#ue4-general

1 messages ยท Page 197 of 1

grim ore
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was it? lol I always just used the search bar at the top of the docs page and it did that

next badger
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since they've switched to Bing

grim ore
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well ok then my complaint is gone as it's just moved now. I guess it makes more sense as it was a universal search

safe rose
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wait what

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they switched to bing...

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but that's msft

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what

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I hate that they took out search from within the editor

fallen tundra
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is it possible to play an audio from a server inside unreal?

urban meadow
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anyone know why the docs are down? pita

tall pendant
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works on my end.

torn bane
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Okay, i tried Cryengine and i must say, i do not like it. Why does it need to be difficult to find out how to fucking place a cube in your scene??

next badger
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man, editing theme for the second time is pain in the butt...

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light on dark vs dark on light

ruby folio
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Any world machine wiz's here?

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Im trying to figure out how to export an image from world machine that is only two colours. 100% black and 100% white.
No matter how much Bias/Gain I use i still get grey areas it seems.

ruby folio
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The erosion layer should just be solid red, or nothing, and nothing in between

cedar snow
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if i have a forward vector and i set it's z component to 0, is that equal to projecting that vector onto the x-y plane?

dawn linden
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Yes. But be aware the result won't be normalized.

hushed monolith
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I've got a pretty bad error that's causing me a lot of pain. I made a simple change to my player character (adding a widget component) and now every time I eject from the character and click on it in PIE mode my editor crashes. No crash report, no log, just "Unreal Editor stopped working. Debug?". Debugging just pulls up an empty visual studio window. I've tried reverting the C++ AND reverting the blueprint to a 3 day old autosaved version and it's still happening. Does anyone @here have any ideas on what could be causing this or how to salvage the project?

next badger
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@ruby folio open in raster editor - clamp colors. You could do that in ue4 as well...so far i don't know the way to make binary mask in WM...it does not have such tools unfortunately (maybe, possible with macros)

rocky portal
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movement and look input is disabled but things like left/right click still shoot characters weapon

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and i can't even drag a widget w/o first clicking once

next badger
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@hushed monolith if you debugging with VS it should make a crash catch...are you sure you've hooked the editor?

grim ore
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easiest way is to just set a "is UI up" bool that you can toggle when you put the UI up and have that flag checked on all input. might not be the best but super simple.

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but the question would be if you arent setting it to UI only then don't you want the game input to work?

rocky portal
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UI only is clunky as far as i remember

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will input actions still register in UI?

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UI Only seemed to be more for things like Main Menus

grim ore
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input actions will not correct

rocky portal
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i use input action listeners or w/e u call them for certain things

graceful grove
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Setting a flag seems like best case scenario

rocky portal
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i technically could just do that as well

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to consume the input on the UI

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Flag would sore sure work but i was hoping for a different solution than that

grim ore
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yep there is always the option when the UI is up to do the listeners and have it absorb the input in the UI before it gets to the player

rocky portal
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let me try that to see if it fixes the other issue (needing to click once before drag would detect)

graceful grove
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If you only need to prevent mouse input from reaching the viewport then you can override all mouse events on the inventory widget (assuming inventory widget has a canvas panel spanning the screen) and set all overrided mouse events to reply "*handled (duh)"

grim ore
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maybe setting the focus to the UI might help with that one as well

rocky portal
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I tried focus once (probably incorrectly) and it didnt' fix it

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ok that fixes the shooting issue

plush yew
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did anybody else notice assets on the marketplace, that you cant find there, but access through the direct link?

rocky portal
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setting focus just screws it up more

cinder iron
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@rocky portal you only want to disable clicking input?

rocky portal
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well also when i close the UI

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it's still like im using the UI

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cant control character again w/o clicking mouse once

cinder iron
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seems like a focus problem

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those are easy to fix, but tiresoming to track.

rocky portal
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fixed the one exiting UI by adding Set Focus to game viewport on UI close

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but the other still exists

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after opening UI...have to click widget once before i can drag it

hushed monolith
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@next badger I am not sure I've hooked the editor but also I'm not sure the editor is still running by the time VS has started. How would I go about hooking the editor?

This is a terrible place to discuss this, lol

cinder iron
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You have to set the focus to whatever relevant widget you want then

rocky portal
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crap...

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also have a memory leak apparently lmao

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likely with my custom widget overlap crap

cinder iron
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about the shooting I bind all my inputs on my controller, i just don't send to the pawn when I don't want to

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mem leak? well gl with it

rocky portal
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yeah the more i click and drag

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the slower it gets then crashes

cinder iron
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what are you exactly doing?

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and whenever you debug

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check out which are the values of your data structures

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so you can track things

rocky portal
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im doing stuff in DragDropOperation

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so hard to explain here

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deals with rect overlaps

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err intersects

cinder iron
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yeah don't worry you don't need to explain it to me hehe, if you want on PM sure! But go to profiling/debugging straight away

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be sure that your pointers aren't dangling

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use ensure(-) or check(-) to have an instant stack of what went on with it

next badger
hushed monolith
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ah of course. thanks @next badger

buoyant pine
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hey hey! If anyone around here knows how the graphic configuration works, please do help me with a question
I posted the question at the graphics channel

oblique trench
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So we own studio!

quartz pawn
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Is there any way how to slow down the time in PIE ?

next badger
buoyant pine
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How to fix this error?
I just moved some files and folders to another folder inside the editor, than restarted the project and bam

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deleted the Save file content, and did most of the things I found in the internet

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I guess there's no solution

grim sinew
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Recompile, or fix your code and recompile

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It's looking for a file, can't find it, and giving a hard crash. Moving C++ stuff in Unreal is always kinda sketchy.

buoyant pine
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Yeah, I noticed

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seems like you have to do things right at the first try

worn granite
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Does it actually crash?

buoyant pine
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Nope

worn granite
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Or can you select OK

grim sinew
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It's possible to fix but it's an annoying thing to fix

buoyant pine
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it works perfectly

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but I don't want that pop up

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every single time I open the project

worn granite
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Well then go to the asset you want

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Copy Reference

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and then paste it into the field.

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Think you gotta fix it up.

buoyant pine
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I'm just dumb, give me a second, I guess I got it

next badger
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@buoyant pine your font ClearType settings seems off

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just FYI

buoyant pine
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welp

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it's active

next badger
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*off -> not set up properly

buoyant pine
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Oh

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Humm

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Just went through the configs

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seems like I can't tweak it enough

next badger
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@buoyant pine well, maybe it's ok for you...for me it looks very chromatic

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cleartype is bound to monitor

coarse wigeon
grim ore
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Anyone happen to be using a laptop with one of the 7th gen i5 or i7 CPUโ€™s and a 1050/1060 with ue4? Looking into upgrading from what I have and curious how these perform.

coarse wigeon
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@grim ore Wait a few weeks NVidia should be announcing their new line of video cards

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This is rumor ofc

grim ore
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Might still be a bit before it gets in a laptop tho ๐Ÿ˜ฆ

coarse wigeon
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good point

livid haven
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@buoyant pine You dun goofed.

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You never, ever relocate assets outside of the editor and you never ever rename reflected C++ types without using redirectors.

languid quarry
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I heard a rumor that there is an NVIDIA blast plugin coming for 4.19. Anybody heard anything about this?

upper heart
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a password protected blog, that's new

cursive dirge
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@languid quarry you mean like there is for 4.17 and 4.18

languid quarry
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No there is only custom build for 4.17 and 4.18

cursive dirge
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I doubt they add it into official build if it isnt in 4.19 previews

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They've frozen the api and feats long time ago

languid quarry
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I wonder if they can do it as a clean plugin vs. release related

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they are moving out PhysX right?

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In this talk NVIDIA will discuss new aspects and features developed for the NVIDIA GameWorks simulation libraries. NVIDIA will present a new PhysX SDK rigid body solver and new joint features that offer better overall accuracy and robustness. NVIDIA will give an overview on the NVIDIA Blast destruction library and the corresponding Unreal plugin. Further NVIDIA will present new Unity and Unreal plugins for the Flex particle-based simulation library.

