#ue4-general
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Connect the target pin
You need to connect it to the right reference that holds the energy variable
That is because the set energy node is not from your stats class
But from the widget
Pull the wire from the stats reference
And search for set energy
And use that
yo whats the difference between 2GB and 4GB for graphics card
can you send me screenshot?
I wil try how you say me
@plush yew the ram on them
well will both work with unreal engine
@plush yew No buddy. Just do what i told you
Drag from the stats reference and search for set energy
https://www.amazon.com/dp/B01M64G435/ref=dp_cerb_1
https://www.amazon.com/EVGA-GeForce-Support-Graphics-04G-P4-6253-KR/dp/B01MF7EQJZ/ref=olp_product_details?_encoding=UTF8&me=
Amazon.com: EVGA GeForce GTX 1050 Ti SC GAMING, 4GB GDDR5, DX12 OSD Support (PXOC) Graphics Card 04G-P4-6253-KR: Computers & Accessories
@plush yew UE4 has a minimum requirements page. Please refer to that
alright
We arent a tech talk, sorry
That is not what i told you
Read it again
- Drag from Stats
- Release on an empty spot
- Search for SetEnergy
- Replace the one that doesnt work with the new one
@plush yew through epic games launcher
click on the plus next to "Engine Versions"
which energy? lol
i migrated a file from one project to another and i accidently replaced a different one is it possible to undo that
yes, just revert in version control
how do i do that
@regal mulch which to choose from the screenshot?
Isn't that your code?
if you don't have that set up then you're out of luck
You should know what you are doing there
and should consider this a lesson to set it up asap
@plush yew Also, tick the "Context Sensitive" at the top right
Then you should see less results
@hasty perch Always use #source-control
Costs like 5$ a month on Digital Ocean
Hosting a Perforce Server there
Then you can properly submit changes and rollback if you or the engine breaks it
if you dont have source control set up, you could always check your project's Saved\Autosaves folder
did something similar when i first started out and that folder was a huge timer saver
I did it-now what?
now it should work
@plush yew :D follow the steps I told you
Don't think so
hmm
I assume if Energy is > Max, you want to set it to max
instead of spending $200 on graphics card, I can just install an older version ๐
In the end you want a PC that can handle UE4
If I wanted to just replace the default idle and walk animation how would I do that? I already have an animation I want to use.
No I must set it to the normal energy
I will test it now
@plush yew If the Skeleton has your versions assigned
Then you should be able to change the Walk Blendspace
And just put your anims into that
Hello?
where's the best place to master blueprints
Unreal Engine
what are these master blueprints? for what are they?
i think he used "master" as a verb
what is the best way to check if a variable has remained in the same state over a fixed amount of time
for example if Bool Pressed = 1 for the last 2 seconds then
probs setting a timer to reset it?
or float LastPressedAt
is there a node which has a timer that checks the variable state each tick?
then do something like if(now > LastPressedAt + Duration)
this is in BP btw
I can make it like that but thought maybe theres a node which has a timer on it
depends on what you want when to happen ๐
^
well the function "input touch state" passes a 0/1 if it is touched
like whether you want to check lazily for it, or trigger something when the time is up
once it has been touched for over 2 seconds I wanna fire an event
so basically once you hold your finger down for 2s it changes the camera mode
so I need to check every frame if it is still 1
yeah, either check each frame or use a timer
its not the timer that would be checking it, the timers just setting it back to default
you'd branch if >0
Play my game
ask your question here lol
i need some help
i want to know like
if stand on triggerbox
i want the item to spawn at the location
but how @rocky kayak
I want to introduce my friend to level design, does.anyone know of any tech/cyberpunk style asset packs he could use to build a scene?
free or paid asset packs?
Free or possibly sub 100bux
Is your friend completely new to UE4 itself?
Yeah kinda he has modelling experience, but wants to do level design/bp
@dim arch if you want to call something after x seconds of pressing, start a timer on the pressed event and clear it on release
The soul city pack should do fine? @dim arch
No need to check any state
So need some buildings and props
Soul city is free btw
Yeah maybe soul.city and infiltrator.
Didnt check the soul packs yet thanks and thanks @regal mulch
Can someone help me i want to spawn an object by standing on triggerbox?
can any1 explain me?
Add/Edit BP of the trigger box, look for "On Collision" for the box, then spawn whatever you want
Ratchet can you help me in screenshare?
@astral marsh check ue4 yt
i dont find any tutorials @dim arch
Plenty of tutorials
Can you link me 1 then?
