#ue4-general

1 messages · Page 168 of 1

gleaming shore
plush yew
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Mouse over it and it should tell you the type

weary basalt
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@gleaming shore It wants an ThirdPersonCharacter reference according to the Log

gleaming shore
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Is it possible for a trigger to change the material of a cube, context: i have coloured cubes i would like to change colour during the theme music

karmic igloo
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@gleaming shore Could you use dynamic material instances? Just have a vector parameter linked to the basecolor and use the setvectorparameter node in the bp.

gleaming shore
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You can do that within a material ?

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It's just a simple "when score reaches x change red cube green". What you sent might do the trick

karmic igloo
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You make the material and then edit the material parameters in your blueprint.

gleaming shore
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thank you, i will read up on it on unreal

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thank you! appreciate it

karmic igloo
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You're welcome!

gleaming shore
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Can I somehow do float to integer?

cursive dirge
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yes

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BP's probably cast automatically

dusty scroll
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@gleaming shore floor float to get int

cursive dirge
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or round or ceil..

grim cargo
pseudo void
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for unreal to have benefit from an ssd when compiling does the editor and the ide being used need to be in your ssd or just the editor and ide can be in hdd?

feral echo
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on in case you check "simulate physics" checkbox in mesh settings

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but I suppose you should code bevaior

tiny fable
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My particle system won't start when I start my game. How can I fix this?

feral echo
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I suppose you could enable collision for the mesh too, but check for pick ups on the different channel

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it will fall throught floor if you mesh dont have collision

tiny fable
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uncheck pawn in the collision menu

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where you enabled collision it should say default, change that to ignoreonlypawn

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ignoreonlypawn

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IgnoreOnlyPawn

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try custom and make it overlap pawn

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yes

compact compass
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make overlap dynamic

fossil ore
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aaaaaaand UE4.18 insta crashes again

compact compass
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in the right panel search overlap dynamic

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you want to not drop ?

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wait a sec im gonna screenshot you

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ok

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set the collision

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you dont have collision thats why

tiny fable
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check the floor if that got block all enabled

compact compass
tiny fable
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My particle system won't start when I start my game. How can I fix this?

compact compass
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2 find collision

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and adjust what you want to do from there

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ok

surreal viper
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heh in some very special case the animation freezes in a frame, but if I pause the game, open the animation BP and step a single frame it jumps to proper frame and goes on, just wth

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lol if I debug in visual studio it also comes back

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just wth

late adder
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Anyone know anything about fixing a Vehicles position so that it stays floating at a fixed height just above a spline?

vale osprey
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are you using vehicle component?

late adder
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No.

vale osprey
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ok, then you can do something like GetPositionAlongTheSpline + (0,0,100), set it as vehicle position and it will float 1 meter above

worthy steppe
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Or if people have an easy slider audio tutorial please send it my way XD

late adder
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So, Every Tick, get Spline Position, and then set Vehicle Height to Spline Height + 100?

fair violet
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Anyone know if the editor startup time depends more on higher clock CPU speeds or more cores, and if disk speed is a significant factor in the time it takes? Trying to minimize time spent waiting between C++ compiles when launching the editor

frank escarp
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disk speed

fair violet
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Looks like an M.2 drive is in order! Thanks!

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Another widget!

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You can remove them from viewport or use a widget switcher

gentle crypt
quasi lake
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I just encountered a ridiculous bug of unreal 4

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At some moment I noticed in one of my blueprints ,breakpoints are red and menu above is set to enable all breakpoints

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But breakpoints never work

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And I restart the engine,then the breakpionts suddenly all turned into hollow red point

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lmao

light thunder
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Can someone advise, is there a way to check if the editor is still working and just hung up, or is irrevoably stalled?

rose sequoia
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Anyone here using 4.18 find their Material Editor preview window having a background scene?
I managed to turn it off by turning off "Show Environment" and "Show Floor" but now my background is either pure black or bright grey and my materials are being influenced by some pretty heavy directional lighting when looking at it from certain angles.

rocky portal
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why are PacketSimulationSettings not working in 4.18.2

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[PacketSimulationSettings]
PktLag=120
PktLagVariance=30
PktLoss=0
PktOrder=0
PktDup=0

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in DefaultEngine.ini

tall summit
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I don't really know in what section to put it, so i'll put it here,

The grass sprite is 30 pixels infront of the rock sprite, but for some reason the rock sprite comes out on top. how do i fix this?

fierce tulip
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set it all to masked

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instead of transparent

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(in the shader)

tall summit
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@fierce tulip where do i find the shader? never worked with it before

fierce tulip
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the material

tall summit
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hmm

fierce tulip
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probably in the materials folder

tall summit
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i imported images as textures

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and made sprites from those

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never used any materials

fierce tulip
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never used sprites, I assume there is a setup somewhere to set it to masked

tall summit
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mkay, i'll search around a bit more, got a lead now

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thanks!

grim cargo
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how make highlight.. when u aim a object then the object will highlight

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what should isearch in youtube

plush yew
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Hey guys

safe meadow
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hi people, I was wondering, how hard is to track things with oculus?, I mean hacking it somehow to track ir markers in, for example a tablet? And furthermore, how hard would be to make that tablet stream a camera projection of a VR enviroment from that tracking?

wary wave
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you're going to need to be more specific, and also you probably want to be in the VR channel

safe meadow
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Do you remember the wiimote hack of that guy that made whiteboards with projectors?

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jejeje, not that specific again.

plush yew
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Hello guys

frosty bloom
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So for some reason Destroying an Actor triggers the EndOverlap delegate, anyone have any idea why? I fixed it by creating a OnDestroyed delegate and set a boolean but doesn't strike me as something that would usually be necessary ?

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It does work as intended now but I'm kinda curious about it still

safe meadow
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what was your approach?

queen arch
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can someone explain "Make Rotator" to me?

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the documentation for this doesn't say anything...

nocturne onyx
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hey

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got that lecture thing, really excited to get into this

fair violet
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@queen arch Rotators are made up of 3 floats (Pitch, Roll, Yaw). You can break a rotator down to those 3 float values and likewise make a rotator from 3 floats. Make sense?

wild glacier
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De wae

torn bane
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Hey, is the BP_SkySphere the only way to create sunlight and background, or is there a way to make your own/import from the internet

weary basalt
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You can make your own for sure.

stone cedar
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Idk into which channel to post this one exactly, so I am sorry if it is in the wrong channel, but here it is.
How do i change these units on the location to meters? I believe that they are in centimeters at now due to super large numbers.
And why doesn´t it show centimeters or meters word behind the number? I remember that it used to show these words cm, m or km

weary basalt
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I dont think it ever showed distance convertion units before??

