#ue4-general

1 messages · Page 1093 of 1

fringe rivet
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what

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Aren’t the trees the forest

tender mountain
oblique flame
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@tender mountain, Pretty much what happens is that when I click either gunner or bruiser, it runs this. Somewhere in here I need to figure out how to change the level while also carrying over which character I picked.

fringe rivet
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Oh lol

oblique flame
tender mountain
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Something staring you in the face but you can't see it because you are full of all this other stuff

fringe rivet
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@oblique flame broooo

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You use a Shadow PC too?

oblique flame
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yer sir

fringe rivet
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less goo

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I thought it was uncommon

oblique flame
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Shadow pc is awesome, using a 100$ shitty laptop and runs like a charm

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good stuff

brisk bridge
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Is it possible to use Blendspaces in a Sequencer?

fringe rivet
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ye

fringe rivet
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@tender mountain it didn’t work -_-

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Same problem

tender mountain
# oblique flame <@!797342042242023454>, Pretty much what happens is that when I click either gun...

Do some tests on a new blank project. Just have like a button that sets your game instance character variable to Gunner. Then change level. Then in the next level, spawn an cube character if game instance character variable is gunner. That way you isolate the part you are testing and making sure it works. If that works, then you have something else messing it up.

You can also have a double print string test with will print both variables of any branches to see if you are getting the right values.

Both of these are my fav debugging techniques.

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To clarify, new Project

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Not a new map.

late stag
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8hrs of my life just to have written 2,105 lines of code 😭

fringe rivet
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Why did this happen

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Why did I enable VOIP

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My project’s officially broken

late stag
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rip

fringe rivet
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Months of work..

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UE4 has few bugs, but when you get them, they’re devastating

tender mountain
meager marlin
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How would I approach a method to save a game layout that heavily uses the spawn actor script? Say user spawns actors around a map and saves the game. Upon loading the game, the actors should show up in their saved location and rotation. Note these aren't actors placed directly from the editor but rather dynamically placed in-game.

So uh, any insight or solutions?

tender mountain
drowsy snow
tender mountain
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Does a new project work?

grim ore
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why would one put in months of work and not put in 10 minutes to back up the work...

late stag
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8hrs of work feels so little

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yet the editor can Load project templates for game projects

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creatnew game projects

late stag
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Load game projects

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add and remove scenes with a undo-redo system

grim ore
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@meager marlinI can say whenever I approached this issue I had either a base class that was used that I could track for saving, or you could use an interface or tag to indicate that info. Then you can get them all and save out the data you need to recreate it on load

late stag
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add game entitys and components to those entitys

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and a log

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all within 2,000 lines of code

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crazy

meager marlin
fringe rivet
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It’s the engine

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The plugin I enabled was built in, it wasn’t even experimental

tender mountain
grim ore
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@meager marlinsave game -> get all your entities in the world that you want to recreate and save out that important data (class, transform) to your save file. on loading, reverse.

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its basic but it doesnt sound like you need advanced

fringe rivet
grim ore
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you just need a class to spawn the actor, you said location and rotation so you store the transform or just loc and rot

tender mountain
grim ore
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when you enable the plugin, its part of the project. disable the plugin in your project.

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or turn off enabledbydefault in the engine plugin if you did that for some reason

drowsy snow
# fringe rivet Not that one in particular

Create a new blank BP project, copy the Config and Content files.
If you have any C++ code, rename the .uproject file to match the old one, and copy the Source folder.

oblique flame
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Oh wait hold on @tender mountain I got some good progress here

grim ore
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again... if its just a plugin, disable the plugin

tender mountain
grim ore
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then the plugin isnt being used

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the .uproject has all of your plugins you enabled

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the engine isnt going to just turn on a plugin at random

fringe rivet
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I can’t disable it

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That’s my problem

tender mountain
fringe rivet
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It’s nowhere to be seen in the files

grim ore
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and again if for some reason the engine plugin is enabled for some reason and you didnt do it for some reason then disable it in the engine folder

oblique flame
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wrong video

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my bad

meager marlin
# grim ore you just need a class to spawn the actor, you said location and rotation so you ...

So when spawning actors, also attach an executable that stores said actor's location, rotation, and type of actor? Like in an array? So when the game is saved, that array is saved with that savegame object no? So when loading the game, I iterate through my array, using the spawn actor script and using the array's actor, location, and rotation per index? That's the way I think of it.

fringe rivet
grim ore
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@meager marlindo you have any reason to care about the information you are saving before you save?

fringe rivet
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Wiping content would wipe all of my assets

drowsy snow
grim ore
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@fringe rivet so your .uproject file has nothing in it?

fringe rivet
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It does

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Just nothing for the plugin

oblique flame
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@tender mountain Ok i was able to make it so it changes level, and I made a player start so it spawns there, but i cant move and the view is messed up, any ideas, progress!

fringe rivet
grim ore
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then how do you know this plugin is causing an issue?

drowsy snow
tender mountain
fringe rivet
drowsy snow
fringe rivet
meager marlin
tender mountain
grim ore
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@meager marlinyes, so you only care about it when you save. so again. you find the items you want when you hit save, save out that info, and reverse it when your loading

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how you ID what you need to save depends on your classes

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which plugin did you enable @fringe rivet ?

tender mountain
fringe rivet
grim ore
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well theres no "voice chat"

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theres EOS voice chat, there is voice chat interface,

analog dew
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!stream

fringe rivet
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Wdym

tender mountain
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Oh Mathew you're the WTF is video guy right?

meager marlin
fringe rivet
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OHH

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No wonder he was familiar

drowsy snow
analog dew
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really sorry

grim ore
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so I can say... I enabled all 3 voice chat plugins, and got the error, and my .uproject has the plugin like expected.

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@meager marlinyes, get all actors if they are a base class you can use or something like get by tag if you tag them after spawning or use interfaces. there are plenty of ways

fringe rivet
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Where did you find that section???

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I didn’t even see that plugin

grim ore
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in my .uproject, where its supposed to be

drowsy snow
grim ore
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and disabling it lets it load like expected

fringe rivet
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Yes, I know

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I was in it

grim ore
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are you sure your in the right project then

fringe rivet
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I looked up “voice” and didn’t see it

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Positive

grim ore
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dunno, but this is how UE4 works

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the only other way might be if you actually copied the plugins into your project but even then.. not likely

meager marlin
grim ore
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@meager marlinyou can get or set tags on actors at runtime, yes

drowsy snow
# fringe rivet Positive

I would be surpised if you haven't even tried making a new project and copying all your stuff to there at this point.

fringe rivet
grim ore
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theres no reason to start over tho. your project is saying load this plugin, if you tell it not to do that then... it wont do it lol

tender mountain
grim ore
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the plugin is "Voice Chat Interface" btw for the full name

fringe rivet
fringe rivet
drowsy snow
fringe rivet
grim ore
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you shouldnt need to search.. how long can your uproject be?

fringe rivet
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Very

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very long

grim ore
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like paste it here even if needed

drowsy snow
# fringe rivet Very

You said not even your text editor's search function yields any result. You're not lying, or mistyping?

grim ore
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maybe your text editor is doing exact matching not partial

fringe rivet
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Why would I lie

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That benefits no one

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Meh, I’ll just migrate the files

grim ore
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paste your .uproject to pastebin for curiousities sake, I am curious how it could be very long

fringe rivet
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alright

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oh no

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..