This video explores the spawning Actors using Class Blueprints; specifically, spawning physics Actors. (00:05) - Physics Object Creation (02:04) - Spawning P...
thanks
Are the original Zak Parrish tutorials still out there? They've been great, but not sure where they've disappeared
Yep also on the documentation
I have a question
when starting to make a game, do you start with the background, landscape, models or carachter?
I want to make a ww2 game
I need a lot of help
Wiktor รhman demonstrates how you can create a realistic forest environment with Unreal Engine 4 and Megascans. Learn about basic layout, composition, detail...
can someone teach me how he imported the maya model he made as a landscape?
I am lost
he was doing uv mapping and then I got kinda lost in what he did
You can start with anything when making a game, in the end you need it all.
defining the idea itself completely might be a good start tho
He is using meshes not landscapes
wtf
theres no way to use the same assets pack on two projects?
without have to download again
when you download something from the marketplace it stores it locally in your cache so yes it would work fine without re downloading on future projects
but it only imports in one project
if i put to import in the another one it starts to download again
what it does is it saves it inside the folder of your project
if i move or copy to another, it gives error when trying to read the assets
so i just need space to have another?
thats kind of sad
all assets should be stored in your vault and easliy reusable in as many projects you want
I am lost
But i still need more HD space, right?
I think he did a heightmap
if is a 6gb assets, and i want to use in 2, i need 12gb
per project yes
@gleaming latch Wiktor is using modular static meshes (from maya) on top of a simple landscape (generated in UE4)
what does that even mean?
I think I should try and do something easier
what should I start with?
yep. Try the learn section and start from the top
uhm just wanna ask something guys, which is better for unreal engine? i7-8700k or ryzen 2700x?
Depends on what you're doing
I'm still struggling with the materials instance / materials to assign to the walls. I did read something about material instance groups. But I use substance materials and they have a instance but do I create for every wall the same material with instance for that wall to change the colour? Like if I have 48 wall and 50 wallpapers then I have like 2.4k of materials with instances
anyone else here us Virtus videos?
Is there a good tut series that explains how to create customizable characters from A to Z for new users?
Is there a series of tutorials the Community here agrees is best other than the "Learn" section? Or should I dive right in as a TOTAL noob?
Different approaches work for different people. I basically watched tuts while UE downloaded then dove in and got to grips from there.
+1 for Coffee Flash Fry
Well besides the learn videos. The Virtus series was something I enjoyed quite a bit. As for customizable characters I want something that explains why we are doing something AS we are doing it. Virtus does a good job especially during blueprints explaining as we move along. Feels almost like I am in a class. I am not a fan of the do this and that without any proper explanation. Right now I am watching his 3d creation thinking that it might be there but no luck so far. Anyways thanks for the help etc.
@tough barn ill get you a link to the ones im using
its not free though
like $10 usd
Udemy is the world's largest destination for online courses. Discover an online course on Udemy.com and start learning a new skill today.
That's your cart, not a link to whatever you were linking
@alpine star ty
@grim sinew rip but did it still show the class?
wait I cant use it. No sadly
No, your cart is private
whats the class name?
Because that's how online shopping works
@tough barn
ty
Hello , when I try to load Unreal engine, it stucks at 45% ! Please help quickly !!!
@proper moss you may be short of ram, please look at unreal system requirements by searching
Well, i have 8gb of ram
damn ARTv1 is garbage
your install process if you installed from source may have been faulty, or you may have some missing files. unreal loads in like a few moments for me usually. it should never take more than a minute to load. if it does, the easiest thing to do is to install the latest version ofunreal from the launcher, or compiling from source.
if you have a lot of shaders, that process happens automatically and compiles them once for the shaders. so just wait it out or alter your project to not include so many materials and other texture assets.
I just tried to open the software itself, not a file
yes once in unreal the shaders have to compile to be displayed in the viewport
So the first time you open unreal, it takes a long time for it to load ?
first time yep it can take a while for a project with a ton of data in it. but just wait it out. again make sure you aren't running other processes with high RAM or something like that and your wait time will be less.
I just tried to open softwrae, not a project !
did you source build it or download from launcher?
i have 3ds max opened, firefox, steam, skype, discoird, spotify and task manager
I downloaded from epic game launcher
are you seeing that screen
ok the problem might be your firewall, it could be blocking data transfer
I have default firewal
try killing the unreal proc, disabling firewall, restarting the app.
be right back
all right. by the way you should leave it for at least 15 minutes to try loading on the first time.
i googled unreal initializing 45 and several people reported the same problem with 4.18. there's some caching issues possibly and you have to wait for the cache to build. that coudl be the reason. so just be patient i suppose.
hope that helps
Back
did you already kill the proc?
