#ue4-general

1 messages · Page 1 of 1 (latest)

spring abyss
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Hello Guys Does anyone know how to make a in app purchases (shop)

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?

lone flame
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I'm looking for solution to get these "local location" values corrected.
This x100 offset from what default Mannequin skeleton has, creates animation retargeting issues especially with pelvis.
F.e. running animation looks silly, as the pelvis does not basically move at all, as the location values are so small.

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Ok.
Solved that as well. The unit scale in Blender STILL needs to be the frikin 0.01

errant bloom
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Hey everyone,
We are trying to create a platform where people could build their models and upload that on our content servers and the model that they built can be directly streamed into unreal build (runtime) at a particular location.

Do you guys have any suggestions regarding the pipeline??? .pak files, gltf, etc….

ancient lotus
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any idea what causes decals to look different at different angles? the smaller it is the more obvious it is as in some cases it looks completely grey it just depends on its rotation

ancient lotus
errant bloom
ancient lotus
errant bloom
ancient lotus
uneven bear
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any android devs here?

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yah its dead

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thanks anyways

upbeat tendon
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is the procedural foliage volume single threaded?

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i've got a nice fat 16 core cpu and it seems to be boosted on 1 core

cyan cargo
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quick question: do level blueprints load in before actors?

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I just want to know if I shuld throw some blueprints in my level or make a new actor for when starting a level

peak hare
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so 'event unpossessed' is called just before the actual unpossession?

tame marsh
peak hare
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sounds unreliable

autumn raft
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Hello! Could anyone tell me what's wrong with volumetric lightmap density? Should they surround the model or is everything ok?

distant breach
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Hi everyone, i have a big issue with Unreal, for every version. In every project, my Point of view turns on its own. I tried to fix a version, i tried to uninstall, nothing change. Actually i just can't work on unreal, it's impossible. Do you have any idea of how to fix it ?

cloud oyster
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hello, friends, I hope all are well and some one may help point me in the right direction.

I am developing in 4.23 to use the html5 packaging to make a small game. My issue is the skeletal mesh of my player character is not rendering. I have another project with the same setup and that skeletal mesh renders no problem. Any thoughts? thank you

#
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I have no errors in log but I am gonna explore this avenue

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I do not have a 3D artist background, and am confused by this "no more than 4 influences per vertex".

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"If you need to check the number of influences, I’m not sure if this is possible in the binary editor but you can use the “Character” button in the Viewport for the Skeletal Mesh editor in a Source built editor and select Detailed under Mesh > Mesh Info."

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I have never built an engine from source, just Epic launcher, but I am learning some git/version control so maybe now is the time. Ima hunt for that button in my editor. Anywho, I will shut up now and appreciate any input. Thanks.

gloomy gull
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Can someone give me a quick breakdown of the Unreal Coordinate system? When I reset my player's camera to (0, 0, 0) in relative rotation, it obviously hasn't reset? I'm not sure if this is a bug or just me being foolish

worn stone
plush yew
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O

winter karma
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does any one use the materialize shader pack for unreal?

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if so how would i make the height map work in it

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here is what i have

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idk where to connect it

shrewd barn
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LogConfig: Setting CVar [[r.PrecomputedVisibilityWarning:0]]

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how can i fix it

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?

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someone can help?

dusk void
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hi

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i have this sun

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but in game it lights the area to much

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see everything is orange,

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i want to keep the suns glow but turn down the color of its shine

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anyone know how to help

distant siren
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Collisions not working after Package and Build..why?

flat turret
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how to save downloaded texture to storage?

lament sonnet
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how can i reset weight paint inside ue4 cloth

tender pecan
# distant siren Collisions not working after Package and Build..why?

Try printing the display name before the '==' evaluation.
Try printing the display name in a timer/delayed tick etc.
You can still see your debug messages if you do a development packaged build.

Display name is not guaranteed by the way.
Returns the display name (or actor label), for displaying as a debugging aid. Note: In editor builds, this is the actor label. In non-editor builds, this is the actual object name. This function should not be used to uniquely identify actors! It is not localized and should not be used for display to an end user of a game.
https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Utilities/GetDisplayName/

barren ferry
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hi, i've accidentally clicked "don't show again" on the "restore tabs?" question at editor startup - i know there's a setting to force re-opening all tabs at startup, but i'd rather have the question so i can decide to cancel and start with a clean editor; is there any way to re-enable that question/prompt?

barren ferry
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got it after a bit of source code searching: SuppressRestorePreviouslyOpenAssetsNotification in EditorPerProjectUserSettings.ini

lament sonnet
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whenever i simulate body on physics it drop inside ground why is that why collison not work

dusk void
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anyone know how to make character rise when button pressed and stop when released

tame marsh
gloomy gull
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Hahaha no wonder! I've never seen that before 😝

plush yew
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Hello everyone, I'm trying to make a game GS game Eu4, I understood how the game work so far, but it doesn't work to get a PNG in the game editor(where you play),I know that I need to create a material for the png and paste it on the mesh but it doesn't work to create the material, I'm working in UE4. 25.

plush yew
autumn flame
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ok.png

autumn flame
sterile acorn
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Any resources for neural network in ue4?

spice ruin
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There is nothing in UE even related to neural networking, everything will be third party.

jolly oak
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if i wanted to store content settings that didnt change depending on what level I was on like enabling/disabling blood, or displaying subtitles, where/how would I store those settings? I'm guessing as booleans, but storing them in the level blueprint only seems like they would exist for that particular level

vast basalt
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Why is it so low poly?

sterile acorn
drowsy snow
sterile acorn
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Okay

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Is there a resource explaining this part?

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@drowsy snow

ripe carbon
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What are some effective ways to minimize jittering from level sequences in your program? Like, when moving an actor from one space to another? Whether in UE or in a packaged demo, an object of any kind that moves in a level sequence seems to jitter or hiccup when moving from one point to another. How can I fix this?

spice ruin
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Might be a physics thing? Have you got physics enabled on it?

novel jetty
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If I wanted to make a C++ class that was for time keeping in game, and needed to be consistent across different levels in the game, what class would I make? World settings? game mode based?

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Oh! I also want it to be accesible form blueprints.

spice ruin
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Game instance + FDateTime

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FDateTime::Now() etc

upper crypt
ripe carbon
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So should I still enable Simulate Physics?

spice ruin
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I'd turn off simulate physics when moving it manually like that.

ripe carbon
spice ruin
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Well it doesn't sound like you're simulating any physics...

thick veldt
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is there a way to change the inherited movement component?

ripe carbon
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I think you can modify it. If you're talking about a child actor, then you should be able to. If you modify a parent, the changes will also be applied to any children linked to it.

ripe carbon
thick veldt
ripe carbon
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Remember, though, that any changes you make to the parent will also be applied to children. But, you can change child actors individually.

lament sonnet
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is blender tool has been removed from epic game website?

real heath
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Still on GitHub

drowsy snow
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Just not open sourced

lament sonnet
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404

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other thing i can able to see

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guess need to use vpn for that

lament sonnet
real heath
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Instructions there

lament sonnet
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i created the new account with vpn it fine

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i wish if apex cloth animation can be done on blender animation

drowsy snow
lament sonnet
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it too hard to animate outfit

lament sonnet
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i was planning to develop game

ripe carbon
spice ruin
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So it's probably not physics.

ripe carbon
spice ruin
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Honestly I don't know.

