#ue4-general
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I know, it's just... damn, I was so happy to be done with maths once I left school
Also it looks like you are using an accumulation function to add the result to the world rotation. This doesn't strike me as something you want to additives apply
This sounds like the crux of my problem
@idle dragon I was tasked with a job once that had me spend 3 months trying to teach myself calculus and advanced trig. It was a horrible time until the time ended. Then I was like "I know kung-fu"
I'll post the video of what my dumbass aircraft is doing, it's meant to fly towards the cube, but it's... https://www.youtube.com/watch?v=wqrHFSiL3Y8
I'm on my phone so haven't fully digested what you are trying to do yet
^ just posted a video of what im trying to do vs what the aircraft is doing.
But I'll try to badly implement your suggested solutions
@kindred viper Any suggestions on learning materials?
Freya Holmer's youtube channel
roger that
Starting out as a game dev is like the 5 stages of grief. Now I'm beginning to accept it's the journey that matters, not the destination -.-
it's not an easy job, but it's a fun job for some. I'm somewhere in between. The lack of money makes it infinitely harder for me.
Pain is temporary, quitting is forever.
Can you animate your character from one frame to another in an animation to just adjust it?
like a slight head rotation for example
Sounds like you might wanna clamp the head rotation for a specific movement, but then again I know very little.
its ok, ill just track the head movement with my mo cap thanks anyways
Why when I create instances of actor(base class, with configured component) I get the result that both of instances in scene have the same Component in Ownership.
Anybody can explain please.
they automatically inherit the component
You know these raster to vector , image to vector software features/ sites
Can i develop such feature in unreal
Like Texture to spline
hey does anyone know how to delete c++ class from c++ classes? i remove it from my visual studio and assigned actor but i still cant delete it from cpp classes
Hey, might be out of line asking this here. But is there special blueprint functions for the camera actor for an nDisplay instance?
Heya, is it possible to count mesh size from top to bottom?
How do I get my displacement map to work? I have it hooked into the World Displacement pin and I set my tessellation to PN Triangles
I'm currently having trouble trying to put these closer together, can someone help me?
i already set up the tessellation
does anyone know of the easiest way to make a paper2D sprite go nuts?
like I want it to float to a random location on screen constantly
set world location and then do a make vector and use 3 random floats
What are the Simple Move Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
mathew wadstein is a hero to us all
About bullets; is it correct to make them spawn with a capsule collision ?
Can use a box collision too tbh, but sphere fits better for me
Although i'm a linetrace lover so it's hard for me to say
I'm new to Unreal so I may just be being a dumbass, but in a beginner level tutorial I'm following the dude says you can use a Post process volume to change exposure, but it's not working for me at all
I got infinite extension on and it works for AO intensity
But exposure doesn't change at all no matter what I do
Anyone know how to properly do floor with procedural mesh? Not sure the best way to do the tops, always end up with overlapping verts
Engine scalability is also on Cinematic
Hi, Do you know if the localization dashboard also works on Android please?
Nvm found out I needed game settings on
In my project it's not worked on Android, only on PC. Why it ?
in unreal engine how can change the resolution for the game to 5760X1080?
is that possible?
Hi Guys ! Question : My Finals are coming up and im looking for a nice exercise to train on. Any recommendations ? I'm studying for Shaders and Blueprints. Id say im beginner to intermediate level
a traffic light system
Thats a pretty cool idea !
Hi
hi
how much c++ do you need to learn to make a game?
Has anyone used transform and physics forces on the same object before without getting weird behavior?
You need a physics blend for animation to work with physics
Depends on what you want to do. A game can be built using blueprints exclusively.
If youโre just making games for fun do that. Use BPs. Who cares as long as it works and the players enjoy it
yeah
If youโre trying to get a job...
i do it for fun
Then use the bps bro hell you may not even need unreal engine depending on what you want to do.
But use what you like and prefer and looks cool
.> I kind of hate add force. Iโve been using it exclusively for a space game and it has weird behavior sometimes. Plus the numbers are huge. I think Iโm going to switch.
Plus itโs very slidey
physical materials can solve that but they need to have friction against something to be effective in that respect. My general rule is animation superceeds physics. If I need a physics appearance I can always fake it with animation, but if I need physics interaction such as impulse to move an object in a dynamic situation, the blends can help with the right timing and effect.
You can also do magic with pose snapshots during physics simulations and interpolate as animation from there, and perhaps even kick in some physics at the end to make it feel like it was always physics.
Hello
Unreal Engine 4.26 have bugs, it's better 4.25 about android games ?
ue 4.26 has been the most stable version I've used in a while. But all versions have some bugs.
I even run mine with chaos enabled which should break more than I expect, but its fine
Idk for Android Games but u can use 4.25, you just won't be up to date! (i still use 4.22 for some projects -> HTML5)
kinda but only in respect to destruction
Okie thats exactly what I want to learn about I have 3 simple silly questions xD
If you dont mind of course
i dont mind. Waiting for a project to update into my vault
C:
- Can you socket meshes that can be destroyed onto actors like your third person character?
Hey
Like a square for example
@plush yew yes
@grave sphinx Hey I'm just curious, could I pick your brain about that vector problem I had earlier in PM's sometime? No worries if your too busy or something
Can those meshes have morph targets that are active when being destroyed?
Like square squishes or squashes per sqy
Say*
a destructible object setup for Chaos Destruction is a fractured asset which is specific to the system. So you can have an original mesh, which you replace with a destructible pre-fractured asset at the time of destruction, so I shall say yes.
This makes me very content :3
Niagara can take care of any morphing of particles from the destruction
Has anyone else experienced lag with moving nodes in unreal engine?