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I’m super dumb

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It was Engine I spent an hour looking through

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He, and no, I wasn’t trolling

drowsy snow
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If you're afraid of breaking NDA, I'll post mine.

fringe rivet
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I see the plugin in the right file -_-

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Thanks for the help, sorry for wasting lots of time

grim ore
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looking at Engine what?

fringe rivet
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I don't know how I made this mistake

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again, really sorry for wasting your time

tender mountain
fringe rivet
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Yeah, you helped me understand casting and object spawning

drowsy snow
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We told you to look at the .uproject file, not the .ini file...

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Maybe it's my bad I didn't mention about not opening .ini file, but those files are not even related with plugins.

grim ore
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they dont have file extensions enabled

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which I realize is going to be an issue for most people since its off by default lol

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and well.. people who dont know what extensions are since windows and macos hides them so well

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so all around, learning experience. windows sucks!

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ugh

tender mountain
grim ore
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super learning experience, I just realized I always turn them on by default and showing people how .uproject files work isnt going to make sense for some people

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@plush yew yeah I was watching some content on how newer generations just search, no need to organize

fringe rivet
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newer generations

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is that a self insult

drowsy snow
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We have this kind of unwritten rule that showing file extension is a must for anyone working with making software.

tender mountain
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Well have fun all 😄 L8rs

fringe rivet
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Bye

grim ore
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@fringe rivetheh, no insult intended to anyone it's just the way operating systems have changed in the last decade to hide the stupid stuff and let you get to what you want easier.

fringe rivet
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Yeah, I was wondering why I couldn't see the ".blank" part, I was able to do so a few years back

grim ore
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its the same way we dont dial phone numbers anymore lol, we just pick a person now

fringe rivet
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What?? You don't dial phone numbers?

grim ore
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the bad part about this is I just realized that this might be a good reason to have a wide and diverse group of people evaluating learning content

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well not bad, insightful

fringe rivet
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Like a cool kids group

grim ore
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well I try and get my kids to do it but its boring work to them lol

nimble moat
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Can someone point me in the right direction, ive been trying to make something where my cursor slides an object but only along 1 axis and responsive (user has to actually slide the block) but there is no tutorials on that at all and im not even sure where to start with it

grim ore
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so click and hold mouse, move mouse to the right, block moves on the X axis ?

nimble moat
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Yes!

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I tried physics way but it seemed way to intense performance wise

grim ore
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thats basically how you do it then. use mouse input and track the mouse location each frame and as it moves you add that to just one axis on the item

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you need some way to know when its down, you could use just a normal input even for pressed and released. You could then use the tick when your event is now true to move the item.

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or you could use a mouse input axis which checks each frame and on down move it instead of using a tick

nimble moat
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I already have most the mechanic down everything works fine its just been finding the correct/best way to do the sliding mechanic

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I see what you mean though, on mouse down update location of block

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And only use the X or Y strut

grim ore
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theres a few ways, just have to pick one. basically identify when the mouse is down and then check the mouse position this frame compared to the last frame and you can move the item on just one axis that much

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needs some tweaking such as maybe adjusting that move amount based on frame rate (delta seconds for this)

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and if you want it smooth you could do things like lerping over time or clamping your amount per frame to move

nimble moat
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Yeah, thanks for your advice. I wouldnt class myself as beginner more intermediate but this one stumped me for awhile

grim ore
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its not a simple easy thing to do well but break it down and thentweak it

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so this code is like the minimum needed

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store if the mouse is down, inputaxisturn is just mouse X (set up in template, im lazy), and if the mouse is down im just adding positive or negative to the Y axis to a cube in the world

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its not frame rate independent and it has no cap if you move your mouse really fast, but its a start

drowsy snow
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❓ BTW is there any drawbacks to store USF shaders directly in project level (Project\Shaders\), versus storing them in plugin level (Project\Plugin\ShaderPlugin\Shaders\)? Aside from reusability, that is.

zinc shore
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how can i make a aim assist wher if your using a controller it will auto aim if close to a target and turn it off when using a mouse

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do they show a way to make it only happen when the controller is rotating the camera not the mouse

drowsy snow
weak gale
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So I just ended up reformatting my hardrives, and all the free monthly content I downloaded seems to be gone from my epic account. Does anyone know if there is a way to get these back?

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There was a blockout plugin I used quite a bit that I particularly miss

drowsy snow
weak gale
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They don't show up in my library despite being on my epic account which is whats confusing me

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I'm checking my order history and they don't seem to come up. Could this be due to just clicking the install button instead of adding to cart and checking out first?

plush yew
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sorry Im learning unreal and clicked the wrong thing, I reopened my project and the sequencer is empty?

fringe rivet
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Did it save

plush yew
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I believe so, although I could be wrong, shouldn't I be able to see add to track per object regardless?

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Ah nevermind, I just had to right click to edit it, sorry hundreds of buttons to learn.

weak gale
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ok all of my free for the month content is just gone from my account

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everything else is there, just not that stuff specifically

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I just replaced most of my computer with new parts, but I don't know why the monthly content wouldn't be saved the same way as everything else

drowsy snow
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I dare to swear they're yours forever once you claim them.

weak gale
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Ill relaunch and see what happens

drowsy snow
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Also, magic bullet: restart

weak gale
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Ok so I did some poking around and I somehow have 2 accounts?

drowsy snow
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If you're trying to achieve something specific with Niagara, currently there's no tutorials for specific things you're looking for.

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Though there's quite a few on the basics of Niagara system.

peak oxide
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2 Questions I'd like to understand better, shown in this video. Import position and lightmap settings. Thanks.

@ 8 secs I drop in the models, they snap to existing objects, I overwhelmingly want to drop these at the [0,0,0] postion - is there an option for that?

@ 27 secs I'm tweaking the mesh settings. See my Source Lightmap Index resets back to 0 each time I set it, the 2nd time it sets the index as I requested. I also set the resolution in 2 areas, the Lod build and the general settings. What should I be doing instead?

Shouldn't the Source Lightmap Index generally always be the Destination Lightmap index? UV2?

