#ue4-general

1 messages · Page 277 of 1

cursive dirge
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(that's from Unity)

languid shard
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thats some nice vectors

cursive dirge
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there are two ways you can fix that same issue on UE4 atm, just spin the wheels slower (don't tie them into real speed after some threshold)

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or, do it old school by replacing the wheelmesh with flat plane after some speed and have custom blurred wheel shader for it

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well, for tire part you'd still need some fake shader as well

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many old racing games did this for tires, they had few texture variants where they just swapped the texture into more blurred one once the speed got up

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shader would just pan it around the mesh while the actual mesh stays at same angle (you can still steer)

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@grim juniper oops, meant to tag you

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also, good luck on getting the thing Alan Noon posted, he doesn't even work at Epic anymore 😄

grim juniper
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He says it should still exist on his old workstation, so maybe someone at epic can work it into an engine feature

cursive dirge
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to be realistic tho, that'll only happen if Epic adds vehicles into fortnite

grim juniper
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They did though thinkerShift

cerulean nova
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there are vehicles as far as i know

grim juniper
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Golf carts

cursive dirge
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?

cerulean nova
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it has wheels and it drives

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i dont see a diffrence 😬

cursive dirge
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oh wow

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well, this explains many things

grim juniper
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Season 5 added golf carts

cursive dirge
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I said the other day that they must be adding vehicles as 4.20 got bunch of physics networking fixes and profiling tools

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now it all makes sense

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@cerulean nova those carts move so slowly that the default motion blur will not freak out yet

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it's possible they still add the radial blur for it (I don't know if they have already done that)

cloud cobalt
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Realistically, only thing needed from Epic is the ability to wrote motion vector from material

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The rest is fairly easier

cerulean nova
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idk i do not play that game 😄 i dont like the building while fighting stuff ^^

languid shard
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@grim juniper these vehicles are pretty fun to drive with btw

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and the warp stuff they added acts as you'd expect with them 😅

cursive dirge
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besides the golf cart

languid shard
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yep

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you can backflip em too, tried yesterday with a friend

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they added a mountain with a double jump and carts on top of it for players

cerulean nova
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"im doing Youtube for fun" is such a bad joke 😂

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oooh right thats why all your videos are atleast 10 minutes so you can monetize them...

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and they clickbait and stretch stiupid videos just to get money for the video

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Youtube is so cancer these days

languid shard
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sometimes you find videos from the early days

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damn these were nice

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genuine at least

cerulean nova
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there is alot of stuff missing but its wip ^^

opaque salmon
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I've run into a bug that does not occur when I set debugging breakpoints

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is my machine learning?

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should I donate it to a museum?

worn granite
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Oh, you're in a fun place

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that's a rare bug, you're going to have to lock in a reproduction before you can expect to hit breakpoints on it

silver crown
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Hehe

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Sometimes putting breakpoints changes the program behavior a little bit

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Making it unreproducible with breakpoints

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But that's really rare and fun

opaque salmon
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I think I figured it out, though I'm not sure I understand why it wasn't reproducing with breakpoints set, should have still happened

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it's fixed now so no point in learning a lesson amirite

cursive dirge
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@opaque salmon are we talking about c++ or BP?

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if you can't hit c++ breakpoint, it's not a bug, it just means compiler has optimized that part of the code and it no longer resembles the same lines as you have, your options then are a) compile the thing using debug mode (it's named that for a reason) or add pragma call around the function where you tell compiler to not optimize that part

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latter is bit hacky but has always worked for me

opaque salmon
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bp, double firing of create widget cause I had a button set to open it both on pressed and clicked but it appeared one of them wasn't fired if breakpoints were set

cursive dirge
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ah, I don't know much about BPs 😄

worn granite
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I'm actually not sure if that's just a edge case in the BP debugger and you somehow only saw one, or if you really weren't having two calls because it was debugging in general.

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Could be either

dusky chasm
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hope you like it

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opps

thick mortar
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Does anyone know what bullets u would use for a gun like one from cs go

dusky chasm
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sorry, moving it to WIP channel

hoary charm
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Hey guys, do you think a Quad Core i7 and 16 GB RAM will be substantial for UE for the next couple years?

cloud cobalt
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Depends on your role

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16GB RAM might not be enough for art work

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For programming it will be fine

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CPUs basically only get 5% faster every year now so that's fine

manic pawn
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more cores would be useful if you ever need to build the engine for any reason

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or if you need to build lighting

hoary charm
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Ok thanks. When you say "not enough for art work" - you mean handling textures etc?

cloud cobalt
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Baking high poly, building lighting, painting high-res textures

hoary charm
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Oh you mean creating art, not UE handling the art.

fluid swallow
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I used 16gb for a long time, and it wasn't bad at all

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I ran into issues with generating heightmaps for terrain

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as Stranger said, baking lightmaps used a lot of ram, too

odd steeple
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Hello, I'm looking up how to snap objects in the unreal editor. How can I move an object by a vert and have it snap to another vert?

graceful grove
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I've dirtied an object in my browser so badly that I can't delete it without crashing the engine, what do? 🤔

hoary charm
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@fluid swallow I'm currently on a QuadCore with 16GB Ram, it's not bad for my art pipeline. I can't really paint at 4k in Painter, I always switch back from 2k-4k. I'm looking at getting a new laptop, one has the option of 32GB RAM and an i9 but the cost is nearly double 😛

graceful grove
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i9 laptop is a thing? 👀

paper kernel
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yea, you don't want one

silver crown
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They do laptops with dual 1080

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So why not

graceful grove
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The absolute madmen

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Now cram a threadripper in one, for science 🤔

silver crown
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🤔

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2min battery ftw!

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At 300W 😁

graceful grove
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I mean, these productivity laptop bricks need to be plugged in anyway, not particularly certain why they even have batteries except for acting as a UPC in some ways

hoary charm
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Yeah, the new MBP's were just released.

silver crown
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I guess else they wouldn't be laptops

odd steeple
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I can't seem to get middle mouse to select a vertex for snapping in the Unreal Editor.

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Nevermind, didn't realize you had to hover over the transform gizmo first before the middle click.

fluid swallow
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@hoary charm yeah I feel that 32 gb is ideal. I never have issues with ram now unless I have a memory leak, but we will pretend that I didn't say that 😂

hoary charm
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@fluid swallow Thanks for the info!

vale osprey
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@opaque salmon BP debugging breaks if you use re-route nodes. Your second call to a function can be actually a next frame call 😄

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Imho with such major issue it’s rather useless

fair violet
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Is the best way to mimic a handheld camera in UE4 to use a Vive Controller or can it now be done using an ipad too? (Saw they shot the Star Wars short with an iPad)

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Have the vive set up but forgot how much of a hassle it is, would be much handier with an iPad

thorny cipher
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Do debug builds have console and stat commands?

upper heart
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yes

thorny cipher
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Ok cool

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It strips out things like show collision etc though right?

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Also is there a difference between debug and debugGame?

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Not much documentation on it

lost torrent
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When I am using level streaming, I have one persistent level with a few sublevels that are unloaded. If I have them set to "Hidden" does that mean they are not being streamed? Or is there another setting somewhere I have to hit?

thorny cipher
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Hidden only changes the visible in editor, right click and set it's streaming condition

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To 'always' or blueprint

upper heart
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No, show collision still works

lost torrent
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Thank you joshua

thorny cipher
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@upper heart Is there a client that only has stat stuff?

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Like stat startfile etc

dense hound
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nvm got it

hot drum
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Hello!

ripe sandal
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hi

hot drum
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I really have no idea why I didn't search up a UE4 discord server yet

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last night I tried to import a model to unreal

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It only imported one object despite me selecting all

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I've tried everything for it to actually work propperly

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and now when I try to import

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The interface is different and the import buttons don't work

fluid swallow
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It's trying to import it as an animation

hot drum
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🤔

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I'm a huuuge noob to when It comes to this kind of stuff

lost torrent
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Alright I need serious help. How can I take more load off of start up of my game?
My game runs great on ipads, and iphones with 2 gigs of ram.
But on my Iphone 6+ it crashes after trying to get past the initial splash PNG. However, there is practically nothing loaded. It loads into the persistent level which is a void level, no lights or actors. This is all that initiates on the creation of the persistent level, but it doesn't even make it to the print screen.