I could not find the answer to those 2 questions for a legitimate year xD
@bitter valve try disabling vsync for your GPU
Oh wait 1 more question
I have it set to "Use the 3D application setting"
But let me try real quick.
The chaos physics setup the fracture itself right I dont have to doany weird special systems for that right?
Still lags.
You can create an asset from your mesh that becomes a fracture asset. I would run through the content example and it shows you the different stages. It's really easy to see it visually. But its a specific setup if you want it right. It won't just work out of the box on a mesh. You need to prepare it by making the mesh modular so it can fracture more realistically
What kind of games is Unreal Engine good for? For an example vs Unity
@past stag flappy bird
Okie :3
honestly it can do all of them, but Unity has the edge in 2d and ECS based systems afaik.
okay. Whats the current limit on the earnings after you have to pay the royalty? And what percent is the royalty now?
thats a question for google my friend. I don't memorise the EULA :p
how do you make stat unit not toggled
okay. so its 5% after 1million
I bought the licence for Steam so now I am thinking if I do my game on unreal or unity
I think I might take this as a change to learn ue4 properly
@past stag you won't regret learning UE4 even if you decide Unity is better for your project
yeah I think its really good after I properly learn it. I have done some stuff with it but properly learning it might be really good
Its for a spacegame so theres no physical materials that the actor is touching or i would try that :/
is clang faster than msvc with UE4?
no idea. But clang support is probably used more with the linux builds I guess.
Because I am thinking whether or not I should build ue4 with clang or just use the default version from epic
Through it might not be worth the efford
@past stag
if your game is a 2D game it's better to use unity otherwise, you can use both
@median bough Yeah thats a situation where you need to decide what exactly you want to be a physics impulse, because you can still fire an impulse of course, but the math for your movement will need to take in extra factors manually. Don't forget, in space you probably don't have friction either right? So it's not exactly too much of an issue
okay. Thanks
sure @idle dragon
Is there any "fun" unreal engine tutorial video serieses?
which show up the cpp coding
you could try their cpp tutorial
it cost money doe
fun is relative lol
I currently have a rigged blender model and want to do something with it, but idk if unreal is the right engine for me. How hard would it be to simulate suspension physics for a blender-rigged tank model in ue4?
because I know basic c++
yeah those seem little too pricey for me atm
catch em onsale on udemy or something
udemy sales are fake, they are always on sale with a fake "few more days/hours" counter that resets if you delete the cookie :p
Im mainly having issues tuning the numbers. They're all HUGE and it sort of loses value after a while.
Oh sht no way thats dope.
@white seal vehicles in UE4 require a specific setup but if you use the setup method, there is a built in Vehicle Movement Component with advanced suspension. However tracks on a tank may take some extra work. If you fake it with animation based on the wheel component, you can get good reaults.
Im trying to learn how to tune this system so it feels fun to play but the numbers are giantic and transform may make those numbers smaller.
@median bough floating point issues are a huge bane in space games because of the size. My suggestion is to downscale everything by a factor but you will have to refactor your physics values with it.
Ugh YES its horrible >.>
or dont worry and keep building until you can convert to ue5 :p
I used the universal gravity equation to do gravity and the numbers on all the objects were so huge i just decided to make the gravity constant 5trillion so i could make the rest of the values smaller and manageable.
does ue5 fix floating point problems?
You can also do some fake floating point calculations with string manipulation via SetPrecision(fpvalue) in C++
Ok im interested what do you mean?
This question yes.
well you can fake the maths by setting the precision per function/class etc. It's how I usually convert geolocations to real world scale in UE4
By what using a constant?
Wait..
No you mean by using this SetPrecision(fpvalue)
Ok ill look into it.
UE5 will have 64-bit floating point calcs so fix isn't the word. It reduces the scope for error by a magnitude
std::setprecision(16);
that gives you a faked 16 point precision in a string
How would the world origin shifting work with multiplayer?
But i still need to conver tthe string back to float.
because for an example Satisfactory has 30km2 map with multiplayer without server
@median bough read my example, and excuse my sloppy code. I did this years ago. https://pastebin.com/At0gaR6b
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
it does work tho
@past stag world origin rebasing doesn't work out of the box with multiplayer. They probably slaved away for a while until they got something acceptible.
30km squared isn't that heavy a floating point error, although it's some and transform locations will cause things to jitter. But you can probably do some maths trick to avoid it
AHH i see thank you
I may use this.
but how would for an example space game with multiplayer work?
if it has really large map
on single player the map can be as big as it needs (world chunks or what are they called) and origin rebasing
you can localise calculations rather than use world space but then you lose a lot of functionality. However if you dont need that functionality based on world space, its probably ok.
but does local space have that same floating point issue if its far away?
no because its local to your object. So the calculations are essentially rebased to the object
you can then fine tune anything that needs to lerp a location
but doesn't something like raycast also require world space?
sure but like I said, you lose a lot of functionality
Or it might be ok in the circumstance to lose fp accuracy. It just depends entirely on the situation
@kindred viper Do you happen to know how to use a USkeletalMeshComponent on a pawn? I have on thats a turret from a synthy pack i was to put a turret attached to this object because USkeletalMeshComponent doesnt have SetupAttachment()
NASA went to the moon on the equivalent of a C64 processor with no quaternion maths. So maths wins again ๐
at what distance does the floating point precision became bad?
without quaternion? jesus lol smart guys
yeah when they reached the euler point of collapse, they sounded an alarm that rotated out of it
cool
Never mind im very wrong it has a setup attachment.
so its 1ย 800ย 000 ue units (cms)?
is there a good way to ID a particular actor in the level so the GM can find it?
without having to do getAllActorsOfClass at the start of play? or should I just accept doing that one time
Has anyone released a git or google drive link of all the paragon chars already targeted to the UE skeleton with their weapons removed? Kinda like someone retargeted all the mixamo animations to the UE skeleton then gave them out?