Thanks for the advice!

drowsy snow
grim ore
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@peak oxidesource is the UV it will use when making a lightmap uv when in the engine, destination is the uv channel that lightmap will be created for (notice this is the build section). down farther is the section where you specify which actual uv to use for your lightmap

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so setting it 1 and 1 isnt effective

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thats why its normally 0 and 1, 0 for the main UV and 1 is the lightmap uv that the importer created

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as for the lightmap resolution, build again is when its generating a lightmap in the engine. general would be for the mesh itself that it would actually use (notice the build says min resolution again for building the UV lightmap)

lunar hollow
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Anyone know what kind of math formula I would need to keep all of my values within the blue box?

grim ore
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generally ABS (absolute) which makes sure your values end up positive only

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but it depends on what you are doing

lunar hollow
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Im trying to randomly generate values, but only within that blue box

noble forge
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Very noob to the software here...
How would you guys go into making a patch of dirt in UE4? I only need a patch, that fades into transparent, So that it serves as a ground for my sword prop (which is stuck to the ground)

grim ore
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oh, so not just positive but limiting the values

lunar hollow
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Yeah. I originally thought min and max would work, but that would only work if the box was perfectly straight.

grim ore
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yep which is where I cant help past lol, my maths are 😦

lunar hollow
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LOL YEP SAME

bleak zodiac
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@grim ore saw your unreal tutorial on creating main menu 🙂

grim ore
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@lunar hollowthe bummer part is there is random point in a box, I just dont now how you would rotate it

drowsy snow
noble forge
lunar hollow
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imma go find a math nerds discord and see if I get lucky

grim ore
drowsy snow
prime willow
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i hope to eventually reach his level of expertises

grim ore
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i thnk if you look for the math for point in non axis aligned box, or obb, you might get someone who has the actual math

noble forge
drowsy snow
grim ore
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vertex paint would work if your resolution was high enough, but decal sounds like an easy solution if you just have a simple dirt texture, but if you have one why not make a custom texture with the dirt if its possible

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or slap a mesh in there to simulate some chunky dirt and make it easy!

drowsy snow
grim ore
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the scary part is im not even close to as skilled at UE4 as most of the others that work there

prime willow
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o.o

prime willow
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i honestly cant imagine being as well arounded about unreal as you are within the next year or two..

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most of your solutions make me feel like im retarded for not seeing how clear it was xD

drowsy snow
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Took me around 4 years for me to be decently knowledgeable with UE, so yeah.

prime willow
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ive been doing this for nearly 3 years probably and i feel like i dont get anything at all xD

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like im accidently just stumbling onto each step of my games progress lol

drowsy snow
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Back then there wad not even Unreal Online Learning in the earlier days, so YouTube tutorials were all I got.
Though granted I did have some modding background, so I kinda knew reverse engineering stuff

prime willow
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i mostly use youtube tutorials from unreal engine or other youtubers

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to try and figure out why a function does what it does and how it tinkers

peak oxide
drowsy snow
peak oxide
peak oxide
grim ore
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@peak oxidethe lightmap uv's are used for lightmapping only, so it doesmt mess up the texture mapping. its just for lightmap baking

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and that section is only for auto generated ones. if you want you can make uv0 your texture map, then make uv1 your lightmap. both can be hand made in your DCC program and when you import just tell it not to generate a new lightmap uv and to use yours

drowsy snow
grim ore
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@prime willowchances are you wont need to be near anyone, epic has started testing self publishing on the epic store and steam still allows it

prime willow
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o.o

grim ore
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if you want to cheat and do the 0,0,0 move your viewport to that point so you can see it then change your grid snapping to like 1000 lol

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it should default to snapping to the only valid spot at 0,00

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or roll up an editor utility to do that for you 🙂

prime willow
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thats good i guess x3

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@drowsy snow my ledge grab still broken lol

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the issue only half went away

drowsy snow
prime willow
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now i dont teleport all over the map during ledging or mantle

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but i still wapr around after or mid ledge grabbing/mantle

grim ore
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finding a publisher comes at a huge risk as well, theres no good answer 😦

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well I mean, bank of grandma is always good!

prime willow
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yeah i looked into publishing and im most likely going to do it myself the long hard way and hopefully build up genuine admiration and repitore wwth gamers

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once my game is at a point that sharing it seems doable

drowsy snow
prime willow
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you rmember the warping around that floops the camera around

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that still happens but i no longer teleport around the map

slow quest
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Can someone tell me where my hardware is lacking? I'm using UE 25.4 but the free pack i got off the market place has taken over 30 minutes to open (still waiting). Just wanna know if I should add to the build and what basically.

prime willow
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CPU or gpu maybe?

grim ore
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check your task manager, is it using near 100%?

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loading projects is going to be 100% cpu/memory

drowsy snow
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If something stuck, check the task manager.

slow quest
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Alright

drowsy snow
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I always have Task Manager open 24/7 lol

slow quest
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But the specs seem alright? I know it's not the best build

grim ore
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8/16 with 3.5ghz as the max. its "ok" but we dont know what pack you have,or if anything is causing issues with your shader compiles

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you could also be running a 5400rpm spinner for a drive

drowsy snow
prime willow
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my mesh makes the camera move

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but my ledging is causing character to stutter terribly lol

drowsy snow
prime willow
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my ledge grab doesnt hold anymore and instantly translates into mantle or quick mantle

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yes

peak oxide
drowsy snow
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Don't expect hotkey miracle.

peak oxide
slow quest
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@grim ore Found the problem.

drowsy snow
slow quest
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It's the GHz

drowsy snow
slow quest
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Also means a trip to the store lol

peak oxide
drowsy snow
grim ore
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well 3ghz on 16 threads isnt horrible, but we dont know what you are opening so it might not be enough. and its also the first time only that it would take this time

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and there is a way to get shortcuts for editor utility widgets, someone has a plugin for it

slow quest
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It's the Park Environment pack

drowsy snow
slow quest
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got it a while ago actually

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I'll keep that in mind, but I'm assuming it has to open first to set those right?

drowsy snow
grim ore
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the park environment is heavy so yeah it could take some time. IF you go to processess and you see shader compiler worker running 16 times with high cpu use then your gonna have to wait

slow quest
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Alright. I'll check it out

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Thanks again

tulip spire
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I wanna enable Deferred Shading on mobile
the Docs say :

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is this how it should be

peak oxide
worldly hedge
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Guys, not sure if this the right place to ask, but is there something wrong with the FPS character controller in UE? The rotation pivot is infront of the player instead in the middle of the camera. Is this normal? It feels very strange to me

chilly glade
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Hey all, I'm a fairly jaded unity dev planning to make a switch to unreal. Are UE4 and 5 similar enough that I can start learning in UE4 and then bring my skills to the full, stable ver of UE5 next year?

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Or am I better off learning in early access UE5 despite the instability

drowsy snow
chilly glade
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Gotcha, so I take it the layout & basic features are virtually identical between 4 and 5?

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Like aside from certain graphics/nanite/lumen workflows, the way I build projects will still be fundamentally the same?

drowsy snow
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Yeah, large part of the stuff that beginners will overcome would be the same across versions.

modest trench
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Yes, they are almost identical feature wise

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Ue5 has new features (with more on the way) but the fundamentals are pretty much the same

chilly glade
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Excellent, thanks for the advice

chilly glade
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Oooh, tyvm

mint raptor
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Child not moving with parent

golden niche
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I would put the camera in the middle instead of the character mesh

spare kernel
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@mint raptor did you change its location or make it static?

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you set it Absolute Location

runic fern
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Hello guys how can i make the 3d widget block the light ?
because its not too much clear when spawn it in world

worldly hedge
golden niche
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Because you are rotating the character not the camera

hollow magnet
#

Hii

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What do you think about Unreal Engine

exotic thicket
#

What kind of answer do you expect from a community focused on UE? :D

amber shuttle
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ask in unity discord to get a honest review 😄

plush yew
#

hey

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thats why i said ue4 was a bad idea !

