#ue4-general
1 messages Β· Page 937 of 1
does anyone know why this happens with the spline mesh location
anyone knows how to fix this error? the documentations give me useless stuff
hi, i have a problem when i import this into ue4 it makes it transparent
@delicate estuary zoom into the item and look at it from inside/the other side of what should be there. See if it shows up. If it does your normals are flipped and need to be fixed in your DCC program
@stiff bane if you click on the item link it is telling you about, what is it showing for its scale?
this
you have 0 for the Y
ohh
ty so much
its weird the scale would be anything other than 1,1,1 to be honest
i have it now 1,1,1
π¦ See you next year
@grim ore error away:) ty
yay
yay our saviour is back π
someone that can tell me where i can find this cuz it seems very big
is that just the size of all my vault items i downloaded?
heh
hehe
@grim ore do you have a tutorial about spline meshes containign the node set start and end?
click on the settings button in the launcher (bottom left) then magic @stiff bane
you can also click on the drop down next to any asset in your vault and tell it to remove the local content
@smoky sonnet I dont think I have covered spline meshes at all π¦
okay then i will leave it for now i wasted 4 hours and cant get it to run correctly
is it safe to delete that cache?
it is yes, its just where it stores it in case you need it later. like a windows download folder
how do i move unreal engine to a different drive? i've installed it on my hdd and i want it on my ssd
you can just move it but then you need to register it again with the launcher which is a giant pain in the butt
if you dont know what you are doing its easier to just delete the version you have installed and redownload it in the correct place
thats nice free 98gb comming to my pc
how do i register the new location to the launcher then?
also, would having it on the hdd cause any performance differences in-editor?
there is a file called unreal version selector in your launcher that you can copy and move into the binaries folder of the engine and run it, that will let it associate it. but this will only say "this version is here now" and your launcher it self will probably still have the old info in the top part of it which requires a fake delete and fake reinstall and its a pain in the ass. If you dont need to launch it from that button then its fine
in editor I wouldnt expect a huge difference between SSD and HDD for the editor itself. for the project? sure.
most stuff is load once and you are probably not going to be editing any of the engine files in the project so no worry about recompiling shaders on that drive and such
the bigger issue is if your windows is on the HDD then your engine cache is also on the HDD which you can move as well
ah cool, windows is on ssd :), so you're telling me that it wouldn't do much performance problems in editor if i keep the editor itself in hdd but i should keep my project files in ssd?
im doing that rn anyway
in my experience no but everyone feels hdd latency differently. I keep it all on SSD but thats all I have now. Your editor doesnt hit the hard drive much once it loads stuff, and even then it loads it once.
the cache drive being ssd is more important than where the actual engine folder is in the end. yes it will be faster. does it matter? meh. You can always try it. Just copy the engine folder over to your SSD and run it directly from there. see if it makes a difference
the engine is self contained in a main folder like 4_24 and such, the launcher just makes it easier
ok ill try
i know what a selector and a sequence does, im not sure when to use wich one tho
or rather
when or how should I use a selector?
@grim ore you can flip normals in ue4 now
one does one thing, the other does another
selector runs one of them and only one of them, sequence tries to run them all
@next badger yeah but doing it right seemed like more sense π
so if one task in a sequence fails it tries the next one?
@grim ore How's your day going pal :3
plsu I dont think the geometry editing tools are enabled by default yet?
@plush yew no, you have it backwards.
@grim ore hm, yep, if it was external asset from say blender or maya, and not just some purchased FBX
selector goes to the next one, sequence keeps trying right?
yup yup he said he imported it so I guessed he made it
i cant wait for

selector goes "hey first node? can you run? well you cant crap. hey node 2? can you run? yay!" " sorry nodes 3 and 4 we will never get to you, maybe next time i run"
oh i'm learning o:
sequence goes "hey first node can you run? yay run. hey node 2 can you run? yay. hey node 3 can you run? no.. crap.. well sorry node 4"
then aborts the whole sequence right?
so a function that would only occur if node 3 were to activate would be abandoned if node three didnt work
oh no itll keep trying I think
sequence will finish once it cant do anymore yep. selector will finish once it does something
like in gaming terms if you throw a shoot web to spider swing but it only occurs after hitting a surface spidey wouldnt be able to swing because sequencer node 3 didnt work because no surface was hit
O>
whilst selector might make me swing regardless maybe?
well this is for the AI tree so its a little different. It might be like selector helps you find the surface to swing on by checking multiple surfaces till you find one
ooo
while a sequence would be find surface then fire web then start swinging and oh crap I cant fire the web so I never start swinging (fail at fire web)
ah
so
guns in most games use sequencers to figure out when your out of ammo before firing i guess
it might yeah, this is the AI setup so that might all be part of the pull trigger event even
this is a really cool function!
depends on how much of the firing code you put into the behaviour tree
you could create super complex ai's with this
yep you could have a sequence that handles firing and one of the nodes is "check ammo" and if the ammo fails it would abort, the sequence would never do the "fire gun" part after the ammo check and it might then fall back up to the selector which is "fire gun" or "reload ammo"
first the state machine now sequencers O:
unreal engine is sooo cool!
what about simple parallel nodes π
nani?
do elaborate~
from the docs "Simple Parallel nodes have only two children: one which must be a single Task node (with optional Decorators), and the other of which can be a complete sub-tree. Think of the Simple Parallel node as "While doing A, do B as well." For example, "While attacking the enemy, move toward the enemy." Basically, A is a primary task, and B is a secondary or filler task while waiting for A to complete."
you could have it looking for a player and trying to find cover at the same time for example
or uh.. the example in the part i quoted works as well lol
state machines on ai's with sequences/selectors and simple parallel nodes?
its all part of the behaviour tree yes.
your sequence and selector helps you define how you are doing stuff, the parallel node just lets you do more of them at once
what the heck why dont more developers dive into the potnetials of this
what confuses me is when to use wich one in an optimal way lol
they do its just making good AI is hard
yep practice and time and learning and using, same way we learn anything
either one might work for the same goal, its possible
blah
i wish i could work one ai stuff now
but im still finishing my creator system >O<
ai is fun π
watching your little minions come alive
it sounds fun like omg
you could have tactical intelligent adaptable adversaries
that fight akin to people or better even whilst feeling real
O<
sequence would be if you want to try and do everything, selector is if you just want to do something. "hey where are we going to eat" might be a selector with it checking 10 restaurants and seeing what meets your needs. "hey I want to eat" might be a sequence where you go into the restaurant, sit down, order food, wait for food, eat food, pay, and leave where at any point if something fails in that order you dont need to do the rest.
o.o
you dont have to explian i know its really detailed stuff
my question is
hm so should I use selectors into sequences instead of sequences with decorators?