Yes
because i should have told you to wait for at least 15 minutes first
how long were you waiting
before you killed it
1-2 hours
I killed it already
it takes me like 1 min to load
less
actually
i remember my first time took a while. but not that long.
How do i autorise permissions for unreal in firewall ?
can you consider downloading 4.19.2 from launcher?
you just allow the app through the firewall when windwos firwall pops up
or you have to manually make inbound outbound rules in windwos firewall
if you need a quick fix, try just disabling firwall for few hours and running unreal proc
oh wait I have avast
that might help.
Where the heck do i go ?
i found a ton of results on google from unreal initializing 45 search btw.. you might consider looking through each result on there
to disable it in your antivirus?
i dont have avast
so you gotta use the procedure u use to add an exception
Just ignore it for a while. it has nothing to do with the firewall, it's just compiling shaders
45% is one of the places it stops at when doing so
What do I do while it do that ?
Get some coffee, only happens once per engine version
It'll take a few minutes depending on your computer
Well I tried the first time, I waited 1-2 hours, nothing.
If you look in your task manager you'll see a ton of shadercompileworkers in the background
It could be your cpu is just slow
try closing your other open apps and running the engine proc? you mentioned you have 3ds max and a bunch of stuff open at the same time..
that or just leave it running overnight
the creative process takes time anyway, right? ๐
took me almost a year to do my game
If you look, you'll see that it was only 1 shader thinf opened
Yet your CPU is at 100%
There's no benefit in it opening more of them if your CPU is already maxed out.
Then what do I do ?
When you play a sound 2d, does the execution pin wait for the wave to finish before continuing?
Meh ill just test it with two sounds
duh, yep... although I wonder what this concurrency settings dropdown is
Is there a better way to block execution while a sound plays besides manually delaying the execution pin?
add delay node, keep going?
@pine parcel Why did you cut what I said with changing topic
SoundCue?
Delay Node in the soundcue, yep. @pine parcel
would you use some sort of array to set default pawn class for all levels to create a character select screen system or something else
Does anybody need any help with anything?
Maybe I can check if your free steam codes are working, just to make sure. ๐ But seriously does anybody need help?
@real geyser check #blueprint and #virtual-reality
if you're asking what I think you're asking
Anyone had any luck with the new UGS?
Im trying to build the editor for it and it keeps complaining about not finding a compatible clientspec in the P4 Environment Variables even though one is set.
any good UE4 C++ books
for future reference for anyone looking through, UE4's docs have good C++ documentation for those who already know C++
Hi everyone i need some help, so I'm making a horror game within Third person game template. i attach camera to the player head so it looks like a True First person game (FPS but you can see your leg). but now i regret my decision.
Is there any way to make The player hand move as the player camera go? i mean like, for example the player is holding a flashlight, and i want the player hand move where the camera go, so it looks like more realistic?. or maybe there is a way to change from Third Person to First Person Template whithout recreating the whole thing? I'm sorry im kindda new to UE4 and I'm sorry if my english is bad, and i'm sorry if you dont get it, i will try to explain it again. (and I'm not sure if im talking in the right channel, correct me) Thx!
Sounds like you need to look up animation offsets.
So you can interpret the position of the hand based on camera direction.
similar to how they do shooters with gun aiming etc.
and how to do that? can you explain it? thx
you need to look up animation offsets.
Okay thx for your answer sir, i will look up the animation offsets later, Thx alot!
what's the best reference for learning UE4 materials
any books I see have a recommendation for people to be 3d design professionals beforehand but I'm just a programmer
Hey guys, got another question to ask today.. Does anyone see an error in the logic of this gate?
https://gyazo.com/a46434fa91017631ab1f195e6790271f
Basically, its getting the arm length of the spring arm, which is set to 400 by default.
checking if it is greater than or less than my limit
it works when i remove the gate, which leads me to believe that I am setting up the gate wrong.
Just double checked to be sure, it is never exiting the gate.
you know, a single OR operation would be enough
assuming you want to clamp camera arm zooming here
if arm lenght > min OR < max -> set float
wait what, i changed a number and it lets me zoom out infinitely now...
wouldnt that cause an issue if I try to zoom in but have the max zoom out range?
I assume you are suggesting something like
0 < X < 500
no, it just wouldn't set the value if new value is above maxium limit
oh
i see what you mean
i would set the float as long as the added or subtracted value doesnt go over or under my limit
@paper kernel what function were you thinking of that would function like that?
only thing I can find are x > y, x < y, etc. etc.
you said it could be done with a single one.