Thursday, March 22 | 11:30am - 12:30pm
Leaders: Working at the Heart of the Team!
Location: Room 2014, West Hall
1, 11:30am - 12:30pm
Speakers:
Grant Shonkwiler (Shonkventures), Andie Nordgren (CCP Games), Chelsea Curran-Adams (Riot Games), Alyssa Finley (Telltale Games), Tanya Watson (Squanchtendo)
Pass Types: All Access, GDC Conference + Summits, GDC Conference
Topic: Production & Team Management
Format: Session

coarse wigeon
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๐Ÿ˜ฎ

grim sinew
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PhysX itself can't be seperated from Unreal, it's too deep. Projectile physics, character physics, vehicle physics, all of it. Unreal has nothing without it. Destruction though, Blast has made PhysX obsolete, it's orders of magnitude faster.

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uneven fractal
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Why does it act like there is no alpha layer?

grim sinew
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Probably because you didn't set up your material correctly.

uneven fractal
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how does one not setup a material correctly

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it's just plugging the texture into the emissive ...

grim sinew
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The docs exist for basic functions like this.

uneven fractal
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not helpful I have an image with an alpha that isn't being used I don't need to relearn months worth of material knowledge

grim sinew
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"Not helpful" it literally has an image on how to set it up how is this not helpful

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Plug your texture's alpha channel into the opacity mask slot, and on the bottom left change it from opaque to masked. Done.

rare ivy
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Hi I got a problem that when I build lighting some of the meshes turn black and some turn out fine does anyone know why this happens?

grim sinew
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Fix your lightmap UVs.

rare ivy
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Thx a lot

next badger
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@grim sinew blast is destruction library, not simulation one...blast meant to replace APEX, not Physx

grim sinew
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Well, PhysX destruction exists, and I never really considered APEX to be anything more than an addon for PhysX.

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Everything APEX does is just faster PhysX

next badger
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APEX is a framework based on Physx SDK

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it includes APEX Destruction...that was replaced by Blast

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also, seems like Blast is lacking support bonding...

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The walls in the tests are not joined by extended support (a feature of APEX). Since this feature is (by design) absent from Blast, we turned off extended support to get a valid comparison.
grim sinew
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Yeah, there's a blast build out already you can mess with. I did some tests with it, the only "supports" I found were these glue volumes you could make that froze the bits they touched.

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It's also crashtastic, probably because it was the first release they had with it.

next badger
steel meadow
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hey, what the which way is better to scale a character, should i scale it first in a 3D program (Maya,Zbrush,3DS Max) or after I import it to UE4?

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like so my character is measured 150 cm in 3DS Max but i want my character to be scaled at 180 cm, should i do this in Max or should i import it to UE4 then scale it there?

grim sinew
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Better to do it before import

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Especially for characters since animations can sometimes not like being scaled

steel meadow
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oh right animations will do get messed up if i scaled my character on UE4

grim juniper
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This isn't confusing. These both do two different things, but have the exact same name. Think

next badger
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@steel meadow if you're going to use ue4 skeleton, it's very desirable to have a character with same proportions upon import. otherwise you have to retarget all animations in ue to your small skeleton and then scale up the result...

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if your target, however is smaller version of ue4 skeleton, it's simpler to make it similar to ue4 skeleton (180cm) and scale down later...

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in both cases it's desirable to have character as close as possible to the original size of the skeleton...
it's not the case when you going to make own animations or planning to retarget them all anyway

tender ginkgo
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facedesk facepalm I give up UE4 is wanting windows SDK

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destroy desk with face

tender ginkgo
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On my LFT post, I meant to do freaky cookie#3445, so if you are looking at it, that is the contact

weary basalt
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@tender ginkgo If you wish to change it i can delete your old one.

tender ginkgo
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ok, please?

weary basalt
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Your free to repost your alterated version

tender ginkgo
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thank you

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Sweet, reposted

civic oriole
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I would like to make a 4 player multiplayer game with 3 player using the computer screen while the other one using VR
How to make the screen splitting between the screen and vr ?

regal mulch
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So, I'm not sure if my answer here is correct, so please wait other answer or check google, but as far as I know/understood it, this isn't possible in UE4 yet?

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There is a spectator screen, but that is really just for spectating the VR player

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By now I only found the one way of having the VR player actively connect or host a lan session

fierce tulip
tall pendant
desert gorge
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Today I saw this on AnswerHub

cedar snow
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seems legit ๐Ÿค“

latent moth
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hello, what is the best recommended way to avoid a gun help by a character to go through walls?

paper kernel
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what

cinder iron
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oh I think I understand!

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@latent moth panini projection implementation onto the material of the gun

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and first person arms

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or... just some animation work with some trace or overlap checking for walls

latent moth
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I would prefer to avoid animation to disable a gun when next to walls

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but I don't need as much as that, having the gun not penetrate the walls would be enough

weary void
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Hello everyone, I'm having a bug which makes my foliage disappear once I save my level

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I can place it well and nice, I see if correctly when I'm using the brush tool

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But once I save the level, it disappear

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It is still here because I can see the instance count staying the same (400)

cinder iron
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@latent moth then panini projection would make the trick

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there isn't an easy solution per say

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orange: clipping, red: not clipping

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It's pure material math

latent moth
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I see, however it's a MP game so others need to see the animation too

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i will do some reverse transformation application based on collision, i guess

cinder iron
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this is only for first person, If you want your weapons to not collide you can make the collision capsule of your character bigger ๐Ÿคท

latent moth
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yeah that's one possibility

cinder iron
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people could bother on first person

latent moth
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however this doesn't solve that when you are prone for instance you can look down and everything goes into the ground

cinder iron
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I don't see it that relevant on tps

latent moth
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i'd like it to stop

cinder iron
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usually when proning you would clamp the pitch range

latent moth
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i tried putting collision on weapon mesh but couldn't find anything that was useful

cinder iron
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and the panini would for sure help in first person

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just think of it as a visual improvement

latent moth
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sometimes you are proned at the edge of a mountain cliff so it doesn't make sense clamping

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unless of course i start ray-tracing the shit out of it ๐Ÿ˜„

cinder iron
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you can always look what battlefield did back in the day

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I don't remember how they clamped the pitch

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But I remember not being able to aim down 2 much while being on that position

latent moth
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that will solve the prone indeed

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i'll try combinations

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thank you vorixo ๐Ÿ˜ƒ

cinder iron
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:)

plush yew
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has anyone seen good assets in the spring sale?

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I mean, assets you would recommend buying

sudden agate
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How accurate are Timers (are BP and C++ Timers the same?)
Let's say I want to create Shoot Functionality that utilizes a Timer for a machine gun but my game runs at really low FPS (worst case)
How will this affect my shooting logic?

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a 15 FPS player should shoot the same amount of bullets as a 60FPS player in the same time.
(Not working in Multiplayer, just to clarify)

dawn linden
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The timer will always be triggered the same number of times. But if your FPS is low/fire rate is high, then you may want to do some extra handling to prevent multiple bullets being fired in from exactly the same location/direction.

sudden agate
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Yeah, that's what I was thinking about aswell.
Probably need to use Tick then and keep track of remaining frame time to spawn multiple bullets...

sacred dune
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hey guys, does someone know any reason Vertexpaint Mode dont work if i only check/uncheck the RGBA channel ? i order to xork i have to enter values, like if i paint with the RED vertex color channel i have to put 1 in red and 0 for the rest. I dont anyone doing this in any videos/doc ect...

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from what i saw it seam you have only to check the color channel you want to paint

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but someone told me there maybe an errore with RGB and Windows

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kind of lost right now ๐Ÿ˜ฆ thks guys

vale osprey
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@sudden agate yes, thatโ€™s the way to go. You can spawn bullets at positions (or move immediately) where they should have been with unlimited FPS

hoary brook
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Does anybody know where I can find a tutorial for picking up items similar to this?

fierce tulip
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@Kerriganson#6993 third time you are doing this, I warned you two times. imagine what happens now.

...

hoary brook
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lmao

fierce tulip
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god I could make whole stories with this XD

proper panther
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ahah funny ๐Ÿ˜ƒ

frosty bloom
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Luos for UE4 president pleease๐Ÿ‘Œ

urban gyro
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what did kerriganson do?

fierce tulip
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kept posting his stream in this chat instead of #share-your-stream and politely told him twice to not do that.

urban gyro
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lol ๐Ÿ˜„

fierce tulip
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not even a reaction or sorry from him, just ignored me completely

urban gyro
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mebbe he was just a bot rofl

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advanced 2018 haxor bot

fierce tulip
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hehe

urban gyro
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yo luos u good with physics in ue4?

fierce tulip
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nein

urban gyro
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pity

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needed an idea

plush yew
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a

urban gyro
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is the HUD class initialized before, or after the player controller?

queen arch
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"on target perception updated" fires multiple times, while the only target doesn't leave the sight of the actor

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any ideas?

urban gyro
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doesnt it update per tick?