Guess they work the same right
you would use both depending on the goal
Hi guys I just started unreal for fun and want to learn something new
can you have the ai try and do 10 things at once but stop at each one it fails going down a priority lists that adapts and changes based on the situation
O>
a decorator might be has target on a sequence to go fight it, or it could be on a selector which then determines how to fight it
you can do that yep, just need to plan it out. decorators could be used to determine which branch you go down
i mean its all just code, just got to be smart enough to hammer enough blocks into holes to make it do what you want
im guessing thats how sakurai had such amazingly fun npcs to fight in smash bros at launch before they were nerfed into the ground x3
they had tactics and plans and strategies and patterns and would adapt just enough to keep you on your toes but still be beatable if you kept at it
they even had obvious openings that differed based on character play styles
it was so amazing to watch it go about its business >O<
okie thanksies mathew β€οΈ
im off for now
@grim ore it worked this time heh
π
is there a way to trim animations so they are shorter and begin on a different frame?
anim montages do that right?
in engine? open the animation (I would duplicate it first to be honest) and right click the timeline
if you have the source animation file you can also change it start and end frames on import/reimport
you can also create an animation composite and change the start/end in the animation properties
can also do that same thing in montages
@grim ore got it, thanks so much π
also play montage has a start and end time right?
technically thats true as well, didnt think about just playing from a new start
wait..are you the guy from youtube?
so i have a thirdperson template. And i made a first person camera But now when i look down the camera goes too low. How do i fix this problem?
my total lightmap is around 4 mb, how is it possible that is taking too much to build the lights?
so i have a thirdperson template. And i made a first person camera But now when i look down the camera goes too low. How do i fix this problem?
I come from the Unity discord, as I was told people in this part of the internet do more low level programming than where I was before. I was also told some suggestions from here may translate to Unity fairly well. My problem involves a tower defense game, and projectiles destroying multiple enemies in a single frame when enemies are bunched up ontop of each other. I've been told the solution may be more technical than I'm used to.
clamping well in low as you can look down low
does the cameras location go low or you can just look down low
anyone knows how to get a media track (video texture) to playback correctly in sequencer using Render queue ?
i'm trying to export a HD render from render queue, but the video texture playback seems a lot faster that what it should normally be
the video texture is loaded into sequencer as a 'media' track'
noob here. Starting with the VR template.. how do I change the resolution? Is the resolution setting different for each headsets I'd use?
Not if you subtract the windows toolbar from 4K
When you guys download a new version of Unreal in the Library does it say Queued for a few days? How do you make it start downloading?
No it would usually start
@supple cove restart the launcher
this woudnt work?
doesnt work
dont know if im being an idiot or not
its plugged into the array
somehow the empty one does work
WAAAAAAAAAAAAAAAAAAAAAA!!!!!!
it happened for few people here
@supple cove BTW, there alos a Chaos ue4 version in that list
It's working now but ran it says it does not have enough disk space π
what's... what's Chaos precious?
My system says its only using 4 gb of vram but its incredibly slow at the moment...
i'm good thanks dude
I am glad! π
I created a seperate project to load multiple market place assets into, then migrate them out to another project. This was not a smart idea apparently...
how are you?
I am doing good ty for asking
currently I am looking for a good C++ programmer but I am otherwise doing amazing
This discord is awesome
I love I can talk to others about game development
the forums might have places you can post to
@next badger ik I already posted one
hi guys, sorry to bother but I have a strange issue i'd really appreciate some help with
What kind of issue?
im working with an ocean (believe its the new 4.26 water tools) and im trying to get a boat to leave foam trails
it works with this sphere
so I copied that blueprint and replaced the static mesh that was being used, but for some reason doesnt my boat mesh interact / leave foam in the water
Trying to get a team together? Here is the place to post!
this is the blueprint that is working, i did a duplicate and changed the static mesh and the interaction with the water broke
what could cause this? bad collision box?
@pseudo swift have not used water yet, but, does your new mesh have the simplified collision?
I want the screen to zoom when I [HOLD] the left trigger of the gamepad (the zoom is not relevant).
How can I check if the Action Mapping (Input Indirection) which I hooked to my Gamepad Left Trigger is held down in a boolean? (Google search results imply you can only get it from the key press event node, I wanted to double check).
My plan is to check if the input mapping is held down during the "game tick" event.
I also tried replacing my boat for a regular cube, and that mesh didnt work either
so im not sure whats "so special" about this other sphere
@deep viper by trigger you mean analogue one?
Yes, the left trigger of an xbox gamepad for example.
GUYS
@deep viper you need to check of its value above some threshold
I see, so it actually has a non-binary range? Interesting.
EDIT: I don't know how to invoke action mapping/axis nodes in blueprints though. I can get input directly, but I can't access the input indirection.
just tried to use the same sphere mesh in the duplicated blueprint and that did work, so blueprint is ok atleast - then I know I have to research the mesh details
@deep viper no, its a "float" that is polling indefinitely
open the gamepad config in windows
@deep viper yo will see the triggers are Z axis
not some reason, it tells you the reason
@honest lily meant your Drone variable referencing NONE
im referencing my self
I can't seem to find the Logitech driver/software. I'll take your word for it.
use "self" node
its saying the DRONE variable is bad when you are trying to call the ACTIVATE node on it.
oh...yep, you cant activate self
so?
Your drone variable is bad... the code tells you its bad... D R O N E
drone should point to some bp in level
What is the proper way to have a collection of components that can be added multiple times to an actor? So that I can add e.g. a decal once and have it show up in all of them.
Do action mapping events behave like [Event Tick] or do these only fire when you press/release the input button?
@deep viper the kind of...they are captured by view class
Just a quick question, but is there a way to simply "add" to a variable or will it always be [Variable x] + [Variable Y] and then setting the variable?
My groom doesnt wanna follow the animation and has a different pivot point anyone has an idea why? i cant find anything
@robust marten depends on what "add" is and what type "variable" is
I found a work-around for my issue - do you guys know any way of adding like water splashes around these fin areas when the boat is driving fast? Niagara particle sim and camera motion blur maybe?
how fast is accessing data from datatables by row? are datatables loaded into memory in runtime once or is every row fetch actually means reading data from disc?
@worldly rose can you explain what you are trying to do for example?
@deep viper i can't recall exact flow of events, but they are passed from OS to View, to Local Player, then to Player Controller and then to controlled pawn
So action mappings don't work for "holding down" an input key like the left trigger.
they "can" if you keep track of when you pressed it and when you released it
I see, so I can use local variaqbles and set them to true false when they are pressed and released. That makes sense!
yup, or just check for the axis value if you set it up as an axis input
hell I think there might even be an is pressed node in there somewhere for generic keys
I'll try switching the Trigger buttons to axis mappings first.
bope its was pressed but its kinda not recommended since you are hard coding the key
So like for adding armor amount from different slots. I run this function every time armor is equipped, but it doesn't add up right. It adds the total amount of armor twice.
