#ue4-general

1 messages · Page 15 of 1

jade shell
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great so i iwll make from this]

regal mulch
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Thanks for reporting, cheers.

naive thorn
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does anyone here own ida faber models

honest cosmos
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hey i have a question does anyone have the Flexible Combat System - Magic???

spice ruin
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Is that something off the marketplace?

honest cosmos
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yea

keen spade
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anybody available to help me? I'm stuck on my blueprint and don't know how to fix it

cinder kayak
keen spade
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okay I will thanks

cinder kayak
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whats the error?

keen spade
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it's not showing the widget at all unless i put the min value for the first range to 0, then it incorrectly displays the WP_TH_Burning widget constantly no matter how close or far I am to the Lava actor

haughty steppe
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where are relative location fields?

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Component")
  UStaticMeshComponent* door;

they should be there I'm pretty sure

drowsy snow
haughty steppe
drowsy snow
haughty steppe
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using FAttachmentTransformRules::KeepRelativeTransform and FAttachmentTransformRules::SnapToTargetIncludingScale hasnt changed anything

drowsy snow
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Are you compiling with Live Coding?

haughty steppe
drowsy snow
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AFAIK Live Coding in UE4 doesn't support changes to constructors. You'd need to close the editor and compile from IDE

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Though if the issue persist, reach out to #cpp

haughty steppe
pallid olive
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back to basic

clever marsh
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Yo so I have been working on this project with my team for like a while now and have been avoiding this one feature, can anyone help me make an enemy that only attacks if no one in the server is looking at it? I had it working but I've had to rewrite the entire system to replicate it and I can't figure it out

peak hare
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One way would be to do a line trace from all player cameras every. 5s or something

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And dot it with camera forward vectors

plush yew
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I have this error when packaging vr project for windows

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can someone help me ???

coarse jetty
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which kind of mobile preview are u using, check for vulkan render instead of android es3.1

fierce tulip
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@shell quest please dont crosspost the same question.

pallid olive
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In behaviour tree got some logic but somethimes the ai is getting killed before it can execute any task, problem is somethimes i got runtime error stating pending kill

rotund sorrel
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Anyone knows a good place to find music freely usable in commercial videogames?

spice ruin
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Google licence free music. There's a ton of it around.

rotund sorrel
spice ruin
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Haven't used it myself, but people use it all the time on streams and things, so there must be a lot of resources.

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Maybe google "stream safe music" and see what you find.

rotund sorrel
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Thanks man!how do you guys do when it comes to put music and sounds in your games(and you are not composers yourselves)?

oak patio
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Managed to make a nice interaction sound for example by the sound of a diploma tube popping open, edited a bit

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Also in terms of music I have made mine customizable, it checks for a folder for MP3 files and loads them if they exist.

That way if you don't want the games music, you can have your own :P

peak hare
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Mone into microphone and enhance in audacitie

drowsy snow
oak patio
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Out of interest how much do you think it would cost/has cost for you if applicable

oak patio
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Yeah

peak hare
oak patio
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Thankfully you don't really have to worry about MP3 licensing now to implement it. They lost that one a while ago

drowsy snow
# oak patio Yeah

I'm allocating around $150 / minute of original music, likely spanning across 3 CDs.

drowsy snow
oak patio
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Free sound is good for base SFX, not finished ones in my experience.
Also beware of the license type on there. Some or attribution non-commercial which is useless for a game

oak patio
drowsy snow
oak patio
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Yeah all of mine are modified cc0 sounds or cc-attribution

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Most notably edited wind sounds

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For when you deploy the glider

drowsy snow
oak patio
steel pasture
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Is there any way to switch one game mode to another gamemode in game ?

oak patio
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Unless you want your own music in it in which case ig you could rock out to some metalcore or smthn

steel pasture
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ue4]\

oak patio
steel pasture
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without changing them again and again

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like it will switch characters

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sort of

oak patio
drowsy snow
steel pasture
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animations to

drowsy snow
oak patio
steel pasture
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its like a multiple character system

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without esc

drowsy snow
oak patio
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If someone wants metalcore music in their game I ain't gonna stop em. In fact imma make it easy so they don't even need a ue build to do it

drowsy snow
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Game Mode is per level basis, and meant for server side

steel pasture
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ok lets see if we change only character will it change it animations and all the blueprint functions in it ?

steel pasture
drowsy snow
steel pasture
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ohhh

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thx for help

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ohh there is a posses node in blueprint

oak patio
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Yes

steel pasture
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thx for the help i can do it now

oak patio
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You can easily find out by typing possess into the BP node search

steel pasture
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i was thinking if we change the gamemode then it will change all the hud and blueprints

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but i can do the same thing with that posses

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thx

oak patio
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Possessing a character won't change the hud unless your hud is in the character

steel pasture
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yea yea i can change that

drowsy snow
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Even then you can tell the HUD class to change the widget

steel pasture
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yea

ember holly
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Guys i dont know why every media i render on UE4 does act crazy like u see ? but in the viewport preview works perfectly ! any solution ?

rotund sorrel
drowsy snow
dreamy wasp
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Is there a way to find out where this will go?
Because I am just telling it to move to a target actor, but When I try to display, or show the transform (by using get world transform), I get 0 0 0.
It follows the actor, but I'd like to know the destination, to create an effect, so the player knows to move.

brittle sage
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Does anyone know a good website besides the Unreal Marketplace to find meshes w materials/textures?

brittle sage
dusk ingot
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Hey guys, is there a way to hook blueprint functions? I'm trying to mod a game without official mod support, but I'm not sure how to modify a function at runtime

oak patio
dusk ingot
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umm wot

drowsy snow
oak patio
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And if modding was officially supported you would have a mod kit

dusk ingot
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The rule itself forbids piracy talk, not modding

oak patio
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It does forbid modding

dusk ingot
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And btw, a developer can permit modding while not supporting it

dusk ingot
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permit = allow

drowsy snow
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I'm saying this as a modder myself

oak patio
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We still don't even really support permitted modding. You are always better off asking your community. A general use Dev doesn't know how to mod to the specifics of a certain game

drowsy snow
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Underground method can be applied to other games where the developer have no consent of modding.

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That's the real problem

oak patio
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This also isn't an argument. The mods have said what I've said many times

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No point fighting on the rules when the mods have made it clear

dusk ingot
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Which I still don't understand, but okay I guess

pallid olive
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hello got question, trying to make a zombie game, but the thing is if 500 of them are spawned the game laggs to 5 fps

oak patio
pallid olive
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in the master zombie object are basicly no codes only 1 bpi

oak patio
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The standard ai system isn't really built for 500 ai controllers

pallid olive
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ahhh

oak patio
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You may also want to consider a solution that uses one controller for multiple zombies

pallid olive
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because most game handle 1000s ai like call of duty

drowsy snow
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Even in the credits they mentioned EnTT, which is an ECS library

pallid olive
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ecs is like what haha

oak patio
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Mass

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Data oriented/driven design. Common technique for optimization

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Also can't say I have played a cod game that has 1000s of concurrent ai

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(I have also played every cod game)

pallid olive
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no but like their zombie co-op have mass ai walking

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will check into mass ai 🙂 thanks guys

oak patio
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Np

coarse jetty
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hi does anybody know some project or example where they work with perfect collisions and physics made with unreal? just for curiosity

oak patio
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Define perfect collisions and physics

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That is a rather broad spectrum that is entirely up to interpretation

coarse jetty
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like iron adjustments, you have a hinge where 2 cylinders can rotate, but if the adjustment is 0,01m less the two cylinders just fit and dont rotate. Or for example a functional screwdriver

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dont know something very detailed

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like a forklift grabbing something

oak patio
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Ue5 isn't built for those types of simulations. Not without extensive editing or paid plugin use

coarse jetty
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hmmm ok i was curious

short cipher
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I want to make a RespawnSystem like a DarkSoul'sBonFire. But When I touch this bonfire, I want to fully recover my physical strength and reset the positions of all enemies, so I use "reset level". However, if you reset the level, the player's position will be fixed at the "player start" position. I tried to change the position of "Player Start" with "set actor location", but this actor only supports static and cannot be moved.

Is there a good way to reset the level and change the player's respawn point?