Hey All, I got a question that I'm not sure I'm in the right discord to ask but it relates to the unreal engine.ini file so I figured I'd just ask and see what you guys think.
I added LogOnline=Verbose to my engine.ini file and am able to see users that connect to the server along with their IP right.
LogOnline: Verbose: STEAM: - Id: UNKNOWN [0x7F8C153FC640], Number of Channels: 1, IdleTime: 0.050
But the issue is that Steam just returns unknown. It's not a huge issue to me as I'm doing a work around to attach users to IPs but didn't know if this was something I can fix within the engine.ini?
Again sorry if this isn't the place to ask or not related in anyway.
Hey, is anyone wanting to just chill and talk while doing our own projects?
is it possible to have imported objects use Complex Collision as Simple by default on importation?
would make me not have to do it on 300+ objects manually
you can bulk-edit them after the fact iirc, though keep in mind that per-poly collision can be a hit on perf.
oh yea ik, but i do not have the patience to redo collisions for 300+ objects lmao
eventually ill make collisions for the whole map so that the objects themselves dont have collision
but for now i gotta use that
how do you bulk edit them?
that would also be useful for texturing
select multiple meshes in content browser > edit > bulk edit i think
ok, one moment
Tool for viewing and editing multiple properties of multiple actors at the same time.
@mystic holly from time to time you'll find people in the voice chats that just hang out, talk about projects and ue4 stuffs
Oh that's cool ty
What would be the solution if I want to keep the floating point accuracy?
Because from what I have heard downscaling also has its own cons
i could prob join in a minute jsut gotta do a couple things
Awesome!
@past stag scaling can effect physics so you have to adjust for it
does downscaling have any other caveats?
And what exactly needs to be done to physics?
like if I do 1/10 scale
wassup
ok silly question - how do I convert a vector4 to a vector3 in the material graph?
This is what I'm doing.. but it feels wrong. I was hoping for a maskComponent3 or similar?
breaks are basically component masks
double click on it to see how its set up
but you can just use a regular component mask to mask multiple channels
If i play with standalone more than 1 player, how do i make them visible?
they were not visible when i chose two players
Hey guys how can i attach a Physics Asset to a Mesh? Physics Assets dont have setup attachment.
Can i use a precompiled version of a plugin to package with ue4 source?
@fierce tulip Ah, didn't think of opening those up. Thanks! But that still means what I'm doing is the most efficient way right? 2 nodes? There's no single node? Like a MaskComponent3?
oh snap.. I see now that maskComponent has options lol
just pust down one, and if red, green, and blue are enabled, but not alpha, is masks out the alpha channel
I thought I couldn't change it, yes got it -thanks a bunch Luos!
Hey all. Does anyone know if it's possible to remap the UVs on splinemeshes? i.e. create a strip where the whole length of the splinemesh is mapped to within 0-1 of the U or V range?
maybe he had to reboot computer, install drivers, or who knows
@woeful folio i dont use them much, iirc initially they are mapped to 0-1. could be wrong though.
is there any downside from enabling all plugins? xD

Hello, Make UE5 support C# instead of C++, Just do it! Thanks!
hell no xd
C++ is well better than c#
do it yourself
Are u mad
c# can go %$^$^$ it self
acquire source
Fr
behave please
@warm delta c# is supported via a plugin. there are a couple of them. Mono seems to be the one I hear about most.
But c++ is better
native support will be better
native php support would be even better
Does anyone know of a fix for laggy nodes and menus disappearing?
well it has native support in elements of the engine, such as the Unreal Build Tool. So I presume it works fine
no one wants header files
@plush yew PHP support is possible with a socket connection
@bitter valve generally a gpu driver issue, try updating them?
I have.
xD good to know
There is Unity for a reason
@fierce tulip You're right that the sections will be mapped to whatever the original mesh used, but that results in tiling textures along the path. I'm using spline meshes for my level map connections (think along the lines of games like Donkey Kong). What I want to do is reveal those paths as though the spline meshes were being drawn out, which will need the whole strip to be mapped within a fixed range.
I can always make a custom mesh with enough edges in to fit along the whole spline without repeating, but that will mean I need to make sure all my splines are roughly the same length. Trying to keep it as flexible as possible.
๐
Unity sucks when compared to graphics tho
Does someone know another online subsystem than this 105 dollar plugin in the marketplace please?
we dont talk about that stuff here
no need to bash unity either
and I guess part of the reason they dont want multiple scripting langs is that then they have twice as much work to do when updating it
@autumn grail you can get it from the Master branch ) 4.27) but its not stable yet
yeah
ok thanks
I dont like headers
Yeah but unreal is better you know that's a fact
@woeful folio hmm, if you know how often the mesh is used on a spline, you could divide that number with the tex coordinates. but thats... about as far as my suggestions go.
they are like using statements
its not always true
In terms of graphics yes
unity just like unreal is just a canvas, and its up to the developers to make something neat.
also C# is very well implemented and gets even better with each update
and .net 6 is cross platform
it depends. you can do same in Unity as you can in ue4
@fierce tulip I'd considered that. Might be an option, I just wanted to try avoid needing a material instance per chunk if possible. Will have a think, thanks ๐
it just takes more work
C++ is faster tho
@woeful folio would only need to run the spline trough a blueprint, grab the times its repeating, and update the material instance on the go.
you dont always need that extra speed
It depends tho
yeah
its faster but c# is readable...
and its not always faster
and probably will be almost as fast if is native
and switching to C# will kill the competition...
so its a win win win
Hmm
new valve source engine 2 is made with c++ xd
Hes honestly almost got me to.switch to c#
I mean not really "competition" more like obstruction...
c# is made with c++ xd
both langs have their use cases
Honestly all I can think of c++ being better is the speed
I as "end user" prefer simple readable language, its 2021
Other than it being easier to learn idk
im fine with any language being added if it helps developers do what they wanna do.
as long as its C# ๐
game engine supporting brainfuck would be interesting
you know C#? used it?