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ANY help would be great.

plush yew
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Is there a way to stop particle effects from affecting auto exposure?

signal pier
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Does anyone know a way for an action to happen when collision happens with an object with a certain property for example boxes that have the property Food give health to character when touched

lost torrent
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Easiest way is to add a collision box to that actor, then go to your event graph and click on that box, and choose the event "On Component Overlap"

signal pier
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ok

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thx for the help im new to this whole unreal thing

lost torrent
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Just go to the actor, on the top left of the viewport, click "add component" and search for "Box" you'll see collision box there.

hot drum
signal pier
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k thx

hot drum
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lol

signal pier
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now blender i understand that

hot drum
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That's my fbx file I tried to import to ue4

signal pier
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Yes its working thank you very much Dreamshade

lost torrent
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Right on. Good luck with the rest of your project.

glacial otter
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Hey guys, is there any place where i can find the live trainings from epic, but categorized and in order?

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Youtube's playlist is a mess right now

signal pier
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let me check

plush yew
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when do steam's curator review's show up on your store page? takes a while or what anyone know?

swift spindle
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can take a while

real pasture
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Question, has anyone here use Udemy?

plucky reef
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guys can I merge a blueprint class ? I mean I bought IK system and I want to put it in my main character, do I have to rebuild it?

safe ridge
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Does anyone know how to make the character look more realistic when jumping. (it looks like it's in an antibiotic gravity map) I tried to change a lot for settings like jump speed but it just made it look like I was hitting something above me halfway thru the jump. If anyone has any suggestions pls let me know, thanks.

elder hatch
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Anyone else having crashes with the material editor?

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I downloaded some megascan stuff and it keeps crashing my project

crude jasper
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@safe ridge ik what u mean

safe ridge
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@crude jasper do u have any solution s

plain laurel
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hay fellas

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how do I make a spawned item go to the vr hand?

keen crane
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Out of curiosity, how come there aren't many motorcycle games on unreal? Or at least assets? I can only find one thing of motorcycle assets blueprints or otherwise in the unreal store.

hoary sleet
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hey, anyone like me have trouble finding C++ api stuff in the documentation?

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like the documentation is there, it's just not showing up on Google or the internal search

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I had to add a site: prefix to my Google searches so I wrote a bookmarklet

silent drum
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Hey i need help with making some kind of crate opening system like pubg or cod. If any one knows a good way or are super Nice to help pls message me 😀

storm cave
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Hello,
Can anyone save my life please? I need your help and it is super important for my

small basin
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I have a problem with the scale. I just created a new UE4 project, and something's off with the scaling. If I add a 200x200 cube it takes up 2 "meters" as shown in the grid, and the player also seems scaled right according to the background grid. However, the measurement in the bottom-left corner sets 1 meter to be a weird measurement inbetween grid sizes, and if I use the measuring tool to measure the 2mx2m cube it says it's only 1.33m. Anyone know what can cause this, and how to fix it?

storm cave
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Anyone knows somethig about create different lighting scenario within different sublevels (all lights are movable)?

languid shard
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@storm cave you mean you want your sublevels as lighting scenarios ?

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or sublevels with multiple lighting scenarios

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ie sub sub levels

storm cave
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I need to have two different sublevels each for different scenario

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and all geometry on persistent level

languid shard
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hmm not sure you can go that deep with lighting scenarios

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I'm sure it works with scenarios linked to your persistent level, but in sublevels no idea

plush yew
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can't you just tag the lights and group them by tag and turn on or off that way?

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never done env stuff like lighting scenarios before.. not sure if thats how u guys do it

languid shard
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lighting scenarios are more for baked lighting

plush yew
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ah

languid shard
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it switches between lightmaps

plush yew
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Anyone here good with multiplayer blueprints?

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I am trying to make an asymmetrical multiplayer game and after 4 hours of research I've got nothing to work with

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@plush yew hi, you can encapsulate different behaviors in blueprints for each character type, and then have general stuff in game modes / states. as far as RPC calls, just use normal server calls for auth stuff and multicast for weapon firing, etc.

paper kernel
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anyone procrastinating?

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I could use a proofreading on a short tutorial

plush yew
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@plush yew say what

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you can have separate pawns for each class, and then put the global vars in game mode / game states

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ah i see there's more to it - you have different time states. found some links online for it but looks like you have to do some engine mods to get it working. asymmetrical multiplayer unreal on google yielded a good forum guidance result on first hit

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@paper kernel what is ur tut?

paper kernel
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pawn movement using blueprint only

plush yew
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o cool where is it

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can u dm me more info maybe?

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@plush yew Could you link me those?

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I legit found nothing

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I've been finding stuff like this with no replys

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ill send you the link in a DM ok

plain laurel
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anyone online to help me out with a few things?

grim sinew
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You ask this every night. It's going to be hard finding a personal tutor unless you pay them. For random questions, just ask in the appropriate channel.

plain laurel
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sometimes I find a nice person that helps me out

cursive dirge
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timing is bit funny

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considering that free setup just popped up few days ago

frank escarp
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it will make much more money than the free version

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becouse people will pay

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even if its the same thing as the free version

grim sinew
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"it will make much more money than the free version" Technically one single sale would do that

silver crown
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🤔

cursive dirge
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oh, I didn't mean to post that into this channel, my bad 😃

languid shard
wary ferry
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where do i put questions regarding LOD of environmental assets and shader design

wary ferry
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@wary wave 😃

wary wave
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graphics

wary ferry
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ty 😃

wary wave
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no problem!

upper heart
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Anyone else expecting 4.20 today or tomorrow?

silver crown
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HELLO

grim ore
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I expected 4.20 last week, now I just expect sadness and work

grim ore
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Every new release is just a rush rush rush to get stuff done. I hope in the future they start releasing more thorough update notes during the preview process similar to the way Unity does their beta process. One can hope 😃

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on the plus side it's either 4.20 videos if it releases or WoW 8.0 patch so my day will not be boring!

upper heart
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I wasn't expecting 4.20 last week. It's pretty obvious when the are getting closer to release if you look at the github commits for that branch. It takes a few days of no commits before I start thinking the release is coming.

grim ore
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yeah we had some small fixes yesterday in the staging branch so who knows now

maiden swift
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@upper heart I'm hoping for today or tomorrow. Anxious to play with 4.20 and migrate some projects.

upper heart
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Yeah same here 💯

maiden swift
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Seems like it's shaping up to be a big release.

grim ore
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I think Niagara and the Mobile stuff are the big ones for sure. the Mobile ones are not even front and center but a ton of tweaks to the back end definitely helps now for mobile devs.

delicate needle
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I'm still very stuck on this "simple" issue. I have in my scene a custom class for my Default Pawn "BP_ArchVizChar" and a custom class for my PCC "BP_PCC_Mouse" . My default pawn is just a character, with a camera component, etc. My PCC has code that allows me to look around when using the right mouse button. This is that code:

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The problem is, I lose the ability to look around once I use the "set view target with blend" with a target as another camera (with a BP).

maiden swift
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Where are you calling Set View Target with Blend? Can you share that code as well?

delicate needle
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In the Level BP

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I have an HUD with buttons that use the same "set view target with blend" node to other parts of the apartment. Kitchen, Den, etc etc

maiden swift
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When you set the view target to a new camera, you're no longer viewing the world through the camera attached to the player controller. That's why your look input appears to be doing nothing, I think.

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What is your goal for the experience? Is the player supposed to be "teleporting" to different locations in the apartment?

delicate needle
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In a sense yes, smoothly transitioning from one part of the room to another. If the user decides to go up stairs, or a cordoned off area, then I will literally teleport.

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Once the user reaches the goal location, kitchen for instance, I like them to keep their mouse active, so they can select options on the HUD, paint, trim, fridge options, but also retain the ability to look around, via the right mouse button.

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So my current project has an always active mouse interface, which is what I want, and buttons that teleport the viewer to pre-set locations. Its just I lose my player controller ability once I use the "set view target..." node.

