#ue4-general

1 messages · Page 8 of 1

queen wasp
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Well if you don't have dynamic how can you add new buildings to it?

static viper
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thats what i am saying.

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epic thought about these cases already.

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there are bounds volumes that will automaticly block out areas

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you assign those to the buildings

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once they touch the navmesh they will collapse the area

queen wasp
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So bounds volumes will work on non-dynamic navmesh then? sounds good if so..

static viper
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it will look orange

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thats the entire point of them

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it would be impossible otherwise to generate navmesh

queen wasp
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Cool, I thought I had to have it dynamic, this might help, thanks

static viper
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i am having dynamic navmesh in my game

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especially for locked doors and stuff

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i know the system quite well 🙂

queen wasp
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Yah I know it some.. I've coded a fair bit of c++ for navmesh use..

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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..

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My map is 3x3km so, it has a fixed poolsize of 500.000 for navmesh hehe

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Probably more than it needed, but I found that it worked better with fixed poolsize

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I found the setting that seems to have turned the rebuilding off, in Editor - Preferences - Miscellaneous.. didn't know it was there too.. heh.

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Yup that was it, closed editor and reopened, now it isn't rebuilding.. sweet.

static viper
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3 year problem

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solved in 5 minutes

queen wasp
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Not solved no 🙂

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Got more to learn.. Can't make navmesh volumes in blueprints it seems

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Trying to learn what navigation invokers and modifiers actually do. Never spent enough time learning this anyways

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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..

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I tried static, colonists went through buildings even if adding invokers and whatnot..

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I tried dynamic modifiers only, still no dice..

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Maybe I have to add some c++ to the units to make volumes on the fly, IDK.. hmmmz..

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But our chat gave me some ideas...

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Aha! "Generate navigation only around invokers" might be what I needed all along..

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still no dice.. anyways I'll stop spamming in here and do more research..

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Navigation Invokers and dynamic works. Nice.

pallid olive
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hi anyone an idea how to save a button that is been pressed ?

jaunty zinc
turbid osprey
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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

sharp crest
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if still low fps after u disbaled everything on screen then it's bps

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then make a copy of ur project and delete shit until it works

remote rivet
#

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

amber shuttle
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anyone using ue4 blender livelink? does it work with blender 3+?

sharp crest
gentle cloak
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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

limber mesa
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@thin tendon ok I will take note of that, thank you for the advice

pine pecan
marble kayak
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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? 🙂

ruby token
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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

static viper
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it doesnt work like that.

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uassets are bound to projects

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you are not supposed to drag them around

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if you want to import them from project a to project b you have to migrate them

clever fable
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hello I want to ask a question.I dont know why I cant stop timer by handle on client

ruby token
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Its for a skate game I want to alter the map

static viper
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what skate game

ruby token
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Session: Skate sim

static viper
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and why do you have the files

ruby token
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The community creates maps. You have to download the files to load them into the game

static viper
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and why dont you ask the community then

ruby token
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What would I ask for?

static viper
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the community?

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XD

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we are not the Session: Skate sim community.

ruby token
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No like what type of file

static viper
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we are the unreal community

ruby token
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Should I ask them to send

static viper
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we are the unreal community

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not the Session: Skate sim community

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you have to ask them for modding help.

rain badger
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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?

static viper
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i use hack n plan

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asana is cool too

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coming up with deadlines is easier in a team

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but generally

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i like to call them milestones

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no i dont care.

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no

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i call them milestones when i want

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youre not my mother.

jaunty zinc
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I use Codecks it's super friendly :)

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also has discord integration

mossy lichen
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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?

honest cosmos
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im 14 btw so if you are looking for someone older its cool

oak patio
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If you want to hire people for a project post to the job board

fierce tulip
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Please read the #rules @honest cosmos

honest cosmos
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sorry

fierce tulip
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though, i think atm the job-bot is a bit broken, for at least another few days

uncut vortex
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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 ✨

grim shadow
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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

sharp crest
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check in ur install options if anything else that u don't need is enabled for download

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Idk what the minimum size is

grim shadow
grim ore
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there is a bug when you do that where it installs it all, check atleast one thing like templates or starter content

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then it should be "correct"

grim ore
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I thought that was just a UE5 bug but apparently it's a launcher bug

sharp crest
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I think I had this bug yesterday too

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good to know

coarse jetty
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in which chat should i ask for vulkan render related things?

opaque seal
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hello guys i have a question
how can i make smaller buttons or anything in ue4?