If there's a better way to reset all enemy positions other than resetting the level, I'd like to know that too.

fierce tulip
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no coder, but instead of resetting the level, remove all enemies / reset them to their starting positions.
best bet is to prolly ask it in one of the blueprint/coding related channels

short cipher
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I understand. thank you

steel pasture
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@winged bane

winged bane
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Oh, got it your request.

steel pasture
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yea

drowsy snow
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If you're using level streaming, you'd only have to worry about enemies in loaded level responding to the interface's event call when the bonfire is lit.
If the enemies are placed on each sublevel, they should come back once the levels are loaded again.

pallid olive
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does loop body do the whole workflow or only the node after ?

ember holly
young basin
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Error when packaging for Quest2

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error doesn't happen on Windows version

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i don't think people will know about this one but posting in case i'm lucky lol

plush yew
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Anyone knowledgeable on Unreal and 3DS Max free for a super quick consult? I'm really new.

fierce tulip
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depends on the kind of consult if its free XD

sand dust
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Does anyone know how I can fix this normal decal shading in UE4 ?

peak hare
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not without more information, including how you want it to look

pallid olive
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how can i get a normal refence from actor

short cipher
stable harness
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Where can I find UE 4.25?

drowsy snow
drowsy snow
stable harness
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How do I find previous builds in the game launcher? ^^'

stable harness
drowsy snow
stable harness
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What is the difference between
4.25 and 4.27?
I guess what's really important is to figure out how to download previous versions from the launcher?

drowsy snow
stable harness
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interesting

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Ah, got it! Thank you very much!

fierce tulip
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@gleaming mica Please dont crosspost the same question in multiple threads as by the #rules thanks.

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Please be patient.

gleaming mica
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my bad, apologies

young hollow
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Hello Guys! I have problem, procedural mesh don't display on android devices. In PC build it's work perfect. Does anyone know, how to solve this problem?

heady ridge
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how can you create your own items and stuff? can you 3d model in programs like CAD and then import those to UE? lets say a building or sth

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or is there an other way?

latent sonnet
latent sonnet
# heady ridge Thank you!

https://www.youtube.com/watch?v=h1hDATnJEu4 no problem. i found this tutorial but i dont know anything about cad, so i dont know if this and auto cad are the same. if not theres plenty of other references out there

Hey guys, how to create and export 3D models from AutoCAD, and import into Unreal Engine game project as game object and scene? AutoCAD is an awesome 3D modeling software which can let you create unlimited 3D models, props, interior, 3D scene etc. You can import your creation into your Unreal Engine game project! This is my step-by-step tutorial...

▶ Play video
grim raft
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Lmao my eyes after 12 hours in ue

heady ridge
latent sonnet
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no need to confuse yourself with stuff like asset importing before you know what you want in terms of collision (as a game mechanic) and rigging (for animations)

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in the unreal marketplace you have the option of sorting by free, and then its just a matter of looking up the things you want. and it should do the heavy lifting for you

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either way you choose much luck

heady ridge
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Makes sense

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Thank you!

hidden dew
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Just throwing this question here while I keep googling:
I'm using an Instanced Static Mesh component for grass.
I want to be able to cull instances beyond some distance.
During my searches I've read that ISM can't do per-instance culling, but HISM can, and that the Landscape foliage tool actaully uses HISM.

Can someone who knows comment on this? If I'm trying to cull grass beyond some distance from the camera, does that make ISM impractical and HISM recommended?
Or is there some other trick/preference to stick with ISM. (I've read something about HISM doing occlusion handling differently... but I'm still learning)

royal arrow
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Is there a reason you're trying to avoid it?

hidden dew
royal arrow
hidden dew
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It changes shape at runtime. Eg:

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I don't know about this aligning to normals though... Do you know if that can update things at runtime?
Although yeah, this isn't a static mesh, it's a procedural one

royal arrow
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Oh yeah.... you're probably not gonna be able to use the folaige tool for that. You could try, but I doubt it'll work.

hidden dew
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Just trying to get a static screen as well

royal arrow
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How are you getting the foliage to stay at the moment?

hidden dew
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Lots of maths

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I'm still learning about ways to optimise things, hence the question about HISM

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I use ISM at the moment, with per instance transform updates

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Unsurprisingly, that's not really viable for huge amounts

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But I don't have any distance culling yet either (hence the HISM question)

royal arrow
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I feel like the tick based logic to continuously move the meshes, no matter how optimized they are individually, is going to be the killer here.

hidden dew
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yeah

royal arrow
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And tbh I don't know what a HISM is versus a standard ISM

hidden dew
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I will take it out of tick eventually

royal arrow
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I've never really gone down that rabbit hole.

hidden dew
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Just that's probably like step 17 of steps to optimise

royal arrow
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Fair enough.

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It looks awesome. I feel like that would make a fantastic Twitter gif!

hidden dew
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lol

royal arrow
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I hope you're able to keep it running smooth cuz it looks insanely fun to run around on.

hidden dew
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Looks nice above, but as you can see it's not much grass heh.

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Yeah, so do I

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Currently, with a lot of grass it tanks

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But that's expected. I'm still more on the side of expecting that it won't really be possible at all at a large scale. I don't think I've seen a game that has lots of shifting grass

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But eh, lots of optimising steps to learn still.

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Oh and all I know about HISM is that it's an ISM that lets you also use LOD.
But the component apparently has its own extra expense, hence the reason both still exist.

royal arrow
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It'd be a LOT cheaper.

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And as long as your grass doesn't have collisions it shouldn't matter if it's just a visual trick.

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You could also add the grass to the shifting mesh, but you'll likely end up with weird distortion.

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Or perhaps the grass could simply be a material on the mesh. While it wouldn't be the same style, you could alter the style to work with the gameplay if absolutely necessary. Some displacement and a good texture might give you enough to be happy about.

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You could use vertex painting to paint the material onto different deforming spheres.

hidden dew
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Yeah, updating the transforms in the material is something I'm intending to work on. Yet to start trying it (I'm still stuck on per-instance culling atm).

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It'll be interesting to learn how viable it is to send that many pieces of custom data to the shader at once.

hidden dew
# royal arrow You could also add the grass to the shifting mesh, but you'll likely end up with...

"Add grass to the shifting mesh"... Not sure what you mean. Do you mean as in change the mesh to actually have the grass as part of its topology?
That's an idea I hadn't thought of... definitely will think about. Although as part of all this, it's quite possible I'll be actually morphing the whole mesh via material. That might be a possibility because I don't actually use collision on the surface either; it's all maths. But maybe it's not a possibility at the same time. Just another thing waiting to be learnt.

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But maybe that's not what you meant

royal arrow
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Yeah. If you're not using collisions on it then there's a lot of options to fake the grass, especially if it's merged with the mesh that's being deformed.

hidden dew
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Hmmm

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Definitely an idea

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So that's what you meant yeah? Combing the grass verts with the proc. surface mesh verts?

royal arrow
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I think if all your grass is using the same shader to determine it's location is can't be that expensive. I use the same material to manipulate all the grass meshes in my game with a wind effect.

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This is not much different, right?

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I suppose the operation to find the sphere's location may be more complex, but I have no idea how you're handling any of that... lol

royal arrow
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But that does mean that you wouldn't be able to manipulate the location of the grass at runtime, and you'd need to hand model the grass onto the sphere somehow. Or merge them in-engine.

hidden dew
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If the grass clumps are part of the moving mesh, not being able to manipulate them beyond that is ok. Like, I would need each clump's transform to change at runtime, but only with the same changes/same maths as the mesh, so that's viable.
What I do also need, per grass clump, is being able to show/hide it. Just something else to figure out. (I was hoping to mess with clump scale too, but not a big loss.)

hidden dew
royal arrow
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Just like you'd UV map and texture a character, you could just have a textured sphere to begin with.

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It would just be a 2d texture.

hidden dew
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oh ok

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Ah nah I definitely want some 3D grass

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I have been wondering, do you know if it's possible for a material to actually place 3D meshes in places?

royal arrow
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I know you can use a material to denote where grass should be placed.

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For instance... I have a project in which I'm able to paint a grass material and it spawns grass meshes in the editor.

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No clue if those would move in real time in-game.

hidden dew
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Right. That's something I definitely need to learn about

royal arrow
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I don't remember how I did it, but it's pretty simple iirc. I honestly may have just used a material from an asset pack as that project was mostly just a prototype I was testing out.

hidden dew
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What I can do already is update the material on the sphere in runtime. Ie, those hexagonal cells you could see in the .gif, I can change their colour whenever, to whatever. The entire surface is 1 material

royal arrow
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Nice.

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Yeah. I'd say you have a lot of options to work from.

hidden dew
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Do you know if it's possible to do what you said, not just "If a material is here", but "If the material here is X colour" ?

royal arrow
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Yeah. I'm sure you can find the vertex color of a material.

hidden dew
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I suppose that's actually already what you're thinking.

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Ah yeah, that's what I already do

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The hexagonal cells use vertex colour to figure out which they are

hidden dew
royal arrow
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I know the material based foliage (might be the best way to google that) will probably be landscape layer based.

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But I'm not positive if that's a restriction, or just a feature of it.

royal arrow
hidden dew
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Well, the thing about painting a material for it to put meshes on... I don't know if that's just an in-Editor thing

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An actual MMO? It was online?

royal arrow
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Lol yeah.

hidden dew
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lel wow

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You did the impossible dream

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You did the meme

royal arrow
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It didn't last long and I think the most we ever got connected was like 16 players before it started to lag too bad to play, so I guess it was more of an MORPG, but it had potential. lol

hidden dew
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That's still pretty epic an achievement

royal arrow
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It's my claim to fame.