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The reason I am using cameras at this point is because I can exactly define the orientation of the camera once it reaches its goal. I wouldn't want the user to be looking at the floor if they transition from the kitchen to the bedroom. I'm not stubborn to the method, so if there is a more sensible route, I am all ears.

maiden swift
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Is the player ever going to need gravity, e.g. to walk around the apartment?

delicate needle
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Nope

cedar snow
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i have an actor in a persistent level and see no replication options in the details panel. what am i missing?

waxen finch
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no Paper2D for unreal engine 4.19?

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nvm they renamed it

cedar snow
silver crown
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@cedar snow I think it's in the class defaults only

cedar snow
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in this case i'am inheriting from AActor and made a BP from it

grim ore
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@delicate needle what template are you using if any and is this first person camera work or TPP?

cedar snow
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and i don't think that i've seen any replication settings in the BP

delicate needle
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No template persay, it was an empty scene. First person only

cedar snow
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uh no, they're actually there in the BP; must've checked out the wrong BP

delicate needle
cedar snow
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@silver crown so i can't disable replication for an actor instance placed in level?

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😦

silver crown
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Seems not

cedar snow
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at least not via editor i guess

silver crown
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Kinda makes sense

cedar snow
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y?

silver crown
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Most of the time you do that kind of stuff class wide

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Like for the tick

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Would be weird if you could manually disable ticks on every actor in the level 🤔

cedar snow
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🤔

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what if i want to place an actor in a level and only load it on clients?

delicate needle
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@grim ore No template per-say, it was an empty scene. First person only

cedar snow
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like an actor controlling background music

maiden swift
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@delicate needle This might be confusing, but... as far as I know, Set View Target with Blend changes the camera you're looking through but the input events in your controller are still tied to the original camera, in a sense. Your input is still firing; you're just not seeing the rotation anymore because it's not rotating the new camera you're looking through. It's still rotating the original one.

delicate needle
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@maiden swift, yeah - I'm rounding that conclusion now. I'm thinking about transforming the actual camera actor now, via key inputs.

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@maiden swift - the camera that I am looking through. Upon exit of the camera, I would input the XYZ-RotationX,YZ back to its default.

maiden swift
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Yeah. You'll need a way to move the controller and/or pawn to the new camera location smoothly.

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As opposed to just setting a new view target.

delicate needle
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While I have not used, or messed with any "move to target" stuff, I'm aware I could likely do that with a smooth curve. If I go that route, I need to learn which is the best type of actor to spawn as the "customer instance" for lack of a better term, or "player"

thorny cipher
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[2018.07.16-16.06.40:956][356]LogNetPackageMap: Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: NODE_AddStaticMeshComponent-3_5324, ObjOuter: /Game/Maps/City.City:PersistentLevel.House_a_large6 
[2018.07.16-16.06.40:981][357]LogNetPackageMap: Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: NODE_AddStaticMeshComponent-3_5324, ObjOuter: /Game/Maps/City.City:PersistentLevel.House_a_large6 
[2018.07.16-16.06.40:982][357]LogNetPackageMap: Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: NODE_AddStaticMeshComponent-3_5324, ObjOuter: /Game/Maps/City.City:PersistentLevel.House_a_large6 
[2018.07.16-16.06.41:031][359]LogNetPackageMap: Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: NODE_AddStaticMeshComponent-3_5324, ObjOuter: /Game/Maps/City.City:PersistentLevel.House_a_large6 
[2018.07.16-16.06.41:032][359]LogNetPackageMap: Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: NODE_AddStaticMeshComponent-3_5324, ObjOuter: /Game/Maps/City.City:PersistentLevel.House_a_large6 
[2018.07.16-16.06.41:056][360]LogNetPackageMap: Warning: UPackageMapClient::InternalLoadObject: Unable to resolve default guid from client: PathName: NODE_AddStaticMeshComponent-3_5324, ObjOuter: /Game/Maps/City.City:PersistentLevel.House_a_large6 ```

Is there a way to stop this issue when using instanced static meshes & multiplayer?
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The GUID of the actor on the client and server is different because the instance is created on construct

grim ore
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@delicate needle so like most have said here using set view target is going to cause a problem as your "pawn" is not actually moving just what the camera is looking from. I just mocked up a small example to test some stuff out and doing something like positioning your arch viz pawn in the spots you want them and then just posessing them to move would probably be the easiest thing. You can have them also cache their current view on begin play so that when you possess them they can orient back to that rotation so it's the same every time as well.

delicate needle
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@grim ore Cool, thank you! What node is used to change possession to another pawn?

grim ore
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possess

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also this might help, if you right click on an actor you can pilot them to move them in the scene exactly where you want and looking where you want. This might make it easier setting up their default location/rotation

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tho it doesnt look like it's an actual issue lol. testing this when I possess it goes to the default orientation automatically lol

delicate needle
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I have an test going at this moment trying to use "set actor rotation" on the actual camera, with the input coming from the mouse.

grim ore
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I copied what you had and basically just replace set view target with possess and got what I think is your desired results so if all else fails it should work 😃

delicate needle
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hm!!

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What are you possessing exactly? Is it an empty pawn, or a pawn with an camera component?

grim ore
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there are 3 pics, the top pic is the scene with the dragon heads being each pawn

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the 2nd is the player controller which mimics yours

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the last is the widget with the buttons and each click is just grabbing one of the arch viz pawns I have saved in an array and possessing it

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the arch viz pawn itself is just a new pawn, I did nothing to it

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there is a default player camera in every object if you have none

delicate needle
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"there is a default player camera in every object if you have none" - that is one of those facts that I wish more people made clear, even though how obvious it seems!

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Especially in documentation! When automation makes things easier, the ironic result is I get confused.

grim ore
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well it's sugar coating it but the player camera manager takes care of cameras for you basically and you always have one if you dont lol. its more complicated than that but the basics are there

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its basically a spectator camera setup

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I also set the game mode to have no default pawn so I don't have to worry about an extra spawning in as well.

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I also realized I set the pawn to be auto possess player 0 but that was just for testing, would be smarter to just set one of them to that in the editor or just possess your "default" one on startup

delicate needle
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my default pawn would be the one at the main entrance of the apartment, so I can set that as default posses, and then have my room GUI buttons take it from there. Click living room, - possess Pawn_LivingRoom - etc etc. That sounds like a sound plan.

grim ore
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yep it should work, works here atleast lol

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and it makes more sense from an engine perspective as your supposed to have a pawn or higher for controlling and taking input and you possess/unpossess to move around pawns

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It's one of those "the game framework is designed this way so you're gonna do it this way or have a bad time working around it" and then it's not too heavily detailed

delicate needle
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The possession of pawns, as movable objects, etc to, me make sense. How I get confused is mainly how the engine handles the "viewport" - for example, a super empty scene, nothing in it, but if you were to press play in the editor, you would be a floating camera spectator. So in that instance, you are now an automatically created camera. I would almost rather have the engine yell at me and say "Hey, you must make a 1. camera object, 2. pawn object with a camera component, or 3. press the automatically create camera for primary pawn button."

graceful grove
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The engine secretly does #3 for you, essentially

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as well as making a pawn

delicate needle
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Yeah, a "defaultpawn"

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As I discuss this, it makes more sense.

#

Also my entrance into "game design" was way back in the hammer/world craft days. For better or worse, that has left certain expectations of procedure in my head. I'm also spending time getting into learning the basic of C++ so I can better understand how Unreal BP is sort of an allegorical visual implementation of c++ classes, functions, objects etc.

graceful grove
#

It's not even really secret I think, it's just that the default gamemode has a default pawn and controller, as I understand

#

although yes these things are really obtuse from a beginner standpoint

#

I do well remember my confusion with the requirements of a gamemode to decide what pawn and controller to spawn

delicate needle
#

Yeah, I want to hunt down the .cpp class file for that "default gamemode" so I can see what it actually does.

#

The more videos I watch, and more I mess with it, I get. My way of working most the time is to open an existing project and delete stuff till it breaks, then take a step back and be really reductive until I can figure out what is doing what.