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it's too big

coarse jetty
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check for this

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and edit the layout

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all windows can be moved an redimencioned

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@opaque seal

pallid olive
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What parameters can i save inside savegame object

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Is it possible to save buttons in widgets?

coarse jetty
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why would you do that

grim ore
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you can save the class, but not the object, so chances are no you cant save a button in a widget

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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)

west merlin
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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

sharp crest
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unless it's mobile

light thunder
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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?

paper dust
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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?

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@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 🙂

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@shy nacelle I've checked the .inis in my project's Config folder (and googled for possible settings), but so far came up empty.

versed lion
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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

paper dust
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@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.

versed lion
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Nvm I will just buy photoshop

west merlin
sharp crest
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ah XD

grim ore
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you can support windows from a mac if you use something like parallels

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lol

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you could bootcamp if you use an intel mac but... really... dont do that (the intel mac part)

rain pebble
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hi could anyone help me with a specific bit of code, I'll need to dm them

fiery beacon
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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

rain pebble
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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

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could anyone help resolve this issue

light thunder
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This a bug? I can't duplicate a map?

grand yarrow
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(Owned by Unity, but UE devs can use it just as well, haha. It's free)

uncut vortex
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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

pallid olive
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Is it possible mmorpg in full blueprints

oak patio
fierce tulip
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you'd be bottlenecking yourself and the performance

oak patio
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^^
If you are even considering making an mmorpg, ideally you will already be well skilled in c++ anyway

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as well as more complex topics such as server architecture

spice ruin
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The game server might be doable in just BP, but all the other stuff absolutely not and requires many different technologies working together.

mental shale
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why does the editor keep on doing this?

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it usually starts after a bit of using it

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sometimes right as I launch it too though

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it's 4.27.2 btw

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menus and dropdowns will just start flickering or turning black

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sometimes the entirety of the blueprint window will turn completely black

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this has occurred for multiple restarts and gpu driver updates

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never happened with 4.26 tho

grim ore
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I would guess GPU driver, especially if it's nvidia

mental shale
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ah, I do use a 2070

real heath
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a reg file you download and run

mental shale
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oh

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in this channel?

real heath
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yes

mental shale
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ill check it out

real heath
mental shale
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btw, are they not planning on doing any LTS updates for ue4 at all?

real heath
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not according to any official statement. Full steam ahead on ue5

mental shale
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dang

vocal viper
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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

grim ore
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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

vocal viper
grim ore
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why would you need a login just to display a page?

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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

vocal viper
grim ore
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then the second option would be the best, you can use rest api calls to a web service and get the data you need

stark talon
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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.

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Like scalling smoothly. i need it to scale suddenly.

spare trench
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What is the advantage of using vulkan rendering level over Es3.1??

thin tendon
tiny valley
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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!

spare trench
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Im working on a mobile game

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So Im just asking which would be better.

fierce tulip
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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...

▶ Play video
tiny valley
# fierce tulip if there is any, I havent found it

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

fierce tulip
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sadly, --afaik-- not going to happen

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or at least, not atm

tiny valley
fierce tulip
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the build in tool unreal engine has gets closest, but not perfect

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somewhere on the daz forums you can find an accurate pose for the daz models that makes the conversion rather decent

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or well, at best rather decent

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I spend about nine months figuring this stuff out, and it resulted in many sleepless nights, fetal positions, and contemplating my life XD

sharp crest
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@fierce tulip you're the coolest mod here

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Want to see our viral reddit post

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Wait ill get the link

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This is top tier unreal slackers promotion

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I should get paid

spare trench
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How can I fix the camera collision with bridge

fierce tulip
fierce tulip
sharp crest
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well it's on the homepage of the reddit, viral enough! kidrun

sharp crest
granite steppe
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so I started playing Gundam Evolution and it crashed and it came up with this crash report screen. Is this a new thing?