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lol

hidden dew
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noice

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I've also just discovered such thing as "Light Weight Instances" - UE5 only. So that's another thing I have to learn about

royal arrow
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Is there a reason you're using UE4 over UE5?

hidden dew
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Only procrastinating really

bleak spade
hidden dew
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Well, also aversion to adopting early, but it might be ok now

royal arrow
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Should pop up.

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The right click menu is context sensitive, so if you're not dragging off a text render you won't see it. You can turn off the context sensitivity, but I don't recommend it.

royal arrow
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And that's a month of not developing content.

bleak spade
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This one?

royal arrow
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Are you in a widget or an actor blueprint?

bleak spade
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ah i think I got it

royal arrow
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The top one is likely what you're after, yeah.

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But you don't need to "set" the "text01" you need to "get" it.

bleak spade
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actually I want to use the rich text one - so I can have bold/italic fonts etc.

royal arrow
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As a reference that you want to change the text for.

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Fair enough.

bleak spade
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basically I need this

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but the rich text somehow does not want to connect to the point here

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the "normal" text works fine

royal arrow
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So... a text render is a separate thing not typically used in a widget.

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It's more for like... labeling your actors in the world.

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So you'll need to make sure you're using a Rich Text component.

bleak spade
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it is

royal arrow
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Drag off the pin and type "set rich text"

bleak spade
royal arrow
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I'm assuming you've turned off context sensitivity and you're trying to call a function from something other than the rich text reference you want to set it for.

bleak spade
royal arrow
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You just want this.

bleak spade
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Basically what I am doing is reading data from a datatable to put into the textbox

royal arrow
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So you'll need to do.... this....

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I don't have a data table set up in this project.

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So mine's empty. You'll need to choose the table you want to use.

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You'll need to break the out Row as well to get the data you want from it.

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Drag off the Out Row and type "break" if you're wondering how to do that.

bleak spade
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The datatable stuff I have already - but I can't seem to connect the rich text block

royal arrow
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It's just "Set Text"

bleak spade
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ahh

royal arrow
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The "Rich Text" you're trying to set is for a different blueprint somewhere called "Master Maschine Migate" and that's not what RTB PDESC1 is.

bleak spade
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seems I got it now

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thanks!

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I will try and see if it works

royal arrow
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Np.

bleak spade
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Great - seems to work

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One other question I have is regarding text blocks - is there a way to somehow have 2 columns and once the first column is full it will continue the text in column 2?

copper hornet
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why is it i get this overlapping whenever i restart my project, it goes away once i move the static mesh and put it back in place

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the orangey brown floor is using some logic to basically tile in depending if it has a collision with the grey tile there

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if i come into the static mesh on project restart it's correct

hidden dew
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My rolling hill moves the grass that it rolls under.... then doesn't bother to move it back 😄

hidden dew
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Hi all.
I'm learning/using a HierarchicalInstancedStaticMeshComponent to render and move lots of bits of grass.
I've just gotten per-instance culling to work, and for far distance culling it does what's expected.
But for near distance culling, it's seemingly too aggressive, depending on how I angle the camera.

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What is interesting/a clue is that it isn't exactly affected by the camera being too close. For example, in this image the camera is as close as I can get to the surface before it moves right through the surface. As you can see, the grass isn't culled here:

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But when I take a particular angle, the grass is culled.
The educated guess is that it's culling grass that would have appeared off-screen if it hadn't been transformed (ie, the rolling hill moved what would've been offscreen grass back onto the screen).

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I was going to ask why/how, since it looks like shader behaviour but I'm not using a shader for these transforms.

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But now that I've written all this, I'm thinking this is possibly a built in behaviour of HISMs too.
I'm guessing I have to ... checks code ... BuildTreeIfOutdated() again to avoid this.

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.. which I'm guessing is not performant to do every update.
Edit -- Lol, this dropped things to 0.16 FPS. Ok so that's out. And yes that is the issue, after a very painful test.

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I've literally just gotten this working at all so I barely know what I'm talking about

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Maybe #cpp ?
I only built UE4 once, long ago, and kind of lucked through it I think

oak patio
hidden dew
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oh that sounds smarter

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Heh, I get errors like that just trying to compile my own code in the editor if I have a game running simultaneously sometimes

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I just ... compile it again and it works. 😐

oak patio
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both will probably help you, but if i had to hazard a guess having never built from source, running out of heap space sounds like a RAM issue

hidden dew
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I second that

oak patio
hidden dew
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Right? Sometimes I'll regenerate VS files just to make some random cpp file stop turning all green

oak patio
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this isnt even unreal++ quirks. just vanilla c++ and it breaks so often

hidden dew
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oh lel

oak patio
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i had a red squiggle telling me my class had no member of "timer" yet when i go to said class it indeed has that member and the file compiles ok

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yet squiggle no go

hidden dew
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Yeah the squiggles are a sometimes food

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But outside Unreal? That's rough hehe

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The lack of BuildTreeIfOutdated() was indeed the cause of the issue. The HISM was culling things according to their outdated positions. Issue removed in this pic by calling BuildTreeIfOutdated() every update (and nerfing everything just to get it to run at 2fps), but that is not remotely viable/realistic/sane.

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At least I'm learning stuff.

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I can't even find a good resource about HISMs. I only tried BuildTreeIfOutdated() from... its name.

hidden dew
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(Much later)
So I've added a whopping 1000 units to all dimensions of the grass clumps' mesh bounds. That solves the issue of too much near culling without rebuilding the HISM tree.

#

I think this isn't going to hurt performance really, since I can just reduce the far culling distance to aim for this rough ideal: The increased number of far meshes that will now get culled (from the reduced far culling distance) is the same as the number of previously-absent near meshes that will now be rendered.

I think that balancing act works in my favour too. Reducing far culling distance culls many meshes, while messing around with near culling distances doesn't add as many. So all up it should only result in a slightly smaller, maybe not noticeable, far culling distance.
All in theory because this is all super early stages so everything's still at rubbish performance anyway.

#

Just typing it out here in case someone wants to say "No, that's a bad idea"

hidden dew
#

I still need to get performance to many many times what I'm getting now. But there are so many more tricks to work through, so I'm hopeful

urban oracle
#

Hi !
I'm working on a game that will have a lot of abilities.
Each ability is contained in a UObject (The dash for exemple is a UObject)

I'm having trouble having them loaded, they work fine but i need to open them in the editor first (and they don't work at all on a packaged game)

I've looked into the asset manager but it doesn't seem to help that much, do you have any lead I can follow or any idea ?
Thanks !

marble iris
#

Not sure how UObjects load but maybe you can store them in a game instance subsystem

oak patio
#

or gas

#

the gameplay ability system seems fitting

urban oracle
#

Nonono GAS is kind of fitting for my game but i'm really just starting with the c++
I think GAS would be to complicated for now

#

Besides, for now my light GAS does work (when the UObjects are loaded tho)

latent sonnet
oak patio
#

actors and components both inherit from a UObject iirc

latent sonnet
#

Oh yeah makes sense. So literally ue4 piece of code?

#

Or am i getting this wrong?

oak patio
latent sonnet
#

Alright. Thx for clarifying

urban oracle
#

I think the UObect are as bare bones as it gets on Unreal
This is why is use them to store my ability code, as I understand them is is fire and forget

spice ruin
#

As bare bones as it gets is a struct.

#

Assuming you want some kind of encapsulation.

wraith stratus
#

hello everyone. i have a question about packaged games with unreal. is it possible to unpack/decompile them or anything and change the source files?

autumn flame
#

No

#

If you don't have access to those files in the first place, then it's maybe not your business to

urban oracle
#

I'll try to reference my UObjects in a data table 🤔

spring abyss
#

Hey is there any tutorials related in app purchases, how to set the money? After setting the game currency in game

#

In Playstore

wraith stratus
autumn flame
#

They will always be able to extract models / animations / textures easily

#

And see the generic hierarchy of your entire project and assets inside, mostly just names tho

#

Not worth the effort worrying about it

drowsy snow
wraith stratus
#

Okay. thanks for letting me know.

wraith stratus
drowsy snow
latent sonnet
#

eula? you can make people sign for not stealing your stuff?

