[QUOTE=simkas;52712792]I'm trying to do some VR motion control weapon stuff and I'm having trouble figuring out a way to stabilize hand movement to remove all the micro movements that you get from shaky hands, kinda like how some VR shooters do it when you're holding a rifle with two hands. Does anyone have any ideas on how that could be done?[/QUOTE]
Save the last 2-5 positions of the hand, and placing the hand at the average of those would be the quickest way to implement such a system.
Introduces a little bit of input lag though
[QUOTE=FalconKrunch;52713068]Save the last 2-5 positions of the hand, and placing the hand at the average of those would be the quickest way to implement such a system.
Introduces a little bit of input lag though[/QUOTE]
I ended up doing it by just having the hand model's simply going through an interp between the model's current position and the location of the controller and then added a lerp between that and just the location of the controller which I can then control the alpha of to change how much stabilization there is, it works pretty well.
Working on turning an idea into a full-fledged game, just got a quick question:
If I wanted all the characters to move in the same style as the 3D Side-Scroller, but move along pre-defined paths inside that 3D map, and have the camera move/rotate to accommodate this?
Right now I'm using the Side-Scroller template, but I'm wondering if it'd be easier to modify the Top-Down or the Third-Person templates instead.
Learn how both templates work then start from scratch building what you need.
So I suddenly started having the most bizarre nonsensical fucking problem ever. I have a very simply function that simply gets all overlapping actors with a sphere collision component, then runs a ForEachLoop with the resulting array and simply prints the display name of each element in that array. Problem is that it simply refuses to run the array loop if I trigger the function normally with a key press or something like that, but if I set that function to run at every tick, it works just fine, it gets all the overlaps and runs the array and prints everything. If it's set to a trigger at a key press, the function itself does run, but it just does not get and run a loop on that array despite doing the exact same thing. Anyone know what in the fuck is happening here?
[editline]27th September 2017[/editline]
And right after that I found the culprit, Unreal randomly decided to change one reference of the actor that was supposed to run the function to the wrong one. I specifically know I didn't set it to that, it just changed at some point completely randomly.
Shame that malwarebytes blocks some of the content :/
[t]https://i.imgur.com/wUApvSw.jpg[/t]
I've been experimenting with trains in UE4, so far it has been working reasonably well but I'm still having trouble getting the movement smooth, collisions between the wheel edge and track cause it to jump up in the air and derail at higher speeds, I'm not exactly an expert when it comes to physics so if anyone has any ideas I'll be happy to hear them.
I made a (so far) simple train system with splines:
[video]https://youtu.be/iifU7Nxtpdk[/video]
[url]https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/39145-train-with-multiple-axles-on-a-spline?p=1361823#post1361823[/url]
I didn't intend to share it but if this is what you're looking for, I might be able to send it to you.
There's also this: [url]https://www.unrealengine.com/marketplace/train-and-rail-system[/url] but it only allows for train setups that either use wheels fixed to the car or cars with exactly two bogies. No Jacobs bogies, no steam locomotive-like mix of fixed and steering bogies and no heavy-duty-transport-like bogies with sub-bogies.
My game releases tomorrow, so I made a last minute patch to fix some minor bugs as well as remove the Steam VR plugin that was causing the game to launch in VR for no reason. The game refuses to package now. I honestly have no clue why, as the only error i get is "Error Unknown Error"
Can anybody possibly shed any light on this? Everything was going so smoothly.
[QUOTE=Bomber9900;52740320]My game releases tomorrow, so I made a last minute patch to fix some minor bugs as well as remove the Steam VR plugin that was causing the game to launch in VR for no reason. The game refuses to package now. I honestly have no clue why, as the only error i get is "Error Unknown Error"
Can anybody possibly shed any light on this? Everything was going so smoothly.[/QUOTE]
Check your output log and filter for "error" usually it will give you some sort of clue.
[QUOTE=Bomber9900;52740320]My game releases tomorrow, so I made a last minute patch to fix some minor bugs as well as remove the Steam VR plugin that was causing the game to launch in VR for no reason. The game refuses to package now. I honestly have no clue why, as the only error i get is "Error Unknown Error"
Can anybody possibly shed any light on this? Everything was going so smoothly.[/QUOTE]
After it fails, click on the Filter button and then on only show errors, this way you will get ONLY the errors that are actually affecting your package
Contract work is cool except I can't post anything, so here's a boring-ass recessed-light surface material I made.
[media]https://twitter.com/hippowombat/status/915469197345353729[/media]
That's pretty cool, any ideas on how performance heavy POM are compared to just normal meshes?
[QUOTE=CodeMaster;52745357]That's pretty cool, any ideas on how performance heavy POM are compared to just normal meshes?[/QUOTE]
The shader is stupidly expensive (200ish instructions) but covers very little real estate on screen so the performance impact is negligible. The main idea is that you can use the snap function I made to place it flush up against any flat surface and it'll give off the depth illusion without too much performance cost or extra modeling time.