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It's either low framerate or infighting.

ripe carbon
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Maybe it's the former. I mean, I did set the framerate to 12 fps.

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What would be a more ideal framerate? 30 fps?

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Or maybe even 60

glacial arch
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Hey guys, I'm trying to solve an issue I'm having with the project on mobile being seemingly more contrasted, darker and hard on the eyes. Any clue how I can bring mobile (bottom) more in line with the PC look (top)?

spice ruin
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The former is fps, the latter is fighting.

ripe carbon
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Same direction but jumping. Not sure what you mean by fighting, though.

spice ruin
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Fighting = 2 things are trying to set its location, such as sequencer anc physics.

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Just need more fps then!

ripe carbon
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Okay. I've set each animation to 60 fps, so I'll see how it works after packaging again. If it still jumps, I'll try either 30 or 120.

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Thanks for the help, so far!

spice ruin
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Np

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Good luck.

warm nexus
oak patio
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Oh damn

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Close them tabs

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Gotta have like 128GB RAM or smthn...

spice ruin
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I have that <o/

wary gyro
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I'm trying to teleport an actor to the location of the Touch Input. I have this set up, but it doesn't work correctly. Anyone know how I can fix?

lofty vault
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can anyone help my add-to feature or content pack is empty I search everywhere and couldn't find a solution?

finite olive
wary gyro
finite olive
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oh

jolly oak
cloud thunder
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Hello guys, who faced such a disaster - version 4.27 does not want to work correctly with PLAY GAME SERVICES - everything is set up and when the game is activated on the phone, it does not log in and just throws it out of the game, and if everything happens on anriale 5, then everything is correct. Who can tell or have any infa about this?

hot cave
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After using the engine for a while
All drop-down menus close immediately when I click/open them and I can't search for blueprint nodes...
And sometimes when I maximize the engine window it becomes black until I resize it
I have to restart the engine every time
Anyone else having the same issues in : 4.26/4.27/5.0

sonic atlas
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Hello guys, i'm trying to help a friend with an unreal project and I have a weird issue

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I've made all the changes as it should be, mostly changing some widgets and stuff

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the changes show in the editor and viewport, but when I package it, the old version remains

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I've tried rebuilding, deleting caches, cooking and so on

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its a 4.26.2 version

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anyone would be kind enough to give me a lead?

real heath
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Have you ticked full rebuild in packaging settings?

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Could be an incremental build and it just hasn't picked up that change

sonic atlas
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Yeah, I've tried that twice but I'll give it another shot I guess

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I've even tried entering the delete menu of the old asset and it's not referenced anymore in the blueprint i'm trying to edit

real heath
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My next steps would be delete/rename your saved folder and make sure you choose a blank folder to output to, not over the top of the old one.

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And comb the packaging log

sonic atlas
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I will delete the Saved and Build folders and try doing it in a new location, thank you Boris!

real heath
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You are packaging locally? Not through some CI system?

sonic atlas
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Locally, yes

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I’ve basically only changed the input bindings to make it work on oculus too and a menu image showing the controls, it’s that image that does not refresh

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I've deleted save and done a repack with full rebuild checked, still the same issue

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No errors or weird stuff in the logs

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The even weirder part is that I've changed 2 images in this widget, one is updated while the other is not

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I've added another image to the widget with the new one and I have the two overlapping, I'm going to try deleting the first one now, but weirdly enough I think this could work

glacial arch
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I mean, it seems that by default all of my colors are drastically altered, oversaturated, contrasted

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I thought it might have been an issue with eye adaptation but no, in an empty, dimly lit map I deal with the same issue.

jolly oak
# glacial arch I mean, it seems that by default all of my colors are drastically altered, overs...

If you’ve never used post process volumes, they are pretty easy to use. I’m pretty sure each project gives you one in a scene, but in case you don’t have it, the window to the left of the viewport that has all the premade content has a post process volume somewhere. Drag one of those into your scenes and in the details panel of that PPvolume, you can change lot of the visual settings that you’ve listed. Additionally, there’s a checkbox somewhere in the details panel that makes it so that the post process applies to the entire level since normally you have to be inside the volume to see the changes. I’m going completely from memory since I’m not at my computer but I hope that helps.

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Also I’m not sure why your visuals are changed by default, maybe you edited engine content? I’ve done that in the past by changing things built into the engine without realizing it like skybox curves

glacial arch
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Plus I'd rather solve the issue at the core rather than slap a bandaid on it

sterile acorn
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anyone here tried RL in UE4 ?

glacial arch
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nevermind!

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Apparently the prefix Mobile is used after r. for tonemapper ocnsole commands

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so I can just go put a shotgun to the tonemappers head once again

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thank you very much

jolly oak
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Nice find, good luck with you project!

glacial arch
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thank you!

sonic atlas
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@real heath I've managed to fix my issue by making that image hidden and adding a new one, no idea why the issue was caused but everything is working now, thanks for your help and goodwill! I hope you have a great Sunday!

magic helm
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Can I do 'drag select' but make it so I don't have to see the object to select it? (i.e. if it's behind another object.)

celest inlet
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so im trying to add rolling to my project using mixamo animations and when i select root motion my animation stays in place and looks insanely wonky. Anybody know how root motion works? could it be the anim needs to be created with root motion or etc

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nvm i just found out mixamo skeletons dont have root bone

lucid grove
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Hey! I have dialogue system with flexible settings. One of the settings is animation that talking character uses. The problem is - animation array is huge and takes a lot of memory. So i decided to use soft references for that array and use array element with request and resolve soft reference. But now Unreal not always resolve that soft reference. Its something about 30 \ 70 chance that animation element gets not loaded.

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What could be the reson?

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Array is about 90 animations.

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I tried simple things like keep all those animations in soft array and then resolve whole array when conversation starts. Results are bad: 30% of animations not loaded. Tried to resolve single item soft references - same result.

spice ruin
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Is it the same animations that always fail to load?

proud abyss
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Trying to get a good night time sky. But the look of it atm isnt that good, and also the light tends to darken and lighten depending where you are looking. Anyone know of good tutorials to help? The ones ive checked so far require plugins or dont look good

waxen gull
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@craggy nymph are you still alive? I would like to purchase your UI and FX pack. Asset is no longer on marketplace

cloud thunder
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Hello guys, who faced such a disaster - version UE4-27 does not want to work correctly with PLAY GAME SERVICES - everything is set up and when the game is activated on the phone, it does not log in and just throws it out of the game, and if everything happens on anriale UE5, then everything is correct. Who can tell or have any infa about this?

plush yew
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does anyone want to make a game with me?

