#ue4-general
1 messages · Page 8 of 1
thats what i am saying.
epic thought about these cases already.
there are bounds volumes that will automaticly block out areas
you assign those to the buildings
once they touch the navmesh they will collapse the area
So bounds volumes will work on non-dynamic navmesh then? sounds good if so..
it will look orange
thats the entire point of them
it would be impossible otherwise to generate navmesh
Cool, I thought I had to have it dynamic, this might help, thanks
i am having dynamic navmesh in my game
especially for locked doors and stuff
i know the system quite well 🙂
Yah I know it some.. I've coded a fair bit of c++ for navmesh use..
I'll look for the command to disable.. or other ways of getting rid of the rebuild. And try static navmesh and invokers/bounds volumes..
My map is 3x3km so, it has a fixed poolsize of 500.000 for navmesh hehe
Probably more than it needed, but I found that it worked better with fixed poolsize
I found the setting that seems to have turned the rebuilding off, in Editor - Preferences - Miscellaneous.. didn't know it was there too.. heh.
Yup that was it, closed editor and reopened, now it isn't rebuilding.. sweet.
Not solved no 🙂
Got more to learn.. Can't make navmesh volumes in blueprints it seems
Trying to learn what navigation invokers and modifiers actually do. Never spent enough time learning this anyways
I had it working only in the middle of the map hehe, since it got built there quick.. Still having the same issue, trying different things..
I tried static, colonists went through buildings even if adding invokers and whatnot..
I tried dynamic modifiers only, still no dice..
Maybe I have to add some c++ to the units to make volumes on the fly, IDK.. hmmmz..
But our chat gave me some ideas...
Aha! "Generate navigation only around invokers" might be what I needed all along..
still no dice.. anyways I'll stop spamming in here and do more research..
Navigation Invokers and dynamic works. Nice.
Found this helpful https://www.youtube.com/watch?v=t7J7Mxlso6o
hi anyone an idea how to save a button that is been pressed ?
you mean in a save game object? I don't remember if there was a variable for that, try searching for an Is Pressed boolean, if not, create one in the Save Game Object, and on event button pressed, set the variable to true and save it
Hey everyone, I am having issues optimizing my game and boosting FPS while playing it. I can get 40-60 FPS while in Editor but as soon as I enter Standalone/PIE/Launch I jump down to 20 fps. I've already done LODS, actor merging, lower texture resolutions but no dice. I also have a R9 5950X with a 2080S 64GB RAM on a SSD
use showflag commands to disable stuff
if still low fps after u disbaled everything on screen then it's bps
then make a copy of ur project and delete shit until it works
I have a weird thing that keeps happening but when I am running around testing things the character is being removed from the world outliner suddenly, I am still playing as the character and nothing changes its just not showing in the outliner anymore. Anyone know why? I dont even know if its an actual issue
anyone using ue4 blender livelink? does it work with blender 3+?
if it doens't effect the game then just ignore it, doesnt sound like an issue
Hi, i am using sequencer to attach my niagara to a spline, and in the spline have a mesh that i add using BP, basically i have a trail where the fire pass and i want this trail to vanish where the fire pass, there is anyway i can "hide" or "delete" the mesh or spline keypoint on the sequencer or BP? Thanks
@thin tendon ok I will take note of that, thank you for the advice
Are there any tutorials out there to make randomised armies like this? https://www.artstation.com/artwork/Oob9lJ
Quick question. I just had a pretty nasty crash in my Unreal 4 project.
I noticed that a Niagara System I had in the world simply deleted itself.
Just wondering if this kinda thing is common with crashes that some actors just dont come back.
If it happened to anyone else? 🙂
Need help. im trying to drag uasset files into my projects folder like all the tutorials have said but it still doesn’t show up
it doesnt work like that.
uassets are bound to projects
you are not supposed to drag them around
if you want to import them from project a to project b you have to migrate them
hello I want to ask a question.I dont know why I cant stop timer by handle on client
Well its in a folder I don’t own the project. So theres no way to get them into my project?
Its for a skate game I want to alter the map
what skate game
Session: Skate sim
and why do you have the files
The community creates maps. You have to download the files to load them into the game
and why dont you ask the community then
What would I ask for?
No like what type of file
we are the unreal community
Should I ask them to send
we are the unreal community
not the Session: Skate sim community
you have to ask them for modding help.
What organization tools do you use to keep track of your project tasks and deadlines? (like trello for example)
And how do you come up with deadlines?
i use hack n plan
asana is cool too
coming up with deadlines is easier in a team
but generally
i like to call them milestones
no i dont care.
no
i call them milestones when i want
youre not my mother.
Hi,
I'm using playerController->GetMousePosition(px, py) to get the mouse position.
If the mouse is out of the window on the right or bottom, it will return to proper positions.
However, if the mouse is to the left or above the window, it just returns 0,0.
Any ideas on how to fix this?
im 14 btw so if you are looking for someone older its cool
If you want to hire people for a project post to the job board
sorry
np, we have #volunteer-projects where you can try and look for teammates. (read the #instructions on how to do so)
though, i think atm the job-bot is a bit broken, for at least another few days
hi guys, im new to unreal engine here and have a basic question i want to ask about trying to complete an event. i currently have an animation playing as a media texture with a transparent background that i want to play out before it turns into an animation that loops for an infinite amount of time until the player clicks on the animation to play a different animation and am unsure how to go about this. essentially it is: play video 1 -> play video 2 that loops -> click on video 2 to play video 3
any help or advice would be much appreciated ✨
Hey, im not new and i did some work in ue4 but im asking about downloading ue4. I want to download ue4 to a new computer but i don't have enough disk space. It tells me that i need 94 gb which is a LOT. I though that it only needs 20gb and is it normal that ue4.27 needs 94 gb of disk space? Please help
check in ur install options if anything else that u don't need is enabled for download
Idk what the minimum size is
I have everything disabled 😦
there is a bug when you do that where it installs it all, check atleast one thing like templates or starter content
then it should be "correct"
omg thanks it works
I thought that was just a UE5 bug but apparently it's a launcher bug
in which chat should i ask for vulkan render related things?
hello guys i have a question
how can i make smaller buttons or anything in ue4?
it's too big
check for this
and edit the layout
all windows can be moved an redimencioned
@opaque seal
What parameters can i save inside savegame object
Is it possible to save buttons in widgets?
why would you do that
you can save the class, but not the object, so chances are no you cant save a button in a widget
there are ways of serializing and deserializing objects, in C++ mainly, or you can look at plugins that might do what you want. Saving a button isnt normally something that is done (no real reason to do it)
Does anyone go back and forth between a Mac and PC on the same project? I needed something to compile for Mac so I got a laptop but it would be nice to be able to do some stuff on the laptop sometimes too
why even support mac
unless it's mobile
I'm trying to duplicate a map but it is not letting me because it is linked to landscape layer material ? some weird error - what's the workaround?
Is there a way to make my UE4 game start with VSync enabled?
I've seen UGameUserSettings::SetVSyncEnabled() but ideally I'd like to ensure it starts enabled right away, maybe I can set it via an .ini?
@rain badger We're using Taiga (https://www.taiga.io), it's like Trello with added Backlog, Sprints and Velocity chart (and can be self-hosted for free w/unlimited users+projects). Was a nice change after all that Jira'ing 🙂
@shy nacelle I've checked the .inis in my project's Config folder (and googled for possible settings), but so far came up empty.
Anyone with photoshop can help a brother out? I need if you can use a plugin and combine 6 faces of a texture using a certain plugin
@shy nacelle Thank you very much! I do fear that this will only take effect after I call UGameUserSettings::LoadConfigIni() but I'll test it out.
Nvm I will just buy photoshop
My question was more so about supporting Windows from a Mac haha.
ah XD
you can support windows from a mac if you use something like parallels
lol
you could bootcamp if you use an intel mac but... really... dont do that (the intel mac part)
hi could anyone help me with a specific bit of code, I'll need to dm them
pic is from the level editor. Problem is - can i somehow switch X and Y axis, so my X is left -> right and my Y is down -> top. Without rotating the whole world, component by component 🙂 😄 This is related to 2D turn-based character movement. If more info is needed, I'll gladly provide it
whenever i drop an item in my project its scale is set back to 1,1,1 though i need it to be 0.2,0.3,0.2
could anyone help resolve this issue
This a bug? I can't duplicate a map?
I do that all the time with Parsec. It works so well if you have a good router, it's essentially like working natively on your PC on your Mac
(Owned by Unity, but UE devs can use it just as well, haha. It's free)
Going to ask this question again because its doing my head in.
Is there a way i can do this: play video 1 -> play video 2 on loop -> click on video 2 to play video 3
Any help would be much appreciated
Is it possible mmorpg in full blueprints
maybe. probably not. and definitely should not be done
you'd be bottlenecking yourself and the performance
^^
If you are even considering making an mmorpg, ideally you will already be well skilled in c++ anyway
as well as more complex topics such as server architecture
Depends on your definition of mmorpg.
