#ue4-general
1 messages · Page 168 of 1
Mouse over it and it should tell you the type
@gleaming shore It wants an ThirdPersonCharacter reference according to the Log
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
@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.
You can do that within a material ?
It's just a simple "when score reaches x change red cube green". What you sent might do the trick
You make the material and then edit the material parameters in your blueprint.
Create Dynamic Material Instance
You're welcome!
Can I somehow do float to integer?
@gleaming shore floor float to get int
or round or ceil..
help me please.. i dont want my door like this https://streamable.com/6l42h its spamable and the sound spam too 😦 how can i fix that this is my blue print
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?
on in case you check "simulate physics" checkbox in mesh settings
but I suppose you should code bevaior
My particle system won't start when I start my game. How can I fix this?
I suppose you could enable collision for the mesh too, but check for pick ups on the different channel
it will fall throught floor if you mesh dont have collision
uncheck pawn in the collision menu
where you enabled collision it should say default, change that to ignoreonlypawn
ignoreonlypawn
IgnoreOnlyPawn
try custom and make it overlap pawn
yes
make overlap dynamic
aaaaaaand UE4.18 insta crashes again
in the right panel search overlap dynamic
you want to not drop ?
wait a sec im gonna screenshot you
ok
set the collision
you dont have collision thats why
check the floor if that got block all enabled
My particle system won't start when I start my game. How can I fix this?
1 Go to project settings
2 find collision
and adjust what you want to do from there
ok
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
lol if I debug in visual studio it also comes back
just wth
Anyone know anything about fixing a Vehicles position so that it stays floating at a fixed height just above a spline?
are you using vehicle component?
No.
ok, then you can do something like GetPositionAlongTheSpline + (0,0,100), set it as vehicle position and it will float 1 meter above
Hey guys, I would love to know how you would get this code to work on a slider that is not in the startup of the level but in a different widget . https://answers.unrealengine.com/storage/temp/40275-level+blueprint.png
Or if people have an easy slider audio tutorial please send it my way XD
So, Every Tick, get Spline Position, and then set Vehicle Height to Spline Height + 100?
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
disk speed
Looks like an M.2 drive is in order! Thanks!
Another widget!
You can remove them from viewport or use a widget switcher
hi how can i make it so that every 36th character it add a new line to a string? https://gyazo.com/7a93e60acfcbff4cca0638956a5813b6
I just encountered a ridiculous bug of unreal 4
At some moment I noticed in one of my blueprints ,breakpoints are red and menu above is set to enable all breakpoints
But breakpoints never work
And I restart the engine,then the breakpionts suddenly all turned into hollow red point
lmao
Can someone advise, is there a way to check if the editor is still working and just hung up, or is irrevoably stalled?
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.
why are PacketSimulationSettings not working in 4.18.2
[PacketSimulationSettings]
PktLag=120
PktLagVariance=30
PktLoss=0
PktOrder=0
PktDup=0
in DefaultEngine.ini
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 where do i find the shader? never worked with it before
the material
hmm
probably in the materials folder
i imported images as textures
and made sprites from those
never used any materials
never used sprites, I assume there is a setup somewhere to set it to masked
how make highlight.. when u aim a object then the object will highlight
what should isearch in youtube
Hey guys
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?
you're going to need to be more specific, and also you probably want to be in the VR channel
Do you remember the wiimote hack of that guy that made whiteboards with projectors?
jejeje, not that specific again.
Jhonny Lee https://www.youtube.com/watch?v=Jd3-eiid-Uw
Using the infrared camera in the Wii remote and a head mounted sensor bar (two IR LEDs), you can accurately track the location of your head and render view d...
Hello guys
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 ?
It does work as intended now but I'm kinda curious about it still
what was your approach?
can someone explain "Make Rotator" to me?
the documentation for this doesn't say anything...
hey
got that lecture thing, really excited to get into this
@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?
De wae
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
You can make your own for sure.
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
I dont think it ever showed distance convertion units before??
1 UU = 1 CM you just have to do it in your head.
yes i know but i want to change the units to meters, instead of centimeters
pro tip, dont
such big numbers dont get annoying on a big 4x4km map ?