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1 UU = 1 CM you just have to do it in your head.

stone cedar
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yes i know but i want to change the units to meters, instead of centimeters

frank escarp
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pro tip, dont

stone cedar
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such big numbers dont get annoying on a big 4x4km map ?

torn bane
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-4090 Z location? holy fuck, where is that thing

stone cedar
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Big map -_-

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Don´t exactly want to work with centimeters on here

frank escarp
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the meter scale doesnt matter

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at all

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you are going to have issues if you try to go past around 10 kilometers from origin

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even if you put the scale to meters, you will still have the same trouble, classic Floats

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you only have a limited number of digits

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you can recenter world too

stone cedar
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oh okay i will keep units in centimeters then.

frank escarp
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and you wont be able to fill that size up as an indie

stone cedar
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how do i re center the tiled level?

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because at now the 0.0.0 location seems to be at one corner

floral heart
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Offset it by half?

stone cedar
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The play area will be inside the blue circle. so yeah not a big play area, but Aircraft playarea will be bigger than that.

plush yew
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projectile based guns

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or line trace based

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what do you prefer, and why?

surreal viper
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projectile based so one can dodge the bullets

stone cedar
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I just imported the map into UE 4.15 and it has the units symbol behind the numbers, but 4.18 doesn´t as shown above? Also the map tile Loading and importing is like 20x faster in UE4.15 compared to UE4.18. Is there something wrong with my 4.18 that it doesnt show the units symbols and tiled map laoding is so slow?

weary basalt
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No id say they just removed it. Unless its an Setting somewhere now.

plush yew
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@surreal viper but in real life u cant dodge

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if someone shoots u with a submachine gun

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ur not gonna magically dodge it

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lol

stone cedar
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I just timed the tiled map loading. The same 64 tile loading after starting up the game save took 5 seconds in UE4.15 and 4 minutes 30 seconds in UE4.18... jeezh

plush yew
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u literally have to be at like

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500 yards away

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to dodge a bullet lol

stone cedar
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The speed difference cant be that huge. there has to be some weird bug..

hard quarry
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Hi guys, I am pressing a button which calls a Blueprint function, it is working inside the editor, but not in the shipped Version, any Ideas?

LogScript: Warning: Script call stack:
Function /Game/Widget/Launcher.Launcher_C:BndEvt__Button_391_K2Node_ComponentBoundEvent_36_OnButtonClickedEvent__DelegateSignature
Function /Game/Widget/Launcher.Launcher_C:ExecuteUbergraph_Launcher

LogScript: Warning: Accessed None

gleaming shore
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How can I change which character a map uses?

floral heart
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If they implemented it properly, a projectile with 0 radius is basically a bunch of line traces anyway.

gleaming shore
fair violet
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@plush yew if multiplayer, trace for almost all guns for sure. Just makes it easier to implement. I like how Fortnite has projectiles for sniper bullets though as they are slow firing and take more skill

plush yew
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mhm

weary basalt
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I prefer Raytraced “bullets”

plush yew
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same

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its better performance

weary basalt
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Way more responsive and feels better gameplay wise in my opinion. If its an close quarters game i cant imagine what pros Projectiles would have over traced bullets

floral heart
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It's also a question of distance. For small games like counterstrike, a projectile traveling at real speed will probably hit in less than a single frame anyway. Ergo, a projectile with 0 radius is a bunch of line traces anyway.

For games with more scale, the physical presence of a weapon becomes more important. Nothing in real life is instantaneous. Though, relativistic rendering probably won't be a commonplace thing while we still have eyes.

fair violet
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And network efficiency- good luck replicating hundreds of projectiles on a fast firing machine gun

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Ray traced bullets are definitely a good option

floral heart
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If they're dumb projectiles, client-side prediction is likely good enough, since you already know where the projectile will be going from the moment you spawn it.

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Also, are you really going to have ray traced rockets or missiles?

fair violet
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Rockets or missiles are great candidates for projectiles

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They won’t be rapidly fired and travel slowly

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So they can fit in the budget

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An LMG however.. different story

weary basalt
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Anything that actually fires an projectile like rockets would not be raytraced

floral heart
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Tell it to MW:O. For some reason they implemented missiles that can be fired a hundred at a time, and because they can lock on they aren't dumb and seem to be predicted. The game is stuck at 24 players and can't support any more in a match.

weary basalt
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Its not like it cant be done. Its just expensive

fair violet
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Yeah it’s just very inefficient

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Depends on the game though

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If it’s a key mechanic then sure that’s fine

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Feels nicer to be as lean as possible though

floral heart
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The question of "do you prefer projectile based or line traced" is a strange question. It implies your game is being designed around a single function.

weary basalt
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Yeah i would make that decision based on gameplay factors not personal preference

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But personally i do like raytraced weapons.

floral heart
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Personally I could go for sweep weapons. Flamethrowers, I needz them.

tame bluff
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Montage plays

plush yew
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What college uses teaches unreal and c++?

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I'm at that point of my life to start thinking about it

plush yew
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im thinking FullSail but not 100% sure

worn granite
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I'd really think about just going for CS - either way, be prepared to dig around and do stuff on your own

plush yew
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@worn granite cs?

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and yes i understand that i wont learn everything in collage

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from what i know its more to guide you

worn granite
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computer science

plush yew
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hmm

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thanks ill do more research

coarse cradle
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I applied for cs too

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I hope theyd use c++

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whered you learn ue4 tho @worn granite

worn granite
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I learned it myself

cursive dirge
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they probably have courses on c++

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but don't use it as main language

coarse cradle
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just watched a bunch of videos or soemthing?

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and true

worn granite
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I mean, partially. More just tried using it. Reading source, seeing how I could access things.

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Just practice, really.

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It was helped by the fact that I'd already done the same thing with C++

coarse cradle
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any good way to understand the api of ue4?

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should I just read the wiki or something lol

worn granite
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Accept that you won't know everything, jump into areas you like.

coarse cradle
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thats true

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thats what im going for

worn granite
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I mean you could read the wiki - I'd lean towards just referencing stuff though.

cursive dirge
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if you know c++ already, just read docs c++ intro stuff

coarse cradle
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trying that aswell

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its just hard to understand sometimes

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read up a tutorial on how to cel shade

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but rather than just to copy the tutorial I wanna understand how it works

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so I reference the docs/wiki a lot but still get stuck on somethign

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*something

cursive dirge
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any example?

coarse cradle
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I mean

cursive dirge
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but basically, you learn the api just by duing

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*doing

coarse cradle
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this is gonna be just one that might sound stupid

cursive dirge
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it's poorly documented

coarse cradle
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but I dont think I fully understand lerp

cursive dirge
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so you search the info while you program

coarse cradle
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trying that out

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watching a ue4 livestream while searching up the stuff seeing if I can understand it

cursive dirge
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lerp = linear interpolation

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it doesn't actually have anything to do with time

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it's super simple

coarse cradle
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on the doc it says when alpha = 0 then (A=100%, B=0) ice versa

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so im assuming if lerp was 0.5 (A=50%, B=50%)?