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wrong scal and distance

raven estuary
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Does anyone know a good way to do wires other then just bringing in static meshes from something like blender?

amber shuttle
#

cable component?

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if you manage to do collisions properly

raven estuary
amber shuttle
#

i saw a perfect plugin, or was it just asset, just perfect for you

neon magnet
#

I think I'm the only one who really doesn't like these 'remastered' GTAs coming

raven estuary
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Oh am i dumb is this a plugin built in

amber shuttle
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this one is withough plugins

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but idk its not perfect

raven estuary
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Awesome thank you

keen sierra
#

very stupid question but i hvaent been able to fix this with any solutions i found, but i wanted to fix this extreme glossiness in my project

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im entirely new to unreal but i think thats obvious haha

raven estuary
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Off the top of my head (also noob so i may be totally wrong) but i think its your materials

keen sierra
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im aware its the materials just unsure what rhe issue is?

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one of the textures for reference

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ive tried some of the solutions (linear color, turn of srgb, etc) but that doesnt work it just waters down the color

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but keeps it just as shiny

raven estuary
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Ummmmm i think you need to flip your roughness it looks like its supposed to be 100% rough (due to the black) but its reading it as 100% gloss

keen sierra
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ah yeah i vaguely read smthn abt unreal swapping that around or something?

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how would i do that if you dont mind me asking?

raven estuary
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Now that is over my paygrade

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Im not sure

amber shuttle
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do you know about material instance?

keen sierra
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ah alright, thanks anyway:)

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and i dont think i do no

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my school isnt too great so we are mostly teaching ourselves rn

amber shuttle
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thats my material

keen sierra
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oh wow

amber shuttle
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and yea your problem is in roughness

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atleast do that

keen sierra
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id guessed so as well, but was not sure how to fix it

raven estuary
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So thats like a master material

amber shuttle
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lower the roughness abit

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multiply it by 0.5 or smth

raven estuary
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Basically what you do is use the master and then customize it from there

keen sierra
#

alright thanks i'll try that!!:)

raven estuary
# amber shuttle

So to explain this picture to my best knowledge whats happening with those nodes is the white is pure rough or gloss and then that going into the multiply which is affected by the roughness param giving you a roughness slider essentially

amber shuttle
#

not a slider but yea

raven estuary
#

Yeah its a 0 to 1 sorry

amber shuttle
#

that my material instance

keen sierra
#

i cant find the roughness parem however?

amber shuttle
#

no you can do over 9000 if you want

raven estuary
#

Jesus Christ haha

amber shuttle
#

thats the material instance

raven estuary
amber shuttle
#

everyting that you set as a parameter in master material

#

you can change in mat instance

raven estuary
#

So take your roughness put it into a multiply and then create a param name it roughness

amber shuttle
#

yea right click it

keen sierra
#

yeah id guessed so but was moreso unsure which param?

#

ah wait

amber shuttle
#

there will be an option

#

then go to your material in content browser

#

right click it

#

create material instance

#

then assign that material instance to your mesh or whatever

#

open it and tweak

raven estuary
#

Is there a place to find a mastermaterial

amber shuttle
#

you make it yourself

#

if it has mat instances

keen sierra
#

ok sorry if im missing smthn rn

amber shuttle
#

its automaticly master

keen sierra
#

but how did you get that second param again?

amber shuttle
#

hold "1"

#

and click somwhere

#

you get "0" node

keen sierra
#

oh yeah!

amber shuttle
#

right click it

#

and make to param

keen sierra
#

yep

amber shuttle
#

now make mat instance

#

from that material

raven estuary
keen sierra
#

yp got that

amber shuttle
#

assign mat instance to your mesh

#

open mat instance

#

change properties

#

and watch it in real time

#

😄

keen sierra
#

thank you give me a second!!:)

#

i do think ive messed up along the way since mine is just blank

manic urchin
#

evening gentlemen, i want to ask about repnotify, what is that exacly? how its work? and in what case we use it

keen sierra
#

nvm nvm got it

#

i forgot to save TGBFRHDEJKSWL

#

embarrassing

#

AYEEE it worked tysm

#

no more slippery bed

amber shuttle
#

more advanced shit would be to assign that master material to ALL of your meshes

#

because you can make texture a parameter too

#

then all of your meshes will have same roughness if you want to

keen sierra
#

oh thatd be cool to learn! though its not too much work to do this rn i think

#

im rushing a bit cause i have to put this project up haha

#

god this was really great help i couldnt fid the solution anywhere

reef lotus
#

anyone have reccomendations for promiting/advertising a steam game?

warm salmon
#

Tried Google ads before?

reef lotus
#

nope

#

I'll take a look at it

warm salmon
#

Yep

manic urchin
drowsy snow
reef lotus
#

i guess it's fair tho they have time constraints

#

just like anybody else

drowsy snow
#

Just reduce the global time dilation in BP, I guess?

reef lotus
drowsy snow
#

If you want a prebaked fluid sim, then alembic cache data ought to do it.
Or you may use niagara and create 2D metaball of sort.

obsidian nimbus
#

@reef lotus this is kind of the whole point of commercials

#

a lot of pro sporters only pretend to drink that crappy redbull/ monster

reef lotus
#

idk

#

like if all of society is dishonest does that mean its ok to be dishonest

#

whatever im a weirdo idealist

stable path
#

I mean, I don't see anything dishonest in them asking for money

#

That's why they started the channel in the first place

reef lotus
#

i dont eiher, I just don't want to pay someone who isn't actually interested in the game

stable path
#

You're looking at the Youtubers as your customers

#

They aren't

#

They're essentially a marketing tool

#

The people who will watch those youtubers play your game are your potential customers

#

If many people watch your game, some of them are bound to get interested

reef lotus
#

yeah i understand that, idk 1 guy asked me for 1000$ for a short mention

#

it's just like it sucks that my game can't succeed on it's merit, i have to bribe someone to play it

obsidian nimbus
#

i read a post with stats from some1 that spend 500$ on a few diffrent marketing campains

drowsy snow
reef lotus
#

yes im aware

obsidian nimbus
#

turnout out he was gettin pretty good results from adult sites when his game wasnt that at all

#

facebook was getting verry few hits from the money spend

drowsy snow
#

I mean, in many cases, more than 50% of AAA games's budget don't even go to development cost, but on marketing.

reef lotus
#

i know

#

that's kind of nuts to me, but i guess it's just how the market plays out

stable path
reef lotus
#

ye

obsidian nimbus
#

AAA spend their entire marketin budged for preorders cuz they know their game wil get burned to the ground on release 😛

stable path
#

I'm pretty sure there are a few games which were good but didn't earn well because nobody knew about them

obsidian nimbus
#

pre release date is where most sales are and those sell for full price

reef lotus
#

i just released a game and the only major complain is that there aren't enough people playing it

#

so i'm trying to find someway to get it out to a lot of people

obsidian nimbus
#

no use to run a campain to get ppl to pick it up from the bargain bin when part 6 is about to release in a few months

#

ow its MP with too few ppl?