#

*the more I get.

night stirrup
#

Hey guys, don't know if here is the best place to post this doubt.
I'm having a problem to generate Visual studio files in all my projects. It happens when they are located in another disk. I have my Windows on C: (ssd) and some projects on F: (hdd, where my UE4.18 is), when the project is located on C: I can generate the VS files fine, but on F: i get this error:

UnrealBuildTool Exception: Couldn't find target rules

This happend on 4.18.3 and 4.19.2
I tryed creating a .uprojectdirs file in the engine root folder but had no success either

Has anybody encounter this problem too?

earnest pawn
#

However the author hasn’t done part 3 the final part

#

Do I have to spawn capsule components for each of the hit boxes saved and delete them after?

manic pawn
#

why does unreal sometimes have random nonsense in the undo history after starting the editor?

#

so when you keep pressing ctrl-z it just changes random files you didn't even have open?

#

like wat

#

you'd expect the history to be empty on start ???

upper heart
#

Yeah I would love to see someone do a tutorial on lag compensation that uses phat

high wolf
#

Hello

#

I have an issue

#

I am trying to reduce the triangles of an mesh (Kite Demo Tree) usind the LOD settings in the Static Mesh editor

#

But when I try to Apply changes

#

The engine freezes and crashes

#

Is there anything to do to fix this?

dark depot
#

is your pc strong enough to be running the kite demo?

high wolf
#

I guess not

dark depot
#

is the level loaded when you are trying to do this? if so you can open an empty level then try doing this

high wolf
#

Yes, the level is loaded

dark depot
#

yeah you could just have to much stress on your system

high wolf
#

And I'm using an level with an small terrain

#

So

#

Do I need to open an Empty level and try again?

dark depot
#

idk its just a thought

high wolf
#

I'll try it anyway

#

If something happens, I'll "report"

#

Thanks for the help

#

Well

#

Froze again

#

Still not crashes

earnest pawn
#

thats what someone replied on a thread i created, you can use this to get the capsule location, rotation and whatnot

upper heart
#

Ahh okay, can you link me to the thread?

high wolf
#

Well

#

I don't think my PC is ready for the Kite Demo

#

Thanks for the help

upper heart
#

@earnest pawn ^

plush yew
#

What would I set this to in order to make the canvas slot fill the entire canvas?

#

my internet is absolutely pooping. great.

#

idk if the image is showing up for you guys - I posted it twice and I don't see anything but

#

I'm setting the size of a canvas slot through blueprint using the Canvas Slot's "Set Size" node

soft pawn
#

hello

manic pawn
#

to make it fullscreen you should be changing the anchor instead so its min is 0 0 and its max 1 1 @plush yew

soft pawn
#

i have an big help to helping my MMPORG

plush yew
#

@manic pawn alrighty, will give that a try. :D

manic pawn
#

probably easiest if you just use the SetLayout method

#

or not, that doesn't have the fancy editor in bp

soft pawn
#

hello?

delicate needle
#

If it wasn't for that horse I wouldn't have made it through college, @soft pawn

plush yew
#

Slight issue @manic pawn

soft pawn
#

who ping me

plush yew
#

It KIND of works but it's not taking up the entire canvas space

#

it's TRYING to but it's not

manic pawn
#

uh

#

there's another value you need to make sure is set to 0

#

size or offset or whatever

#

not sure what it's called because the ui in the editor changes depending on the anchor positions

plush yew
#

I've got Auto Size off, Offset was never set, Position is 0

soft pawn
#

yo riolu

grim ore
#

There are default settings that are not 0 is why

manic pawn
#

yeah if offset was never set it's probably 100 100

#

that'd match with your screenshot

grim ore
#

Offset Right is probably set to 100 and offset bottom is probably set to 30. You can see this is the defaults by testing in editor

plush yew
#

hey, setting Size explicitly to 0 fixed it. :D

grim ore
#

yay

#

so Thursdays stream is showing off the new replication graph plugin in 4.20 so 🤞 we get 4.20 tomorrow

manic pawn
#

how did you get to that conclusion

#

I just assume we get 4.20 next month so I'm either wrong or surprised :D

delicate needle
#

Okay, got a lot of things working now @grim ore , new issue. I have buttons that jump me from pawn to pawn, and I am using a delay with a set view target with blend, then taking poss of the destination paw. The issue is I'm getting this letter boxing shifting during the blend between the pawns.

#

Does anyone know about some new blueprint log? Isn't there a new blueprint debug log in 4.20?

plush yew
#

is anyone here pro at steamworks

grim ore
#

there is a new watch window and stack window in 4.20 for blueprints yeah

#

well one of them is new, the other is 4.19 lol

delicate needle
#

My pawns have cameras, perhaps I should test and delete them.

grim ore
#

there is a setting on the camera for the aspect ratio and uhm.. something else that causes that

#

constrain aspect ratio checkbox

#

try unchecking that

delicate needle
#

I have it set to locked, 1.777, i'll rule out the cameras first

grim ore
#

just try unchecking that first and see if it helps

delicate needle
#

YEP!!

#

Force of habit, 11 years of rendering cameras with actual aspect ratios.

#

Your so much help, @grim ore, Thank you!

grim ore
#

it's all good there is a ton of stuff in the engine

#

Unity takes a hands off approach to a lot of stuff and lets you add it in. UE4 assumes alot and hopes you know how to use it. It's a weird difference

delicate needle
#

Yeah, I'm curious about Unity, but I decided to go with the Unreal route given its history, and the fact that they launched the Unreal Studio indicative in support of my industry. Also, I can learn this for my own ends, game design, education hobbies. I was able to meet some of the tools team in NC the other month at the Unreal Academy event, super cool event, great stuff.

grim ore
#

not a bad idea to check out Unity for a week or so as well to get a feel. They both work well, they both have quirks and hit certain needs, and can more than likely both get things done with enough time and effort.

#

UE Studio is a nice little product tho if you need what it has. Unity has something similar but I don't think it is as robust yet.

delicate needle
#

Unity has a unique connection to microsoft, with the C# stuff and support of holo lens.

#

From what I heard, the Epic guys are not fold of hololens being that the tech is closed source. That might be a slightly off way of describing the situation, but in general I think that's the case/

#

not fond of hololens being closed source**

upbeat tendon
#

my laptop is struggling to cope, i was wondering if i could off load some work like compiling shaders onto my desktop

paper kernel
#

oooh, 4.20 is going to have networking graphs?

#

err, replication graphs

#

📸 neat

grim ore
#

I don't think shader compiling is offloadable. Lightmass is.

manic pawn
#

it can use xge for distributed shader compiling since 4.19

#

but who can even afford xge licenses :(

#

(xge is the task distribution thing powering distributed compiling with incredibuild)

heavy yew
#

How do you get unreal cpp to use VS 2017?

#

im very new to unreal cpp (im used to blueprints), and for some reason its using VS 2015, and idk how to switch

manic pawn
#

you can set it in project settings

#

but lots of people said that doesn't work

#

so to completely override it you would put this in appdata/roaming/unrealengine/unrealbuildtool/buildconfiguration.xml:

<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
    <BuildConfiguration>
        <ProcessorCountMultiplier>2</ProcessorCountMultiplier>
    </BuildConfiguration>
    <WindowsPlatform>
        <Compiler>VisualStudio2017</Compiler>
    </WindowsPlatform>
    <VCProjectFileGenerator>
        <Version>VisualStudio2017</Version>
    </VCProjectFileGenerator>
</Configuration>
plush yew
#

anyone familiar with steam capsule images ?

manic pawn
#

don't post the same thing in 3 channels

high stone
#

Anyone have a helium HDD? How long do they last? I hear the 12tb are infamous for overheating.

night stirrup
#

Hey guys,
I'm having a problem to generate Visual studio files in all my projects. It happens when they are located in another disk. I have my Windows on C: (ssd) and some projects on F: (hdd, where my UE4.18 is), when the project is located on C: I can generate the VS files fine, but on F: i get this error:

UnrealBuildTool Exception: Couldn't find target rules

This happend on 4.18.3 and 4.19.2
I tryed creating a .uprojectdirs file in the engine root folder but had no success either

Has anybody encounter this problem too?