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also did epic remake the entire documentation? Google links no longer work, and the docs look much more different

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i mean correct me if im wrong, but this isn't teh same docs?

merry monolith
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I am not sure if this is the place to ask but whatever , I have made a simple mesh of a tree in blender with the goal of importing it to unreal engine 4 but when I import it and use it somewhere it says "Invalid lightmap settings" right on my mesh . Do you know a way to fix that?

urban gyro
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how many uv channels u have

azure shore
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hi uh, am I able to somehow put a blueprint in another project?

urban gyro
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yes

sudden agate
rigid path
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@azure shore To move a BP from one project to another you open the project with it in, right-click on the BP in the Content Browser and select Asset Actions > Migrate, then locate the "Content" folder of the project you want to copy it to.

azure shore
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ok, thanks

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but uh

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it only shows the folders in the current project

rigid path
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If you right-click a BP (or any asset) and go "Asset Actions > Migrate" you should get a standard file browser that will let you go anywhere on your HDD after you click OK to the "These assets will be migrated" message

azure shore
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yeah, and I got the menu with the folders in the current project

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oh I'm an idiot

azure shore
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oooohh man this is so hard jesus

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god I've done it but I'm gonna have to redo my whole project aint I

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just for the sake of a damn model#

rigid path
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What's up with the model?

urban gyro
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if u screwed up the project just revert to an older version

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even if you dont have version control, autosave runs once every 10 minutes

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i think ๐Ÿ˜›

azure shore
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no like I made a copy of my project for a new one, then I replace the character model and everything basically breaks

rigid path
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The character model, or character class?

urban gyro
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also how did u replace him? reimported?

azure shore
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I just imported the model and replaced all the current ones with it

urban gyro
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by replaced you mean reassigned or like actually replaced, i.e. deleted and pasted with the same name?

azure shore
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like in the viewport, the mesh

rigid path
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OK, so you changed the Skeletal or Static Mesh that the character is using for a different one but it's still the same Blueprint?

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Also (sorry for the interrogation!) but by "the viewport" do you mean the Viewport tab in Blueprint, or the actual UE4 world viewport?

azure shore
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viewport in the blueprint. but yeah I changed the skeleton too sorry

rigid path
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hmmm. what has broken?
If you changed the skeletal mesh then the animation BP might need changing too

urban gyro
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if your new skelleton is not identical to the old one, you'd need to create a new skelleton asset

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can still use the old one tho

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just retarget the original bones and animations will stack with the new ones

azure shore
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how do I retarget sorry?

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I've seen that but I can't think

urban gyro
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so u have a different skelly?

azure shore
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yeah

urban gyro
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thhere step by step

azure shore
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ok thanks

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but I think I'd need to redo all anims

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yeah that won't work

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I can make all anims again easily, its just a matter of not breaking the gameplay

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like wtf??? the sprinting and stuff is broken with the new mesh

urban gyro
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what broke in the gameplay?

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what kind of errors do ur scripts throw

azure shore
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sprinting, jumping (makes a height offset which I can't seem to find to fix), crouching, basically all of it

urban gyro
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ur giving very little information

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what errors

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a screenshot would help

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u get nulls or what?

azure shore
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there are no errors coming up

tardy ocean
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Guys i have this error since 2 hour i don't know how resolve this,
i know value is falling but how fix this? ๐Ÿ˜ฆ

azure shore
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I can't really screenshot much

tardy ocean
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UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [mergemanifest] Found Deleted Target File
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [mergemanifest] Merging AndroidManifest files into one.
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [mergemanifest] Manifest merger disabled. Using project manifest only.
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [echo] Handling aidl files...
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [aidl] No AIDL files to compile.

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UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [echo] ----------
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [echo] Handling RenderScript files...
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [echo] ----------
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [echo] Handling Resources...
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [aapt] Generating resource IDs...
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [aapt] Z:\JavaLibs\androidlib-1.0.0\bin\AndroidManifest.xml:38: error: Error: No resource found that matches the given name (at 'value' with value '@integer/google_play_services_version').
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [aapt]
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): BUILD FAILED
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): C:\NVAndroid\android-sdk-windows\tools\ant\build.xml:597: The following error occurred while executing this line:
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): C:\NVAndroid\android-sdk-windows\tools\ant\build.xml:649: The following error occurred while executing this line:
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): C:\NVAndroid\android-sdk-windows\tools\ant\build.xml:694: null returned: 1
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): Total time: 1 minute 5 seconds
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): ERROR: cmd.exe failed with args /c "C:/NVAndroid/apache-ant-1.8.2/bin/ant.bat" release -Djava.source=1.7 -Djava.target=1.7
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,E

#

it's this line:
[aapt] Z:\JavaLibs\androidlib-1.0.0\bin\AndroidManifest.xml:38: error: Error: No resource found that matches the given name (at 'value' with value '@integer/google_play_services_version').

azure shore
#

also when I land from a jump I slide around on the ground and can't jump again

urban gyro
#

i have no idea whats wrong with ur code when all u tell me that it doesn't work

azure shore
#

theres nothing I can tell you

#

I replace a model, everything dies

#

well the physics asset seems to suddenly be working

#

and I can jump if I don't walk after landing

#

or not with the physics asset

urban gyro
#

it seems ur state machine is smashed

azure shore
#

but thats just anims right?

#

so why would it break sprinting...

#

should I just carry on making the other anims, replace them and see if it magically fixes it

#

ok I tried replacing the model with the default model and the same result, except I can jump and land fine now

#

like I reset to when everything worked

#

then just replaced the model and no sprinting

urban gyro
#

dude i have no idea what you are doing or replacing.

#

just revert back to whatever was working and reimport your skeletal mesh

#

whatever new things uve added should be reflected on it

azure shore
#

I've tried

#

wait I haven't tried reimporting instead of replacing, but idk if that would work

#

I give up

#

I'll just remake everything I've ever made

urban gyro
#

or you could post a few screenshots and have a chance of being helped out

azure shore
#

there is nothing too screenshot

rigid path
#

If we could see what the model is doing wrong then would help to narrow down the issue.
Dunno if you can screengrab or record what happens when you hit play?

plush yew
#

Hello there

#

I need some help

#

I just made a fence and imported it succesfully into ue4

#

But sadly, it's WAY to big

#

And scailing it doesn't work

#

Can't someone tell me how to make it smaller?

grim ore
#

when you import a fbx you can adjust the scale. alternately in the mesh window when you double click the mesh you can adjust the import scale and then choose to reimport it from the top

urban gyro
#

also, when you export the fbx, do you do any scale conversion or anything finiky>

#

@azure shore in that case i suspect you replaced your entire blueprint and wiped the event graph

#

anybody know what the normal impulse on the hit event return?

#

is this the impulse that the hitting object is going to impart on the target, or is this the impulse that the other object sends "back"?

reef mortar
cinder iron
#

I think they are in the process of migrating the documentation (?)

#

the C++ one works fine

reef mortar
#

yes, I noticed that. ๐Ÿค”

#

but thanks for letting me know

urban gyro
#

yeah the docs are smacked

#

almost every link gives 404

#

and if u navigate to the docs manually theres whole secions missing

reef mortar
#

:/

tiny prawn
#

is anyone using Simplygon?

devout gulch
#

did any managed to compile Gamelift SDK foor Linux from windows (crosscompilation ?)

azure shore
#

No I didn't replace anything other than the model! I've restarted the whole project anyway, it's easy now I know what to do I guess

oak linden
#

Is there a way to automatically add textures to a mesh?

#

so far, my workflow has been

#

Import mesh -> import textures -> then go through each and every material and assign the necessary diffuse/normalmap/roughness/metallic/AO

#

It's a bit time consuming

#

I use Substance Painter for texturing

wet timber
#

how many members are in this server?

visual geyser
#

Hello, I'm new here. I'm wondering if anyone can offer some help. Im painting foliage and Im having an issue where the objects are not placed on the surface of the landscape, they are placed floating above the surface. any Ideas?

dawn vessel
#

The static Mesh isnt centered

#

You need to open it in Blender / Maya / 3DS Max and recenter the mesh to X - 0 Y - 0 Z - 0

visual geyser
#

I think it had something to do with the min max scale option. The branches imported really small so I tried to scale them up in the brush settings. I tried re importing the meshes and scaled them on the import dialog and that looks to have fixed the offset issues.

loud phoenix
#

My draw calls are a huge bottleneck, how do I reduce them? Should I just delete as many things as I can? I have lots of props in my scene, it's a city

plush yew
#

Guys

#

Can I import .obj models into ue4?

civic oriole
#

@regal mulch thank you !

wet timber
#

what are the benefits of C++ over Blueprints?