-4090 Z location? holy fuck, where is that thing
the meter scale doesnt matter
at all
you are going to have issues if you try to go past around 10 kilometers from origin
even if you put the scale to meters, you will still have the same trouble, classic Floats
you only have a limited number of digits
you can recenter world too
oh okay i will keep units in centimeters then.
and you wont be able to fill that size up as an indie
how do i re center the tiled level?
because at now the 0.0.0 location seems to be at one corner
Offset it by half?
The play area will be inside the blue circle. so yeah not a big play area, but Aircraft playarea will be bigger than that.
projectile based so one can dodge the bullets
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?
No id say they just removed it. Unless its an Setting somewhere now.
@surreal viper but in real life u cant dodge
if someone shoots u with a submachine gun
ur not gonna magically dodge it
lol
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
The speed difference cant be that huge. there has to be some weird bug..
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
How can I change which character a map uses?
If they implemented it properly, a projectile with 0 radius is basically a bunch of line traces anyway.
https://i.gyazo.com/229c51f6f784cd2ab9d864bda6844e44.png is this because i installed a plugin?
@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
mhm
I prefer Raytraced “bullets”
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
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.
And network efficiency- good luck replicating hundreds of projectiles on a fast firing machine gun
Ray traced bullets are definitely a good option
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.
Also, are you really going to have ray traced rockets or missiles?
Rockets or missiles are great candidates for projectiles
They won’t be rapidly fired and travel slowly
So they can fit in the budget
An LMG however.. different story
Anything that actually fires an projectile like rockets would not be raytraced
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.
Its not like it cant be done. Its just expensive
Yeah it’s just very inefficient
Depends on the game though
If it’s a key mechanic then sure that’s fine
Feels nicer to be as lean as possible though
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.
Yeah i would make that decision based on gameplay factors not personal preference
But personally i do like raytraced weapons.
Personally I could go for sweep weapons. Flamethrowers, I needz them.
What college uses teaches unreal and c++?
I'm at that point of my life to start thinking about it
im thinking FullSail but not 100% sure
I'd really think about just going for CS - either way, be prepared to dig around and do stuff on your own
@worn granite cs?
and yes i understand that i wont learn everything in collage
from what i know its more to guide you
computer science
I applied for cs too
I hope theyd use c++
whered you learn ue4 tho @worn granite
I learned it myself
I mean, partially. More just tried using it. Reading source, seeing how I could access things.
Just practice, really.
It was helped by the fact that I'd already done the same thing with C++
any good way to understand the api of ue4?
should I just read the wiki or something lol
Accept that you won't know everything, jump into areas you like.
I mean you could read the wiki - I'd lean towards just referencing stuff though.
if you know c++ already, just read docs c++ intro stuff
trying that aswell
its just hard to understand sometimes
read up a tutorial on how to cel shade
but rather than just to copy the tutorial I wanna understand how it works
so I reference the docs/wiki a lot but still get stuck on somethign
*something
any example?
I mean
this is gonna be just one that might sound stupid
it's poorly documented
but I dont think I fully understand lerp
so you search the info while you program
trying that out
watching a ue4 livestream while searching up the stuff seeing if I can understand it
lerp = linear interpolation
it doesn't actually have anything to do with time
it's super simple
on the doc it says when alpha = 0 then (A=100%, B=0) ice versa
so im assuming if lerp was 0.5 (A=50%, B=50%)?
*if Alpha was 0.5
yup
ummm no
you interpolate between A and B
you don't change them
if A == B, you get same value
regardless of alpha
think I have a basic understanding of what that is...
i mean its a shitty draawing but bear with me
lets say 10 is a and b is 20
ignore that part at the bottom lol
how do i make custom events fire, i totally forgot
anyways depending on the alpha value does LERP select the number on the number line between 10 and 20?
so if lerp was 0.5 it would be 15?
and if lerp was 0.25 it would probably choose 12.5?
Yeah
yes
just look at that code
if you don't know much math, code should be self explanotary
that's all it is
one line of code
whole lerp
I think I get it now
How can I stop play sound at location upon my variable changing?
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.
How would I got about destroying the spawned sound?
Im not sure how to use the reference is what I mean
Call DestroyActor?
