen in UE 4.26.0. I´m currently in 4.26.1

wanton lotus
dawn gull
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That’s a thing for your multi user editing plugin, contact the dev

wanton lotus
dawn gull
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Oh, I haven’t seen it then.

wanton lotus
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Sounds like latest update to 4.26 broke something

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It happens

dawn gull
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Maybe they changed something in 26.1 with objects

wanton lotus
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Fix one bug, create another.

dawn gull
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just a guess ¯_(ツ)_/¯

plush yew
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bruh the problem was my sky sphere.... the engine automatically created a collision...

hidden sparrow
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Hey guys i have a problem with my widget. The image in my widget has different resolution depending on how big the window is when playing the game. This results in a weird looking widget like this.

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how do I make the image in the middle always fit inside. I tried different anchors but it didnt help

paper pagoda
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Hello everyone. Having trouble using 360 video with ambisonic sound aka 4track ambix format. What's the best way to do it? Can anyone help out?

random summit
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I imported the 3rd person character pack and placed it in my scene but when i hit play it doesnt use the character. how do i activate it?

thorny sedge
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@random summit there are a few more steps. If you want to DM me, maybe I can help a little bit?

plush yew
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4.26 . Visual studio 2019

tight roost
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I need some suggestions and information. I’m trying to make a 2D game that works like Minecraft. I do not know how to make voxel like block generation with biomes and noise. If anyone knows how to do this or knows a good tutorial for it let me know. I’m trying to stick to only blueprint mode but if c++ is required I can try that.

jolly void
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Is it possible to lock an actor from being clicked / selected ? How ? I'm aware of Selecting > transform > Lock Actor Movement. But what i want is to not even be able to click it

stark marsh
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how do i add swimming but where i press Y to float upwards and press A to float downwards
and push forward on the analog stick to swim forwards
and can turn the view with the right stick

plush yew
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Hello guys, I used orbit package and i deleted it and now I mirgrated the ue 4 skelet from enw project

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now the character is not moving, like the animations are not setup

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when I open it, it asks me which skelet to use, I click this new one and then I have this

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what to do?

sterile tulip
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How do I enable Motion blur for my moving UI element?

wary wave
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I don't think you can

sterile tulip
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I have a speedometer and there is no way to have the dial have motion blur?

stark marsh
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im struggling keeping my levels symetrical

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im trying to build a sort of temple levels but some things are turning out to be uneven

dapper frost
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how to use the stylized modular character pack that is free this month?

wary wave
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yes

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also yes

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if you move things the editor needs to make sure all the references and stuff remain intact + create redirectors etc

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I mean, it's coming through your entire project, for every file you move, heh

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likely

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you don't move things around all the time

thick herald
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Drive speeds etc are also a factor

wary wave
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aye, also memory availability

sterile tulip
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SSD makes it faster?

wary wave
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yup

thick herald
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m.2 make it fasterer

wary wave
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needs to read and potentially write to a lot of files, so the faster it can read & write...

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sadly not

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also the word you want is 'migrate'

thick herald
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Nope, things must go into the root content

wary wave
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(importing is something else)

sterile tulip
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but I think I once just moved my assets in the folder

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without being in the engine

wary wave
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never move assets outside of the engine, that is almost guaranteed to break references

thick herald
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What some people do is create one project that they install every asset they own into and move them into a folder like you are using. This means that in future projects you can migrate single/multiple assets very easily to new projects **and ** have the same folder structure.

wary wave
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yeah, I also have 'dump' projects for specific engine versions that I install stuff to / migrate from

sterile tulip
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I cant believe there is no support for motion blur on HUD/UI elements
are they going to add it in UE5?

dapper frost
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how do I save a modular customized character as its own mesh?

thorny sedge
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@dapper frost hey uh if you go into the skeleton and choose "Make static mesh"?

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I'm not 100% on how that all works tho I'll be honest

viral veldt
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How do you activate the "one file per actor" feature for a level in 4.26?

dapper frost
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i have the blueprint for customization

thorny sedge
#

@dapper frost yea I haven't used that asset so I don't know what abilities they give you regarding your customized characters. But for example just of what I mean, it's that when you for example create a template and go into the character blueprint and click the character, you get access to their details where you can click the preview that has your character's mesh on it and in the top right there is a series of options regarding your character where "skeleton" is one of them

limber cradle
thorny sedge
#

@dapper frost so if you can create a character in whatever way they allow you to, because there must be a visual aspect to it, you should search through the options there because they do allow you to at times create a mesh from the options. Sorry I just haven't used that asset.

#

@limber cradle I would suggest searching for the root of your problem instead of imagining that something should be in the engine. I am definitely not being rude, but you can wish all you want and I'm serious you can say "why wouldn't this be an option" about a lot of stuff. So start at the beginning of your problem and search for documentation and tutorials

limber cradle
#

yeah like im actually following a youtube tutorial

#

step by step

thorny sedge
#

did he go into the options and set up a new collision channel?