#

performance and....?

regal mulch
#

@civic oriole Np, what for again? :D

civic oriole
#

@regal mulch Thank you for answering the question

regal mulch
#

Ah found it

pastel gorge
#

I'm working on an application that can be used with VR HMD + motion controllers, or just with normal display + keyboard + mouse. I've created a VRPawn and a NonVRPawn. How should I approach this? Should my world already have the 2 different Pawns in the World Outliner? Or should I spawn the Pawn depending on whether HMDIsEnabled? Should I have 2 different GameModes perhaps?

regal mulch
#

GameMode -> DefaultPawn: NONE

#

GameMode -> OnPostLogin -> VR Enabled? -> SpawnVR Pawn, otherwise NonVRPawn

pastel gorge
#

@regal mulch So in C++ put that logic in AGameMode::PostLogin ?

regal mulch
#

Yeah

#

I assume singleplayer?

pastel gorge
#

Yes

regal mulch
#

Yeah, then just PostLogin

#

It gives you the Controller of the Player so you can possess each pawn

#

And there should be code to check if VR is enabled

#

No idea what the function is called though

pastel gorge
#

Great thx. With latest engine I found out you can do this: GEngine->XRSystem->GetHMDDevice()->IsHMDEnabled();

dark rose
#

hi guys i installed latest beta 4.19 , installed vs2017, set it in source control as default vs2017, however it keeps opening 2015

#

i dont understand how it cant deduct which version to use when its clearly set as 2017 in preferences
fixed it

devout gulch
#

what the fuck

#

I didn't changed anything in engine

#

and now it buiulds 1600 modules

#

because

#

reasons...

bitter iris
#

For some reason my HZB is over 20ms any ideas what causes it

dark rose
#

whats HZB?

bitter iris
#

stat gpu in editor

#

not sure what exactly it is

#

but its over 20ms

dark rose
#

how to enable the view of it?

#

im noob want to know the tools

bitter iris
#

Wow

#

Shadow play was the cause

#

nvidia need to fix their shiz

dark rose
#

interference while not recording?

bitter iris
#

wasnt recording or anything, just having shadow play enabled was the problem

dark rose
cedar snow
#

it's a bug in 4.18, fixed in 4.19 (restart will "fix" it)

dark rose
#

i have 4.19

#

restarted

cedar snow
#

that's ... unexpected ๐Ÿ˜ƒ

dark rose
#

it happens if the source control is set to vs2017

#

if just to vs, it works as expected

#

seems it doesnt detect 2017

cedar snow
#

maybe that's a new bug?

dark rose
#

there is a post about it on forums, or answers, where i memorized the solution while lurking for issue above

#

doesnt seem like a new one

opal coral
#

it happens to me too

#

every time I make a new C++ class, I have to restart visual studio. and 'Go to declaration' from BP just opens up a new VS instance that doesn't show the declaration, and is 'Loading' forever after that

regal mulch
#

That's two different things though

#

The Doubleclick on a c++ node tries to open VS

#

Which will show the Loading stuff the whole time

#

However usually properly openeing VS

#

If you have VS opening when adding a new class, you should deactive that it auto compiles

#

That somewhere in the Editor Settings

plush yew
#

is it possible to apply physics to a particle system?

#

i want to make a confetti emitter

tall pendant
#

can't you just use the acceleration module in cascade?

plush yew
#

cascade?

tall pendant
#

UE4's particle tool

plush yew
#

Using that would the confetti bend like paper?

#

Like if I enabled physics?

#

@tall pendant

#

doesmt seem to do anything

#

i dont exactly see what i should be doing with it either

urban gyro
#

any of the VS heads know where UE4's registry for the VS executable is?

#

must be somewhere in local machine

wet timber
#

What do the different colors mean in the node editor?

#

for ex- the white node is the execution node

#

i wanna know about all colors

sudden agate
#

@wet timber go under Editor Preferences and then Graph Editors.

wet timber
#

oh thanks

golden idol
#

hello new here lol im having problems with walking on ships cuz of collsions

plush yew
#

Anyone looking to join a game project?

#

In UE4?

tiny pier
#

I have a project where character meta data (xp, items, map position, etc) needs to be stored between play sessions, and between servers. What's the best way to do that? Just get player data through something like curl from a central server, and let the servers update it back to that master server, or is there some kind of built in UE4 of setting up this kind of hive?

urban gyro
#

wouldn't a good ol save file work?

#

you can share it between servers

tiny pier
#

You can have the save file be held by the servers, rather than the clients? And also, by what mechanism do the servers share the file? HTTP, or TCP, or what?

urban gyro
#

i havent done it, but if i had to guess it would probably be TCP, also, a save file is just a file, you can share it around ๐Ÿ˜„ Should probably ask in #multiplayer

wheat sandal
cloud cobalt
#

So, doing a robot arm that the player controls, moving the tip of the arm in the environment. Would you guys advise manual IK work in code, or UE4's IK systems for skeletal meshes ?

urban gyro
#

Do Hit events also fire overlaps??

sudden agate
#

no

plush yew
#

how can I get some crisp pixels

#

when I import a texture

#

example of what I don't want

#

help

graceful grove
#

@plush yew quick and easy fix is to right click the imported texture and apply paper-2d settings which will change the texture sampling to be nice and crisp

plush yew
#

I can still use this in a 3D game right?

graceful grove
#

yeah

plush yew
#

sweet

#

thanks

graceful grove
#

all textures are assigned a sampling method and other such stuff I'm not much familiar with but all you really need to know is that you can change the sampling type to nearest-neighbor or whatever for pixel art

#

apply paper-2d settings changes the sampler settings to be good for pixel art stuff which is usually what you want for UI bits

#

really ask somebody else about this lol it's not my expertise

fierce tulip
#

alternatively you can just save it as a black/white image without alpha (font white, bg black) and it as a mask. whats unmasked should be a clear font

#

(compression: alpha)

vapid cedar
#

Anyone have a good suggestion for managing a lot of small projects/assets and their progress? Was looking at Trello, or Monday.com.. I have like 20 projects I'm working on in different stages. :/

keen birch
#

Designed for multi-project indie devs

frank escarp
#

HackNPlan is awesome

#

i use it myself

#

is like trello, but with PLENTY more features

#

if you find trello too simple

tall pendant
#

def. go with HnP! Using it myself and its awesome!

vapid cedar
#

I think it'll just be for myself and maybe a few people I bring on to help with specific pieces.

frank escarp
#

hacknplan is just the best for game type projects

#

trello is just too simple

fossil ore
#

Does anyone know a node that will play BOTH things at the same time?

frank escarp
#

its pretty much worthless outside of extremellly basic stuff

fossil ore
#

Sequence plays either this or that

tall pendant
#

at least for small teams

frank escarp
#

big teams use Jira

#

for a reason

#

at bigger size you need stuff like in-company wiki, integration with perforce, complicated tasks system, and bug trackers

tall pendant
#

for big team Hansoft is pretty nice. We had it at some studios i worked, but its expensive as hell ๐Ÿ˜„

vapid cedar
#

Does it work well for something outside of game design? This will be mainly for asset design for print.

frank escarp
#

@vapid cedar it should

#

just look at it

vapid cedar
#

Thanks, I'm setting it up now to check it

frank escarp
#

they have a demo project in the website

vapid cedar
#

Trello was too unorganized for me tbh.

frank escarp
#

you can look at to see how hacknplan looks

fierce tulip
#

sigh every time im in ue4 for a longer period I try to use its keyboard shortcuts in max and other way around.
been using both for ages and it still happens

tall pendant
#

sometimes i try to get nodes in the mat editor with the spacebar...

worn granite
#

@fossil ore eh?

tall pendant
#

fucking substance designer ๐Ÿ˜›

fierce tulip
#

hehe

tulip ermine
#

When I stumbled onto this discord, it stated all are welcome and I thought you could do with an idiot, so, hello!

visual geyser
#

HI, does anyone know the node in blue prints that makes a solid constant color?

tulip ermine
grim ore
#

aww man I used to play Monkey Preschool

cloud cobalt
#

Anyone familiar with FABRIK in animation ? Trying to apply constraints to it

#

Oh well, doesn't support constraints

#

Classic UE

ashen brook
#

anyone know how to get rid of ghost assets?