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*if Alpha was 0.5

cursive dirge
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yup

coarse cradle
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so if A and B = 10 and lerp was 0.25 A = 7.5 and B = 2.5?

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*if Alpha was 0.25

cursive dirge
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ummm no

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you interpolate between A and B

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you don't change them

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if A == B, you get same value

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regardless of alpha

coarse cradle
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interpolate?

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hmm

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what would the output be if alpha = 0.4 , A=10, B=20?

cursive dirge
coarse cradle
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think I have a basic understanding of what that is...

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i mean its a shitty draawing but bear with me

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lets say 10 is a and b is 20

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ignore that part at the bottom lol

gleaming shore
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how do i make custom events fire, i totally forgot

coarse cradle
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anyways depending on the alpha value does LERP select the number on the number line between 10 and 20?

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so if lerp was 0.5 it would be 15?

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and if lerp was 0.25 it would probably choose 12.5?

silver crown
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Yeah

cursive dirge
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yes

coarse cradle
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ohhhhh

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makes a lot more sense

cursive dirge
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just look at that code

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if you don't know much math, code should be self explanotary

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that's all it is

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one line of code

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whole lerp

coarse cradle
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I think I get it now

gleaming shore
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How can I stop play sound at location upon my variable changing?

weary basalt
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If you Spawn an sound instead of Playing an sound you get an reference to that Sound Object that was Spawned. You can then Play, Stop, Destroy it as you please.

gleaming shore
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How would I got about destroying the spawned sound?

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Im not sure how to use the reference is what I mean

weary basalt
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Call DestroyActor?

gleaming shore
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Just tried it, the target pin wont for destory actor wont connect to spawned sound

weary basalt
gleaming shore
weary basalt
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Drag from the Sound node and search for Destroy

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there will be an DestroyComponent node

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But you will need to save that Sound Object as an variable and access it from the Variable. You shouldnt cross execution paths like your attempting to do.

gleaming shore
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What could I use to set a variable like "is playing" from the spawn sound?

coarse cradle
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Probably a pretty basic question but

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How does unreal pull ambient occlusion (red channel) metallic parts (green channel) and the non metallic parts (blue channel) from just that 1 texture sample on the left picture?

floral heart
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Are you expecting it could only sample one channel at a time?

coarse cradle
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wdym?

floral heart
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The channels are already separate. It doesn't need any extra effort to get to them.

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That fourth row seems to be a strange combination of them.

coarse cradle
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said it was a whole object mask

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I think I understand how it works now tho

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was looking at the 4 channels (RGB) and I thought it literally meant the color... but it really had no relation and was just uder defined channels

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*user

floral heart
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It is the color, though. A color is 3 channels, red green and blue, and the 4th channel is alpha, which is a bit of a wildcard.

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For humans, anyway. Other animals can see color differently.

coarse cradle
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well thats true

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but I got confused thinking that the nodes were some how pulling out like red color data from the texture sample

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ahhh I get it completely now

floral heart
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Are you looking at the material in startercontent?

coarse cradle
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yeah

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the chair

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trynna see if I can undertsand how the material was defined

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found a good explanation online tho

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kinda still stuck on why lerp is being used tho

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I know its function just hard to see why its being used in that case

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then the alpha is connected to the blue channel which is the non metallic and control of color of non metallic objects

floral heart
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In short, there's a base layer and a metal layer.
Wherever there's green, the base layer lerps to the metal layer. Full green = fully metal.

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In other words, the green is used as a layer mask.

coarse cradle
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alright

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but then again, whats happening here?

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its trying to define a metallic value

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im assuming any green that can be extracted from the texture sample is going to be metalic>

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?

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when I say green I mean any color on there that has the combination of green aswell

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im assuming that depending on the intensity of the mixture of green it also adds the metallic effect to that spot on the mesh?

floral heart
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'Metallic' is just an arbitrary value that is later used in lighting calculations to determine what kind of shine the surface has. High metallic means the shine will look more like raw metal, low metallic means the shine will look more like smooth plastic.

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The amount of metallicity is one part of what the green is used to mask.

coarse cradle
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makes a lot more sense now

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so in that pic I posted depending on mixture of green in the specified area it would choose a value between 0 and 1 to make that area of the mesh metallic?

vale osprey
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in general yes, you just frase it a bit weird

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it doesn't "choose" anything

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texture is 4 arrays of numbers, in material you define which array you want to use for something like metalic for example

coarse cradle
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mhm

vale osprey
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let's say you load just a black and white texture without alpha

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its doesn't have color but at the same time it can be any color or metallic or roughtness

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because it's nothning more than a set of numbers

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in material, when you connect nodes, you are saying "I want this data to flow into this function"

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so you can read numbers from green/red/blue/alpha channel and wire them to something that is going to transform them in some way or something will use it as a final result for a color/alpha/metallic and etc

coarse cradle
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I see

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jeez you really get a lot of flexibility in that case

vale osprey
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yes, nothing stops you from swapping color channels in material

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you can swap Red and Blue completely, or you swap them to an ammount of Green at the same texel

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all because, textures are not "paintings" but arrays of numbers, the same with final color or material - it's just a function that takes X and transforms it into Y

coarse cradle
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makes a lot more sense

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thanks for those explanations

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really helped out

vale osprey
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@floral heart funnily enough I coudn't find in google a simple explanation with illustration of what texture is 😄

floral heart
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I was hoping it didn't need explanation. :x

coarse cradle
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oh just 1 more question if youre still here

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how would I create a texture mask?