Uhhh
its all based on personal opinions
there is no correct answer to which is better as it depends on the person and use case
Personally I already learn some c++ so I wo t switch
you probably will not even notice it and will also like it
I tried to make something with c++ and vulkan..
it was horrific
after that I loved opengl
What did u try to make
?
some simple 3d object just being showed on window
takes many hundred lines of code
c#
Oh
I first learned c# and after some years I learnt c++
as c++ was some weird lang with too many brackets
probably felt like going backwards
Idk what to do anymore
not really
Fr
I also ordered some c++ 20 cookbook one week ago
just keep doing what you do...
its not yet arrived
I also like to read programming books before I go sleep :D
like c++
its little heavy text but nah
yes I also like to fall asleep faster...
I can read some hours of it
oh, you are strong
Wait
C++ is object extension of C which is the most powerfull language , it's not a language , its a super assembler , nothing can be nearest to the machine
Uhh desync
I can read 1 paragraph of anything at most 2...
I knew it was some how more powerful
But who knows
writing in C is like writing in assembler
its "low level" language
C++ is just a little more delayed
so you have to work harder
C performance is slow compared to C++. C++ language is an object-oriented programming language, and it supports some important features like Polymorphism, Abstract Data Types, Encapsulation, etc. Since it supports object-orientation, speed is faster compared to the C language.```
its not exactly like that
Guys
you can get more efficient code by manual assembly
Lets just stop talking about this and enjoy it for what it is alri :)
Bro desync
we dont need that level of efficacy today (in game dev industry at least)
Say something
LOL just laughing to myself at everyone talking about C++
๐
lets move back to unreal
unreal has C++ ๐
๐
yeah
๐ก
so much better than blueprints ๐
btw blueprints needs some changes from what I saw
.... I am not going to start aother thing
they are good for prototyping
maybe simple stuff
and things like movement
yeah
How to determine whether or not you should be using Blueprints or C++.
C++ can also make movement
but it becomes spaghetti really fast
thanks. that is great video
poor code can also be spaghetti fast :p
the only problem with c++ is that time it takes to compile with this VisualStudio slow like hell
yes but not like bp spaghetti ๐
I think it should be modified to look more like code
I am not going to use visual studio with ue again
now that rider for unreal is a thing
I use to play text based games called MUDs back in the 90s, so quickly learned C++ so I could work on a few of them
althrough its beta
flow should be top to bottom
loops should contain nodes inside them
that way it will also help people transition to code
no
ofc
no we all died
iam new in unreal
congratulations and welcome
thyanks bro
just join...
was it good decision to purchase steamworks licence before making a game...
i want to be a game developer ๐
there did go 85โฌ
it happens...
Welcome to Unreal Engine
C++ is faster and better than blueprints
YES Unreal is better than Unity
No you can't learn UE in one day and no nobody will teach you the tricks for free.
Anything else feel free to ask
also you cant build GTA V
half of that is true
you can
ok thank u very much
i think that unreal is more powerful than unity
YES Unreal is better than Unity
subjective
this will never end xD
with 3d yes
you probably forgot what business model unity had before it got pwned by UE...
I never forget
i think that you guys all works like a family๐ฅฐ
I don't understand how we can do a game with unity
they still want you to pay to get dark editor layout?
and i ve tried it
I tried unity for like 30 minutes, it was so confusing and boring, even the tutorials was terrible. I tried out UE4 and after 30 min I was so hooked I couldn't try anything else out and been with UE4 for 6 years now
...
where are you using that return value of that?
just drag the white arrow thats on the right of almost every node into it. From some node thats called before you need that return value
like you have those other nodes
but that "create dynamic..." has output
shouldn't you take it from there to somewhere
But I want to change a material only by timer event for 10 sec.
but why are you then creating new dynamic material instance
yeah sorry about
just saying...
creating new dynamic material with timer? Can I do this?
What is this option and does it actually work?
only one way to find out ๐
Moves World Origin on Client to avoid float precision problems
iirc it doesn't really work tho, been problematic, tried to use it, but never know
^^
I dont understand anything here except for the first one
what are the best tutorials to learn to use unreal with cpp?
udemy course gets a good rep
is there anything free that is good?
sure. Tom looman's c++ course was decent. Not sure if its updated.
GameDev.tv is pretty good, it's not that expensive either, 10 bucks
You can use Unreal Learning Portal to learn a lot for free
nothing much to understand, just remember what each type called and what it can store
Hmmm
look for example values will be easier
ok, ty
in UE C++ base types are the same as in C++?
mostly but they are templated for memory management
hmm
so UE adds GC to variables?
mostly
you wont be spending any time setting up memory management unless you get into some deep editor stuff or resort to native C++/C
another reason to use C#
no reason to use C#
Have mercy
its has GC from start
so does unreal
and unsafe if you need pointers
C++
dont listen to anything I say, I am bad influence
I think it can be considered UE4++
if you wanted to, you could use C# but im not sure it will improve anything but what you know already in terms of workflow. If you are used to C# sure, its gonna be faster. But if you don't, is it really faster to learn if Unreal does the work for you anyway?
C# just so smooth ๐คฉ compared to C++ (at least for me)
yeah actionscript 3.0 is smoother for me than C++ but there is a point where you have to take that step if you are a game dev. It doesn't hurt to know, it benefits the end result and it gives you external options that lets you use any code you want. Including C#. Just whip up a .SO or DLL and you are good to go
actionscript 3.0 ๐ I forgot it even existed...
that was my bread and butter for years ๐
The difference between UE's GC and C# GC - Epic has control over UE's GC, not so much if they opted for C#. So they can optimize it specifically for games.
