#ue4-general

1 messages ยท Page 62 of 1

plush yew
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@cobalt locust I think BaseScalaiblity.ini is what you are looking for

cobalt locust
plush yew
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that might be it then

cobalt locust
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I assumed that this is either an Engine or a Scalability

plush yew
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if you want to prevent cheating, you could run a console command to set scalability

cobalt locust
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I'm not a game developer, I can not prevent cheating, I'm just wondering how this person did it, is it something with a drawing range or what?

plush yew
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ok ๐Ÿ˜ƒ

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it probably is

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I wanted to ask if anyone knows what's going on here. I create a new skeletal mesh and attach it to my existing skeletal mesh, then call SetMasterPoseComponent on it. That part works like I want it to. Problem is, when I want to remove that additional skeletal mesh, so I call DestroyComponent on it. That does not seem to do anything. Component still seems to be attached (at least visually).

pallid compass
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back

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engineer you still here?

vale osprey
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sort of

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@pallid compass post what you want to ask, I'll reply when I can. Or maybe someone else will

pallid compass
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If i want to get the dinstance from the scene center to the mesh in it how do i do that

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Using get world position is not working well

vale osprey
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the Lenght(GetWorldPosition()) is not working well?

pallid compass
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ooo

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iv not tried that yet haha

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wait is that a bp node?

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getting the world position is messing up the math because of where u are in the world

vale osprey
pallid compass
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ooo

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thank you

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ima try

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Wait whats the node before it?

vale osprey
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Make vector, but it works with any vector

pallid compass
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Its not working

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Im trying to figure out the distance between my root of a scene too the static mesh attached to it

vale osprey
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by Root of the scene you mean 0,0,0 of BP?

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if your ship is a direct child of the root inside of BP, then use GetRelativePosition instead of GetWorldPosition

pallid compass
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Yes

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Okay so i just tried GetRelativePosition

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But its giving me different results depending which way im facing in the world..?

vale osprey
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not sure what you mean

pallid compass
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omg

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I fixed it

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I forgot to change one thing

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in a macro haha

vale osprey
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Relative Position is position of component in relation to its parent, so parent coordinates is treated as 0,0,0

pallid compass
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Sorry to be a pain!

vale osprey
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no worries

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you'll have to do tutorial at some point anyway ๐Ÿ˜„

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not all of this is covered in them but it helps a lot

modern sparrow
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The project could not be compiled. Would you like to open it in Visual Studio?

Running F:/Program Files/Epic Games/UE_4.15/Engine/Binaries/DotNET/UnrealBuildTool.exe MyProject4 Development Win64 -project="F:/Projects/MyProject4/MyProject4.uproject" -editorrecompile -progress -NoHotReloadFromIDE
Performing full C++ include scan (building a new target)
Creating makefile for MyProject4 (no existing makefile)
@progress push 5%
Parsing headers for MyProject4Editor
Running UnrealHeaderTool "F:\Projects\MyProject4\MyProject4.uproject" "F:\Projects\MyProject4\Intermediate\Build\Win64\MyProject4Editor\Development\MyProject4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for MyProject4Editor in 4,0423185 seconds
@progress pop
Performing 8 actions (4 in parallel)
[2/8] Resource ModuleVersionResource.rc.inl
[3/8] Resource PCLaunch.rc
PCH.MyProject4.cpp
MyProject4.generated.cpp
MyProject4GameModeBase.cpp
MyProject4.cpp
[7/8] Link UE4Editor-MyProject4.dll
[8/8] Link UE4Editor-MyProject4.lib
Creating library F:\Projects\MyProject4\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-MyProject4.lib and object F:\Projects\MyProject4\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-MyProject4.exp
LINK : fatal error LNK1181: cannot open input file 'wininet.lib'
ERROR: UBT ERROR: Failed to produce item: F:\Projects\MyProject4\Binaries\Win64\UE4Editor-MyProject4.dll
Total build time: 49,17 seconds (Local executor: 0,00 seconds)

Someone has a magic fix for that ? I'v tried installing VS2015 & Visual C++ again and still not working

kindred viper
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LINK : fatal error LNK1181: cannot open input file 'wininet.lib' that would suggest to me its the Windows SDK thats missing

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i may not be right but its what I would presume first of all

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@modern sparrow

modern sparrow
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Alright

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I 'm gonna try this out thanks

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I'm actually repairing Visual C++

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Then I'll do that

pallid compass
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Hmmm best way to rotate a BP via mouse input?

kindred viper
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depends what you want the end result to be

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do you want the BP forward vector to point to mouse? Do you need it locked by axis?

pallid compass
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You control the ship with your mosue, like a aimer i guess?

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want it to point to where your shooting

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center of the screen

kindred viper
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top down?

kindred viper
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i see

pallid compass
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Trying to recreate this type of control, its my fav type of flying haha, its for college work

kindred viper
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well considering that video and the target is always in the center of the viewport, I would think you would be using the ship's forward vector and projecting it to screen. Then getting the angle between the location at the center of the screen and the projected location (which if you are sensible about it will be a zeroed out representation of the viewport location). With that angle you can adjust the ship until it meets the criteria of 0 angle difference.

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or something like that....

pallid compass
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Right okay

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So far i have it setup so

kindred viper
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I would have to actually have a test to see what is the exact logic but its thereabouts

pallid compass
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You can move left and right, and it tilts the ship depending how far you are left and right, but thats about it

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Do you think it would be hard for me to figure out?

kindred viper
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that depends. Im not sure of your maths capability but it needs a bit of dot product. not much. Just an easy thing you will find about angles between two vectors

pallid compass
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oh god its not great haha

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Know of any examples online?

kindred viper
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I would think the Epic Top Down tutorial has exactly this to determine how to rotate the character towards the mouse click when moving etc

modern sparrow
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Alright, nothing is working

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I'm gonna put some screenshots overthere

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But since I'm a newbie, this will be hard for me to solve

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And there is not much about this topic on Internet

pallid compass
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I thought it just be mouse rotation input = rotation of bp

kindred viper
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@modern sparrow did you check the Windows SDK is installed?

modern sparrow
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Yeah it should work now

kindred viper
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tried regenerating the VS files from the .uproject?

modern sparrow
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You mean rebuilding them ? I had this option but it says that the project could not be compiled

kindred viper
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what engine version are you using?

modern sparrow
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4.15.1

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last one I guess

kindred viper
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was the project in any previous engine versions?

modern sparrow
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Nope

kindred viper
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ok. deleted /Saved/ and /Intermediate/ folders. Then right click your .uproject file and set the engine version to the one you use. That should regenerate the files and make sure its associated with the right engine. Once you are in Visual Studio, make sure your project is the Startup Project by right-clicking your project name in the Solution Browser and in the context menu you will find it. Then build.

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that is about as close to a reset as you can get. If its not that then its something external with Windows SDK

modern sparrow
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Loosing my project is not a big deal though, If this is quicker to delete them and creating working ones instead of repairing the old ones I don't mind

kindred viper
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its only deleting temp files

modern sparrow
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Alright

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I'm reinstalling SDK from the very beggining right now I'll do that in a few minutes

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Just in case

pallid compass
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oh god iv forgotten how to convert mouse data input to rotation omg

heady perch
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Hey guys anyone know good alternative Map control on older version of unreal

pallid compass
kindred viper
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well you can do this. PlayerController -> Get Mouse Position. this returns an x,y of the screen location. If you want to convert that to a rotation it needs a base. being that the base would be center of the viewport, you can use dot product to get the angle between the mouse location and the centre of the screen.