The game server might be doable in just BP, but all the other stuff absolutely not and requires many different technologies working together.
why does the editor keep on doing this?
it usually starts after a bit of using it
sometimes right as I launch it too though
it's 4.27.2 btw
menus and dropdowns will just start flickering or turning black
sometimes the entirety of the blueprint window will turn completely black
this has occurred for multiple restarts and gpu driver updates
never happened with 4.26 tho
I would guess GPU driver, especially if it's nvidia
ah, I do use a 2070
theres a fix from nvidia in the pinned messages
a reg file you download and run
yes
ill check it out
btw, are they not planning on doing any LTS updates for ue4 at all?
not according to any official statement. Full steam ahead on ue5
dang
I want to ask, if you want to make a news/event system in the game, what method do you use?
which is like a menu showing information about events, news, quests or all that stuff and the data can be updated continuously from the internet
like this
chances are you can use a web page for that, might be the easiest way. otherwise something custom fetching data from an external source and filling out the data using widgets
do you have tutorial to make it with option two ?
if using web browser unreal there will be some drawbacks such as login and so on
why would you need a login just to display a page?
there is a web widget plugin you can enable for that, otherwise look at using something like an HTTP REST plugin or system to fetch simple data from an internet source
it's not like that. the data displayed is company data and coincidentally when I saw a similar feature in the genshin game I wanted to use it
then the second option would be the best, you can use rest api calls to a web service and get the data you need
thank you for your help
How do i make an animation transition instantly?
I have this animation and i need to change the scale abruptly.
So for example you have a small square and you need it to become big suddenly.
But instead what is happening is it still transitions smoothly from a small square to a big square.
Like scalling smoothly. i need it to scale suddenly.
What is the advantage of using vulkan rendering level over Es3.1??
Are you referring to using vulkan over directx?
Hey, I'm asking here because no forums have been able to help without some proprietary solution.
The goal I wish to achieve: Playback UE4 mannequins skeletal animations on DAZ3Ds genesis in full quality. Meaning no post-process feet retargeting etc.
How I wish to achieve this: Open to a solution but, I wish to match Genesis's bones to the Mannequin bones 1 to 1 using a program other than UE4 and Daz3D, possibly Motion builder. Does anyone know of any scripts or tuts on how I can match these skeletons 1v1, and if there are any possible problems I would still encounter doing this thanks!
I've tried reach targets and IK using both UE4 and IClone, but I'm set on just getting the skeleton perfectly mirrored onto each other thanks!
if there is any, I havent found it
you could take a look at https://www.youtube.com/watch?v=Rz_zuBOJFaY
https://blendermarket.com/products/auto-rig-pro
But havent tried it myself, and currently not on a daz project. thank god.
In this video I go over how to rig models to the Unreal Engine Mannequin. With this great blender add on called auto rig pro
👉 Learn How To Make An Awesome Game From Start To Finish With My New Unreal Engine Beginner Blueprint Course : https://bit.ly/3eev52P
My other courses : https://www.uiscodev.com/courses
Other Links :
🌍Check Out My Websit...
I think that just takes a mesh input and adds a skeleton to it. IE it trashes the Daz skeleton and adds a new skeleton mixamo style.
This has a fundamental problem that it does not match the skeleton and the mesh remains unchanged, so the animation will not play back properly. And a lot of times looks horrid. I'm looking for a 1-to-1 skeleton mirror of UE4 Bones to Daz3D bones, The skeletons should look identical and for the most part, the mesh is irrelevant
So if I manually match the bones the animation will not work or what
the build in tool unreal engine has gets closest, but not perfect
somewhere on the daz forums you can find an accurate pose for the daz models that makes the conversion rather decent
or well, at best rather decent
I spend about nine months figuring this stuff out, and it resulted in many sleepless nights, fetal positions, and contemplating my life XD
@fierce tulip you're the coolest mod here
Want to see our viral reddit post
Wait ill get the link
This is top tier unreal slackers promotion
I should get paid
How can I fix the camera collision with bridge
I dont even get paid XD
Viral to me is at least a few thousand upvotes, but i'll take it
change the collision settings of the bridge to block/ignore the camera
so I started playing Gundam Evolution and it crashed and it came up with this crash report screen. Is this a new thing?
I know there's the UE4 editor one but i haven't seen one in-game
Wow i never knew that
How do you set that up?
hey i want to make a button that opens a border i have the button made a on clicked event but i dont ge how to make the other parts. help?
Hi all, I'm having a issue with 4.27 on MacOS, the startup videos crash if I have audio. If I strip the audio, no crash. This is the last bit of my log:
[2022.09.28-00.48.09:661][ 0]LogAISub: UAISubsystem AIPerceptionSystem (0x18c71fc40), frame # 0
[2022.09.28-00.48.09:664][ 0]LogAISub: UAISubsystem EnvQueryManager (0x1917c0400), frame # 0
[2022.09.28-00.48.09:716][ 0]LogMoviePlayer: FAVMoviePlayer ctor...
[2022.09.28-00.48.09:716][ 0]LogMoviePlayer: Initializing movie player
[2022.09.28-00.48.09:781][ 0]LogMoviePlayer: FAVMoviePlayer init. Path count = 1...
Works fine on the windows packaged version
Our addon, Game Rig Tools now supports the UE5 skeleton.
You can easily take any humanoid character and rig it with the Manny/Quinn hierarchy.
Hope it's useful!
Check out the overview/tutorial video:
https://t.co/PWioKAIBRN
#b3d #UnrealEngine5 #UE5 #blender3D
closest I could see.
I need help
I can't create a new project it gives me an error
I created a c++ project in unreal engine 4.20.2.Then,I got an error said no projectname.dll finded and i should compile manully with visual studio 2017.When i start my compilation with vs2017 i got 1 waring and 3 errors: Warning MSB4011 "D:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\Common7\IDE\VC\VCTargets\Microsoft.Makefile.p...
This is basically my situation except that the answer in the thread doesn't work
How do you hook up displacement maps (from Quixel megascans) into the material? World displacement isn't highlighted/possible
Not every material type can use every node. You just have to change the material type. For example from opaque to translucent. That is the setting you want.
where would you hooked up a texture labeled "transluncecy?
To the opacity input
hi all, i want to ask. I want to retrieve image data from the internet (database) and call it using the click of a button. each button is clicked a new image data (from Figure 1 to Figure 2) will appear (like a slide show). how to do it with unreal ?
most likely u need a plugin or c++ for that
World composition/level streaming. Let say I have a level within my world composition that has a bp within the specific level that spawns an item. If a player walks in that levels area and that item spawns then leaves and comes back will it spawn again? And if so do I just need to make sure anything that has logic is in persistent level and just have all my buildings and stuff in each individual level?
Thanks for any info that can be provided.
Do someone know how to make an object solid with data mosh
When I import an object from SketchUp I fall through them there not solid
where can I find this render target, it's taking 6gb of video memory and I'm not using one
( i am, but not intentionally)
hi, i got a project which one of the features is to connect VR player and FPS player. Here, VR players act as teachers and FPS players act like students. is it possible to connect 2 different console players in multiplayer?
My Plug-In assets not loading runtime after package ( using LoadAsset ) but work in editor
How to solve that problem?
Does your plugin have CanContainContent = true in it?
Package without Use Pak Files checked and browse through the directory and see if the plugin files are copying across
Does anyone know why I can’t find the collision tab when on the model
in game instance, Event shutdown, is always called if someone closes the game
Does anybody have a clue on how to import a point cloud live? I mean from a certain source such as a folder or a server
hi i have an easy exp function, problem is the players level integer is incremented after a check if player reaches the exp needed for next level
even with do once note, the players level is increased by 39 after 5 minutes of playtime, idk where the bug is
See the bit before the branch? It's adding stuff to the exp. So every time the function is called, regardless of the do once it going to be adding things
yea but the workflow will only continue if the currentexp matches the exp needed?
in greater or equal check
or shall i set the players level after the increment?
It doesn't matter. Every time this function is called, it's adding exp to the current exp.
the function is called everytime a enemy dies
so the playerslevel variable is equal to number of enemy killed ...
Hello,
I currently have a frosted glass material and I want to create a knockout in the glass of a logo. Anyone have any ideas how I could achieve this in 4.27?
https://youtu.be/f7RzdiUhS-A any idea how made like this
Import FBX Meshes, Change Materials , Color and Textures in Runtime, in your Unreal Projects
hello
could someone tell me what is wrongwith this variable
this integer variable is set to 200 as default
but in the print string it says 0
You must be changing it somewhere
lol brother cuppa tea you are a hero
asalways
i changed the default in savegame object
That would explain it 😅
We have this behavior in the spline BP here, where it can't be rotated on its own, but it will rotate with its parent.
And if you open the Level Instance as a level, the rotation of the railings is fine. But in the world partition, they stick to 0 degrees according to the world
The BP seems clean. It's not my thing, but there doesn't seem to be anything in it that even references rotation of the whole thing.
oh dang, i did this on the wrong channel
this is UE5
If I use blueprint in my game project then what the source code of my game?
someone remember where you can add extra grid scales on UE4 ?
nevermind is on viewports
What does this even mean?
What is the simplest way to enable a widget with another? Like, I have this pop-up window with clickable buttons. But I don't want any of those buttons to be clickable during a dialogue cutscene that appears over the window and buttons; when the dialogue is finished, then the buttons should be clickable. So how would I make this work?
Simplest way? @ripe carbon After creating the widget add a delay you with a time you wish the player to wait then drag out the button and enable activate, hold on lemme example it for ya
How it looks like
This is the most simple way to do so
Hope it helps 🙂
Can someone point me in the right direction for questions about rigging, skeletons, and cooking/uncooking them?
I'm not sure how you did that, though. May I have a screenshot of the BP, please?
Oh yeah I forgot to add them
My bad
Step 1 (This is in the button Details)
Step 2 (This is the widget graph)
The dialogue widget disappears after a "Next Arrow" button is clicked enough times. But, I guess I can still make a long enough delay.
Can you elaborate more? like provide more information about the dialogue widget, cause i can't tell what you mean
Oh yes. One second...
This is the dialogue widget, with a text box (whose background color and opacity I'll likely change later) and an arrow button on the bottom-right. Each time this arrow is clicked, the widget goes on to the next window, using an integer-based counter...
But, while this widget is on the screen at the same time as this one...
