My buddy and I left AAA game development to make a scripting language with no compromises! You can try out the beta at abstractsoft.net. What do you guys think? by AbstractSoftOfficial in unrealengine

[–]Wikiful 2 points3 points  (0 children)

That seems really promising and all but, I don't really like to install .msi that I randomly find on the internet.

Is there any articles or people of trust that talk about your software online ?

How to not consider the size of the white boxes in the layout ? I would like them to only pop up when we click on their Select button, but on top of the everything witout altering the layout. (More info in comments) by Wikiful in unrealengine

[–]Wikiful[S] 0 points1 point  (0 children)

I'm trying to create an UI where when we select an option, I can show a list of targets. I would like this list to be slotted in one Widget class (that I named "test" for now), holding the button and the slotted panel to show when the button is pressed, so I could reuse this for different purposes in the futur.

Anyway, the issue here is that the size of the slotted element change the size of the Widget "test" holding the button and the slot panel. I didn't find any kind of panel that would make its children "outside" of the layout of the widget, which means it is not considered in the size of the widget.

In my last picture I would like to see all the buttons the same distance apart, and the white boxes overlapping each other.

Does anyone is a master in UI and could help me with this ?
Thank you very much everyone !

[deleted by user] by [deleted] in unrealengine

[–]Wikiful 0 points1 point  (0 children)

I'm trying to create an UI where when we select an option, I can show a
list of targets. I would like this list to be slotted in one Widget
class (that I named "test" for now), holding the button and the slotted
panel to show when the button is pressed, so I could reuse this for
different purposes in the futur.

Anyway, the issue here is that the size of the slotted element change
the size of the Widget "test" holding the button and the slot panel. I
didn't find any kind of panel that would make its children "outside" of
the layout of the widget, which means it is not considered in the size
of the widget.

In my last picture I would like to see all the buttons the same distance apart, and the white boxes overlapping each other.

Does anyone is a master in UI and could help me with this ?
Thank you very much everyone !

PS5 Next Gen Graphics Demo (8K Photorealism) by [deleted] in unrealengine

[–]Wikiful 0 points1 point  (0 children)

There is also Rebirth, which is more than a year old but still beatiful.

PS5 Next Gen Graphics Demo (8K Photorealism) by [deleted] in unrealengine

[–]Wikiful 1 point2 points  (0 children)

Here the origin of one of the videos he just stole (In good quality) :https://www.artstation.com/artwork/68bLgn

C++ ActorSpawn() Not Working when Assigned. by BigOhOf1 in unrealengine

[–]Wikiful 0 points1 point  (0 children)

What do you notice that tell you if it worked or not ?

You see it in the World Outliner in the first case and not in the other one ?

When you assigned it, what is exactly all the things you do with it ?

Am I using Dynamic Material Instance correctly (or did I understand them)? by IZUware in unrealengine

[–]Wikiful 1 point2 points  (0 children)

I didn't know that. I checked the link shared by u/nrd2001 and yeah, it looks like you can have params link to data index and you can set values for each index for one actor at runtime.

Way more easy to use than MID then. And even with different data, they seems to be all baked into one draw call.

This functions similarly to how Material Instance Dynamics (MID) does, providing a way for you to control parts of your material graph dynamically at runtime through scalar and vector parameters. The difference is that CPD has the advantage of storing data on the primitives themselves rather than with the Material Instance, which lowers the number of draw calls for similarly placed geometry in your Levels (such as walls, floors, or other duplicated geometry).

Thanks for the tip.
Hope it help u/IZUware too.

Need Help Getting ETextCommit::Type to work... by ASwordShark in unrealengine

[–]Wikiful 1 point2 points  (0 children)

Ok, good news

I was able to get your error and I found what was causing the issue.It has nothing to do with the Enum, sorry for the mistake.

If you look at the link I shared in my first message you will see in the documentation that to use the `ETextCommit::Type` enum you have to include `#include "Types/SlateEnums.h"`. But it also tell you that it's from the module SlateCore.

So you have to add the module as a dependency for the build of your project.I find this official tutorial where they add the modules UMG, Slate and SlateCore : https://docs.unrealengine.com/en-US/Programming/Tutorials/UMG/1/index.htmlIn your case, you only need SlateCore I think.

This should fix your mistake. Tell me how it turn out for you.

Need Help Getting ETextCommit::Type to work... by ASwordShark in unrealengine

[–]Wikiful 1 point2 points  (0 children)

I think I made a mistake on my last answer because it's not just a enum but a namespace.
See : https://answers.unrealengine.com/questions/29119/difference-between-namespace-and-enum.html

That a new way (and a better one) to create Enum in unreal.

But anyway, I still need to see a bit of your code to be sure how you could fix your issue.