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yeah MouseX and MouseY are events that update right? That is like not the best way to do that as it over-rides mouse control as you are over-riding the usage

pallid compass
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Yeah

modern sparrow
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Alright, it was not coming from SDK, I'm trying what you have said now

pallid compass
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Okay can you give me an example of the dot product

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wait cant i use the

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Find look at rotation

kindred viper
pallid compass
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Thanks, this is for educational needs

kindred viper
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we are all students here ๐Ÿ˜ƒ

pallid compass
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Im not being a lazy fuck or anything, we are off for two weeks and im trying to fill my noggin

kindred viper
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i mean students of life and UE. not at school :p

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its ok man. I struggled with such things until I did the research. it was difficult so I get that you might struggle too

pallid compass
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Once iv got the basis down, i can come back later on and refine things and go over them, thats what i tend to do

kindred viper
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there will probably never be another more useful thing to learn than finding an angle between two vectors really. It comes up a hell of a lot

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there are long ways to do it, then there is dot product which makes it a breeze

modern sparrow
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This is the only tab I have when I open my project after doing everything you'v said, looks like something is not installed

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I'm gonna restart my PC, just in case

kindred viper
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it looks like the engine that is at fault

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honestly though, I have never seen that before

modern sparrow
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Aye

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Should I reinstall the entire engine then ?

kindred viper
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god knows. It looks like its not compatible with the solution or Visual Studio or something. Super odd

pallid compass
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Stupid question but just to clarify, the angle i want is from the ship to the..?

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How do you get a vector for the center of your screen

kindred viper
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the angle is the ships forward vector projected to screen, and the center of the screen.

modern sparrow
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I'll try to reinstall it during the night, thanks for helping me c:

kindred viper
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sorry Halcyon. I think I just gave you bad advice. it would be ship location to screen + forward vector I think

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I really would need to test to get the right result. I cant atm though as Im in the middle of something

pallid compass
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I shall test it

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Erm how do i get the center screen location as vector

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for the input

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also having to do some research on what dot and acosD does so i understand it better

kindred viper
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viewport size/2

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ACosD gives you the angular cosine as a degree value

pallid compass
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Gotcha!

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Thank you so much for this, so good when someone helps you so you make sure you take it in correctly instead of picking up bad habbits if you get me

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I think i did it haha

pallid compass
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why the heck cant i see my projectiles im spawning D:<

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nvm fixed omg

glossy zenith
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hey how long should html5 packaging take ballpark for a simple project ?

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nvm. restarted and took less than a minute

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guess it had hung earlier

tidal lichen
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How can I send an event to all actors implementing it?

fiery harbor
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@tidal lichen you can use interfaces

green spear
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How do I know if a projects uses 64-bit FloatRGBA scene color format or 32-bit FloatRGB?

pallid compass
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Is anyone good with writing flying controls?

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well in bp's

pallid compass
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How do i move a uv texture cords down?

fierce tulip
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add a coordinate node with a vector two, and change the V channel in vector 2

pallid compass
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I think i am doing this totally wrong

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I have symbol i made and i want to fill it up with a red over iyt vertically

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I think i am doing something wrong

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erm anyone have any idea why this is happening? no google results ๐Ÿ˜ฆ

fossil socket
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what does your alpha channel look like

hexed sundial
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Hello there, does anyone know how to properly set application version? When i package the shipping I see the engine version as application version. Thank you.

slim thistle
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i am following that infinite runner tutorial, but after making that new empty map my character does not spawn, nor does the gamemode seem to do anything

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when i preview the gamemode alone it spawns the platforms

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but not in the actual map

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do i need to assign gamemode/character to the map somehow?

mystic kelp
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Hey, I'm just gonna be lurking here because I've been learning for about 2 years and I'm running outta documentation on things : s

slim thistle
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yeh got it working, there was no default gamemode set in the project settings

mystic kelp
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Anyone know how to add a keyframe / whatever to a montage?

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I can't get movement in my animation and its frustrating af

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all good worked it out

idle stump
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So I'm wondering what approach I should take for my camera system. Most tutorials and docs show you attaching a camera component to your pawn and the camera is rigidly 'locked on' to the pawn. If I need some custom logic, where would I put that? To be more specific, I am doing a top-down perspective and I want it to follow the player along the X axis only (moving vertically on screen). Is it normal to keep the camera on the Pawn and override it's position every tick? Or should the camera be separated out... Could it be spawned from the PlayerController? Or possibly the GameMode?

tidal lichen
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How can I call an interface event of a blueprint from another blueprint also implementing that interface?

plush yew
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@tidal lichen Look for the event but with "message" at the end

true scaffold
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am I blind or is there no way to place static meshes in UE4 by just holding a key and clicking (i.e. in UE3 you just held 'S' and clicked around, so much better than drag n drop)

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couldn't see any useful commands to bind a key to

remote roost
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Where is "Used with landscapes" inside the material editor now?

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Seems to be removed, haven't updated in a while.

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Using 4.15, upgraded from 4.12

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Entire landscape turns black when using a material without it. Unable to paint as well

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Nevermind, guess it wasn't working because I had my lighting unlit or something.

fierce tulip
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@true scaffold i totally forgot that was a thing.

silk mural
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With the latest windows update the right click menu inside Unreal is invisible, so I would suggest not updating it

fierce tulip
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I cant even install the update if i wanted to hehe, silly win10

silk mural
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lucky you ๐Ÿ˜„

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I can't do much inside UE now

fierce tulip
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ouch

fiery harbor
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I'm very happy with windows 7

vale osprey
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@silk mural make sure you don't have launcher window open on background or Maya/max/Blender

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Minimizing the should fix it

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Old 3dsmax has the same issue

keen birch
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But uhm

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Did I hear someone say that Volumetric Lighting is coming in 4.16?

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Despite being "Backlog"?

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Because that'd be a reason for me to update ๐Ÿ˜›

last loom
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@maiden warren try using a Spring Arm component, and checking the Camera Lag option! No need for custom code, it has custom settings! ๐Ÿ˜„

dim geyser
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Hello, I was wondering how can I get the microphone input audio component of the player in UE4, whether in C++ or Blueprints

tribal silo
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Any soul wanna shed some light into my issue?

onyx pewter
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I am developing a communication system using UE 4 which is designed for Virtual Reality.
Can I ask you people to take 3 minutes and fill in this form? It's only 5 questions.

stoic moth
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done and good luck ๐Ÿ˜‰ @onyx pewter

plush yew
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Editor/DevBuild all works well, in Shippingbuild it doesn't read the .sav properly. What could cause this?

onyx pewter
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@stoic moth Thank you!

tidal lichen
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How can I stretch just one static mesh from the beginning of a spline to its end? The spline only has two points

unreal sonnet
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Has anyone ever talked about or written about design patterns in Unreal? Maybe in previous engine editions?

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I've never seen a book about it before so I thought to ask since Googling doesn't really point to anything

last loom
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it would probably say "don't put a freakin enumerator in a structure on your array of structures, but you're gonna do it anyway so godspeed"

pastel galleon
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Hi! Quick Q. Is using the level sequence/animation to animate a door being opened by a trigger still a good way to do it? Im coming from an old UDK background where we used Matinee to animate the doors opening.

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the door example in UE4 had a complicated system for just opening the door. It used a lerp node instead of an animation. 0_o

dawn linden
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Lerp sounds simpler to me, if it's a regular, rigid door. Doesn't require an animation.

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But either is fine, whatever you're more comfortable with really.

keen birch
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xD

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I remember in Unity when an animator told me to do some animations

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And I said I don't know how

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He was like "How did you do the other stuff then"

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I sent him a bunch of code

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And he was just incredibly confused

light thunder
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I have a decent size project and had a build error when I tried to packaged it. What are some common causes of this?