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from my understanding I paint everything I want white and export it as R G or B, or a mixture with other images that I painted

vale osprey
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correct

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in most of the image editing packages like Photoshop, you can edit individual channels - RGBA

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so you can place one mask into R another on G and etc. Or you have a texture for material without transparency, then you can use A channel for mask

coarse cradle
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I see

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but you could also just apply a texture over the uv

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why did unreal do this method instead of just applying a texture over the unwrap

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is it so they can also customize the metallic and non metallic properties through the use of RGB?

floral heart
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Sort of. It goes back to the layers I tried badly to explain.

coarse cradle
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worked well enough for me

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well that was a whole lot

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thanks a lot again

floral heart
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In Unreal's PBR workflow, the appearance of something is typically defined by its albedo(base color), metallicity, specularity, and roughness. A texture is usually only enough to define the basecolor. However, if you use it as a mask, then you have three or four masks that can define different sets of albedo/metallic/specular/roughness, layers. Which works if you don't mind that each layer is a flat color.

smoky pilot
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What is the difference between roughness and specular? Aren't they both the same thing?

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Roughness is the new specular, isn't it?

fair violet
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Roughness is how shiny or rough a material is, specular in UE4 (in my own words) is almost like a scale for how bright the ambient reflections and overall sheen of a mesh is displayed- more apparent at higher Roughness values. Usually 0.5 which is the default is fine but in many cases, you want to play with it to provide a more natural response in a lighting scenario (often you get assets that have an ugly almost coating of white sheen that doesn’t look realistic in comparison to the same asset using a lower specular value) Basically it isn’t PBR accurate and it is sometimes useful to tweak artistically

vale osprey
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One of the differences is that roughness effect diffuse color too, along side the specular

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I’m not even sure if there is split between diffuse and specular anymore

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Less rough objects will reflect light in a tighter cone and fully rough will reflect in 180 degrees making it look fully diffuse

fair violet
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There’s a test I did recently- default spec on the left, 0 spec on the right

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It definitely changes the perceived lighting response drastically

high oriole
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Can anyone tell me why when I'm exporting from maya, my mesh imported to unreal shows up way off center?

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It's way over there by the yellow highlight

fair violet
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Did you export your mesh at the origin in Maya?

high oriole
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it has to be centered in maya?

fair violet
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Yep that’s where the pivot in UE4 will be

high oriole
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I guess that explains it. I thought that.

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I'm trying to model some realistic grass lol

fair violet
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Gotta get those curves in!

vale osprey
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@fair violet you mean spec as specular input? it has some meaning for sss materials, outside of those I don't what exactly it does

fair violet
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Yep specular input

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That’s what it does as shown in the screenshot- the scale of that “sheen”

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Roughness is 1 in both cases

high oriole
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the curves will be done via box lattice later on

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I haven't set any of the specular up yet. I'm do all the texturing in unreal engine or substance I'm new to texturing

floral heart
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I think specular input just scales up and down. Ordinarily you don't mess with it, but it can be used to mute/occlude specular reflections, as you might see on some more organic surfaces.

high oriole
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Right now my main focus is just getting it to look right for the most part, I have a pic of some previous made grass in unreal already but there's no normal maps or anything special

fair violet
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Agreed @floral heart

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Metallic of 1 basically kills the influence of specular too

high oriole
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roughness 0.8 specular 0.2

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is the setting

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right now it's not setup I just have a lambert on it

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I had issues with the scale and size of it so that's what i'm tackling to get the size perfect

fair violet
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If you really want to make the grass yourself, might be good to reference some scans to get the right proportions / shapes

high oriole
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Yeah, I have plenty of scans for reference

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in fact

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There I made that lol

fair violet
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Nice!!

high oriole
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the ones on the far right are handdrawn via tablet but they dont look right in unreal

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they get all pixelated

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and too skinny

fair violet
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You are using this texture on the actual assets or just as a ref sheet?

high oriole
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Well, I'm gonna crop the blades out to make a single texture full of the grass blade patterns just to have differentiation between blades but yea

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then I apply it to the blades and basically warp it like grass blade then bake the texture to images

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throw them on billboards and in to unreal

#

I thought about just grabbing some grass off the grow and throwing it in my scanner and see how that works out lol

fair violet
#

Yeah doing that and modeling some highpoly broad normals to bake down into an atlas would work fine

#

Then you could assemble patches or instead bake highpoly patches down to a billboard atlas

high oriole
#

thats the plan

#

once I'm done if I get some really good results I'll put em in the unreal marketplace

high oriole
#

I'm close, on the right track at least. It looks right I just need to sort the scale in maya abit

keen birch
#

Lol

smoky pilot
#

( thanks eoinobroin and BoredEngineer for the specular explanation! )

keen birch
#

@fierce tulip Laughed at this

#

Well damn

cursive dirge
#

@fierce tulip but there are tons of mobile battle royale games?

#

not with 100 players

#

but like 20

#

some look exactly like pubg

#

direct ripoffs

keen birch
#

The point stands though

#

What the guy says he wants is ridiculous

cursive dirge
#

like realtime GI on mobile? 😄

keen birch
#

And Luos just responded to his statement that no-one tried it

#

So if anything OP should've done some research ;3

#

Among others ;3

cursive dirge
#

Luos replied Do you know why nobody has tried this on mobile? and I replied to that

#

because there are tons of those on mobile

floral heart
#

Realtime on GI on mobile? Can be done.
It won't look any good, but it can be done.

keen birch
#

;3

cursive dirge
#

sure, but that's beyond the point

keen birch
#

But yeah, we're debating over nothing here

#

Either way, I think we can all agree OP is missing some knowledge required for his journey

cursive dirge
#

it's the typical idea guy post tbh

keen birch
#

Yup

cursive dirge
#

we see these every week

high oriole
#

Lose wired in my headphones, have to keep smacking my ear to get music in the right side, finally got fed up slapped the desk with the headphone, now there is no right head phone. Problem solved

keen birch
#

Lol

high oriole
#

the funny part is I can still fix it, but it would be tedious soldering

keen birch
#

Also, how do you get the forum on dark theme?

#

😮

high oriole
#

You can use stylish for custom css, otherwise there might be a setting in the forum itself

trim silo
#

Guys is it possible to setup normal collisions like for regular static mesh but for skeletal mesh?? I have a big dragon head that has opening animation, inside the dragon head there is a path that leads further into the level but the probelm is that there is this huge collision sphere that prevents me from jumping onto the platform etc.

#

Isn't there just option "Use complex collision as simple" like for regular static meshes?

fierce tulip
#

yea @cursive dirge I was more talking about his scope

#

but fine nontheless hehe

cursive dirge
#

ah

fierce tulip
#

just woke up, shouldve worded it better probably

cursive dirge
#

Team Size: 2

fierce tulip
#

you joined him? XD

cursive dirge
#

nah, it's in the specs

#

so it just means there's that idea guy

fierce tulip
#

oh it said 1 when I was reading

cursive dirge
#

and then the guy who will do all the work

#

oh?