Copy's and pastes
makes sense
How would I create an object that can only be collected once? Like a star coin in New Super Mario Bros?
destroy it probably
It recreates itself when the level is restarted though.
I did come up with this though.
Trying to see if it works.
If you don't want it to reappear after Loading the level
Have a Bool in the SaveGame, when it gets collected that Bool is set to True to say it was collected
Next time you load the Level check the SaveGame and if True then Destroy Actor
You could use the BeginPlay or the Level Blueprint for a direct reference of something placed in the world
Why does it seem to effect all the actors placed though?
If you are running that logic in the BP of the Cats for example, it will check each one by one so all will get deleted
Ohhhh.
So I'd have to run it in the Level Blueprint? If so how would I get a reference to the actor? Would I just use cast?
If they all share the same BP, then it's more complicated
Wait I'm confused...
So lemme get it right
You have cats in the level, if one gets collected you don't want it to reappear if you reload the level
You need a SaveGame Array of Bools
If you have 20 cats, you need 20 bools, so make it an Array
Each item you want to create a Integer variable in them called Unique ID or so and assign from the Details panels of the Level
Then when you load the Level you get the Array of Cats, check agains the Bools based on the ID and decide if to Destroy or not
Basically ID of item is Index of Bool Array that contains True or False
0 True
1 False
2 True
Etc etc
How do I do this? I have to create each item seprately?
Nupe, create an Integer in the common class, expose it (click the little Eye) and then edit the instance of each one of them in the Level with different IDs
So in the BP of the object I want to collect, create the integer, expose it, right?
Yes
In the actual Level you can click each collectible and assign them their IDs
first will be 0
second will be 1 etc etc
Imagine them as Arrays
Remember you have an Array of Bools?
Use that Integer in the Collectible to save its state
So get the SaveGame, Set Bool to True based on the Index from the Integer
Hard to explain but
If i collect Item 0, it will set Index 0 to True
I collect Item 1, it sets Index 1 to True
So you have a list of Bools declaring the State based on IDs
And when you reload you can check that list again to see the saved state
Okay, I think I get it...
Example would eb
In the Cat BP
When i Overlap i access SaveGame, set the Index of the Bool of my Integer to true
On Begin Play i load SaveGame again, check if True or False, decide if to Destroy or not
So Overlap will set when you collect it to True
BeginPlay will check if it's True to start off
All based on the Integer that equals the Array Index of the SaveGame
If you need a visual example i can try making one
I would greatly appreciate that.
guys, time to time, like every 20~30 minutes, I just can't see my menus and stuff like that. Any way to fix that bug?
@latent sonnet
You could use as Slot Name the Level Names
So each Level has their own progress saved
and ofc i forgot to do it but you need to plug SaveGameObject too when you SaveGameToSlot
I suggest if you want to keep it more dynamic to not create the Array Values manually but use Size to Fit
Edit: You wanna Destroy Actor too after the Overlap
Can someone please tell me why this is not working?
You may just wanna Rebuild, start from a clean slate
quick question, when possessing a different character(using bp node Possess inside my controller) my previous character gets in the state before i left it (for example, he gets stuck running while im possessing the other character. How can i fix this?
I have a material and I want it for an obstacle for 10 sec with "BigEvent timer" only, after that I want return in normal material
any idea? The problem is that "BigEvent" there is in first person character and material is other class
casting to first person character?
it's cause when you unpossess it loses the controller so it doesn't process anything anymore
use the Spawn Default Controller node after possession
what do you mean?
ill try thanks
u set your material as a variable in first person character, and then from the other one u want to he materials, u cast to first person character, get that variable, and change it
it worked! thanks
how do i fix this, it is stuck at 39%
hello
hi
Did I do it right?
You wanna set the first Item to True too and Size to Fit on both
Restart PC or UNREAL ENGINE
Plus Destroy Actor after Overlap
Ah! I got it!
So each one I put in the world I give a different ID, right?
Yes, best way would be the first one you can collect to be 0 then next one 1, next one 2 etc etc
So basically in order
Got it! Thank you so much!
It's some manual work, but shouldn't be too bad :p
I restarted my pc and it still wont work
Hello anyone knows if we can access a Material Layer parameter via blueprints?
Do i need to correct these bone axis for UE4 ? This is the default for blender. but the Z and Y are swapped. I have no idea if this will be a problem for "Control rig" or anything inside UE4.
as you can see, the Y is pointing up, and Z is going forward. but perhaps thats just a visual difference? maybe rotating the Z would turn the head left and right? idk, ill test it X_x
oh.. maybe its no problem, rotating the Z makes the skull rotate left and right, so probably its just a UI difference between blender and unreal, im guessing X_x, probably corect.
@rancid lynx there is automatic bone rotation on export you could use. It can also force it but I don't trust either to work all the time. Just have to play with it
thanks. I have no idea either, my blender animations look great when imported into UE4, but the control rig plugin inside UE4 didnt like the scale or something, so im trying again X_x
hmm that sounds odd as its usually based on the bone when you set the controls up.
you could just make sure it's running as x-forward, z-up manually
@plush yew give it time ๐
if your pc is not very fast it will take a while to compile all the shaders, etc
How can I move this folder? I tried 2 youtube tutorials, none of which worked.
They told me to just move the folder and open the projects with clicking 'browse'.
Maybe I just did something wrong, but unreal placed everything back into the first folder where I dont want them...
Hello, any android unreal engine developers? I need help badly with my mobile game. iOS help appreciated too. Mainly ads, and in app purchases getting set up, and other things. PM me please!