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im bored

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xdddd

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it'll be fun

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XDDD

misty zinc
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Looking for advice on how to tackle this mechanic. I'm trying to recreate the same kind of orbit camera method that http://earth.google.com uses (middle-click + drag to orbit). The camera orbits from the point that you start your drag. This means, if you were to start your orbit away from the center of the screen, your entire view would rotate from that point, as though the anchor point of your camera was moved to that spot. I'm trying to figure out how to do that same kind of orbit. Any advice or suggestions on how to recreate this would be great to hear. I really don't know where to start.

acoustic elbow
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Hey, can i get my (skeletal) mesh to gain a nav mesh render? I can't really seem to figure out if/how it works.

fierce tulip
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@slow osprey please keep job-postings in the correct channel.

autumn flame
misty zinc
autumn flame
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I mean, your pawn will see from the Camera, so if the Spring Arm rotates then your view will too

plush yew
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The unity server just muted me because I asked if there was an unreal server

cloud pagoda
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Hi, is there a quick shortcut or way to hide all the icons in a scene? Like the light bulb for lights or star for particle effects

real heath
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Press g

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Game view

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Toggles on and off

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@cloud pagoda

cloud pagoda
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Way better without all those icons haha

olive rapids
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Hello, please forgive if i am writing to the wrong channel; I am trying to copy control rig from manequin to my custom character. I set the gizmos to the right place and save. but when i click complie the gizmos are set the previous /default position. This happened several times. I spend over 2 hours to place all stuff in the right position but after complie everything is turning back. I can go without compile a little bir but when i add the tranform node to the grapgh i have to click complie 🙂 so i think i am missing somehing. if you know how to make it solid please tell me thank you

spring sun
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Hi everyone! I was asked to upload on a google drive folder the UE4 shader I'm using, can someone help me with this? I can't find any video nor documentation.

half kelp
tawny shard
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Does actor have unique name, that will be constante to level reload? Is it ObjectName ?

tame marsh
thin tendon
tawny shard
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but will it be the same through different level load?

thin tendon
tawny shard
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if player load the same level

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(read as any session game)

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the objects on scene will remain the same obj name or not

thick veldt
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how would I go about making a vehicle faster (using chaos vehicles)

shrewd barn
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can i disable all magic leap plugins

proud abyss
timid forge
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hi
What does this error message mean? I'm looking for information everywhere and can't find it.

autumn flame
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Probs stationary lights combined with a very big actor

timid forge
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i dont understand

pseudo elm
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hi

spice ruin
pseudo elm
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i selected only this mark

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under normal conditions, 17gb should be installed

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but it takes up 86gb of space

spice ruin
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It just takes up a lot more space than advertised.

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It's not a bug

pseudo elm
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im not selected ios, linux or mac

spice ruin
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Just delete them then.

pseudo elm
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wants me to fix

spice ruin
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I guess you're stuck then!

pseudo elm
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yes 😦

zenith dust
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has anyone used send unreal plugin before?

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send to unreal pluggin for blender, i keep getting weird error, ive tried blender 3.0, 3.1 and 3.2, same error

magic helm
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Not sure where to post this, but anyone else get this white line at the top when they go into 'Standalone game' Play test mode?

tepid granite
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Is there any way to split a scene into two parts, that one camera will only render one part of the scene and another camera will render the second part?

tender pecan
tepid granite
sterile acorn
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guys

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how to make a normal C++ file with both .h and cpp

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but i dont want to make my class inhert from any Unreal classes

tender pecan
tender pecan
sterile acorn
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what do u mean @tender pecan

tender pecan
sterile acorn
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so i just create my files in any place

tender pecan
sterile acorn
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but ti generate the files

tender pecan
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The IDE will have 'Add to' functionality, provided you are not using notepad or wordpad.

sterile acorn
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can i chat with u privately?

tender pecan
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sure !

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👋

steel leaf
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Hi, how can I show the debug shape for my ai sight perception ?

tame marsh
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I have some Characters whose movements and location are determined by a root motion animation in their SkeletalMesh. I've encountered an issue (in VR) where the these characters are behind an object or a corner and as a result their skeletalmesh is not being rendered and their animation not playing, leading to them not moving in the environment. Is there a way I can alleviate this? Possibly by force rendering their meshes?

inner bay
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Hi guys, need an advice on Unreal Engine 4 for architecture. How do I lock a camera on a height? I'm building for a presentation "playing on VR" and I don't want the camera flying all over the place when I move the actor. I'd like to know how attach it to the actor like if it were an FPS

misty zinc
merry zephyr
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It also depends on the unreal engine version u using

zenith dust
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I can’t get versions 2.1 or 2.2 working

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Which version do you have working buddy?

merry zephyr
zenith dust
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Nice 1 cheers

merry zephyr
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I used it with ue5 and ue4 2.54

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Did u get it from github

zenith dust
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I can’t get 2.02 blender plug-in working

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Yeh GitHub

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Sorry I mean I can get 2.02 working

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But not latest versions

merry zephyr
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I downloaded it recently like 2 weeks ago I think it's latest version, using blender 3.0 with it and ue5, ue4 2.54

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I will share it here minute

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this is what i'm using

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@zenith dust

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you also need to put the models in the export collection

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and have ue4 open (you probably know that)

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wait u also need to enable some things in unreal engine

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you need to enable remote execution in project settings

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and the python plugins

toxic lily
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Im trying to set up an event where a line trace from the player (firing a projectile, the line trace isn't doing damage, its merely creating the trajectory for the projectile) will hit this collision sphere, and it will attempt to dodge the projectile. however, im not entirely sure how to reference that line trace in here, this the the enemy BP,

What the collision sphere is doing is to detect is player is in range to melee attack, and will also (what im trying to do currently,) detect if a projectile is being launched at it for a random chance to dodge.

grave quiver
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I am making a 2D game and I am wanting the camera/scene to be more zoomed in so it's not showing as much of the level. I have tried many different things from google and YouTube and I can't find anything to help. Can somebody help please.

toxic lily
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you can fine tune camera settings from there

grave quiver
toxic lily
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go to your character BP, click on the camera in components, then click on class settings, you should see a list of camera settings you can fine tune and adjust to your liking

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you can set transform, post processing, position, scale, angle, lens, FOV, etc....