#

interesting

wraith stratus
#

make thieves sign a eula before robbing you.

drowsy snow
wraith stratus
latent sonnet
#

yeah i guess that makes sense, theres no way it can actually be enforced though

drowsy snow
latent sonnet
#

unless your game is actually succcessful and you have money at your disposal its probably not gonna be worht it chasing people shilling off of your assets

autumn flame
#

Most of them won't care if you don't commercialise stuff tho

If you make like a free fan made whatever, you can technically enforce the IP but most of the times that's seen as being an asshole

latent sonnet
#

the best things you can do is hide framing data like your name or watermarks everywhere in your code, so if you do confront thieves you can trace it back to that

autumn flame
#

You gain from people making things of your game anyways, so don't enforce it too harshly if you get there

latent sonnet
#

i mean, if someone does care about their product staying theirs i assume its worth discussing

#

i myself dont mind it that much but i have given thoughts to that, and people do fall victims for ideas and game assets being ripped off. just dont be like nintendo for example.

drowsy snow
#

As a modder turned developer myself, personally I'd welcome anyone making fan-made contents like machinima and mods for my game project. Even giving the modified Unreal Editor as a mod kit. The only real limitation would be not to plagiarize them, e.g. claiming the assets as your own and use it in your commercial project.

latent sonnet
#

yeah stuff like that. if you do get your assets being used in someone elses very successful game without your premission or against your eula this is a liable cause for confronting them.

#

just make sure these are your assets and that you are not being an asshole

#

the latter being a recommendation

gleaming mica
#

Any idea how to change Mouse Sensitivity / Default Sensitivity ?

latent sonnet
#

in your game?

#

in the editor?

mortal jacinth
#

yall should i stay in modern day or go near future for my open world game?

wild crag
#

Think you should probably wait on deciding til your vision is a bit more developed for your game

mortal jacinth
#

no offense meant by this but why say that? i asked for a idea for my game and you proceeded to not say anything about it.

#

ima keep those since the others were rude

real heath
#

Yeah I think the comment was just commenting that as your game mechanics, your prototype and/or your story flesh out, the answer of modern vs futuristic will become more obvious. Modern vs future should serve these elements, rather than the other way round

mortal jacinth
#

well yeah i have a good amount of friends in this discord and it was more just people liked. i have decided and have been doing my game everyday. i just disliked the way this dude just went and the way he said annoyed the shit outta me. i see where they came from but it was not really the right thing to say to someone else

#

this guy obviously has no idea how anything with my game is going and i was decided since the way my game is i can swap it out for futuristic if i please. i would rather them say the way you said it other than the way they did which was controlling and authoritative

latent sonnet
#

i feel like modern is a bit played out at this point. never seen a futuristic zombie grand theft auto type game before

#

to be fair you also dont know where your game is going lol. jkjk

#

yeah go with futuristic this way you also dont need to worry about realism as much

oak patio
# mortal jacinth this guy obviously has no idea how anything with my game is going and i was deci...

i feel i disagree. its generally a safe bet that if you havent figured out the setting of the game its probably not very far through. since most games are planned out, they were just saying you should develop ideas, and the answer will reveal itself. its also one of those where it depends entirely on the game your making. Your original message was presented in a way that made it appear you were still at the initial concept stage, as it didnt detail anything about the game. Nothing meant by it at all. Not controlling or authoratative, just good advice.

real heath
#

Yep and when people write messages they may be short on time and it loses tone. Best to try and read messages as if they have the best intentions behind them

oak patio
#

^^
Its hard to interpret tone in text so as rule 1 says, assume good faith in others. Don't treat someone as hostile until they've done it openly.

#

What they said is extremely sound advice for a game.

#

by planning and fleshing ideas not only do things become obvious but it leads your development a lot better

mortal jacinth
#

It’s in Washington DC i have that where it’s set. i had a few different times to set it in. the choices were 1976,1982,1995.2003,2007 or 2026

#

also i have been working for 2 months

oak patio
#

that still doesnt explain much though. a lot more than the place goes into deciding the timeframe of a game

mortal jacinth
#

yeah i know i was answering the question before

oak patio
#

i see where they came from but it was not really the right thing to say to someone else
I also don't get this. You asked people's opinions and received on of the best pieces of advice you could have gotten.

mortal jacinth
#

i dislike it when people act like they know everything. i feel like Mike, Pal, Sph and a few other know i good amount

#

i’ve been doing ue for 2 years lol

oak patio
#

you are acting like you know everything about what others know though you see?

real heath
#

I mean... 2 months IS early stages in a game. Anything and everything can be changed at that point. That's exactly why you don't have an obvious answer. Keep at it! The answer will come

mortal jacinth
#

in a very well way

#

that’s what i was asking, not for someone to tell me i am not making my own game right

mortal jacinth
#

i respected the guys opinion that’s why i removed my rude comment. yet i don’t agree with him.

oak patio
mortal jacinth
#

y’all kinda keyboard warriored your way into business far away from the innocent question

#

i’m not, i never said anything about that

#

i disagreed and that’s my right too, i asked for a opinion i respected theirs

#

i have said multiple times that i know very little about this kinda stuff yet i do know i good amount

oak patio
#

im not the one that blew up on someone giving really good advice.
The fact is you are early in your project. And if you are at the point where you can hotswap timeframes out you havent developed ideas into a fully formed product. things like that dont have that much wiggle room when theyre fully planned

#

WoW wouldn't be WoW if it was set present day. Halo wouldnt either.

mortal jacinth
#

i’m not though? i’ve been working on it for months, yes that’s not how long most people but i don’t really want to fight with you. i got my answer in a good way by Sph

oak patio
#

months is early

#

trust me

#

very early in project life times

lavish ember
#

Yo guys

#

Can I ask a question?

oak patio
#

people can still be planning after two months

oak patio
lavish ember
#

About development

#

Sorry I know youre in a more interesting conversation

oak patio
#

nah these chats are a drop in thing really

#

happy to divert attention for an question

lavish ember
#

But I'm working on my student project and can't find the logic for a next level button widget

#

I do have the end level widget but I don't want to create a new blueprint for every level just to get the next level name

oak patio
#

the way i would do that is have a general level button, that has the name of the level to load next, and then you can use multiple buttons, and on click, it loads whatever level is held in a var

lavish ember
#

This is the blueprint I made

lavish ember
latent sonnet
#

have an array of predetermined level names to cycle through when you move levels.

oak patio
#

defo one way of doing it

latent sonnet
#

you could either indicate which level you are in by systematically naming them numerically and just convering the string to an int or you could store a variable to be passed with you to the next level as to your level count

lavish ember
#

That's way beyond my knowledge 🤣

latent sonnet
#

not that hard, havent done it myself but i can help you with that if you want

lavish ember
latent sonnet
#

i mean, ideally you would store a propper int of sorts somewhere in the game instance

#

actually you should do that

#

cause the game instance keeps its variable no matter where you go

lavish ember
#

oh didn't know that

#

imma check tutorials on that then

latent sonnet
#

its simple. if you want i can join in vc and show you

lavish ember
#

How would I go to creating that variable? In the Player Character blueprint?

latent sonnet
#

so you need to make a custom game instance class, and then put that in the engine defaults in the engine settings

#

in that class you can put whatever variables you want and use them directly since they are fully local

lavish ember
#

oooohhhhhh that sounds awesomely simple!

#

Love it

latent sonnet
#

you have to remember to cast to whatever class you create

#

in the widget

lavish ember
#

Perfect

latent sonnet
#

and out of that just have a name array and plug that right in

lavish ember
#

gotcha

#

Yaya!! Thanks bro!!!

#

Imma do that

mortal jacinth
#

another happy customer

latent sonnet
jade thorn
#

Can I get help on a text widget blueprint?

south isle
#

Hey! I’m working with content creator socksfor1 on YouTube.
Looking to hire a developer willing to work on the recently released game “choo choo Charles” on steam.

I have a few mod ideas we must accomplish. If anybody is interested in this opportunity please feel free to add me.
No I do not have the source code of the game, but I promise it will be worth your time and efforts.

queen shuttle
#

Alright everyone, so I've got my widget and buttons functioning and it works! Now it doesn't show that it is hovered or which option you are on. Hahaha if it's not one thing its something else. Anyone know of an explanation on how to do on hovered for gamepad for 28 buttons?

latent sonnet
#

dont dm me i watched his video about choo choo charles, awesome game.

south isle
#

Would you be interested in modding the game or is that out of your capabilities

#

I can invite you to our discord server @latent sonnet

latent sonnet
south isle
#

well I’d hope I’m legitimate

#

If you know anybody who would be interested feel free to contact

wild crag
south isle
wild crag
#

I've done done fnaf stuff yeah

#

yeah I lost my old one when my pc upgraded to w11 and I couldn't find my auth codes lol

oak patio
#

if the modding is supported, then post to the job board as this isnt the place for hiring anyway

south isle
#

My bad

oak patio
#

cover both bases

wild crag
#

fair enough PepeKek ngl I'm a bit blind sometimes

oak patio
jade thorn
#

where do i get help with widgets?

oak patio
jade thorn
#

should i explain it here, or is there another channel?

latent sonnet
#

yeah just go ahead here

#

unless its like a specific aspect with a more suitable channel like #multiplayer

oak patio
#

which would be #umg which they have also posted in

#

but yeah here should be fine too

jade thorn
oak patio
#

it's all good

latent sonnet
#

yeah just explain your issue there ill hop on, to be fair not many go to just check on it so i guess here is also fine

oak patio
#

it wasn't a dig at you.

