• UE4 Development v2
    820 replies, posted
So for the VR devs here, how do you guys manage debugging while in VR?, im used to using the print string node to check when my code is executing but none of the print messages show in vr..
[vid]http://host.foohy.net/public/Videos/aaaaaaaaaaaaaaaaa.mp4[/vid] It's the little things sometimes
[QUOTE=FoohyAB;51759767][vid]http://host.foohy.net/public/Videos/aaaaaaaaaaaaaaaaa.mp4[/vid] It's the little things sometimes[/QUOTE] holy shit, what
So.. out of curiosity is it possible to alter the position of a widget inside a horizontal box or text widget?, Im working on a "shakey text " effect. And i need the position of the text plus being able to actually move it arround, I did get this working (sort of ) using the Set Padding function but im not entirely sure if its really the best way to handle it
Yeah i can do C++ just fine. I Assume a custom widget class would be the best place to start?
I'm using UE4 for my final project at uni. It's a little bit like Elevator: Source if anyone has played that. You start in a train carriage and the game picks at random another level to steam in, and a portal at the end of the current level leads to the new one. Once you're in the new one, the old one is unloaded. You can see in the video about halfway I restart and the levels are in a different order. [video=youtube;jujOQ51pwc4]https://www.youtube.com/watch?v=jujOQ51pwc4&feature=youtu.be[/video] Still a colossal amount of improvements to make, like the portal camera being about 1 frame behind and blurry, and the teleport being noticeable but it's getting there.
[QUOTE=FoohyAB;51759767][vid]http://host.foohy.net/public/Videos/aaaaaaaaaaaaaaaaa.mp4[/vid] It's the little things sometimes[/QUOTE] Doppler is the best.
[QUOTE=Oicani Gonzales;51765653]using blueprint, can i get the connected gamepads or the number of connected gamepads?[/QUOTE] IIRC there's a node called Is Controller Assigned to Gamepad that takes a player ID integer input and outputs a bool that could be used with a branch node, you could use a For Loop node with a 0 in the start index and a Get Number of Players node plugged into the last index, and then it'll loop-check every active player ID to see if its respective Player Controller is using a gamepad. I think the Is Controller Assigned to Gamepad is marked as an Android development tool, so no promises on whether or not it'll work on PC. Failing that, you could set up something that requires all players press a confirmation button, and that button could a) start the match, if necessary, not sure what this is for, and b) kicks off an event that pulls the Button Pressed from your Input Event and assigns it as a value in a Button Pressed input on Controller X (X being the Player ID) and then fire into a function that defines a "Controller Type" variable (probably an Enum that you'd create) for that particular Player ID based on which button was pressed, I.E. you'd have a branch node with a value input pulled from an Equal(Button ID) (or whatever it's called) that'll return a true value if the button pressed is E, then you'd fire from the True pin in your Branch and set the "Controller Type" Enum variable to "keyboard" since you'd know that E is a button on a keyboard, but if the button wasn't E, you'd fire from your False pin in your branch into another branch to check and see if the button pressed was X on an PS4 controller, and if that's returned as true you'd set your Controller Type enum variable accordingly, and so on.
[QUOTE=a wet towel;51765594]I'm using UE4 for my final project at uni. It's a little bit like Elevator: Source if anyone has played that. You start in a train carriage and the game picks at random another level to steam in, and a portal at the end of the current level leads to the new one. Once you're in the new one, the old one is unloaded. You can see in the video about halfway I restart and the levels are in a different order. [video=youtube;jujOQ51pwc4]https://www.youtube.com/watch?v=jujOQ51pwc4&feature=youtu.be[/video] Still a colossal amount of improvements to make, like the portal camera being about 1 frame behind and blurry, and the teleport being noticeable but it's getting there.[/QUOTE] Instead of a portal linking the levels, would it be easier to just have the levels stream in where the last one ends? Might be easier than making seamless portals work (Unless non-euclidean geometry and portals are going to be gameplay parts of it) Anyways, looks cool!