Just tried it, the target pin wont for destory actor wont connect to spawned sound
Drag from the Sound node and search for Destroy
there will be an DestroyComponent node
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.
What could I use to set a variable like "is playing" from the spawn sound?
Probably a pretty basic question but
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?
Are you expecting it could only sample one channel at a time?
wdym?
The channels are already separate. It doesn't need any extra effort to get to them.
That fourth row seems to be a strange combination of them.
said it was a whole object mask
I think I understand how it works now tho
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
*user
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.
For humans, anyway. Other animals can see color differently.
well thats true
but I got confused thinking that the nodes were some how pulling out like red color data from the texture sample
ahhh I get it completely now
Are you looking at the material in startercontent?
yeah
the chair
trynna see if I can undertsand how the material was defined
found a good explanation online tho
kinda still stuck on why lerp is being used tho
I know its function just hard to see why its being used in that case
\
then the alpha is connected to the blue channel which is the non metallic and control of color of non metallic objects
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.
In other words, the green is used as a layer mask.
alright
but then again, whats happening here?
its trying to define a metallic value
im assuming any green that can be extracted from the texture sample is going to be metalic>
?
when I say green I mean any color on there that has the combination of green aswell
im assuming that depending on the intensity of the mixture of green it also adds the metallic effect to that spot on the mesh?
'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.
The amount of metallicity is one part of what the green is used to mask.
makes a lot more sense now
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?
in general yes, you just frase it a bit weird
it doesn't "choose" anything
texture is 4 arrays of numbers, in material you define which array you want to use for something like metalic for example
mhm
let's say you load just a black and white texture without alpha
its doesn't have color but at the same time it can be any color or metallic or roughtness
because it's nothning more than a set of numbers
in material, when you connect nodes, you are saying "I want this data to flow into this function"
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
yes, nothing stops you from swapping color channels in material
you can swap Red and Blue completely, or you swap them to an ammount of Green at the same texel
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
@floral heart funnily enough I coudn't find in google a simple explanation with illustration of what texture is 😄
I was hoping it didn't need explanation. :x
oh just 1 more question if youre still here
how would I create a texture mask?
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
correct
in most of the image editing packages like Photoshop, you can edit individual channels - RGBA
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
I see
but you could also just apply a texture over the uv
why did unreal do this method instead of just applying a texture over the unwrap
is it so they can also customize the metallic and non metallic properties through the use of RGB?
Sort of. It goes back to the layers I tried badly to explain.
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.
What is the difference between roughness and specular? Aren't they both the same thing?
Roughness is the new specular, isn't it?
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
One of the differences is that roughness effect diffuse color too, along side the specular
I’m not even sure if there is split between diffuse and specular anymore
Less rough objects will reflect light in a tighter cone and fully rough will reflect in 180 degrees making it look fully diffuse
There’s a test I did recently- default spec on the left, 0 spec on the right
It definitely changes the perceived lighting response drastically
Can anyone tell me why when I'm exporting from maya, my mesh imported to unreal shows up way off center?
It's way over there by the yellow highlight
Did you export your mesh at the origin in Maya?
it has to be centered in maya?
Yep that’s where the pivot in UE4 will be
I guess that explains it. I thought that.
I'm trying to model some realistic grass lol
Gotta get those curves in!
@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
Yep specular input
That’s what it does as shown in the screenshot- the scale of that “sheen”
Roughness is 1 in both cases
the curves will be done via box lattice later on
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
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.
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
roughness 0.8 specular 0.2
is the setting
right now it's not setup I just have a lambert on it
I had issues with the scale and size of it so that's what i'm tackling to get the size perfect
If you really want to make the grass yourself, might be good to reference some scans to get the right proportions / shapes
Nice!!
the ones on the far right are handdrawn via tablet but they dont look right in unreal
they get all pixelated
and too skinny
You are using this texture on the actual assets or just as a ref sheet?
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
then I apply it to the blades and basically warp it like grass blade then bake the texture to images
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
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
thats the plan
once I'm done if I get some really good results I'll put em in the unreal marketplace
I'm close, on the right track at least. It looks right I just need to sort the scale in maya abit
if you want some lolz and giggles this morning
https://forums.unrealengine.com/community/got-skills-looking-for-talent/job-offerings/1412789-one-battle-royale
Lol
( thanks eoinobroin and BoredEngineer for the specular explanation! )
@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
like realtime GI on mobile? 😄
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
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
Realtime on GI on mobile? Can be done.