#

or she*

limber cradle
#

dont think so, im going to check it

thorny sedge
#

right if you're doing a tutorial I would take a step back maybe

#

@limber cradle also you might be working with a newer or older engine version

limber cradle
#

im with the newer engine version possible

tender pecan
limber cradle
#

humm okay, got it

thorny sedge
#

@limber cradle right if it's different than your engine version, there could be any number of differences jsyk. Newer versions don't necessarily have all the things the older versions have/had

limber cradle
#

yeah i know

thorny sedge
#

kk np jsyk

limber cradle
#

thanks guys

thorny sedge
#

good luck

limber cradle
# limber cradle dont think so, im going to check it

https://www.youtube.com/watch?v=Mu4oJvirSGc&t=196s heres the tutorial im following, the guy just goes to details screen and the projectile option is there, that's why i thought something was missing, its about 3 minutes of video

Hey guys, in today's video, I'm going to be showing you how to create a grappling hook system for your games in Unreal Engine 4. In this, the player will shoot a grappling hook, and the player will 'fly' over to where this landed. You can also hit right mouse button at any time to cancel the movement along the grapple.

Grappling Hook 3D Model: ...

▶ Play video
thorny sedge
#

@limber cradle yea he does you're right

#

I would either look for a different tutorial, just continue with that tutorial and see if he explains it later or create a custom channel and set it the things that he says. That's a weird one. I'm sorry about that.

limber cradle
#

sure man, thanks though

thorny sedge
limber cradle
#

yep

tardy cargo
#

Hey guys I'm making a new fps game and I need some help. Because this is my first game I don't know where to start. I want to make a world but brushify.io and others cost for it. So is there any website or app which I can use to make worlds without paying anything?

plush yew
#

Can't you use the built in terrain editor?

tardy cargo
#

Umm... Actually I have just started learning UE so had no idea about it.

#

Will check it. Thx

plush yew
#

NP at the top in the tool bar where it says "Modes' click it and then click Landscape

tardy cargo
#

Ok

plush yew
#

Good luck with your game 😄

#

that emoji looks aggressive to me for some reason lol : ) <-- there better

tardy cargo
#

Which emoji? The pray one??

#

Or the smile one?

plush yew
#

The smile one lol it looks like Im being sarcastic or something haha

tardy cargo
#

Nah I'm fine with all emojis

#

Well bye then. Cya

plush yew
#

cya

tardy cargo
#

I wouldn't go if it wasn't 1 am

#

For me atleast

plush yew
#

1pm here dab

plush yew
#

Bright day too! Sun is shining bright!

plush yew
#

goodnight then haha! 1am is late!

tardy cargo
#

Not for me tho

#

Coz I usually stay up all night

plush yew
#

Oh I tend to just go to sleep at 1am, no later than that

tardy cargo
#

Well I don't get the point of sleeping except gaining energy

celest blaze
#

can epic change unreal's license after my game release? If i pay 5% quarterly for example. Are they able to change it 30% anytime?

#

i know its one of those annoying questions 😄

#

but still not that clear for me

tardy cargo
#

Hmm...

#

I don't think so

#

Because when you published ur game you agreed to just pay 5%

#

So yeah

#

I don't think they can do it

tardy cargo
#

If you can then try asking in the general vc...

#

It would unlock the general chat there where you can post screenshots

#

Oh ok

#

Then lemme search YT

fluid wave
#

hello guys

#

You all have a great day

tardy cargo
magic fern
#

Hey guys. Is there any way of using ps5 controller features in unreal? Haptic and triggers?

tardy cargo
#

@plush yew I'm sorry I couldn't find what you were looking for...

plush yew
#

Anyone know a good tutorial on how to make flying enemy ai? I have looked everywhere but cant find anything

#

help me Im desperate 😦

potent bridge
#

I'm terrible at this. How would I get a reference to my enemy Blueprint class?

smoky sonnet
#

is there a way to check if a map (a specific pawn) is completely loaded and then can use input

#

so decline input for him until its loaded completely

hexed escarp
#

Guys, how the heck do I move gizmo/pivot to a vertex? While holding V, I can snap objects to vertex' of other objects but I can't move the gizmo of the object I want to snap

#

Middle click + V doesn't show any vertex points for some reason

royal stirrup
grim ore
#

@potent bridge thats the question. where is this blueprint, how many enemies do you have, how does it know which enemy you want to do that to?

hexed escarp
#

Assuming there could be multiple enemies at once

#

@smoky sonnet Why do you need this?

#

I suppose a pawn can only receive input after loaded

hexed escarp
calm pollen
#

Does anyone know how to change the screen resolution for different mobile devices? I've been looking at the DPI curve graph and i am so confused lol

potent bridge
#

anyone know why the character and the sky is so bright? There is a cel-shader on the character

#

actually this is more of a graphics questiob

#

question*

toxic hatch
#

Does anyone know how to get foam to turn on with the new ocean/water stuff in the newest version? I assume there is a checkbox somewhere to get it to turn on but I'm not finding it.

dense knoll
grim ore
#

very good chances it eye adaption lightening it up due to you being in a dark place

stark marsh
#

when i start making something after a bit i realise ive being just trying to recreate a game that ive already played

#

i want to make the same style of game but i end up trying to put everything in rather than just being inspired by it

worn peak
#

when i play a level without a camera, ue creates one automatically

#

if i place a camera on the level by myself how do I use that camera instead ?

grim ore
#

just a camera? you really can't easily. do you just want a fixed camera or one you can control or?

obsidian nimbus
#

set view target with blend

worn peak
#

guess i found

obsidian nimbus
#

you can drag it in the lvl and set viewtarget in level bp

worn peak
#

i switch this from none to player 0 and worked, now when i press play it uses my camera instead a camera created automatically by ue