I have an Actor with this structure, where each cube is a StaticMesh and a few other components. Now I want to visualize how they can rotate, which I figured out I can do with a few decals.
At the moment I have created all 27 cubes and all their components by hand. But adding 4*27 decals by hand doesn't seem like the best way.
@robust marten that would be adding two float variables/values together so its basic maths. number + number = output. then you do whatever with that
@worldly rose you can add an actor component into a blueprint, that can be used to add an actor to a blueprint. each cube could be a self contained actor blueprint then you just add actor components for each "cube" you want
I've heard of actor components before, but mostly negative things so I never tried them. Maybe I was dismissing it prematurely. I'll try and see what happens.
negative things?
@robust marten sorry to expand that is the general way its done, you can look into using "references" to pass in values and made a custom macro/node to do what you want. Look at the "Increment" node in the engine, it does that
components are like classes in c++
so you could make an add by reference macro that takes in a float variable and 2 values and adds them together for you and sets it all inside the macro
Yes, but how come it adds up twice? Let's say I have nothing equipped, so Total Armor = 0. I equip a Head slot with 5 Armor, then Total Armor = 5. If I equip Body armor with 5 Armor, instead of 10, it will equal 15
@robust marten are you sure your not just calling it twice in that case?
your code going "hey lets calculate all of our armor again" after you calculated it once
you never reset the armour back to 0 before doing that from what I can see and I cant see the rest of the code but perhaps thats it?
@robust marten just flush armor before adding, it should fix itself
Maybe I'm confusing things. I'm thinking of child actors. Did @grim ore mean something else? Can I create I Blueprint Component and put other Components into that?
@worldly rose yep, child actors are...well, bad
aww I like child actors, but yes there is an actor component as well
You're right, the location I have it in runs it every time something is equipped. facepalm
I don't see an Add Component button in the Actor Component editor.
@grim ore we had a huge issue with corruption of child actor components
BPs just crashed ue4 when opened, once we migrated to new ue4 version
@next badger What do you mean by "flush it"?
@worldly rose @next badger might have more info on what you can do besides child actors
I tried googling some more, it seems that [Input Mappings] cannot be accessed in widget blueprint graphs.
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1640583-action-mapped-input-in-an-editor-widget-is-it-possible
I"ll resort to hardcoding this. I didn't expect UE4 to omit mappings in widgets though (since practically all menus are widgets).
Unreal seems to have the restriction that only a pawn can receive input, and only a player "possessed" pawn on top of that (there must be some
A "bag of components" seems like a useful abstraction to me, but perhaps there is some other way to think about this that I don't know yet.
@deep viper they can be if you use the listen for input nodes
The other approach I tried was to create all my components in the Actor's Construction Script, but the components created there turned out... weird... not like components I create with the Add Component button.
so i made a first person camera in thirdperson template. My character have a nose and i want when i move the screen the nose to follow the camera ( Lock to the camera)
@deep viper ue4 has 2 layers of interaction, game(player controller) and umg
there is one layer above it (View)
the issue is you need to pass down the events, so if you want proper control, you nedd to use c++ and hook inputs in View
if you cant, you have to jump between game and umg captures
hey i am making a mobile game and itβs almost finished, all that is needed is to scale the screen and stuff down, i was messing with the DPI scaling curve graph thing and now itβs all messed up, if anyone could help me i would be very grateful (sorry for bad english)
@next badger Player controller and UMG are in the same layer, correct? View being the 2nd layer.
hmm never knew hellblade 2 was using ue5
@deep viper uum...nope, they are not
UMG can block events that are passed down from View to Player controller
i think #umg know more
Thanks, I'll try reading more on input (since the input page I read didn't mention UMG, but UMG is able to consume input). It mentioned Pawns, playercontrolled actors, controllers etc.
this code listens for the action i set up in input settings inside of a widget and does stuff, so you can certainly listen for input actions inside of a widget if set up correctly
what am I missing?
@grim ore i think SetInputMode GameOnly may break this...but i'm not sure if it can be set in BP
@forest jungle start a new project and get the DPI Curve settings from there
ui mode breaks it, it has to be in game mode since its listening for normal inputs just like the game would
this is what lets you use the normal inputs in umg directly rather than overriding the key downs in umg if in ui mode
@plush yew is the nose a separate mesh? if so make it a child of the camera so it moves with it. if its not? make one
so you donβt have to go and add more keys? i was looking online and it was say thing like add more keys to graph depending on the size of the screen or something like that
Hm I want it so when gather is true itll be true
Gather is just a boolean I can turn on and off
@forest jungle you can add or remove keys based on your project, I cant say more since I dont know your project or your target hardware. did the default not work?
@plush yew yeah, but..is it true? use the breakpoints and see
is it just getting the first gather boolean, see that its false, and just breaks?
ah fuck im an idiot arent I lol
@plush yew well, it will loop through all of them...if your loop w/o break
it should loop yes
i donβt think the default worked, when i tried playing the game on a lower size screen than 1920x1080, the stuff in the widgets got all squished and looked off
@plush yew so, does it? does it loop? (you can print each time it loops)
@forest jungle are the widgets set up with anchors so they will move correctly? if they are too "big" then yes you should adjust that scaling so it scales it down below 1080 (which it does now)
ok so just to be clear, you place the anchor at the very middle of your image, button, etc right
no, you place it where it should go.
text in the middle of the screen? anchor it to the middle of the screen and make the offsets in the middle of the item you are anchoring
want text in the bottom right to always be up and to the left? anchor it to the bottom right of the screen and set the offsets to be the bottom right
oh so the actual text itself doesnβt have to be in that position?
hm maybe it doesnt loop
@plush yew btw you're skipping first element, hope - intentionally
Anchor set to the middle, alignment set to the middle of the item I am anchoring (the text), position Y set to 60 so its a little below the middle all the time. if the screen changes size or shape it will always try and keep that text centered below the middle of the screen
anchor on the right side of the screen, alignment on the right side of the text and in the middle, offset -40 on the X so it will try and keep the right side of the text 40 pixels away from the side of the screen at all times
@plush yew so you just want the nose but your mesh is the entire head? might want to just make a nose mesh
i only want the nose
and when i look down i want to see the bodie
yeah it's entire head
then yep make a nose and attach it to the camera
is it a child of the camera?
i forgot to connect the array back into the variable lmao
yes
but i found a way to fix it but now i have a new problem
@grim ore so if this was the title, it would now always stay around the top middle of the screen? no matter what size the screen is
how would I turn this masked out part into glass? can I mix two materials in one network?