reef lotus
#

yeah, i made the tough decision of going pay 2 play for right now

keen sierra
#

stupid question but, how do i export a webgl?

reef lotus
#

transition to f2p in a few months

obsidian nimbus
#

if its MP you want ppl to tell their friends anything that gets them to do that

reef lotus
#

yeah we've been doing tik tok some, but we had a spike on it before release and the hype died down cuz it still wasn't released

#

but it got like 2 million views on the tag

obsidian nimbus
#

dunno how effective friend referral bonusses are

reef lotus
#

i got a bunch of emails for steam curators to review it and some companies to promote it

#

but idk if it's a legit method or not

#

like it seems kind of sketchy they emails

obsidian nimbus
#

so what game is it?

reef lotus
#

it's called Pro Soccer Online on steam

obsidian nimbus
#

ahh looks kinda fun, and congrats on the release

reef lotus
#

thanks

obsidian nimbus
#

ur target audience is ppkl that like soccer but hate EA

reef lotus
#

lol yeah but fifa players don't like it

#

fifa players mostly like the ultimate team mode

#

and this doesn't offer anything like that

obsidian nimbus
#

well a lot of ppl hate ultimate team cuz its pay to win

reef lotus
#

yeah that's why i made the game really

#

i saw a hole in the market

#

but yeah getting a lot of people to play it is hard

#

anytime I try to share it, i give off salesman vibes and people get turned off

drowsy snow
# keen sierra stupid question but, how do i export a webgl?

You can't. Unreal Engine already stopped supporting HTML5 native as a platform, instead you get Pixel Streaming.

The older versions used to have HTML5 export, but they're based on old Emscripten web assembler, and they're unreliable as heck,

#

It's that unreliable that Epic just gave up and have Pixel Streaming (basically the same as cloud gaming) as an alternative to HTML5 export.

keen sierra
#

ah i need to be able to upload my game on my portfolio, preferably playable, is there any way to do that?

drowsy snow
keen sierra
#

cause its for my portfolio, so people arent gonna take the time to go to youtube, then download and only then be able to play it

drowsy snow
keen sierra
#

its partially cause i myself kinda suck at the gameplay so the video guaranteed isnt going to turn out well haha

#

its pretty minor, and a full game but moreso being able to walk around the environment yourself so thats kinda ruined if i cant host it

drowsy snow
#

You could ask your gamer friend to record it. Not the end of the world.

keen sierra
#

but i found a video about pixel streaming that could possibly host it

#

yeah no not the end, but still very frustrating nonetheless haha

drowsy snow
#

FWIW, Pixel Streaming is mainly for a functional product, not portfolios. You have to somehow host the application 24/7.

keen sierra
#

Embed and share any UE4 4.21 Pixel Streaming app with Furioos (Cloud Gaming web platform)!
We have just included the support of the excellent Pixel Streaming in our Furioos cloud gaming web platform
Congratulations to the Epic Games teams who did a great job on the streaming engine!
Here is a short tutorial explaining how you can simply upload y...

▶ Play video
#

this seems to work fine?

drowsy snow
#

Again, Pixel Streaming is practically do-it-yourself cloud gaming. Unreal will provide some comms protocol, but not the server.

keen sierra
#

oh no i know, but that video seems to have a host where i can put the game up as well

#

i'll give it a try and if its a bust, i'll see if someone can do a couple or test runs for me

plush yew
#

can someone give me a dummy simple yes or no, if im using raytraced reflections do i need reflection captures

plush yew
#

thanks

exotic thicket
#

think you need some beefy HW to run the pixel streaming thing

#

pretty expensive at least on EC2, I did some testing for fun lol

#

although I guess everything is relative, so depends on what you need it for :P

plush yew
#

is there a way to use a skylight without lighting interiors that have no lights

#

im using rtxgi

#

but still have the skylight going through roofs

trim mantle
#

I think skylight is to light everything

#

Especially since it does not have direction xD

plush yew
#

nope

#

skylight is needed even when using raytraced lighting for certain things

#

a good example is water reflections and lod things

#

i know you CAN use skylight without it brightening interiors i just dont remember how I did it

#

iirc you can set a skylight to raytracing

#

theres some console commands for this but i dont remember how to activate these

#

can i make mesh move like it's a grass or tree? like make door shake like a tree or a book shelve, window etc... like distort the object, use wind force on it etc..

#

changing shape of it and distorting the visuals

#

but in the easiest way possible without going too deep into

#

mhm

#

more like when it's moving on it's own

#

like when tree is shaking

#

back and forth

#

more of a horror vibe

#

a bit of slow motion

#

and weird distortion to it

#

kinda psychedelic

#

when it all blurs

#

and goes weird

#

something in style of layers of fear

#

or this thing moving left and right

#

just like the pendulum inside of it

ashen mantle
#

hi guys. I can't get my character movement component to work past Silly Speed
I set Max Speed 100... it walks
500-1000 it runs
5000+ it... doesn't seem to do anything else but run, not faster.
10000ish?... it almost freezes.

#

this is driven by an AI controller btw

#

so it looks like the AI needs so much time to accelerate... for proper speed... that it cannot even start

#

I messed with accel too

#

I set accel to 10000 and max walk speed 10000

#

it barely moves

#

oh and the AI movement is just this

keen sierra
#

sorry to be a bother but i dont usually use unreal and

#

does anyone have a fucking clue whats going on

plush yew
#

37-45 sec

#

that effect

#

seems like the whole game just uses visual distortion at those horror times and not the room design, material change itself so much

#

that's why it all goes back to normal in game so fast

mint raptor
ashen mantle
#

anywya, nvm about my question, found the issue. breaking deceleration set to high values

plush yew
#

thx

#

now I need to figure how to make blueprints for that

#

when you walk in box trigger the settings of material change

#

what's the name of blueprint for that?

hollow moat
#

My capsule is rotating down instead of my camera on my character how can I fix this?

#

This is when I look up and down

hollow moat
#

@spare kernel

InputComponent->BindAxis(LookXAxis, this, &APlayerController::AddYawInput);
InputComponent->BindAxis(LookYAxis, this, &APlayerController::AddPitchInput);

This is the only looking code really, the rest is handled by the character system in unreal

spare kernel
#

aight

#

did you by chance

#

tick Use Control Pitch

#

in yoru character bp?

hollow moat
#

Yup 😦

#

Fixed thanks

#

I don't remember checking that

iron frigate
#

hi guys, any leads on baking out models from blender with animated modifier into unreal?

drowsy snow
plush yew
#

dumb question, how does one attach a widget to a VR controller, make it appear on button Y press, and make widget interact with line trace channel from right controller? lol

scenic fox
#

how can i load level with specific gamemode?

#

im really curious on how this is possible

warm salmon
#

Wot exactly do u want to do?

scenic fox
#

Load a game with a selected gamemode

#

like

#

For example i want a map with two different game modes but i don't want to duplicate the map and change the game mode

#

if it isn't possible that's fine too

fallen stratus
#

Hello stupid question, but is there a way to rotate an object relative to camera and not relative to axis?