#

@grim ore do u know where to learn about this player 0,1,2... thing

grim ore
#

there isnt much to learn, player controllers exist in the world and represent people using the project. it starts at 0 and goes up from there depending on if its multiplayer. for the most part player 0 represents the person behind the screen

worn peak
#

so how game lane fall guys that has so many players works

#

it would not use that player x thing ?

grim ore
#

the server would have to worry about that and thats not an issue

sage dove
#

I am having a very tough time with the FBX importer, it doesn't work properly when the number of meshes changes in the fbx, is this a known issue?

gaunt hawk
#

ik this sounds like a stupid question but why are all my widgets bigger than usual. i am using the chaos version. what i mean by "bigger than usual" is that when i am watching a tutorial the widgets are smaller, unlike mine.

grim ore
#

different resolutions for your pc compared to theirs?

gaunt hawk
#

i am not sure

#

lemme see my res

#

i have 1920 by 1080

#

and it says that is the recommended res

#

oh scale and layout

grim ore
#

yep sounds about right. is it just the icons like in the viewport or the entire ui?

gaunt hawk
#

i changed it to 100% and they are now smaller

gaunt hawk
#

but i think i got it now

grim ore
#

ah yeah windows scaling

broken moat
#

is there any sort of reusable behavior for scene components in the engine? Like how Actor Components (not scene components) work for actors?

spare kernel
#

@broken moat not really

#

you can make UObjects, and use them, but you can't add Components to Components.

broken moat
#

sadness. I keep having to do stuff like subclass capsule components with special behavior, then do the same thing for a box, sphere, etc. I tried something where I had a scene component that would do stuff to its parent shape component but that turned out kind of clunky.

#

I'll just keep at it then, thanks!

mighty copper
#

I hate to sound like a noob... But I forgot how to do something... I know that you can put the picture on a plane but how do I import it into my scene so that I can place the picture on the plane (example, picture frame picture, poster or cardboard cutout "which is the look I'm going for") in UE4 so that it still keeps it transparency?

plush yew
peak vigil
#

restart ue4

#

@plush yew

plush yew
#

Okay, I will

#

Okay, it worked, thanks!

#

I need some help

#

So i tried making a first peraon camera in thirdperson

#

and when i look down my camera goes too low

#

how do i fix this

errant venture
#

How do people do, like, lazer pointers for guns?

#

or actually, where can i ask tmhn like that

errant venture
plush yew
#

I watched every single tutorial

errant venture
#

like, you just pulled the first person camera into the guy's head?

plush yew
#

about first person camera

errant venture
#

sorry, the camera

#

into his head?

plush yew
#

Yeah

#

no

#

I'm in thirperson

#

and i made a first person camera in his head

errant venture
#

you want to convert 3rd person to 1st person?

plush yew
#

yes

errant venture
#

3rd person template?

#

i see.

#

and did you change camera boom length?

plush yew
#

Nope

errant venture
#

so camera boom is still long

#

but the camera has been moved into the 3rd person character's head

plush yew
#

Cuz i made a character blueprint

#

yeah so when i look down the camera is going too low

errant venture
#

camera Z position

#

decreases

plush yew
#

wait wait where

errant venture
#

does it?

#

does the camera Z position decrease when you look down?

#

is that what you mean by "the camera is going too low"

plush yew
#

wait

#

yeah

errant venture
#

is the camera no longer in the 3rd person character's head?

plush yew
#

No it's still in thirdperson

#

but the camera with my character is going too low

errant venture
#

so you haven't tried to bring it into 1st person yet?

plush yew
#

1st person template?

errant venture
#

you're trying to go from 3rd person template

#

and make that a first person game, correct?

plush yew
#

i am already in third person template

#

Yes

#

i want first person

errant venture
#

and you want it to be 1st person

plush yew
#

yes

errant venture
#

okay, what have you done so far

#

to make it first person?

plush yew
#

so i attached the camera to the mesh head

errant venture
#

why

plush yew
#

and i ticked Use Pawn Control Rotation

#

because i wanr in first person

errant venture
#

hmm

plush yew
#

and i moved the camera into my character's head

errant venture
#

is this the tutorial you used?

plush yew
#

I watched every tutorial

#

There is only a fix

#

Only if i untick Use Controller Rotation Pitch

#

but if i untick it ,the nose from my character is not following the camera anymore

#

If you undertand what i mean

#

And the camera is clipping throught the body

polar igloo
#

Is there a way I can create a static mesh out of a socket in another mesh?
(For example, making weapon_r its own mesh)

plush yew
#

yay

#

pc exploded

#

im stupid O:

little warren
#

Is there a way to draw a debug sphere only if in the viewport or not playing the game?

low rock
#

hi guys, im using water material from starter content, but i dont know why doesnt display at all

mighty copper
#

Can anyone answer this for me? I know that you can put the picture on a plane but how do I import it into my scene so that I can place the picture on the plane (example, picture frame picture, poster or cardboard cutout "which is the look I'm going for") in UE4 so that it still keeps it transparency?