I'm having a really hard time trying to pick up the engine as someone who mainly uses C++ All of the tutorials have at least one of these notable problems: -Are designed for a specific topic rather than general use for the engine, AKA for experienced users -Have no inherent flow or structure, or is missing information to make sense (series of tutorials incomplete) -Do not sufficiently explain their code, do not explain how it works, do not explain how to change it, does not explain what the functions do or how to use them, and do not explain how to actually do it in some cases -Are outdated -Teaches based off of blueprints but make no mention of how to do it in C++ code -Is completely incomprehensive This causes me to jump all over the fucking place to learn, and when I have to break from learning due to school and personal life, I can't keep track of what I've learned. I also often have no fucking clue what the hell I'm supposed to do next. I also often find myself having followed a tutorial that requires I have learned something already and have not, but makes no mention as to what. I only have one friend that I can ask for help, being my project leader, but I can only ask him specific questions. When it comes to what I should actually be learning, what tutorials to follow, or anything like that, he's no help whatsoever. It's so unwelcoming and difficult; I feel like I'm in a sea of knowledge and expected to simply absorb everything with no direction whatsoever. I feel like I'm missing something. Even the tutorial that I was linked to previously isn't of any help simply because it provided no sense of direction. Sure, they were categorized, but it's unclear what order to read them in; I would jump into a tutorial and make no fucking sense of what I just read. What the fuck do I do?
Using C++ just sounds like a nightmare to me, I haven't had to deal with it yet. AFAIK the intended way to code in UE4 is to prototype with blueprints and then slowly replace your functions with C++.
*fist pump* [media]https://twitter.com/hippowombat/status/827432374967300096[/media]
[QUOTE=FoohyAB;51768677]Instead of a portal linking the levels, would it be easier to just have the levels stream in where the last one ends? Might be easier than making seamless portals work (Unless non-euclidean geometry and portals are going to be gameplay parts of it) Anyways, looks cool![/QUOTE] That was my first thought too, but I realised that for some levels I want to make, it won't work at all. For example I want one where you walk through the door straight into the sky above a huge landscape, and start freefalling. It could work if I unloaded the previous level quickly enough but I think it's just a bit limiting. Also portals are fun. Also with the c++ talk, part of this project was that I have to recreate a simple version of this in both blueprints and c++ and compare them. I'm pretty experienced in blueprints now but had never used c++ in ue4 until last month, but I found the transition fairly simple just cause the concepts are basically exactly the same as blueprints. So actually I think a great way to learn it is actually to use blueprints for a little while and then c++, even though that sounds really inefficient, and probably is. Definitely doesn't excuse the extremely lacking c++ documentation.
[QUOTE=a wet towel;51765594]I'm using UE4 for my final project at uni. It's a little bit like Elevator: Source if anyone has played that. You start in a train carriage and the game picks at random another level to steam in, and a portal at the end of the current level leads to the new one. Once you're in the new one, the old one is unloaded. You can see in the video about halfway I restart and the levels are in a different order. [video=youtube;jujOQ51pwc4]https://www.youtube.com/watch?v=jujOQ51pwc4&feature=youtu.be[/video] Still a colossal amount of improvements to make, like the portal camera being about 1 frame behind and blurry, and the teleport being noticeable but it's getting there.[/QUOTE] If you get portals working right, would you mind sharing your process here? I'd love to get portals into my next game but every method I've seen has the same one-frame delay.
[QUOTE=Itszutak;51770446]If you get portals working right, would you mind sharing your process here? I'd love to get portals into my next game but every method I've seen has the same one-frame delay.[/QUOTE] I've actually just got the frame delay down I think. In the class defaults of your portal blueprint, set the tick group to post physics and it should remove the delay. Also make sure motion blur is off
So uh optimization related question here.. Whats cheapter to loop trough a series of UI Widgets and set their position every frame / tick, or to have the widgets tick each frame and do the position update by themselfs?, Now that i think about it i think its basically the same one way or another?
[QUOTE=werewolf0020;51771938]So uh optimization related question here.. Whats cheapter to loop trough a series of UI Widgets and set their position every frame / tick, or to have the widgets tick each frame and do the position update by themselfs?, Now that i think about it i think its basically the same one way or another?[/QUOTE] Sounds like it'd be the same either way. If you wanna reduce the number of executions you could use a Set Timer By Event Node and control the tick frequency from the attached event, then use whatever interp I'm assuming you're using with a get world delta seconds node for the delta time value. From there you could start increasing the frequency (decreasing the time value) until you are satisfied with the smoothness of the movement, odds are you'll reach a point where the movement stops being jittery long before you reach Event Tick frequency.
