[QUOTE=FalconKrunch;51726849]Because in the actual linetrace function they reverse the operation to do a proper raycast from a position in a direction. It's just obtuse.
Physx implements raycasts, UE4 changes it into a linetrace for no apparent reason.
I can't even remember the last time I've traced from a position to another, it's always in a direction.[/QUOTE]
Yes, what he said. I know how to use LineTrace, I just think it's weird that they do raycasts by specifying endpoints when usually you define a position and direction. That's literally all there is to it.
Meanwhile, slow but steady progress on my turret.
[vid]https://a.pomf.cat/lsheqp.webm[/vid]
[editline]26th January 2017[/editline]
I tried to be clever with Blueprint and use things like delays or timers and nothing worked right. I gave up and just fell back on the way I typically write rate of fire and stuff. It took like a minute and worked on its first try.
[vid]https://a.pomf.cat/zjctoe.webm[/vid]
[QUOTE=FalconKrunch;51726849]Because in the actual linetrace function they reverse the operation to do a proper raycast from a position in a direction. It's just obtuse.
Physx implements raycasts, UE4 changes it into a linetrace for no apparent reason.
I can't even remember the last time I've traced from a position to another, it's always in a direction.[/QUOTE]
I'm using traces with a specific end for suspension simulation but honestly a raycast would do just as well
Did the guy that needed people to playtest his game get people to playtest? You're like a PI or something?
I personally use tick and a dtime variable, where every tick it adds the delta seconds to the variable until the variable is greater than 1/firerate(rounds per second, basically) then resets it to 0 when you fire
then I use a gate for firing
[t]http://i.imgur.com/q4beHhr.png[/t]
I dunno how efficient it is, but it works really well for me :v:
edit: i normally cap the variable so it doesnt infinitely build up, I just forgot to add a clamp node in that lil example
[QUOTE=lxmach1;51730328]I personally use tick and a dtime variable, where every tick it adds the delta seconds to the variable until the variable is greater than 1/firerate(rounds per second, basically) then resets it to 0 when you fire
then I use a gate for firing
[t]http://i.imgur.com/q4beHhr.png[/t]
I dunno how efficient it is, but it works really well for me :v:
edit: i normally cap the variable so it doesnt infinitely build up, I just forgot to add a clamp node in that lil example[/QUOTE]
you should subtract 1/firerate instead of setting it to 0, you're actually having a lower firerate than you've set otherwise.
[QUOTE=lxmach1;51730328]I personally use tick and a dtime variable, where every tick it adds the delta seconds to the variable until the variable is greater than 1/firerate(rounds per second, basically) then resets it to 0 when you fire
then I use a gate for firing
[t]http://i.imgur.com/q4beHhr.png[/t]
I dunno how efficient it is, but it works really well for me :v:
edit: i normally cap the variable so it doesnt infinitely build up, I just forgot to add a clamp node in that lil example[/QUOTE]
Using the tick event isnt a very good method for this. Why not just set up a timer? It works exactly the way you want and is better for performance.
[QUOTE=Oicani Gonzales;51729212]post that code! i wonder how you've been doing that, because i always use delays and/or timers for rof[/QUOTE]
This is what I'm doing now, but after sleeping on it I came up with another idea using Delay that I think might be simpler and work better.
[img]http://i.imgur.com/CM0mmjx.png[/img]
[editline]26th January 2017[/editline]
Yeah, this is cleaner and works the same.
[img]http://i.imgur.com/B9pVCoe.png[/img]
Having your firing run from the tick seems pointless, even if it won't normally be doing anything. Why not just have it start triggering that when the button is pressed and then just have the whole blueprint line loop back into itself through a gate that then just gets closed when the button is released? That way you don't need to rely on the tick at all.
Or alternatively you just use a timer that get executed on the button press and executes a function, and only turns off the timer when the button is released.
Those are very Blueprint ways of thinking.
[QUOTE=Why485;51732398]Those are very Blueprint ways of thinking.[/QUOTE]
How do you mean?
[editline]26th January 2017[/editline]
[QUOTE=Shirky;51732338]Or alternatively you just use a timer that get executed on the button press and executes a function, and only turns off the timer when the button is released.[/QUOTE]
Yeah pretty much this, you could use a Set Timer by Event node, have it loop, and then use the fire delay float in the Time slot. Then create a custom event, call it Fire or something, and have that execution pin delegate into your Fire Gun function. Would remove the excess delegations being fired by your Event Tick node, and also remove the need for the two extra boolean variables that controlled your fire delay before. When the fire button is pressed, you'd call an event to set that timer again, with it looping, and then when the fire button is released, you'd set the timer again, but cancel the loop.
What would be the best way to have something executed in widget A by clicking a button element in widget B while widget B is embedded multiple times in Widget A?
Because the only way of having menus with a consistent style (without having to copy and paste all settings to every single button once you change something) seems to be having components like buttons in a separate widget which you then place manually in the menu widgets.
[QUOTE=Shirky;51732338]Or alternatively you just use a timer that get executed on the button press and executes a function, and only turns off the timer when the button is released.[/QUOTE]
Actually yeah that's a way better method how the hell have I not thought of that. I keep forgetting that function timers exist at all.