I don't want any of these three "?" buttons to be enabled until the dialogue widget removes itself from the parent.
Alrighty then
1 sec
so the dialogue and the ? buttons are 2 different widgets right?
Yep.
So correct me if i am wrong, at the end of the dialogue you want the widget with the buttons to appear and be enabled right?
Yes.
Alright. I was on the right track, but I didn't think to set the BP to enable the buttons individually. So I'll give that a shot.
Although I don't think you should add that enable button
You can just remove the widget of the dialogue and add the widget of the buttons afterwards
Its simple as that
Dialogue 1 -> Dialogue 2 -> Dialogue 3 -> Final Dialogue -> Removing himself from parent -> Creating the buttons widget
1000x simpler
Widget may seem complicated but its very simple once you get the hang of it
@ripe carbon You got it figured out?
Back, sorry. Was called away.
Anyway, I tried this:
And this is at the very end of the dialogue widget.
But I don't think it worked.
Maybe just make the buttons enabled from the checkbox
then create the widget at the end of the dialouge
Or I can make the buttons appear once the dialogue is over.
the laziest way is to slap a full screen invisible widget that blocks input over the rest of the screen until you remove the dialogue widget. It can be part of the dialogue widget so its automatic
Nuh bro this is too lazy
at least put a little effort
basically a "click blocker", its not uncommon to do this when handling popups for example if you want to absorb clicks in the background
once the dialogue is over create the widget
you forgot to add it to viewport
btw
thats probably the best way anyways other wise they will think they can interact with the widget as it's on the screen as well (not good user experience)
I saw that and tried that, so it works. Though there's still a mess I'll need to clean up.
Anyway, thanks for the help!
Anytime @ripe carbon 🙂
Tried to create some sort of galaxy portal type thingy for material practice, Ig its fine what do you guys think?
Hi someone can explain me why i cant grab a door even if u put socket on it
dont crosspost please.
sry just wrong section UE4
Hey folks, I'm trying to get my hands on modding the Unreal engine 3 and on a tournament 3 or the Unreal development kit, something like that. I really want to mod the game, any of you can lend a hand in an advice, what would be the best option? Also yes I know the engine's longer used. I'm just trying to mod the game, any tips or advice?
Sorry I'm also knew at discord. So sorry for spamming it
UDK is standalone and can't be used for modding UT3. UT3 modding was a predecessor for UDK. So some tutorials apply to both. If you can get your hands on a second hand physical copy of UT3 Collectors edition it had a dvd with a bunch of modding tutorials on it IIRC
But yeah, this server isn't really targeted at UE3, and it's going to get harder to find information over time unfortunately
Thanks. More info would be nice too by the way but I get it. It's an old ass game and engine
If you got more info I'm all ears
I haven't touched UE3 since 2015, a lot has faded, sorry. I remember picking up the collectors edition for the videos back in the day though
Alright right. Thank you, I'm trying to do a weird ass project that's really niche It's not like I'm not into the unreal 5 or 4. It's just something with this game I just kind of really want the mod
Sorry to mod
Dumb question, is it still possible to somehow use the unreal engine 3 or nah
if you can find a UDK download, or grab the latest patches for UT3, yeah you can work on those, no problems
licensing a UDK commercial game may be harder now though, dunno
but UT3 modding yeah
but again, UT3 mod and UDK are not interchangeable
if you wanna mod ut3, forget udk
Alrighty, anything else? If not, thank you. Thank you very much
I appreciate a lot I I'm working on a project
again, a lot has faded, as i said, try and find a second hand copy of that collectors edition for some starting tuts
All right. Thank you. You have a good day
Anyone familiar with r.OneFrameThreadLag? Seems like a value of 1(default) sometimes causes serious input issues in menus. Value of 0 makes the game lose around 20 FPS. Both options aren't acceptable. Does anyone know what to do?
hi, how to increase the resolution of the web browser ?
here I do a comparison of web browsers with image downloads and the results are quite far where the results of the web browser are more blurry
are u using a widget? increase the widget res or try to put the widget into a stereo layer
Does somebody faced this problem? can't find the solution online. And i'm sure that the texture is not a problem itself because is dpending on which dispositive i'm launching
Roughness_2K_ugciag2ga.Roughness_2K_ugciag2ga contains no miplevels! Please delete.
hi, im dabbling in ue4. I have a project open, there are 4 windows: Project settings, my main map, and 2 blueprints. Every time i "save" and exit, then re open, it prompts me saying 2 asset editors were open when last closed, and if i want to re open them
Of course i want to re open them, and i would rather they stayed there.
hi there. Is there any way to feed one of the camera view into the capture card. Thanks in advance.
When I select my scalability to low, medium, High, the quality of my game goes so bad and look like a low resolution game.
I guess I did something wrong or click wrong option by mistake
please help to fix this out
Low is meant to look terrible by comparison. For the rest did you wait for the shaders to compile?
Yes there is no shaders to compile
Bro the graphics were okay yesterday but today I guess I click a wrong option by mistake
Have any Idea?
Build lighting, and check if it still looks bad
ok leme try
nope nothing happened @real heath
I think I did somethin wrong with 'Editor Preferances' window cause when ever I open my unreal engine editor preferances windows popup automaticly and may be I clicked somethin wrong
I found somethin
for every asset my general setting's resolution has increased to 4 to 64. Is this normal or not?
help please
wtb motivation
hey freshening up in C#, would anyone know why my outputs are coming out in doubles?
I want to have a series of meshes that can be loaded during construction script (so you can place them before gametime) - but I don't want to load them all, so I need soft object references - how is this handle for construction script, so it is resolved before runtime but doesn't load everything
Hey, is there a way to disable ue4 prerequisities when someone first time downloads my game and doesn't played any unreal engine 4 games before?
whats this got to do with unreal?
😭
unreal is written in C++, they're pretty closely related. i found the issue though
it was just a logic issue, i put an extra writeline
😮
Ignore the animation - why is the simple move to command making him stop and start over again? Changes in location shouldn't have anything to do with animation blueprint (and I've set it to just play that animation for now) - he should be CONSTANTLY sliding, I'm confused as to why it is Go...stop...Go
the stopping/starting seems to occur regardless of animation
With all the actors? Gonna have to go with a basically 100% no, you can export the fbxs maybe and import them to blender or whatever to convert to what CSGO needs (if that even works because ik CSGO has their own map editor) but other than that's there's nothing that won't be absolutely time consuming
I have a project I'm looking into starting work on and wanted to see if I could ask some questions that might help me decide if Unreal Engine is right for my project or not. The game is going to be a survival sandbox with a focus on highly customizable combat vehicles and base building (destructible buildings that NPCs and other players can attack.)
I'll start with a feature I'm not entirely sure I plan on having in the game, but would like to implement in some way if possible. I've been considering having the game take place across multiple planets as part of a larger server cluster with players being able to travel between them using ships they have built. Interplanetary space will not be a thing to avoid spreading out players too much, going beyond a certain radius of the planet's surface will send you to adjacent maps (other planets, asteroid fields, etc.) This would also add the option of orbital stations.
Would UE4 be able to handle something like this? Preferably without long loading screens like those seen going between sectors in a Space Engineers server cluster.
Unreal can handle whatever you want it to. its up to you to implement it. You will have to write many many custom systems, and likely need lots and lots of money. But its not the engine that would be the limit here. and worst case scenario if there was something limiting it, you can rewrite it!
@ruby bloom
can someone help me with a bug Im facing? Its about this tutorial right here https://www.youtube.com/watch?v=eSJpiwlX4Ng
Hey guys, in today's video, I'm going to be showing you how to create a system in which the AI will search through a locker, and if the player is in there, catch the player. The catch can be whatever you like, for example killing the player.
AI Catch Animation: https://www.mixamo.com/#/?page=1&type=Motion%2CMotionPack (Search for "Zombie Attack...
The problem Im having with this is that if the AI go to a locker that is not in the direction of the AI face, and if the player is inside it, the AI does not make the right turn, and keeps looking to the side without doing anything, instead of opening it to see if there is something inside, and then killing the player
I realize I may have asked my question wrong. I guess I was trying to find out how difficult it would be to setup rather than if it was possible.
Or maybe more that if the engine lent itself to such or if there was a better option?
very difficult. although depends on your expertise in the area. if you have absolutely no idea on dedicated server costs, implementation, maintenance, multiplayer games, c++, writing custom systems etc. then this wont be the project for you in any engine. Well not at the described skill level. of course that can change when you develop skills
I didn't really prepare these questions as well as I thought I did. Maybe I should try this another time.
I was starting to prototype some of the mechanics in Unity before wondering if I should put the time into learning UE4 and building it there instead. Decided I should figure that out pretty early as the way I'm structuring the vehicle system right now doesn't really work that well outside of Unity, meaning I'd have to scrap the core of the game to move to another engine.
Yeah its important to figure out what engine you want to use. A great thing about unreal is the ability to extend the engine as you have the source code, which you only get with unity by paying a lot of money. Go with whatever you are comfortable. No matter where you do it, it will be difficult. There are some ue5 tools that may make things nicer such as World partition that should be fixed soon, as well as nanite.
in the end it entirely depends on your skillset
Hey folks! Does any of you knows the "ULTIMATE HIGH QUALITY RENDER SETTINGS" approach? What have you tried for exporting really neat high quality renders from UE5 Using the "Movie Render Queue"... Thanks in advance!
Say,
is there a way to clone a project, so i can try stuff in a different save and just revert back to the original in case i mess up
Have you tried copying the project files?
u mean in the launcher?
or actual files in systems and stuff
idk how to do that i just want 2 of the same project in the library 😊
I guess there is a better way than copying the project file that was just thinking about.
pls tell
I don't know about the proper way, what ill do is copy the project file that is in documents/unreal projects/project name.