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I know there's the UE4 editor one but i haven't seen one in-game

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Wow i never knew that

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How do you set that up?

honest cosmos
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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?

placid orbit
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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

thick herald
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closest I could see.

slow spruce
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I need help

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I can't create a new project it gives me an error

#
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This is basically my situation except that the answer in the thread doesn't work

light thunder
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How do you hook up displacement maps (from Quixel megascans) into the material? World displacement isn't highlighted/possible

thin tendon
light thunder
spice ruin
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To the opacity input

vocal viper
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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 ?

sharp crest
tepid haven
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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?

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Thanks for any info that can be provided.

cursive field
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Do someone know how to make an object solid with data mosh

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When I import an object from SketchUp I fall through them there not solid

light thunder
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where can I find this render target, it's taking 6gb of video memory and I'm not using one

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( i am, but not intentionally)

vocal viper
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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?

flat turret
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My Plug-In assets not loading runtime after package ( using LoadAsset ) but work in editor

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How to solve that problem?

real heath
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Does your plugin have CanContainContent = true in it?

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Package without Use Pak Files checked and browse through the directory and see if the plugin files are copying across

cursive field
#

Does anyone know why I can’t find the collision tab when on the model

pallid olive
#

in game instance, Event shutdown, is always called if someone closes the game

mint notch
#

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

pallid olive
#

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

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even with do once note, the players level is increased by 39 after 5 minutes of playtime, idk where the bug is

thick herald
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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

pallid olive
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yea but the workflow will only continue if the currentexp matches the exp needed?

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in greater or equal check

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or shall i set the players level after the increment?

thick herald
pallid olive
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the function is called everytime a enemy dies

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so the playerslevel variable is equal to number of enemy killed ...

weary verge
#

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?

thin cipher
pallid olive
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hello

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could someone tell me what is wrongwith this variable

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this integer variable is set to 200 as default

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but in the print string it says 0

oak patio
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You must be changing it somewhere

pallid olive
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lol brother cuppa tea you are a hero

#

asalways

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i changed the default in savegame object

oak patio
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That would explain it 😅

karmic stag
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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

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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.

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oh dang, i did this on the wrong channel

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this is UE5

spare trench
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If I use blueprint in my game project then what the source code of my game?

teal tulip
#

someone remember where you can add extra grid scales on UE4 ?

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nevermind is on viewports

ripe carbon
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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?

versed lion
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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

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This is the most simple way to do so

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Hope it helps 🙂

radiant condor
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Can someone point me in the right direction for questions about rigging, skeletons, and cooking/uncooking them?

ripe carbon
versed lion
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Oh yeah I forgot to add them

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My bad

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Step 1 (This is in the button Details)

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Step 2 (This is the widget graph)

ripe carbon
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The dialogue widget disappears after a "Next Arrow" button is clicked enough times. But, I guess I can still make a long enough delay.

versed lion
ripe carbon
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Oh yes. One second...

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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...

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But, while this widget is on the screen at the same time as this one...

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I don't want any of these three "?" buttons to be enabled until the dialogue widget removes itself from the parent.

versed lion
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Alrighty then

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1 sec

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so the dialogue and the ? buttons are 2 different widgets right?

ripe carbon
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Yep.

versed lion
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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?

ripe carbon
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Yes.

versed lion
#

Here how it should look

ripe carbon
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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.

versed lion
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You can just remove the widget of the dialogue and add the widget of the buttons afterwards

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Its simple as that

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Dialogue 1 -> Dialogue 2 -> Dialogue 3 -> Final Dialogue -> Removing himself from parent -> Creating the buttons widget

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1000x simpler

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Widget may seem complicated but its very simple once you get the hang of it

versed lion
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@ripe carbon You got it figured out?

ripe carbon
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Back, sorry. Was called away.

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Anyway, I tried this:

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And this is at the very end of the dialogue widget.

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But I don't think it worked.

versed lion
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Maybe just make the buttons enabled from the checkbox

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then create the widget at the end of the dialouge

ripe carbon
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Or I can make the buttons appear once the dialogue is over.

grim ore
#

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

versed lion
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at least put a little effort

grim ore
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basically a "click blocker", its not uncommon to do this when handling popups for example if you want to absorb clicks in the background

versed lion
#

you forgot to add it to viewport

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btw

grim ore
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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)

ripe carbon
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I saw that and tried that, so it works. Though there's still a mess I'll need to clean up.