#

if it's a complex issue i'll redirect to umg

#

if its something easy might as well solve here

jade thorn
#

I have a stamina system set with my sprint and i want to put a text widget ontop of the bar that shows the amount of stamina that displays

#

im pretty fresh to ue4 and only started a few days ago

oak patio
#

ok? so what is the issue you are having

#

what have you tried to do, whats going wrong etc.

#

or are you just not sure how to approach it

jade thorn
#

I don't know where to start with it

oak patio
#

well. im assuming you have a stamina number in your character

#

as well as max stamina

jade thorn
#

Yes

oak patio
#

so drag a text block, and format it's text to be the {currentStamina} / {maxStamina}
to get those values cast to the character and get them

#

you can separate the two however you like, or format it however you like, but its just making a binding of the text in a text block, to the value gotten from the character

#

then as for getting it on top of the bar, just put it on top

jade thorn
#

I have a widget blueprint set to show a stamina bar should i make it in another blueprint or can i make it in the same one

oak patio
#

you can make it in the same one

#

i would

latent sonnet
oak patio
#

its stamina related so group everything in the stamina widget

oak patio
latent sonnet
#

nice

#

good to know

oak patio
#

literally the format text node, with the thing i typed verbatim

#

then it gives you pins for those values which can be pure casts to the character

latent sonnet
#

im assuming you will need a function that casts to the player character to get the values?

oak patio
#

can afford a pure one as stamina should only display when we have a character anyway

latent sonnet
#

and bind that?

oak patio
#

can just do getPlayerCharacter > castToWhateverClassYourPlayerIs > getWhateverValues

#

all can go in the binding

latent sonnet
#

oh nice wait let me try

oak patio
#

isnt really going to affect performance, and if it does you can always change it up like caching the cast and only updating when the stamina changes, but generally it shouldnt cause issues unless you plan on having like 500 stamina bars

jade thorn
#

im not sure on what to do after i create the binding, i tried without it and it just showed the raw text

oak patio
#

do what i explained above in the binding

#

format the tyxt

#

type what i said

#

for the things it gives you, get the values from the player

jade thorn
#

Im not good at Ui yet im sorry

oak patio
#

don't apologise

#

just read what i have said

#

i have given you the nodes and their

#

order

jade thorn
#

i don't know how to get the stamina, or node names

oak patio
#

format text, input {currentStamina} / {maxStamina}
on the new things it gives you make those the values on the player

#

you get the player character > cast to the player > get the stamina

#

again read what i have said above, i have given you the names of what you need to type, you just need to plug em in

latent sonnet
#

like so?

#

wait no

oak patio
latent sonnet
#

do i put it the same place?

oak patio
#

look at the image above of what format text does

latent sonnet
#

no i mean do i put that format text node in the same place i did my rendition?

#

and is so thats what i meant by "function" lol

#

i dont know the specific name for it

oak patio
#

yes

#

thats a binding, which is a function, its just the engine calls it every time the widget is redrawn, which is every frame. bad for performance in large numbers but generally doesnt matter

latent sonnet
#

got it thanks

#

this is really useful

oak patio
#

something similar but not in widget.

#

gives this

latent sonnet
#

omg its even more useful now

oak patio
#

very very nice node

#

and you can change that to have as mmuch as you want or as little

#

just make sure params are in curly braces

latent sonnet
latent sonnet
jade thorn
#

idek

oak patio
#

now you see why i like this node :)

latent sonnet
#

wait we are getting sidetracked with awesome text formatting nodes here

#

we need to help him first

oak patio
#

not sidetracking, crucial to the problem at hand

jade thorn
#

is this in the stamina blueprint or gamemode

oak patio
#

in the widget for your stamina

latent sonnet
oak patio
#

why would you put it in the game mode? stamina isnt a part of a set of rules to play the game

latent sonnet
#

i get the pawn and then cast to my pawn class, then use whatever variables are in there that represent my stamina

oak patio
# latent sonnet look

i get you are trying to help but giving code to copy paste is very counter productive for learning

#

for future reference

latent sonnet
#

@jade thorn what variables in your pawn represent the stamina?

jade thorn
#

Stamina and max stamina

latent sonnet
#

ok. what class is your pawn?

jade thorn
#

both integers

oak patio
#

so, as i said above. in your binding setup a format text node as shown

latent sonnet
#

im assuming its a custom class

oak patio
#

your pins on that will then be those variables from the player, gotten by casting to the player

jade thorn
#

i thinks its labeled as like a first person controller

#

hold on

#

character

latent sonnet
#

when you add a text object to your widget, find this button and click it, than add the code i sent you with the right class being casted to and the right variable names

#

the right class being the name of the character blueprint that you are using to set the stamina on

jade thorn
#

i cant find the event tick, i dont think i can put it in the binding

latent sonnet
#

you dont need to. it reads these variables on event tick automatically as they update

jade thorn
#

i didn't read the not in widget part of the message my bad

latent sonnet
#

all good

oak patio
#

also take some beginner tutorials on the epic dev community

latent sonnet
#

thanks to brother you also hav e really neat node to set the text with

oak patio
#

things that will help you find your way around the engine, you need it more than messing with gameplay stuff atm

latent sonnet
#

@jade thorn let me know if it worked for you

jade thorn
#

so i got the code right i think but its not showing up, i messed up at the cast to my character part , it does''t look the same

oak patio
#

show what you have done

latent sonnet
#

you need to right click it and at the bottom press convert to pure cast

#

then try

oak patio
#

also please for future dont give them the entire solution. having to work it out at least partially does wonders as a beginner

jade thorn
#

its fixed!!!!

#

THANK YOUU

latent sonnet
#

nice

#

enjoy man

jade thorn
#

thank you

#

also the reason it didn't work was an unconnected node

oak patio
#

now go follow some beginner tutorials on the dev community

jade thorn
#

i will

jade thorn
#

so i was watching a tutorial and and went to press play in the viewport and it didn't work, kind of like how its like it never started out as my character

#

the UI was there but i wasn't moving like my character

#

when i stopped playing the message log showed "Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsMy_Player". Blueprint: StaminaBar Function: Stamina Text Info Graph: StaminaTextInfo Node: Return Node
" was the issue but everything looks the same as i left it

#

does anyone know why this is happening?

plush yew
#

Hello, i have a slight issue, i have a level sequence and its already all animated but that level gets streamed at a place other then 0, 0, 0 and when i play the animation it sets all the trans forms to 0, 0, 0

#

is there any way i can fix this?

spice ruin
#

Not sure you can, other than to parent every actor you animate to an actor at the centre of the level. Then their relative transforms should be relative to that actor / level instead of world origin.

#

Then just hope it's setting relative transforms and not world transforms.

cloud flax
#

Currently working on a 2d side scroller type of game, have a question regarding the movement. Right now when you run in one direction for a while and then try to turn to go the other direction, your momentum slows you down and makes the turn slow. How do I make the turning input instantaneous movement in the other direction? Here is the script of the movement and the settings currently

#

If anyone has an answer or can help in anyway it'd be appreciated, thanks

urban oracle
#

You can increase the acceleration,
The character will reach its walk speed much faster

worn silo
#

Hey guys, I'm working in 4.27 and i've imported a 3d mesh that i've generated of some real life streets but for some reason the lighting behaves very strange on the mesh, anybody knows what to do?

drowsy snow
worn silo
#

the mesh is created in Reality capture from imported 3d laser scans

oak patio
#

that doesnt mean it can't be a geometry problem

worn silo
#

True, just thought i'd give some background.
But what kind of geometry problem are we looking at here, does it have to do with the normals of the pointcloud?

oak patio
#

unsure, don't do photogrammetry myself.

drowsy snow
urban oracle
pallid olive
#

hello fello devs

#

have a question about spawning emitter after bullets collide with the actor sphere collision. it spawns the emitter 1/10 time i wounder why, i think the collision is set properly soo any help is welcome

#

all zombies are childeren of parent class

hollow meteor
#

is there a way to enable camera thumbnail when in the blueprint designer for an actor? it's a bit annoying to pull my pawn into the world just to check the camera distance is where i'd like it to be.

#

or even set the viewport to the selected camera would also be nice.

queen shuttle
#

Hello! Is anyone familiar with the "event on added to focus path" node?

queen shuttle
oblique trench
#

I have this error message on 4.27 after trying to open a new level, any possible solutions?