vernal dock
#

guys i linked my fucking github to UE4 and I am still getting 404 not found when i try to download ue4 source to set up dedicated server

grim ore
#

might just take some time, if its been more than a day maybe try again

vernal dock
#

damn takes that long huh FUCK

#

uggghhh

grim ore
#

it shouldnt but it could

vernal dock
#

going to see if i can torrent it

#

ugh software is so annoying

#

can someone put it on google drive for me 😛

#

lol

mighty copper
#

@vernal dock I hate to ask, but after linking it did you try to close out and the login to github again?

vernal dock
#

yep i tried that

mighty copper
#

But to confirm you closed out the browser your using all the way? not running in the background?

vernal dock
#

im going to unlink my github while i am signed out of github and try again

#

is there a link to the github source code from epic games dev portal somewhere?

mighty copper
#

You shouldn't need to unlink it

vernal dock
#

ok thanks

mighty copper
#

on UE4 game launcher there is a link on the library tab I think...

vernal dock
grim ore
#

log into your github account, on your dashboard in the top left are your organizations. it will show up in there

mighty copper
grim ore
#

no need to go anywhere but github to get to it

vernal dock
#

when i click that link it just brings me to my home account page on github

grim ore
bronze mango
vernal dock
#

how do i get that mathew?

grim ore
#

top left corner of your home page on github

vernal dock
grim ore
#

yep your not in it yep so just have to wait

vernal dock
#

so freaking dumb lol slowing down my whole workflow

#

thanks for your help guys i would be so effing confused

mighty copper
#

When I 1st worked with Github... I was completely taken back and thought there has to be a better way... but once you get used to what you have to do and so how it all works... You get use to it... Becomes 2nd nature...

vernal dock
#

i guess i will set up aws while i wait

mighty copper
#

Hey @grim ore can I throw a question your way if you have a moment?

#

@grim ore I know that you can put a picture on a plane but how do I import it into my scene so that I can place the picture on the plane (example, picture frame picture, poster or cardboard cutout "which is the look I'm going for") in UE4 so that it still keeps it transparency?

grim ore
#

did you export it with transparency?

mighty copper
#

I want to say yes as a .png file type

grim ore
#

then you would use it like a normal texture in a material, just have to make sure the material blend mode is masked or translucent so alpha is used

#

then plug the alpha out of the texture sample into the opacity or opacity mask input to use it

vernal dock
#

do i have to create an organization on github to get the source?

grim ore
#

nope

mighty copper
#

@grim ore Thanks

grim ore
vernal dock
#

UGH FINALLY I GOT IT

#

woooo

lapis bronze
#

almost like when people said to wait they were speaking from experience

#

👀

#

but yeah it took me 2 days when i connected mine

plush yew
#

@grim ore what hack did you apply to learn so much about unreal engine >~>

slate thicket
#

would anyone know how i could have my game be in the size of 256x192 (like the image below) but have the window be 1920x1080?

lapis bronze
grim ore
#

@plush yew lots of time

coarse wigeon
#

@slate thicket That would be found in project setting I think

plush yew
#

where can i buy that D:

lapis bronze
#

time being the most valuable resource in the world, and isnt for sale

#

its the ultimate crypto currency

slate thicket
frank grove
#

anyone knows how to fix super slow c++ compile?

#

I change one line of code

#

and it takes like 10 minutes to compile

bold hornet
#

anybody know if UE5 will finally introduce a new Editor UX/UI?

frank grove
#

when UE5 gets relesed anyway?

#

march?

bold hornet
#

not sure

#

i was kinda thinking they would target GDC

#

but thats July now

#

so its kinda late

spare kernel
#

No one knows the UE5 release date. maybe some Epic employee's but not the general public.

plush yew
true falcon
#

They just said late 2021 on the stream. More interesting is when the preview will drop :)=

#

Man the new Property Access System is so amazing, where has this been all my life. Now I just wish I had it for Blueprints too

spare kernel
#

Property access system?

bold hornet
#

Anybody had messed up menus like this?

spare kernel
#

yeah happens a lot to me

sterile tulip
#

What new things are we getting in UE5

spare kernel
#

restarting editor fixes it

bold hornet
#

Lumen :)

true falcon
# spare kernel Property access system?

If you go into blueprints , to properties where it says "exposed as pins" you can click and select a property from actor, character or whatever directly, and it will be put inside the node beside the property, and use fast path. Less clutter, better performance

sterile tulip
#

They said they are bringing bounced lighting in UE5. But doesnt UE4 have already raytracing?

spare kernel
#

is that a 4.26 thing?

true falcon
#

yup

spare kernel
#

ah

#

were still on 4.25 @ work

true falcon
#

aww :/ Maybe you can convince them to upgrade, altho usually difficult, Get the sense they fixed a lot of things in 4.26

spare kernel
#

4.26 has performance issues

#

too many reports about that, not worth the risk

true falcon
#

Yeah, I've seen something about that, hard to believe. Must be some setting they turned on per default

spare kernel
#

People are noticing a significant drop in frametime from 4.25 to 4.26, and we are too close to open beta to risk anything also

true falcon
spare kernel
#

nice

true falcon
#

Yeah, that's usually a difficult sell 🙂 dont have time to go and refactor for new features either

spare kernel
#

yeah 4.20 to 4.22 was a pain

#

iirc (one of them they changed a lot of things)

true falcon
#

Also the Enhanced Input System is amazing, think that is in 4.25, but like no one uses it yet. So nice to be able to put actions and axises in classes instead and map/remap as you want without needed to change in project settings

#

I've heard some nightmare stories about Unreal porting... 🙂

spare kernel
#

sure that's in 4.25?