#

heh

#

well, I hope the person learns something still

fierce tulip
#

unless references to just waking up comment

#

fo sho

#

but with that scope, he'll probably learn how hard stuff is, instead of how fun it can be

cursive dirge
#

heh

#

I don't usually look at these parts of the forums

#

how does that even show up?

#

it's ancient thread

#

oh

#

these are all closed threads

#

what's the point of this?

fierce tulip
#

the whole job-page is quite a mess

keen birch
#

Luos, how'd you get the dark theme for forums?

fierce tulip
#

never know where to look or post

keen birch
#

Setting or extensions or something?

cursive dirge
#

yeah, this is all messed up

fierce tulip
#

Stylish plugin for chrome, has a stylish setup for the forums

#

made by @next badger

#

i think

cursive dirge
#

can't they move those out if they've changed the structure?

fierce tulip
#

iunno

runic dock
high oriole
#

When I import from Maya to Unreal, my mesh shows up like 90% transparent, I have nothing but a texture file on it 2d texture

cursive dirge
#

@runic dock but UE4 community is here

#

also

#

did you read the rules?

#

No soliciting. Advertisements, requests for game testers, Discord server invites and shortened URLs may be deleted by moderators for any reason.

plush yew
#

Where can I post about my gamejam entry?

#

@cursive dirge

next badger
plush yew
#

It's related to another server*

next badger
#

@plush yew "server" ? game jam channel for all game jams, not only Epic Games ones

plush yew
#

Aight :+1:

long garnet
#

guys does anyone know how to allocate memory for pointer pointing to pointer to object?

#

wait

#

😄

#

allocate memory with "new" for pointer will point to pointers pointing to objects

cursive dirge
#

@long garnet what are you trying to do?

#

you usually don't allocate memory yourself

#

also, in UE4's case, if you use uobjects (any unreal gameframework object essentially), you don't even use new

glossy flame
#

I didn't know you were using a widget when I said that initially :p

#

It looks like #umg is the one you want to go to.

cursive dirge
#

you'll not touch slate with blueprints

#

so, umb it is

#

I'm not UMG guy, sorry

#

just try the umg channel

#

also

#

you need to be specific on what you are having issues with

#

"need help with this" will not get you people doing work for you

marble belfry
#

Hey guys!

#

I've just started learning Unreal a week back and need some help, which channel should I ask questions on?

glossy flame
#

Well, whichever channel your question pertains to 😃

#

If it's more just general stuff, here is fine

molten tusk
#

complex collision on 1000 polygons = acceptable, bad or super bad ?

wild kestrel
#

UMG is wrapper of Slate for blueprints

#

So practically both are the same

flat pilot
#

does someone know if there is more of those fancy tutorials that are directly in the software ?

gloomy egret
flat pilot
#

can't read cyrilic sorry

gloomy egret
#

but you have russian name and flag

pallid compass
#

Hmmm how do u think i could give the illusion of a planet? being so far away its circular but then when u dive in u come to flat ground?

flat pilot
#

@gloomy egret well I don't stumble upon cyrillic a lot after 15 years out of the motherland

fierce tulip
fierce tulip
grim cargo
#

is there a node that can remove specific widget?

grim rock
#

Hey was curious if someone could help me out with something

#

I'm working on a HUB like online game where players can meet and chat and do other fun activities. One feature im having an issue with is clothing products. So when a player uses in game money to buy cloths from another player who has a job at say a clothing store how can i go about making it where the Shirt, Pants etc... will connect to his Rig and move just like the base model would have done.

idle mirage
#

Not sure which sub chat I should put this in, but does anyone know what "Composition PreLighting" relates to when trying to profile using stat GPU?

idle mirage
#

Found out what my performance hit was... I forgot to delete a Scene Capture Cube that was updating every frame on a high resolution

rose sequoia
thorn cradle
#

Hey guys

#

I'm having a problem retargeting

#

The preview window meshes look different

#

but on the scene

#

they're the same size

#

(the scene models don't have custom scaling)

honest rune
#

whats with the platform on the feet of the mesh with the weird thinsg around the head?

#

that is weird though

#

I'd assume the true scale of the imported mesh is actually that much bigger by the looks of it

thorn cradle
#

The platform on the feet is just a quad to show the position of the root bone

#

And, honestly when I imported both models

#

I had to use custom import scaling for one

#

so, maybe that's the problem ?

honest rune
#

most likely

#

I wouldnt do that if the models shar the same skeleton either

#

I don't know how it would be have in animations by scaling that way. normally you want your scale (and normals etc) recalculated in the dcc software before exporting

heady bridge
#

Hi, when I start my game in Standalone, it opens on the wrong monitor, not the one set as my main, is there any settings in the engine to fix it?

honest rune
#

either clear your systems saved window positions or while standalone is open, drag the window to the other screen and then close it. system should remember thats where you positioned it last

heady bridge
#

Dragging it over to the other monitor and closing it there didn't work, I tried with the X and the command quit

honest rune
#

is it opening on the same screen that the editor is open on? (or that the editor opened on when you first launched the editor)

heady bridge
#

The editor opens on my right monitor and same with NEw Editor PIE, the only window that automatically goes to the left is the standalone. Even when I play any fullscreen game it opens up on my right, it's just that for some reason

grim cargo
#

i have a question.. is there a node that triggerbox will gone when i step another triggerbox ?
like when i step Triggerbox1.. the Triggerbox2 will gone

#

node/bp

regal mulch
#

Disable the Collision on that second triggerbox

fierce tulip
#

how big are the odds that 4.18.0 content copied to a 4.18.2 project isnt working? not showing up in the CB for me at least

grim cargo
#

ok ill try it now

random holly
#

@everyone h

#

@everyone Can anyone speak japanese??? EMERGENCY

honest raven
#

Guys

#

Ahh nothing

safe rose
#

@random holly Chotomatte

humble sun
#

@random holly what you need?

#

speak or read?