2 separate float comparisons combined to OR operation, which controls branch
its working now ๐
i need help, is there a way to random spawn an actor/object with percentage of the item spawn, and amount? for example, i want atleast 20 batteries spawn at a map? with 40 target point scattered around the map? sorry if im unclear, ping me if you have the solution, Thx!
i also need another help
for example i have an object that have a large box collusion, but i dont want this box got triggered if the player enter the box collision outside the room/behind a wall. how do i do that?
oh another one, how do i play a sound randomly? using Retriggerable Delay with Random Float in range? will that work?
Thx alot in advance!
Ye its called math
And %
With < >
U prob wann look up some basic math examples
And look at spawn chance
can you show me how its done?
is it done within Level Blueprint or Actor blueprint (sorry for wrong channel)
hello guys I have a problem when I press the "continue" button I want to conitnue with the game
where is my error?
and I want when I pause the game, backgrount to fog it
you mean you want to pause the game when you hit a pause button?
yes and then when I press the button continue to resume the game
you need to add "set game paused" and tick the box
yes I forgot this function and I don't know how to rremembered it
to unpause the game untick the box
Hey there, what would be a good alternative to the soon to be deprecated destructible mesh? Or ways of doing one.
how to make this when I move around the mouse and my camera to look left right, up and down as in Fortnite-how to do this?
okay I watched this from Virtus Learning Hub-it is very cool youtuber that describe you everythings for unreal engine and he has got many series about different games as fps gam, rpg game, roll play, survival horror game and now he is making mobile game
ookay
can you help me for my last sentecne about the camera?
lmao i watch him as tutorials too
I from 3-4 months
okay can you show me your pause menu and your game menu hud? how it looks like because I haven't got ideas for mine
i started making game at October 2017
yes
it doesn't work control shift and H
fro what are these things that I describe 4 things
you have to minimize/close all tab, i mean you have to be in the editor
it doesn't work for me
what version of engine?
4.18.3
but i think it work for every version
ok those in the left are for inventory, and in the right
from top its open door button, as the middle is for run and the thirs is for interact like picking up object and the last is so obvious
okay
can you show your invnetory and in your game can you create somethings as pickaxes? and other things or collect materials as rocks wood?
okay thank you
it will be cool
my inventory is pretty simple, it just dor key
okay
it is horror yes
but have you got monsters in oyour game or not?
I want also as you to create this "Really you want to exit the game" or close the game? and I want to make to save and load game
its a yes and no
the mechanism for the AI ghost is working
but the ghost still have no "skin"
no skin? No mesh?
yes
just a Ue4 robot
Actually creating that is pretty simple
its just set visibility
it looks like that
its simply setting what does need to be displayed to not visibile , and settinf visibile to whats needed
@plush yew what you mean by this " how to make this when I move around the mouse and my camera to look left right, up and down as in Fortnite-how to do this?"
i dont understand that
you mean like, you can still move your camera even if the game is paused?
if you see my main menu, Its. A. Complete. Mess.
and for save and load game, i dont know how to do that
@plush yew are you also making a horror game?
no-I want to make my own survival game not horror
as last day -to develop with level xp and so
survival game yes, that's cool
mhm
but I have a many work with this
I haven't got many things still
I fix the bugs error and fix the menus and these thngs still
I want to replace with this button
but what to do?
how to import it?
you want to change the button texture to that?
yeah I imported it but I can set it
why?
to this button I want to be when I don't press it
when I pressed it to be this button:
ohhh i get it
you go to your button
which to choose
normal-yes?
I want to look it that I send at the first screenshot nd when I hovered it or press it as at the second screenshot-okay?
yeah
Are you following the tutorial of Virtus Learning Hub @plush yew
yeah
its things for starter
Ok
i mean like Virtus explain everything in such detail, so you will get what he say
whats that cube render target for
who-I?
okay
I drag it again ecause it bugs
I had these two buttons in unrealengine
I want to drag them for these two buttons
I must to choose for the button or for the text??
because i already confused lol
button
okay
not the text
you mean the texture right?
its because your Continue Text is too big
try to make it smaller
or make the buttom bigger
okay
also note that if you apply texture to button, It will be a mess, try to adjust the button until you find a good one
yes?