still doesnt work tho
@pseudo swift https://youtu.be/lZ2o-NEdJhw
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if i untick Use Pawn Control Rotation and if i tick Use Controller Rotation Pitch the nose it's following the camera but when i look down the camera goes too low
based on what I can see yes? your anchor looks like its near the middle and the text is set to align to the top middle. if your anchor is the middle on that item and your alignment is 0.5,0 (middle,top) and your position X and Y are both 0 then it should be @forest jungle
@sterile tulip thanks but thats just creating the glass material itself, im wondering how I would map that to the masked out area while having the rest of the ship in the white mat
how can i fix that
alright, then is there a way to make the text and everything else become smaller as the screen gets smaller, since obviously a larger screen will need larger text and vice versa
thats what the dpi scaling is for @forest jungle
Is that a skeletal mesh or a static mesh
@sterile tulip its 1 static mesh
@forest jungle you can also look into using a scale box around the item
it doesnt loop?
@pseudo swift try take a look at this: https://answers.unrealengine.com/questions/754291/how-to-export-glowing-object-from-blender-to-ue4.html
this is what my DPI scaling looks like rn, when i resize the canvas nothing changes and the stuff stays the same size
yes because its all the same
if i untick Use Pawn Control Rotation and if i tick Use Controller Rotation Pitch the nose it's following the camera but when i look down the camera goes too low
@pseudo swift or try to split / separate the glass from your boat on your modelling software...
Double click on your mesh/asset and send screenshot @pseudo swift
@forest jungle This is the default scaling, you can see 1080 is set to be 1 scale and it goes up and down from there
@sterile tulip its 1 joined mesh
you can see here if the resolution is 720 its going to scale it all to 66% of normal size @forest jungle
@sterile tulip it would be so much easier if the glass part was actually geometry
but i didnt make the original model
so its using a texture map for the glass
masking it out
Extrude your model into blender and assign your materials there
Then import back to ue4
And it will be separated
.
@sterile tulip i know blender quite well, can i pm you quickly? reduce the chat here a bit
Yea assign your materials in blender
@plush yew you need to visualize what you are doing Go into the camera in your character, find the "Camera Mesh Hidden in Game" option and uncheck it. Start the game. Move the character to the position that is "wrong". Press Shift-F1 to get mouse control. Click on Eject on the toolbar to leave the character. You can now fly around and look at how that camera is set up and the way its facing and rotated and its location to try and see if you can figure out why its not right
ok
we dont know how your setup is, and doing what you want might not be a simple setup.
k
@sterile tulip check pm
ok got it, this is a portrait-screen mobile game though, will it still work with those numbers?
does anybody knows Asteroids? How can I implement the "if you go to the edge of the map, you appears on the opposite side" in a 3d isometric game with a fixed camera?
anyway, the map is bigger to be seen in one screen only..
this is so frustrating lol
Cant get it to work at all
@forest jungle thats the defaults so its meant for landscape, above that is the dpi scale rule which you can change to fit portrait or vertical for example. The default is "these are the numbers for the shortest side" which should still be fine but you can change them to what works.
i don't find eject
should be at the top in the toolbar if you are in editor mode, not a new window
yes. if you are in editor mode, not new window mode
you have use controller rotation pitch enabled I would guess
iβm so confused ππ what would need to change to fit it to portrait
thats more complicated then
@forest jungle try changing the scale rule to "Scale to Fit" and see what happens.
can you help me? @grim ore
this is with the pitch rotation disabled
yeah
if you want the head to actually look like its rotating down then that would be adjusting the neck bone based on the angle of the camera in your animation blueprint
if the nose is part of the camera it would always follow, its stapled to it as a child
how do I import an fbx file with multiple objects in it? I've looked through the fbx option and there is no combine meshes checkbox to uncheck.
so what do i do
look at how an aim offset would work, or look at people who have done the blend by bone animation stuff for doing head look when moving the mouse
unreal engine 5 22th february early access
@regal abyss it should do that automatically, and its in the advanced section
@plush yew did they announce that somewhere? Monday is a weird day for them to do it
mine doesn't have the option
thats because that is a skeletal mesh
if its not a skeletal mesh then uncheck that, if it is I dont think you can do that because I dont think it would work?
@grim ore if they dont wanna announce it, i have to
@plush yew when did they tell you?
lol never
oh, well poo
:poo ?
poo that its not actually coming out then
Does ANYONE know how to limit the rotation of a joint in unreal engine.
My mii's knee cap is not working as intended. PLEASE HELP
where do I change the playback resolution of my project for VR?
yes I know about google dot com website internet
did you even read this before linking it?
sorry about my tone. I just read that page. it's not really what I'm asking however
probably the first one in the array?
and they dont work together either, but either one works on its own
how does it not do what you want?
ue4 doesnt want you to set the resolution directly, they want it to be a scale based on the default resolution returned from the device. that page has that info and how to adjust the scale @stiff verge
well it kinda works
but even if gather is false (meaning I didnt toggle it on any berrybush) it defaults to the closest anyway
@grim ore thanks. so it there is no way to adjust this, in other words, I depend strictly on the headset software (like the oculus store or steam vr?)
@plush yew it sounds like you have some logic issues, have you stepped thru the code using breakpoints?
I guess that makes sense
Yea it was kinda frustating but i got it mostly working
now its just figuring out how to stop it from just taking the first object in the array and using that when it shoudnt
set closest food to nothing -> loop thru all of the items to find what you want -> set the one you want as the closest food -> win ?
trying to find the closest item to the player? on loop get the distance between that item and the player. If that distance is smaller than the current saved distance (make a variable for this set to default of 99999) then save that item as the closest food.
yea I got that part figured out
that should be all the logic you need I would think to find the closest item
you just set it to nothing, like literally use the Set Closest Food node and nothing for the input
well it works guess I need an isvalid node now its spamming me with errors π
your code that is trying to go to the empty food? yep lol
How do I set limits on my joint rotation
your comparison looks like you are comparing the current food in the loop to your "closest" food. no reason to do the extra work, just store the closests foods distance as a variable and compare that
Someone...Please help. My mii.
Dude #old-rules 7
that looks like using control rig? if so #animation ?
Sorry, But this is the one thing that I NEED to know and I can't figure it out.
@crystal flicker People here help voluntarily, please remember that, they do not have to help or they may not know your answer. Do not spam for help.
Hey so I realised that render target 2d sees the light that isnt visible to the player. Is there a way to make it so it sees only the light that is visible?