Player Controller is being specified in Game Mode. I'm trying to possess a pawn but also choose a new Controller class to use for this different pawn. I'm not seeing an option to change the Player Controller class to a new one.
Is there a way to do this?
when music bot for voice ๐
https://streamable.com/ipg543 any idea why this is suddenly happening (was fine before)
im using ccdik to attach the arm to a socket
well the hand
i think its wrong socket
socket is correct im pretty sure
theres no other socket with the name
otherwise it would just go to root no?
is there a way to mass/batch/bulk replicate variables?
how many do you intend to make
you can copy paste
spam it
oh sorry i misread your quesiton
that's fine i'm asking for spooky in VC
anyone know how I can place this to another drive?
obviously its PNG but its metalness roughness and AO
so you know what it is
which are stored in the r,g and b channel
R is metalness G is roughness and B is AO
there is some sort of usual thing to plug in one of those channels, but ppl just use whatever ๐
@grim ore So you helped me out with trying to connect to the live link face app the other day, the issue was in the phone's app permission settings. The allow access to local network was turned off ๐ฃ just in case you were wondering...
I have only 1 mb left on the drive, I cant even open my project like this xD
Delete the unity folder lmao
just kidding
The UnrealEngine folder in AppData is mostly for Derived Data Cache, which includes compiled shaders for use in editor.
The one you're looking for might be in Documents\Unreal Projects
Also I won't recommend storing UE project files in C:, as it can get big real quick.
thanks, I will try that
if I will be satisfied with unreal, I will delete it... xD
I just noticed that the files I wanted to move were only 400 mb, so I can keep those. I only moved the files you said, and its working now. Thank you so much
I have a stamina system set up, so when u sprint and jump it consumes stamina, but when i SPRINT JUMP, itll regen after the jump even tho im still sprinting
is this a good scale for a car? ๐
if its a car for ants
oops
how can i make a task system that's in order
even the latest and greatest editor scripts can't populate data tables, can they?
its fairly easy to take a dataset and populate a data table with it
not sure that it can be done with blueprints
ah... yes... so much neat stuff in Unreal can't be done with blueprints ๐ฆ
are you seriously asking?
add row takes a generic table row struct, blueprints don't really know how to connect your custom struct into the generic one without slicintg it
yeah
its fairly simple to do in c++, 10 lines of code or so
iam new so thats why just asking
what kind of answer do you expect to get at Unreal discord? ๐
Unreal as well but
forever??
UNTIL THE SUN BURNS OUT
Ok, well Unity has very little rules. You make up your own rules, so it's easy to do anything. But you have to make up your own rules. Unreal follows Epic's rules. You get a lot for free, but if you don't like Epic's way of making games (very FPS multiplayer focused), you have to start circumventing them. So it's a matter of taste.
Hak, you already had a discussion like this last night.
yeah but i didnot ask for unity
or maybe....
........
exposed
anyways, it doesnt matter what engine you use, its just an engine. a canvas.
its up to the dev to make awesomesauce in it.
actually iam learning game development
Can someone help me with this?
I could make you something in Unity that is just as terrible as I would make it Unreal. ๐

Give me a AAA budget though and it doesn't matter what engine I chose. It would be epic.
yeah i just saw some reviews on unreal
๐
Unreal is a way of life. Im sure it for Unity users too. We are but artists, and we interpret with our tools.
with that, my night of work is done. I bid you all good night ๐
How do i make it so when i play test, the progress doesnt start with 0%?
Hi, ive set the collisions of a asset to 'complex and simple' but how does the engine know what to use?
i want my character to use the complex shape
Hello, I have a very simple question, I have a 2d pawn, I have the X and Z velocity, and I want to know what is the "speed" of the character, how can I do that ?
This seems to work
But I would say there's a node for it
anyone saved a reference to a level in a data table? if so, how did you do it?
damn, I always forget... you get a level with a "name"... that's just a string... in 2021... like it's the god damn 1980s ๐
Unreal is so ass backwards in that regard... (I think even level streaming was a pull request... as if Epic doesn't care about levels at all)
Heyho. When having Blueprint Merge Conflicts, using Github Desktop, it "automatically resolves" them, but actually just stores some LFS pointer file in their position (ie they are unuseable). Do you know how I stop git from doing that, or how I can tell it to accept "theirs" or "ours"?
Do you even have LFS enabled in the repo?
Hey everyone,
Im new in UE4 and i have a Problem with my UE4.
Every time I work with the program, after a certain amount of time, my buttons start to flicker when I want to select them.
As soon as I click on it they disappear again, as. Ex. when i click on Settings, the Context Menu flickers and closed ...
After the restart it works again for a certain period of time and the same thing starts all over again.
does someone know a solution?
Is your GPU NVIDIA?
Jep RTX 2070
Downgrade your drivers. See pinned message for the reported as reliable versions.
Ah okay, Thanks.
Nice to know. ^^
eh, how exactly are we supposed to find anything in this abomination of a file browser ?
Use the search box lmao
what if i dont remember what its called exactly
The search bar is pretty forgiving tho
pretty bad UI design tho imo.
@drowsy snow Oh, sorry, got caught up with something. Yep we do
(regarding the Git issue, whether we have LFS enabled)
Well, my general rule working with Git is no LFS allowed.
Granted, even our source asset files doesn't reach 100 MB, so I can avoid LFS at all, but LFS have that kind of merits where Git isn't bothered to compare files changed.
I am honestly not to versed with Git, but disabling LFS would mean disabling the syncing of files larger than X?
Yes, any file larger than 100 MB won't be accepted. That's why Unreal Engine's default .gitignore excludes build/compilation footprints like the ones in Intermediate files.