#

in the editor

grim ore
plush ibex
#

does anyone know of a way of packaging a ue4 game to be playable on a website

#

in 4.26

vocal flume
#

Is it possible to switch smoothly between the character camera and a camera that belongs to a different BP?

grim ore
#

Set View Target with Blend @vocal flume

vocal flume
#

Thank you @grim ore

autumn latch
#

what is the difference between them?

#

and

#

local and not local

autumn latch
#

split-screen, ow thanks to u

sterile lichen
#

most of it you can find in UE docs

#

about Players/ PlayerControllers/ Pawns etc

tiny valley
#

Whats the best way to make a morph target between two similar meshes but which have different polygon counts, like maybe a zbrush script which can shape mesh 1 into mesh 2 thanks

near dirge
#

Is there an optimal way of working with Unreal Engine remotely? I mean something better than Microsoft's Remote Desktop that has minimal image quality reduction and interfaces with the software as directly as possible.

(Similar to how one would export a display variable in Linux or something).

mellow turret
#

if my packaged game freezes, is there a way to get a log of the thing that caused it to freeze?

daring cedar
#

I saw in a tutorial the guy adding rock material here but I don't know how to do it

#

He just typed Rocks and the mountain texture changed

#

I just renamed my rock material to "Rock" and typed it in the none box and it didn't change

uneven torrent
#

Hi guys, I am currenty working on Oculus project using ES31 Vulkan shaders. I have the editor set to preview the level in ES31 while I am working on it and when attempting to do a simple level transition/load from main menu to game level the editor crashes with this error message - Assertion failed: !bShaderMapComplete [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Materials/MaterialShared.cpp] [Line: 2584]. When previewing the level in standard SM5 the transition works fine?

daring cedar
#

Is he doing something different?

#

oh ok thanks

dense knoll
#

UE4 likes s to die whenever using DX12, mostly the e engine saying along the lines of "Driver Hung", I would switch to DX11 but sometimes the editor just t blinds me e by turning the scenes lighting up WAYY too much h

autumn flame
#

Sounds like Eye Adaptation / Auto Exposure

daring cedar
#

any idea why my rock material looks repeated like this?

#

Is there a way to make it look better or is it a bad material for it?

autumn flame
#

They will always repeat with no work done on them, simplest you could do for now is make them bigger if too small, can alleviate some of the repeating pattern by... having less

obsidian nimbus
#

UV tiling

kindred iris
#

Not sure what channel to put this in but is there a way to scale/rotate the collision area more precisely?

gusty apex
#

For such a simple object you could set 'use complex collision as simple, no?

kindred iris
#

Yeah I tried doing that, but I get this weird infinite falling glitch whenever walking on the mesh

#

I can record it rq it's hard to explain

rancid jay
#

Stupid question, if a struct's array is declared in header, how to make it visible in BP?
UPROPERTY(BlueprintReadWrite, EditAnywhere) does not show it in BP's variable list

gusty apex
#

There is a property for indicating that the player can walk on the mesh

ocean sparrow
#

aaaaaah

#

eso que eh

kindred iris
#

it's weird bc the complex collision was just working last night

gusty apex
#

@rancid jay bluprinttype in uproperty

rancid jay
#

USTRUCT(BlueprintType)

#

i was expecting it to show up in BP's variable list

#

i guess it is not suppose to do that?

gusty apex
#

@rancid jay it should

rancid jay
#

it shows up in variable type's dropdown list

#

but not as "Set" Variable

gusty apex
#

@rancid jay what do you mean?
Can you make one?

rancid jay
#

i can

#

btw i am a noob C++, please assume i dont know anything

wooden rock
#

I am building a proof of tech FPS and I am trying to make a "true" first person char. I am following the UE4 docs for animation blends, which has you make the hip rifle blends. Question is (and I think I know the answer) whether I use just arms or whole person mesh, the other players (multiplay) will be shown as full meshes, so will I need blend animation for all 40+ positions? Blend for iron sights, blend for pistol, blend for pistol hip, blend for crouch walking and aiming, etc ??

gusty apex
#

@kindred iris I just had to delete a mesh because no matter what I did the collision wouldn't appear in game. Even though I could see it in the editor. Reloading the mesh didn't work either. In the end i had to import it again and suddenly everything was fine

rancid jay
#

i am talking about showing up in the list at "Variables"

#

it is not suppose to do that?

gusty apex
#

No

#

Not unless you make one

#

The variables are instances of the types

rancid jay
#

hmm.. i always thought declaring in C++ header automatically makes one

gusty apex
#

No

rancid jay
#

weird programming

gusty apex
#

Your c++ thing makes a type

#

You can now make instances of that type

rancid jay
#

i see

#

so, in order to make it show up in the list, only BP can do it?

#

in C++ has no such thing?

#

just curious

#

learning

gusty apex
#

Generally no.
But as you are a beginner I have to qualify that by saying there are some times when it does sort of happen like you thought

#

But not for those variables

rancid jay
#

i see.

#

strange one indeed with C++

manic dew
#

PLEASE some1 help

rancid jay
#

thanks btw!

manic dew
#

i accidentally hit launch on my project

#

and now its stuck

#

the entire thing

#

wht do i do

rancid jay
#

close and re-open

#

the safe way, is you launch standalone mode next time, so you close safely

gusty apex
#

@rancid jay unreal c++ takes a bit of getting used to.
It is NOT like regular c++, there are unreal conventions you have to stick to

rancid jay
#

or try press Esc see if it works

rancid jay
#

you mean to say it is best to make the variable in BP? (after declaring the struct in C++ header)

gusty apex
#

@rancid jay no, it's like saying, if you are able to use c++ you don't need to worry as much about blueprints

#

Anything blueprints can do, c++ can do.

The reverse is not true however

obsidian nimbus
#

you can make the variable in c++ it wont show in that list but it wil show up in the search

broken socket
#

so i copy and pasted blueprints from 4.27 to 4.25 and compiled everything, no errors but it simply wont work

obsidian nimbus
#

variables in that list wont show up in c++ tho

broken socket
#

how do i fix this

rancid jay
#

i see.

#

my goal is to make it show up in the BP's variable list

rancid jay
gusty apex
#

For ANYTHING c++ to be visible in bp you have to add the macros UPROPERTY for variables, or UFUNCTION for functions

rancid jay
gusty apex
#

With the appropriate specifiers

rancid jay
#

this list in Variables

obsidian nimbus
#

well for the sake of organizing its a goal, but id let that idea go if i was u 😛

rancid jay
#

USTRUCT(BlueprintType)
then
UPROPERTY(BlueprintReadWrite, EditAnywhere) already

obsidian nimbus
#

if this was in any way easy epic would have done it allready

rancid jay
#

i thought it would be nice to have the "SET" variable so i connect instead of making another 1

gusty apex
#

Set is not a variable

#

It's a function to set the value of a property

obsidian nimbus
#

uhhhh

rancid jay
#

but it shows up as a struct instead of array. (I think i fail programming at this one). Currently i "SET" the new variable as the actor's array

#

i mean struct indeed gives the array option

gusty apex
#

The reason you can't have variables from c++ in that bp list is simple:
The bp variables list is editable, and inherited variables are not. They belong to the parent class, and you can't delete them

rancid jay
#

I see. Thanks for the explanation

obsidian nimbus
#

you can change the value of parent variables

gusty apex
#

In bp code, yes, if they have been marked with the right uproprty specifiers

#

But they won't appear in that variable list

#

And technically those are NOT variables, they are properties

#

That's the distinction

rancid jay
#

my bad for calling it "SET" variable

true ridge
#

Is it possible to attach a component to an actor which doesn't inherit rotation? Have the location and scale affected by the parent actor, but not the rotation?

gusty apex
#

No bad. These are the terms you have to get used to @rancid jay

obsidian nimbus
#

well they are also variables 😛

rancid jay
#

what is the correct terms then?