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Anyway, thanks for the help!

versed lion
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Anytime @ripe carbon 🙂

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Tried to create some sort of galaxy portal type thingy for material practice, Ig its fine what do you guys think?

strange stirrup
#

Hi someone can explain me why i cant grab a door even if u put socket on it

strange stirrup
hasty palm
#

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?

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Sorry I'm also knew at discord. So sorry for spamming it

real heath
#

But yeah, this server isn't really targeted at UE3, and it's going to get harder to find information over time unfortunately

hasty palm
#

Thanks. More info would be nice too by the way but I get it. It's an old ass game and engine

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If you got more info I'm all ears

real heath
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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

hasty palm
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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

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Sorry to mod

hasty palm
real heath
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if you can find a UDK download, or grab the latest patches for UT3, yeah you can work on those, no problems

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licensing a UDK commercial game may be harder now though, dunno

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but UT3 modding yeah

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but again, UT3 mod and UDK are not interchangeable

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if you wanna mod ut3, forget udk

hasty palm
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Alrighty, anything else? If not, thank you. Thank you very much

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I appreciate a lot I I'm working on a project

real heath
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again, a lot has faded, as i said, try and find a second hand copy of that collectors edition for some starting tuts

hasty palm
#

All right. Thank you. You have a good day

glacial yarrow
#

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?

vocal viper
#

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

coarse jetty
#

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.

warped hornet
#

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.

still kayak
#

hi there. Is there any way to feed one of the camera view into the capture card. Thanks in advance.

spare trench
#

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

real heath
spare trench
#

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?

real heath
#

Build lighting, and check if it still looks bad

spare trench
#

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?

spare trench
#

help please

spare trench
#

lol I fixed that, It was a stupid mistake sorry🤣

#

I set resolution scale to 50%

peak hare
#

wtb motivation

valid raven
#

hey freshening up in C#, would anyone know why my outputs are coming out in doubles?

light thunder
#

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

grim shadow
#

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?

oak patio
wild bobcat
#

😭

valid raven
#

it was just a logic issue, i put an extra writeline

terse widget
#

😮

light thunder
#

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

marble iris
#

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

ruby bloom
#

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.

oak patio
#

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

rare elk
#

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...

▶ Play video
#

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

ruby bloom
#

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?

oak patio
ruby bloom
#

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.

oak patio
#

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

frosty onyx
#

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!

warped hornet
#

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

plush yew
warped hornet
#

or actual files in systems and stuff

plush yew
#

No in documents.

#

Unreal project. files

warped hornet
#

idk how to do that i just want 2 of the same project in the library 😊

plush yew
#

I guess there is a better way than copying the project file that was just thinking about.

warped hornet
#

pls tell

plush yew
#

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.

warped hornet
#

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

plush yew
#

Oh

#

Good, it works for you.

wide stirrup
#

Is there a way to import PSK into UE4?

spare trench
#

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?

oak patio
patent apex
#

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

oblique tangle
#

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)

worthy glade
#

just press play and the error appears

spare trench
worthy glade
#

thank you very much!!! it works

hollow ore
#

Can anyone take a quick look and see if this document for my marketplace project makes sense?

steep dome
#

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...

▶ Play video
scenic lance
#

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

spice ruin
#

Ideally I'd like more than 4 tbh.

scenic lance
#

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)

spice ruin
scenic lance
#

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

spice ruin
#

Might I suggest the editor cube? It's free ! 😄

scenic lance
#

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

spice ruin
#

Heh

#

You can get a ton of free simple models on the interwebs.

scenic lance
#

ya

#

still really wanna use the model i made for the game specifically but sketch /= blender

#

it outputs really flawed models for games

spice ruin
#

:/

#

Can you not import it into some other software and then re-export?

scenic lance
#

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

spice ruin
#

Have children. Raise them in the way of the coder. Profit.

static viper
#

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

spice ruin
last current
#

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.

arctic plover
#

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?

odd swan
warped hornet
#

Whats an easy way to input an automatic directional movement of the player upon player start?

oak patio
#

add a movement input in your desired direction

warped hornet
#

input in project settings only has peripheral controls

#

i want it automatic from player start rather than a manual input

autumn flame
#

Event Tick with a Const 1,0

#

In the Add Movement Input

oak patio
#

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

warped hornet
#

awesome thx ill try that!

kindred depot
#

if that does not work, you can always add an impulse in the direction you want the player.

arctic plover
lusty dew
oak patio
#

Woo scummy business practices!