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( i think thats what your asking right?)

grave quiver
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I've tried changing the location and it moves the physical camera but the scene is still the same size

toxic lily
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sounds like youll need to adjust your FOV and lens settings then

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mess around with these, the Lens Settings in particular

grave quiver
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Ok thank you

toxic lily
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i dont know if it will fix your problem but thats the best place to start looking IMO

grave quiver
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Ok

grave quiver
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Oh wait nvm I just found the FOV and that solved my problem

toxic lily
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excellent 💪

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happy to help

misty zinc
plush yew
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hey guys i got to ask sum

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how do you do basic lighting\shaders in UE4

misty zinc
plush yew
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ik, but i mean for like a FNAF game. where when u flash a light at the door it has like a hasy type of effect. like a delly and foggy

autumn flame
misty zinc
# autumn flame Try and rotate the spring arm in the viewport and you'll see

I can see it rotating, but not in the way I'm looking for. Its rotating kind of like a nodal rotation, and I'm looking for rotation that also translates around the point. I'm not sure where I should be applying the mouse input for that appropriate rotation, and what I should be setting as an offset for that rotation.

crystal cedar
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Hello, I have got a model and i want to add control rig to it. The model's root is not zero. I dont know why. So when i try to add the root control it rotates the root bone and the character. how can i fix that? Do i have to re import the character or there is an option ? please help me thank you

merry zephyr
crystal cedar
merry zephyr
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it looks funny haha

crystal cedar
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yeah 😄

merry zephyr
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wait so it just happens with the root control?

crystal cedar
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yes , because the model has importe with those root rotation values

merry zephyr
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i think the root bone is automatically generated by unreal using the model's origin

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is the control snapped to the root bone before plugging in?

merry zephyr
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have yall enabled remote execution in unreal? @dusk elk

crystal cedar
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when i unplugged the execution the model is looking ok

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I think the issue is about this; the root control has to be set to zero rotation. and it sends this value to the root bone and it rotates to zero. but at the zero rotation model is laying down like this 😄

merry zephyr
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did you move the control to the root bone then right click and click snap to closest bone transform?

crystal cedar
crystal cedar
merry zephyr
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just move the control on the screen to the root bone

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the control you plugging

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then right click and snap to closest bone

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do this before the character goes wierd

crystal cedar
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let me try i think this is the answer

grave quiver
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When I collect a key in my 2d game how do I make a key symbol pop up on the side of the screen showing that's what I am holding

crystal cedar
merry zephyr
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it just matches the control's orientation with the bone's orientation

crystal cedar
zinc topaz
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If someone could help that would be good. I have an integer array in a saved file. I have a class array also, and just an integer. I have the classes as weapons, and then the integer array is for the levels that each weapon is at. How can I set an array value, like update it for the integers. I have just a normal integer for the get a copy node. Then after I want to save game to slot

crystal cedar
cloud pagoda
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Hello, does anyone know how I can simulate wind movement to a hanging lantern please?

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The way its set up currently is that it's a simple Lantern static mesh and the pivot is at the top. I have a PhysicsConstraintActor that links the cable actor rope to the lantern. I just want the lantern to move slightly in a direction as if it was being moved by wind. I also have a scenecomponent at the top where the pivot is

jade stump
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can someone help me with this error when i package my android app it runs the unreal starter logo then crash and this the logs can anyone help fix it?

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so bascly its the default first person project for unreal engine 4.27

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no edits i just create it and than configure options than build it for android

fierce tulip
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im sure you can find examples online

polar owl
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heyo buckos

cloud pagoda
# fierce tulip rotateaboutaxis material node would be a good start.

I would place that within the lantern material? I don't think that would work because my lantern has 2 materials and it's part of a blueprint so that it has a light inside and I also have the little strings attached at the bottom which are cable actors with physics constraint actors and I wanted them to follow

polar owl
#

which is better ue5 or ue4

fierce tulip
cloud pagoda
#

And is it really complicated to just make the little things at the bottom follow? I thought the cable actor with physics constraint would make it follow automatically but now I'm unsure

fierce tulip
#

im just a material/vfx-ey dude, the blueprint stuff is foreign to me :p

timid forge
#

Hey, I have a problem. For some time now in Development compilation mode when starting .exe crashes with the following message:

#

The design is completely bluprinted. I am already looking for information everywhere and I cannot cope with it. Everything is fine in the Shipment version. Unfortunately, after the upgrade to UE5 the project also starts crashing this bug in shipment mode (not only in dev). Help 😦

dusk elk
#

sometimes, i'll get a blender error that it can't find an open instance of unreal, i've tried having the epic launcher open as well

cloud pagoda
mellow turret
#

When playing with 2 or more clients in-editor, the focused window is smooth fps-wise, but non-focused windows/clients drop fps, is there a way to make all clients have as many fps as they can even if the window is not focused?

iron blade
#

Hello! How do I get oriented bounding box of animated skeletal mesh with blueprints?

distant siren
#

Is possible on unreal engine to shorten, split a map and throw away the cut parts?

rain pebble
#

Where do you find the multiplayer options?

steel leaf
#

Anybody knows how I can enable the debug shape of my AI perception thing ?

misty zinc
# autumn flame Try and rotate the spring arm in the viewport and you'll see

Ok, did a bit more with it, and I'm actually really close now. I'm moving the scene root to the raycast hit location, then offsetting the spring arm to cancel out that movement, thus offsetting the entire rig so it rotates around pivot. The last piece i'm struggling to figure out is how to revert this offset once I release the right-click. Any thoughts on what i should do, let me know. Thanks!

wraith jewel
#

anybody know how to fix this?

plush yew
whole cedar
#

Guys

#

I really need help on configuring the ambient on my mac m1 just used to do mac builds and ios builds

#

we use perforce as versioning.

#

and im having problem creating xcode project

#

any help would be very nice since im running desperate here

wraith jewel
#

if i do that will it get rid of my projects?

spring sun
#

Hi everyone! So, anytime I'm rendering the turntable, there's a mesh that kind of duplicates and stays still, but everything else looks good. Any ideas?; Also, there's a little jump or effect of the camera on the first frame, how can I remove this?

full quarry
#

Hi guys, could someone share skills of how to make the net part with a collide effects? i added serval collision at the frame and it works correctly. but i can't find a way to add to the net parts....Please help....

real heath
thin tendon
#

Not sure if its possible. But is it possible? I want to be able to change from simplified collision to complex collision when using LODs 0 and 1

real heath
#

My guess is you could change the collision to use at runtime, but probably not directly tied to current LOD. But you could poll current lod, or distance from player and change collision as desired.

#

polling on LOD might be inconsistent as well when it's outside the view frustum. Changing based on distance is probably best

thin tendon
#

Yeah I guess I could do it manually by saying has it been rendered and if so get the LOD. I was just hoping there might be a setting built in for it somewhere. It would super handy on things like houses if I didn't need to add hundreds of collision boxes.

#

Frustrum isn't really an issue being a single player game

real heath
#

Make sure you have engine debug symbols downloaded, and attach a debugger

#

Easiest if you just launch it as debug direct from visual studio

fierce agate
#

What does this mean?