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My log just says, Unknown error

fiery harbor
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@light thunder you have to look at the log, it tells you what the error is

summer pagoda
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Hy guys, i have this weird error when building

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it only shows half the screen. kinda like multiplayer split, but it's not that.
any suggestions would be really appreciated at this point

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thanks ๐Ÿ˜ƒ

kindred viper
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have you checked the reported viewport size?

lone fulcrum
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So I just disabled PerforceSourceControl plugin from UE4 and it's not starting anymore. "Plugin 'PerforceSourceControl' failed to load because module ... could not be found.

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Is there any way to fix it easily?

summer pagoda
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@kindred viper yes, it's set to 1080p. If i preview the game in a new window it looks fine

pallid compass
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hmmm why is set physic linear velocity not doing anything D:

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anyone got a clue why this wont work

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Simulate physics is on, and dampening is set to 1

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There is input from the event nodes

hazy lynx
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Hey folks. Having an issue here. My packaged game does not seem to be saving any files. No savegames, no settings files, nothing. Works fine in PIE.

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is there some common problem there?

kindred viper
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well in a packaged game it should be putting those in your local AppData folder. Have you checked there?

hazy lynx
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yes

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no save files are written

fiery harbor
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@hazy lynx what OS?

hazy lynx
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windows

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10

fiery harbor
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ah that new buggy spy windows

hazy lynx
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unfortunately yes

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config properties are saved

fiery harbor
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which UE4 version?

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packaged in which config? does it not work in both development and shipping config?

hazy lynx
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but savegames are not. Or UInputSettings, or UGameUserSettings
4.14, shipping

fiery harbor
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what about development config?

hazy lynx
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let me check

fiery harbor
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in shipping there is no log, but in development config you have a log where UE4 would likely write whats wrong when it can't save

hazy lynx
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I'll try

fiery harbor
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and which windows update?

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do you have that most recent windows 10 update installed?

hazy lynx
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I think our office computers have the latest updates

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not sure for the testers

fiery harbor
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it introduced some issues with UE4

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so in all UE4 versions below and including 4.13 the right click menus in UE4 dont work any more it seems

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I wouldnt rule out that what you are seeing might also be an issue with that new win10 update + slightly outdated UE4 version

hazy lynx
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ok, I have a windows 7 user with the same problem

fiery harbor
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ok, then its probably not win10 fault

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but its also highly unlikely that theres any bug in 4.14 that would cause this, since that would be very known by now

hazy lynx
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yep

fiery harbor
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is there anything special about how and when you call the save stuff?

hazy lynx
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i guessed so

fiery harbor
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doing it from BP or c++?

hazy lynx
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from c++

fiery harbor
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well then the easiest thing is to just put a breakpoint there, run it in development config or even in shipping config and step through the code and see where it fails

hazy lynx
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so build with symbols, attach a debugger and test?

fiery harbor
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I think its always build with symbols when you launch it from VS

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just select development or shipping config and hit the "play" button in VS

hazy lynx
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wait, now I feel stupid

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no if I select development, it will launch a standalone game?

fiery harbor
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yes, development is the standalone game without the editor

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same like if you package the game in development config

hazy lynx
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wow, now I feel stupid. Working 18 months with unreal and haven't figured that out ๐Ÿ˜„

fiery harbor
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๐Ÿ˜„

kindred viper
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VS is awesome like that. Just when you think "I need to do this", VS tends to have already solved that issue for you

fiery harbor
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I often had to debug stuff in packaged, so I often needed it

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you can also run "Debug" config, thats also like packaged but better for debugging since code optimization is disabled

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just make sure that you have at least once packaged the game from UE4, since those configs still need the packaged assets

hazy lynx
fiery harbor
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that comes when you havent packaged it from UE4 before ๐Ÿ˜„

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in that config

hazy lynx
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aha

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it does not matter where I package it to?

fiery harbor
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no

hazy lynx
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ok

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will do

tacit chasm
keen birch
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Lol

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Bootiful

summer pagoda
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:))

hazy lynx
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@fiery harbor

GEngine->GameUserSettings->ApplyNonResolutionSettings();```

This is a valid way to change and save shadow quality settings, right?
kindred viper
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you need to call SaveSettings()

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only ApplySettings calls SaveSettings automatically

hazy lynx
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oh?

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shit...

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not my day ๐Ÿ˜ƒ

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Thanx a lot, now I just need to figure out how come it worked in PIE

pallid compass
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is there away to access the post process volume in the level u are in via a pawn or char?

fiery harbor
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@hazy lynx for such stuff I would call the console command

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I think its the same like sg.shadowquality 0

pallid compass
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ooo ;o

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r.DefaultFeature.MotionBlur=0

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is not working

dusk mantle
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morning guys, does anyone have a T-frame setup for the ue4 character base model? seems that the DL they link is set up for A-frame, i have the old 2014 modle but id like to get the new animations working correctly

fiery harbor
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just disable motion blur in the project settings @pallid compass

pallid compass
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I want to be able to toggle it

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for a booster effect

light thunder
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This is two 3D widgets...the top one is blocking me from putting input into the bottom one. (I've testing, moving the top one far up and it works) Rather than mess with resizing the canvas, how can I set that 3D widget on my actor to let mouse clicks pass through it...

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EDIT: Record time....set collision of the widget component in the BP to overlap all

kindred viper
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each widget has collision options called Visibility (for some reason). You can set a widget to ignore input with Self Hit Test Invisible. They also have a Z-Index order so you can put a widget in front of another. If you want to hit a widget at the back without setting zorder though, Self Hit Test Invisible is what you want

pallid compass
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How do i make a projectile fire in the direction mesh is facing?

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is it forward vector?

kindred viper
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yes

pallid compass
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not working

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ugh

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Just want it to fire the way im facing

kindred viper
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just get your forward vector from the controller then, presuming that you dont have some kind of unconventional setup

pallid compass
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6 point DOF flyer setup

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I dont think controller rotation is workign

kindred viper
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well if you cant use the controller or pawn etc. You can get it from the camera too

pallid compass
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How do i do that?

kindred viper
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for things like that I would get the player camera manager and get the cam from there

pallid compass
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i get world rotation from camera and they still fire the wrong way

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its always firing to my left :/

last loom
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woops wrong channel haha

pallid compass
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this is driving me up the wall

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someone send help

kindred viper
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you shouldn't really be having an issue if you are setting the projectile's direction vector as the camera's forward vector (or player/pawn). Can you manually set it?

pallid compass
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What do u mean by that?

kindred viper
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projectiles have a component right? In the projectile movement component you feed it a direction vector. Then it knows where to go

pallid compass
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Its firing to the left instead of forward

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oh do u ?

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fuck me

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im an idiot

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thank you

kindred viper
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hmm are you even using a projectile or did you just make one yourself?

pallid compass
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i fixed it, you where right haha

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thank you

kindred viper
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gg ๐Ÿ˜ƒ

dim geyser
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Can I publish a game with a modified Unreal Engine build?

zinc bison
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anyone know how to get ue4 to actualyl delete blueprints that have been moved/copied

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i hate looking through my directory and seeing these old BP

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or assets

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that should not be in the folder

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dont appear in ue4, but appear in the directory

worn granite
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@zinc bison fix up redirectors

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And you're gonna have some fun I think

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should do that any time there's a move/rename/etc op

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If you're seeing a lot of them it'll be a joy to clean them all

zinc bison
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I tried that meh

ember jasper
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Huh..