In the details panel
Hello everyone! I've a very quick and probably obvious question. I think I accidentally pressed some hotkey or option and my selection in editor changed to this. The object is highlighted, and if the realtime mode is enabled - it flickers. How can I return it to the original state? Thanks
@vast pewter
It is switched off
the selection highlight intensity, default is 0
@grim ore
Oops
Umm Mathew can u provide a video on animation related for a widget I meant to say
I do know u make a lot of videos
Free until u make an actual job off it
Ok
Ok
Also how easy is it to get the game in like a window
So a downloadable game
Bcs unity its hard to do that
Ummm to upload to any known place like steam it will cost 100 dollars
Unreal Engine End User License Agreement for Publishing: This license is free to use and incurs 5% royalties when you monetize your game or other interactive off-the-shelf product and your lifetime gross revenues from that product exceed $1,000,000 USD.
Ok
Ooo they changed it last I saw it said if u made enough in a year it would initiate that lmao
Shimles I pinged sorry
its fine π
And is there a way to have multiple people
I forget that reply pings
Do you have to pay
<~< ohhhhh umm if u find the right people to work with u for free then yes..... But the wage for making anything is around 30 dollars an hour I believe
It's free until u go past the contract saying making a million dollars off the game
Ok
Hey! Does anyone have any idea how do I create a "volumetric actor"? Like, a pile of grains for example, where I can interact with a machine and maybe add more volume to it or remove volume from it. I have been searching this for a long time for any example, but no findings until now
@dusty pulsar
https://m.youtube.com/watch?v=3IYNJAIVGtg
In this tutorial, I'll show you how to quickly get setup from scratch with the new Volumetric Cloud system in Unreal Engine 4.26
My new Unreal Engine for Motion Graphics course is now out!
β Creating the Unreal Course: http://www.mograph.com/creatingtheunreal
Buy Winbush a Coffee π
β Ko-Fi: https://ko-fi.com/winbush
--------------------------...
Try that
my viewport change color on play, any idea what setting would keep it the same as when im not simulating?
ive tweaked the camera + global postprocess settings but still get a different look
@misty cargo I don't think that is what I'm looking for, but thank you, I will check anyway
Do I have to install XCode now? I upgraded to 4.26.1 and now it's asking for XCode?
on macos? yep
It may help though
ugh i think xcode is like 20gb
@pseudo swift you would have to show more of the issue, not just it changes color. Post process and auto exposure are the 2 main ones
Is there a way to increase the size of the underwater post process volume in the new version? thanks
Mathew do u have any videos on animation in a widget
I would recommend getting hardrives ....
To back up stuff a lot
If u have space issues
animation in a widget? I might. I know i showed how to use the animation timeline and other methods to do it.
if you ever used a timeline and keyframe animation its that
That would all I need
@misty cargo Definitely not that π¦
The rest I should figure out hehe I did learn a bit of animation in unreal with 3d objects
Let me do a little more looking
I can send you a gif to illustrate better
Oh, thanks! π
HI there, I currently use splines for showing a projectile path, sadly its queit unoptimised as it executes per tick, is there a better practical way?
This would normally done by scaling up a pile of grain asset bit by bit. You can switch models at set points, or use a procedural material to maintain constant grain density appearance.
Sometimes you just want your objects to move through the world at a given rate. In this video we show you how to create an actor that does just that, using it to create a conveyor-belt effect that will push physical objects along a given direction. It even works on the player!
(00:05) - Intro
(00:31) - Setting Up the Volume and Arrow Component
(...
This may help hmmmm
Hey
Im having troubles with physicsconstraint and 3 meshes attached
When my sword touch the ground its starting to jump around
but only when its fully touches the ground
@dusty pulsar you can look at a technique called pivot painting to achieve an effect like that with just a mesh. Alternately you can swap out meshes as time goes on to simulate something being added or you can scale your full item down to nothing and scale it up over time (especially if it was in a container) https://i.gyazo.com/fc187e09d8c8ae3226989dfd968cd2d3.gif
Yeah, this looks more close with what I'm looking for.
It's something coming from farming simulator where you after harvesting wheat for example, hay is dropped on the ground and you can basically spread it/flip around to make it dry and later on, join into a "pile line" where you can collect from the ground with a specific machine. You can also drop it again
This was not related with what I'm looking for (I think) but I was also looking for this hahaha thank you Mathew! (Building in stages!)
Yeah pivot painter is a good shout it's a very powerful tool for procedural animation like this. Add some Niagara fx and you're done!
@tender holly be a bit more specific please
U won't find exactly what u want π€£ if that's the case everything would be easy u have to piece it together then literally re work it cuz it's inefficient
This is one of the cases that I said:
You can actually interact with that pile, it has a volume
[Sorry for the long question!
]
Hey everyone!
Im not sure where to exactly ask this, but I am having issues using UE 4.26.1, 4.25.4 and a custom build of 4.26 for more then 10 minutes. it seems to be related to DX12 (not raytracing, it crashes without RT aswell)
after which it will hang and eventually freeze up my whole PC, requiring me to do a hard shutdown.
I dont see a channel for these specific tech issues, so pls let me know if I need to post it somewhere else π
PS: it seems to have started after updating to the latest NVIDIA studio driver version, but reverting hasnt helped. just like reverting to an older windows update hasnt helped either.
I also tried reinstalling both the 4.26.1, 4.25 and custom engine build aswell as the graphics drivers (tried both game ready and studio drivers).
I have also looked at the forum posts with different issues for a week now, but none of the suggestions on those posts have been of help sadly π’
Sorry again for the long message and breaking up the conversation!
@tender holly not really experienced with shader writing, only wrote an outliner early on and that was confusing, do you have any further details, a video or something that I can use to determin a lenth from two locations through an array (as like the spline)
Why is it doing this lmao
someone help me understand
its only getting the closest one no matter what, even tho that branch is AFTER the gathering check
do I need two loops? One to check for the boolean and then loop that one for the closest one?
What coding language does unreal use?
C++ and Blueprints are built in, others are addons (third party)
My apologies for demanding things.
Also, @south ridge in the skeleton, skeletal mesh, physics asset, or control rig?
Physics asset
Or the rig
Depending on what kinda limit we're talking about
I assumed you were talking about joint limit for the physics asset (ragdoll)
For rigging stuff, refer to documentation on whatever control rig system you're using
Anyone know how to get rid of this and why this happens?
I am talking about a joint being able to rotate from 0 to 45 degrees and 0 to -45 degrees on a certain axis.
I think you can try to move whichever tab it's on somewhere else and then back
In what context...
Animation, physics?
Take a tab below, drag it on that area, then drag back
It's the 'drop tab/window on zone' guide
A UI glitch that was there since 4.0
Animation...