#

?

real heath
#

Just means uprojects aren't correctly associated with unreal engine. So double clicking a uproject in explorer may not work. Just hit fix now

fierce agate
#

Ohh thank you

sly oriole
#

Is there a tutorial for metahuman in ue4?

potent phoenix
#

Hey guys!! I just started learning about game dev and unreal engine and when i was trying to install unreal engine on my pc it said it requires 19 gb storage but after getting installed its taking 86.7 gb space of my hard drive. can someone please explain to me why is that happening?

fierce tulip
potent phoenix
tame marsh
#

so polite wow

lost niche
#

Is it normal that my valid check for my TSoftobjPtr<Texture2D> variable that holds a texture that is under UI texture group returns false with default compression but returns true with UserInterface2D compression?

static viper
#

luos is a very distinguised gentleman. :3

#

i can vouche for him

novel plover
#

hi to all, i have a problem:
Unreal engine games start only with win7 compatibility, win 10 here, 3060ti and latest drivers, i also cleaned with display driver uninstaller but i have this problem with ue games, if i dont set the win7 compatibility the process of the game stay in background and the game wont start
what could be my problem?
for example stray and esse proxy, all latest ue games need the compatibility
i tried old ue games like solar ash, metamorphosis, spirith of the north, and they started without problems
and also all vr games that have ue, they start without set the compatibility

spring sun
real heath
#

The incredible amount of motion blur? My guess is it'll be fixed by setting your camera cut track to begin at frame -1, outside the frame range.

#

That's a common problem

spring sun
#

Thank you for your help 😄

tame marsh
#

Is there a built-in plugin that allows me to send a UDP message with Blueprint?

magic helm
#

Is there a way for unreal engine to know when the textures are fully loaded in a level?

#

So like I can set it so a loading screen goes away once the textures have fully loaded?

dusk nebula
#

I'm playing Arkham Knight for the first time and there's a feature where you can play 3d crime scenes in forward/reverse. That was probably done through a sequencer, right? Just more for my own curiosity than anything

tame marsh
magic helm
mint nebula
#

Hi, can anyone help me? how to separate mesh in ue4? I have alembic file that I imported in ue4 as geometric mesh(it's not static, have fluid sim on that file) and now i want to separate the different mesh I export like bottle glass and water. so that I can texture them separately

hard escarp
#

I've been struggling with that SOLID method you introduced me to. I have a hard time looking at something like the player character class as having "one job".

sterile acorn
#

anyone here tried to do car simulation in unreal

#

self driving car simulation

spice ruin
#

Nobody. Ever.

modest olive
#

Hello 🙂 We are working on a game that uses controller input. We have multiple maps in this game. Try to think that:

" You flawlessly move your character with left thumbstick. There is no problem. And You die, or new map loads. Then you realize that your input axis' are confused. Like when you moved left thumbstick 'to the left', character moves upward or right. Sometimes when you die and respawned, inputs are corrected magically. You can again move your character to the left with left thumbstick's left input."

We really don't know how to reproduce this bug. Or we don't even know that is this a bug of Unreal Engine. Did you ever heard something like that? Or encountered same error?

tame marsh
rugged meteor
#

Hi Peeps! i have some light artifacts on my model in UE4. im using for now movable point lights (do not need any fancy lightning, it is only just to see my character rn what im working on) any tips where i should start to look up to solve or any idea how to solve it? thx for any input!

misty zinc
#

Hey there, just bumping my question from yesterday.

tl;dr, trying to create an off-axis orbit based off of the point that you start dragging from, similar to how orbiting works in http://earth.google.com (middle-mouse drag to see what I'm referring to). I've almost got it working, but I'm royally screwing up the math involved for positioning the pawn's scene root, and moving the camera back, giving the illusion nothing moved, but the pivot point is now anchored on where the mouse dragged. This works in the beginning on right-click down, but only if I haven't looked around previously, otherwise the camera pops to a different location. Same when I release right-click.

sterile acorn
regal haven
#

I want to create "rooms"(consists of actors, navmesh, lights etc.) that I can dynamically spawn in runtime. How would I go about doing this in Unreal? Was thinking of just using an actor, but they don't seem to be able to have a navmesh

balmy sage
#

Yoo

#

Can someone pls tell me how to make a gyrosphere physics?, in ue4
What I mean is I have a sort of transparent sphere and i want to put something in it say a cube, and while I make the sphere to roll, I want the cube in it to stay still and not rotate

#

Almost like the ballers in fortnite

jade stump
#

anyone have any idea how to solve this error its for my android project so help plz

tame marsh
wise trail
#

It is unreal yes

real heath
#

You are probably just at a particular frame rate that is emphasising it. Screen tearing is just a mismatch between the games frame rate and your displays frame rate. A new image is coming halfway through your screen refresh, and results in a tear. Vsync, gsync and freesync all solve it. Vsync holds the game back until the next screen refresh, gsync and freesync don't do that, and maintain higher frame rates while eliminating tearing

glossy wagon
past river
#

Hey I'm currently trying to setup a new First Person project and getting this error Running D:/Epicgames/UE_4.27/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Connor/Documents/Unreal Projects/Test1/Test1.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
I'll tried to intall the 6.0 SDK of dotnet nothing changed

real heath
#

I think you enable it through your driver, but I don't know

strong vortex
#

compatible monitor and gpu (and its driver)*

real heath
#

Aren't pretty much all GPUs compatible these days? Even NVIDIA started supporting freesync (oddly under the gsync 'compatible' name) monitors right?

strong vortex
#

nVidia and AMD aren't the only GPU makers

glossy wagon
real heath
#

If you are working in unreal you likely have an NVIDIA or amd card

glossy wagon
#

I have a 3070

real heath
glossy wagon
#

I have the same on both RTX 3070 and GTX 1060

strong vortex
#

even if you do have nVidia/AMD, it's still limited to specific series...

glossy wagon
#

Does the computer you package the project on make any difference?

real heath
#

No

last topaz
#
velvet river
#

This isnt exactly blueprint related, more logic related, so i thought i would ask it here, but if im using a seed to store part combinations for a looter shooter game so that i can consistently recreate the same gun, how would i actually read what i stored to know what to spawn?