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I've been working with UE4 daily since the early days

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and up to this point I have been able to avoid spending that much time in the editor

#

but for what I'm doing right now, I'm kind of stuck for long periods in there

#

and man does the editor slow down to an absolute crawl after 30mins to an hour of use

#

for you guys who use the editor a lot, how do you combat/ stand this?

#

do you just concede and restart it when it becomes too unbearable?

#

for me, it's especially troublesome for modifying blueprints, there has to be some major leakage going on there for this to occur :3

tidal lichen
#

My beam particle system with a noise module gets flatter and flatter as I rotate towards a certain axis and then when I am facing that axis it is completely flat. How can I fix this?

worn granite
#

@ember jasper minimize your open tabs to the point where you can always read the full name of any open tab

#

Also have plenty of RAM to begin with

ember jasper
#

I have 32GB of RAM

worn granite
#

oh wow

ember jasper
#

and I almost never have more than 5 tabs open

#

1080 GCard and a $500 CPU

#

still this slog xD

worn granite
#

I'd ask how complex your in-editor stuff is, but you say you don't spend time in it

ember jasper
#

some of it is quite complex

#

one BP has around 100 functions, each pretty big

worn granite
#

well that'll do it lol

ember jasper
#

but I get the slog even in the sessions where I only work with small ones

worn granite
#

if the small one reference the larger one, it'll still be loaded

ember jasper
#

a small one being maybe 5-10 functions, each with maybe 20-50nodes

#

they dont

worn granite
#

Actually I think it may be loaded regardless

ember jasper
#

hmm

worn granite
#

Just "in case" somebody wants to use a class

ember jasper
#

if that is the case, then I'm screwed, but it would be very strange if they did no

worn granite
#

One might think.

#

I don't know either way, but would not be surprised

ember jasper
#

no, it cannot be the case

#

since the editor works fine the first half hour

#

it is definitely a memory leak in the editor that is the cause

worn granite
#

Well tab names were a leak

#

not sure if they still are

ember jasper
#

hm

#

good to know at least

worn granite
#

Could try searching for VersionNumber leak

#

Otherwise, yeah, I usually restart when it starts to get choppy

ember jasper
#

I'll have a look on that ๐Ÿ˜ƒ

#

ic

worn granite
#

But I haven't had that recently

ember jasper
#

it would be really interesting if the frontend profiler added better memory tracking to the tools

#

I briefly tried profiling the editor to try and figure out the cause

#

but alas

#

nothing of use on first glance

brave horizon
#

Anyone use Perforce for source control?

hoary wadi
#

@brave horizon I do, what's your question?

brave horizon
#

I was told that Helix is free for under a team of 5 users - is that correct?

#

I'm on the trial at the moment.

raven cedar
#

100%

brave horizon
#

Cool. Thanks

hoary wadi
#

You can go up to 10 I believe

brave horizon
#

oh nice

#

It's a little more full-on than Git.

#

But then again I've worked with Git for some time.

hoary wadi
#

it handles things slightly different from GIT, which is a lot more intuitive

brave horizon
#

heh yeah I have that open

#

Just getting through the setup phase

hoary wadi
#

Nice, well @ me if you need any help. I've run through the gamut

brave horizon
#

Oh thanks. Appreciate it.

#

@hoary wadi One thing I'm having initial issues with is connecting to Perforce via UE

#

Is it xxx-xxx-xxx-xxx:1666 or ssl:xxx... or should it be the IP of my server with port 80 ?

plush yew
#

Hello!

#

I'm new here

hoary wadi
#

it should be the your server-ip:80 if that's the port you have perforce using

plush yew
#

Hi?

brave horizon
#

Hi Lex.

#

hrmm okay

plush yew
#

How is everyone?

hoary wadi
#

good good, how are you?

plush yew
#

I'm new here

#

Good

#

I'm A little new to unreal engine

#

Well, not new

brave horizon
#

Yeah not bad. Trying to figure out source control 8)

plush yew
#

Just a little bit of a noob

brave horizon
#

Ah I think I need to have a workspace before I can connect.

plush yew
#

I use the blueprint programming language

hoary wadi
#

Yeah, get everything setup in perforce

#

and you should be able to auto-find it in UE

brave horizon
#

Maybe I should reload UE.

#

oh ffs..

#

I was CnP with an extra space

#

But I did have to setup a workspace first.

#

@hoary wadi Should my workspace project be in the same directory as my UE4 project?

hoary wadi
#

yes

#

@plush yew Right on. Are you looking for a team, do you have some questions or are you trying to show off your work?

brave horizon
#

@hoary wadi yep - makes sense. cheers.

gentle crypt
#

Hi, quick question which anti aliasing is usually better Temporal or MSAA?

brave horizon
#

@gentle crypt What's the use case? VR?

gentle crypt
#

Yeah VR but i also want to know for general projects too.

plush yew
#

@hoary wadi I'm assembling a team of unreal engine 4 developers

hoary wadi
#

You might try making a posting in the Jobs channel. Also you should check out this server: Game Dev League

brave horizon
#

@gentle crypt AA for VR is a little different

#

@hoary wadi Do typemaps have to be defined for each user, or is it just done once by the admin?

gentle crypt
#

Ah ok. so what should i use for AA?

brave horizon
#

Well, use the default for now.

#

Or is there a particular issue you're coming up against?

hoary wadi
#

Once per server setup

#

er depot

brave horizon
#

gah, it's not saving the typemap files cause sublime keeps making a copy instead of editing the actual file.

green thistle
#

So I asked this in #design-chat but I guess I want more opinions, how would I start making a dark souls-like game?

livid haven
#

That's really a question you need to ask yourself.

#

What makes up a "Dark Souls" like game?

#

Start thinking about what the main systems you need for that kind of gameplay are.

#

And start implementing them.

#

One of the things I think is important to a "Souls"-like game is the particular amount of character momentum and responsiveness (or lack thereof) to movement inputs.

gentle crypt
#

@brentwallac yeah I'm using the default for my VR project for now but I noticed in robo recall they are using MSAA. so I thought I'd find out what the difference is and which is better in general.

green thistle
#

@livid haven I'm mostly doing it because I was driven crazy how from software absolutely butchered some online aspects

#

where a brain dead monkey could see a fix

worn granite
#

How much experience do you have?

green thistle
#

none im going into this like a truck to a brick wall

#

its probably not gonna work at all but i might as well try

#

rn I just want to learn how to get the whole character thing down

#

rolling, blocking, attacks and shit

worn granite
#

Hm

#

Well you can theory craft all day long but you'll eventually need to know more about what is and isn't possible

green thistle
#

oh dude when I say online fixes im not talking about "netcode" or buzzwords like that

#

im talking about simple basic shit

#

if you play DS3 you know how fucked the blue phantoms are

#

in DS1 the gravelord covenant was an excellent idea botched terribly aand never revisited

#

but yeah I just want to know how to work the characters and enemies

plush yew
#

Hello!

green thistle
#

and I guess once I learn that I can move on to the whole world aspect and then online

#

hallo

worn granite
#

Well animation is going to be important, so Persona tuts are a good thing to look into

#

Montages/notifies especially

#

I'd also look into some Behavior Tree stuff for your AI

#

If you're going to have AI

#

But I don't have any specific recommendations to make

#

Just kinda jumped into it myself

plush yew
#

How is everyone?

green thistle
#

fine

bright hearth
#

Hey guys, i've got a question

#

I've got a character that has two movement speeds, walking and sprinting. However, the character just snaps to those two speeds. How would i go about him just gradually building up speed until the limit, so there's a smoother transition between animations?

worn granite
#

You could interp to between them

#

But you'd have to update every tick

bright hearth
#

I'll try that

#

Ty

cobalt scaffold
#

Hello,
while trying to package i get this error: "The skeleton asset for this animation Blueprint is missing, so it cannot be compiled!"