If adding custom motions in animbp, use the clamp node to limit values
I have an ocean setup using the water tools added in 4.26 and they simulate fine in the viewport, though when rendering an image seq the water wave speed look super fast as a rendered movie, am i doing something weird or is it a known bug?
I'm stuck in this exact situation: https://www.reddit.com/r/unrealengine/comments/fadkvs/creating_a_portal_door_in_vr/
anyone got ideas?
I am not using animbp because I have no premade animations
How are you animating it then?
With a control rig and the sequencer
I never used control rig, but check properties and nodes available. I rig and animate outside of UE
here is a 1s snippet of the weird sped up looking water, looking for a way to capture the simulation that look fine in the viewport in render
video above was rendered as jpg img seq
is there any way I can put the restituition to below 0 ?
When my mesh collides it flies far to high
its almost flying in the air
I want the ground to absorb the fall a little bit
so it doesnt fly up this high
I have a vehicle but I want the collisions to be softer
and not that it flies away so high
or is there another way to make collisions softer?
You can apply velocity damping on the collision event
Basically SetVelocity( GetVelocity() * 0.98 )
To bleed off energy on each impact
The physics engine doesn't represent soft objects or soft collision energy loss, all collisions are impulse events which preserve energy (give or take)
How much RAM and VRAM do you have
You need at least 8 GB to use unreal engine editor
Wdym
^
Unreal Engine editor requires 8 GB of RAM at the minimum
Otherwise you will run out of memory lol.
Well how to get more ram
There is Nvidia Flex to have softbody on your mesh and I think that would make the collisions soft? But even if it does what about console versions, isnt Nvidia Flex only for PC packaging?
You buy it online/in a shop/retail and you install it into your computer
@south ridge
You want to use rigid body simulation, but adjust the energy stuff so it behaves like soft body. Real soft body physics are really REALLY REALLY REALLY intensive on calculations
The one that your computer needs
Well how do i find out which
Look up your motherboard specifications and it will tell you compatible memory types
Make sure you actually have slots for the extra RAM sticks too
no one has any tips on how I can render out simulated water?
How is the water simulated? Is it tied to the global world time or real time?
You need more RAM
I cant upgrade the ram apparently
It must be tied to world simulation time and not the real time
I use blueprints, how would I do that in blueprints?
Then you should upgrade your motherboard or if you have a laptop, get a real computer
I recently got this laptop
You GetVelocity node, then you multiply the vector result by 0.98, then you plug it into SetVelocity node lol
It is probably a good laptop, but Unreal Engine needs 8 GB of RAM, no matter how you look at it
It got recommend to me by alot of people
@south ridge its a "waterBodyLake" ocean from the 4.26 water tools, using a material that animates the surface. I just added a camera and sequencer to try render it out
not sure how I would tie it to the world simulation time
level blueprint is empty
I think whoever made it might've done goofed a little then
Do you know how I can get the collision event
well its epic games no?
Im not that experienced
its the fortnite water
It got recommend by the store's salesman
Yeah, on the physics body you can add an event "OnCollisionHit" or something like that. OnHitGenerated? I forgot
And i specified my use said it was gonna do really well
Okay let me put it this way. Your laptop is a normal SUV. It's good, it drives everywhere well, it's comfortable.
Unreal Engine doesn't need a SUV. It needs a huge industrial machine that weighs 1000 tons and has 128 wheels.
You can try to get by with a SUV. But no matter what you do, you're lacking those 124 extra wheels and those extra 998 tons of mass
Unreal Engine is like a big trailer. A SUV barely pulls it. You need a real truck to pull it
Yeah, you can scrape that trailer all the way to the highway, but it's clearly not going to go as far as a real truck would
It's good for videogames probably, but the editor needs a lot of RAM to store all sorts of assets. You can probably try to fiddle with it and maybe somehow get it running on 4 GB RAM better. But I can help you with driving trucks - I can't help you turning a SUV into a truck
Ok got it
Event Hit ?
I guess i will save up for a new one
That's the one I think
Do you know if BeamNG has real softbody collisions? @south ridge
They are able to run it well I think
It does. It's a specialized and highly refined custom physics engine. Uses all sorts of tricks and advanced engineering to make it run fast enough and seem like it runs just fine
So they do run it well, but you need to be much more experienced to attain that kinda level of engineering on the physics engine (and integrate it with your game somehow)
BeamNG is years and years of engineering work π
wow
@sterile tulip look up "Rigs of Rods"
BeamNG was developed out of engineering efforts that went into Rigs of Rods
are rigs of rods and beamng the same developers?
this might sound really silly
but is it possible to setup AI systems
for the playable character
so an ai or cpu can temporarily take over a player
like how in rpgs or such when a enemy confuses you
so your own character starts behaving and following ai patterns on their own
but a more deeper sort where the playable character can jsut be controlled by an ai the whole time on and off lol
Set Visiblity -> False (hidden)
i dont really want an explaination
You can possess the players pawn with an AI controller
just a simple yes or no on the possbility
oh wait so you can
oh thats really really really cool
Alternatively, you can create a proxy player and have AI control it, mapping those inputs on the real player
Both of these ways are a "yes"
Hide it
well i want to create a feature where the character itself
Disable collisions
plays for its self randomly
or on set intervals
wondered if that was possible
as it would make the character feel more living and conscious
It is possible, yup
But consider this: players hate control being taken away from them
holy shit
yes yes i completely researched that
i know how vexing it can be
but i have interesting ideas that may fall flat asf or hit harder than sakurai adding terry bogard to smash bros >O>
my last question if you dont mind answering is @south ridge
the ai controller were talking about
i can make it really complex right
like really really really complex with a bunch of sequencers and selectors and such right >O>
Wish me luck lads
Yes
this makes me
painfully
excited
and content
;DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
But consider this: to make a complex AI system you need to have a big brain with lots of wrinkles
It's a complex challenge
i will
But most certainly attainable
put steriods
in brain
if it means i can be stupider faster
me meak guuder gaem
must slap together cool concepts until guud wurk
Oh and also consider this: a smart looking AI is superior to a smart AI
how do I copy terrain from one project to another? i tried opening both projects, dragging, copy paste,
People love smart looking AI. People find smart AI boring
well yes
i wanna do a bit of both dependant of situation
but the fact that it isnt all that crazy
to create
boggles my mind
correct. too smart is boring. fake smart , people like.
like to start
not make a good one i mean
o-o
if you dont mind elaborating to a smol brain what does a smart ai mean
like one who always does the right thing instead of what makes it fun
or is a pattern set or behavior tree that makes it annoying
Yes. Smart AI knows how to flank player, how to corner them, how to drag them out into a kill zone etc
oh. you can migrate MAP. im so dumb X_x
ah
It has provisions for all these things
so a actual smart ai means an ai that can kick your ass
A smart looking AI looks like it has those provisions, but actually follows simpler logic and scripting
which people hate
Yes. People love to see AI making sensible decisions. But they don't like when they actually make sensible decisions
You want the AI to cover, but you don't want AI to start dividing your attention
FEAR is a great example of stupid AI that looks really smart
FEAR is what you should look at towards smart looking AI that is actually pretty normal and dumb otherwise
so it seems like their doing good but actually messing up and having openings and such
anyone know a really good source for learning unreal engine? Theres lots of them but I dont know which one is good.
okie
ill note that
study fear ai
is there an example of an actual smart ai people hate so much?