I can't fix it
show me
nono
let me ask you
it is ugly I can't fix it-why? help me please
is your texture have a transparent background?
you need to have a transparent background for it to work
I don't know
what background
I had this texture but I don't drag it
these are the resources
yes
ahh
what to do to looks like Virtus?
wait
but when I increase it it will become uglier
Send us a screenshot of components
yes
Left-bottom window
im worried that if the button texture already have the continue text
okay
It has in white the continue text
I had a text "Continue " but I removed then I saw the problem but now is the same
lol
omg
i get it
first thing you need to do
is to edit that texture
you need to erase the text in thw picture
and you need to make the texure transparent for it to work
@plush yew
yea
Send us all your bottons png
okay
That you have in the folder
it will be messt if you have a texture with text in it, it will ruin everything
of course
thats why you need to edit everything
you need to erase the text
or the solusion is just adjust the button until it have a perfect style
i had this problem before
oh F yes margin
@plush yew
idk try to set thw margin to 0
No
no if you already have text in the texture
The text is already on your image
yes
margin is in Appearance - Style - Normal - Margin
^
Anyone else have the issue that UE just reports that that the Project's *.dll is not built and you should rebuild them?
I need to rebuild them every time I reopen the project
After that, go under Appearance-Style-Normal and choose your texture (ContinueButton). Set margin to 0 and resize your button
Ez
Strange @sudden agate
nvm
...
you need another help? @plush yew
Now
After that, go under Appearance-Style-Normal and choose your texture (ContinueButton). Set margin to 0 and resize your button
This right window
@plush yew
they are textures
okay
if you just click it it will sometime go somrwhere
The CascadeWindow
@plush yew if you need another help, i would be glad to give you a hand
Btw
@potent wing
I would advice you to use more Hud Bp
And not everything in one
why is that?
Hey there, what would be a good alternative to the soon to be deprecated destructible mesh? Or ways of doing one.
Well as we all know, the DMs will be deprecated and nvidia nolonger supports that, they have a new thing clal ed blast but there are no plans to reintegrate that into unreal. I would like to know if there is any other simple way of doing this
@slate jackal i have no idea, sorry
ok np thanks
Edit: Problem solved, read last sentence. Hey everyone! Hope you're having a good day today. I haven't really used this discord yet although I've been apart of it for a while. Anyways, I have a quick question. I'm trying to project the mouse position to world space. There are several ways to go about this with line traces as well as convert mouse location to world space, convert screen location to world space as well as get hit result under cursor by channel. I need the ability to hold down a button while projecting to world space. Convert mouse location to world space and Get hit result under cursor by channel seem to not work because I believe when I click the button, it consumes the mouse position for this. However, the convert screen location to world space works when get mouse position in viewport or on platform is hooked up to it. I'm assuming also because they aren't pure functions. This would work, except it appears that the world position is offset down and to the left. At the topleft corner of the viewport, there is no offset while at the bottom right corner there is the most offset. It also appears that the offset grows exponentially. The farther you get from the top left corner, the more offset there is. Any help would be much appreciated. (Sorry for the lengthy message) ๐ Edit: Solved my problem by multiplying the vector2d by the viewport scale ๐
Hello, quick question, was there a change in execution order in 4.19? BeginPlay of my Player controller used to trigger before the GameState in 4.18 I believe but in 4.19 GameState is triggering before it
is this good?
is this good?
I fixed it but I again have a problem with this to choose the texture it takes me to save it as...why?
how to fix this problem?
can anyone help me?
Does anyone know if it is possible to create a custom 3d skybox? https://www.youtube.com/watch?v=hSJdlTlWOIA This video is the idea of what im trying to say which is done in a different tool. But can it be done in UE4?
0:00 - Introduction and making of skybox 0:51 - Lining up blocks 2:04 - Texture aligning (and lightmap) 3:31 - Adjusting scale and fog 3:55 - End Finally got...
I fixed it-thank you
Hey
How can I convert my project from 4.16 to 4.19
correctly
Because I always get errors
and cannot launch the project
Go to your project or find the .uproject file, right click, switch engine version @unique halo
Before that, make a copy.
yes but I get errors
When I resolve one, others apear
Thats basically game development in a nutshell. Solve one, other pops up.
wait I am trying something, I'll tell you if it's fixed
Alrighty then
ok so it didn't worked
๐ Running C:/Program Files/Epic Games/UE_4.19/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/OAXP/Desktop/MY GAME !/1-GAME PROJECT/1ProjetOriginal/TheProject/TheProject.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: UnrealBuildTool Exception: Unable to instantiate instance of 'TheProjectTarget' object type from compiled assembly 'TheProjectModuleRules'. Unreal Build Tool creates an instance of your module's 'Rules' object in order to find out about your module's requirements. The CLR exception details may provide more information: System.Reflection.TargetInvocationException: Une exception a ?t? lev?e par la cible d'un appel. ---> System.MissingMethodException: M?thode introuvable?: 'Void UnrealBuildTool.TargetRules..ctor()'.