#

Ive been trying to research this at the suggestion of other developers here but im not much closer to figuring out how im going to do this system

#

My first thought was just reading numbers places and having collections of those mean things

#

Actually maybe it would be better placed in blueprints

glossy wagon
# real heath No

I narrowed down the cause a bit. It works perfectly in windowed mode but scaled to the full screen, but if it's in full screen mode it starts getting tons of tearing. Is this expected functionality?

rain pebble
#

would anyone happen to know how to make AI movement a little less snappy

lilac stirrup
white plume
#

So I'm looking to swap a game I'm making over from RPG Maker to Unreal as I just find RPG Maker to be basically a toy and I'm hitting too many walls with the engine

#

The gameplay is super simple, almost 100% dialog/choice driven so I imagine it should hopefully be easy enough to program and make the swap. Does UE4 offer a clean way to do choice driven dialog with dozens upon dozens of potential outcomes? Can I use nodes for this process?

lilac stirrup
white plume
#

oh excellent

#

I mean that works better than what RPG maker does

lilac stirrup
#

That's multiple steps ahead to be honest, you're mostly limited by your skill in this case, not by the engine performance, especially if it's just dialog.

white plume
#

The issue is more that RPG maker does everything in a long ass line and its just convoluted and the workflow is bad

#

Like if I can just program in a node system in UE4 or UE5 to handle dialog and connect it all together its less of a headache to look at and + I can actually do more advanced stuff with the gameplay itself. RPG maker is very limited to cutesy chibi games and top down pixel games where I'm looking to go into a isometric Disco Elysium style. Plus certain gameplay aspects just won't work in RPG maker because the engine is very barebones and even with plugins is still essentially a toy. I mean yeah a handful of big titles have come out of RPG maker but if I'm going to apply my digital art skills, programming and writing skills to a project I'd rather just use a robust engine

lilac stirrup
#

I'm assuming you're planning to make a 3D JRPG or sort?

white plume
#

The game will probably be close to 20 - 30 hours and the plug and play way RPG maker does If statements imo is just kind of bad. I tried rewriting stuff into "pages" with the RPG maker system and that kind of made things better but the entire dialog tree being in one huge line just makes it unclear as to what's closed and what isn't and plus with the added aspects of more advanced mechanics like counting "ticks" for highly specific conditions and also quicktimes RPG is not gonna cut it

plush yew
#

Should I update to ue5?

white plume
#

Nope, a very gritty very grim dark commentary on Cold War espionage broken into 4 major narratives where the player slowly discovers they're the villain of the story but also realizes there's no alternative to their actions because it will inevitably just mean the same things will be done by the other side

plush yew
#

Or can I still make a good and game that sells still on ue4

white plume
#

Kind of like Disco Elysium on a larger scale, rather than focused on a single incident its a huge wide reaching story of international espionage and proxy conflict. It's part of the reason I feel RPG maker is really not gonna work for it because the entire engine is built to make cutsey JRPGs and quirky Undertale type games which is not what I'm developing

#

I tried to import some of my custom assets and the tile system is just turning out to be an absolute nightmare to use so I'm likely going to make the swap to isometric in a different engine

lilac stirrup
white plume
#

RPG maker is just kind of obtuse in the way that GIMP is obtuse compared to Photoshop, when a decidedly more powerful tool exists I may as well just use the stronger of the two. and I mean I will concede RPG maker did teach me a lot about game dev and workflow in the time I used it but it's just becoming more of a pain in the ass than anything and my team already has programmers that know C++, Python, etc. on it so I think we should be good to make the swap

white plume
#

I'm not sure what isometric classifies as tbh

#

the assets will mostly be 2D as the going plan is primarily in a more pixelated art style but I'm also working on a hybrid model for gameplay to be in the pixel style and a lot of dialog and scenes to be drawn out in a 2.5D style world

lilac stirrup
#

Have you considered other engines?
Unreal is great for 3d, but you might struggle a bit if you're aiming for an orthogonal isometric bird view.

white plume
#

I thought of Unity too but the situation going on over at Unity does not fill me with confidence

lilac stirrup
#

You can indeed do isometric in Unreal, but you'll probably have to figure things yourself instead of relying on tutorials.

white plume
#

The new CEO is kind of a tool and I'm concerned for the longevity of the engine and with some of the things he's said it's raised a ton of alarm bells for licensing

lilac stirrup
#

There's Godot and Gamemaker.

#

Just understand that Unreal have its strength, 2D-related game require more effort here.

white plume
#

Yeah, I figured it'd be a bit jank to get it to work smoothly but that's whatever, more to my point is I need an engine that can confidently handle a truly massive amount of dialog and an astronomical amount of conditional events

#

That's fine, it's basically a "hey there's a video game in this esoteric novel!" at this point

#

I have a huge amount of it written out and the original plan was I was just gonna make a book out of it but then thought a video game would be much more impactful as the choices were made by the person experiencing it rather than just vicariously observing them through an outside lens

#

I just figured if I swap to a better engine now while only like one of the chapters is fully fleshed into videogame format I won't want to rope later when half the game is done and RPG maker goes "you've hit the dialog branch limit :(" when its only 75% done the 3rd major arc

lilac stirrup
#

It might be overkill if you use Unreal and worry about text processing actually, Unreal strength is on hyper realistic rendering.

fierce current
#

you can do isometric in Unity for sure, i was working on an isometric game before with procedurally generated maps and the like

#

but I feel you about the recent events not instilling confidence, hence why i am also in this discord lol

cloud pagoda
#

Is there a way to make it so cable actors don't freak out when I start the game?

fierce current
#

wym by freak out?

cloud pagoda
#

Every time I start the game they start flying everywhere until they eventually go back into place

#

Like insane movement

lilac stirrup
cloud pagoda
#

They are never interacted with

lilac stirrup
#

Video?

cloud pagoda
#

Where can I send it

#

I'll try to make it a very short video so it sends here

lilac stirrup
#

Most people usually just use discord or youtube.

cloud pagoda
#

Discord has a limit that's the problem

#

But I made it short, let's see if it sends

cloud pagoda
#

Do you see it Zeno? I think it sent

fierce current
#

oh weird, maybe its something to do with the physics / gravity? im a bit new so this is just a guess

#

is there a way to make them like... kinematic? esp. if they aren't interacted with?

cloud pagoda
#

Sorry about that I think it took audio

fierce current
#

haha all good, my own music drowned it out

cloud pagoda
lilac stirrup
#

I don't see anything 🤔

fierce current
#

I saw the vid, on start it just sort of bounces up in the air until it settles

cloud pagoda
#

I'll resend it

lilac stirrup
#

On the phone here, maybe not loading due to that.

fierce current
#

they deleted the video cuz there was unwanted audio but i think they are reposting it

cloud pagoda
#

Yea I had music playing and it was in the video, didn't wanna catch you off guard if you have volume high or something lol

#

It's resending

#

...and that one was corrupted -.-

fierce current
#

lmao

cloud pagoda
#

Life is very hard right now

cloud pagoda
fierce current
#

yeah it sent haha

lilac stirrup
#

Saw the last one just fine, 2nd one was broken.

#

I had that bounce problem before, I forgot the solution however, it's been awhile.

cloud pagoda
#

Sorry about that. But anyways, that is what I mean. I wish the ropes didn't fly like that when I started the simulation

fierce current
#

are there any options in the inspector?