#

still showing up in content browser, but not on disk

#

failed to load asset when I right click or try to load it

#

it's a Map file

#

deleted intermediate and saved already

#

no change

#

oh nvm

#

resaving the map that I renamed outside of the content browser helped

#

yay

floral heart
#

I made the mistake of choosing 'All Pages' on the Unreal Wiki and discovered the spam motherlode.

plush yew
#

is it possible to display multiple widgets?

#

at once

#

?

#

I want both of these to be displayed

#

but how?

restive eagle
#

from bottom add to viewport connect into create health widget

plush yew
#

ah

#

thank you so much

#

in the hud editor is there an easy way to center something?

restive eagle
#

also you could look up "sequence" node, will be helpful later on

plush yew
#

okay

#

but is there an easy way to center something in the hud editor?

restive eagle
#

anchor it to the center, change position XY to 0. and under aligment x/y enter 0.5

plush yew
#

how do you anchor it to the center

restive eagle
plush yew
#

sorry for asking so many questions

#

oh

#

I never saw that before lol

#

thanks

restive eagle
#

np, after you anchor do the rest as i said

plush yew
#

is it not possible to move multiples at once?

#

nah it's fine nvm

worthy spindle
#

Puzzle game for kids mobile

How can I make a game like this for mobile https://youtu.be/TlKhvCeYBik

The idea is: The user presses the correct picture or object to get points It's like a puzzle game with click the answer to get points and advance

Point me to tutorials please

south ridge
#

@plush yew what kinda game would you like to make?

#

What's your vision that brought you to us

warm river
#

try to think on something funny, u know, i don't want more cod's or bfs

#

(if you can, please)

#

:B

#

as i said in the introduction, i want to make something cool but i don't really have any artists

#

or any people to be honest, lul

plush yew
#

@south ridge sorry I had to do something

#

But the game Iโ€™m going for is a Survival type play style where you have to get materials to survive and kill people and enemies.

warm river
#

another one

#

?

plush yew
#

Yeah kinda..

warm river
#

like.. the differential would be?

plush yew
#

Iโ€™m still thinking on stuff

#

@warm river any ideas on it?

warm river
#

i like skills..

#

dunno, hehe

plush yew
#

I might do that

#

With a hungry bar,skills and more

faint hearth
#

Hello peeps

#

I used to play unreal back in like 2000. Just installing it again now ๐Ÿ˜ƒ

plush yew
#

Kewl

floral heart
#

Now it's just an engine, and there's no game. :(
Though I think there's been a few maps made for the Vortex Rikers.

golden idol
#

hello i need some help

plush yew
#

?

golden idol
#

im new to unreal 4 and im having problems with collsions on my ships and having troubles getting them drivable

#

and there isnt really any tutorials or vids out there

plush yew
#

Iโ€™m not sure if I can help because im new too lol

golden idol
#

damn cuz atm my character stands like 10m above the ship

#

plus havent been able to get bouyancy or motor into them

#

i have 3 different ships all same thing standing high asf

vast dagger
#

I have a question.
If i edit some bones in the animation editor, would it permanently edit the skeleton or just the animation? Cause i imported some 3rd person animations and the hands are inside the forearm. But I don't wanna effect the original FPS animations

weary void
#

Just the animation

sharp stone
#

Forgive me if this is the wrong channel - I don't really know where it fits - but is anybody aware of someone successfully reading, or more accurately, correctly connecting variables to their values in cooked .uassets or potentially how to go about doing that? Trying to automate the process of pulling specific values for use on a website without needing people to manually populate the data. When reading the binary/hex data, I can see the names of the variables and their values, clearly, but they will almost never be in the same position between any two files nor is there any means directly of connecting a variable to a value in the raw data as they're usually nowhere near each other.

worn granite
#

I'd think you'd just have to write some code to sort of link that together .... but I don't think that's a welcome topic on the server.

sharp stone
#

Well, there's certainly no nefarious intent here. I mod for ARK:SE - opinions aside of the game and it's developer - and while in the process of re-writing my main mod, I'm also implementing a web API so I can have my webserver download mods from Steam's Workshop and trawl the files raw data for all the spawnable in-game items and actors a mod contains, which is all pushed to a database from which my mod then downloads this in-game, makes the data actionable(into actual Class references and such) and makes it available to players and Server Admins via my UI(s).

regal mulch
#

You want to scan a class to pull data from it?

#

You you want to populate class data from the web?

sharp stone
#

Essentially. Using the raw binary/hex data from the cooked file. Just the ParentClass so I can build a hierarchy and make sure something is spawnable - not a texture or something - and populate basic information about the class like the in-game name and stuff like that.

worn granite
#

Eh maybe I was just being too cautious

sharp stone
#

If it were anyone but me - like that means anything to you(you don't know me lol) - your caution would be well placed, I think.

#

It's easily provable who I am and what I'm doing, if that at all matters.

worn granite
#

I don't have much to add beyond its likely you'll need to roll your own. ยฏ_(ใƒ„)_/ยฏ

#

Don't know of a tool that's pre-existing

#

it'd be easier to write out a tree during export, but I'm assuming you don't want to require authors to do that

sharp stone
#

Yeah, I've not found anything, there's been a mention here or there of someone trying to do essentially the same thing I'm doing - though they're almost always referring to PUBG and god only knows what they want that data for - and while searching I ended up on a questionable site(UnknownCheats) where the Linker.h class was pointed out as being the basis of "essentially needed to reproduce the behaviour of", but I'm not familiar with C++ at all due to being entirely restricted to BP for modding ARK.

#

I will be having the base-line process of manually providing the data on a website that authors or trusted users can access, but the preferable goal is to automate the process as much as possible.

worn granite
#

Yeah you can go look at that, you're going to be parsing symbols and linking them together

south ridge
#

@sharp stone I'm kinda interested about the process of modding UE4 games, would you be OK if I PM'd you? I'm just curious on what kinda issues you'd face as a modder trying to mod a game and what kinda stuff we can do to help people who'd try to mod our game

worn granite
#

You don't likely have to make the tool in C++ if you're familiar with another environment tho

sharp stone
#

I've been working in C#/.NET on and off while making a bot to help manage the modding Discord for ARK, but I'm not well-versed in the language by any stretch, lol.

#

@south ridge Sure, I guess? Haha.

#

Had it turned off, my bad.

worn granite
#

Just skimmed Linker

#

Not a bad start, but also not quite what I thought.

#

Your project sounds interesting, ought to be possible without emulating this class to gather info on if its spawnable and grab its name. Not sure if you could get images working though.

sharp stone
#

Already know of a tool - UEModel, and tested it, capable of extracting TGA files from .uasset's if I decide to provide some visual representation on the site for a given class - the in-game "icon" Texture2D class is available in the raw data - also if an author permits the doing so if they're not reusing vanilla/provided assets from the Game itself.

dark rose
#

what are the target c# files for?

dusty sluice
#

they tell the unreal build tool (UBT) about a given project. for example a server project will have slightly different settings like the C# markup

[SupportedPlatforms(UnrealPlatformClass.Server)]
fierce tulip
#

<_< people on one of the ue4 fb groups claiming that you shouldnt go over 50k polygons for current gen (main) characters

cinder iron
#

tell that to naughty dog :P

fierce tulip
#

ikr

cinder iron
#

I think Nathan Drake was over 90K or so

#

but to be fair it all depends in the objective

#

Battlefront 2 is getting awesome results with ~50K

fierce tulip
#

drake, well most had tesselation during cutscenes pushing it well over a mill if im correct

cinder iron
#

lul o_O

wary wave
#

tbh you probably don't need more than around 50k for a 'normal' character

grave nebula
#

People tend to dwell in the sea of myths and misconceptions ๐Ÿ˜›

fierce tulip
#

unless you are squaresoft and need 200k for the buckles alone :p

wary wave
#

you basically only need enough triangles to round off the edges of the silhouettes etc, so long as you can do that, you're more or less fine

fierce tulip
#

some trees in rad rodgers are about 30k already hehe.