#

i speak I dont read

random holly
#

read

humble sun
#

well post away

#

i might be able to

#

i just dont read well

random holly
#

Phantasy star online 2 ReCaptcha XD

humble sun
#

pm me

faint cedar
#

and you're good for life

humble sun
#

yeah thats why i was curious

#

that i can read

#

Kanji.. not so much

#

they also use chinese characters of course.

honest rune
#

lol

bitter iris
#

guys i need help

#

badly

faint cedar
#

Chinese captcha?

bitter iris
#

one of my outputs have moved

#

i dont know how

faint cedar
#

The missing tile?

bitter iris
#

its here

#

i loaded it an now its some how over there

faint cedar
#

Click the second icon to the right of "Levels"

#

with the little square and the arrow

bitter iris
faint cedar
#

yeah now grab the rogue tile and move it

bitter iris
#

that simple?

faint cedar
#

Well, you can try doing it with a blindfold

bitter iris
#

i crapped myself

faint cedar
#

That's probably a surplus of information

#

but congrats?

bitter iris
#

thank god, thanks damir

whole sonnet
#

Curious what AA everyone is using in their unreal games? Are you using TAA or did you switch to forward shading so that you can use MSAA?

faint cedar
#

TAA for that sweet sweet masked temporal dither

whole sonnet
#

@faint cedar Can you share any examples of the temporal dither you use?

bitter iris
#

How do I package a game but only package files that have been used

whole sonnet
#

@faint cedar Woah, i actually said "Woah , interesting" out aloud when i saw that effect in the video lol

#

looks pretty cool

#

@faint cedar Woah, i actually said "Woah , interesting" out aloud when i saw that effect in the video lol

#

looks pretty cool

faint cedar
#

Thanks

#

You can do a lot of stuff with Temporal Dither, barely anything I use nowadays has "real" transparency.

whole sonnet
#

never would have guessed that effect is tied to temporal stuff, but my knowledge is limited on material type stuff like that

bitter iris
#

anyone?

floral heart
#

The visualize light propagation volume showflag is always on when I start the editor. I don't even have lpvs turned on anymore. :E

whole sonnet
#

@faint cedar Your game looks really cool too by the way 😃

faint cedar
#

Thank you 😄

azure shore
#

all that happens is it opens up a window alongside the project window except I can't open the window and it shows it as a black bar

cursive dirge
#

have you checked the logs?

azure shore
#

there are no logs

#

nothing

cursive dirge
#

sure there are

lime cobalt
#

UE4 is building shaders the first time it's installed

azure shore
#

I double click an asset and nothing opens

#

It was working fine before!!!

#

I've been using it a while!

lime cobalt
#

what is the asset ?

#

a map ?

#

a blueprint ?

azure shore
#

I've tried skeletal meshes, blueprints, all that stuff

#

all the same result

lime cobalt
#

ok it's all types of assets

whole sonnet
#

@azure shore Did you try to verify UE4 to make sure its not having any issues missing files or anything?

cursive dirge
#

bit late but this is also one reason why people use version control, to be able to roll back if things go wrong

azure shore
#

idk it was working fine earlier today

#

I was planning on doing that but I've hardly even made much yet

lime cobalt
#

@azure shore did you update unreal or made construction script blueprints ?

azure shore
#

no...

lime cobalt
#

are you on 4.18 ?

azure shore
#

yeah

#

I've tried restarting ue, restarting my computer, and reinstalling ue

lime cobalt
#

with the source built version of UE4, it'd be possible to see what's hapenning ....

#

pausing the editor and see what's in the call stack...

#

@azure shore also, can you re-describe your problem entirely ? once you openned your UE4 project, you cannot open any assets ?

cursive dirge
#

there's still those logs too

#

in users appdata

azure shore
#

I'll send a screenshot in a sec

lime cobalt
#

^ that's nice to know, the logs

azure shore
#

where are they then?

cursive dirge
#

users / <username> /appdata/local/unrealengine/saved/logs I think

azure shore
#

ok...

cursive dirge
#

could be more somewhere else, can't remember

plush yew
#

I can see the assets at windows explorer , but at unreal engine there is no assets.

azure shore
#

and if I click it nothing happens

#

it's not just a 5 hour loading time is it?

honest rune
#

for an anim frame, no

azure shore
#

same thing happens with any asset

lime cobalt
#

@azure shore it's an anim file ? does it happens with every type of file you try to open ?

azure shore
#

yeah

honest rune
#

sounds like your pc is struggling

azure shore
#

maybe

lime cobalt
#

i'd check the appdata logs indeed

azure shore
#

but it was fine this morning

lime cobalt
#

@azure shore how much is your project folder ? 10gb ? 20gb ?

#

personally, I'd do a backup copy of it

azure shore
#

the project file is 1kb

lime cobalt
#

no, the project folder 😄

honest rune
#

lol

lime cobalt
#

with all the maps, textures etc

azure shore
#

it doesnt say... its a folder...

honest rune
#

rightclikc on folder, select properties

azure shore
#

o

#

1.18 GB (1,275,078,772 bytes)

lime cobalt
#

seems ok

#

i'd check the logs in the appdata folder

azure shore
#

I can run the project as normal

#

I tried other projects including the default project and still the same thing

plush yew
#

Guys?

azure shore
#

guy

honest rune
#

Mostly I think

#

I see a few girls on the list though

plush yew
#

Help ahah

azure shore
#

well I'm pooped

#

out of ideas

#

why does it have to do this to me

#

seriously

#

nah

#

this is hopeless

honest rune
#

you did try closing and re-opening project yeah?

plush yew
#

I can see the assets at windows explorer , but at unreal engine there is no assets.

lime cobalt
#

@azure shore did you check these logs tho ?

azure shore
#

I can't find them!

honest rune
#

any luck if reloading the project?

lime cobalt
#

@azure shore can you locate your "users" folder ?

#

@azure shore Indeed, reloading the project needs to be tried too

#

@azure shore because AppData is a hidden folder, so once you're in C:/Users/ (yourName)

#

check the folder window, you'll see a text bar containing a text line with C:/Users/ (yourName) written on it

#

add " /AppData/ " to this bar

honest rune
#

or %AppData% right into explorer

lime cobalt
#

oh yes, I didn't know this ^, much easier

honest rune
#

ancient chinese secret :p

lime cobalt
#

for me, the folder is in AppData/Local/UnrealEngine/4.16

#

@azure shore can you see how to find these logs ?

#

using @honest rune awesome method

azure shore
#

I got that page up fine

#

appdata

safe rose
#

That's on a blank new map

azure shore
#

and yes like I said I've restarted the project like 50 times, restarted computer, and reinstalled the whole ue

lime cobalt
#

@safe rose wrong friction/physics settings ?