#

It's so many layers of terrible. At which later does it turn good :(

lusty dew
#

any good + official guides for Unreal Engine 4?

#

it seems like stuff about UE4 in this link is deleted

lusty dew
warped hornet
#

any way to force a character walkable floor angle higher than 90 degrees?

north condor
#

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

warped hornet
#

maybe sum1 knoez a better way so i can feel dumb

north condor
#

oh I see, Ive done that in the past with old versions, didnt end well for me during packaging lol

rare raven
#

It was a project that I tested myself in a short period of 1 week, I am open to your comments.

copper spire
#

Hello where do I ask for help here?

thin tendon
tender pecan
# north condor oh I see, Ive done that in the past with old versions, didnt end well for me dur...

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 ) 🤷‍♂️

proper kindle
#

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

north condor
tender pecan
static viper
#

"Yeah, going from 26 to 27 should be a piece of cake. "

drowsy snow
#

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.

north condor
#

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

real heath
#

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

north condor
#

I spent 1 full year trying to learn and manage source control

#

just never could

#

source control and world composition

drowsy snow
#

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

north condor
#

oh you mean like break down every group actor?

drowsy snow
north condor
#

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

drowsy snow
spare trench
#

If I wants to rotate blades on its axis then which will be more optamize, animating it or rotating it with blueprints?

north condor
#

can you link me any sort of tut to do the same?

drowsy snow
spare trench
drowsy snow
spare trench
#

I want to rotate this, what is more optamize method?
Animating it or rotate it using blueprints?

drowsy snow
north condor
#

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

drowsy snow
north condor
#

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

drowsy snow
north condor
#

thats convinenent

drowsy snow
#

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.

north condor
#

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

drowsy snow
north condor
#

which really slowed down

#

it meaning unreal engine's source control thing

#

it kept pushing every small change

drowsy snow
north condor
#

wait wait

#

oh god im confused so do you just push the folder itself and not connect it to unreal engine at all?

drowsy snow
#

I do enable UE's source control plugin, but I still handle the changes in terminal

north condor
#

ohh

#

thats...new to me

drowsy snow
#

In practice UE's source control plugin is useless for Git
(except to get autosave restoring to work, for whatever reason)

north condor
#

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

drowsy snow
#

Harder: use an evil hack of tricking the launcher

north condor
#

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

static viper
#

@north condor

#

yes that works

#

launcher will detect it

drowsy snow
#

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 ChihyaAngry

static viper
#

and then start verifying

north condor
#

ohh okay

#

tysm

#

yeah this is much quicker than downloading it

drowsy snow
#

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

north condor
#

that sounds much safer i think

drowsy snow
#

Proven by yours truly

north condor
#

what sort of black magic is that

#

whats a symlink

drowsy snow
north condor
#

like shortcuts?

drowsy snow
#

Yes

north condor
#

Ahhh I see

#

the more you know ✨

drowsy snow
#

Though I'm not sure if it works with C++ UE projects
Had vague memory of symlink broke GCC in old Linux VM

north condor
#

Im blueprint only

#

using ue4 in linux was a nightmare for me

#

never again

drowsy snow
#

Then you should be good to go with symlinking

north condor
#

nice!

drowsy snow
north condor
#

that sounds like a good time

#

does it take more or less time in comparison to just compiling in windows?

drowsy snow
north condor
#

goddamn I didn't know that was possible

#

so you're telling me I can be of use to the fellow linux gaming community

drowsy snow
north condor
#

oh defininitly faster than dualbooting, but thats good to know

stone stump
#

hey guys i created a skybox bp, but it doesnt look properly when i render, any idea why?