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Editor/UnrealEd/Private/EditorServer.cpp] [Line: 2021] World Memory Leaks: 26 leaks objects and packages. See The output above.
sharp willow
queen shuttle
sharp willow
cloud flax
autumn flame
cloud flax
#

Turning those up usually doesnt work

autumn flame
#

You have to check Use Separate Braking Friction

#

Else it uses the PhysMat Friction iirc

wise dirge
#

is there a way to "invert" an exponential height fog? I want my sky to be foggy but ground level clear.

cloud flax
cloud flax
#

still no real change sadly

#

heres the blueprint as it is right now

autumn flame
#

Minor equal, not equal equal :p

cloud flax
#

this?

#

it also didnt work sadly and forces the character sprite to always face 1 direction tho

#

unless im wrong again

#

which is possible

autumn flame
#

It should not, you're just unchecking moving right if not moving or moving left basically

cloud flax
#

yeah but the animation switches depending on if its moving left or right

#

either way it doesnt end up fixing the slippery momentum turning so

#

sadly

fleet sparrow
#

How to find out center of a landscape? A shortcut maybe

wise dirge
scenic nebula
#

Is it correct that on 4.26.2 there is no no "duplicate loaded asset" or "delete loaded asset" function?
I want to be able to edit uncooked assets, but "uncooking" them and editing them.

hidden dew
#

Hi guys,
When I update a Texture Parameter value that a material is using, is the performance cost of doing so affected by the size of the texture, or is it only affected by the size of how much I update?

Eg: Say I have a 1024 x 1024 texture parameter and I need to update 1 pixel of it.
Is the performance cost associated with having to send a whole 1024x1024 to the GPU again?

spring abyss
#

Hey

#

MY Touch Controls is not working

#

how to fix it?

harsh jungle
#

Hey I am unable to build source file because I don't have vs2019 installed but I cannot find a valid download link for vs2019. Is it possible to build ue4 using vs2022?

wraith cradle
#

hi is someone able to help me with animating a character in unreadl 4.7 the guy talked about notifies and my attacs wont work

stiff bane
# wraith cradle

question, why are you using ue 4.7? but if you right clock on the notify channel you can add a notify if that is what you are looking for

wraith cradle
#

It's just the one I use and it works for uni and ah ok I understand thank you

harsh jungle
plush yew
#

how do i disable DOF on editor or as a whole

cerulean sequoia
#

Hi, I'm currently trying to implement a system where when the player presses a the letter N on their keyboard, the enemy will stop moving/start moving.

I've been trying to make it so the enemy blueprint can see the keybind but so far both casting and custom events haven't worked.

I know it's probably something incredibly simple that I've missed but I don't suppose anyone could help me out in any way?

grim ore
#

do you get any errors when you press the key bound to NVG?

cerulean sequoia
grim ore
#

yes, also what type of custom event is the one on the left, I cant recognize the icon and it doesnt look like a normal custom event

#

your error is telling you that you are trying to talk to something that is not set, or not valid. When do you ever set the Enemy Obj Ref variable in the right screenshot?

cerulean sequoia
grim ore
#

its because you have call in editor checked for some reason

#

anyways, i dont think you need that checked unless you plan on clicking on a button in the editor to do that. You need to fix the other issue, letting your right screenshot know which blueprint to talk to to tell it to run the NVG event

plush yew
#

is there a way/tool I can merge these 2 points together?

#

into a sharp point

#

only way i figured is by this spaghetti

cerulean sequoia
plush yew
#

is there a way I can move objects by their relativity not world location

#

also a cute diagram to explain

grim ore
#

@cerulean sequoiayou have to set that variable to the object you want to talk to. Is this blueprint and the other blueprint at the level before you press play?

#

@plush yewmove them in the editor, or at runtime?

plush yew
#

sorry what?

grim ore
#

so move it in the editor?

plush yew
#

they move to world not object

grim ore
#

your not trying to do this when the project is running right?

plush yew
#

if you mean by running = playing then no i'm not

grim ore
#

if its in the editor, in the top right of the viewport are the controls, next to the 4 common controls is the coordinate system. click on that to change from world (globe icon) to local (cube icon)

plush yew
#

one sec gotta restart unreal

#

oh thank you

hidden dew
#

Anyone know how to get an angle and axis of rotation between 2 transforms ?

cerulean sequoia
grim ore
cerulean sequoia
wraith cradle
#

hi sorry again how would u get these in blueprints

#

its a set material thing

grim ore
#

you should be able to get them like any other node, or you can use the palette to find it

#

if you want the right click and find to work, you would drag off whatever it says is the target type (looks like primitive component?) and it should find it

hidden dew
#

If you want to use the right-click menu and find it without dragging off something, you can unclick the Context Sensitive checkbox

#

... Though it looks like you often don't even need to do that for SetMaterial in particular

wraith cradle
#

That's just what he's doing, do I need to have the material made before hand or is that a stupid question

hidden dew
#

Not sure what you're asking.
If you're just asking how to produce the SetMaterial node, there shouldn't be anything else to it. Right-click, type "SetMateria", and possibly unclick the Context Sensitive box if need be

#

FFVII victory jingle here

spice ruin
#

SetMateria. Very FF indeed!

hidden dew
#

Rubber ducking this just because.
I have an actor with its initial transform.
I have a new UP I want it to take.
I can get the angle and axis between the old up and the new up, and rotation the actor with that angle & axis.
This orients the actor so its up is now aligned with the new up that I wanted.
All good so far.

What I'm worrying about is: If for some reason I find that I want the actor to yaw from old to new orientation, then this approach won't work. It won't do anything, since angleBetween will = 0.

But as far as I can picture, this should never actually happen. (This is based on the particular logic of the situation I want to use this for.) So I'm considering making the assumption that I will never want the actor to only-yaw to a new orientation.

If that assumption is valid, then is the above approach of a) get angle & axis between old & new UPs b) apply that angle & axis as a rotation to old actor... also always valid?

#

I think I just have to try it and see, since my brain isn't doing anything for me.
Edit - Thinking through the results of a 90° pitch, followed by a 90° roll, produces a different orientation to what my angle/axis approach would.

#

Well dammit 😅

wraith cradle
#

i have this when i try and find it

hidden dew
#

untick Context Sensitive at least, see if that works

#

However, I find that if I have any static mesh in my Actor, I don't need to untick Context Sensitive

#

Eg: My actor's parts on the left, and the palette on the right:

#

So it's possible you don't yet have anything that SetMaterial can actually work on

#

Your Viewport should probably contain the mesh that you want to set a material on

#

Ie, are you seeing some 3D object when you click here: ?

peak hare
#

Set control rotation doesn't work with AI controller right?

odd loom
#

can anyone help me with this issue? i dont quite understand why this is happening, i've set the lightmap resolution higher but im still facing the issue with wrong shadows of a single stationary light

#

also each wall is a single mesh

plush yew
#

Any help with this? I try play a timeline ONCE and it keeps spazzing out and resetting even though I haven't stated for it to reset

stoic bane
#

for first timer. should i use UE4 or UE5 first? or unity? i been messing with UE5 for abit to give it a feel.

fierce tulip
drowsy snow
vocal viper
#

any clue why the widget not full when i put it in the world ?

latent sonnet
#

in case you havent figured it out yet, ill give you the explanation and solution.

#

when working with one axis based rotation unreal applies normalizations, meaning the actual "up" direction of the rotation derived from a single vector is always bound within the world up direction, in other words, you can't tell the actual "roll" values of an axis, because you can't roll a vector.
the way you would solve this is by making a rotation from 2 vectors, and using that as your new rotation. this way the engine now has enough information to derive your roll from the given input axis. the most common method is getting the up direction and forward direction of whatever you want to derive the rotation of, and then search "make rotation from xz (order matters)" and plug the corresponding axis in. now you have a rotation that is derived from enough information to represent the roll of the actor accurately enough.

royal arrow
#

I'm running into an odd issue in my project. Whenever players enter first person mode, the landscape shifts to a lower quality LOD and leaves tears and choppy geometry. I assume this is an LOD distance issue, but where/how do I fix this?

latent sonnet
#

its either a matter of turning this setting that i highlighted on "draw at desired size" or manually setting the size to be big enough

cloud flax
#

I have max walk speed crouched set to 0 but the character can still move forward while crouched, any solutions?