And save it at the same directory with a different name.
ok or i can just store it on my desktop and then swap it in the directory with the messed up one but still, ur way does sound good
thx bunches 😊
o looky, wen i copy and paste it it actually makes a copy
Is there a way to import PSK into UE4?
Is there any work flow to create another level same as previous level with same environmentn lightning quality?
Or we manually have to set it?
Source control. It marks every time you submit changes and can roll back to any previous version
hello, i have a lot of maps in my game and i'm having a hard time to just package a specific one (without dependencies to other maps on the reference viewer)
it always package everything making the build time and size huge
i've tried:
i've tried adding to DefaultEditor.ini:
[AllMaps]
+Map=/Game/Maps/Empty.Empty
[AlwaysCookMaps]
+Map=/Game/Maps/Empty.Empty
Hi all, apologies if this is a simple question but I'm really struggling to scale a box to fit between two vector points
How would one go about this? I've set the box's location to be inbetween the points and I'm not fussed about any Z scaling (strictly x,y)
Use "is valid?" node before attachactortocomponent
thank you very much!!! it works
Can anyone take a quick look and see if this document for my marketplace project makes sense?
SHMUP Magic Arcade Gamekit BP_LevelController: These are placed into the PlayLevel and store the variables you set that control the game. It uses arrays, so, for example, if you want 10 waves in a level, you will click the plus signs on the variables and make 10 in each of Enemy, EnemyMovement...
https://youtu.be/8lQu_qhdn9U I need help with this problem, I was watching this to and was stuck on making the ball move left and right while going forward between 5:50 - 7:40 , i did the exact same thing but it wouldn't work
If you liked this video hit the thumbs up button and subscribe if you want to see more. If you have any questions tell me down in the comments.
Patreon: https://www.patreon.com/AlenLoeb
Music:
Lensko - Bourbon Street 2015
Lensko - Cetus
Lensko - Let's go!
Lensko - Sarvagon 2015
Le...
so im like totally new to UE4 and for some reason i cant set my actor mesh from my assets
i have dozens of meshes added from assets but they dont show up
these
following a simple youtube tutorial for a simple 2D plane space shooter
Ideally I'd like more than 4 tbh.
atm i just need player ship and a horde of enemy ships
assuming i can find a modeler after i get a prototype
i have tons of sketchup ship models i made, (blender doesnt like my frankencomputer)
If you want to hire someone, try #instructions
oh i try, sadly im kinda in the revshare side being on a fixed income
so might as well try and get basics made while i wait
Might I suggest the editor cube? It's free ! 😄
i know, but tutorial guy has ship, so best to have ship as well, once i have a finished prototype i can fiddle more.
*or make trek fan game and your borg vs borg
ya
still really wanna use the model i made for the game specifically but sketch /= blender
it outputs really flawed models for games
blender ceases up for me
my laptop is a budget gaming laptop and ive sort of halfway upgraded it with occasional funds
the big thing is the SSD has a lot of issues because computer was made for optaine, and new SSD is not optaine
it plays games fine but making them seems to be the issue
im a lore guy and a manager, my specialty is in finding ways round problems but cant find ways around needing a dev
Have children. Raise them in the way of the coder. Profit.
the coder way
punch them repeatedly, dont talk to them, scare them.
right?
i dont like that.
i will always treat children with love and respect 🙂
i will be an example
the cool cousin/aunt
I was thinking more, support them learning math, logic and computer science.
Good evening everyone) Guys, who knows how to fix this problem? Unknowingly deleted Blend Master Material (Megascan) and now when I want to mix materials it says: Master Material for blending was not found. Cancellation operation.
Where does UE4 store temporary files when packaging/building a game? It just crashed (out of space) and I closed it, but my hard disk remains full (wasn't before I started the packaging process). Any ideas?
in your project folder / saved / staged builds
Whats an easy way to input an automatic directional movement of the player upon player start?
add a movement input in your desired direction
input in project settings only has peripheral controls
i want it automatic from player start rather than a manual input
you could with a cmc input
you just run that, in your desired direction, on tick for however long you want it to move in that direction
as Iannis pointed out
awesome thx ill try that!
if that does not work, you can always add an impulse in the direction you want the player.
Thank you!
hey, is there a replacement for that site? the link now redirects to https://dev.epicgames.com/community/?application=unreal_engine
Woo scummy business practices!
It's so many layers of terrible. At which later does it turn good :(
any good + official guides for Unreal Engine 4?
it seems like stuff about UE4 in this link is deleted
https://dev.epicgames.com/community/learning/courses/ZpX/your-first-hour-in-unreal-engine-5/RPwK/your-first-hour-in-unreal-engine-5-overview is this compatible with UE 4.27?
a UE4 learning path got this course included into itself
any way to force a character walkable floor angle higher than 90 degrees?
hey guys can someone tell me how can I upgrade my project from UE4.26 to UE4.27? tried looking it up but all of them are only showing UE4 to UE5 right now
i just reinstalled ue4 and opened the old project into 4.27
maybe sum1 knoez a better way so i can feel dumb
oh I see, Ive done that in the past with old versions, didnt end well for me during packaging lol
It was a project that I tested myself in a short period of 1 week, I am open to your comments.
Hello where do I ask for help here?
You can try here but there are also different channels depending on the type of question you need help with.
Yeah this can happen, depends on the change that was made in the engine of course, but generally speaking you create a new branch in your source control for your project
example: MyAwesomeNewGame_4.27 and open the project with UE4.27 ( source or binary engine version ) and convert in place when asked ( since you are using source control 😉 )
Then deal with any errors as they arise, sometimes there are errors, sometimes there aren't.
I have converted old games from binary UE4.13 all the way up to source version UE4.27 by incrementally upgrading a few engine versions at a time, and fixing the errors as they come up ( editor and packaging errors ) 🤷♂️
Hello...I have a little problem with landscape material.
I have normal map with my own material (works fine), but if I create another level with landscape and apply same material, same layer info...well the only problem is the first one layer (autolandscape layer)...another works fine.
So any idea?
*And yes I tried rebuilt material, fill layer, remove it, try to copy the material and rebuilt...nothing
I don't use source control, which i think makes the project simpler to upgrade. But yeah incrementally upgrading is a good idea, a little tedious but still good
Yeah, going from 26 to 27 should be a piece of cake. We done it a few times too, you can ask for any issues here as well, no reason not to try. Also source control just meant for us we dont need to create a backup copy on disk, we can convert in place, works for us 🤷♂️
You'll learn it the hard way 
Imagine you screwing up the version change in the process, you convert it in place and didn't make backups. Took you a while to realize you have nothing to rollback into working state again.
Well, sure, for BP only, just-messing-around, project, loss of working files might be nondetrimental.
i have 3 back ups of my project
just in case
I used to use Github, switched to perforce because github caused problems
then perforce started causing problems so I just gave up on setting up source control and I just zip up the project and upload it on a 3 different cloud drives instead
Source controls are just too complicated for me i think
or im just too stupid to use them properly
Not gonna lie, most people take a while to adapt, especially when you aren't introduced to it on a team with people already familiar. But it's well worth investing the time in to learning it
I spent 1 full year trying to learn and manage source control
just never could
source control and world composition
One File Per Actor could be your messiah with that
It's available since 4.26, basically break down every actors in a level to ease up source control changing, so you don't have to commit the entirety of the umap
oh you mean like break down every group actor?
Every single actor in a map becoming individual .uasset file, instead of having them all in the .umap file. It won't affect builds, just easing up on source control commits
I see i see
also, can you PLEASE suggest me a good source control program
like just what do i use
some say perforce, azure
i found git to be the simplest but everyone says its bad
Personally I use Git terminal and store it to a git repo in Azure DevOps
If I wants to rotate blades on its axis then which will be more optamize, animating it or rotating it with blueprints?
I..did not understand anything except 'use git terminal' part
can you link me any sort of tut to do the same?
If it's cosmetic, rotating it in material with WPO is much more performant, but may cause TAA artifacts
Lol I didn't understand a single word you said 🤣
Well, that's pretty much it, really.
For me, Azure DevOps just providing space for private git repo. Aside from the URL (and maybe submodules), it's pretty much the same as GitHub
I want to rotate this, what is more optamize method?
Animating it or rotate it using blueprints?
Again, depend on context of how this is being used.
I see i see... so ill go with Azure devops as my source control then?
oh thats why, now i get it
yeah, i think ill go look up a tut for azure then and set up my source control after upgrading my project to 4.27 and UE5
If collision matters and not many instance of this, you can rotate it in BP
If collision doesn't matter and only used for visuals, rotating it with materials is more preferred for performance.
kinda need two versions for testing
oh so I just download azure and use the commands in the git terminal to hook it up with my project again?
ahhh alright
Again, aside from remote URL and accounts used, it's all the same with handling git on GitHub, or GitLab (or any other git hosting service)
thats convinenent
I myself only had to change the remote URL when I migrated my project from GitHub to Azure DevOps
Git by itself doesn't host things for you.
oh yeah i know that part
ended badly
also how often do you push changes to SC?
like what i used to do is disable source control, work for 5-6 hrs then connect it again and push changes
yeah i dont mean in 'time basis' but the problem is that because it kept pushing every single change instantly
like i would move a block an inch and it would instantly push that
I made commits every night, but as I have yet to have better internet connection, and it's still largely solo project, I push them sporadically
which really slowed down
it meaning unreal engine's source control thing
it kept pushing every small change
That shouldn't happen by default, pushing commit is on demand
wait wait
oh god im confused so do you just push the folder itself and not connect it to unreal engine at all?