honest cosmos
#

hey i have a mesh and want it to add armor to it but the armor does not have the same skelleton help please

spare trench
#

could not find bind pose error comming when importing blender to unreal

#

Please help

#

Even animation is not working

open cipher
#

Do I need provisions to run my app on iPhone ? Will jailbreaking solve this?

stark talon
#

I reimported this impostor as an LOD. But its rotation is off with the other LODs. How can i rotate it now?

plush yew
#

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.

light thunder
#

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

spice ruin
#

When you've got it how you like it, go to window -> layout -> save

opal coral
#

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

spice ruin
#

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.

opal coral
#

Ah thanks, will check this out

tiny valley
#

Is there a way to do eye tracking with ue4 on a video files to cover up the eyes somehow

pallid olive
#

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

ruby bloom
#

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.

spice ruin
#

Pretty hard?

#

Depends on the resolution you want on your terrain.

ruby bloom
#

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.

spice ruin
#

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?

ruby bloom
#

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...

spice ruin
#

Nvm, that was the multiplayer stuff.

light thunder
#

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

cloud oyster
#

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

light thunder
#

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

cloud oyster
#

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

plush yew
#

what resources do you recommend to learn UE4 without tutorials ? Official docs or anything else ?

minor pine
#

gosh, ue can't even copy assets reliably. Random copied dependencies fall away if you do 'advanced copy' with deps...

minor pine
plush yew
#

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

last current
#

Good day to all) Please tell me how to get rid of these artifacts when baking light.

ripe carbon
#

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?

thin tendon
ripe carbon
#

Actually, their names are slightly different. One is Level5Puzzle2Start (the first one) and the second is Level5Puzzle3Start.

thin tendon
#

no I meant each text widget is called [text]. Notice how your top one is different

thin tendon
ripe carbon
#

Ah, so it does matter what you name text boxes, then.

thin tendon
ripe carbon
#

Would that go for, say, borders, too? Like the border under which you find a text box?

#

the DialogueBorders, in this case.

thin tendon
ripe carbon
#

Okay. I'll give that a shot. Thanks for the help!

short cipher
#

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

drowsy snow
#

I think it's because character movement component's is still doing the gravity physics, overriding vertical root motion

short cipher
#

I removed the gravity physics, but the result was the same. . .

short cipher
#

I fixed it by changing the method. Thanks to you.

half shadow
#

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

thin tendon
arctic plover
#

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.

coarse jetty
#

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?

shadow sonnet
hardy nacelle
#

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

violet yoke
#

Hey guys, does anyone know where to get placeholder assets from? I need some FPS animations with a gun to test the functionality

grim ore
#

you can also get animations from existing UE Samples and Learning Content and use it for your placeholders

violet yoke
#

Thanks!

raven nest
#

how would you guys crossfade a bunch of textures

light thunder
#

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 )

ripe carbon
#

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.

ripe carbon
#

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.)

warped hornet
#

Anyone know how to assign the jump function (set to spacebar) to jump repeatedly when held down?

thin tendon
thin tendon
ripe carbon
#

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?

thin tendon
ripe carbon
#

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?

thin tendon
ripe carbon
#

And this can be done in BP?

thin tendon
#

I think you can just disable buttons by setting them to hidden.

ripe carbon
#

True. I can set them to Collapsed.

#

Because I believe Hidden buttons can be clicked on.

thin tendon
#

might need to adjust that setting that exposes them for use and makes them bold in the column

ripe carbon
#

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?

thin tendon
ripe carbon
thin tendon
ripe carbon
#

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?

thin tendon
#

I'm not big on tutorials myself. But I know two guys that do good tutorials.

ripe carbon
#

Okay. I'll have a look at each.

#

Thanks for the help, so far.

crystal verge
#

How would I go about using a keyboard input in editor to fire blueprint code?

ripe carbon
#

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.

fallow hornet
#

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?

ripe carbon
#

@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.

half shadow
#

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

analog loom
#

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?

crystal verge
ripe carbon
#

Oh. I thought you were talking about, like, the control to fire a weapon in-game.

crystal verge
#

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

proper kindle
#

Another month, another assets

tropic magnet
#

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

raw oak
arctic hazel
#

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 🤔

grizzled hornet
#

is it possible to specify different world settings for different maps?

rocky estuary
#

Why is ue4 taking 32gb of storage and it isnt even fully downloaded?

spice ruin
#

Did you disable all the extras?

rocky estuary
spice ruin
#

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. 😛

rocky estuary
#

What?💀

#

Is there any way to remove that or..?

spice ruin
#

Just pick 1 extra?