#

can not see enhanced input mapping in 4.25

#

most likely

true falcon
#

it's in the plugins

spare kernel
#

yeah do not see it

#

nor do i see it in source code

true falcon
#

I dont think its cloud as you need to add them. Must be something with new sky light and/or atmosphere (if people are using the SunSky Actor)

#

ahh, might be new too then

bold hornet
#

Ah yes i did enable that in options

true falcon
#

I swear to god one of the biggest problems with Unreal is just unraveling what features there are

spare kernel
#

mine is turned off and i still get that behaviour @bold hornet

#

yeah Enhanced Input is 4.26 only

#

:/

true falcon
#

They've done like 0 advertising about it, I found only one youtube video about it

spare kernel
#

i heard about it

#

but was not interested

#

did not know about the property thing tho

true falcon
#

Also whole new Network Predicted movement, which I really cant find ANYTHING about

spare kernel
#

ah i know a lot about that 😄

true falcon
#

oh you do?? usable?

spare kernel
#

was talking to Dave Ratti a bit about it

#

not really, it 'works' but still has issues

true falcon
#

Nice! you think it'll be viable in a few months? is there a github sample somewhere or something?

spare kernel
#

He is hoping to have it working before UE4

#

UE5*

#

but recently he said it might not be.

true falcon
#

oh :/

#

guess its one of those things thats really hard to get right

spare kernel
#

yeah, but it looks so good

true falcon
#

easy to use?

spare kernel
#

i did give him some suggestions, to improve usability, which he is going to put in

true falcon
#

awesome

#

GAS integration?

spare kernel
#

that is one of his goals, so things like Gameplay Cues go through it

#

also

true falcon
#

I thought even Epic thought the gameplay cue concept was flawed 🙂

spare kernel
#

it works, and it works well

#

but it can be done better, but at the time, they had no better solution

#

i really like the idea behind gameplay cues tho

true falcon
#

Does it? I saw some statement by them, and also that big talk about Potential issues with GAS talk mentioned it was less than optimal for some scenarios

spare kernel
#

i heard they might also take the cue out of GAS dependency

true falcon
#

Yeah, probably just need to be coupled differently

spare kernel
#

so other games can utilize gameplay cues, without needing to use GAS

#

i find the concept of them really good

#

ie i can just put a tag to fire a cue

#

designers don't need to open tons of assets to tweak a particle for example

#

just one Gameplay Cue blueprint, done.

true falcon
#

well its nice that general concepts from GAS wanders over, like gameplay tags. I wish they did something more versatile for payloads and attributes

spare kernel
#

Payloads is the let down for me in GAS

#

i have worked around them, but then i think, how could they do it better

true falcon
#

They idea of having a class per effect/ability is, and couple it up somewhere else is amazing

#

you basically have to implement your own class right

spare kernel
#

and really, i have no idea how they could do it better

#

a lot of people also forget you can create your own Gameplay Effect Context, which is what i do. Then for things like knockback, i execute an already granted (always granted) knockback GA via a Gameplay Event, pass in the Effect Context, that holds the hit result, knockback magnitude, etc

#

a lot of people forget you can do things like that

true falcon
#

well, that's true, but than again it can be a bit hard to get into GAS 🙂

spare kernel
#

yeah, when work calms down a bit, i want to do some streams

#

cause i know a fair bit about GAS, and would be nice to show people some concepts of common things

true falcon
#

It struck me that when I work more with GAS it'd want to do a framework to abstract away a lot of stuff, and make server/client/prediction stuff separated. It's too messy with everything intermingled. And you could do some nice layer to access attributes etc more cleanly

#

Yeah, I read some of your articles, great stuff

bronze mango
#

Power is to make colors darker and lighter right?

grim ore
#

nope, its math

spare kernel
#

it takes the base and raises to the power of the exponent

bronze mango
#

Ye but in the end I need a value from 0 to 1 to lerp the other texture

#

So for what do I need the power power is there to raise values like you said

grim ore
#

well how are you choosing to lerp it basically?

#

like basd on distance apparently

#

but whats your distances

bronze mango
#

1 sec I send you a screenshot

#

Like this

#

And then contact the chlamp to alpha ofc

grim ore
#

yep but whats your distances you want this lerp to happen and should it happen at the distance or over a distance

bronze mango
#

It is 512 it says it in the upper screenshot

grim ore
#

well isnt this what you want?

bronze mango
#

Yes it is but I'm wondering why I need power for it since im watching a tutorial about it I wanna lern it and i don't get why the power component is needed

spare kernel
#

a distance of 2000, there will give a value of 0.02

bronze mango
#

Yep

#

And then the clamp gets the value to 0

grim ore
#

ok so check this out

#

the power of the debug node

spare kernel
#

whoops my bad

#

232

grim ore
#

grr

#

so that is the same camera to preview distance with just more and more nodes hooked up and you can see what it does to the number

true falcon
#

I do find that Epic could provider some more user-friendly nodes for some of this stuff 🙂 its not like one should need to do vector math for everything. Maybe there are, hard to know 🙂

#

Just learned about SmoothStep today

grim ore
#

the first is raw distance, then you divide to make it smaller, then you power it to make it even smaller