I do enable UE's source control plugin, but I still handle the changes in terminal
In practice UE's source control plugin is useless for Git
(except to get autosave restoring to work, for whatever reason)
yeah pretty much
okay I just have one small question
without messing up anything, how do I change the folder for Unreal engine?
o god thats gonna take a 24 hr wait again
Harder: use an evil hack of tricking the launcher
i thought i could like
just move these folders
then launch them from the new drive and the launcher would detect it
but im pretty sure there's a big chance of messing stuff up
You can. After all , UE4Editor.exe (or UnrealEditor.exe for UE5) is what you need, but the launcher won't recognize, because the UX always taking seatback 
and then start verifying
The evil hack in question is to start installing the engine again in another directory, but when it starts downloading, pause it, and move the engine files to the destination directory. Resume it so that the launcher can verifying it through
that sounds much safer i think
Basically pretending the file exists in another directory, and have the OS redirects it on demand
like shortcuts?
Yes
Though I'm not sure if it works with C++ UE projects
Had vague memory of symlink broke GCC in old Linux VM
Then you should be good to go with symlinking
nice!
Develop all in windows, then cross compile for Linux and Vulkan 
that sounds like a good time
does it take more or less time in comparison to just compiling in windows?
It's a thing: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Linux/GettingStarted
Cross-compiling makes it possible for game developers to target Linux from Windows.
goddamn I didn't know that was possible
so you're telling me I can be of use to the fellow linux gaming community
Compared to dualbooting or switching to VM/WSL for compiling, cross-compiling from Windows is way faster
oh defininitly faster than dualbooting, but thats good to know
hey guys i created a skybox bp, but it doesnt look properly when i render, any idea why?
hey i have a mesh and want it to add armor to it but the armor does not have the same skelleton help please
could not find bind pose error comming when importing blender to unreal
Please help
Even animation is not working
Do I need provisions to run my app on iPhone ? Will jailbreaking solve this?
I reimported this impostor as an LOD. But its rotation is off with the other LODs. How can i rotate it now?
anyone know what happened to my engine? every level is similar to this now, with the icons sideways and stretched, and a lot of meshes missing, in this example the floor mesh is there, as seen by the highlight, but its invisible and I can pass through it. For the meshes that are there, there are some rlly weird camera effects.
What file saves the opened actor window layout? I swear my INI file is writable/checked out, but I must have the wrong one.
Every time I clean exit my project and reopen, it loses my layout in the editor
When you've got it how you like it, go to window -> layout -> save
Is there some way to add custom things to be saved in user settings? I have some plugins (DLSS, FSR2) where the user can enable and disable them (calling console commands). These particular settings seem to be recalled when playing in the editor, but not in a packaged game, but maybe if they were saved in the Game User Settings they would be restored properly
If you have a class with UPROPERTY(Config) they will be saved to config files.
Just check out how UGameUserSettings works...
Generally you manipulate the CDO of a settings class and do SaveConfig() on it.
Ah thanks, will check this out
Is there a way to do eye tracking with ue4 on a video files to cover up the eyes somehow
how can a boolean give errors
but the playercharacter has that component
so its valid ?
the player is spawned right after the game begins,and the booleans are for different anims
as my character is a player reference which i used many time in the anim graph
oke haha thanks tho
How hard would it be for UE4 to handle a dwarf planet similar in size to Ceres? (950 kilometer diameter) with Earthlike terrain?
Out of the box, specifically.
I'm willing to sacrifice graphical fidelity for functionality. Or going smaller on the planet size.
I'm more curious about the engine's ability to stream the terrain as a player circumnavigates and gravity around a spherical world.
UE4 uses floats for its world coordinates, so you're looking at 7 digits of accuracy. So 0.01m * 10^7. I.e. 10^5. 100km.
For cm-accurate word positions.
Can you imagine your player/gun/whatever not knowing where it is up to cm?
10km is probably closer to your useful size.
That gets more accurate the closer you are to the origin.
Does UE4 have world origin rebasing?
Not sure. I'm just trying to see if I should switch my project over to UE4 before I spend too much time building it up in Unity.
Switching to UE4 comes with the time cost of learning C++, though. Blueprints just frustrate me for some reason...
Apparently it does!
Nvm, that was the multiplayer stuff.
Is there a bug with additive animation sequences? I'm asking about a BUG, because I know the import settings are good and I haven't changed it or the skeleton because they are version controlled and haven't been writable
so I'm wondering if there is some obscure bug in 4.26
I think it is something to do with slots
wtf is this
You can see it shrinking down
I have character assets from the marketplace for 4.25 and above but would like to use them in 4.23? is this impossible? i tried migrating, changing the version of the project with the assets, and exporting (but the files seem to be useless??). Any tips/help much appreciated, thank you
or wait, i am dumb i am trying to export them now. but any help still appreciated lol
Is there a way to copy a BP component in real time - I have a 3d widget with some complicated logic and I don't want to setup a doublesided material, so If I just copy it at its current settings and flip it around, I'm good
It would be complicated to have to redo all the functionality that resulted in the 3d widget being in its current state
its a character asset, Tiny Toon City Folk or osmething, so far ive been exporting everything to .t3d, fbx so far bout to start all the materials, hoping itll take this way 😐
i have a feeling the .t3d are the ones thatll turn out bunk
what resources do you recommend to learn UE4 without tutorials ? Official docs or anything else ?
gosh, ue can't even copy assets reliably. Random copied dependencies fall away if you do 'advanced copy' with deps...
Trying to do it yourself and then googling if you have no idea always have been the best resource. You need to know what specifically will you learn, since UE4 has a lot of tools for different tasks at your service
I just want to avoid the tutorials that teach bad practices and force you to copy paste code so I guess I should just use the official docs and google then
yeah but then the official docs and just practicing and trying things should then be enough I suppose
Good day to all) Please tell me how to get rid of these artifacts when baking light.
This is hard to explain, but there's something weird with some of my dialogue widgets. My program seems to take the dialogue from one widget and display it in a different text. When I open a widget and click on the Text box under the border on the list, the dialogue changes to its proper text.
Like this...
Not this.
The dialogue for the colored square puzzle is supposed to start with this...
So, why does the dialogue keep changing when it's not supposed to, among similar widgets?
Because they are all named the same thing probably
Actually, their names are slightly different. One is Level5Puzzle2Start (the first one) and the second is Level5Puzzle3Start.
no I meant each text widget is called [text]. Notice how your top one is different
Like if you notice here. I have named each text widget differently
Ah, so it does matter what you name text boxes, then.
100% because if you reference [text] its referencing them all. Its the same for everything mate. Even in code. Try to not name stuff the same ever.
Would that go for, say, borders, too? Like the border under which you find a text box?
the DialogueBorders, in this case.
It only really matters if you are wanting to do stuff with them. But what I do is see my spacers. I went _1 _2 just to be safe
Okay. I'll give that a shot. Thanks for the help!
I want to create an enemy that performs an emergency avoidance using a motion that uses "enable root motion", but I'm having trouble with the motion that changes the height difference.
It is very strange because the height difference is not reflected and it only moves horizontally. help
Perhaps fake the vertical jump in the animation?
I think it's because character movement component's is still doing the gravity physics, overriding vertical root motion
I fixed it by changing the method. Thanks to you.
is there a tutorial on how to make widgets be placed on top of objects in world space? much like valorant ping. I dislike the thing where the screen type widgets enlarge when you're too far from the camera
Pretty sure you can just get the real world coordinates and translate them to screen space coordinates. Then adjust size based of player distance to the desired coordinate. Hide the widget when it tries to move outside of the screen space.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
What does this mean? I get a "Fatal Error" when I run my packaged game. It all works fine from the editor.
are there any android devs around here? how do you test the apps, do you launch every time or did you found a more efiicient way?
If anyone has experience with the "Building Unreal as a library" project https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/BuildAsALibrary/ I need some help figuring out stuff about the last part in the docs. I don't really understand most of the part about "Expanding the API".
Hi I want to draw Text to Canvas, I have found function UCanvas::DrawText , but i haven't found any way to rotate this text
Hey guys, does anyone know where to get placeholder assets from? I need some FPS animations with a gun to test the functionality
https://www.unrealengine.com/marketplace/en-US/product/animation-starter-pack , has animations. "gun" is a broad concept.
you can also get animations from existing UE Samples and Learning Content and use it for your placeholders
Thanks!
how would you guys crossfade a bunch of textures
How do I ragdoll but then freeze a character? so it's anim BP doesn't override it's pose when it ragdolls down, but also so the arms don't flop around with all the stuff that's around
this doesn't look like it is working ( the fingers still flop around )
I've renamed all the borders and text boxes, and the game still changes messages when it's not supposed to.
For those who missed my question last night:
This is hard to explain, but there's something weird with some of my dialogue widgets. My program seems to take the dialogue from one widget and display it in a different text. When I open a widget and click on the Text box under the border on the list, the dialogue changes to its proper text.
Like this...
https://cdn.discordapp.com/attachments/225448446956404738/1026347193138950184/unknown.png
https://cdn.discordapp.com/attachments/225448446956404738/1026347193445142588/unknown.png
Not this.
https://cdn.discordapp.com/attachments/225448446956404738/1026347386068537344/unknown.png
The dialogue for the colored square puzzle is supposed to start with this...
https://cdn.discordapp.com/attachments/225448446956404738/1026347555002519622/unknown.png
So, why does the dialogue keep changing when it's not supposed to, among similar widgets?
As an update: After receiving advice from @thin tendon about changing border and text box names, I did that and the program still uses dialogue from a different widget from what it's supposed to show.
This is dialogue from the first of three widget-based dialogue scenes preceding a clickable puzzle.