#

Like I say, if you didn't change the install settings, it's probably not doing it.

rocky estuary
#

Oh, but can you uninstall them after?

spice ruin
#

Probably?

#

If you're lacking space, unreal isn't for you. 😛

light thunder
#

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

tall sorrel
#

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?

solar nexus
#

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

fallow hornet
#

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

warped hornet
#

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

warped hornet
thin tendon
thin tendon
void pebble
#

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

green dove
#

Why does my unreal engine project change its speed depending on the fps?

#

60-90 fps = slow motion / 120-160 fps = normal speed

orchid marten
#

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

fervent owl
#

hey guys

#

is there w way to make a material that uses 2 textures, but using different UV spaces

spice ruin
#

Yes.

#

You can use multiple UV inputs.

final notch
#

Is it possible to export an unreal scene/capture it as pointcloud data?

thin tendon
fervent owl
#

@spice ruin can ya point me to any examples of how these material would look like

spice ruin
#

There's a UV coordinates node which has an input 0-whatever.

half shadow
#

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 😅

coarse jetty
#

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?

drowsy snow
#

Of course not including animation and stuff

shut pebble
#

I'm having alot of screen tear in the editor, I can't really find a vsync setting, any tips?

real heath
#

In console type r.vsynceditor 1

#

And r.vsync 1

#

See how you go

shut pebble
#

i'll try merci beaucoup

#

its still pretty bad, but only when playing in editor

safe steeple
glacial yarrow
#

Where should I ask about Cascade questions?

thick herald
#

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.

glacial yarrow
#

thanks

spare trench
#

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

soft imp
#

is there a way to search the engine for instances a key is being used?

stark talon
#

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?

open cipher
#

Is purchasing a multiple cpu motherboard wise for UE4? Does ue4 use dual cpus or even quad cpus?

open cipher
#

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?

plush yew
#

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

tiny valley
#

More cpus is more cores so it should work based off of that.

oak patio
# tiny valley 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.

tiny valley
#

What about quad 6380 cpus, they are 4x 16threaded amd cpus that cost about 10$

#

are do they compare to a single amd ryzen

real heath
# tiny valley What about quad 6380 cpus, they are 4x 16threaded amd cpus that cost about 10$

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

tiny valley
#

Does it speed shader compiling?

real heath
#

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

dreamy grail
plush yew
glacial arch
#

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?

lethal linden
#

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

orchid marten
#

Does anyone know how to fix these rainbow lines with GPU Lightmass?

gritty mauve
#

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

drowsy snow
glacial arch
#

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

fickle island
#

Hi
Is there a way to Align or match the camara to the view?

drowsy snow
#

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

ripe carbon
#

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.)

ripe carbon
#

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.

bold fog
#

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?

rain badger
#

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?

thin tendon
# bold fog I'm looking to create a movement system for a 3rd person character with a relati...

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.

thin tendon
rain badger
drowsy veldt
#

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?

worthy plaza
#

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

drowsy snow
olive depot
#

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.

honest cosmos
#

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.

topaz monolith
#

Does anyone know why I am getting these blotches when using a hdri in the skylight? I am using baked light ue4

modest obsidian
#

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

dusky gate
#

hi I'm trying to open a blank unreal engine project but my unreal is just black anyone know a fix for this.

spare trench
#

Double click on map@dusky gate or you have nothing in your viewport

spare trench
#

Im a begginer

dusky gate
spare trench
#

Idk

dusky gate
#

does anyone else have a solution

thick herald
#

Have you put anything into the level?

dusky gate
thick herald
#

Try adding in a mesh or landscape.

dusky gate
dusky gate
wide kestrel
#

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.

fierce tulip
#

some button at the top left.

wide kestrel
#

I found it. I changed the forward spline tangent for horizontal and vertical to 0

#

In case anyone was curious

ripe carbon
blazing swan
#

Does someone know how to increase quality of this shadow?