Does anyone here know some good tutorials on creating a fps gun blueprint from scratch?
[QUOTE=kirederf7;51735499]Does anyone here know some good tutorials on creating a fps gun blueprint from scratch?[/QUOTE]
have a look at [url]https://forums.unrealengine.com/showthread.php?1047-Lets-Make-Weapon-in-Blueprint-from-Blank-Project[/url] you should be able to pick up info from it
-snip-
Turns out opening my project in the latest version of unreal fixed the issue I mentioned on the previous page.
It would be great if the editor would stop crashing before I even load a project :unimpressed:
Is there anyway to check if a specific user has bought your asset on the marketplace? I got someone that needs some support with one of my assets ( specifically saying he just bought the asset ) yet I don't have any updates on my seller page?
[QUOTE=werewolf0020;51740018]Is there anyway to check if a specific user has bought your asset on the marketplace? I got someone that needs some support with one of my assets ( specifically saying he just bought the asset ) yet I don't have any updates on my seller page?[/QUOTE]
Ask them to provide you with a copy of their receipt from Epic then send that receipt info to Epic to verify it's legitimate. I had a guy fake a receipt to have me send him my asset over Dropbox because "his launcher wasn't working right."
Will do, thanks! and yeah the guy sounds pretty shady hence why i asked
[QUOTE=Oicani Gonzales;51737202]check your log[/QUOTE]
what log
[QUOTE=TeamEnternode;51741325]what log[/QUOTE]
Whenever UE4 crashes it typically let's you know, presents a crash log, with the options to send the log to Epic and restart, send the log to Epic and close, or not send the log at all.
Does anyone know the correct way to use splatmaps in UE4? I've seen a lot of tutorials that simply use the heigh blend pins in the landscape layer blends and plugging them into the rgb pins in the splatmap, but I've read in the comments that this is incorrect and was actually a bug back in 4.12.
[t]https://puu.sh/tEgLa/4d026d8587.png[/t]
There's a lot of tutorials on YouTube with different techniques with varying levels of manual painting. Basically what I want is for the materials to blend based on their height like in this example:
[t]http://www.stobierski.pl/unity/RTP_2_tour/RTP_2_layers_blending.jpg[/t]
but with the ability to apply these materials based on a splatmap.
[QUOTE=Wickerman123;51741677]Does anyone know the correct way to use splatmaps in UE4? I've seen a lot of tutorials that simply use the heigh blend pins in the landscape layer blends and plugging them into the rgb pins in the splatmap, but I've read in the comments that this is incorrect and was actually a bug back in 4.12.
[t]https://puu.sh/tEgLa/4d026d8587.png[/t]
There's a lot of tutorials on YouTube with different techniques with varying levels of manual painting. Basically what I want is for the materials to blend based on their height like in this example:
[t]http://www.stobierski.pl/unity/RTP_2_tour/RTP_2_layers_blending.jpg[/t]
but with the ability to apply these materials based on a splatmap.[/QUOTE]
I'd use lerps with each channel of the splat map as respective alphas where your desired texture/height map (per splat map channel alpha) goes in the B slot, with the A slot being set to 0. That way height blends should still be taken into account for at transition regions between colors in your splat map. I can provide a picture later today when I get home.
[QUOTE=hippowombat;51741707]I'd use lerps with each channel of the splat map as respective alphas where your desired texture/height map (per splat map channel alpha) goes in the B slot, with the A slot being set to 0. That way height blends should still be taken into account for at transition regions between colors in your splat map. I can provide a picture later today when I get home.[/QUOTE]
That'd be great, thanks man.
Been messing around, writing, and re-writing ship stuff until I got to a place where flying [I]feels[/I] good. I’m basing a lot of the mechanics off of the 88 Flak Freelancer mod which stumbled upon what I think is the single best mouse driven space combat ever, hands down. It feels so fluid and responsive.
I’m pretty happy with how this feels. When I get the engine effects working it’ll be more obvious what’s happening, but there’s a combination of mouse wheel driven throttle which sets your constant forward speed, and an afterburner triggered with W that boosts your forward speed even more. Meanwhile A/D strafe, and S would reverse, but I haven’t written that yet. It’s super intuitive and feels great.
[vid]https://my.mixtape.moe/ufaztb.webm[/vid]
So, would the Ships function more in a VTOL style type flight?
Also, I'm attempting to add use the starter pack animation to see if I can get regular movement animations working for the character. The character currently is just a T-Pose, and I don't have the faintest idea as to how to apply them to the Character.
How would you go about applying that?
[QUOTE=Wickerman123;51741718]That'd be great, thanks man.[/QUOTE]
Sorry, example is taking longer than I thought to put together, trying to proof test it but landscape materials suck to recompile because their compile sizes are fucking bonkers even if the instruction count is crazy low.
Taking a break from the landscape example, I sat down and got a decent amount of progress on basebuilding stuff.
[media]https://twitter.com/hippowombat/status/826177018492358656[/media]
That radial menu looks neat.
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