#

so those numbers, the 512 and exponent on the power, are what you have to figure out to get your desired result

#

and no you dont need the power, but it is used to get it even smaller if needed at an exponential rate

#

the debug nodes are awesome to figure out how stuff is working

bronze mango
#

Ty so much

#

I finally understood

true falcon
#

yeah wow, didnt know about those

grim ore
#

btw this is fugly but... remap works wonders for what you want

#

yep lots of ways to get stuff done 🙂

true falcon
#

It'd just make a function called DepthLerp or something like that and never think about it again 🙂

grim ore
#

yep one you get it done you wonder why epic doesnt have it already lol

true falcon
#

I'm like Sherlock Holmes, can't have too much razzling about up there 🙂

#

I think because all shader developers are hard core math nerds 🙂

grim ore
#

oh god I wish I was, it would make this crap so much easier

#

just keep hammering at that crap with a tuna fish and eventually I get it

true falcon
#

Well, you only need to understand something once, than you can build abstraction layers for it, "training-wheels for my stupidity" i call it

grim ore
#

yep yep thats the basics of learning 🙂

#

it's why tutorials that show you how to do something but not how it works is my pet peeve

true falcon
#

true, and people that don't break down complexity, it's like choosing to live in a house of disarray 🙂

#

In the end, functions are like language, and if you construct the right language any task is easy

#

It's like Linus said, "Bad programmers worry about the code. Good programmers worry about data structures and their relationships."

grim ore
#

ugh sjoerd

#

I can never be as good as him I hate it

true falcon
#

Ryan Manning?

grim ore
#

like him and zak parrish are the 2 I aspire to be like and FFS I don't think my brain can handle the stuff sjoerd knows

true falcon
#

Is Sjoerd that technical tho? Ryan Brucks though is like a fifth dimensional being that sees all space and math

bronze mango
#

@plush yew same here xD

true falcon
#

Yeah really awesome format with bite-size chunks, I hate fast-forwarding through rambling tutorials just to learn how to do one thing

#

It's actually a really good pattern in general I use, make small experiment levels for things you need to explore, so you can test it in isolation

#

And you can refer back to them later

grim ore
#

well Brucks is like super tech artist is what it is

#

I guess yeah his would be more insane technical where as Sjoerd is more nuts and bolts technical

#

by their powers combined we get volumetric clouds of death

true falcon
#

that's putting it midly, he's not quite god tier as Carmack, but almost

#

🙂

grim ore
#

there are waaaaaaaaaaaaaaaaaaaaay too many smart people at epic

#

and like most of them dont even get into the public

true falcon
#

Yeah, but then those smart people make the most amazing water system in the world, that no one can use because you need to tweak fifty parameters in five different places in the right way so it doesnt explode

grim ore
#

hehehe

#

dude....

true falcon
#

This is the epic struggle between tech and ux 🙂

grim ore
#

thats like literally the hammer on the nail there

spare kernel
#

John Romero is a G

grim ore
#

now imagine trying to get those people who made the systems to take the time to either make docs or tutorials explaining how it works in normal people verbage

true falcon
#

more of a designer tho

spare kernel
#

still, is a G

#

urgh these bug reports today are never ending

true falcon
#

In my work I usually work as both senior programmer and UX, which is rare, so I can bridge the gap. But it's like being a diplomat between Israel and Palestine, where both parties don't understand nor like each other

spare kernel
#

18 bugs fixed, and still loads to go

grim ore
#

sigh been fighting with trying to figure out why auto exposure wouldnt disable itself.... an hour later oh look a PP volume has it overriden lol

true falcon
#

I spent five hours debugging why a value from C++ wasnt coming correctly into a blueprint, only to realize it did, but for some reason didnt show it in debugging

grim ore
#

ugh

#

I knew I should have just gone and ate and let the brain relax

true falcon
#

BACK TO PRINT STRING I GUESS 🙂

#

Only enterprise people...

spare kernel
#

Noob!!!

#

😄

#

how dare you make such a simple mistake...

#

forgot to return out of a function and got UB :(

#

easy to do

true falcon
#

Hey if you have a sequence and one of them goes into the return node, it still executes the rest of the sequence right? Is there a way to break a sequence?

spare kernel
#

does it still execute the sequence?

#

i thought it exited

true falcon
#

yeah Im not quite sure

spare kernel
#

don't hold me on it, but i am sure it does

true falcon
#

Guess easy to test 🙂

spare kernel
#

don't do a lot of BP logic like that

grim ore
#

why... why would you ask such a weird question....