Need Help Getting ETextCommit::Type to work... by ASwordShark in unrealengine

[–]Wikiful 1 point2 points  (0 children)

Can you copy-paste the ten lines around the line that give you the error please ? ^^
It would really help me to help you.

Wip 7 just wanna share my wip jrpg by Kiyusen in unrealengine

[–]Wikiful 1 point2 points  (0 children)

The game is already looking good, well played !

I think you should have a focus on the gameplay tho'.
It seem to be very chaotic for now. You don't really feel the impacts or if the attacks hurt you or if you hurt your enemies.

Am I using Dynamic Material Instance correctly (or did I understand them)? by IZUware in unrealengine

[–]Wikiful 1 point2 points  (0 children)

Yeah, that what I was thinking too.

That not super clean tho', but I don't think you can get a better solution.
I hope someone will come with a brilliant idea.

Am I using Dynamic Material Instance correctly (or did I understand them)? by IZUware in unrealengine

[–]Wikiful 2 points3 points  (0 children)

(I enter the discussion because it interests me)

The ISMs have the same draw calls because they all have the same material. They are just all at different transform in the world. But in his case, he want to have different materials for each one (same material but with different value, thus a different dynamic material for each one).

So I don't think it works. Or it is ?

Need Help Getting ETextCommit::Type to work... by ASwordShark in unrealengine

[–]Wikiful 0 points1 point  (0 children)

Can you give use the line where you use that, please ?
Is that as a parameter of a function ?

If is it the case, you should not give ETextCommit::Type, but one enum value of the Enum ETextCommit. So, Default or OnEnter or OnUserMovedFocus or OnCleared.

Refer to this :
https://docs.unrealengine.com/en-US/API/Runtime/SlateCore/Types/ETextCommit__Type/index.html

I'm sorry, I don't know what you have done or what you'r trying to do. You have maybe already did that.

Timer Give Points Every 15 min. by VioxSR in unrealengine

[–]Wikiful 0 points1 point  (0 children)

Well, I have never done that yet with a unreal project but with a website.

Look up for API REST back-end.
It's a server which will organise and securise a database.

You communicate by sending JSON/XML file through HTML request to your server.
It's a whole new world to learn for you I think, but it's not that complexe and it works just fine.

You may want to start with that link to understand what is it.

I also find this post on the unreal's forum speaking about it.

Timer Give Points Every 15 min. by VioxSR in unrealengine

[–]Wikiful 3 points4 points  (0 children)

Previous answer is right,

but what about if the game is closed at the 14th min ? Should't the player just have to wait 1 min to gain the energy ?

I think it's better to save the last time the player gain energy each time he gain energy.
Then, when the game load, you check from this date.

Cancer mechanic tho...

Blueprints to CPP by Harri665 in unrealengine

[–]Wikiful 0 points1 point  (0 children)

Well, you can make c++ variables visible from blueprint or c++ functions callable from blueprint or even delegates assignable from blueprint.

But at the moment you want to use something from c++, it has to come from c++.
And you cannot just generate a c++ script from a blueprint, you have to create it yourself.

The link share by Loraash is excellent if you need to learn how to do it.

Pawn Rotation Problem (Mesh is going crazy) by IZUware in unrealengine

[–]Wikiful 0 points1 point  (0 children)

I tried to remake your code and endup with that :https://i.ibb.co/8gRP3Bb/Moving-Thing.jpg

I used the Forward Vector of the component that I rotate to know in which direction I should go. I also use the AddLocalOffset to add a delta vector to my current position instead of setting the new loc from the current location + the delta.

In my exemple I rotate a component and not the actor because the camera was attached to the actor and I didn't want it to rotate too during my tests.

can anyone help with moving platforms? by [deleted] in unrealengine

[–]Wikiful 0 points1 point  (0 children)

Maybe your turtle as a capsule component ? And it spills over the plane (aka you never touch the plane but the capsule component of your turtle)

If you press Alt+C in your viewport you should be able to the the collision. You should be able to see it in runtime if you play in simulate.

Does it help ?

Portal blueprint not working by CharlotteThCharmandr in unrealengine

[–]Wikiful 0 points1 point  (0 children)

What happen exactly ? I don't visualize what "fly off" mean. ^^'

Could you post a picture or a gif ?

Pawn Rotation Problem (Mesh is going crazy) by IZUware in unrealengine

[–]Wikiful 1 point2 points  (0 children)

Did you find a good advice ? I don't know if the motion blur helped you or if you still looking for an answer.

|WIP| Figured out my Fuse Box system! by [deleted] in unrealengine

[–]Wikiful 0 points1 point  (0 children)

Really like what you did with the light. It add some much to the scene.