I switched to all dynamic as the build times took hours

thorn hazel
dire barn
#

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

ripe carbon
#

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?

raw oak
#

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

rough knoll
ripe carbon
#

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.

rough knoll
#

also i'm pretty sure garrett's solution will work as well

ripe carbon
#

@rough knoll @raw oak That's why I'm showing these screenshots -- to see if this is right or not.

raw oak
ripe carbon
#

So I just right-click and pick Set Puzzle5Movement the variable?

raw oak
#

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

ripe carbon
#

I'm not quite sure I understand what you mean by checking if it's valid.

raw oak
#

Get your variable right click convert to validated get

blazing swan
ripe carbon
raw oak
#

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

ripe carbon
#

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?

raw oak
#

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

ripe carbon
#

@raw oak So, something like this?

thorn hazel
#

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

raw oak
ripe carbon
#

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.

blazing swan
#

If you find any castles or something medieval like that hit me up, I dont have anything that looks similar to this style

ripe carbon
#

I was talking about something I might have forgotten to do with my situation.

blazing swan
#

I would love it, please do! ❤️

ripe carbon
#

@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...

rigid hearth
#

hi guys! owoWave 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?

ripe carbon
#

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.

rigid hearth
rigid hearth
ripe carbon
#

Only one blueprint, I'm afraid.

rigid hearth
#

all good, I might just be able to narrow it down to a smaller set of BPs and then do the search detectivepika

robust whale
#

Hello Devs! anyone has experience configuring the trackpad as a dpad on the htc cosmos controllers?

wary gyro
#

How would I go about scaling a vr player model to match the height of the player?

pure hollow
warped hornet
#

Anyone know how to make a 2d tileset with animated tiles using a flipbook?

ripe carbon
ripe carbon
#
thin tendon
ripe carbon
#

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.

thin tendon
# ripe carbon Yep. Earlier, I had a problem with this map on the maze. Certain icons would not...

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)

ripe carbon
#

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)

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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.

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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.

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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.

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*impasse

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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.

thin tendon
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ok so that was a bit of information overload but I will break it down and answer what I can.

ripe carbon
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Okay. If necessary, I can send you the related asset files to examine.

tall sorrel
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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?

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I don’t really know the exact specifics on that

thin tendon
# ripe carbon When the player falls into a pit and starts over, another set of dialogue is tri...

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.

real heath
ripe carbon
tall sorrel
ripe carbon
real heath
tall sorrel
thin tendon
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What I like to do is use bindings. Because they update pretty good. And put your variable object get code in one of those

ripe carbon
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By an object trigger, do you mean a variable you get when you promote a widget?

thin tendon
ripe carbon
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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.

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Since those are the ones controlled by a Boolean.

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Well, a Boolean for each.

thin tendon
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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.

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Then do this for each icon widget

ripe carbon
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And how do I check the validity of a Boolean variable? I don't see it under Details.

thin tendon
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You don't need to because you are checking if the object it comes from is valid

ripe carbon
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You mean like when the Boolean is checked or unchecked?

thin tendon
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No that is just getting its value. Valid is like does it exist. Which we check on the world object.

ripe carbon
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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...

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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.

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On the end of this branch, the Boolean for the skull icon is set to True.

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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.

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But makes the arrow and map buttons reappear after the dialogue ends.

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So, in this case, how do I save the state of the buttons if I haven't already?

thin tendon
ripe carbon
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So I would need to create a newer widget or data table that stores this info?

thin tendon
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It really doesn't matter what the object is as long as it remains valid until you need it again.

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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.

ripe carbon
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Oh. So I would pass or copy the state to this blueprint actor, then reinvoke that actor in the dialogue widget?

thin tendon
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yeah exactly

ripe carbon
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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.

thin tendon
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I'm not sure but you just want to look up how to pass information between objects

ripe carbon
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Yep.

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I mean, okay. I'll do that.

rough knoll
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anyone got any ideas with this packaging error?

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ignore the wonky path, my ue 4.27 is totally not installed in a folder named ue5

real heath
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It's not the error i'd expect, but make sure you have #pragma once in all your headers

rough knoll
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i think i found the source of my errors