It won't look any good, but it can be done.
sure, but that's beyond the point
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
it's the typical idea guy post tbh
Yup
we see these every week
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
Lol
the funny part is I can still fix it, but it would be tedious soldering
You can use stylish for custom css, otherwise there might be a setting in the forum itself
try userstyles.org
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?
ah
just woke up, shouldve worded it better probably
Team Size: 2
you joined him? XD
oh it said 1 when I was reading
and then the guy who will do all the work
oh?
heh
well, I hope the person learns something still
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
heh
I don't usually look at these parts of the forums
then the first random thread I looked into was this https://forums.unrealengine.com/community/got-skills-looking-for-talent/13334-looking-for-the-best-a-i-programmer-and-will-pay
how does that even show up?
it's ancient thread
oh
these are all closed threads
what's the point of this?
the whole job-page is quite a mess
Luos, how'd you get the dark theme for forums?
never know where to look or post
Setting or extensions or something?
yeah, this is all messed up
Stylish plugin for chrome, has a stylish setup for the forums
made by @next badger
i think
can't they move those out if they've changed the structure?
iunno
https://discord.gg/jJvPfc hey guys! join this discord server i just created and help grow the UE4 community !
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
@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 #game-jam-chat
It's related to another server*
@plush yew "server" ? game jam channel for all game jams, not only Epic Games ones
Aight :+1:
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
@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
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.
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
Hey guys!
I've just started learning Unreal a week back and need some help, which channel should I ask questions on?
Well, whichever channel your question pertains to 😃
If it's more just general stuff, here is fine
complex collision on 1000 polygons = acceptable, bad or super bad ?
does someone know if there is more of those fancy tutorials that are directly in the software ?
@flat pilot https://vk.com/uengine
can't read cyrilic sorry
but you have russian name and flag
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?
@gloomy egret well I don't stumble upon cyrillic a lot after 15 years out of the motherland
A desktop app designed to interact with https://issues.unrealengine.com/
https://i.gyazo.com/ee2439ab1879838b15eeeda91c89f4b5.png
oh unreal, you so silly
is there a node that can remove specific widget?
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.
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?
Found out what my performance hit was... I forgot to delete a Scene Capture Cube that was updating every frame on a high resolution
Anyone know what could be causing this to happen? With the close-up being as the material is intended to look, but the zoomed out version is all noisy and dissolved https://cdn.discordapp.com/attachments/314073823559548930/402167448318771211/unknown.png
Don't have any LODs setup, tried changing mip-map settings, as well as creating a plain blank new white material and placing it on an oval. Zooming out resulted in basically the same thing https://cdn.discordapp.com/attachments/314073823559548930/402183855722725377/unknown.png (The lighting was built in previous tests so I don't think it's a problem with that)
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)
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
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 ?
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
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?
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
Dragging it over to the other monitor and closing it there didn't work, I tried with the X and the command quit
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)
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
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
Disable the Collision on that second triggerbox
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
ok ill try it now
@random holly Chotomatte
read
Phantasy star online 2 ReCaptcha XD
pm me
Aren't Japanese captcha just hiragana / katakana? Just copy this: https://i.pinimg.com/originals/31/29/d8/3129d844ff8ae37599f980b316c39d02.gif
and you're good for life
yeah thats why i was curious
that i can read
Kanji.. not so much
they also use chinese characters of course.
lol
Chinese captcha?
The missing tile?
yeah now grab the rogue tile and move it
that simple?
Well, you can try doing it with a blindfold
i crapped myself
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?
TAA for that sweet sweet masked temporal dither
@faint cedar Can you share any examples of the temporal dither you use?
How do I package a game but only package files that have been used
@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
Thanks
You can do a lot of stuff with Temporal Dither, barely anything I use nowadays has "real" transparency.
never would have guessed that effect is tied to temporal stuff, but my knowledge is limited on material type stuff like that
anyone?