#

I mean I've never done it but now I must know lol

true falcon
#

its just better layout with sequence than lots of branch nodes sometimes

spare kernel
#

i am 99% sure it ends the function

true falcon
#

that feels intuitively so

#

thought I read the opposite somewhere tho

spare kernel
#

that is why i prefer C++ 😄

#

no inconsistencies like BP

grim ore
#

if it fits C++ that makes sense

spare kernel
#

BP.. Does some weird stuff..

true falcon
#

Yeah it breaks

#

oki, that's a relief 🙂

grim ore
#

I guess I should start using sequences more....

spare kernel
#

i thought it did

grim ore
#

I like literally never use them, makes it more ugly to me

#

just start collapsing crap or making more functions or events lol

spare kernel
#

haha, let me show you a screenshot..

true falcon
#

nothing is as ugly as long branch chains tho :))

grim ore
#

see I like reading the code left to right, having it just like execute a chunk of code then I have to go back annoys me

#

might as well just put that into a function if you can

spare kernel
#

every one of those was filled.

true falcon
#

well, chances are you should break it up into a function

grim ore
#

but hey some programmers put braces on the same line as their if statements so it takes all types to code

spare kernel
grim ore
#

like ok so one thing I will say for sequences is it does make it easy to swap stuff in between other stuff as needed since you can just move the wire

spare kernel
#

that is the definition of spaghetti.

true falcon
#

In my defense I had to do it! I was mapping some gnarly properties to a data format

spare kernel
#

nope no defense

#

you can make that cleaner

true falcon
#

oh, thats also only one of like five sequences in that blueprint :))

grim ore
#

heh

true falcon
#

How?

spare kernel
#

that struct is monolithic for a start

#

oh my eyes. 😦

true falcon
#

yeah thats true, that struct is bad, was for the game jam so didn't mess around 🙂

spare kernel
#

over 10 nodes is too much for a single part of a BP for me

slate thicket
#

is there anyway to set up like
automatic presets for importing images

maiden swift
# true falcon How?

If that's a custom struct you created, you can probably use the Set Members in <struct-name> node to get a much cleaner experience.

slate thicket
#

it's annoying to go through all my fbx imported textures and set them all to 2d pixel unfiltered

true falcon
#

I hope there's a special ring in hell for people that think comment boxes makes blueprints good

maiden swift
true falcon
#

But I needed to map my data structure against a blueprint that I didnt make

maiden swift
#

(That's a Firefly reference)

grim ore
#

sometimes you have to make comment boxes because...... reasons

true falcon
#

Comception

maiden swift
#

That's not really unusual for blueprints.

true falcon
#

I've yet to manage to get my blueprint cleanup plugins to handle comment boxes correctly

#

Which also btw, why one should use separate parameter boxes (no sharing) instead of draging from the function box, so you see what can be split into functions 🙂

maiden swift
#

Perfect example of when you might want comments inside of comments:

grim ore
#

@slate thicket do you know about the property matrix?

maiden swift
#

Makes the graph a little easier to navigate from a birds eye view.

true falcon
#

I think making a separate graph might be better in cases like that

maiden swift
#

I figured. I just thought I'd chime in with a real example for the sake of reminding others. 😄

true falcon
#

took a while before I realized you werent limited to one event graph

grim ore
#

@slate thicket two different ways to do what you want based on your statement

spare kernel
#

i am a sucker for clean BP's tho

#

well best you can with UE4 😄

#

wish i had the uncleaned version 😄

true falcon
#

I've started moving as much as possible into function and macro libraries, because f*ckit, they wont be corrupted as easily, and much easier to reuse and refactor

#

That should be at least four functions! 🙂

slate thicket
#

@grim ore yeah just figured it out on google

#

ty tho!!

true falcon
#

Its like Aretha Frankling sang, No Function to small, No Macro too trivial

#

I put like EVERY variable in a getter function, just so I Can interject and switch things if needed

spare kernel
#

i had to clean that mess

true falcon
#

ugh

spare kernel
true falcon
#

My refactoring Vietnam was the BallisticsFx library. Jesus Christ the horrors

grim ore
#

see. comments good

unique verge
#

anyone mind sharing their current PC builds (if tailored for UE4)? latest resource I have seen is this, but even that is from 2018, so a bit dated

grim ore
#

@unique verge as much as some of us want to, #lounge is better for non shop talk

true falcon
#

All of that should be functions, you even have the name of the functions in the title of the comment box!: )

unique verge
#

got it

grim ore
#

and the answer is as fast as you can afford lol

unique verge
#

thanks for your tuts

grim ore
#

like seriously...... I hug my 3950x and wish I had faster

true falcon
#

I dont get it, what does people have against functions :)) make em pure and it's super nice and tidy

unique verge
#

will move to lounge haha

spare kernel
#

@grim ore 3950x is awesome!

grim ore
#

i dont think people have problems with them, its just like the next step in programming that they havent gotten to

spare kernel
#

price for performance, its on point.

grim ore
#

like using getters and setters

true falcon
#

yeah, blueprints are bit stone age when it comes to things like that

#

thank god you can "move to parent class" now

#

I'm going next gen, interfaces as lambdas baby!

grim ore
#

lol

safe rose
#

What's something new in UE4 you all learned today?

grim ore
#

I already forgot it...

#

I literally learned like a bunch of new crap today and now that you asked I cant remember anything

#

oh i'll go with the last thing, sequences in a function will stop the function if you return out early (as expected just never tried it)

#

oh and you can adjust texture properties using editor utility widgets like the texture filtering and groups so you can automate processing them after import

true falcon
#

SmoothStep and DebugScalarValues, oh and that AnimDynamics are obsolete apparently and we should use Rigidbodies

#

and that Control rig is aaaaaaaaamaaaaazing

light thunder
grim ore
#

@true falcon man I was just trying to get into control rig and that livestream showed up today I was so jazzed

true falcon
#

I once went berserk and was about to wipe my computer and/or take out a morgage to buy a super computer because unreal suddenly was running so slow. Then I realized the megascans pack I downloaded and was using was in 8K

grim ore
#

heh.. I tried to use the grass from one of epics packs in a scene and my computer just about exploded from trying

true falcon
#

Check out this channel for some good intro level stuff, https://www.youtube.com/channel/UCi6QZk-aItE_qwR4_XnPzGw