#

property variable?

obsidian nimbus
#

doesnt matter

gusty apex
#

@obsidian nimbus that's part of the problem. The term variables is kinda different in relation to c++ vs bp

rancid jay
#

i mean it gives confusion when asking questions

obsidian nimbus
#

google wil like variable better

gusty apex
#

@rancid jay a c++ 'value' exposed to bp, is a property

#

You can't expose variables to bp

true ridge
#

Wow, that was an easy fix. Thank you!

gusty apex
#

Think of it this way, to get a property to show up in bp you mark it with UPROPERTY

There is no UVARIABLE. Thankfully

rancid jay
#

"UPROPERTY" makes sense now

gusty apex
#

Exactly

#

All hall epic!

obsidian nimbus
#

and you can still add a variable to BP 🙂

#

i mark this problem as solved

gusty apex
#

That's the thing I'm saying, unreal c++ isn't even 'normal' c++

#

Try to add an abstract class

#

You can't

rancid jay
#

the thing is, i am worried it might cause issue. Like somehow enum in BP, the C++ won't know about it

gusty apex
#

Unless you do it the epic way

obsidian nimbus
#

if u run into that u delete the BP enum and make a new1 in c++

gusty apex
#

@rancid jay do you have any programming experience in general before coming to unreal?

rancid jay
gaunt abyss
rancid jay
#

i learned python and some randoms

gusty apex
#

@gaunt abyss not true. Trying to give a clear view of what is going on re bp and c++.

#

If someone thinks c++ variables are the same as bp variables, that's not going to help them

gaunt abyss
#

Also no such thing as "unreal C++“

Epic didn't invent a new language

gusty apex
#

Yes. They basically did@gaunt abyss

gaunt abyss
#

Nowhere close to being true

obsidian nimbus
#

lot of boilerplate

gusty apex
#

Then you can use 100% of the c++ language features?

#

NO YOU CAN'T

gaunt abyss
#

Yes you can

obsidian nimbus
#

yup

gusty apex
#

multiple inheritance? No

gaunt abyss
#

Yep

gusty apex
#

Abstract classes. No

gaunt abyss
#

Yep

obsidian nimbus
#

look at 3rd party stuff

gusty apex
#

Of course not, but that's not unreal code

rotund scroll
#

all code is unreal because all code is virtual 😔 epic owns us all

gusty apex
#

Your vanilla c++ code has to tak to unreal at some point. And in those places you have to tow the epic line and use their system

sterile lichen
#

you free to use regular c++ as long as you not in blueprint compatbility space

gaunt abyss
#

I mean if you really wanted you could write yourself what UHT automatically generates for you, it's C++, nothing special about it

sterile lichen
#

🔥

gaunt abyss
#

Would take you about a day for each class but still...

obsidian nimbus
#

ill just compile my shaders by hand now

sterile lichen
#

but that is a sigh you making bad architecture

gusty apex
#

I personally use my own sqlite c++ code and it's great. ... but there is always be stuff you need to do with unreal objects

sterile lichen
#

ok

#

not used to this keyboard yet

gaunt abyss
sterile lichen
#

why c++, just shader bytecode

rotund scroll
#

isnt this just the argument that you should write everything in binary

sterile lichen
#

just with butterfly input emacs

dawn meteor
#

Is it a known issue that eyelash grooms is not imported for some metahumans?
I am comparing to the sample project and those have the grooms in slots nicely, when I import mine, it simply isn't there for eyelashes
seems like import is not working correctly for some metas

obsidian nimbus
#

if u search there for eyelash something might pop up

buoyant graniteBOT
#

:clock2: PuffiestFish#4853 was muted for 1 minute.

obsidian nimbus
#

np

gaunt abyss
#

@plush yew Can you stop with random gifs and images, I muted you for a reason
Keep the memes and that stuff in #lounge and don't spam it

plush yew
#

mean

drowsy snow
muted imp
#

anyone know how to convert a Blueprint character to a mesh? I got a character but I just want the mesh so I can put it into mixamo and get animations

drowsy snow
muted imp
#

@drowsy snow When I open the bp character I see the mesh but i cant export it. The skeletal mesh isnt there in the content browser

grim ore
#

you want to turn the skeletal mesh into a static mesh?

#

or you need like other stuff attached to it

muted imp
#

@grim ore I just need to export it to mixamo so I can use animations with it in sequencer

grim ore
#

then it needs to be a skeletal mesh, not static mesh

muted imp
#

right now its a bp char. with a camera attached to it and everything idk how to export a skeletal mesh

grim ore
#

you need to find the source asset and then you can export it out

muted imp
#

@grim ore there isnt a skeletal mesh already though. Its not there in the asset pack folder. The only skeletal mesh is another soldier. Every piece of the soldier is modular and can be switched

drowsy snow
grim ore
#

^^

muted imp
#

k let me take a look..

#

ue5 still got to load up give me a sec. I believe the skeletal mesh is a completely different soldier tho. does it matter? Its a modular pack so the only skeletal mesh that they gave me has a different outfit and gear on

grim ore
#

you would have to see how its designed. it sounds like perhaps its one skeletal mesh with a different material on it

#

if its modular then its separate meshes and at that point getting that into mixamo is going to be an issue

sturdy smelt
drowsy snow
muted imp
drowsy snow
#

Yes, that should be enough, and don't use Mixamo's auto rigger.

muted imp
#

this is the only complete soldier

#

Its got a different skin than I want but is it ok? @drowsy snow

drowsy snow
#

If it's the same skeleton, then should be less hard retarget work

muted imp
#

@drowsy snow

#

export the mannequin?

sterile lichen
ruby folio
#

Please tell me im not the only one who sits waiting for ages to compile 2000+ shaders before being able to do any work

valid fog
#

QUestion: How do I lock an object so I cannot accidentally move it without unlocking it?

sterile lichen
grim ore
#

I had ~15k earlier when compiling the latest 5.0 branch lol, so no you arent the only one

sterile lichen
#

compiling 15-20k shaders of big project

#

a lot of free time

grim ore
#

incentive to buy a faster cpu 🙂

valid fog
#

Nvm found out how

ruby folio
#

@sterile lichen @grim ore 2000+ on a blank new project!

grim ore
#

@muted impit looks like by being modular its not really modular and the basic skeleton with the other parts attached. you might want to see how the characters are "pieced" together in the blueprint. 1 SKM with socketed addons or multiple SKM's linked together. With that said, if the default manny skeleton is being used you should be good to just target the animations to that one yes

manic owl
#

@hallow shell @dusky scarab

prime willow
#

@grim ore do you have 30 seconds to point me in the right direction?