FEAR has a lot of fun elements. For example, the way squads work
If you play with a squad, you will see that all members are highly coordinated
where do you get the official tutorials?
They take turns and they do all sorts of coordinated movement
o.o
What actually happens is that AI is running for the squad leader and all squad members are replicating the leaders decisions
The decisions are simply copied from the leader AI into squad AI with some minor alterations hahahahaha
And that makes all squad members seemingly work together
There's much more to it, but it's little tricks like that
they think their smart but actually dumb and even dumb people can see through it
Yes, I think Half Life AI is also very very good when it comes to smart looking
even though it looks smort as heck from first glance
People will immerse themselves into the game and not even consider the fact that they are being played
whilst actual smart is like fighting machine and can be frustrating as heck
ah
i see
Actual smart fighting is when you never SEE the enemy
You just walk walk walk and suddenly BAM. You're dead
Never seen where it came from
i see i see
The AI can attract you into a kill zone where you will be shot down no matter how much health and armor you have
an ai that acts like hes smort but hes setting up situations that are fun and exploitable and such
Yes
thank you ponk
whilst real smort bois are just a glitchy and mean
and will put you over the table and take you to town and back
okie okie
this makes alot of sense
Real smart bois know that not exposing themselves to getting shot is the only reasonable decision
i wonder if you can blend the two
Smart bois fire 100 bullets so they can get 1 impact that kills
In a real situation most bullets don't hit targets
In a real battle, maybe 1% of bullets go towards targets. The rest are used to herd the enemy, to suppress, to control movement, to cover etc
ive seen tricks like making a forced miss every first time or so
That looks like a transform gizmo lol
okie this makes alot of sense
thanksies β€οΈ
i mean it kind of turned into ai talks so im sorry but im glad you can create ai systems and rig them to players lol
thats so damn cool
The component must be a root component
So its transform is the actor transform
You can't change it, you can only change it by spawning the actor and setting a different transform
Press G?
Well, yeah
You can disable the grid separately in most windows
It is supposed to look like that
What do you mean
I'm not entirely sure about where in the editor you are
Root components can't have translation or rotation (or scale tbh), those are defined on spawn
Yep. That's a root component
You cannot move it or rotate it
If you want to really badly, place a "Scene" object there (scene component)
And make your mesh the child of the scene component
Then scene component will have no translations and the children components can be transformed relative to it
Then you were doing something you were not supposed to, root components transform is what defines actor transform (position in 3D space and such), it's supposed to be left at default
is using for each loops heavy on performance?
How can I change groom hair color to look like the underneath material? I cant find anything at all on that
@tender holly why so small
you can just press ctrl a > scale in blender for fixing
Anyone got any half decent UE tutorial guys on youtube? 90% of them start teaching one thing, then their next 20 videos they tell you how to install photoshop before they ever get back to part 2 of their UE4 tutorial, frustrating trying to search thru the 1000s of wannabe teachers
Id say just start making games and look for the tutorials you need
that way you learn and wont forget everything
hmm i just bought an asset on the marketplace that I probably won't be able to use.. is it possible to get refunds?
probably not, the marketplace support sucks pretty bad and hugely favors the sellers over the buyers. I bought one that the dev promised to update to 4.26, but when he tried 4.26 broke his AI and he said he had no idea how to fix it and wouldn't bother to even try and fix it anymore, and they wouldn't refund me, because it works as intended for what he has it listed for, so that was $60 wasted on something i'll never use, and i've wasted the last 4 days trying to fix it myself with no luck.
ahh I see.. thanks for sharing your experience
in order to actually get a refund, the asset has to be hugely broken for whatever version they listed it for, or completely misleading from the description
ok so found my first game idea and opened unreal and realised
how do you make a 2d game
or is unreal fit for gard games
why cant I select that sidewalk on the right - originally I thought it was a static mesh but when I hid the landscape, it disappeared
wich website best for unreal
Why can I not select these in the right, the sidewalk spline - I know it's landscape because when I hide the landscape as an object, they disappear too but I can't seem to find or see the control points
oh because it's a "side mesh" of that road spline, that's why
ugh, how do I do those side meshes again?
Baffles me - WHAT IS THAT SIDEWALK MADE OF??? the landscape spline has only one entry in its array
aaand it's time to go to bed
Yo does it take hours to build html5 compared to just packaging for windows?
anyone know how to fix this lighting? im using emmisive light on object and it look wired.
1024 on light map res
so i tried repackaging my game today
after like 30 minutes it froze then went to sleep mode for the next 20 or 30 minutes idk, so i went to go eat something cuz ik this would take a while maybe even the whole night, and when i get back to it i see this
can i share the log file here from the crash
That looks like a video card error.
@frail portal im using material to apply the light
what do you mean apply light map?
hang on lemme stretch the window a bit i see more here
"Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0007 - 'RESET')" what is this?
Yes itβs windows losing your video card. Driver or hardware issue.
Try not letting windows go to sleep see if it helps.
lightmap uvs on the mesh
big problem there chief, the whole thing freezes whenever it does go to sleep, so i cant move the mouse or do anything really to wake it up
if i had a stronger GPU then this AMD pile of trash i probably wouldnt have this issue
What do you mean by going to sleep?
yknow how if you dont touch your computer or phone or whatever device for a bit it just, goes to sleep mode
Yes. Disable that.
@frail portal i dont really know , i just drag a cube from the basic menu and put a emmisive light on it
ill try that
Are you using light maps/baked lighting for that @uncut prism ?
no
ok so apparently sleep mode was already disabled
so how the hell does my PC keep turning off the monitor and failing to package
this is the cube's setting
compare to the spot light , the emmisive light on cube is not that smooth
Do you have only 2 spline points? I think you need to create more spline points and place them around your "island"
tried it again, got the same damm error
this is what i get for buying a factory built PC from HP
is it possible to undo a math equation using a timeline
like i move an actor to a specific spot by calculating how far it needs to move
anyone has information about "squash and strech" anims in ue4?
im intending to do a character that streches a lot.
i dont want the bones or its children to just sclae up but "get longer"
in blender there is a "preserve volume" option and i wonder how this is done in ue4
i got this error
Log into Facebook to start sharing and connecting with your friends, family, and people you know.