#

animBP compiles fine in editor, and if i right click and go find skeleton it finds it in the editor

cobalt scaffold
#

nvm I got it fixed...just for reference - by either moving/renaming stuff, reopening the project, clearing the cache

pallid compass
#

What collision settings do u normally use for projectiles that u want to generate hit events

pallid compass
#

So i have my projectile set to block all, and my wall set to block all

#

But my projectile flies through it?

sharp crest
#

There is a projectile in the firstperson template, might help checking there

last loom
#

maybe you don't have collision on the projectile?

#

a mesh by itself won't collide with anything no matter what setting you give it - either add a collision component or go into the mesh editor thingy and add auto convex for example

flat folio
#

How do you safely delete a map?

#

I'm assuming you can't safely delete it through windows explorer

#

I'm also wanting to fully rebuild a project/level

green spear
#

Anyone good at Material Custom Expressions that could give me a bit of help?
I want to pick from four different input depending on a fifth.

green spear
#
if (Layer <= 0)
{x = 0}
if (Layer == 1)
{x = 1}
if (Layer == 2)
{x = 2}
if (Layer == 3)
{x = 3}
if (Layer >= 4)
{x = 4}
return x;```
#

What am I doing wrong?

heavy flicker
#

Any idea why I cant use emissive as a light source in 4.13? I have enabled to use emissive for static lighting

keen cradle
#

if I set "foward rendering" in editor, the project runs only on DX11 hardware, right?

fringe quarry
#

Any ideas of how I can reduce the "hard movement" that comes with adding the Camera's parent socket to head? While the view is perfect, due to head animations, it makes it unbearable when you move with all the excessive shaking.

Is there any way to soften the movement, without affecting the animation itself?

quartz patrol
#

@fringe quarry Its Easy, just add Spring arm with little distance

#

and set Lag

fringe quarry
#

Oh, I will check it out

quartz patrol
#

Using same stuff for my project

#

I have Target Arm Length 2

#

and Camera Lag Speed 20

#

Camera Lag Max Distance 2

#

Really soft movement

fringe quarry
#

Just gotta figure out the hierarchy

quartz patrol
#

need help?

fringe quarry
#

Do you use a socket on the Arm or Camera? Or neither?

quartz patrol
#

Socket on Arm

#

Arm on Head Socket

#

Camera - SpringEndPoint

#

socket

#

SpringArm - Skeleton Head Socket

fringe quarry
#

Made it work, just have to figure out the softness. The default third person player animations are very very shaky

quartz patrol
#

There is Lag Speed

#

try play with values

fringe quarry
#

I will ๐Ÿ˜ƒ

#

Thank you very much

quartz patrol
#

np ๐Ÿ˜ƒ

#

Glad to help

fringe quarry
#

Ah, found the problem. Forgot to enable Rotational Lag ๐Ÿ˜ƒ

quartz patrol
#

ah

#

how it feels now?

fringe quarry
#

A bit sluggish.

#

Not going to be using this animation or model anyway. ๐Ÿ˜ƒ

quartz patrol
#

๐Ÿ˜„

#

Animation is really painfull sometimes

keen birch
#

Quick question guys

#

If I've got an action mapping

#

How do I get its current state?

#

(Pressed/Not pressed)

fringe quarry
keen birch
#

Well yes and no

quartz patrol
#

Wait um

keen birch
#

I'll do it like that if I have to

#

But e.g. on axis mappings there's the getvalue thing

quartz patrol
#

Basically all buttons have a Pressed and not pressed Value

keen birch
#

I'm wondering if there's something like that hidden somewhere for the action mappings

quartz patrol
#

Can u explain what u need to get

keen birch
#

This, basically

#

But I'm wondering if there's a single node to do it

quartz patrol
#

ahh

keen birch
#

So just a check

#

"Is this key down?"

#

I'd imagine the engine stores that somewhere, but maybe not

#

Thinks

#

It actually makes perfect sense if it doesn't

blazing jolt
#

"Is input key down"

quartz patrol
#

I think there is no single node for that

blazing jolt
#

There is

quartz patrol
#

Is input key down?

blazing jolt
quartz patrol
#

oh

#

didnt know that, thx for tip

blazing jolt
#

No probs

quartz patrol
#

Good night all ๐Ÿ˜ƒ

fringe quarry
#

gn

last loom
#

^ pro tip

bright hearth
#

Hey guys, i need help

#

Something weird happens to my character's face when unlit

bright hearth
#

Nevermind, it was the AO that got corrupted during export

glossy zenith
#

hey whats the best way to have an interactive touch panel on an object in the world ? is there a way of attaching a widget to an actor ?

#

like, think a touchscreen computer next to a door for instance, so not part of a hud

heavy flicker
#

Hey @fierce tulip how can i make a particle emmit only at certain intervals? So for example If i have some rain that drips then stops then it starts again.

digital nova
#

Can you make a skeletal mesh LOD to a static one?

pallid compass
#

Does physics have to be on to generate hit events?

#

and overlap events?

digital nova
#

Nope

pallid compass
#

Well

#

Mine dont work

#

Unless its on

#

They just pas through

#

pass through

#

any idea why?

#

can someone help me with collison projectiles been stuck for 2 days now

spice urchin
#

@pallid compass no, physics does not have to be on to generate hit events

#

check your particle system under collision and see what "collision types" are being used. this can be things like Static Meshes, Landscape, etc

#

turn on ALL of them for now so you can debug that as a cause of particles not colliding

#

there actually can be other reasons for particles not colliding too, but rule that one out first

oblique sorrel
#

I'm having trouble launching Content Examples project in 4.15.1. The loading goes up to 95%, my CPU goes to 100%, and it doesn;t go anywhere past that

#

I need to kill the process

#

There's UE process, and three Shader Compiler processes running

grim sinew
#

Let it run. 90%+ loading just means compiling shaders

#

You don't need to kill the process, you just need a coffee break.

spice urchin
#

yup ZeroNight is correct. depending on size of level this can be as much as a 30 minute wait

#

once you've let it compile once, it's fairly fast afterward from then on

oblique sorrel
#

Yeah, it was simply taking longer than usual.

spice urchin
#

if you have any shader compiler processes running, you've definitely got a compile to wait on

oblique sorrel
#

Thanks, I'll remember it

spice urchin
#

my current project we get around 12,000 shaders to compile if there's a major change to the landscape material - map size factors in

#

if you have a larger landscape, it will compile more

#

it'll happen 100% of the time if you make change to the core landscape material for the level

#

and 0% of the time afterward if you make no changes and use same landscape

oblique sorrel
#

Gotcha

#

Looking at that project, spline meshes seem super simple

#

I wonder if they can be used to generate corridors and tunnels

spice urchin
#

you know that's actually a really good idea

oblique sorrel
#

Right?

#

I wanted to make grid-based connections between rooms at first

#

But then I thought "Hey, spline meshes!"

spice urchin
#

i've only been using the landscape splines in my level

#

but the mesh splines would work too

#

they are kinda good at bending a mesh

#

so far it's been rivers and ocean foam

#

i'm tempted to do this for some caves in my game but our caves really won't be that extensive or deep to warrant this ๐Ÿ˜›

oblique sorrel
#

Well, it's an opportunity to make them deeper ๐Ÿ˜„

#

Now, how many loops do I need for the corridor to be smooth...

#

Does the spline mesh add additional loops as the mesh gets longer?

hazy lynx
#

hello!