This is the same dialogue from the first widget in the second one, when there is supposed to be different dialogue.
...When the dialogue is supposed to start with this. (The dialogue changes to what it's supposed to say when I click on the list on the left side of the screen, hence the highlighted text box and green border around the text box.)
Anyone know how to assign the jump function (set to spacebar) to jump repeatedly when held down?
It is probably to do with your get and set in your code. But based off your pictures. You don't even need a widget for each puzzle. It would work better to have one widget. Then change both text and image as needed. Would probably bug less and be easier to fix because then any problems would be in your code.
You could try from your input event on press set jump variable to true and on release set to false. Then use a custom event or function that repeats (possibly on a timer) to tell the rest of your code it needs to jump or not jump.
Each widget is triggered when the player walks into a different trigger box and when he types Z to start a puzzle. So, how would I be able to get the widget to start at a particular point instead of the start every time?
How I would approach this. Set up an "event actor". Something that is interact-able instead of trigger box. When interact add Widget and set image and text. Then when I press the arrow on the widget get the next line of text from an array stored on the event actor (until there are no more lines of text to get). Then check player answers against the event actor's stored answer.
The puzzle widgets that the player clicks on are actually separate widgets, since I have yet to find a way to disable clickable buttons until the dialogue is cleared. Even when I try to use a Set Enabled node on clickable objects, it still doesn't work.
Do you know of any tutorials about storing data in relation to a single widget, as well as how to call a certain array number at different points in a level?
I'm not sure about tutorials. But just create an enum for your event. Then store an array of that enum. This way index 0 would be event 0 and index 1 would be event 1. Then you can tell your code to retrieve the information for event x.
And this can be done in BP?
I think you can just disable buttons by setting them to hidden.
True. I can set them to Collapsed.
Because I believe Hidden buttons can be clicked on.
might need to adjust that setting that exposes them for use and makes them bold in the column
I'm not sure what makes them bold or normal-faced in the left-side columns, honestly.
I've only been using UE for less than two years, so there's still much I don't fully know/understand yet.
By Event Actor, did you mean a Custom Event?
No I meant creating a blueprint actor to place in your world that handles the information for the event and passes it to your widget
Oh. I never realized that was the case. I wonder if there's some way I can manipulate this, since I've named text boxes in each widget individually.
So, in that case, I would create a blueprint actor. So just an empty one, to start with?
This is kind of all design stuff right. You have a few ways to approach this and make it work. But I feel like you are either going to need your widget to handle the event information. Or you will need an actor or several actors in the world to handle it for the widget.
That is one part I haven't dabbled into and I learn best by example. So do you know of any tutorials for using actors to handle event info?
I'm not big on tutorials myself. But I know two guys that do good tutorials.
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The master project for these tutorials can be found at https://github.com/MWadste...
How would I go about using a keyboard input in editor to fire blueprint code?
You'll need to set up your Input on the Project Settings window. Go to Edit > Project Settings... > Engine > Input, and you can set your keyboard and mouse controls as needed there.
I'm getting fireflies on renders from movie render queue, rendering them with tiles and have tried cranking the sampling settings on my lights and post process volume? any tips?
@thin tendon I've had a look at the info on enumerator tables and how to connect them to widgets with a variable based on a table. Now, the text works and doesn't randomly change to another widget! Right now, all the dialogue is on one widget, separate from the actual puzzles. I do some more tinkering in the morning. In the meantime, thanks for the help earlier!
I've used a function that invokes data from the enumerator and uses an integer-based counter to determine what the text block should say, based on the value of the enumerator variable.
is there a way to increase the image in rich text image decorators? I don't see much change after increasing the image size within the decorator setting
A few weeks ago I got linked a very good custom character controller on market place... i cant remember the name of it, it was a complete re-work of unreals built in CC
Anyone know what im talking about and remember the name / have a link?
Sorry, I understand that part, but you have to hit play to fire the code, I'm trying to get my inputs working outside of PIE and get it working on like a custom event without pressing the call in editor button
Oh. I thought you were talking about, like, the control to fire a weapon in-game.
nah that stuff is relatively easy, im simply trying to control it with a keyboard shortcut since i have to press two buttons at once and cant really look at the screen
Another month, another assets
I want to transfer the AnimStarterPack assets into blender to edit them there, how do I do that? There are only .uasset files and I don't think I can use these as such
Should be able to right click export. Maybe under some sub category like asset actions
Hi,
Is there anyone here having experience with world composition? I've had an issue for a while that I can't seem to solve, whenever I load out a level in WC it freezes for a split second, and my character will spin around if I was moving the mouse when it was loading out.
I've tried with levels that only contained a single blueprint/a few meshes 🤔
is it possible to specify different world settings for different maps?
Why is ue4 taking 32gb of storage and it isnt even fully downloaded?
Did you disable all the extras?
Where can you do that?
(I prob didnt do it💀)
Oh. It's a bug with the launcher that if you disable all the extras, it just installs everything.
So if you didn't do it, don't worry. 😛
Just pick 1 extra?
Like I say, if you didn't change the install settings, it's probably not doing it.
Oh, but can you uninstall them after?
why won't this load
why aren't breakpoints working ? the print string itself works, but the breakpoint doesn't trigger and this is one the base class, so I don't care about instances not firing, they should all fire
I relied on breakpoints in conjunction with print strings for years to debug and they just decided to not work.
Please tell me there is some setting that somehow got ticked accidentally somewhere
is there any option to have a rendering viewport other than path tracing?
I don't have an rtx card, but I'm building a whole new 3090 system in a few months to do ue5 stuff.
I have a scene I'd really like to get somewhat of a good render of, so are there any other rendering options in unreal?
hello, I am new to unreal and I have started creating a scene, one of the meshes has a strange distorted texture. Here are the examples of how it looks in unreal and substance painter. Is it a problem with UVs? Thank you for your help
Anyone ever run into fireflies in png renders from movie render queue? If so were you able to fix them and how?
I'm currently working on changing texture compression settings right now to help to mitigate. Mainly on my Diffuse and Roughness maps, they all have been converted to BC7
I am also working on padding all textures to a power of two and capping the maximum size to 1024
Y can i only use one event tick? I try to use one in another event or function graph and it just tp's me to the one im using in input
Do i have to branch off for other functions? Pls help
What do you need to achieve?
Possibly lots of things that could require an event tick
So it looks like there is a UV seam where that line in your wall is.
Just use timed functions and events. They are actually more performance friendly then ticks.
is anybody able to help me out? for some reason unreal engine isnt letting me drag and drop my stuff into the scene that i imported
it just shows the little red circle with the line thru it
Why does my unreal engine project change its speed depending on the fps?
60-90 fps = slow motion / 120-160 fps = normal speed
I cannot build lighting anymore for no obvious reason. I checked the swarm log and saw this. Can anyone help? Happens in UE4 and 5
hey guys
is there w way to make a material that uses 2 textures, but using different UV spaces
Is it possible to export an unreal scene/capture it as pointcloud data?
The problem you are going to have putting in a different set of UVs is things like stretching. Also you can clearly see blank space in that texture which will show if you adjust the UVs to be wider. You want to use a seamless texture when doing stuff like using different UVs.
@spice ruin can ya point me to any examples of how these material would look like
There's a UV coordinates node which has an input 0-whatever.
is there a similar feature in Unity where the camera can cull only specific layers or specific objects into the camera so only some objects are visible? I have some objects blocking the camera's line of sight on certain occasions 😅
hi i want to make a tortoise character for my game. And i want to achieve nice feeling movement, the question is, i can achieve this through engine physics and constraints? or i should make c++ and maths?
It can be as simple as making Character class BP, set the collision to be small and the max walk speed to be very slow.
Of course not including animation and stuff
I'm having alot of screen tear in the editor, I can't really find a vsync setting, any tips?
hi,is there any solution for this suck shadow?
Where should I ask about Cascade questions?
I'm thinking if they put a light behind the monitor a lot of the suck shadow would vanish. Unless the suck shadow is their shadow on the monitor? Not sure at this point tbh.
thanks
Enabling virtual textures support will increase or decrease my fps?
Means Im making a game for mobile
If I enable virtual texture from project setting
Then will it increases or decreases my fps?
@shy nacelle
My game is lagging too much
How can I optamize it
I saw some yt video but they didn't work
Ok
What is profiling?
Im a begginer idk
@shy nacelle
is there a way to search the engine for instances a key is being used?
Does the size of a texture hinder performance in my soldiers? Im trying to make them all use the same material. So i merged the materials into one uv map, if that makes sense. But its quite a large texture. Should i instead use more small materials, for each body part? Or a large texture for the whole body that includes everything is better?
Is purchasing a multiple cpu motherboard wise for UE4? Does ue4 use dual cpus or even quad cpus?
So dual xeon platinum 8280 is not better then an i7? Also are you saying dual gpus are better then dual cpus? And also single cpu is better then dual cpu?
anyone know how I can trigger an event when the game starts? not an actors BeginPlay or anything, but like when you hit play on the game
More cpus is more cores so it should work based off of that.
it does, and that wasnt disputed. just that it entirely isnt worth it unless you are either a multi millionaire, or care too much about spending life changing sums of money, for optimal amounts of performance.
sure dual cpus will be better. but the original question asked if it was wise. which considering the price, it certainly isn't.
What about quad 6380 cpus, they are 4x 16threaded amd cpus that cost about 10$
are do they compare to a single amd ryzen
Xeons, threadrippers etc with exceptionally high core counts tend to have lower single thread performance. More cores benefits light bakes and code compiles, while better single thread performance helps fps more (generally speaking). The higher end ryzen desktop cpus (5900, 5950, 7900, 7950) have some of the highest single thread performance while still having a decently large amount of cores and provide pretty good bang for buck for a dev machine. You should ofcourse lookup benchmarks to validate all this. The "best" CPU is really the CPU that suits your work load. If you don't light bake or compile code, more cores won't benefit you. If that's all you do, get as many cores as possible.