[QUOTE=FoohyAB;51759767][vid]http://host.foohy.net/public/Videos/aaaaaaaaaaaaaaaaa.mp4[/vid] It's the little things sometimes[/QUOTE] This brings back some memories
[QUOTE=zombojoe;51769737]Using C++ just sounds like a nightmare to me, I haven't had to deal with it yet. AFAIK the intended way to code in UE4 is to prototype with blueprints and then slowly replace your functions with C++.[/QUOTE] But when the entire point of you using the engine is to specialize in C++ then blueprinting is just redundant in the first place
[video]https://youtu.be/bf7nyqGOySM[/video] Woo!, Finally got the text to work with pure C++
[QUOTE=TeamEnternode;51769153]:snip: I feel like I'm missing something. Even the tutorial that I was linked to previously isn't of any help simply because it provided no sense of direction. Sure, they were categorized, but it's unclear what order to read them in; I would jump into a tutorial and make no fucking sense of what I just read. What the fuck do I do?[/QUOTE] You just kind of bang your head against the wall until eventually you get it or give up and start using a lot of Blueprint. As somebody who tried to use C++ with UE4, and uses C++ professionally, I've found that my enjoyment of doing [I]anything[/I] in UE4 is inversely correlated with how much I try to be clever and "outsmart" Blueprint by doing it myself in code. It's way better, as zombojoe says, to do most everything in Blueprint, and then do a pass later on in C++ for stuff that you feel is performance critical or better handled with code.
Anyone got tips for cubemap placement? I'm having trouble with sharp transitions between cubemaps, like in these two shots: [t]http://i.imgur.com/eVTTVJU.jpg[/t] [t]http://i.imgur.com/n1x7IqV.jpg[/t]
Does anyone know of a way to play 2 anim montages at the same time on the same skeleton? I'm current stuck with my shooter, I have separated the first person arms into 2 different skeletal meshes doing their weapon firing animation independent of each other and thats all good and dandy. How would I handle what that looks like on the 3rd person mesh though? If I were to fire with the right hand and then the left hand it quick succession the left hand firing anim would override the right hand firing anim.
[QUOTE=zombojoe;51773659]Does anyone know of a way to play 2 anim montages at the same time on the same skeleton? I'm current stuck with my shooter, I have separated the first person arms into 2 different skeletal meshes doing their weapon firing animation independent of each other and thats all good and dandy. How would I handle what that looks like on the 3rd person mesh though? If I were to fire with the right hand and then the left hand it quick succession the left hand firing anim would override the right hand firing anim.[/QUOTE] You need two groups to hold the two slots in, AnimMontages will only override montages in the same group: [IMG]http://i.imgur.com/gN18Hn5.jpg[/IMG]
Added some basic GUI stuff. Unreal's GUI, at least at a basic level, is surprisingly easy to work with. I love how well it hooks into things. [vid]https://a.pomf.cat/bikxoc.webm[/vid]
I'm trying to follow [URL="https://wiki.unrealengine.com/Render_Target_Lookup"]this tutorial[/URL] on creating water so I can recreate the controllable boat scene he set up: [media]https://www.youtube.com/watch?v=O0JYODQtnC8&t=34s[/media] However I don't have any experience in C++. I created the files and pasted his code, so they're in my source folder. But when it comes to this part on referencing the heightmapreader actor in the level blueprint, I'm lost. [img]https://puu.sh/tOKDY/a240fedb15.png[/img] [editline]5th February 2017[/editline] I'm also getting this error [code]Expected an include at the top of the header: '#include "MyClass.generated.h"'[/code] but in Visual Studio I see this: [img]https://puu.sh/tOLrT/ae9bb4e454.png[/img] So what's the deal there? [editline]aertg[/editline] Found a 100% blueprint version but I'd still like to learn sort this out.
Hmmm, a core mechanic of our game isn't working. I wonder if someone committed a change without testing it. I'll just open up this blueprint- [img]http://i.imgur.com/CMEBrNE.jpg[/img] -oh edit: ah, I found the issue. it's that after 4 years of formal CS education the person who wrote this didn't think to use a switch or a for loop
[QUOTE=Oicani Gonzales;51779608]my god.[/QUOTE] Turns out they didn't need a for loop, that whole thing could have just been this [img]http://i.imgur.com/sG6WtbK.png[/img] I'm 3 months from graduation and I've never been more ready to leave academia forever.
Btw big thanks, I randomly found this article and now I got a real snazzy fps arms rig for my project. [url]https://80.lv/articles/complete-fps-arms-rig-and-animation-tutorial-from-3ds-max-to-ue4/[/url]
Welp, I don't know what any of this means. [t]https://puu.sh/tQcQj/99a3ff35dd.png[/t] There's a bluperint version of what I'm trying to do but it's got issues and I need to try the C++ version but I just keep getting these errors when I build. [editline]aery[/editline] and now the project is fucked :ohno: [t]https://puu.sh/tQd3j/df8cce7989.png[/t]
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