#

If I set max walk speed to 0 they can also still move at max speed crouched

latent sonnet
#

is it a template you are working with?

latent sonnet
cloud flax
#

how would I go about checking that

latent sonnet
#

ok

#

go to view and make sure you have world settings neabled

#

sorry window

cloud flax
#

yeah thats enabled

latent sonnet
#

ok

#

to the right you will se the world settings tab, click on that

cloud flax
#

got it

latent sonnet
#

in the game mode override, do you see what does it say? is it a default mode?

cloud flax
#

2dsidescrollergamemode

latent sonnet
#

ok. are the options beneathe it grayed out or can you modify them?

cloud flax
#

i can modify them

latent sonnet
#

ok. so open the default pawn dropdown and select the character class that you are modifying

#

if it wasnt set to that before that would explain it.

cloud flax
#

it was set to that before sadly

#

it was working the last time I used the project but now that ive come back to it it doesnt

#

so its been real confusing what went wrong

latent sonnet
#

it was working before? when set to 0 you couldnt move?

cloud flax
#

yeah the character wasnt able to move while crouched and with no prior momentum, but because max acceleration was still up it could almost slide using the momentum it had

#

now the character can still move max speed while crouched

#

even with max crouch walk speed set to 0

latent sonnet
#

so you turned the max acceleration down and it started doing that ?

cloud flax
#

no i didnt change anything with that code specifically

#

just as soon as I came back to working on the game that code stopped working correctly

latent sonnet
#

is that a c++ class you are working in?

#

or a blueprint?

cloud flax
#

no just the blueprints

latent sonnet
#

and are we talking about the default values that come with the movement component? or something else?

cloud flax
#

yeah just the CharMoveComp

latent sonnet
#

is it multiplayer by chance?

cloud flax
#

no

latent sonnet
#

do you have any extra code that modifies that component's values within the blueprint?

cloud flax
#

nothing else that modifies crouch walk speed

#

hold on Ill see if I can send a video that may help

latent sonnet
#

so its not set anywhere, you made sure you are using the right blueprint in the world settings, you didnt change anything since the last time that it worked for you?

cloud flax
#

the only changes Ive made were some number adjustments to max speed and accelerations, along with some new code in the movement department

latent sonnet
#

well, al of those can have an affect.

#

the thing is the physics on the movement component is a bit sketchy, and acceleration settings and max speed may not account for cases where your walk speed is actually 0

cloud flax
#

this is the move right code i changed

#

which is the only code ive messed with

#

i apologize for how bad that probably is to look at

#

but still i dont believe anything in there should affect it but maybe im wrong

#

and then this is the charmovecomp

#

and the crouch button is just a simple input action - crouch, released - uncrouch

latent sonnet
#

when you crouch you dont want to move?

cloud flax
#

yes

thin tendon
# cloud flax

Instead of using 2 different checks on the input axis value. Just use an is not = to 0 check.

latent sonnet
#

and right now what does it do in crouch mode?

cloud flax
#

allows the player to move while crouched at normal walk speed

latent sonnet
#

is it even crouching?

cloud flax
#

it does crouch

latent sonnet
#

try setting it to 1

#

like a very small value

#

0 may just be buggy

cloud flax
#

no change sadly

latent sonnet
#

wait..

#

set it to 100

#

does it have any control over your speed at all?

#

it doesnt even slow you down?

thin tendon
# cloud flax

Also instead of using gates and sequence nodes. You could simply say is falling = false then add movement

cloud flax
#

no it doesnt at all

latent sonnet
#

thats either a setting or something really broken

cloud flax
#

but when i press crouch the animation for being crouched plays

latent sonnet
#

"maintain horizontal crouch velocity" maybe?

#

turn that off see what it does?

cloud flax
#

the maintain horizontal ground velocity?

#

i tried that no change

latent sonnet
#

do you wanna hop on vc so i can actually have a better look?

cloud flax
#

yeah sure

hidden dew
hidden dew
#

I am not sure if/how I can use MakeRotFrom___ though, because I'm doing this in a material

#

As far as I'm aware, I can only play with RotateAboutAxis to apply rotations... so I can't use a Rotator value.

#

There could well be some fundamental about Rotators that I could use that I don't fully grasp

untold summit
#

Hi, I'm making a time attack game in which the time it takes a player to finish the level is displayed in a leaderboard. The problem is that I did a test in a level that is just a straight line in which you just have to press W and nothing more to beat it and when I test it in different framerates the time it takes to beat the level differs (by only tenths of a second, but in a game with leaderboards is important).

#

I suspect the problem is in the way the inputs are applied to the player character which is using the default UE4 method, which would be a good alternative to this?

ember hare
#

Hi guys,

Does anyone have any good recommendation of "Brackeys"-like tutorials for UE4?

I am looking for someone who can provide a solid introduction to UE4 with practical examples for people who are used to developing games using other engines (i.e. no need for a programming 101)

vocal viper
#

any tips how to call/load file that include text and image (any format) or video from internet (website/database/http) to unreal ?
at first i using web browser plugin but it's not working when i packaging it for mobile (for ue4/ue5)

oak patio
thin tendon
drowsy snow
# ember hare Hi guys, Does anyone have any good recommendation of "Brackeys"-like tutorials ...

Closest you can get is https://dev.epicgames.com/community/learning

But most of the courses are made with UE5 in mind and may not backward compatible with UE4. (besides by this point new project should start with UE5 anyway)

Epic Developer Community

Epic Developer Community Learning offers tutorials, courses, demos, and more created by Epic Games and the developer community.Learn UE and start creating today.

gray socket
#

Hi! I just joined the server and I have a few questions about Unreal, is there a channel for that or do I just drop them here?

untold summit
coarse jetty
#

hi does anyone know how can i make hand socket mesh visible in game?
Something like this, but it disappears on play.

thin tendon
hidden dew
earnest tendon
#

Hi all, does anyone have any ideas as to why my AI decides to take a huge detour and run upstairs above my last known location instead of just moving to it on the ground floor? (Vid attached). I have tried lowering my EQS projection settings but this doesn't help.

narrow loom
#

hey guys for my game should i use ue 5.1? Or ue4
cuz i see a lot of tutorials for ue4 but not as many for ue5
will the ue4 tutorials work on ue5?

fierce tulip
#

most of them will. coding/blueprints might have altered the most between the two versions.
I always suggest to try and use the same engine version as the one in the tutorials so you arent hit by walls due to changes, while the gained knowledge can still be applied.
Nothing worse than following a tutorial and having to bugfix due to changes.

narrow loom
#

and i saw in ue 5.1, i saw that new enhanced input thing, is the same thing possible in ue4

rocky timber
#

How do I lerp between multiple transforms?

spice ruin
#

Like more than 2?

rocky timber
#

Ye

#

And not in a fixed amount, it can vary

spice ruin
#

YOu'd lerp from a to b and then b to c? Or do you want to somehow combine them all at once?

rocky timber
#

The latter

spice ruin
#

That's a good question. I'm not sure how that would work with rotation...

rocky timber
#

Yeah, that's what I'm having problems for, the rotation \:

#

Dunno how to handle it

spice ruin
#

Shrug

plush yew
#

Is there a thing as "Set Transform Array" for unreal 4? I'm trying to follow this tutorial for rigging a car in unreal 4 but without luck.
https://youtu.be/0PO4M4hvqpg?t=411

Learn how to setup a control rig in UE5 using a rigged and skinned car/vehicle model that you can use to animate directly in sequencer. Perfect if you want to animate by hand like a traditional 3D package and not use blueprints etc to make the car move around your scene.

This is the second part where we'll dive into Unreal Engine and continue ...

▶ Play video
surreal cloak
#

I just found a folder in my C drive called "Vault Cache" which seems to hold all of my downloaded marketplace assets.

It's completely bloating my C drive an I need to migrate it.

How would I go about migrating these vault files to a different drive?

(Am I able to just drag and drop though file explorer?)

spice ruin
#

You can change the location. I'm not sure how, though. I guess it's an option in the launcher somewhere?

hidden dew
#

Is it possible for a material graph to remember values?
Eg:
Say I want to set a material's World Position Offset X to 1, then 4, then 7, then 10, then 13 ... I can send in a scalar parameter that is first 1, then next update is 4, then 7, then 10, then 13.
But is there a way instead to only need to send in a "3"... and something in the material can remember whatever the X was in the previous update? That way I can then create the material logic in a way that is more like "Just add 3 to whatever that X offset was before".

drowsy snow
hidden dew
#

Ok, thanks. Thought so but needed it confirmed.

idle garden
#

Is there any way to copy multiple static meshes in editor and paste them into one BP? (Without losing the meshes values)

spice ruin
#

You would need to update the value manually though, when you want it to change.

primal stratus
#

Newbie here, im looking to create a custom sweater (Just a recolour) and upload it as a mod onto steam. Are there any good tutorials?

#

i made the albedo map (UV map i made in photoshop) and put it into the games dev kit but thats about it

oak patio
#

we dont really know how to use ark's devkit. this is a general ue server, we are just devs, we dont know the modding process for your game

#

ask in a server dedicated to ark modding

#

Even though it is the unreal engine, it will do things differently to the normal Dev process

hidden dew
#

My current puzzle:

I have an object that is rotating to match the ground moving beneath it. The ground's movements can be anything.
Figuring out what rotation I need to apply to my object is done by simply finding the angle & axis between the ground's old & new normals. That angle & axis rotation is then added to the object, using AddActorWorldRotation. This works fine.