The visualize light propagation volume showflag is always on when I start the editor. I don't even have lpvs turned on anymore. :E
@faint cedar Your game looks really cool too by the way 😃
Thank you 😄
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
have you checked the logs?
sure there are
UE4 is building shaders the first time it's installed
I double click an asset and nothing opens
It was working fine before!!!
I've been using it a while!
ok it's all types of assets
@azure shore Did you try to verify UE4 to make sure its not having any issues missing files or anything?
bit late but this is also one reason why people use version control, to be able to roll back if things go wrong
idk it was working fine earlier today
I was planning on doing that but I've hardly even made much yet
@azure shore did you update unreal or made construction script blueprints ?
no...
are you on 4.18 ?
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 ?
I'll send a screenshot in a sec
^ that's nice to know, the logs
where are they then?
users / <username> /appdata/local/unrealengine/saved/logs I think
ok...
could be more somewhere else, can't remember
I can see the assets at windows explorer , but at unreal engine there is no assets.
I get this
and if I click it nothing happens
it's not just a 5 hour loading time is it?
for an anim frame, no
same thing happens with any asset
@azure shore it's an anim file ? does it happens with every type of file you try to open ?
yeah
sounds like your pc is struggling
maybe
i'd check the appdata logs indeed
but it was fine this morning
@azure shore how much is your project folder ? 10gb ? 20gb ?
personally, I'd do a backup copy of it
the project file is 1kb
no, the project folder 😄
lol
with all the maps, textures etc
it doesnt say... its a folder...
rightclikc on folder, select properties
I can run the project as normal
I tried other projects including the default project and still the same thing
Guys?
guy
Help ahah
well I'm pooped
out of ideas
why does it have to do this to me
seriously
nah
this is hopeless
you did try closing and re-opening project yeah?
I can see the assets at windows explorer , but at unreal engine there is no assets.
@azure shore did you check these logs tho ?
I can't find them!
any luck if reloading the project?
@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
or %AppData% right into explorer
oh yes, I didn't know this ^, much easier
ancient chinese secret :p
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
Hmmmmmmmm... so someone messed up a setting somewhere in a project I'm working on, instead of rolling back, I'd like to try to figure out wtf could they have done...https://i.gyazo.com/2362be27e77d8c7a97581f7093008df4.gif
That's on a blank new map
and yes like I said I've restarted the project like 50 times, restarted computer, and reinstalled the whole ue
@safe rose wrong friction/physics settings ?
@azure shore if you search into /Unreal Engine/4.18/ can you see any logs ?
also, I think you can find additional infos in the Project folder
@safe rose okies then
I just looked at teh diff in project settings
omg noice
Someone dun fucked up
@safe rose what commit system do you use tho ? Github ? SVN ?
Perforce
okies
anything else is worthless for UE4
that's good to know
omg
SVN works fine
UNREAL ENGINE YOU TROLL
IT HAD. THE DAMN THINGS OPEN BUT IN A TINY LINE OFF SCREEN
lets just say
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
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
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)_/¯
"anything else is worthless" is an opinion.
How bad was the diff?
Guys.
Please
Elp
Help
I can see the assets at windows explorer , but at unreal engine there is no assets.
did you select the right folder?
Guys how do I find the log of which i failed to package
@plush yew try check the filters maybe
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
hello
it really sucks when an awesome name has been taken by a terrible game lol
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
how do i remove
the hud
i cant remember the keybind
the Lit
show, perspective etc
sry if this is the wrong channel
glad to see this is super active Unreal IRC is so dead nowadays finally cam over here 😄
Had anyone here used TrueSky?
@0lento#8809 😉
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.
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
geez this place is dead
All I want to do is turn off a light from another blueprint, how hard can it be
tsk tsk 
lol
@gleaming shore did you go watch victor's video suggestion?
Also sorry if I wasted anyone's time
@light thunder You can use Set Updated Component but I think it only works on Pawns or Characters
I'm trying to start over a streaming level but not sure how to use reset...can someone advise?
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
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
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
in the umg ...
Anyone know what this is in the profiler?
"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)_/¯
Guys help me.
I can see the assets at windows explorer , but at unreal engine there is no assets.