#

the biggest robot in HZD is 550k

grave nebula
#

Vertex processing power grows quite good these days. So unless you are raping rasterizer with triangles, high polycount will be fine.

loud phoenix
#

Any way to disable a camera's view (full black screen) without fade controls?

fierce tulip
#

:p emit a black plane in front of it

quasi lake
#

Is there any document or mannual for engine material functions library?

keen birch
#

Anyone here happen to have a poisson implementation they feel like sharing? โค

cinder iron
#

poison?

fierce tulip
#

@quasi lake most of the exposed ones are somewhat documented when hovering over the function with your mouse/their in/outputs. some are mentioned in the ue4 material compendium.

cinder iron
#

oh the math distro

#

no

keen birch
#

Poisson-Disc sampling

quasi lake
#

@fierce tulip

#

I mean material function,not material node

wary wave
#

I haven't seen a freebie poisson disc implementation sadly

quasi lake
#

That's a material function file

wary wave
#

but there is sample code available online that you can implement yourself

#

I looked at briefly doing a blueprint implementation but it would have been a lot of work, heh

grave nebula
fierce tulip
#

@quasi lake thats exactly what I answered

keen birch
#

Yup, I'm looking at that one

quasi lake
#

But there's no documentation when you hover over it

#

I'll show you

keen birch
#

Looking at this one as own implementation

fierce tulip
#

for most there is, ive been using em for ages by now

quasi lake
#

Like this

fierce tulip
#

dont hold alt ctrl

quasi lake
#

Em ok so you mean that little line words

#

fine

fierce tulip
dark rose
#

if i want to instantiate a specific blueprint (prefab) in c++ how do i do that? i will read up just need to know how the function is called

fierce tulip
#

O_o why isnt there a filter for maps/levels?

#

nm, was looking for maps XD

#

thanks brain

sterile stream
#

can someone help me wrap my head around a certain aspect of this game and how it works

unreal shore
#

Hi !

sterile stream
#

not u clippy

unreal shore
#

๐Ÿค”

dark rose
#

if i want to have a map/array of bluprints that will be dynamically spawned later, on game start, where would i put it?

sterile stream
#

i just playin clippy

unreal shore
#

welp

sterile stream
#

you ever play dark souls and how it has the advanced character creation, where you can be fat or skinny and all that?

#

how does the clothing work with that?

dark rose
#

gamemode is simply a class, right? i cant reference assets there because gamemode is not an asset?

quasi lake
#

@fierce tulip oh that's some good contents

weak sigil
#

anyone doing an open world mmorpg I could tag on to? (preferably medieval and a bunch of stuff, but interested either way to learn)

fierce tulip
#

fricking discord with their buggy @ stuff

sterile stream
#

think hes just looking for a small team playin around ๐Ÿ˜ฎ

#

nothing professional

fierce tulip
#

same

weak sigil
#

yes mostly, although if the stars align and the project matches what I want to do anyway, I will take it seriously

sterile stream
#

like a sort of school club

#

wanna make a club rad

weak sigil
#

sounds good .. you could all start working on my project ๐Ÿ˜ƒ

dark rose
#

this isnt the right place to ask questions?

sterile stream
#

lets make pong

#

and sell it as pong 2, but with 3 sides instead of 2 now

weak sigil
#

pong 3D

sterile stream
#

pong vr

#

which is like tennis with your hands

weak sigil
#

I don't have VR here, so I don't want to make VR yet

sterile stream
#

vr isnt good marketing anyway, so expensive

weak sigil
#

yes, my thoughts

left ridge
#

I'm trying to cast to a scenecapture2D element...can anybody enlighten me as to what gets plugged into "object"

honest vale
#

the scenecapture actor reference

#

actually, the minicam actor reference

left ridge
grim ore
#

You need to answer the question, where is the exact item I am trying to do something with. How did it get there? How can I get to it.

buoyant pine
#

Hey!
Anyone around here has any good amount of experience with cameras?
I'm trying to learn how to easily manage camera movement in a third-person game, giving me the liberty to tell the camera when to move closer or further from the character, to rotate in certain places, etc

#

I was thinking about camera blending (like, having a blueprints with a collider and a camera attached) to take care of that, but it seems like a "meh" option

grim ore
#

if your talking about natural collision of the camera and the scene the springarm is designed to handle that and the default third person template handles that. If you want to have a "smart" camera then you will have to code up the extra code to handle checking to see how much of the scene is not obstructed every so often and then rotating the camera to a more optimal viewpoint.

left ridge
#

@grim ore thanx for replying ( I watch a lot of your videos btw, they are great....tomatoes? ) I'm pretty lost here I'm trying to tell a scencapture2D component to move up or down with some key input...I can't call a keypress event inside the scenecapture so I'm trying to call it from my playercontroller blueprint but I'm stuck with the casting

grim ore
#

well lets start with where is the scene capture component at?

#

is it something you spawned in, is it in another BP, is it in the scene in the editor?

left ridge
#

it's a scenecapture2D blueprint placed in my level (not inside character)...it gets it's location updated from player pawn as to create a minimap

grim ore
#

ok doke. Since your player controller is not in the scene at the start you cant reference the item in the editor. The next idea is how many of those scene capture components do you have total in the scene?

left ridge
#

I only use one of these

grim ore
#

the easiest way would be to have your player controller get that item when it starts then and save a reference to it so you can work with it later. The biggest issue is making sure that it exists and you only get it once and then order of operations. a safer way would be to use an actual blueprint you can spawn in that has UI or something similar to make sure it's valid and other things but for now you can work around it to get it up and running.

#

in your begin play on your player controller you can get all actors of class and then choose your scenecapture2d as the class.

sacred dune
grim ore
#

then you can use a GET node on the output which gives you all of the scene capture 2d objects in the scene, you want the first one (the only one) which is at index 0 (which is the default) and then you can save that to a variable. After this you can just plug that variable into the object slot whenever you want to talk to that item

#

now the only real issue I can see here is you are casting to "MiniCam" which would appear to be a blueprint

#

so I guess a question would be what is MiniCam and what does it do

left ridge
#

MiniCam captures the scene from above , renders to a render target, gets put onto a material and into a widget to create a minimap.
I'm trying to cast to the minicam to move it up or down...i.e. zoom minimap in or out

grim ore
#

if MiniCam is a blueprint in your scene that handles all of this your going to want to get all actors of MiniCam class and not SceneCapture2D as MiniCam is what you want

#

You don't actually have a SceneCapture2D in the scene, you have a Blueprint that is made up of stuff and one of them is a SceneCapture2D

left ridge
#

ok, let me try

grim ore
#

the way that tutorial is set up tho is more like the first idea I was saying. Using an actual blueprint to spawn in a UMG widget that handles all of this. That would be safer as your player controller/player/whatever could just create that at runtime and then you would have a reference to it immediately and you could make sure it exists.

left ridge
#

sorry, I must have gotten ahead of myself....would it be better to hadle these interactions within the widget blueprint instead of in the playercontroller?

grim ore
#

the widget should handle itself yes, IE "someone tells me to do this, I should do that" but the player controller is a fine place to actually do the input handling. " I press M so I do this" where this could be talking to the widget and doing something

#

that tutorial seems like a good start for what you want if you follow it all the way thru. IT should give you a widget you can talk to, you can then just add in your code to the widget to do what you want then call it from wherever you handle your input

left ridge
#

Okay, I'll follow it through before jumping around again ๐Ÿ˜…

grim ore
#

not a biggie either way, your trying to learn so getting stuck is normal ๐Ÿ˜ƒ

#

if you haven't yet there is a video on the official UE4 youtube channel by zak parrish on blueprint communication which is very well done

left ridge
#

I've......watched parts of it ๐Ÿ™ˆ there's such a massive amount of information out there (which is good) but I end up with 5 browsers with all having at least 20 tabs open.....telling myslef I'll ger back to something while I search further

ruby robin
#

Hey guys!

Is it possible to make multiline localized text in localization dashboard??
I'm trying to press Shift + Enter, Enter, Copy+Past new line from txt editor, even press Alt+0182. None of these makes a new line ๐Ÿ˜ฆ

drowsy trench
#

Good day, i've been stuck in a problem for the past week, can't seem to find a way out, and couldn't find proper documentation on the issue as well.

I managed to make a composed world of 20kmยฒ but i cannot seem to find a way to nav mesh it, if i try to make a huge nav mesh volume and render all of it, it just crashes, and if i try to add a nav mesh volume into each sub-level, i can't match the volume to the level bounds as the editor won't show me anything inside the level just a black screen, even if i add a directional light in it.