#

when you click on the actor i mean

#

send a screenshot of the inspector panel for the actor if possible 🙂

cloud pagoda
#

I think Ted might be on to something, he said maybe if we could make cable actors not interactive

fierce current
#

or w/e its called

cloud pagoda
#

Yea I have details but not to make it static

fierce current
#

kinematic usually means that you have to apply your own forces to a physics object

#

so it stays where it is unless you move it with code

#

but maybe theres a setting specific to cables like tightness or stiffness or something

cloud pagoda
lilac stirrup
#

Not sure whether that'll work, that wasn't the solution I did before.

cloud pagoda
lilac stirrup
#

The one I did was setting the length to 0 I think, but that depends on the usage.

cloud pagoda
#

Rip. If I set it to 0 it won't have a natural shape it'll just be straight like a very tight rope

lilac stirrup
cloud pagoda
lilac stirrup
#

I mean, when you play the runtime, before it's spawned, teleport it so the transform got reset and stopped. The last time I research this, it got something to do with sudden location change from 0,0,0 to where the cable is due to spawning.

cloud pagoda
#

How do I do that?

lilac stirrup
#

Set the location either in beginplay or construction script of your cable.

#

Not sure whether it'll work though, just recalling from what I've tried before.

cloud pagoda
#

Where is beginplay? Is that also part of a blueprint

#

The cable is just drag and dropped it isn't in an actor blueprint

lilac stirrup
#

Ah, it's a cable actor?

#

Hang on, lemme check.

cloud pagoda
#

Yeah it is

#

If you find please ping me so I can see the message.. I looked online too and can't find anything :(

lilac stirrup
cloud pagoda
#

Okay thank you!

lilac stirrup
#

@cloud pagoda
This is mostly a hack to handle your previous question, if what you need is just to stop the bounce in the beginning, you can use a cable component inside an empty blueprint, in the construction or begin play, set the visibility to false -> set custom time dilation to a very high value (ex: 100) -> do a short delay (ex: 0.05) -> then set visibility and custom time dilation back to normal.

plush yew
#

err how do I refresh this one?

#

cause I no longer have the assets folder

static viper
#

you have to restart

#

thats the best way

#

cleanest

plush yew
#

wow

#

so everytime I delete a folder from content or modify path Id have to restart ?_?

static viper
#

no

#

if you delete a folder in the editor

#

yes

#

it sometimes stays

#

but if you delete it in windows folder

#

it will vanish instantly

plush yew
static viper
#

deleting a folder by hand tho...

#

is not good

#

there is a reason why it doesnt vanish

#

it probably still has references inside of it

#

you can right a folder in the editor

plush yew
#

how do I delete it in windows folder?

static viper
#

and click on fix dependencies or so

#

you find it

#

you hit delete

#

and you restart editor

#

its dangeorus tho.

plush yew
plush yew
static viper
#

those are the same

#

hard removing a folder

#

compared to pressing delete in the editor

plush yew
#

aite so I delete it through editor everytime

static viper
#

that is save

#

and if it doesnt delete

#

right click that folder

#

and there is an option that starts with fix

plush yew
#

how do I get this mesh editor ?

#

nvm deleting and recreating it worked

tranquil apex
#

hello together
I would like to create a mod for a game. It is about making the work easier for the admin.
Is there somewhere guides or tutorials where I can create different categories in a new UI like;

  • Players last online
  • View clans
  • View components
  • Connect server with Discord (Webhook?)
    For this I use the DevKit on UE version 4.15
static viper
#

what game

crystal cedar
#

hey, have you find a solution for it ?

inland hatch
#

Megascans stopped working, how can I fix this

#

they either have a texture of 1 object or none at all

tame marsh
#

Is there a quick way to disable debug objects such as cubes and traces with a simple console command? Like DISABLEALLSCREENMESSAGES?

thin tendon
inland hatch
thin tendon
inland hatch
plush yew
static viper
#

what mesh editor

#

ue4 doesnt have a mesh editor

plush yew
#

this one

#

so like if I close this tab here

#

double click on this

#

huh nvm

static viper
#

that those are component viewports

plush yew
#

🤣

#

there wasnt a viewport tab

plush yew
thin tendon
plush yew
#

strange

#

hitting play doesnt spawn the ball for me 🤣

static viper
#

what

plush yew
static viper
#

did you setup the gamemode

#

defined the player

plush yew
static viper
#

no

plush yew
#

just like the video

static viper
#

in the level.

#

not the settings

#

the level

plush yew
#

you mean the level blueprint?

static viper
#

we dont use level blueprint

#

thats dirty.

#

the level details

#

every level has level details

#

its a tab on the right

#

below the outliner

plush yew
static viper
#

go to windows

#

on the upper middle bar

#

and get your self a level details tab.

plush yew
static viper
#

world settings

plush yew
static viper
#

you fill the gamemode

plush yew
#

and what does level details tab tell us?

#

its blank?

static viper
#

close that

#

world settings

#

level details is for streaming

plush yew
#

still doesnt spawn the ball...Idk

#

how do I move the camera?

static viper
#

ok

#

when you press de play

#

you get this camera?

plush yew
#

yes

static viper
#

ok my friend

#

we can solve this

plush yew
#

which differs from the video

static viper
#

on the left

#

in the menu with all the different actors

#

you will find

#

player start

#

place that please

plush yew
#

theres already a player start placed

static viper
#

very good

#

Now.

#

open your ball please

plush yew
#

which is strange that the camera doesnt work

static viper
#

i wanna see your ball

#

i wanna see inside your ball

plush yew
static viper
#

oh yes

#

holy honey

#

can you find something that is called

#

auto posess

#

i cant remember in what tab it was

#

but it has a drop down menu

#

with

#

player 0

#

player 1

#

player 2

plush yew
#

do I change it to player 0?

static viper
#

auto posses player

#

enable it yes

plush yew
static viper
#

try

plush yew
#

still not working 🤣

static viper
#

holy honey

#

save everything

#

player ball is spawned tho

#

so that is good

plush yew
#

how do you know that

static viper
#

in the outliner

#

i see it

plush yew
#

ohh

#

yellow = spawned?

static viper
#

yep

#

its there

#

just the question

#

where...

#

where is ball

#

press f1

plush yew
#

shouldnt camera look at it?

static viper
#

and eject

plush yew
static viper
#

ah

#

there is the ball

#

finally

#

we just need to posess it

#

ok

#

can you quit

#

and then show me your level

plush yew
static viper
#

no just the viewport

#

i wanna see how your scene looks

plush yew
static viper
#

and dont use matinee!!!!!

#

DO NOT USE MATINEE

#

we use sequencer in 27.

plush yew
static viper
#

there is a matinee actor in your scene

#

thats bad in any case

#

can you show me the code for the ball

plush yew
#

how do I look at code?