#

This 4.18 is fresh installed, the project I was trying (besides the others I already tried) is fresh git cloned

#

it seems to be related to the location of the project...

worn blade
#

hello , how is everyone

torpid onyx
#

Hi

worn blade
#

so i have a question , about how to do somthing in unreal as i wasa unity user and dont know how to do it

#

would anyone mind helping me out

torpid onyx
#

depends on what it is amigo

worn blade
#

xD

#

im wanting to make a skydive , i have the anmations and a BR kit from the unreal store , ive changed some things out but , cant figure out how i would go about it in UE4

#

i have it so my players spawn in the air

#

but hey if no one can i will figure it out i guess

torpid onyx
#

What specifically are you having trouble with

worn blade
#

well i want to make it so that it plays the animation when im up in the air falling

#

from a high enough distance

#

in unity i would have it in animator and just trigger it via c# by checking the distance to the ground

torpid onyx
#

There is an “is falling” node you can use

worn blade
#

but i dont know where to do it

grim ore
#

well I would assume for changing animation you might want to do it in your animation blueprint which controls your other animations

hot ledge
#

How can I decrease the scale of an emitter

heavy yew
#

@manic pawn that folder doesent exist

manic pawn
#

there's actually a space in "Unreal Engine"

#

otherwise idk

plush yew
#

any steamworks wizards online?

spice scarab
#

Damn... This weird thing happens to me like once a month.

#

Sometimes the ground just is lower / higher in some points than what it's supposed to, making both my procedural foliage and self-placed meshes float above ground or go underground.

#

Also while this happens my character can either float or go underground based on the spot. If I try to fix it it just seems weird like nothing is happening even if I pull the Z values to negative thousands. But when I restart everything the ground, foliage and meshes are where they are supposed to be.

#

I was wondering if this had something to do with the landscape LODS or perhaps low memory or something.... any ideas? 😮

#

(Also one of my testers had this issue [but not always] when testing a packaged version of the game...)

#

(ps. And now they are suddenly fine again. 😱 )

plush yew
#

@upper heart @torpid onyx on steam under a user's profile you will see a small image for a recently played game. I believe this to be the 'Small Image Capsule' in steamworks. However i've updated all the image assets I can find in steamworks to replace this old image and it won't update. It has been days. Is it not the Small Image Capsule? Hope my description is clear

visual hollow
#

Hey Guyz I want to take a reference of an object from my level to my pawn BP but its not coming

plush yew
#

@visual hollow you can use get all actors of class, and find the shortest distance to get the actor you want instead of referencing from level.

#

@spice scarab you can try to use a fbx import or displacement map image as import for terrain height. try to avoid using the internal landscape tool for setting height if it causes problems?

winged crypt
#

how many line traces (on tick) would it take to cause noticeable perf loss in UE?

#

as in, how many objects casting line traces each frame

plush yew
#

that's a really bad idea. i usually only do a line trace on a custom event and fire when necessary or on a timer with a relatively low freq

#

i tried to do a tick line trace once, i think it was like if fired every frame it caused a loss, but i had debug on though

#

i would just put the objects on a timer or timeline and do it that way

winged crypt
#

damn. there's a nice bird system on the marketplace but each bird uses a line trace

gloomy glen
#

1 object firing a trace per tick wouldn't really cause a problem

#

but if you had a bunch then maybe

winged crypt
#

nah i'd have hundreds

#

maybe I can fire their traces once every few seconds or something but even then, having a bunch of traces fire off at once might cause hiccups

plush yew
#

well what if you went into the code and changed it to fire from a timer?

#

yeah

gloomy glen
#

it most likely wouldn't be a problem

winged crypt
#

possible, might break his system though if the birds need it on tick to make decisions (avoids objects)

plush yew
#

maybe alternate their start / stop firing based on bird groups? 😛

winged crypt
#

like if he checks each frame to see if there's an object coming up and if yes, it tilts up. if not, evens out. if I check every few seconds, it'll tilt up slightly each trace and then even out, then repeat

#

and crash anyway 😂

#

it's cool cause these land and fly away when you get near them

#

might just stick to flocks flying around and not landing

plush yew
#

i think i see the one ur talking about

winged crypt
#

by LivingSystems

plush yew
#

i tried it a long time ago

winged crypt
#

how was it?

plush yew
#

its good

#

doesn't lag

#

i have a 5960x system though

winged crypt
#

lots of tracing here

plush yew
#

1070 gpu

winged crypt
#

I need it to run at 90 FPS on a 970 (min-spec VR)

plush yew
#

lmao yea

winged crypt
#

and that pic is like 6 birds

plush yew
#

want a vid of it? i can try to make one 😛

winged crypt
#

if having like 100 of these is a bad idea, probably not worth it anyway 😂

#

unless they make this change

gloomy glen
#

couldn't you make the change after you get it

winged crypt
#

probably. i don't have much experience with btrees

#

how would you detect nearby objects using a btree? the occasional trace?

wary wave
#

if you have lots of birds, you probably want some kind of flocking behaviour anyway?

#

which this marketplace asset probably doesn't do?

winged crypt
#

was thinking of adding the occasional small flock, nothing crazy but i have a big map so around 100 birds total would work

wary wave
#

if it's a big map you probably don't see most of the birds at the same time anyway

winged crypt
#

it's multiplayer, the server will have to handle a lot of them

gloomy glen
#

unless the birds are moving crazy fast you could move the trace to a timer/delay like once a second and wouldn't really mess with performance at all

plush yew
#

phew project is almost 1gb lol

#

if i'm applying a post process to an entire level, is there a way i can remove post processing in a region?

#

just set up the post processing volume to where you want it to apply

#

i tried creating a post process volume with the variables i've changed removed, but that didnt work

wary wave
#

does the server even need to care about the birds?

plush yew
#

if the player shoots them 😛

#

bow and arrow lol

wary wave
#

can be client side

plush yew
#

oh. but would all clients see then?

wary wave
#

that's kinda the question though, do they?

#

do the birds even need to be networked?

plush yew
#

honestly the project is too large to even load on my machine right now. i am not sure its worth it lol

#

its taking forever

wary wave
#

I'd be less worried about 100 birds doing traces, and more worried about the 100 actors and their network requirements

plush yew
#

nevermind that method did work

#

@winged crypt you still there? lol

#

hang tight bud. still goin here

winged crypt
#

@plush yew yeah ill be around for a while, just about to eat

#

no worries tho, im curious about the perf cost of like a flock of birds but i wont be doing birds for a while

plush yew
#

umm guys i created a project on windows can i migrate my project to linux?

empty berry
#

@plush yew Can probably create a new project then just copy over the content and config files right? But given I know nothing about Linux maybe not 😕

silver crown
#

@plush yew Just copy the files and delete Intermediate & Binaries folders

limpid elm
#

Hi

worn blade
#

all these slackers xD

vale osprey
#

Anyone had issue with game pad - left stick is not registered anymore in gameplay

#

But I can see it working in the editor UI itself

sullen wraith
#

been trying for about 7 hours to fix this stupid error in my game, If I spawn on the level everything is fine, but if I start on the main menu, then go into the level my character can not move at all

#

would either of these be causing it

#

LogCharacterMovement: Warning: GetSimulationTimeStep() - Max iterations 8 hit while remaining time 0.077865 > MaxSimulationTimeStep (0.050) for 'BP_Char_Master_C_0', movement 'Walking'
LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.01, Realtime: 9.58. IpNetDriver_0

cedar snow
#

does automatic possession of a pawn happen after BeginPlay?