#

Now I want to do the same thing again, but via material.
The big difference is that the material has no concept of the object's current orientation; it only ever knows what the object's original orientation was. So I can't just add rotations; my job now is to instead tell the material how to rotate the mesh all the way from that original orientation to the desired new orientation, every time.

Because of this, the earlier approach of simply comparing old & new normals ... doesn't work. It still gets the object's new UP correct, just fine. But the object's new FORWARD will typically be wrong because the "compare the normals" approach just doesn't account for the object's full history of rotations that have occurred since it rotated away from its original orientation.

In other words, it doesn't work because despite the weird spinning, the monkey's UP is still always correct here (but the spinning is not desired):

#

So ok. This means need to know the object's new UP and the object's new FORWARD.

That's the problem, I don't. In similar calculations, I've always just let the object's forward deal with itself, thanks to being able to use AddActorWorldRotation back on the CPU side. Since I was only ever adding to the current rotation back then, there was no possibility of some weird history of other rotations existing in between that could produce inconsistent forwards.

The only thing I can think of is to actually maintain a dummy invisible helper on the CPU side, so I can keep applying the angle/axis approach, then reading its new forward every time.
Problem is, there will be hundreds of thousands of these. Which sounds bad.

#

That's about where I'm at. (The end.)

#

The puzzle kind of comes down to "How can I get the complete new orientation that I want to set an object to, without actually storing its ever-updating orientation".
I can get the Up from the ground that the object is on. But I can't think of how I can get its Forward or Right.

#

This is the actual use case. Lots of grass (more than this shows) on a spherical, procedural surface.
The gif is using a HISM and instance updating, but the aim is to have the shader handling all the translations/rotations.

#

Sorry for the wall everyone. It was half me thinking it through. Now to sleep.

crisp moat
#

spawn emitter at location is causing a lag spike on first use, is there a way to fix this without having to spawn all emitters at begin play so latter stutters don't occur like having them already loaded into memory ?

wooden apex
#

yo kinda weird problem but

#

when i try resuming media player IN widget BP it cant reach the media player

#

wait

#

i thinki forgot to set it to

#

yea this

#

no its still broken lol

#

and so on the rest of the localisation for the things that cant reach

#

okay got it working

#

ITS WORKING

you dont need to reply

wooden apex
untold summit
wooden apex
#

like in old games?

untold summit
#

Sorry but I don't understand what you mean by a timmer running on fps

wooden apex
#

in old games physics were running on the frame rate

#

sometimes games do that with other things

#

and engines too

#

and

#

you could do some math stuff to calculcate for 30fps

#

lets say the game runs in 60

#

and the base time is always checked in 30

#

so we just 60/2

#

or

#

hm

#

i wont be able to help you as i dont quite understand

#

you need to provide more info or more ss of code

#

be aware that i might not have the info to help

thin urchin
#

Anyone know why my reference viewer would be showing objects that are from a different project and can I delete the references?

fierce tulip
#

I would try to find out why they are referenced beforehand.

thin urchin
#

Basically I migrated some MS assets from one project to another and it is still showing the directory for the old project for those assets...resulting in it not packaging anymore because it's trying to find a directory that doesnt exist

untold aurora
#

Hey all! I'm sure there is a simple solution to this but I am so new I am just overlooking it.
I am using Unreal Engine's Hype Chamber aka Broadcast Sample.
I am trying to figure out how I can output the viewport onto another monitor/screen that I can record from using OBS Studio for streaming purposes?
I don't know if this is the most effective way to do it, but it's the only way I can think of right now.

winter zenith
#

When I launch my game in Standalone my water goes away

#

Using Unreal Engine water

dreamy wasp
#

QUESTION: Is there a way to move the navMeshVolume?
I'm playing around with an infinite runner as a learning tool, and I added AI obsticals.
Physics based boxes, and things the player needs to jump, work fine, but when I need the navMesh.......
I can make a 1million unit navMeshVolume, and just hope the player never gets to the end. I'd like it to actually go infinitely.

spice ruin
#

The best way to go to infinity is not to move the player, but move the world. Create track in front of them, move it toward them and delete it when they have passed it.

#

I'm not sure what that would do to your navmesh though 😛

hidden dew
#

I barely understand Rotators, but is the idea that if I:

  • take some actor's Rotator (let's call this Rotator foobar)
  • then take a copy of that same Actor with its rotation set to 0,0,0,
  • then rotate that copied Actor around the world's X, Y, and Z by foobar's x, y, and z
    ... then the copy Actor will have the same orientation as the original Actor?
spice ruin
#

What are you trying to achieve?

plush yew
hidden dew
# spice ruin What are you trying to achieve?

I want one object to match a base object's orientation, but via a material.
So I was thinking I could grab the base object's Rotator to get the 3 world axis rotations that I could apply inside the material-driven object's material.

spice ruin
#

"Via a material" ?

#

So you want rotate the pixels?

hidden dew
#

Rotate the whole visual mesh, just as if it had been done in the actor blueprint with something like AddActorWorldRotation

#

... but in the material instead.

#

So my question would basically be: Can I grab the green cube's Rotator, and use that Rotator's X, Y, and Z to rotate the monkey head to the same orientation?

hidden dew
#

I can find 100 guides on rotatings things around 1 world axis in a material

#

And 0 guides on rotatings things to any orientation in a material

dark venture
#

Hey everyone! I have a lobby and another level, my character is choosing it's color and weapon in the lobby and then gets into the other level but when it gets into the other level its color turning back to its default color and the weapon disappears can someone help me please?

pallid olive
#

fellow developers get a question about semi multiplayer idk how to call it, for a chat system do i need a dedicated server

dark venture
#

its a multiplayer game. I have a game instance blueprint and a C++ class but I don't know how to implement the weapon system to the game instance

spice ruin
pallid olive
#

unreal has eos right, it could be using this plug in for chat system ?

spice ruin
pallid olive
#

okee thanks daekesh

sudden vault
#

How to move unreal engine 4 project to ue5?

plush yew
sudden vault
plush yew
#

There only 1 way that I said

sudden vault
#

Thank you.

#

One thing sorry
How to import uasset to unreal engine 5

plush yew
#

Try creating a unreal engine 5 project then on the project file content drop the files off uasset

#

And if this doesn’t work

#

Then open the ue4 project and the file you want to convert right click and select migrate then select the ue5 project file

sudden vault
#

Great thank you so much again.

plush yew
#

No problem

hidden dew
#

omg I finally got it

#

Copying all 3 rotations of a Rotator via a material

lavish ember
# latent sonnet np let me know how it went

Bro, I just wanted to let you know that I solved the issue of "Next Level" button in a stupidly simple way and wanted to share. So: since I'm already editing every level BP cause each level has a slightly different scoring, I added a variable in every level called Next Level, type Name, and in each Event Begin Play, set the variable to the name of the level I want to be next, then bound the button "Next Level" in the menu widget to Open Level by Name and get the variable name. Is stupid easy and I freaking love it cause it was one of those eureka moments you get sometimes, right after our convo. Thanks a lot for the ideas bro, didn't used them but you helped me think and that's awesome

glossy carbon
#

You

lavish ember
#

no, YOU!

#

Yo guys, I have a problem......
So, I created a platform that is kinda like a "leap of faith", you step on the platform and jump in the direction where the platform has a tiny pointer then platform A disappears and platform B appears where you should land. The issue I'm having is that I want that platform to reset every time the player dies, but I'm not finding a way to do that....

#

I tried "Is Actor being Destroyed" with a reference to Player Character, does not work
Tried checking the overlapping event that causes the player death and also doesn´t work

#

The logic:

plush yew
#

xD its look cool

lavish ember
#

Until the first enableing collission and visibility for platform 2 everything is ok, but then when I try to check if player dies to reset the platforms to their initial state, fail miserably and I don´t understand why 😢

modern kite
#

Always asked myself where this will end up in the final product. Searched for a text file or something in a final build, but didnt find anything. Anyone knows how to add yoour whole license to the game?

lavish ember
hidden dew
#

Thought I'd put this as a little guide in an image since it took me a couple of days to figure out, and I couldn't find anything online showing how to do this.
It's how to make a material set a mesh's full orientation, given a Rotator (that you can just get from GetActorRotation). So you can rotate on GPU instead of CPU.
Not new or anything, just something I couldn't find steps on how to do. Includes translation too.

fierce tulip
#

@hidden dew needs a transformvector, else rotating the mesh/blueprint manually will result in different behavior when values change.

#

also, please dont crosspost the same thing to multiple channels. *points at the #rules *

hidden dew
#

Ah, sorry. Wondered what was happening.

#

Thought it would be ok since I was posting to inform, not asking, but no worries

#

What do you mean "manually"?