@plush yew he loves PMs
dont pm lol
!gameidea
Want game ideas? Send me a DM!
so can someone help me with upside down issues?
mainly camera
upside-down issues? explain it?
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
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
is there any tutorial for how to implement attack combos animations
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
@bitter iris surely it says which mesh is corrupt
Im looking through the log cant find it
welp, then it's gonna be pain to find
If it has the required space, RAM and CPU power (very minimal required), sure
very odd, I got send 4.18.2 ueassets, but they dont appear in the content browser at all
@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)
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?
define 'cache locally'?
@frosty bloom thats not it, I know how to do that and been doing it for many years.
they just dont appear.
ha... well cache the images on the disk, so also can load it when offline
Download Image
@fierce tulip Sure it's 4.18 and not custom source build?
asking now, since I was sent the entire project and still nothing.
though i highly doubt it
oh god rofl, for some reason it starts ue4 with last used filters
never did that before on new projects
That was it?
yes, and it doesnt do that for sure in 4.17 so never realized
beats me
yes
nice
@plush yew Amanda said that the preview should be out "the second half of this month" on the forum.
is there a component or i need to do it in blueprint somehow?
@upper heart amanda bott?
yeah
🙄
"follow some basic tutorials" <-- You should really do that
2 hard
i cant
wtf
I ask help and u say watch tutorials?
jesus
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. 😃
ahh nevermind
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"
Can someone tell me why that stuff isn't culling?
@paper kernel Could I send you the log an maybe you could check
@light thunder Are the buildings in BP's?
I thought that was my problem and it is for some things, yes,
but when it still does it with static meshes
But what is that static mesh actor not culling?
the smokestack example, it's details:
This is baffling
so no caching in blueprints?
huh?
good lord
@plush yew Put the UTexture in a save
does anyone know any tutorial for importing static mesh as skeletal mesh?
"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."
Lol how long is the backlog? 2 years?
sometimes things just dont get fixed
So wait... I can't cull any static mesh I drop into the level using a volume?
@light thunder they are instanced static meshes
@stray verge Because it hangs and goes unresponsive
@fierce tulip I'm confused....do you mean instance in that they are more than one of a copy of a stiatic mesh?
so, if I only had one smokestack, it would work
but if I have two, it won't
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)
dunno ¯_(ツ)_/¯
so if I highlight them all and "replace" with a static mesh?
How do I fix it, is what I am asking?
you do know that the cull distance volume doesnt work in editor right?
(unless you press G) but that depends on ue4 version afaik
probably
that one screenshot was during play
k
if you set cull distance to 9999
only meshes that are about 9999 in size will be culled
Guide to placing and working with Volumes to augment the behavior and setup of your levels.
I thought it was 99999 and BELOW in size?
closest to
Oh.
Strange.
It is as though the knowledge I lack could somehow fill up an object of written language
it's still laughing at me @fierce tulip
how can I get the bounds radius of that smokestack...i want to cull by the exact amount and see what happens
whats the longest size of that mesh
X Y or Z
add a number close to that in the cull distance volume
i would think z
then fill in size 12500 or so, and set cull distance to 500
what is that giant line
btw, i'm on a streamed level, however, the cull volume is in the persistant level (and so are the smokestacks)
baffling
Anyone know where the manual explains the difference between a memory reference and an asset reference?
Asset reference I assume is just a direct reference between two assets, e.g.: a static mesh referencing a material
What's a memory reference?
Memory reference would be any reference that isn't in an asset but instead is merely in memory right now.
Some object that is not an asset.
For example, while you're Playing in Editor, that's a duplicated copy of the level/world all the objects in it.
Those temporary duplicates for Play In Editor are not assets.
Ah, I see - thanks for the explanation!
memory can also mean its still in undo/redo list
Need a good tutorials for basics to master of the material editor please if anyone knows one ??
"for a long time" = 1 day?
no, not yet. I ran it for a couple hours and gave up. It's running again now tho
😐
Running it on my more powerful cpu this time
@upper heart It worked?
still chugging along
does anyone know how to make a character animation play via a data array?
for example, the data array has facial data corresponding to different facial emotions, this is for a chatbot like app I'm making
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?
Alright