#

i'am logging IsLocallyControlled in the pawn and get false, even though the owning PlayerController has IsLocalController of true

sudden agate
#

The order of Execution is really fucked up and not documented at all.
It is different on Server and Client for example and even more different on SeamlessTravel

cedar snow
#

😭 😭 😭

#

and my guess is that it's also different between listen/dedicated server

delicate needle
#

Stuck again! I'm trying to disable the mouse's ability to click a button after the buttons is pressed (for about 3 seconds). It seems to me the player controller dosnt "care" about UX buttons. So whats going on here?

whole quarry
#

@delicate needle You need to cast to the PC, but why not just do it in the widget? 😕

delicate needle
#

the logic I shared is within the user interface widget

whole quarry
#

just Disable the button after click?

delicate needle
#

That would work, I want to disable all "navigation" buttons after a click, during the 3 second transition animation.

sullen wraith
#

anyone know what this error means, my character can't move and im trying to figure out if this is why

#

LogCharacterMovement: Warning: GetSimulationTimeStep() - Max iterations 8 hit while remaining time 0.077866 > MaxSimulationTimeStep (0.050) for 'BP_Char_Master_C_0', movement 'Walking'
LogSlate: FSceneViewport::OnFocusLost() reason 0

whole quarry
delicate needle
#

Can I treat that whole block of buttons as one unit to disable?

whole quarry
#

there is also a option in the Visibity

#

iirc, Hit test Invisible (Art only)

#

but then the player doesnt have any visual feedback that its disabled

plush yew
#

Hi

whole quarry
#

while IsEnabled:False grays out the button

plush yew
#

Is there a help channel?

grim ore
#

There are many help channels. Each one is specific to the topic. If you post in the wrong channel you get a 2 day ban tho so you better choose wisely!

delicate needle
#

There are very helpful people here, not me, unless you have a question about vray, or 3ds max, then I might know more then the average.

digital tapir
#

hey all, im looking to make some game music, but i cant seem to find the demand for it, which i find kind of hard to believe considering every game has music.

plush yew
#

Oh...Umm...Well its about my kart leaning back. I dont wanna get banned for 2 days because i posted the in the wrong channel ^^;

digital tapir
#

Can anyone offer advice as to where I might look?

delicate needle
#

You want a place to sell/offer your music services to?

whole quarry
#

you're evil @grim ore 😛

digital tapir
#

@delicate needle Pretty much. I would like to work with a team though and write the music based on what they are creating. I dont want to just push a library of music at someone, but be more a part of the creative process.

whole quarry
digital tapir
#

i have hardware synthesizers and a ton of music gear that ive acquired over the years for working with bands and i think i could make just about anything.

delicate needle
#

@digital tapir , cool, I'm not making any games here, yet, I do arch viz, but I do appreciate game music, way underrated!

grim ore
#

@plush yew I was kidding about the ban. Try and find the specific channel to post in to get more accurate help if not you can always ask in here and you might get lucky.

whole quarry
#

@digital tapir I'm looking for people to join my 'team' for a space sandboxy game, but it would be royalty based 😛

plush yew
#

Oh okay lol. Well...I think physics could work for my kart leaning back.

digital tapir
#

@whole quarry how far along are you guys? What platform are you launching on?

whole quarry
#

Its just me at the moment, very early stages, not functioning game at the moment... Its in the workings for a year tho and it had been accepted in the Stream Greenlight (before Direct came)

#

Its not a game I want to rush in making

#

will be for PC (Windows) mainly

#

later on, hopefully, Linux and Mac as well

#

I restarted it from scratch a few months ago as I wasnt happy with it at that point

digital tapir
#

sounds very cool, id love to help on something like that. I was making some synth stuff the other day that was really demented, sounded like the devil speaking from the unknown. In an alien encounter it would really amp up the mystery and danger of the situation

#

if its in space a synth is a must have.

whole quarry
#

space is scary and mysterious, dark tonation would be fitting in some parts 😛

delicate needle
#

@whole quarry - My schedule is tight, but in my small moments of time, perhaps I could help with static mesh assets. I would value it mainly as a learning experience in the unreal universe.

whole quarry
#

tho, as indie dev, no marketing budget, I dont think it would sell more than a 1000 units once it gets released 😄

digital tapir
#

if its good, you should be able to source marketing funds

delicate needle
#

The last time I collaborated with someone to make a game was for the TI-83+ Calculator back in 1999!

sullen wraith
#

hoping someone might be able to help, if I play on my level, everything works fine, however if I start on a main menu, then load into my level, my character refuses to move at all, no errors at all. what could be the issue?

grim ore
#

your input mode is still set to UI only?

sullen wraith
#

Don't believe so, it works if I change default pawn class, but then I can't use the pawn class which I need to

#

but the pawn class I use works perfectly fine if I spawn into the level, just not if it changes

grim ore
#

so your spawning your character in and not using the player start?

#

or it's already in the map on load

whole quarry
#

GameMode pawn and player controller set right?

sullen wraith
#

so I have a main menu, which I then host server, when server starts host, it then loads the map, once I spawn in I can't move at all, however, if I skip the menu, and just spawn in the level straight away I can move.

whole quarry
grim ore
#

yeah mentioning it's networked to start changes everything. you have to burn it with fire and start over now.

whole quarry
#

so when it works you skip the part of hosting server, pc0 is always pc0 in that case

#

when you host server and posses pawn, pc indexation is different

grim ore
#

and is this being tested on a listen server or a dedicated server

sullen wraith
#

it's just in unreal viewpoint currently

whole quarry
#

there is no 'just' when working with multiplayer

#

MP is actually one of the most difficult thing you can do

grim ore
#

well if it's in the viewport we can assume it's a listen server then?

sullen wraith
#

sigh, why'd I need to do mp for my first unreal project! 😛

grim ore
#

so then it comes down to how are you spawning in your player on your map

whole quarry
#

someone should make a UE4 Game Dev Starter Guide

grim ore
#

and also are you sure it's not a input UI issue? like have you put breakpoints on your player controller to make sure the input is being read in and then go from there.

#

There are a few starter guides but they all smartly skip Multiplayer because it's evil and should be burned in a pool of hellfire

whole quarry
#
  • dont start with multiplayer
  • dont start with MMO
  • start with something small and semi-easy like Ping Pong or Breakout.
  • Really, dont do MMO...
  • Google is your friend, got a question? Start the query with: UE4 <question>
  • Dont do MMO..
grim ore
#

The biggest problem with MP is you have to figure out how to do it before you do it so you do it right for your project type =/

sullen wraith
#

player is spawning in fine, just not moving in mp, no error.

#

using playerstarts for spawn

whole quarry
#

GameMode: None

#

😄

delicate needle
#

I'm no expert, but something that complicated should have BP gamemodes, class etc?!!

sullen wraith
#

thats the mainmenu game mode, not the current level one

#

which overrides 😃

whole quarry
#

None = Null in that case

#

you need to set a game mode override for the level

sullen wraith
#

already have that

whole quarry
#

its set to none?

#

imho, make a level for the Main Menu with its own GameMode, and for the playing level make a GameMode for that

sullen wraith
#

the none is from the main menu,

#

have an override for the level 😃

whole quarry
#

screw the GameMode in Project Settings 😄

grim ore
#

so back to the breakpoint part. are you sure the character input is happening?

sullen wraith
#

unsure mathew, I assume so, if I skip the menu and just press play from the level i can walk around fine

whole quarry
#

maybe a "hard-coded" Possession of the pawn?

#

though, I can forsee issues with that when having more than 1 player

grim ore
#

yeah but that's not testing, you need to test. You need to put a breakpoint on your input code, like after the action input node for forward, and see if it fires when you load it up from the main menu and you try to move.

#

the issue is I can't move so you test if move is firing.

sullen wraith
#

can you give an example on how I would do that

whole quarry
#

To breakpoint of to PrintString... thats a good question 💀

grim ore
#

F9 is the breakpoint key, hit F9 on one of your nodes after your action input. like on the add node

whole quarry
#

^ quick google search

sullen wraith
#

I've noticed it does put my hud on, and change my player name, it just doesn't let me move, but it also doesn't swap to ingame so character follows mouse, it stays with mouse over window, as if in menu

#

so i dont need to shift f1

whole quarry
#

( @grim ore how the nuts can there not be a 'wtf is breakpoint' video from you)?

delicate needle
#

TOMATO?!

grim ore
#

Uhmm... I think I did debugging in the intro series is why lol

sullen wraith
#

i'd much prefer printstring, is that doable in blueprint?

whole quarry
#

yes

#

I printString all the time

grim ore
#

print string works as well but if its on the server firing it you will never see it so keep that in mind.

whole quarry
#

just more labor intensive

sullen wraith
#

coming from LUA, print is much more my line of thinking for debugging

#

i cant seem to figure out how to on blueprint though

grim ore
#

@whole quarry maybe with the new BP watch window in 4.20 it would be a good time to do an actual BP debugging video so good call mentioning it

#

use the print string node to print string

sullen wraith
#

where do i find that?

grim ore
#

should be able to just drag off any execute wire in the blueprint and type and it will come up

sullen wraith
#

alright, so i've done a breakpoint, once i launched game, it closed it, and opened up my breakpoint

#

does that mean it succesfully reached the breakpoint?

delicate needle
#

Okay, stuck. I'm trying to use set the behavior of my set of buttons to be disabled upon being pressed.

grim ore
#

well if it's on the breakpoint it should be in the blueprint at that point an the top should show like step and step over and step into and continue and such.