? TheProjectTarget..ctor(TargetInfo Target)
--- Fin de la trace de la pile d'exception interne ---
? System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
? System.Reflection.RuntimeConstructorInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
? System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
? UnrealBuildTool.RulesAssembly.CreateTargetRulesInstance(String TypeName, TargetInfo TargetInfo) ๐
I get this when I try to switch
Does someone now why my camera shakes all the time when i walk back or to the sides ?
its shaking like crazy
could be character shaking
And where can I find this ?
check to see where your camera is connected to on your player. If you moved it onto the player and not onto a spring arm or another item to dampen it might be moving when the head or other body part moves
Im pretty new to UE4 so can anybody help me to fix this "Lightmap UV is overlapping" error?
Check your UV, make sure things arent overlapping
idk what an UV is like i said i dont know anything xDD
All, I have a camera attached to the NECK of my character. When I enter ragdoll mode, the camera does not follow the direction of the head anymore. Is that to be expected?
@leaden garnet no i imported a csgo map
i found smth maybe it works
Open the mesh editor and make sure you have the Generate Unique UVs tab open (Window>Generate Unique UV's)
Now in the Unique UV's tab check Create New and click Apply
Now in the mesh editor top menu bar click the dropdown that says UV Channel 0 and change it to UV Channel 1 which should be your new UV set, you can enable UV overlay to see the difference between the 2
Save the Mesh and it should keep using the unique UV's
when i change it to UV channel 1 and click save and open the Mesh Editor again its changes itself back to None
@grim ore the camera is connected with the head
i changed the thired person camera into an first person camera
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VSPerf140.dll' (GetLastError=126)
LogWindows: File 'VSPerf140.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
``` Hi, i can't launch UE4 because of it.. How to solve it, please :c
hu?
@plush yew try to reinstall it or click on that Drop-down menu right to the start button and click verify or something like that
i don't see any physics properties in camera
anybody can tell me were i can find that "Generate unique UVs" tab?
in the Mesh Editor
@earnest elbow i installed it since few minutes
oh rip
...
@near osprey the easiest thing to do is make a FPS template project and see how the camera is set up. You do not really want it mounted to a physics object or an object that has animation unless you want the movement translated to the camera
:c
How do i make it so my multiplayer characters have meshes? because right now the only one having a mesh is the main controller
๐
still can't use UE :c
@plush yew try pasting that in google and see what popsup if possible, i would myself but i cant copy your message
im following tutorials to fix my error and everything they tell me to do is already done and it still doesnt work
hello guys
I want to make when th character press left control to crouch
I make this now
this is the second that I imagin
I prefer C++
really? @plush yew i read something about a wrong code or smth that could case that crash error ur getting
are u trying to open a project or just UE ?
Guys, hello
im trying to make a punch system to do damage
ive made a sphere attached to the bone, all done
but i cant make the blueprint for does damage when overlap
Anyone can get whats wrong?
Why cant I see anything in the looking for jobs / looking for work section?
It's related to a certain setting in discord's options
I can't remember which one though ๐
@keen condor If I remember correctly, it might be the link preview option in Text & Images, let me know if that's it
I believe you're right, thanks!
๐
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
``` Againnnn, nooooo
:c
those messages are normal
But Unreal Engine crash after this message
it just means you don't have any of these optional profilers installed
Hello folks,
I have question about importing FBXs from max to UE4 with custom attributes/parameters. Is that supported from UE4 side? I can't find any relevant info about that and with UE importer, there is no checkbox for something like: Use FBX custom parameters - float, string, color etc. ๐ค
Thank you for any suggestion.
i'll kill myself
Who i need to talk for this crash ?
@plush yew i found some results on google with looking for VtuneApi32e.dll looks to be either swarm agent related (might need to restart the agent with cache -> clean) or you might need to install graphics card drivers.
me too
Some results, but any solve works
what version of the engine u using
4.19.2
question about android permissions in #mobile
@plush yew hey are you using an amd graphics card?
no
ok found a promising link on that. seems like an odd bug man. i hope you fix this.
i found no good fix on the results ๐ฆ
:x
I will kill myself xDD
lol dont do that
Thanks for your help..