#

Anyone here worked with localization and localization dashboard?

#

I'm trying to figure out if it's possible to have localization dashboard sort text by namespace

#

and another thing, is there a way to set default localization to be used in some ini file?

spice urchin
#

@oblique sorrel it won't add any edge loops to the geometry itself as far as i'm aware, just adds more instances of the geometry itself

#

which bend as much as they can based on their own edge loop amount

oblique sorrel
#

Okay, that's fine too

#

Okay, now all that's left is to set up the spline actor, spawn it, and make it go from doorway to doorway

#

Let's see how it goes

opal spindle
#

Hey guys, is it possible to package a project for mac on a windows machine?

oblique sorrel
#

@opal spindle No, you can't IIRC

opal spindle
#

Alright thanks

oblique sorrel
#

Looks like it just stretches the mesh. And in the wrong axis too.

spice urchin
#

i'm not real sure what performance differences are - except the need for a landscape

#

but landscape splines are pretty smooth

oblique sorrel
#

I added a bunch

#

Doesn;t seem to have that much impact

#

One connection has been made!

#

It seems to add maybe 2-3 seconds to my level generation. And that's taking into account searching for a suitable pair.

#

No idea why do all these splines converge on one, single point

#

It's not even world's 0,0,0

sharp crest
#

Is it possible that structures variables arent saving in a save game?

#

Regular variables are working okay but it seems like structs arent saving, or am I doing something wrong..?

lethal spear
#

did you USTRUCT() them?

sharp crest
#

I just made them in blueprints

#

@lethal spear

lethal spear
#

Ah, dunno then ๐Ÿ˜›

sharp crest
#

:/

oblique sorrel
#

Okay, I'm having a problem.

I want to creat that SplineMesh between the start actor, and the closest actor of the same type. Except if the actor is already spawning a SplineMesh, or if it's an actor that has the same parent.

#

How can I get a different result from a collision sphere? That is, make it run again, but this time ignoring the actors it hit last time?

#

Because, IIRC, collision always returns the first object it hits

lethal spear
#

There's like collision params or whatever, that has an actor ignore list

oblique sorrel
#

Line trace does

#

Does collision component?

lethal spear
#

ooohh not sure

oblique sorrel
#

There's ignoring of moving actors, but nothing besides that

#

Nothing I can see

hazy lynx
#

trying to figure out the patching process for unreal. Documentation says: "You can patch a project you have previously released using a versioned release."

#

what is a versioned release?

last loom
#

I know that I don't know enough about it, but basically using a service that stores your project externally, you can update it with version numbers

#

Source Something? God I'm noob

#

Source Control?

tall pendant
#

Version Control could be the thing for you. e.g Perforce or Github

spice urchin
#

SVN is OK. i like Perforce best

#

Github is a weird nightmare beast made for programmers or very very very small teams with not a lot of assets

tall pendant
#

Yup. i use perforce as well.

lethal spear
#

perforce is best for anything with binaries, currently

sturdy turtle
glossy hemlock
pallid compass
#

If i have a custom widget i have created, and bring it in to main_UI, how do i get events from clicks for it

ashen brook
#

@sturdy turtle yep.

spice urchin
#

@sturdy turtle wow that is insane...

#

with fully functional online multiplayer, crafting, harvesting, playable animals, dismemberment, oh and a world larger than Conan's or ARK's...

#

at least someone else is driving a buggy on...a road....

last loom
#

So I have the infamous "structures causing blueprint nodes to unplug when loading project" bug, I've had it a lot in the past, I found a way to prevent it from happening, but I just failed on that and I have it again and now I can't figure how to fix it again

#

4.15.1 seemed to fix it, but that broke foliage LODs so I'll wait til they patch it a bit

#

4.14.3 still has it

#

but I just noticed the error sais "Variable node KsNode_VariableGet_4665" uses an invalid target. It may depend on a node that is not connected to the execution chain, and got purged."

#

four thousand, six hundred sixty five. That's definitely a problem.

#

K2* Node

#

here's the funny thing... when I go to plug everything back in - if I leave ONE THING UNPLUGGED, it'll save and keep everything plugged in (albeit with compile error)

#

however, if I delete that last thing, or fix it so that it works at all, basically if I get a green check mark, then it unplugs EVERYTHING next time I reload ๐Ÿ˜„

#

Some sort of placeholder variable loop piling up or something

last loom
#

good news is, when I plug things in temporarily, everything looks sick as helllllll 8)

ruby aspen
#

hey all :D. i am working on a basic tower defense game, and when you click on a tower, it will show it's radius just by making the sphere collider component visible. Is there anyway to make that stand out more, like with thicker lines? I'm assuming not as it probably wasn't designed for that purpose. Any other suggestions?

#

its radius* D:

wary cove
#

you could use an outline shader

#

like the one UE4 uses in the editor

last loom
#

blessed be, I fixed the thing

#

always a great feeling to press play and hear your intro music ๐Ÿ˜„ ๐Ÿ˜„ ๐Ÿ˜„

#

So, note to self - I SAVED without compiling

#

then quit and reloaded and it was already compiled

#

@ruby aspen you could add another sphere component and give it a simple opacity material and in the construction script, set its size to the same as the collision sphere

#

ah bugger, it broke when I changed the default anim instance D:

plush yew
#

Who here likes star wars?

ruby aspen
#

lol...no point in trying to make that. you'll get a cease and desist from disney/ea/whoever has the rights

#

and thanks @last loom

last loom
#

lmk if it works!

#

and yeah, it looks like they're saying they noticed some other company made this announcement

#

so maybe it's just a low budget game Disney allowed

#

they didn't do any PR?

ruby aspen
#

yeah idk...I feel like any company that disney would give rights to would have to be a big company so they make a decent game and don't tarnish the reputation of the series

#

anyway lol, back to my question, i actually don't understand why I would need to create another sphere component. Can't I just put the material on top of the one I'm using already?

last loom
#

you're talking about the sphere collider

#

I'm saying make like a static mesh

#

so you can give it a material

ruby aspen
#

ooh

#

yeah i was wondering if I could even put a material on the collider lol

last loom
#

๐Ÿ˜„

#

just turn the collision off

#

a cleaner idea might be a flat circle on the ground

#

and just give it an emissive

#

like 10, so it glows

ruby aspen
#

hmmm

#

i'll mess around with it

#

i'm prototyping this all in blueprints with the intention to move it over to c++ later, but now the prototype has gotten quite huge. gonna be a lot of work ๐Ÿ˜ฆ

last loom
#

are you good at C++?

#

I'm just working with the mindset that maybe it's just one small island with a few toys on it, if it turns out to be too heavy

#

and just sticking to blueprints and making it work

#

but hopefully I can do a legit open world rpg

ruby aspen
#

no i'm not great at it lol

#

but i have experience with programming in general

#

and i have played around quite a bit w/ c++ in unreal and it's not too bad

#

so now I just gotta work on the material for that, but the sphere mesh is exactly the same size as the sphere collider thx to your idea ๐Ÿ˜„

last loom
#

perfect yo

#

material is easy

#

just right click and add a constant, then set that constant to like .5 or something, and drag that node into the "opacity"

#

then on the overall settings set it to use transparency

#

and you can set the base color to a "3 point constant"

#

which represents a color

#

^ all on the material bp

#

the terminology is wack but it's all the same ish ๐Ÿ˜ƒ

ruby aspen
#

yeah that's exactly what I did after looking it up ๐Ÿ˜„

#

the turret looks really bad I know, i made it in blender in like 5 minutes xD

#

i like the way that looks though, thx a lot for your help

#

tomorrow I shall work on actually making it shoot things

last loom
#

ahaa, I love blender, very cool

ruby aspen
#

๐Ÿ˜„

#

tower rotation looks a little sloppy but it's a start. time to finally go to bed

feral ibex
#

Anyone know a workaround for getting ProceduralMeshComponent up and running for HTML5?

glossy zenith
#

hey. I've noticed that when i've packaged or am running a game in windows i've got a small black sphere acting as a player actor thing. even with default pawn set to none.