Ah. Hm, I guess only our map's are larger than 100MB
but would that really solve the issue? I guess I am more just looking for a command like "hey, we are merging those two branches, please take this file from the merged branch, and this one from the one I'm on" kinda stuff
I know that there is no resolving like for source files, I just want to discard the changes of the current branch for certain files, and let them be overriden by the branch I try to merge in
Our maps are split into chunks (there are chunks for landscapes, chunks for dungeons and interiors, chunks for building, etc) and I let the engine stream in the maps and LODs accordingly. This way the maps only reach around 50 MB at most, and not exceeding 100 MB in size. Not to mention how I can be more picky about not letting the RAM usage explode.
I'm afraid ditching the LFS entirely is the solution, but merging one branch to the other usually discards unstaged changes.
Thanks a lot, I will experiment around with that @drowsy snow
how do i code a procedural room generator that doesnt involve nesting 50 if/else statements? anybody has any resources on the topic? free or not it doesnt matter, i want to learn ๐ cpp or blueprint, doesnt matter too
See pinned messages for links.
Maybe someone at #level-design could give some idea?
scroll back #career-chat a bit, you'll see some recommendations
can i change all fonts in my widgets?
you have to change it for each text widget individually i think
damn
yeah. having a general font and game art direction is usually better, since it'll save you time down the road
like, for a pixel game, i'd probably try to find a good font early in the project and make some simple UI
how many years or month maybe ? to understand this game engine?
just to establish the art direction from the get go
whats that?
next time
thats a global font change setting in project settings
couldn't i write a blueprint editor utility that would go through all widgets and change texts font to default?
the tutorials on blutils are scarce
and it doesn't even seem to work for me
unity editor
wtf is unity
how many widgets do you have?
we have 8 widgets on unity
is that unity project?
it'd probably be faster to do it manually anyway
just the engine? weeks/months
< been using unreal engine since I was 18, will be 38 this year and still feel like I only scratched the surface of each engine
this engine is a masterpiece
and blueprints are so omg awesome
u dont need to look at that ugly text code
i mean, it depends on what your definition of "understand" is
damn dude really dude?
its definitely harder to be a one man team in unreal than in unity, thats for sure
Bro i swear to god ,i installed unity and making game on it just 1 day i make my game on this stupid game engine unity
Wanna see?
can i send apk on discord
again, you can do that in unreal too
apk on discord? im out
aight dude iam gonna try it
i just wanna using legal software
Unity is so much cracked out there
@fierce tulip been using your nodes since i was 26
aww hehe
dude stay legal #2021
https://learn.unrealengine.com/course/2814930?r=False&ts=637555424272804862 you could finish this in a couple hours if you already know whats going on
we dont discuss pirated content on this server.
age is irrelevant, since you get better the more you keep at it
what u age?
an integer
@marble mango r u a bot
Nope
oh ok
Its a dissease that have nothing cured
Mortal Kombat, Life Is Strange, Injustice 2, Darkness Rises, black desert mobile (i think) were all made using unreal
julianz do u have any .exe files?
that my game dude
dude.
you could share footage, but not an exe. pretty sure thats an easy way for a ban
Yes. Unreal Engine 4 mobile games include:
Fortnite
PUBG Mobile
PES
Life Is Strange
Mortal Kombat
Injustice
Black Desert Mobile uses their own engine tho AFAIK
does anyone know anyone who knows how to use blutilities? (blueprint editor utility)
What is the Editor Utility Widget added in version 4.22 in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup
I have a related question, though... why doesn't this event fire in the editor?
It's not allowed to call an editor event from a construction script?
the construction script should already call in editor thought
it does, but then I want to call an event from that that uses a delay... and that doesn't fire
@glacial pecan do you know if i can change all fonts in my all widgets with blueprint editor utility?
No, sorry... I made a user widget with my custom font that literally all my widgets inherit from for that exact issue ๐
can you even call delay inside the construction script? ๐ค
thanks @glacial pecan there is this thing FYI
no, hence me wanting to call an event from it ๐
interesting... the event actually works in the editor, but the print never fires after the delay
Forget that for a moment
I kinda misread that
it fires if I put it before the delay, but not after
I'm guessing attempting to set a variable in an editor utility actor is also pretty futile?
i have i56300hq nvidia quadro m2000m and 16 gb of ram
can my pc run unreal engine well
Yes
start with mmorpg
mmorpg meaning
@plush yew check the pinned message in this channel, it contains getting started stuffs
youngsters..
start with a simple project
like, make box bounce when you click mouse button
i will try
you can add impulse when the box is set to simulate physics
its going up my head i will watch tutorials on udemy
take your time, have fun, and dont give up :)
nice motivation thankyou
my game is a mmrpg battleroyale with different servers that all connect to 1 giant multiverse where it actually swaps from 3d to 4d
i wish i would have a master server for my game, right now its every client for himself
vector 3 + float? oh yeah, im changing dimmensions all the time
Has Epic communicated their plans to fix the forums? half of links/images are still dead :(
can anyone tell me how to move screen
there is a thread about it @meager stag (somewhere)
@plush yew left mousebutton + move mouse around
right mousebutton + move mouse around
left and right mousebutton + move mouse around.
you'll get used to it :)
You can Right Mouse Button and WASD too ofc
oh yea, and that
If you ever played first person shooter games before, the controls should be fairly familiar.
I mean, Unreal was a first person shooter engine after all
can anyone tell me how to stop while releasinf hands from wasd it ends smoothly while movin
ty
Left mouse button drag is for X and Y axis movement, but you can't look up/down with it, kinda similar to Classic Doom.
Middle mouse button drag is for pan around the viewport.
Right mouse button drag is for look around.
You can use WASD to move around with the mouse button being held, as you may already know.
ohhh..