Windows 10 64 bits
UE 4.19.2
And, what about u ?
here is what i would do if i was you - try to uninstall and re-install ue 4.19.2 and make sure your graphics card / directx drivers are up to date (directx should happen automatically when ue is installed with the ue pre-reqs)
Anybody used ARTv1 or Maya to create dynamic chains im trying to make a hooded cape/robe
@unique gull what are you trying to import with your FBX?
Dude
Maybe
You could copy your UE directory, and send to me ?
Please :c
Maybe my computer can't install .dll files
usually the only things on fbx import you need are UVs and smooth mesh / smoothing groups / triangulation @unique gull
I'm keeping faith
I am using a source built UE @plush yew
What is it x)
i am using your same version though 4.19.2
Yeahhh
But
My error significate, i don't have .dll.
Maybe if u give me your UE directory
It is can be works.
I just want to test it.
Please.
U dont know me
try to delete your intermediate and saved folders in your game project @plush yew
Already done
:c
U don't know me, it's anoying to host the directory, but, please.
Dot it for me xD
๐
i dont understand how that can help? can't you just re-download the 4.19.2 ue engine version? just uninstall and reinstall. try that?
the filebase is the exact same from what epic has
Already done
:c
Unity is good ?
But Unity uses C# and not C++ :c
is your issue that you made a game in unreal and you can't access the game project?
when you try to open the uproject file?
because i was going to say you can also try migrating everything to a new game uproject if you didn't do too much work on it and the files can migrate easily.
Wait
I'm not english, i'm trying to understand what do you are saying
well i dont have a ton of tiem to like debug the entire thing man i am doing my own game
you have to just try every step on that search result until you get it fixed
It's when i pressed on "Launch" button.
okay do you want to try to source build the engine?
you have the time for that?
Yeah, i'm thinking
It can resolve the problem ?
yep but you gotta do several steps, and i can't help you through it cuz i am gonna be workin on a game
i can give you the guide though
if you wanna try it
Ya
Sure dude
so here is the setup i use to source build my unreal engine versions, you should double check with unreal source build on google to verify you are doing it right. anything more you can check out #engine-source and ask for help there in source building it. you just need to install visual studio (easy process) and make sure to select game development with c++ as enabled, and keep going with the install. all the steps are clearly outlined.
hope that helps!
Is there no way to use C++ DataAssets in editor?
@thorn topaz http://www.levelplusgames.com/ue4-c-data-assets/
that?
@safe rose he's creating a BP child of the C++ asset there. I want to just use the C++ version
but it's not looking like that's possible so I may just have to go the UObject route
he's not creating a bp child
he's creating an instance of the data asset class
using a special editor factory that first lets you pick a data asset subclass to create an instance of
anyone know if theres a way to draw debug shapes on top of everything? do you have to draw to canvas?
how does ue4 restore package after crash works?
Hi, can anyone give me more information on Sprite components? I'm looking at the "Content Examples" project from Unreal and the static meshes in the project are often children of a sprite component. Looking in the documentation there are mostly examples of the "Paper 2D Sprites" but not components. Why put the other components under a sprite?
Here is an image of what I'm talking about ๐
how do you figure out the exact horizontal size of a landscape in unreal 4 units
I have a landscape with 2160x2160 resolution at 150x150 horizontal scale
anyone know where I can find some good level design tutorials?
Hi folks. I'm trying to understand the difference between control rotation and actor rotation. Is control rotation the rotation of the input controls - such as mouse? And actor rotation is the rotation of an actor in the 3D world?
i actually didnt know control rotation was a thing until a few weeks ago. actor rotation is all ive ever used and it always worked in the situation that i needed it
what is this?
ive been following a tutorial to make a certain process material but idk what is that
perhaps its 100000
thanks
how do you pseudocode with blueprints
i mean empty nodes that don't do anything but have inputs and exits
and can hook variables freely
My client+host cannot acces my widgets and HUD stuff while the rest of my clients work fine. What can I do to fix it?
how do i aplly a post process material in my character?
Changing some critical nodes in blueprints makes me feel like I'm a doctor operating
@queen arch with comments and custom events, I guess
think that sphere should be fine for a punch hit box?
Should be, look at Tekken
@marble spire i see you, the shirt looks familiar to me :P
can someone help me i have a character that for some reason its not letting me open it in any place and when i righjt click it it says failed to load asset
Does anyone know how to create proper gunplay for a tps?