#

I dunno where she came from, and she has like no viewers, but the tutorials are great

grim ore
#

I've had that recommendation before so awesome

true falcon
#

whats the deal with FBIK btw, is that PowerIK stuff integrated or completely new? I dont get why epic acquired it otherwise

grim ore
#

I was right lol

#

ok so I was auditing a course today, the new unreal futures stuff, and I could swear that person was familiar and yep she does the voice over for the course on epic's site that I was just watching

#

thats such a funny coincidence

true falcon
#

unreal futures, like async stuff?

light thunder
light thunder
#

That 3d advert reminds me of Ready Player One for some reason

#

that and Minority Report

true falcon
#

ahhh, Key Shot must be pissing their pants 🙂

light thunder
#

they looked flipped for sure

pseudo bane
#

Good evening all! Looks like you're missing parts of the mesh?

light thunder
#

Well, it's a wreck so that's intentional lol

pseudo bane
#

lol

light thunder
#

but It looks exactly like the normals are flipped but according to blender, they are not

pseudo bane
#

stab in the dark, but when you're exporting are you exporting the whole scene or have you got "only selected" ticked?

light thunder
#

nope - I'm using Unreal Blender pipeline tool

#

sends it right over, in theory with the correct settings

pseudo bane
#

okay, what about scaling, I'm not familiar with the export tool, but I'm assuming all those parts are separate meshes. Any chance the scaling is way off (not sure if export tool would be affected by that)

#

(like as in that wing in the b.g and the bit on the right are just scaled into oblivion)

#

Maybe the pilot knows where they went

velvet magnet
#

Is the water content still partially broken for anybody in the public 4.26.1 build? The engine still seems to fail to load some of the content for fluid simulation and foam generation

pseudo bane
#

@light thunder did you unwrap UVs for those parts as well?

rancid lynx
#

inside a blueprint actor's Static mesh, its possible to set hidden, but is it possible to display the static meshes collision collider in game ? id like to toggle the mesh hidden, and display the collision only , occasionally, during gameplay, without faking it by adding a second collision component.

plush yew
#

in game, or in editor for testing?

light thunder
#

@rancid lynx search the collider details for "Is Visible During Game" it is default to be off

rancid lynx
#

ty. i will look again

rancid lynx
plush yew
#

You will need to go into the Static Mesh to do it.

rancid lynx
spare kernel
#

@sterile tulip not the channel 😉

grim juniper
pseudo bane
#

@patent cobalt Just got through the chaos vehicle tutorial by VR marco, having some issues now where the vehicle does not move at all. Axis mapping seems correct, followed the tutorial to a T from beginning to the test phase. Tried it with two different mesh imports, both have worked in the non-Chaos vehicle setup so a bit confused why when i hit Play they just sit there hovering in the air off the surface. the Look Up and Look Right mouse axis mapping is working so I can look around the vehicle, engine is ticked in the wheel BP, but the car doesnt drop down at all. SO crazy, Ive followed this tutorial front to end over and over again today so scratching my head

plush yew
#

you guys ever seen UV weirdness like this? Getting a big ole circle shadow projection on my sails, not certain what's causing it

crimson jungle
#

Hi,
I started a project from the arch viz template but when I try to change to Directx 12 that option is missing. Any idea why is not showing up?

tender pecan
earnest cape
#

Physical materials aren't working on the new water body ocean.
I applied it to everything in the material and material instance and still nothing but the default physics material is showing up.

random forum
#

Why can't I turn off friend requests?

plush yew
#

Oh ok

#

Thanks @ebon linden

jolly anchor
#

Hello. I have an issue with some lighting. Is this where I ask?

plush yew
#

start here though 😄

#

What do I have to connect from condition??

steep flax
#

Hi, im pretty new to unreal engine and all creating stuff, im trying to create a real size version of a real place. i dont know where to begin, the size is 450 000 km2

regal mulch
#

Before I dive into source code and what not: Does anyone know if the new 4.26 Water affecting the Landscape can also happen runtime or is that an Editor/Designtime feature?

wary wave
#

"water affecting the landscape"?

regal mulch
#

That's what Epic calls it. They adjust the Landscape based on the Water Actors they newly added in 4.26.

#

And my question is if that can work runtime or if that's where the feature falls short

wary wave
#

landscape doesn't support modification of any kind at run time, so it's an editor feature

regal mulch
#

Right, so something like the VoxelPlugin is needed then. sigh

versed forge
#

like human symbols

#

cuz i need help

wary wave
#

looks like a bug

wanton lotus
wary wave
#

unless they actually are child actors

#

not sure how you'd end up with an actor like that though

versed forge
#

im new...

#

so i don't know either

#

is there any way i can like un actor it so it becomes a normal object again

wanton lotus
#

GetChildActor from it.

versed forge
#

what

#

sorry im new

wanton lotus
#

Did you make that blueprint?

versed forge
#

it was a tut

#

for new people in unreal

wary wave
#

which tutorial?

versed forge
#

i can send you

wanton lotus
#

Haha, for new people and they throw child actor components at you.

versed forge
#

no