#

ive been troubleshooting this function for 2 weeks now xD

grim ore
#

if its related to the ledge grabby system, probably not. I've seen the issues but have no real ideas 😦

prime willow
#

yeah its definitely that lmao

#

no idea why this a constant ;-;

neon bough
#

because you screwed up big

#

the movement system is so complex, it's hard to assist there

prime willow
#

i hope not

#

lol

#

welp yeah

neon bough
#

that's the point where you have to get independent

#

lil'snowie has to become a dev

prime willow
#

yeah ive really been beating my hea dinto the wall here no clue where its wrong after dismantling and re doin git from scratch over and over lol

#

yeah custom code is the worst XD

#

its amazing but can fluff up in a thousand ways adsfghj

neon bough
#

trust me, i'm an idiot too, and i spent weeks on Foot IK... but in the end i got it working and i have the feeling that i understand it

prime willow
#

that happened to me too

#

learned the painful way to disable all ik stuff related to twist bones

#

Daz iks and twist bones are fight each other violently

ruby folio
#

Can I justify a new rig and still use a GTX1070

prime willow
#

hopefully

neon bough
#

1070 isn't that bad

ruby folio
#

Its not no.
But I'm thinking, get myself a new rig, give the missus this one

#

Compile MoAR shad0rz

grim ore
#

Ooof.. don't name your project the same name as a plugin you use in your project lol. It runs fine, just wont package

plush yew
prime willow
#

no no i dont touch als its way to complicated for what i want to do and its super unfinished

spare kernel
#

ALS is really bad :/

#

i dislike its concepts

prime willow
#

it ha ssome nice stuff but its really messy and daz models fight violently against daz models

#

or you bet i would of considered it

spare kernel
#

and daz models... eek

plush yew
#

do some weight paint and create yours

prime willow
#

lemme alone kaos they do more than i need for the job i have in mind D:

spare kernel
#

hehe

spare kernel
#

only messing, i am no 3d modeler, couldn't even make a cube...

plush yew
#

does anyone knows what is the purpose of having to re-open every time you make a bone modification inside UE animation editor?

#

i mean, if i rotate some bone, playing some other animation keeps what i modified

#

more a curiosity of why this workflow exists;

#

does it comes from maya or other modelling tool that is older than blender 2.8?

neon bough
#

however ALS is a good way to learn about motion systems

#

because you have to understand it and redo it from scratch if you want something that isn't exactly ALS 😄

prime willow
#

very true o.o

prime willow
drowsy snow
drowsy snow
#

Though I never did any sort of anim modifications in the persona editor, so...

prime willow
#

hiiiiiii

drowsy snow
dire parcel
#

does the unreal learning hub offer courses on how to add weapons and stuff to the character or I’ll have to search somewhere else for that?

prime willow
#

its mechanical

dire parcel
#

I’ve been learning the level blockout and stuff and animation will be today

prime willow
#

not animation

#

the fucntional

#

error wise

#

i disconnected any animations and it still stutters during the raising and lowering

#

so closer to fix than before

drowsy snow
# prime willow the fucntional

Well, your system is kinda complex and wasn't well managed :<
At least ALS has some clear notes that I can understand.

prime willow
#

ive been making notes!

#

granted im going to try a completely different ledge grab system and see what happens lol

drowsy snow
#

I praise C++ for its performance, but holy shit, the BP version is already so difficult to get right across all characters, let alone the C++ version.

plush yew
#

but they expose the core with bp there

drowsy snow
#

Not to mention quadruped is literally got defenestration treatment

#

And I need muh dragons to be as good as the bipeds goddamnit

drowsy snow
#

Cats and dragons need the same love as humans, you know.

plush yew
#

guinea pigs maybe

#

cats eat

#

meat

#

all i could find on internet if reference of them walking

#

but a turn in place feels hard

drowsy snow
plush yew
#

nah

#

hm, are the animations there good?

drowsy snow
dire parcel
#

ALS was very hard for me to learn

#

That’s basically the first thing I tried to do without Tutorials or anything

drowsy snow
dire parcel
#

so I stayed away from it I jsut like that it had the animations on the character already, but now imma just learn it myself and start with the UE4 mannequin and go from there

prime willow
#

is there a way to change the system in unreal engine

#

so that things are calculated based on mesh size and shape instead of capsule size and shape? @drowsy snow

#

or is it possible to bend the capsule to take the mesh shape?

drowsy snow
prime willow
#

:/ gay

#

can i make the capsule change size and shape based on meshes at least

drowsy snow
prime willow
#

like can i make it be as small as the mesh

#

and if the mesh changes shape or size itll expand or shrink with it?

bright sigil
prime willow
#

well i noticed that my meshes position and stance and all is being completely ignored and only the capsule is being taken into account

#

so i can stand in mid air

#

or cant crouch as low as id like or stand at certain heights

#

or the calculations for when stuff happens ignores mesh positions and uses the capsules angle

bright sigil
prime willow
#

that kind of thing

#

where the mesh is being taken into acount for calculations instead of where the capsule is

bright sigil
#

and this mesh is a character i assume?

prime willow
#

i plan on having teen characters but the capsule doesnt change with my morph target

#

yes

#

^ this is what it looks like atm

bright sigil
#

mm, i dont think mesh changes (vertex offsets) update collision unless that's changed

prime willow
#

yup

#

thats what im saying

#

i dont think capsule changes with my mesh and i want to somehow fix if possible xD

bright sigil
#

you'd need to define the capsule dimension based on the skeletal mesh type you are using

prime willow
#

so i can tie the mesh to the capsules size

#

o-o

bright sigil
#

well

#

you say that if it is of type adult, then the dimensions are as such

#

maybe controlled with an enum

#

does your character change in age or sometihng?

#

thinking on it, a dictionary could work name|dimensions

prime willow
#

well the morph target will shrink the character to child size and change the body shape and face structure too

#

id like the capsule to adjust with it long term

bright sigil
#

sounds like you have logic to decide when the morph target changes

#

you would just add the dimensions differences there

prime willow
#

ah okie

#

okie that makes sense

drowsy snow
#

Per poly collision for skelmeshes is going to be stupid expensive anyway.

prime willow
#

o-o

bright sigil
prime willow
#

thank you thank you

#

ill go back to working on my ledge system now

bright sigil
#

yeah, sounds like you're just changing the capsule

#

gl

prime willow
#

pretty much that

#

or if possible calculate based on the mesh instead xD

bright sigil
#

well now...

#

we're talking about the physics asset

prime willow
#

ah

#

thank you ill look into it ❤️

dire parcel
#

very curious, so i am watching "the first hour with animation" in the unreal learning hub. I don't have my character model made yet so if I use the UE4 mannequin, and i get my 3D model done how does that work? i would have to do the same process i did with the default character with my new one?

#

so like the idle, walking/running animations and stuff like that.

neon bough
#

you can retarget animations to another skeleton/mesh. How well that works depends on your skeleton/mesh