Hey guys, do you know this "Control Rig system that epic games made? so I made a project built in with that system now I don't see the indicators in the viewport
These are not showing in the game viewport, is there any settings i need to check? didn't find answer on google
Open the Sequencer.
it is open
Make sure the Sequencer is open, the mesh that uses the Control Rig is selected in Sequencer, and Hide Manipulators disabled.
Ohh my bad I accidentally reset its mesh, by bad ๐ ty for the help btw
what does unreal slackers mean
So i'm having an issue where i have an MP4 video that plays in my game. When I do a build and pack and play it. everything works fine on my computer, However when I transfer that same build to a different computer For more optimal testing the video now just shows a white screen. I tried to do so research to on it but had zero luck with a few different answers from past questions/Forums. i use file media source
why is it that UE always adds a player into the scene? I've set my gamemode BP not to do it, but it still adds a player.
I took everything out of the scene except for a floor cube and a camera, and it still spawns all this other stuff. even a second camera
no player = no functional simulation
I mean, UE is a game engine after all
yea, im running into the problem that I'm spawning 2 players for a local mp game, but as I turned everything else off, the game loads 3, as it loads 1 by itself before my script.
my engine is disconnecting from my gpu all the time its driving me mad. Unreal Engine is exiting due to D3D device being lost. thats what is says
is there a solution for this ?
Do you use DirectX 12?
just directx 11
I can't compile the branch master , is this normal or did a make an error?
i mean is the master branch free of bugs?
nope it has compile errors, also #engine-source in future.
you can make it compile by commenting out the broken code
obviously master branch is still WIP, of course it's going to have compile errors
or just pull the plugin seperastetly.
Ok
damn my typing sucks today
But i think the plugin has errors
Are you sure it's in DX11?
Because the D3D Device Crash usually caused by DX12
Something's faulty with your driver or GPU (which could be dead after half a decade)
i have a 2070 super. it shouldnt be faulty at all and i reinstalled my driuvers 5 times this week
studio and game ready drivers
whats that
Display Driver Uninistaller
Hi
where can i find it?
what does it do to my device
which can happen
change your power plan to Performance if its not already
and see if that fixes it
yeah no idea then i only ever get D3D lost when pc goes to sleep
mine never sleeps
i have a 3080 tho, but my 2070 super before never had that issue
Am I doing this blueprint wrong? I want it to attach to where it shows in the preview but it just seems to snap to my Pelvis and also doesn't change Material...
Yeah, my bad, I only just changed it back after testing other sockets. Even when it was correct it didnt work. I've tried other sockets and it does the same thing
but your not attaching to the mesh
your attaching to the root component
you need AttachToComponent
and supply the CharacterRef->Mesh
I tried that one too and it still just attaches to the pelvis
show me you using the correct node
Actually I found my problem I think. My characters feet were ever so slightly going through the floor so it wouldnt appear
So why doesn't Attach Actor work but component does if theyre both actors?
I can't use EOS-OnlineSubsystem , is Steam-OnlineSubsystem stable/good/complete/easy to use alternative? Please.
how do you get a 30 series gpu nowdays
im trying to get this replaced
in the BP i have it set to something else
but it still shows the old texture
show full script
guys i am trying to find a ue4 plugin that i forgot. It was some kind of blueprint plugin it was in github and was free any1 remembers
maybe if you'd explain what the plugin does
dont remember much but it was some kind of statemachine which made using bp easier. It was free and it was also showcased in UE4 blog
Its also a lot popular
and there was video tutorials about in youtube
Being a rich arse mofo
btw, when you dragged control rig to level, how to reset transform? ๐
it was another script, i figured it out
Did you figure this?
:triangular_flag_on_post: Vatsal Anunnaki Gaur#1675 received strike 1. As a result, they were muted for 10 minutes.
thanks Ponk
where do you change the base projectiles velocity and mesh?
anyone know of any useful join in progress sync related learning materials? I have a vehicle which can have the doors blown off, etc. by server side/multicasted events. when a new player joins obviously none of the events have fired and the vehicle looks brand new. I don't know where to begin regarding storing the damage states and "initialising" them when a player joins
https://forums.unrealengine.com/t/issue-with-epic-installer-cant-seem-to-solve-it-please-help/227375
I got this error in epic / unreal engine installer https://i.gyazo.com/7bf3c26a36a5e5969288fbda9ad92863.png when I click this button, INSTALL NOW it always gives me this error code https://i.gyazo.com/73492a9dca7f93a147222fde9928921e.png no matter if I run the installer in admin mode or anything like that, I have done the following (by done the ...
I am still having this issue
yesterday I was told here to post in forums
but no responds on forums
I dunno what to do...
can I still use epic games unreal engine and games fine without this?
yeah, I don't have it installed. as far as I know you only need it installed to work with Epics service integration and stuff
how do i make it fill the whole screen?
I am just worried it will affect stuff in the future?
le stretch
im going to assume thats an image texture
go into the HUD blueprint
and stretch the X value for size
or it may be the anchor point
oh youre prolly right
I can't comment on that, but all else I could suggest is disabling any form of antivirus and trying again
another seperate question, is it viable to run unreal engine on 1 rx 480, I actually have 2 in my machine, but as far as I am aware unreal engine don't support crossfire?
I don't use antivirus as I do all my security check manually like the virus scanners do
its just slower lol
Guys I have a particle system thats spawning a laser but the laser is always facing the initial direction. How do i get particles to take the rotation and direction of the main mesh?
๐
@next parcel I tried to disable pretty much everything and still dont work lol
might aswell forget about it then, if you dont need it then ๐คทโโ๏ธ
How do you change the base projectiles velocity?
PC, also why?
I am not sure if I need it...