So if anyone has any ifo that could help i'd apreciate it very much โ™ฅ

warm river
#

@golden idol just verify your collision box

cinder iron
#

Verify? What do you mean with verify

keen parcel
#

anyone know when / if the price of gfx cards will go down again? 1080's have doubled in the last 3 months from what i can tell?

cinder iron
#

I think they'll continue growing till gpu manufacturers will dedicate a branch to cryptocurrency mining

#

and I think that's kind of coming kinda soon

#

but I have no idea

keen parcel
#

agreed, and hope so too... been delaying my new build for months

fierce tulip
#

few months ago my 780ti died and had to bite the bullet and grab a 1080ti

#

rip wallet

urban gyro
#

at least u didnt gimp urself and spend 1k on 980 SLI when it came out like i did -.-

fierce tulip
#

hug

urban gyro
#

tx

wary wave
#

my GPU died and I'm on a hand-me-down 980 at the moment

urban gyro
#

980 is a solid gpu

#

sli tho is a waste of moneys

#

im still waiting for the Volta architecture

#

goddamn maxwell paskal and the rest

thorn spindle
#

Hey guys, I'm not an uneal engine developer but am needing to use unreal engine to retarget a kubold animation set into another skeletal rig

#

Is it possible to import just an armature for this purpose?

plush yew
#

Hey

#

Is it possible to work with other people on the same UE4 game?

tall pendant
#

Sure its possible. Unless you mean "at the same time".

#

as in in Editor etc

gusty widget
#

@plush yew Yes but to be able to do that properly you need a source control system like Perforce, Github or SVN for example

plush yew
#

Can anyone help me set it up?

#

@gusty widget

loud phoenix
#

Anyone experienced with engine(source) / VS?

gusty widget
plush yew
#

So I just download that and I got it ready? (I just follow those steps?)

#

@gusty widget

gusty widget
#

I think so, it looks like it explains at least most of it

hollow thunder
#

if i want to do blue prints for environments where do i ask around here for help

dim merlin
#

hi people ๐Ÿ˜‰

#

is it because phat asset unreal has Apose instead of Tpose?

warm river
#

any 3d artists ready to make something? o:

potent silo
#

Does anyone have any idea why my static mesh has messy shadows while the exact same mesh on a skeletal mesh looks fine?

#

both are dynamiclly lit

#

@ me if you have an idea or want to know more

grim ore
#

neato we got a new community person at epic ๐Ÿ˜ƒ

urban gyro
#

@plush yew When you set up perforce, stream all levels and set up one level to be environment, one lights, one terrain etc etc. Then whoever checks out/in the level with all the changes, everyone on the team will get the updated version

lunar scaffold
#

Hey could someone help me make a Menu system like Payday 2? /w me if you could ๐Ÿ˜ƒ and if you need more info

plush yew
#

Right after duplicating and renaming a BP, the editor crashed, and now crashes on startup consistently about 2 seconds after loading up the editor without doing anything with the error exception code "0xC0000005"

#

Does anyone know how I can repair this, I have backups but they are a day or two old and this project is time sensitive

#

Thank you

#

4.19 preview 5 btw

#

when looking at the crash dump file in VS is says "The thread tried to read from or write to a virtual address for which it does not have the appropriate access"

#

Not sure how to get it back to a working state so it doesn't do that

loud phoenix
#

Any1 here work with an engine they built from source?

livid haven
loud phoenix
#

@livid haven Highly inactive ๐Ÿ˜ฆ

livid haven
#

๐Ÿคท

quasi lake
#

Where to see each version's release date?

hallow radish
#

Having a weird problem with aimoffset today, I have it all hooked up in this new project the same way I've done it before but when it's active the top half of the mesh disappears and all bones go to spine 01 that I have set up on the blend layer by bone node.... HELP!

urban gyro
#

some of your poses in the offset are probably badly defined

hallow radish
#

I used the pistol anim pro pack, and check all the additives etc

urban gyro
#

never used that pack so cant help u

#

plus ur not giving a lotta info

vast pine
#

Wonder what kinda settings my acceleration and z speed should be to get the ut2k4 feel

#

Seems like there is a zero jump hold

#

And super acceleration and break speed

hallow radish
#

Ok so what I've done in the anim graph is set up the aimoffset to go on when I have an item held in players hands, I also have the direction pitch and yaw set up in the anim bp event graph, a default slot set up for layer blend per bone, the aimoffset is set in the weapon parent bp

#

Here I'm going to upload the screenshots

ruby folio
#

Can anyone tell me what constitutes as a big file in Git?

grim sinew
#

Without LFS, 20mb.

#

Or 10mb, one of the two. I forget which one it is that Sourcetree always gives warnings about since I just blanket moved all .uasset and .umap files to LFS, along with every single 3d model format and texture format.

restive eagle
#

is there a reason behind why complex collision as simple cant simulate physics?

grim sinew
#

Probably just assumed it'll be too expensive

ruby folio
#

@grim sinew How do you mean moved them to LFS?

grim sinew
ruby folio
#

What host are you using btw? Bitbucket? Github?

grim sinew
#

VSTS

ruby folio
#

VSTS with Atlassians Sourcetree?

grim sinew
#

Yep

ruby folio
#

Hmm

#

Any reason you use VSTS over bitbucket?

grim sinew
#

I felt like it. Also unlimited storage on private repos for free.

ruby folio
#

Unlimited LFS storage?

grim sinew
#

I have well over 300gb just in the folder, not even in the history. So yes.

ruby folio
#

Nuts

grim sinew
#

Only thing I ran into that isn't that great is Unreal is too big, so it runs out of storage if you ever try to do the automated azure builds.

ruby folio
#

Whats azure?

grim sinew
#

But for basic git hosting and trello style todo lists, it's great

ruby folio
#

sorry haha

#

Still not much wiser for reading about it. Not sure what I would need it for

grim sinew
#

As I said. Automated code builds.

#

Doesn't work for Unreal though because Unreal is massive.

ruby folio
#

@grim sinew Am I being stupid or is the VSTS interface confusing af?

grim sinew
#

It takes some getting used to.

ruby folio
#

I renamed a team and it renamed a repo as well

#

I dont know how to create new teams. I created a new repo and it created a team just for that?

#

How do I have multiple repos for one team?

grim sinew
#

I know you can, but I've never had to set one up. You're better off googling the majority of your questions, I set up VSTS well over 2 years ago and haven't had to touch it outside of getting and pulling commits since.

ruby folio
#

@grim sinew Sorry to be a knob. Just being impatient. Looking round it and getting an idea of how its all set up.
Each project isnt necessarily a repo as I first thought.
Each project can have multiple repos and teams. Which is really nice actually

hallow radish
#

Anyone know where is a good place to recruit concept artists?

ruby folio
#

Unreal forums, artstation, reddit, deviantart, discord?

plush yew
#

Anyone know if Visual Studio Code works for UE4?

glossy flame
#

It has been advertised as being compatible since 4.18.

#

That said, I haven't personally used it, and I can't offer much in terms of user experiences with it

plush yew
#

Should I go with Community then?

celest lion
#

Anyone knows why does it take so long for 4.19 to ship? Were there resource moves inside Epic from UE to FN teams and that's why UE slowed down so much? Or was there an announcement I missed that releases are going to be rare now?

#

4.18 went live in October

#

its March already...

plush yew
#

I'd rather slower, reliable updates then faster updates

celest lion
#

@plush yew true, but that delay did not magically made the 4.19 update larger in size... the feature list is not as impressive as it could have been... I mean: I'd also prefer much more polished release, but is there any official announcement about that 4.19 will be polished?

livid haven
#

"official announcement about that 4.19 will be polished"

#

Wat?

#

Since when do companies make announcements about whether their products will be polished or not?

plush yew
#

** but is there any **

#

๐Ÿคฃ

celest lion
#

I'm just curious why it takes longer than usual for 4.19 to ship ๐Ÿ˜ƒ

#

that's all ๐Ÿ˜ƒ

#

pure curiousity

#

๐Ÿ˜ƒ

livid haven
#

What company would announce "Yep, this this is going to be polished, officially."? "So, if you don't say something will be polished, we should assume it's not?" "Uh... shit..."

celest lion
#

@livid haven Think of it as a "Long Term Support" release ๐Ÿ˜‰

#

not "A polished one" ๐Ÿ˜‰

livid haven
#

That doesn't make any more or less sense.

plush yew
#

Endru6, I think it's time to just accept it'll be released when it'll be released.

livid haven
#

No, there's no official announcement about the quality of any UE4 release. It'd be suicide to start officially labeling the quality of releases in any way.

celest lion
#

Yeah, I agree, thou companies like the sound of "Long Term" beside "Support" you know ๐Ÿ˜‰

#

And it was Thomas who suggested that he'd like 4.19 to be more polished, not me ๐Ÿ˜‰

#

I'm just curious why it takes longer than usual - that's all

livid haven
#

"I'd rather slower, reliable updates then faster updates" - never said polished, said reliable, which doesn't make much more sense but implies stability to me.