#

unless you mean blueprint

static viper
#

do you have a camera in your scene?

plush yew
static viper
#

no outside the actor

#

did you place a camera

plush yew
static viper
#

when you move the camera around

#

and press play

#

does the view position change?

plush yew
#

so I place this?

static viper
#

nononon

plush yew
static viper
#

so its always the same position

plush yew
#

wait

static viper
#

can you go to your outliner

plush yew
#

actually

static viper
#

and click that

plush yew
#

I do fall down

static viper
#

matinee actor

plush yew
#

like falling down along with the ball?

static viper
#

and then your press

#

delete

plush yew
#

deleted

static viper
#

and then we fix the collisions of your level

#

the matinee actor is gone?

plush yew
#

yes

static viper
#

never use it again

#

now

plush yew
#

it came as default

#

🤣

static viper
#

click the mesh where the player start is on

#

and open it

plush yew
static viper
#

below

#

the platform

#

we need to check colissions

plush yew
static viper
#

on the right

#

the details tab

#

scroll up

#

where you can see the tiny image of the mesh

#

next to it is a magnifying glass

#

click that

#

then it will scroll to the mesh in the content browser

plush yew
#

static mesh?

static viper
#

double click

#

yes

plush yew
static viper
#

goooood

#

now on the right

#

scroll down

#

until you find a tab

#

called

#

collissiioosiiision

#

collission

plush yew
static viper
#

on the top screen

#

you will find a button called collission

#

it will ask you

#

press simple

plush yew
#

the bottom left of the green line is flickering a bit 🤔

static viper
#

ok

#

collisions are in order.

#

close this

#

open your player

plush yew
static viper
#

click the capsule

#

and find colisssions again

plush yew
static viper
#

mh odd

plush yew
#

feel that the problem is the camera angle

static viper
#

can you drag out a basic cube from the left hand menu in the viewport

#

and put that under the player

plush yew
static viper
#

a bit lower

plush yew
static viper
#

and then press play

plush yew
#

ball landed on the cube 😄

static viper
#

NICE

#

NIIIIIIIIICEEEEEEEEEEEE

#

progress my dude

#

that means the colissions for the mesh below the cube are broken

#

either the preferences

#

or they are missing

#

we checked the prefs but maybe they still need checkup

static viper
#

yee the cube has default collissions

#

but the meshes below are custom

#

they need to be adjusted

#

so that the cube lands on it

plush yew
#

it landed on the rock perfectly fine

static viper
#

😮

#

nice

plush yew
#

just that my camera isnt looking at the ball for some reason

static viper
#

progress

#

ok

#

then lets go to your player

#

click the camera

plush yew
static viper
#

and show me the details

plush yew
static viper
#

more

#

scroll down

plush yew
static viper
#

all fine

#

go up again

#

look for something that says

#

possess

#

or so

#

there was a small arrow on one of the first tabs

plush yew
#

projection mode?

static viper
#

below

plush yew
static viper
#

ok

#

can you go to the blueprint

#

and right click

#

and press like... F

#

we need a red F input event

#

its called F

#

under keys

plush yew
#

level blueprint?

static viper
#

no player

#

we dont do anything in the level blueprint.

#

level blueprint is for streaming. nothing else.

plush yew
#

event graph?

static viper
#

player ball

#

event graph

plush yew
static viper
#

no its white

#

this one is green

#

you need to find a key event called F

plush yew
static viper
#

big F

#

yes

#

now

#

find print

#

print string

#

its a blue node

plush yew
static viper
#

attach it

#

then press play

#

and hit F

#

and tell me if it says hello.

plush yew
#

at the top left 😄

static viper
#

VERY GOOD

#

this means alot

plush yew
#

wonder why I cant move my camera though

static viper
#

your player was successfully spawned

#

and ue4 accepted the pawn

plush yew
#

and it isnt looking at the player

static viper
#

now just have to figure out the player

frozen bramble
#

Hey there 👋 and sorry for disrupting^^
A friend and I have a little problem with the standart first person character and wall collision. It's a slight sloped /inwards tilted wall and when the character walks upstairs he gets stuck under the slope. any suggestions how to solve? (sorry we are total beginners^^)
https://gyazo.com/1cab5414e6b288e8cf26be1b9c57594f

static viper
#

show me your camera spring

tranquil apex
static viper
#

they have a discord sikky

#

@frozen bramble you will have to wait a bit

#

sorry

plush yew
tranquil apex
#

Yes but there have no guides/tutorials 😦

static viper
#

show me the end

frozen bramble
plush yew
static viper
#

ah

#

your camera is all twisted

#

click the camera

#

and reset the rotations to 0 0 0

#

and then rotate the camera sso that it shows into the direction of the red line

oak patio
plush yew
#

lol 🤣

#

wonder how did it get set to 90

static viper
#

you likely added it first.

plush yew
#

aite it should work now 😄

static viper
#

test it

#

we debugged alot

plush yew
#

there we go 😄

static viper
#

so you know that youre on the right track

plush yew
static viper
#

really good

#

fixed.

#

thanks to the almightly god of unreal, lady glinnevier

plush yew
#

thanks 😄

static viper
#

@frozen bramble

plush yew
#

what does maintee actor do though?

static viper
#

it was the old sequencer

#

slin: one way to figure this out is to remove the stair colission

#

and to add an invisible mesh below it

#

that is shaped like the way up

#

just that its flat

#

like a ramp you know

#

but its invisible

#

this helps alot

frozen bramble
static viper
#

sure

plush yew
#

interesting that you can add space like that for variable 🤔

static viper
#

it will be an _

#

in the engine

plush yew
#

they usually use underscore hahaa

plush yew
#

nice they convert it for you 😄

static viper
#

always use _

#

and hands away from level blueprint

#

every tutorial that uses level blueprint is a serious offense

plush yew
#

he can set default value and for me its a checkbox? 🤣

static viper
#

yes

#

your variable type

#

is still a boolean

#

you need to set it to float

plush yew
#

oh compile 😄

static viper
#

right tab up

#

yes

#

and then you can set it

plush yew
#

his mouse is pretty fast lol

#

I missed the part where he pressed compile

cloud pagoda
plush yew
#

wow 🤣

#

I guess Im gonna have a lot of this code blocks lol

#

or you can code stuffs manually?

static viper
#

well its gets much more complicated

#

i made an entire game like this

plush yew
static viper
#

a first person stealth game

#

i have AI, a big save system, evelavtors...

#

everytihng

plush yew
#

ah

#

yeah

#

that HAS to be more complicated than what Im making

#

so I should be fine doing it with blueprints

#

🤣

#

Im gonna remake a GBA game :3

#

if it can run on GBA, the code shouldnt be too complicated lol

plush yew
#

you gotta factor in sight detection, sound, alert state etc

#

for boss fight, just enter boss room and start attacking

#

how do you move this line 🤣

#

@static viper plz help :3

static viper
#

he

#

help with what 😮

#

double click on the line

plush yew
#

moving that line

#

oh 🤣

#

its possible to manually code stuffs?

static viper
#

with cpp?

plush yew
#

yes