#

the fact that your UI is showing the mouse tho instead of in game mode points back to it being in UI mode tho and not game mode

delicate needle
#

Looks like when I create a binding, it makes a "get_**" function..? How do I set this

#

Something I'm not understanding about functions, etc.

grim ore
#

on the left in the panel should be a list of all functions you created

delicate needle
grim ore
#

basically that function since it is bound will return out a true or false and pass that true or false to the thingy it is bound to, in your case setting enabled

#

so you would do your check in there to determine if it should be enabled or not

#

so you might in that function ask your character if its moving and if it is return false so your ui is disabled (not enabled)

delicate needle
#

What I am doing is much more simple, I am just overlooking something simple.

grim ore
#

when you do your transition and want to disable the buttons how are you doing the transition?

delicate needle
#

Upon clicking of the button, I want to fire a false to the "Is Enabled" setting of the button set.

whole quarry
#

@grim ore please make the debugging video for 4.20, im slow at exploring but quick in absorbing global information for later reference! 😄

sullen wraith
#

question, when I add a breakpoint, once it activates, it wont let me close the script window

#

nevermind

#

all good

grim ore
#

you dont "need", and shouldnt use, a binding to do that. Just actually get the border and set "is enabled" to false when you click your button then.

grim ore
#

turning back on is enabled can be handled after your animation finishes for example

delicate needle
#

Thats what I trying to do, I'm just trying to do that.

whole quarry
#

Event OnAnimationFinished is pretty usefull actually

grim ore
#

if you want to do it like you have it, set the nav menu enabled to false not true in that code

whole quarry
#

couldnt you add also custom events in the animation timeline?

grim ore
#

and then in your function you bound, get the nav menu enabled boolean, not set it, and feed it into the return node

delicate needle
#

The code you are seeing might be me testing,

#

In other words, wrong for the sake of testing 😃

grim ore
#

im at home so I cant show any actual screenshots here =/ but setting the nav menu enabled to false when you click then setting your return from that function to the nav menu enabled value "should' work

#

now the right way would be to skip the function bind as it's useless wasted cycles and just set the is enabled when you start and end the "animation"

whole quarry
#

Bind functions eat ticks

delicate needle
#

I dont care about bindings, I actually have no idea what it is! So skipping that is fine!

grim ore
#

click button -> get your border thingy -> set is enabled to false -> do your animation stuff -> get your border thingy -> set is enabled to true -> profit?

delicate needle
#

I just need to figure out the node that sends a BOOL to the "Is Enabled" thingy

grim ore
#

you would literally drag the border variable from your list on the left and get it, then drag off and get the is enabled node and have it checked or unchecked.

whole quarry
#

OnClickButton = getButton isEnabled, if true -> disable it?

grim ore
#

if its not on the left then go back to the design view and check "is variable" in the top right to make it one

hot ledge
#

How do I rotate my characters spine when the look up or down third person

grim ore
#

There are set bone rotation nodes in the anim blueprints you should be able to use

sullen wraith
#

hey mathew still on

grim ore
#

for a minute or 2 yeah

sullen wraith
#

I've used break points

grim ore
#

Shakes Magic 8 Ball Will 4.20 release today? Outlook not good

sullen wraith
#

and then done it without the menus, so loaded directly in

#

and the things which fired, which didn't fire when using menus where

#

server set turn
mouse input (replicated turn in place) ^

server_setturn

#

so it seems to be server issue?

grim ore
#

well that just means that the input is not firing, is this an axis or action input? if its axis debug an action (like jump or forward) so you can actually hit the button a few times to test it.

#

You might want to set in the level blueprint a Player Controller -> Set input to Game Mode as well to be safe and just eliminate that issue.

sullen wraith
#

yeah it doesn't fire at all, however, if i launch without the menus, it's fine, and does fire

#

i think when i use menus its trying to host a multiplayer server

#

but when I don't its just in unreal?

grim ore
#

well if you use the menu bar option to test with the network play then regardless if it's the menu level or the map level it's still going to be a listen server on the back end

#

when you launch just the map do you see the mouse cursor in the game? when you launch it from the menu then go to the map do you see the mouse cursor (you mentioned you do)?

sullen wraith
#

when i launch from menu, and from level, it looks same, however when launched from menu, there is a cursor over my screen

#

so i can't move ingame

#

as if there was ui still

grim ore
#

yep which makes me still think you have the game set to UI input.

#

the player controller sets the input mode, UI or UI and Game or Game only, and if its in UI mode the player controller input will never fire

sullen wraith
#

just confused by that, as when it changes to the level, it as overwride settings which should get rid of ui mode?

delicate needle
#

1 step forward, 1 step back! - Okay, I was able to disable the damn thing after hitting the button, but then now I can re-enable it, im getting an error -

Blueprint Runtime Error: Accessed None trying to read property NavMenu from function: 'ExecuteUbergraph_BP_Widget_MainHud' from node: Set Is Enabled in graph: EventGraph in object: BP_Widget_MainHud with description: Accessed None trying to read property NavMenu

grim ore
#

the ui settings tend to persist between level loads so setting it when you leave the menu or setting it when you start your map tend to fix it

sullen wraith
#

how would i set that mathew?

#

new to unreal, sorry for my questions

grim ore
#

Get Player Controller -> Set Input Mode

#

you can do that from the level blueprint on your map so it will set it when it loads up

sullen wraith
#

thats where I am confused, I am pretty sure i already have that

grim ore
#

Welp find where you have it and make sure it's correct?

sullen wraith
#

levle settings:

gamemode override: mp_gm
default pawn class bp_char_master
player controller class pc_mp

#

they are the settings which work once in the level :3

grim ore
#

Those are just setting the default those don't actually change the input mode

#

the default is game mode for input if your main menu allows you to use the mouse then somewhere in the main menu you are setting the input mode to UI or UI and game

#

I mean technically your player controller could be setting show Mouse cursor but that shouldn't disable the game input which it seems like is happening

sullen wraith
#

can you give me an example on how I can disable the ui ingame?

grim ore
#

It's the notes I mentioned above get player controller and then set input. There are set input nodes for game, game and UI, and UI

sullen wraith
#

how do i get the player controller?

still zodiac
#

Hi, does anyone know how to import a fbx model with multiple materials from cinema4d to unreal? The materials are imported in the content browser but none/one of them is applied on the model

sullen wraith
#

holy shit

#

i somehow fixed it mathew

#

but only somewhat

#

can move and stuff now, just cant look left or right 😛

#

hmm

#

now i can only turn left or right while holding right moues..

gleaming lotus
#

@still zodiac You have to manually apply these materials, open up the static mesh and then on the details panel it'll have a few material slots

#

You may also need to set up the textures as materials - Theres tons of guides on how to set these up

still zodiac
#

there are multiple materials applied to one model. The distinction as to which polys have which material are not there.

sullen wraith
#

have fixed my problems 😃

#

thanks guys

#

thanks for all your help mathew, you where a legend

still zodiac
#

when editing the mesh in said editor, everything is using the first material, nothing is using the second one

delicate needle
#

I cant set my button back to enabled after it being disabled!

https://blueprintue.com/blueprint/6g6h2vk2/

Error:
Blueprint Runtime Error: Accessed None trying to read property NavMenu from function: 'ExecuteUbergraph_BP_Widget_MainHud' from node: Set Is Enabled in graph: EventGraph in object: BP_Widget_MainHud with description: Accessed None trying to read property NavMenu

#

note: that execution path should be bridged

graceful grove
#

🤔

delicate needle
#

still has an issue, I forgot to fix it between the Un Possess - Possess nodes,

worn granite
#

what

delicate needle
#

I just noticed the pastebin i shared had a broken execution path, between nodes. That isnt the main mistake, lol.

worn granite
#

The image you posted would work if NavMenu was valid before you enable it and set the reference to null, ONLY IF the set node's output pin is always a variable get. I'm not sure if it is a variable get. If it isn't a variable get, it'd just cache the last value that node processed - in this case, null.