#

Peeps be busy, yo.

#

Releases happen as they happen.

sacred dune
#

Hey guys! just to let you where my project is thks to your help the last coupe of days ๐Ÿ˜‰ All my assets are ready and everything is well organised. All my ref Material, and the Blending one, are ready for the next phase ๐Ÿ˜ƒ First time testings theses things and learning everyday thks to your help !

livid haven
#

You don't need inside information to see how busy things are - GDC is around the corner, to boot.

celest lion
#

@livid haven Sure, thanks

#

And no rush, take your time ๐Ÿ˜ƒ

oblique vortex
#

do you guys know when 4.19 will be released?

ruby folio
#

@grim sinew Thank you for pointing me to vsts! Its a fucking life saver!

grim sinew
#

๐Ÿ˜„

livid haven
#

Legitimately, without any kind of insider information - if I were a random person in the community who had to guess... right about GDC sounds like an awfully good time to release a bunch of fancy cool stuff you're showing off at GDC.

#

And I really don't have any insider information - I'm busy working on my stuff which is hectic enough as is, not got time to be paying attention to anything else.

ruby folio
#

@livid haven Such as?

livid haven
#

Such as what?

ruby folio
#

What sorta fancy stuff

#

Sorry, I think i misread

#

@grim sinew Scrum or agile?

livid haven
#

I wasn't promising fancy stuff. I'm just saying GDC is around the corner.

fierce tulip
#

generally gdc is a good time for dev's to learnabout updates to tools and new tools

grim sinew
#

You overestimate my memory a tad. I donโ€™t remember which I picked. I think it was Agile?

south ridge
#

@sacred dune looks pretty cool! You should be posting this stuff in #work-in-progress

urban gyro
#

I thought it was obvious 4.19 be coming at or after gdc?

#

its like that every year no?

fierce tulip
#

yea more than often

sacred dune
#

@south ridge will do, thks ๐Ÿ˜‰

ruby folio
#

@sacred dune Agreed. Looks very cool

next badger
coarse wigeon
urban gyro
#

@next badger Dude how did u make it dark

#

i want

#

pllz tell

next badger
urban gyro
#

eh, thought it was a setting, seen that one ๐Ÿ˜ฆ

#

tx anyway

#

its gud

plush yew
#

thanks unreal

#

Not letting me change my password

#

"Not complex enough"

plush yew
#

Hi All! I wanted to ask if anyone has any experience with the Light Functions on a Directional Light. Right now this takes up to about 1/4th of the overall performance of the project I am working on, and I was wondering if there are solutions out there that lower the Light Function performance... Thanks!

sleek spear
#

the main difference between unreal engine and unreal studio is datasmith?

livid haven
#

Wording is a bit hazy but...

#

Pretty sure Unreal Studio refers to more of a license/entitlement, for UE4 plus a set of additional tools.

#

One of which is Datasmith.

#

But Datasmith itself is a collection of tools.

#

So Unreal Studio isn't really a separate thing, it's Unreal Engine plus Datasmith, pretty much.

weary basalt
#

^^ Pretty much how i understand it

rustic panther
#

is it impossible ot login to the unreal wiki with 2 factor auth on?

#

even when I try to create an account it sends me to a download page for unreal??

pure stratus
coarse wigeon
#

Does anyone know if 4.19 is coming out this week?

livid haven
#

No, no one knows when 4.19 is coming out.

#

(What's up with everyone and their brother asking?)

plush yew
#

๐Ÿคฃ

twilit quest
#

Hey

grim juniper
#

Okay, but when is 4.19 coming out? thonking

rustic panther
#

yeah, when is 4.19 out?

grim juniper
rustic panther
#

my brother wants to know

twilit quest
#

0_0

plush yew
#

Anyone good with blender? Pm or @ me please and thanks.

twilit quest
#

I have a friend, let me message him and hook you up

plush yew
#

Ok cool!

weary basalt
#

@livid haven I think people really like being on the edge lol

worn granite
#

I mean you can just pull master if you want

#

be right there on the edge

high oriole
#

Why does UE make my textures slightly blurry? Here's a 2048 on a 50x50x50 cube. PNG Image

leaden dust
#

please watch my stream

#

and please give feedback

grim sinew
#

@high oriole Temporal antialiasing makes everything blurry.

golden idol
#

when i import my FBX UE4 changes all the material colors to black

#

how to fix

#

also when i set a mesh in a blueprint no collision it does nothing still has collision

keen birch
#

@worn granite Is master still on 4.19? I assumed it'd be 4.20 by now

worn granite
#

either way its more on the edge

#

Last time I compiled master (successfully) it was 4.19 but yeah its prolly on 4.20

cloud cobalt
#

Versions don't mean much in master

plush yew
#

well, I tried packaging section and noone answered so i will try this one

#

hey guys
I recently updated my project from 4.18 to 4.18 and I have a bit of a problem with steam on dedicated server

#

I noticed that they change the steamworks sdk from 132 ot 139
so I copied the first 2 files from this picture from the steamsdk 139 from the engine folder and the rest from my steam install folder
It wokerd fine before but now I get this message when I want to start the server

#

when I close this window, everything works fine but I can't close this window on a remote server
So I need to get rid off this
any suggestions?
I mean from 4.15 to 4.18***

cloud cobalt
#

Why does the path say 4.15 still ?

plush yew
#

It is just a folder name, it does not matter

cloud cobalt
#

Just curious

#

I'm not familiar with copying the Steam SDK files myself

#

I don't need that for what I do with Steam

regal mulch
#

Well usually you grab the files from your Binaries/ThirdParty/... engine folder

#

And put them into the Binaries folder of your Server

cloud cobalt
#

For dedicated servers only, right ? Else Steam provides the DLLs

soft garden
#

Hi, in my game instace i've got a lot of asset references, and so the game's startup in very slow. There is a way to speed up the start of the game with this situation?

fierce tulip
#

everyone is excited around gdc hehe

cedar snow
#

so how can i change my nick to no7hing NOT@GDC ?

#

๐Ÿ˜„

stone pilot
#

does unreal support .urdf files?

fierce tulip
#

never heard of those

tall pendant
#

I doubt UE4 support .urdf. Its too specific i guess.

wary wave
#

I don't even know what it is

#

Unified Robot Description Format?

#

weird, why would Unreal want to support that?

keen birch
#

^

stone pilot
#

solidworks apparently exports by default from that

#

Wanted to try for a friend if it could be imported in unreal like that

#

but I already found an FBX exporter

#

so that should fix it ๐Ÿ˜ƒ

cloud cobalt
#

Basically FBX is the one that everyone agrees on in the art world

keen birch
#

Everyone agrees on FBX differently, though

cloud cobalt
#

Not perfect, but kind of better than anything else before that

keen birch
#

So it still sucks

cloud cobalt
#

Yeah

wary wave
cloud cobalt
#

I tried animation with Blender and predictably UE4 crashes on import with arcane errors

#

For static meshes it's been 100% ok for years now though

frank escarp
#

until gltf comes

#

blender can be made work

#

but bone orientations are weird, so they can cause some trouble

#

fuck fbx

paper kernel
#

don't blame fbx, blame the guy who keeps changing it

cloud cobalt
#

Actually I didn't have issues with bones

#

They're fine out of the box with no setup

#

The mesh isn't fine

ionic hornet
#

why "Components/WidgetComponent.h" doesn't work when i include it?

#

isn't this the header to get the UWidgetComponent?

#

Error (active) E1696 cannot open source file "Components/WidgetComponent.h" ArchProject e:\UnrealProjects\ArchProject\Source\ArchProject\Furniture.h 6

cloud cobalt
#

Sounds like it's not the correct path

#

Google the UXXX class, the header is always at the end of the doc page

ionic hornet
#

Runtime/UMG/Public/Components/WidgetComponent.h this doesn't work either

cloud cobalt
#

Yeah, everything after Public should work, so Components/WidgetComponent.h will work

#

You might haven't added UMG to your dependencies

ionic hornet
#

and how do i do that?

cloud cobalt
#

Look at the end here for Slate, SlateCore & UMG modules