#

@azure shore if you search into /Unreal Engine/4.18/ can you see any logs ?

safe rose
#

heh

#

nevermind

lime cobalt
#

also, I think you can find additional infos in the Project folder

#

@safe rose okies then

safe rose
#

I just looked at teh diff in project settings

lime cobalt
#

omg noice

safe rose
#

Someone dun fucked up

lime cobalt
#

@safe rose what commit system do you use tho ? Github ? SVN ?

safe rose
#

Perforce

lime cobalt
#

okies

safe rose
#

anything else is worthless for UE4

lime cobalt
#

that's good to know

azure shore
#

omg

humble sun
#

SVN works fine

azure shore
#

UNREAL ENGINE YOU TROLL

humble sun
#

used it for two years

#

no issues what so ever

#

victor is.. opinionated

azure shore
#

IT HAD. THE DAMN THINGS OPEN BUT IN A TINY LINE OFF SCREEN

humble sun
#

lets just say

azure shore
#

UUUUUHH

#

If anyone wants to give me a dunce hat rn I will happily go stand in the corner of shame

#

although you can't blame me, it wasn't even on screen but if I move the cursor to the top it gets the drag arrow thingey

#

wow

frank escarp
#

svn works, but svn is a dinosaur...

#

ive used svn some times for unreal, lack of deltas tends to make the server baloon in size

#

also slower than perforce

safe rose
#

Oh, wasn't trying to start a #source-control war on here. That's why we have that channel 😃

#

Also, not an opinion when it's a fact

#

¯_(ツ)_/¯

floral heart
#

"anything else is worthless" is an opinion.

How bad was the diff?

plush yew
#

Guys.

#

Please

#

Elp

#

Help

#

I can see the assets at windows explorer , but at unreal engine there is no assets.

coarse cradle
#

did you select the right folder?

cursive dirge
#

@safe rose lol

#

good troll

bitter iris
#

Guys how do I find the log of which i failed to package

random coral
#

@plush yew try check the filters maybe

bitter iris
#

ProcessResult.StdOut: LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.
ProcessResult.StdOut: LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details.

#

Anyone know why im getting this

unkempt spoke
#

hello

honest rune
#

it really sucks when an awesome name has been taken by a terrible game lol

tame bluff
#

some dude tried to add me on facebook

#

and this is his top post on there

#

i have no idea who he is but he must have found me through here lmao

#

Wait no it's this one

#

lmao

#

It's the starter-content that gets me though

obtuse sable
#

how do i remove

#

the hud

#

i cant remember the keybind

#

the Lit

#

show, perspective etc

#

sry if this is the wrong channel

elder kestrel
#

glad to see this is super active Unreal IRC is so dead nowadays finally cam over here 😄

charred raptor
#

Had anyone here used TrueSky?

safe rose
#

@0lento#8809 😉

bitter iris
#

can anyone help

#

one stands out to me

#

ProcessResult.StdOut: LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.
ProcessResult.StdOut: LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details.

light thunder
#

Can a collision component have a different collision than it's root? for some reason my collision is not working even though it is set to block everything

light thunder
#

geez this place is dead

gleaming shore
#

What can I plug into cast object?

safe rose
#

@gleaming shore #blueprint pinned. Blueprint Communications

#

watch please

gleaming shore
#

All I want to do is turn off a light from another blueprint, how hard can it be

fluid stag
#

hard enough that don't yet know!

worn granite
#

tsk tsk kappa

fluid stag
#

lol

worn granite
#

@gleaming shore did you go watch victor's video suggestion?

azure shore
#

Also sorry if I wasted anyone's time

plush yew
#

@light thunder You can use Set Updated Component but I think it only works on Pawns or Characters

light thunder
#

I'm trying to start over a streaming level but not sure how to use reset...can someone advise?

light thunder
#

about to save a lighting build what's up

#

@light lintel

#

standby

#

what creates both those widgets?

#

Is it an actor, a player, what is it ?

#

where are they added to the viewport?

#

wait

#

stop

#

did you watch the bluepritn communications video?

#

watch it

#

it will clear up a lot of the fog

#

seriously just watch it and follow along

#

yes there is

#

but you need to watch it

#

stop not watching, it is literally the developers trying to show you the best way to use their engine

#

bare mininum you will learn enough vocubulary so you can ask more specific questions

#

I need to go to bed but watch that video here

#

check the pin up in the corner of these various channels you'll find the good stuff there that peopel reference a lot

#

you need to learn more before you can do that

#

trust me, you can spend an hour or two now and easily gain 10 hours

#

20-100 hours

#

they aren't that boring

#

UMG and Widget is the term you want to use, UI is a more general concept, UMG is specifically unreal

#

dude you need to go watch the video

worn granite
#

in the umg ...

thorny cipher
#

"As far as I know the profiler includes the time the CPU isn't doing anything. "

#

All i could find

#

how can it cost 33ms to do nothing

#

¯_(ツ)_/¯

plush yew
#

Guys help me.

#

I can see the assets at windows explorer , but at unreal engine there is no assets.

thorny cipher
#

restart editor

#

or fix redirects

plush yew
#

How i can fix the redirects?

#

I never had this problem

thorny cipher
#

right click on content and 'fix redirectors'

#

inside the editor

plush yew
#

Thanks !

#

Lets see

#

Ifs not working im gonna send you a pm ok?

#

Thanks mate

safe rose
#

@plush yew he loves PMs

thorny cipher
#

dont pm lol

plush yew
#

Pm here @safe rose

#

Ahaha

austere finch
#

!gameidea

plush yew
#

Want game ideas? Send me a DM!

#

so can someone help me with upside down issues?

#

mainly camera

austere finch
#

upside-down issues? explain it?

plush yew
#

I want forexample my 1st person guy to have upsidedown view

#

i rotate camera in blueprint and aeverywhere and best result i get is that my keyboard is just mirrored but not the view upside down.

#

I still cant see the assets inside the ue editor

#

But at Windows explorer i can

paper kernel
#

Editor chose to freeze when alt tabbed

#

great

#

well, only myself to blame

#

never use even versions of UE

#

uneven versions have always worked without issues

tender dome
#

is there any tutorial for how to implement attack combos animations

bitter iris
#

Can anyone help me been ignored for the past few days. ProcessResult.StdOut: LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.
ProcessResult.StdOut: LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details.

#

getting this error when packaging

paper kernel
#

@bitter iris surely it says which mesh is corrupt

bitter iris
#

Im looking through the log cant find it

paper kernel
#

welp, then it's gonna be pain to find

plush yew
#

Guys

#

Can i use any vps to install perforce?

glossy flame
#

If it has the required space, RAM and CPU power (very minimal required), sure

fierce tulip
#

very odd, I got send 4.18.2 ueassets, but they dont appear in the content browser at all

frosty bloom
#

@fierce tulip Did you migrate or import them into the content browser? Sometimes when assets is copied from folder directly to content folder it requires a restart of the project for them to show up. (I have had cases were I had to delete said assets and re import them too)

plush yew
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Does anybody know how to cach images locally in Blueprints. We use Download Image to get the images, but there is no caching option. Any ideas?

wary wave
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define 'cache locally'?

fierce tulip
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@frosty bloom thats not it, I know how to do that and been doing it for many years.
they just dont appear.

plush yew
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ha... well cache the images on the disk, so also can load it when offline

silver crown
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@fierce tulip Sure it's 4.18 and not custom source build?

fierce tulip
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asking now, since I was sent the entire project and still nothing.