Lowered the instruction count to 140, tested it with 144 instances on screen on my laptop, no measurable performance hit. Score.
[QUOTE=hippowombat;52748043]Lowered the instruction count to 140, tested it with 144 instances on screen on my laptop, no measurable performance hit. Score.[/QUOTE]
that's a winner right there... looks great too
[QUOTE=hippowombat;52748043]Lowered the instruction count to 140, tested it with 144 instances on screen on my laptop, no measurable performance hit. Score.[/QUOTE]
Valve did something like that in Portal 2 (not my video):
[video=youtube;taKtmMYbIRY]https://www.youtube.com/watch?v=taKtmMYbIRY[/video]
Oh my god I forgot how bad Hammer is/was. I feel spoiled in UE editor now
Edit: I figured what the problem was, in Blender I had "add leaf bones" selected when importing the animations, that caused there to be added bones that werent supposed to be there
I was wondering if someone here could help me with a strange issue :thinking:
Im trying to import animations from Blender to UE4, first I imported the skeleton mesh then when trying to import animation to that mesh it works mostly fine but drops some frames and gives this error:
[IMG]https://i.imgur.com/qE0zeak.png[/IMG]
Only noticeable on loops in form of stutter as seems that first and last keyframes are missing
I was able to get animations imported properly when importing the entire skeleton, model and animation all at once but I want to use the same skeleton for all animations
Dropped Unity because its dark UI is too expensive. How do I pull this effect off in UE4?
(video was accidentally put on a temporary file host)
Use a trail effect with some nice shader work? im very sure hippowombat is more suitable to answer this though
You can use particle ribbons attached to sockets on your sword for the initial trail geometry, then use a material with a world aligned texture to get that spacey "background" effect.
Anyone have experience with the Project World to Screen BP node?
My understanding was that it would take a location in world space and translate it into screen coordinates. However, I'm getting a pretty unexpected result.
Here's the function that I expect to spit out a screen position based on where a mesh component is in world space.
[t]https://i.imgur.com/cwDZiQh.png[/t]
And here's a quick implementation for debugging purposes. It should place a red dot on the target.
[t]https://i.imgur.com/ojcwAt8.png[/t]
But this is the result I get. I want the dot to appear inside of the sphere on the bottom right.
[t]https://i.imgur.com/6Qvobzw.png[/t]
Context is a simple Kinect game where you pop bubbles with your hands. I'm placing bubbles via a blueprint widget, and when the player touches the bubble, it disappears and moves to another part of the screen.
*Fixed*
I didn't understand the difference between screen and viewport positions. Using Project World Location to Widget Position got me the desired result.
[QUOTE=Cronos Dage;52753864]Dropped Unity because its dark UI is too expensive. How do I pull this effect off in UE4?
[vid]https://a.uguu.se/3DN5E046Mi2w_DimwittedFluffyHartebeest.webm[/vid][/QUOTE]
Use a white trail as a mask, and then use screen space coordinates to paint your space texture over it.
Hey all, I wrote out a tutorial for procedurally placed, cut-able trees in UE4, maybe someone here will find it useful.
[URL="https://www.playwoodbound.com/single-post/2017/10/08/TUTORIAL-Procedurally-placed-cut-able-trees-in-UE4"]Cheers![/URL]
My UI consists of nested widgets and now that I've created a custom drop-down-button, I have problems with the z-order:
[img]https://i.imgur.com/jEVBIqT.jpg[/img]
Is there a way I can have the drop-down menu and it's children entries appear on top of the other ones?
[t]https://i.imgur.com/N8IqyOz.jpg[/t]
I don't want to use a canvas panel where I can set the z-order as the distances between the widgets would require a lot of manual setup which is why I created a nested-widget-system in the first place.
Edit: Fixed it by making the appearing list a separate widget which will be placed on top of the screen and moved to the right location on a canvas panel.
Nevermind, A friend suggested to project the player location into screen coordinates, normalize that and make my checks using that, works perfectly
If anyone feels like they're confident enough to join the team producing [URL="lastyearthegame.com"]Last Year[/URL] for a few months up to the launch day. We're hiring [B]Programmers[/B], Environment artists and animators.
Email James @ [email]contact@elastic-games.com[/email] if you think you've got what it takes.
Has anyone here done any VR work in UE4 with the Rift specifically? I've been blessed with a contract job developing for Rift but I have a Vive, and I got a report back saying that a mechanic I built that relies on a trigger event from EventMotionControllerTrigger or whatever it's called isn't executing my command on their Rift. How do you generate an input event with a trigger pull on Vive? I see an axis input event for "Trigger Cap" which suggests you can have the trigger events be pressure sensitive which is neat, but I dunno if I'm interpreting that correctly and I have no way to test without a Rift.
Hey, sorry if this isn't the place for asking question, but could anyone give me pointers for separating the lower body and upper body when it comes to rotation? Doing a low-fi 2.5D topdown game and having the legs controlled by WASD direction while the body aims based of the mouse aim would fit perfect.
Sorry, you need to Log In to post a reply to this thread.