#

so when playing, i can move the stupid thing around with wasd+qe+mouse

#

in the inspector when running, its a defaultPawn. not sure why its appearing tho

fierce tulip
#

@heavy flicker easiest is prolly trough blueprint.
There is no really well made random timed interval thing in cascade.
this might help

spark lotus
#

What are that system called where when you place an item, a transparent version of it appears showing you where you can place it or not?

plush yew
#

hey can someone help me? i think its a rly simple question... its how can i press a input and my camera look where i want

keen cradle
#

how do you open the console dialog in the editor? is it the same console key set in settings?

#

doesn't work on my german keyboard, only in play mode / standalone

plush yew
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idk m8

keen cradle
#

I just set the keyboard shortcut in editor preferences, that works

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regarding your question, you want to move your camera in a direction when pressing a key?

plush yew
#

if u want to help me plz go to programming i explained all well there

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glad u fixed ur probled

plush yew
#

Hey all!
Is there a way to detect that a packaged project is run for the first time?

craggy nymph
#

You could create a savegame when the game starts. Check if the savegame already exists. If not, that's the first time the project runs.

dawn linden
#

@plush yew Yeah, essentially any marker on disk would do. I don't think the engine has a built in flag for that.

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I'd probably just use a config file entry.

plush yew
#

yes, I did that

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thought maybe I can detect that some config file isn't written yet or something

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but a config entry will do

keen cradle
#

anyone has the same problem in an empty level, that you can select 2 invisible objects when pressing CTRL+A in the editor?

last loom
#

if it's empty anyway, just delete it and make a new one ๐Ÿ˜„

plush yew
#

Is there a way to change the name of the save folder packaged project will use in %localappdata%?

trim trail
#

4.16 looks like will have a helluva of improvements for visual effects, any guesses when its going to be released? 1-2 months?

last loom
#

they're already on to 4.16?? what about fixing 4.15? ๐Ÿ˜ข

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I know I know, fixes will be in 4.16 hopefully ๐Ÿ˜„

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(with new bugs) ๐Ÿ˜ข

quartz patrol
#

4.16? When?

heavy flicker
#

Hey @fierce tulip Ive got a particle travelling downwards, how can i make it rotate on a specific axis once it starts?

pallid compass
#

How can you set a data structure up so it has same sturucture for 1 half then the other half is another data table u can swap in and out so say like

you have Item_structure, has name, description, image then the other half is its item properties, then for a equipment one ud have same first half buy dif second half

lavish crow
#

Is anyone able to help with the intergration of Wwise to use in C++? I've setup up the plugins folder and have included AkAudio and AudiokineticTools in the dependencies for my projects .build.cs file but whenever use any of the #includes in any of my scripts, I just get bombarded with errors. When I don't have the #includes, I can compile and run the game fine.

sullen swift
#

Anyone familiar with a best practices of copying parts of your old project into a new project? Trying to fix a bad packaging problem...

unique flint
#

Is there a way of getting the dimensions of an object? This is important for a game I am making.

echo wolf
#

@unique flint You can get the bounds of it

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Either Get Actor Bounds or Get Component Bounds. The box Extent is from center and out

pallid compass
#

THoughts on ways to do a check by system in veriables? for a structure like

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If i wanted to check if Class could use X item

#

How do u store like a tick system in data

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Warrio can use, mage can use, archer can not, thief can use

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etc

light thunder
#

Any mathematicians on? Firefighter is having an aneurysm and could use another set of eyes

remote ermine
#

How often does the Unreal version upgrade? is there a specific date? - Wondering when 4.16 will be out because I have a specific bug in my game.

spark lotus
#

what bug @remote ermine

#

I'm trying to place an actor where it fits, however, the overlap event does not get toggled by the walls in the default level. Should I tick the "Generate overlap events" for every actor in my scene then? Seems like a performance eater

tidal lichen
#

I want to have a skeleton for sockets and IK in my vr pawn. I want it to be modular so that the body, head, weapons and everything else is its own mesh. So I basically want to have a mesh which is just a skeleton. Should I make a regular skeletal mesh to mount everything onto and hide it in game or is there a more straightforward way to add such a skeleton in UE4?

remote ermine
#

Lights still calcuating shadows when turned off,it's listed as Target fix by 4.16 https://issues.unrealengine.com/issue/UE-35747. My game has ton of interactive lights and framerates unplayable,so either need to rethink lights or wait for update.

spark lotus
#

ah I see, I know they wanna push 4.15.2 first

untold girder
#

@everyone Heads Up: Look out for a Discord user by the name of "KeirStarmer" or often just "Keir". He is going around sending friend requests to random Discord users, and those who accept his friend requests will have their accounts DDoSed and their IP Addresses revealed to him. Spread the word and send this to as many discord servers as you can. If you see this user, DO NOT accept his friend request and immediately block him.
Please be warned there is a user going around called "KurtStarmer" or just "Kurt" who is mass spamming terribly graphic gore and of such. Please spread the word of this to your other
Servers
-Discord team

tidal lichen
#

@untold girder any user can do that though and giving a troll that much attention is all he can ever want. If anything, sending those messages to all discord servers will only inspire more trolls to use that guy's methods.

ruby chasm
#

I have strange light leaks from an FBX we exported from Rhino
Any thoughts?
Please be specific, still fairly new to UE4, thank you!

frigid needle
#

Is anyone else having issues with widgets or bounding lines in lit mode are flickering in the editor, but are just fine Unlit? Using 4.15.1 on an AMD card if that matters

stiff marlin
#

So I'm trying to merge some actors together in UE and merge their material but the merge material option is always grayed out; is there a fix to this?

keen birch
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Do they use the same material?

#

Afaik that slot is for when you're merging two meshes with the same material so that their material slots get merged

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@stiff marlin

pure gorge
#

QUESTION : Working with SubLevels through source control, if someone modifies the persistent level, pushes it. At the same time, someone modifies one of its sublevels, pushes it. Merge occurs. Will every modification from both workers still be present ?

lofty edge
#

Has anyone else had the Windows 10 Creators update basically fuck their Unreal Engine context menu up completely?

#

The editor is literally unusable now, I try to open a context menu anywhere, even if I try the File > dropdown menus, it just won't render.

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And sometimes it just freezes up

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never happened once before the Windows 10 update.

fierce tulip
#

^ makes me happy previous windows update broke my windows updating

vale osprey
#

@lofty edge try to minimize any grpahical applications or anything that can be using GPU on the background

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including UE4 Launcher and Steam

dawn linden
#

Wish my windows update had broken, before Windows 10 came along...

pallid compass
#

What do you search for to change widget X Y POS?

dusk mantle
#

is there a way to change the character from from "T" to "A"? the unreal base model is set to A and my game keeps putting him in T and its muffin up animations

pallid compass
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i think its a option on import

lofty edge
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@pallid compass a UMG widget?

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at runtime?

pallid compass
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I figured it out

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Quick Question

#

If i have a UMG widget i made box and test, inside a action menu i made, inside my HUD, how do i make it so an 1 event gets called if any of the buttons are clicked?