PhysX_3.4\lib-1.39.0-fc-mt\LowLevel_O3.bc
anyone know how to get this?
cuz im legit confused tbh
im too stupid to know how to do this
and it's urgent and im told to edit a .sh file but i can't even edit it cuz i don't know
Anyone used the sqlite plugins? I can't seem to get any data out of FSQLiteResultSet
anyone know how to prevent the left click hold camera movement while vertex painting?
hello guys, im at my wits end here, did anyone successfully render out these new water things? Just dragging and dropping a lake and then rendering it out just give me a super sped up version of the simulation
waves look fine in editor but goes hyperspeed in the rendered movie
sounds like a tick rate related issue
yea - any idea how I could sort that out?
level blueprint and sequencer setup?
regarding the water it just says "instance" and I cannot find like 1 main major blueprint to inspect or tweak for the lake
these new water tools use a lot of actors instances and materials and its really hard to kind of pinpoint where there 'speed' issue is coming from
I don't even know where to look, but if use of delta time is inconsistent it could do all kinds of wild things
Does anyone know of a decent unreal tutorial focused on c++ and not blueprints, preferably in text format? I've done some c++ programming and know OpenGL, but am new to unreal, if that helps narrow it down. Have not had great success utilizing the unreal documentation..
unfortunately it seems the world at large has decided they want video tutorials for programming
I agree that it's absolutely moronic, but here we are
I got a material from bridge and wanted to change displayement but there isnt the option for that, any fixxes for that ?
@wary wave if you download the 4.26 ue engine you can search for water and drag in a 'Water Body Lake' just hit render and watch the vid back for the sketchy speed
sorry i cant provide better details
yeah, sorry, I'm not going to do that
@wary wave Yup, can't wrap my head around why video tutorials is the norm. Would you perhaps know of any that is decent (out of the gazillion that exists), if text is unavailable?
I guess it depends what you're looking for, but tbh, I really hate video tutorials for this kind of thing, so have never really looked at them
Just a basic 'best practices' and maybe a sample project, so I can start building my own stuff. End goal is doing simulations and visualizing them using compute shaders.
Morning, what is the best way to rotate an object to the mouse's location. E.g. open and close a door based on the mouse's position
End goal is doing simulations and visualizing them using compute shaders.
btw, you can do that now using niagara
A good example of this is in Phasmophobia where it happens to all objects like door, draws, cupboards, etc.
so interacting?
you can use a trace to see whats under the mouse cursor
you can also use maths to check radius near the object and cone of vision
Yep, then I used find look at rotation but that didnt work
What I have is a trace and I get the location of the end of the trace. I use the location of the object and the end trace in the find look at rotation and only use one of the axis. But that didnt work
But I will need to look into this
quick question. i want to have different skills, each with a different set of target exp for a level up. what would be the best way to store the target XP required for the skills to level up? and how do i reference it? say i want my player to gather xp while using different equipment for example
i assume having everything inside the character bp would be redundant, right?
You probably want to keep your numerical gameplay data somewhere separate
Maybe a data table or even an external config file
Exactly where you put it is going to depend on how you design the entire system, though
Having all the numbers in one place would make it easier to rebalance things later, since you could see and compare all the values in one place, and change them easily
is there anything that goes more in detail compared to the docs? https://docs.unrealengine.com/en-US/BlueprintAPI/DataTable/index.html
Data Table
i'd like to read more about these tables. i am pretty sure thats what i wanna go with
The official docs are pretty terrible tbh
i've got most of the mechanics going but i need to work on a mastery system
@digital anchor I see, I'll look into it.
Mattheww's videos are usually good overviews
https://www.youtube.com/watch?v=nt1hlJO-DPo
What is a Data Table in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.
i hope the video's up to date, its from 2017. i have had bad experiences with other products dropping features constantly
hello everyone, is there a way to suppress/deactivate this notification?
how can i import a material already textured to ue4?
btw i come from unity and i was wondering wether it was worth it to try blueprints or just learn c++. i am slightly in favour of the latter because at the end of the day, c++ is widely supported while bp are a strigtly UE related scripting language.
learn both. They are both as important
then learn the new scripting language when it finally arrives too. You can't have too many tools in this game.
how do I grab something out of an array/loop that has 2 booleans set to true at the same time?
do I need 2 loops one for each variable?
hi. i need help. Im trying to make a boat controller in unreal engine but im not quite sure how to do it. could anybody please help me? (btw im using blueprints)
@plush yew use the AND conditional in your if statement
Why is there no teselation tab
I'm going to assume you're in 4.26, which does not support tesselation
I just found it out tessalation wasnt enabled π€¦ββοΈ
Hi everyone. Is there a way to create "global" custom events? More or less like the blueprint function library or the macro one. I'm doing mulitplayerstuff and I have some events that repeat multiple times, like the play sound or the spawn fx. Thanks!
@kindred viper i tried that, it didnt work sadly
can you show your code?
@idle needle there is a global event manager plugin, Im not sure if they added something recently that does it or not. But you can always make a class that deals with event registering and broadcasting
trying to find the closest ''gather'' tagged obj
you basicly mark food so the ai know wich one to gather
did you add the character "o" in your index check rather than "0" ?
nah thats a zero lol
they both work tho
the find closest to actor
and the boolean branch
they dont work together
gets weird
only solution I can think of is using 2 loops but that seems like a lot of code
look
π
I am using twinmotion unreal plugin.. But when I pack the project.. I cannot see twinmotion assets in the windows app.. In the log it says unable to find /plugins/twinmotion content / etc etc and cannot find file..
How to fix it?
I've been out of this convo, but I assume you have an array of valid food actors? Get the location of the animal, and of the food. Get Path Length between those then check if it's a valid path. This will be your current path. You'll need another variable, something like previous path checked, compare them with <= and set the closest food to the current actor (from the your array) @plush yew
yea i figured that part out a long time ago π
Is there a way to cobine mega scan surfaces to paint with them ?
can someone help me setup unreal pls?
i downloaded it and got a note pad
oh i had to get the epic games launcher
@light lintel convert mp3 to wav
how long does epic games take to download / install
Hi, what you think? Is it still safe starting a new game for incl. iOS/macOS with unreal engine? I mean because of the Epic/Apple clash... I fear a bit of running into unsolvable issues, at a point without return, due to this...
Hi, I'm seeking advice for open world lights, is it preferable to use full dynamic lights or can I use stationary lights for the skylight and directional light? Will stationary create too many lightmaps and require too much memory? Has anyone tested this setups with large worlds?
Guys, where would I post about help with a scaling issue in UE4?
Like, a scaling glitch maybe?
just ask