So, I have a frog type of character. I'm overriding the default movement behavior by Consuming the Input Vector and make the frog hop instead of just a regular move. This is working perfectly if I possess the frog myself as a player. However, now I'm trying to get my AI working. If I use the "Move To" task in a behavior tree, the frog just slides straight to the target. I had assumed that, underneath the hood, "Move To" would use Add Movement Input in order to move... but it appears to completely bypass that and do it's own thing. So I tried creating my own custom task that will Add Movement Input, but it is still not working as predicted. The frog still slides, but now for some reason extremely slowly. And if I try to Print out the Pending Input Vector inside the frog tick it is always 0, despite the frog sliding. Anyone have any idea why?
how to become from the unreal slackers staff? I am here from 4 months already??
to become staff? maybe you have to be REALLY good at Unreal engine, and maybe have (x) years of experience on Unreal engine? idk its my thoughts
why would we have a giveaway bot?
Man the windows 10 taskbar is infuriating while developing in UE
I almost downloaded a random .exe online called taskbarhider.... then decided it wasn't worth the risk ๐
hello guys again-how to have access in #share-your-stream and #looking-for-work
everyone has access to streaming
as for looking for work, it says at the top 'read pinned post for instructions'
that's why you need to read the pinned post for instructions
Anyone knows where to get free weapons for ue4, like grenades,pistols and rifles?
you mean like 3D Object?
probably
This was asked and answered on #design-chat
is there a simple way to get the output log to show timestamps?
That's actually something I'd love to know too.
afaik it's an option in the preferences
search for "log timestamp mode" in the editor prefs
anyone know if niagara is working in 4.20p3
okay, the answer is because the pawn input is irrelevant
the player controller takes the input stack, the pushes events on to the pawn
disabling input for the pawn does nothing
'cos it never receives any in the first place
ah, seems logical
is there an easy way to decide in OnConstuction() if the object is an instance placed in the level or the blueprint itself?
maybe if the outer is an ULevel or not ๐ค
i โค Gamedevelopment its like drawing...just better because u can play with what ever u create ๐
Are box brushes in geometry bad for performance?
@surreal viper in blueprint, annoyingly, no
in C++ there is a flag you can check
though it only works if the asset / level has been saved prior to playing
probably something like RF_Transactional
can't recall
if it can be done in c++ it can be done in BP with a static c++ function, or?
you can write a BP exposed function to check the flag, yeah
@surreal vipera:
return HasAnyFlags(RF_WasLoaded);
@bitter iris box brushes are worse performance than static meshes. Bad for performance is relative to how many you use and what you use them for.
if it was loaded, it was in the level when you loaded the game
@grim ore I may or may not have build an entire building out of them lol
there are some other similar flags you can check depending on your needs
@bitter iris I made an entire game jam out of them so no biggie. You can always convert them to static meshes in the engine as well if you want.
@wary wave checking outer seems to work better for me
if (Cast<ULevel>(GetOuter()) != nullptr)
@grim ore does this when i convert it to a static mesh
fair
Is anyone using Simplygon? I may need to us it down the line
yeah you might have to work on the UV mapping for it since your using multiple faces in that mesh now. You can always try and generate a new uv map, adjust it outside the engine, or try and clean up the mesh itself before converting. Or just keep it as a brush ๐
If the brushes arent that taxing, it has to be something else ๐ฆ
Gotta figure out how im gunna lower down Shadow Depths and Basepass
@bitter iris have you tried to use "stat scenerendering" ?
and the profiler too
ctrl+shift+,
or j cant remember
ill type that in now 2 secs
@languid shard nothing comes up with stat scenerendering
ahh there we go
yeah no wonder you have performance problems
why
look at that drawcall count
yeah
Ohh okay
unless you use instanced meshes
Shall i convert it all to 1 mesh?
it will add a mesh drawcall and as much material drawcalls as you have meshes
you can do that, or use instanced meshes
whats instanced meshes (sorry im a noob at most of this)
yeh manually
right
well you can either use the merge actor tool
window > developer tools
you can also make your own script to replace meshes by instanced meshes
or else there's a few plugins on the market that do this
Ill stick with merging actors ๐
this is the one I use
One thing i wanna learn how to do is, once i got all my buildings done, i wanna put it in 1 blueprint so i can just select them
when you merge a selection of actors
it creates a static mesh asset in your content browser
you can start building around that asset
Thanks dude
Appreciate the help
@languid shard When you merge them all, how do I get it so the same materials are together not all singles?
As i have 664 materials on the 1 mesh
and 95% of the same material
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
``` Soluce :c
there is still nothing wrong with those messages appearing
@bitter iris not sure you can
thats one of the limits of that tool compared to instanced meshes
well actually
my own merge tool does it
@manic pawn, but i can't open unreal engine, it crash with this error.
this is not an error, you haven't posted the actual problem so noone can help you