Anyway, #hardware is better for more detailed discussions like this
Does it speed shader compiling?
Also that is also helped by more cores, yes
True
There's other things you can do to help speed that up too though, such as setting up a shared data cache, so you don't need to recompile between projects and computers
That doesn't so much speed up, more reduces the amount of times the compiles need to happen
If you want a play button just create that as an UI thaht use this button with "on click" and use the bluetprint to load the level in that you are having your game. The button replaces the beginplay event.
no, i mean is there an event or actor that triggers when the game is launched, when i said play button i meant when you launch the preview in the editor
So I've heard through a grapevine that apparently there's a way to get SM5 running on Android with Vulkan
Am I misunderstanding what I've heard?
Getting a crash with a packaged 4.27.2 project, the crash doesn't occur in PIE, and it only crashes maybe 1/4th of the time, something to do with the landscape
[2022.10.06-00.12.20:211][ 1]LogWindows: Error: Error reentered: Assertion failed: !bCurrentRequiresAdjacencyInformation || (bCurrentRequiresAdjacencyInformation && SharedBuffers->AdjacencyIndexBuffers) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Landscape/Private/LandscapeRender.cpp] [Line: 2164]
from the crash log
check(!bCurrentRequiresAdjacencyInformation || (bCurrentRequiresAdjacencyInformation && SharedBuffers->AdjacencyIndexBuffers));
and heres line 2164 from landscaperender.cpp in unreal 4.27.2 source
can anyone help me figure out whats going on, thanks
Does anyone know how to fix these rainbow lines with GPU Lightmass?
Hey guys, I'm trying to import this model into Unreal Editor. It's a grayscale patch, however when I import it it becomes red
It seems that the texture file that's uploaded to Unreal Editor is trasnparent for some reason
There is indeed an option to use desktop vulkan in mobile, though performance will be abysmal even in the strongest so called gaming phone
ah, thank you
Yeah no shot then
Small team, was hoping to find a way to kinda bring the versions on mobile and PC closer together
without the constant need to basically baby both versions independently graphics-wise
Hi
Is there a way to Align or match the camara to the view?
Ideally you want to develop for the lowest common denominator first, then scale up from there
If you had mobile in mind, make sure your stuff work on mobile first, instead of the other way around
Unlike Nintendo Switch or Steam Deck/handheld PCs, mobile is much more limited in power and cheap rendering features
yeah thats the focus for now
I'm having a very weird issue with part of my program, right now. There is a maze with arrow buttons that the player clicks on to navigate through the rooms. When obstructions and/or a pit and/or a switch to open a door are found, their respective icons pop up on the map when a "map" button is clicked on.
The three Xs that represent the obstructions, the skull icon for the pit and the circle for the switch room are separate from the map image; all of these images are set to Collapsed. When a certain room is visited or when the player attempts to go from one room to another only to bump into an obstruction, one of these icons becomes Visible because of a Boolean that determines whether or not each icon should start appearing whenever the player turns the map on. But then, whenever the pit or switch is found and either icon appears, only it appears on the map and not the others. Here are the pictures to better explain the scenario...
First image: This is how the widget looks with all images and buttons.
Second image: Full view of the branches controlled by the Map Button and the "Map Toggle" Boolean.
Third image: Start of the Map button command.
Fourth image: Part of the long tree of Branches that control whenever a certain image should appear with the map whenever the button is clicked on; there is an identical set that causes the images to be Collapsed when the map button is clicked on again.
First image: Map when you first start the maze.
Second image: Map when you bump into the first obstacle and a red X appears acccordingly.
Third image: Map with all three Xs intact, indicating three obstructions were found.
Fourth image: I go into this pit that causes me to start the maze over without removing anything from parent or reopening the movement widget and...where did those Xs go?
(Oh, and going into the pit tthat the skull represents does invoke a separate dialogue widget.)
I'll send a copy of the project in a .zip or related assets if anyone can help and is not clear on what I'm talking about.
I'm looking to create a movement system for a 3rd person character with a relatively simple goal, but I'm running into a problem. I want to be able to sprint forward, but not to the sides. However, the method I used ends up creating an issue where the character walks diagonally faster than it does in a cardinal direction.
Basically, the way I set it up was to set the character's max speed to its sprinting speed. All input axis values are clamped at 0.5 (except backward movement, which is less), unless the player is holding sprint (in which case, positive ForwardAxis values are permitted to reach 1.0). However, the issue of course is that now, 50% of max speed in two different cardinal directions produces a larger speed in the diagonal direction, because it is no longer clamped by max run speed.
I'm looking for an efficient way to accomplish the goal, without favoring diagonal movement. I am aware that if not for the desire to make backpedaling slower, we could just cut the max speed in half when not sprinting. However, if we did that, we'd still encounter the diagonal bonus speed issue when moving diagonally backward to the right or left. Any ideas?
I am working on a twin stick shooter right now and my spaceship character has a turret on top of it. I cannot figure out how to get it so that it does not rotate when the ship turns. I have it able to rotate with inputs separately from the ship itself, but I don't want it to rotate when the ship turns. Does anyone know how to do this?
The problem is likely how you are determining when to clamp and what value to use. You want set values for each player state (strafe, walk, Run, Idle). When getting your values for player state and you are saying if I am strafing. You need another bit of code to say if I am moving sideways and forwards at the same time. To set the speed player state for your diagonals separately.
If it is a child of the ship it will probably rotate with it unless told not to. If your ship rotates you will need a fixed point ( like the crosshair or the top center of the screen). You will need a function or event that updates as often as needed (timer or when receiving input) to tell the turret to stay looking where you want it.
Okay gotcha, thanks for that. It gave me some ideas.
so, i'm planning on blueprinting a system for a vr game. what it does is it gets the output of a list of characters and when selected it "turns the character into it". it'll have separate bp's and not be a simple model change. then after a set amount of time (i know how to do that part) you "turn back" into your original bp. any tips on how i'd do that?
hello, someone could know why the lights (rect light, point light and spotlight) doesn't have the attenuation radius and the cone angle visible?this is spotlight and as u can see there is no cone range visible
I recall there's a setting somewhere in the viewport menu's Show dropdown to show the light attenuation wireframe
Hello! I'm trying to use the AudioCapture component. I can get it to work in blank projects, but in a project where there's already content, the "OnAudioEnvelopeValue" event always returns 0.0.
I have "Auto Activate" enabled. I have the "Audio Capture" plugin enabled. Are there some other common troubleshooting issues I'm missing? Since it's working in a project and not the other, on the same machine with the same editor, I'm assuming it's not an input device configuration issue either.
Help i have been trying to figure this out: Mesh contains root bone as root but animation doesn't contain the root track.
Import failed.
Does anyone know why I am getting these blotches when using a hdri in the skylight? I am using baked light ue4
I wanted to profile performance. Is there a way to easily instance a skeleton multiple times, and move them by an offset?
I'm assuming theres a better way than copy and pasting a whole bunch of times
hi I'm trying to open a blank unreal engine project but my unreal is just black anyone know a fix for this.
Double click on map@dusky gate or you have nothing in your viewport
Bro what is profile performance please tell me
Im a begginer
i did that and its still black it loaded and did nothing
Idk
does anyone else have a solution
Have you put anything into the level?
i opened a blank project but when i did it before there was a skybox and light source and a grid i could place things on but now theres not but i can see that they are there .
Try adding in a mesh or landscape.
ok
nothing
Can someone remind me how i make the curve connection lines straight? I did this before and i built a new pc and now i can not remember how to change the curves to be straight.
some button at the top left.
I found it. I changed the forward spline tangent for horizontal and vertical to 0
In case anyone was curious
I think the icons seem to be trying to overlap each other, or the skull icon overlaps any "no entry" signs. I still can't figure out what the problem is, even after creating functions to make sure all invoked icons appear and finding that the skull and "no entry" icons have the exact same parameters besides location. I am really in a bind and I'm getting frustrated with this.
Does someone know how to increase quality of this shadow?
I switched to all dynamic as the build times took hours
increase the angle, soft angle of the the light casting that shadow.. it will soften the edges of the shadow
I will try that, thanks
That’s smart — thanks!
Can anyone help me to set up multi user editing did it years ago but since then doesnt work ive been through documentation and youtube videos but they dont work
What is the best way to make a widget reappear without having to use Create Widget to call that widget? Like, I want to call one widget to reappear after a dialogue scene is over; and that dialogue scene is a separate widget? I realized, in my problem, that only one icon appears because I had the dialogue widget use a Create Widget node, which I believe resets the parameters of that created widget as it is Added to Viewport.
So how, in one widget, do I make a separate widget reappear without having to use Create Widget?
Slightly confused by the question. Use create widget, set to variable. Add to viewport. Before creating widget check if that variable is valid. If not create the widget, if so add to viewport using variable. This will only create the widget once and not reset it when adding again. Use remove from parent to remove the widget. Again not sure if that's exactly what you meant
you could store a reference to it and set your canvas panel to hidden
Here is the Create Widget, which occurs after the dialogue tree ends:
This is set when this room with a switch is found; an icon showing the switch's location should appear on the map after it's been found.
And this is when this pit is found and the player is forced to restart the maze. Each occurs after a different dialogue tree in the same dialogue widget (which extracts data from an enumerator file), but the widget for navigating through the maze does not reappear.
also i'm pretty sure garrett's solution will work as well
@rough knoll @raw oak That's why I'm showing these screenshots -- to see if this is right or not.