#

text*

lofty edge
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get the button in any other widget by casting to that widget and then binding the event onclicked to a new custom event

#

I do it all the time because I have a ButtonBase widget that I use to unify the style of all buttons in my project.

pallid compass
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Gotcha

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So i can do it inside the action menu?

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as the action menu updates the images

lofty edge
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What do you mean Action Menu?

pallid compass
#

Wait sorry i mean

#

Do it inside the Inventory Widget i made

lofty edge
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So you're including another widget inside the inventory widget?

#

That widget has the button you'd like to select?

pallid compass
#

yes so i have

#

Widget 1, Icons, Image & button

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Widget 2, box & buttons

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Then my UI

#

The buttons in Wiget 2 are Widget 1.

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Widget*

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That is my Widget 2

lofty edge
#

Okay so you get your widget 1 as a variable, select the button from that reference, then from that you bind event on clicked, which you can then pin to a custom event. You can bind multiple buttons to one custom event.

pallid compass
#

Should i bind on the buttons there?

#

Wait it make sense to do it in the actual button widget i made(widget 1)

lofty edge
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Why would you do there? You already have the click event right there, and then that event is only accessible in that widget.

pallid compass
#

I think im just explaining shitly

lofty edge
#

Well, what do you want the buttons to do exactly?

pallid compass
#

I have Slot WIDGET_!, its a image and button

lofty edge
#

Because your initial question was how do i make it so an 1 event gets called if any of the buttons are clicked?

#

and the best way to do that is to get the buttons and bind all their click events to a singular event.

pallid compass
#

I have Inventory_menu_Widget_2

#

and then my UI

#

I want to make it so if any of the buttons inside Inventory Menu widget 2 are clicked, it calls an event, all buttons calling the same event

lofty edge
#

Right. So you want an event to be called whenever any of those buttons are clicked?

pallid compass
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Yes.

#

I refresh the images here, should i bind on click there? if so i think i need to use event dispatcher right?

lofty edge
#

So your handler event will be in the inventory widget. Where the buttons are included. You call each of the buttons you've included and then bind their onclick events to that handler event; then in that handler event you do the checks to see which button was pressed, and how you do that is a different story, maybe by storing a reference on the button widget itself.

pallid compass
#

Right gotcha!

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It wont let me refrence the buttons

lofty edge
#

I actually do something very similar to that a lot as I have a SelectableButton widget which takes an array and builds a list of buttons based on that, which you can then click to 'select', each of those buttons is then stored as a central reference in that selectablebutton widget.

#

How are you trying to get the buttons?

pallid compass
#

Via the array element

lofty edge
#

that's because it's a slot ui reference, you need to cast to the specific widget

#

or wait

#

you need to get the button class inside that slot ui reference

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so get btn_yourbutton from that

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and then bind it

pallid compass
#

Erm how do i get a button class? apologises for all the questions

lofty edge
#

drag off of your widget and type "get <name of the button in your slot ui reference widget"

pallid compass
#

Ohh

#

Can i not get the reference from the Temp array i make to bind the buttons in there?

lofty edge
#

well the blueprint has no way of knowing which exact widget you're referencing until you specifically reference it

#

Although one of the guys here might be able to give you a better solution I'm not sure what happens when you bind an event in a loop

pallid compass
#

U can do it

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If u use DO Once

#

This basically?

lofty edge
#

If you use doonce none of hte other buttons will be bound ot the event

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only the first one

pallid compass
#

oh wtf

#

im an idiot

#

its so easy to do

lofty edge
#

I'm not 100% sure if the loop will add the event bind or replace it.

#

But it's worth a shot.

pallid compass
#

Do this

#

Then use Slot refrence

#

for UI

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like veriable

lofty edge
#

yes but you're still using doonce :p

pallid compass
#

Works

lofty edge
#

well there you go

pallid compass
#

i removed the do once

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Think il have any issues binding to all buttons at once?

#

erm i cant access the custom event in my ui o-o

lofty edge
#

make sure you're casting to the inv and have context sensitive turned on

pallid compass
#

Cast from UI to inventory_Widget right?

#

What object do u use

#

for this type of casting

#

dont answer that

#

im an idiot lmfao

#

Still does not work

#

Why would i cast from UI to inventory_widget

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If inventory_widget is already a variable in there

lofty edge
#

If you're trying to call an event in another widget you need to get it. If you're including it in the widget yourself you can simply reference that

#

Otherwise you'd need to cast it.

pallid compass
#

I think i did not explain properly

#

Widget 1 Button is, then Inventory Widget, then HUD UI widget

lofty edge
#

I was just responding to this erm i cant access the custom event in my ui o-o

pallid compass
#

Yeah i Still cant

#

Iv got the invetory_widget as a variable in there

#

Still cant access the custom event we just made

lofty edge
#

get it, drag off of the getter, you should access it, as long as context sensitive is enabled

pallid compass
#

Thats all i get

#

So its back to front

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The child has the event

#

instead of the parent

lofty edge
#

you want the event to be defined in the main ui widget? O.o

pallid compass
#

Yes because i need veriables from it

#

I have 4 Pages of UI

#

Inventory*

lofty edge
#

right

pallid compass
#

They all use the same widget 4 times

#

So trying to make it reusable

lofty edge
#

create a custom event on the parent widget

#

then in the event on inventory simply cast to the widgets parent and call that event

#

done

pallid compass
#

object type for casting to HUD_UI?

lofty edge
#

use "get parent widget of class"

pallid compass
#

Cant cast to it.

lofty edge
#

no no

pallid compass
#

I must be doing something wrong, it cant be this hard to have a Custom Widget inside your HUD call an event.

lofty edge
#

Is the parent UI a widget or a HUD?

pallid compass
#

Inventory_UI is a custom widget i made, the HUD is the main UI

lofty edge
#

So the slot and the inventory is UMG

#

HUD is HUD?

#

I thought the hud was a UMG widget ๐Ÿคฆ

#

one sec

#

get the game mode and cast to the hud from that

#

get game mode > cast ot game mode > get hud > cast to hud

pallid compass
lofty edge
#

might not even need to cast to hud but my unreal engine is playing up so I can't check

pallid compass
#

Does that help lmfao

lofty edge
#

We're getting there

pallid compass
#

I apologise in advance for having the mental capacity of a cow.

#

Button is made of Image & button custom Widget

#

Inventory is Custom widget made of Button widget

#

I want all button clicks to call 1 event inside HUD

lofty edge
#

And you want to have the event to handle which button was pressed on the inventory

#

in the HUD, correct?

#

Okay

#

That's easy, we've got most of it set up.

#

In your HUD blueprint, create a custom event.

pallid compass
#

Okay.

lofty edge
#

In Inventory UMG blueprint, go to the event where you bound the buttons to that custom event and IN that custom event, get the players HUD, make sure you're casting to the right HUD class, and then execute that event

#

Then you'll obviously need to pass through whatever references you want to use.

#

I'd love to stay and help you out more but I have to head out - good luck

pallid compass
#

Alright thanks for the help, how do i refrence the HUD class though?

#

jsut cast too it?

#

sorry i mean

#

i cast to it

#

with what object

lofty edge
#

i can't remember off hand but you should be able to just get hud and cast to the right class

pallid compass
#

Mistyped ๐Ÿ˜‚

#

Gotcha, and the object type? also thank you so fucking much for the help

lofty edge
#

well its whatever hud class you made the event in

#

get hud > drag off > cast to HUD_UI

pallid compass
lofty edge
#

do the getter first

pallid compass
#

I mean the object for the cast

#

ah

lofty edge
#

context sensitive helps in 95% of cases

#

right click empty space, get hud

#

drag off, cast to HUD_UI

#

boom