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though i highly doubt it

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oh god rofl, for some reason it starts ue4 with last used filters

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never did that before on new projects

silver crown
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That was it?

fierce tulip
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yes, and it doesnt do that for sure in 4.17 so never realized

plush yew
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@fierce tulip any clue when 4.19 is out

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😄

fierce tulip
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beats me

plush yew
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its on git

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is it possible to scale meshes in game real time?

wary wave
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yes

plush yew
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nice

upper heart
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@plush yew Amanda said that the preview should be out "the second half of this month" on the forum.

plush yew
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is there a component or i need to do it in blueprint somehow?

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@upper heart amanda bott?

upper heart
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yeah

plush yew
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oh

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i thought that was a bot

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ROFL

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kidding lol

upper heart
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🙄

plush yew
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im joking

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xD

wary wave
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@plush yew - blueprint

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follow some basic tutorials

plush yew
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LOL

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set actor scale 3d?

silver crown
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"follow some basic tutorials" <-- You should really do that

plush yew
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2 hard

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i cant

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wtf

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I ask help and u say watch tutorials?

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jesus

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Ive been working with this problem for days and I watched every kind of tutorial about it and checked forums. But I just cant get it to work and you say watch some tutorials. 😃

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ahh nevermind

fierce tulip
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well, if a question is just a very simple google search away and you are asking a very basic question.. you can kinda expect that.
I'd suggest to google "ue4 blueprint scale actor over period"

light thunder
bitter iris
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@paper kernel Could I send you the log an maybe you could check

light thunder
bitter iris
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@light thunder Are the buildings in BP's?

light thunder
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I thought that was my problem and it is for some things, yes,

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but when it still does it with static meshes

bitter iris
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ah

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in bps meshes i find putting them as moveable works

light thunder
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But what is that static mesh actor not culling?

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This is baffling

plush yew
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so no caching in blueprints?

light thunder
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huh?

plush yew
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good lord

silver crown
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@plush yew Put the UTexture in a save

tender dome
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does anyone know any tutorial for importing static mesh as skeletal mesh?

fierce tulip
light thunder
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They aren't blueprints, most of them are static meshes

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@fierce tulip

fierce tulip
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"At the moment, we have a ticket in for this with UE-13425, which is currently backlogged. There is a limitation with using instanced static meshes for culling since these get reduced to a single draw call when rendering an object X amount of times. Normally that that X values would be the number of draw calls you would get. Because of this these objects can not be independently culled.

Using the Hierarchical Instanced Static Mesh will be the best route."

light thunder
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Lol how long is the backlog? 2 years?

fierce tulip
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sometimes things just dont get fixed

light thunder
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So wait... I can't cull any static mesh I drop into the level using a volume?

bitter iris
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Why not auto generate LODs

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If its not gunna work thats a good option

fierce tulip
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@light thunder they are instanced static meshes

light thunder
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@stray verge Because it hangs and goes unresponsive

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@fierce tulip I'm confused....do you mean instance in that they are more than one of a copy of a stiatic mesh?

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so, if I only had one smokestack, it would work

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but if I have two, it won't

fierce tulip
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iunno, your screenshot tells me it was an instance

light thunder
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My UE experience is growing but much of my knowledge is fragemented....I know some intermediate things but some of the basics fell through the cracks - how did that BECOME an instance (I am modifying a demo map so I didn't build much of it)

fierce tulip
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dunno ¯_(ツ)_/¯

light thunder
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so if I highlight them all and "replace" with a static mesh?

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How do I fix it, is what I am asking?

fierce tulip
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you do know that the cull distance volume doesnt work in editor right?

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(unless you press G) but that depends on ue4 version afaik

light thunder
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um

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no

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i was not aware of that

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i'm 4.18.2

fierce tulip
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<_<

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then it works when you play

light thunder
#

suspcious_fry.png

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nope

fierce tulip
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probably

light thunder
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that one screenshot was during play

fierce tulip
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k

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if you set cull distance to 9999

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only meshes that are about 9999 in size will be culled

light thunder
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I want everything grabed

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*grabbed

fierce tulip
light thunder
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I thought it was 99999 and BELOW in size?

fierce tulip
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closest to

light thunder
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Oh.

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Strange.

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It is as though the knowledge I lack could somehow fill up an object of written language

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it's still laughing at me @fierce tulip

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how can I get the bounds radius of that smokestack...i want to cull by the exact amount and see what happens

fierce tulip
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whats the longest size of that mesh

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X Y or Z

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add a number close to that in the cull distance volume

light thunder
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i would think z

fierce tulip
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dont think

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open the mesh in mesh viewer and check it

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12600 apparently

light thunder
fierce tulip
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then fill in size 12500 or so, and set cull distance to 500

light thunder
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what is that giant line

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btw, i'm on a streamed level, however, the cull volume is in the persistant level (and so are the smokestacks)

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baffling

plush yew
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Anyone know where the manual explains the difference between a memory reference and an asset reference?

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Asset reference I assume is just a direct reference between two assets, e.g.: a static mesh referencing a material

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What's a memory reference?

livid haven
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Memory reference would be any reference that isn't in an asset but instead is merely in memory right now.

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Some object that is not an asset.

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For example, while you're Playing in Editor, that's a duplicated copy of the level/world all the objects in it.

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Those temporary duplicates for Play In Editor are not assets.

plush yew
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Ah, I see - thanks for the explanation!

fierce tulip
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memory can also mean its still in undo/redo list

upper iris
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Need a good tutorials for basics to master of the material editor please if anyone knows one ??

upper heart
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anyone have experience with this? been generating for a long time

silver crown
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"for a long time" = 1 day?

upper heart
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no, not yet. I ran it for a couple hours and gave up. It's running again now tho

silver crown
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😐

upper heart
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Running it on my more powerful cpu this time

silver crown
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@upper heart It worked?

upper heart
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still chugging along

fallen tundra
#

does anyone know how to make a character animation play via a data array?

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for example, the data array has facial data corresponding to different facial emotions, this is for a chatbot like app I'm making

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so if I type out a sentence to the AI, it'll give back an emotional response (e.g. angry, sad, happy) in a array, so how do I let certain animations play accoriding to that data?

keen birch
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Alright