You don't need to caat to it. It should already be saves as that widget
So I just right-click and pick Set Puzzle5Movement the variable?
When you create your widget right click promote to variable
Then before the create widget check if the variable is valis
If it isn't send that to the create widget
If it is send it to the add to viewport
I'm not quite sure I understand what you mean by checking if it's valid.
Get your variable right click convert to validated get
I fiddled with the settings for a bit and found out that enabling "Distance Field Shadows" made it look much much more prettier
Okay, so now I would connect the "Is Valid" node to "Add to Viewport?"
Yes and then the item you're adding to the viewport is the reference variable to the widget
Is not valid goes to create widget
Then create widget goes to add to viewport
I think I kinda see. So, once you create a widget and if you promote it to a variable, any further references will need to be validated before the widget is made visible again?
Yes so this makes it so you create the widget once and can call remove from parent to remove it and add ti viewport to add it back without re creating it. You could put it into an event called create widget and then everytime you need to re add the widget to your screen call that
@raw oak So, something like this?
yeah, and also playing with exposure settings or other stuff in postprocessvolume.. can help tweak the look to your liking
but looks better indeed
my recommendation is for that street light holder.. turn off shadows that it casts.. this huge of a shadow doesn't look good in the first place on the ground
Yes put create widget after is not valid and set the variable then connect that to add to viewport
Yet the movement widget still doesn't show after I reach the pit and trigger the dialogue and the commands shown on the bottom image.
I feel like there's something else...
Like something I missed.
Ground and grass: https://www.unrealengine.com/marketplace/en-US/product/stylized-forest-03?sessionInvalidated=true
I will try to do that, I just started playing with lightning overall
If you find any castles or something medieval like that hit me up, I dont have anything that looks similar to this style
I was talking about something I might have forgotten to do with my situation.
I would love it, please do! ❤️
@raw oak I feel like there's something else I need to do, since the movement widget still doesn't appear.
@plush yew Sure, though my demo is almost done. I guess I'd like to have more asset files in case I decide to make something new.
If I used Create Widget after getting the variable and validating it, would that still reset the widget’s Booleans?
What about using the "Get All Widgets of Class" node?
That didn't work either.
I just can't figure this out...
hi guys!
I was wondering if there was a way to search in bulk through the engine to see if a key from a string table is being used in a blueprint or in a data table?
On the BP screen, there should be a Find command. Click on that or click in the textbox if you have the Search tab on the bottom of the screen and type in "Print String." Then the results should be shown and you can double-click to find what you're looking for.
ahh tysm I will try this out rn!
oh I was wondering if this will only search within the one blueprint? My team's got a bunch of blueprints and I'm not sure which one it might be in
Only one blueprint, I'm afraid.
all good, I might just be able to narrow it down to a smaller set of BPs and then do the search 
Hello Devs! anyone has experience configuring the trackpad as a dpad on the htc cosmos controllers?
How would I go about scaling a vr player model to match the height of the player?
you don't want to clamp the axes, instead you want to clamp the length of the input vector
I don't remember the C++ syntax, but basically instead of
FVector Input(FMath::Clamp(X, 0, .5), FMath::Clamp(Y, 0, .5))
I think you want
FVector Input = RawInput.Length() > .5 ? RawInput.Normalize() * .5 : RawInput
(correct me if I misunderstand what you're trying to do)
it looks like there is a node for this even:
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Math/Vector/ClampVectorSize/
Anyone know how to make a 2d tileset with animated tiles using a flipbook?
It is possible to animate using a widget and 2D graphics.
I'm not quite sure what you mean. Can anyone provide an example, please?
How do I call a widget from within a widget? I’m trying to make a maze program in which the player clicks on one of four buttons to guide this robot to the goal. There is also a map button; when the button is clicked on, a map of the maze appears. When the player finds a room with a pit and falls in, the player is forced to restart and an addit...
Is this the problem you are trying to solve right now mate?
Yep. Earlier, I had a problem with this map on the maze. Certain icons would not appear when they were supposed to and only one would; I figured out why. It was because at the end of a set of dialogue strings in the dialogue widget there was a Create Widget node that made the puzzle movement widget appear but also reset the Boolean parameters. Now, I'm trying to call the puzzle movement widget from the dialogue one without having to create that widget.
Considering that the widget was made earlier in the dialogue one.
Ok so I don't know much about how you set your puzzle up. But from what I understand. You have 2 options with widgets you can create and destroy them as needed. Doing this means you need is valid nodes in any of your code. Or what I like to do is keep them created at all times and adjust visibility / enabled. Using a branch of is enabled and visible on my code. For movement I am unsure. I wasn't even aware there was a built in movement component. But what you can do is manually create your own movement code. Where you basically just set the new position of the widget as needed (creating the illusion of fluid movement)
I tried using different ways to set visibility and add to viewport, but no effect on that widget. I'm not sure what you mean by the movement code, though. But let me make some screenshots in a second.
This is the movement widget. Only the four arrow buttons and the map button are visible; everything else starts collapsed. Then, when certain rooms are visited or obstructions are bumped into, icons representing each are supposed to appear. For each certain room or obstruction found, a Boolean used to make the respective icon visible is checked. (continued)
This is part of the dialogue widget that I made with your help recently; it's the one that extracts default values from the enumerator I made. In this case, it creates the widget and makes the movement widget appear after the first dialogue when the maze starts is finished.
When the player falls into a pit and starts over, another set of dialogue is triggered. Then the skull icon is supposed to appear, the next time the map button is clicked. The problem is that, if I use another Create Widget, the Booleans for icons such as the skull one are set back to their default value of False. So no icons will appear anyway.
I've tried different ways of casting to and calling to the widget and using Add to Viewport and even setting the buttons' visibility back since they were collapsed after the right button was clicked on. But nothing works. So I'm at another impase.
*impasse
The switch icon (the red circle) has a similar setting when it is found in another room. The "no entry" signs, however, are triggered within the movement widget.
ok so that was a bit of information overload but I will break it down and answer what I can.
Okay. If necessary, I can send you the related asset files to examine.
I don’t really see a megascans channel, but are you allowed to take quixel textures, use them in blender to put on a model, then use that model in ue4?
I don’t really know the exact specifics on that
So your problem here. Is that each object or trigger you bump into. You need to save the state for visibility on the trigger. Then when the create function is called on your widget you need to get that information to refresh the widget. But it isn't going to work with either your widget or objects being invalid. A better design here is not constantly destroying widgets. So you don't run into validation issues.
Yes, as long as your "end uses" are unreal based
I've never used Blender or exported models, but surely the texture would be intact. If not just the shape.
I thought so, but wasn’t sure.
How do I check if a variable is valid or not?
so you can render a video, make a game, whatever with unreal. You CAN'T render your video in blender. Whatever the process you want to use to modify between getting from quixel to final unreal asset is fine
And yea they would still be intact, any other editing done to the material would be done in like other files to go on the model, without changing the original texture.
Get object trigger. Get variable. Then check if it has a value. If the object is valid the variable of a bool will be to.
What I like to do is use bindings. Because they update pretty good. And put your variable object get code in one of those
By an object trigger, do you mean a variable you get when you promote a widget?
nah I mean the objects you are using in the world to say now I want to add an icon to the main widget
Which would be the skull icon, the switch icon and the three "no" signs? Sorry if I'm not making this easy; I'm kinda burnt tonight, after trying to figure this out all day.
Since those are the ones controlled by a Boolean.
Well, a Boolean for each.
Yeah so you would create a visibility binding that says. If skull trigger (variable) is valid get visibility variable from skull trigger. Then set visibility to the value you get. If it is not valid set to hidden. Then on widget creation you want to get the world object for your skull trigger and set the variable in your widget for the skull trigger to the world object.
Then do this for each icon widget
And how do I check the validity of a Boolean variable? I don't see it under Details.
You don't need to because you are checking if the object it comes from is valid
You mean like when the Boolean is checked or unchecked?
No that is just getting its value. Valid is like does it exist. Which we check on the world object.
I'm still not totally clear on what to do, as I do better with examples. But let me get a screenshot of the part of the movement widget that makes the buttons collapsed...
When the right button is clicked on in Room #11, the robot moves to the right and into Room #12, which has the pit. The buttons become collapsed before the animation occurs and before the create widget that invokes the dialogue widget.
On the end of this branch, the Boolean for the skull icon is set to True.
And this is currently what's on the end of the branch in the dialogue widget, when the enumerator variable is set to the shown condition. Right now, it has a "Create widget," but this needs to be replaced with something that doesn't reset the Booleans, such as the skull one.
But makes the arrow and map buttons reappear after the dialogue ends.
So, in this case, how do I save the state of the buttons if I haven't already?
If you are going to destroy the widget you are using , then you need to pass that information to an outside object and retrieve it back when you recreate the widget
So I would need to create a newer widget or data table that stores this info?
It really doesn't matter what the object is as long as it remains valid until you need it again.
What I do for my project. Because it is a lot more complex. I created an empty object (blueprint actor) and called it Variable Storage. This literally has one purpose it stores all the variable information that any of the objects in the current umap file will need.
Oh. So I would pass or copy the state to this blueprint actor, then reinvoke that actor in the dialogue widget?
yeah exactly
Hm. And there are tutorials on how to do that, right? My mind's too burnt for me to try now, so I can give it a shot in the morning.
I'm not sure but you just want to look up how to pass information between objects
anyone got any ideas with this packaging error?
ignore the wonky path, my ue 4.27 is totally not installed in a folder named ue5
It's not the error i'd expect, but make sure you have #pragma once in all your headers
they're in there
i think i found the source of my errors