#

Even if that setup did work, its super weird and you should just use two different nodes.

graceful grove
worn granite
#

Yeah, ok, and the entire reason why you can't re-enable it is because you set the variable to null

delicate needle
#

Okay, hyiumungo, thank you! that did it!

#

I figured something was up just because of silly wiring job I ended up with, should have been my first clue. As I learn this system, I know enough to do something, and enough to get lost in the weeds, FAST!

plush yew
#

Can anyone help me in physics?

grim ore
#

my god they did it. 4.20 was released

elfin jacinth
#

We did that thing

upper heart
#

Time to download and play with the shinyness ❤

ashen brook
#

Anyone know if/how it's possible to make the stat commands report times in microseconds instead of milliseconds?

grim ore
ashen brook
#

oh I can confirm that though

#

drivers later than 385.69 cause really annoying editor performance hitches

manic pawn
#

thought those hitches were related to aftermath and fixed in 4.20?

ashen brook
#

we downgraded across the board at work because of it

grim ore
#

WoW wants me to have newer drivers or it bitches and now UE4 wants me to update to older drivers or it's going to complain. wheeee

#

On the plus side now I have the full release notes and can do videos 😃

delicate needle
#

When I do an "get all actors of class" and send that data to an array, is there anyway to have those actors say "hey, I want to be in array slot 2"

grim ore
#

I am sure there are easier ways but you could set a variable on each one for its "slot #" and after you get them all you make a new array called like organized array and then loop thru your first one, get the slot # from the one you are looking at in the loop, and set that one to that slot in the new array. This is super silly but again it would work lol.

#

having each item register itself somewhere would be smarter, or having a premade list already done would be smarterer probably

#

your biggest issue is widgets don't exist at editor time so you cant set variables in it that are in the scene. You would have to use an intermediary like another actor that just sits there holding the data for you

delicate needle
#

Maybe an actor that keeps track of all my pawn destinations... you know.. its not a big issue, I will just update the array location numbers once I make all my actor_pawns.

grim ore
#

yep pretty much that, I just tested and it works fine.

#

instead of getting all actors of class for your camera thingies you would just get that "I keep track of shit" actor instead and get a variable from it that actually holds the things you want in the order you want

#

and then you just set the variable in that i keep track of stuff actor in the order you want and you win

delicate needle
#

That does sound like a cool solution.

grim ore
#

There's not much way around it unfortunately due to the fact that UI does not exist at design time. This is one place where Unity has an advantage but it's super annoying as it's also on your screen all the time when working in the editor lol

plush yew
#

I hate to say this again but can anyone help in the physics channel?

plush yew
#

I accidentally tried creating a new C++ class while my game was running in editor.

#

Now I cannot create any C++ classes or generate the Visual Studio project.

#
ERROR: c:\Users\Riolu\Documents\Unreal Projects\ProjectOglowia\Intermediate\Source\ProjectOglowia.Target.cs(6,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'ProjectOglowiaTarget'
ERROR: UnrealBuildTool Exception: Unable to compile source files.
#

Is it safe to delete the Intermediate folder and try again?

glossy flame
#

Yes, those are just generated files.

plush yew
#

Should I tell my problem here?

plush yew
#

Welp, now I have a C++ class.

#

but...

#

I have no idea where to begin with this

elfin jacinth
#

Just a heads up, your report about the driver issue has spurred people into action, and we'll be making an update to it. I am not sure when that would go out, however.

plush yew
#

I'd like to create a custom Slate widget that's usable within UMG, that acts as a terminal emulator.

#

Who?

#

Where would be a good spot to go to get someone to walk me through setting up this kind of Slate widget? I'm completely new to C++. I've been using Blueprint all along so far.

#

Who is Tim talking to?

delicate needle
#

@plush yew , likely it was @grim ore .

plush yew
#

Ah got it

#

But really can anyone please help me? Ive been trying to fix my problem for 3 days.

delicate needle
#

I cant, I'm a newbie. I think you should type out your whole issue here, and check back often.

plush yew
#

Ah alrighty

#

Well...Im trying to make controls for my vehicle. The thing is its either not moving, leaning forward or backwards, or the wheels rotating 360. I mean ive used unity and coded my kart to move and it wasnt too hard. But it only goes forward. Anyway is it really that hard to make vehicle movement?...The tutorials I followed made it look easy but I tried all but all failed...

grim ore
#

Have you tried starting with the vehicle template?

plush yew
#

No? Was I suppose to?

grim ore
#

no you can use whatever you want but the vehicle template would get you started with a working vehicle out of the box as a start

plush yew
#

Ah alrighty. Im gonna check the link you sent

celest merlin
#

is 4.20 stable then?

grim ore
#

as stable as any other .0 release so between 50 and 100% give or take 100%

#

I will say with the last preview I never really had any hard crashes so that was a plus

plush yew
#

sigh The link doesnt help me. Like seriously is it really that hard to make car movements?

soft pawn
#

Hello! I want to make my character go walk around, and when an AI spots him, I want there to be a noise. How do I do that?

grim ore
#

import the vehicle template and see how Epic has created vehicles

plush yew
#

Okay

#

It moves now but the kart is leaning back...

delicate needle
#

There is a tutorial included with the vehicle template, find it in the content browser once you start the project, at the root I think,

plush yew
delicate needle
#

Yeah, its not in-debth

cerulean nova
#

The "grid" in editor on wich Objects can be "locked" onto is it possible to build a building system based on the grid?

#

so that objects go along the grid ingame

plush yew
#

I know what to do. But its just every time I play the kart doesnt move or leans back. Ugh its so frustrating...

flat trail
#

why does my 4.20 preview 5 still show after updating it to 4.20?

grim ore
#

yay the new samples and the action rpg example is up

flat trail
#

is it supposed to? xD

grim ore
#

restart the editor and see if it fixes it, it should not.

flat trail
#

haha small fix thanks @grim ore got stressed out xD

plush yew
#

Have you guys made a vehicle and have seen this error im having?

grim ore
#

well shoot we might actually have a real example for people to learn from for gameplay abilities now, yay!

dim arch
#

anyone know how to set a vector variable from the console

grim ore
#

wtf... the docs pages.... https://docs.unrealengine.com/en-us/Resources/Showcases/DigitalHumans , it has a nav bar on the left for the main docs nav. Then once you are on the page the right has a nav bar for what is on that page and it scrolls/jumps to sections and then of course on the far right is the actual page navigation bar for the entire page. How many nav and scroll bars do we need lol

maiden swift
#

I feel like they've never quite hit a home run with the apps they use for docs.

hot ledge
#

i create a bool in my header file but cant find it in animation bp

maiden swift
#

The new docs always take a long time to load for me; sometimes the page just never loads.

frank escarp
#

ActionRPG sample WHen

maiden swift
#

@frank escarp It's in the Learn tab of the launcher.

frank escarp
#

wait they did release it?

#

i was memeing

maiden swift
#

Yep! Under the Games category.

maiden swift
grim ore
#

4 new examples on the learn page as well. updated digital human, 2 AR, and one using video cameras

maiden swift
#

Yeah. This is a very big release.

#

@grim ore What did you mean when you said "far right"? I only see the left sidebar nav and the "On This Page" nav on the right.

#

And the breadcrumbs up top, of course.

grim ore
#

well the on this page has a nav bar

#

scroll bar...

#

and then the actual scroll bar for the page itself

maiden swift
#

Ohhh, the extra scroll bar. Yeah.

grim ore
#

so 2 scrolls bars on the right for me which is super annoying lol

maiden swift
#

Because it's so dang long.

grim ore
#

its better than before but man the poor docs team has so much work to do

maiden swift
#

That scroll bar is there because the On This Page nav has a max container height and that page has a lot of sections.

grim ore
#

yep yep, just a nitpick

maiden swift
#

I feel ya.

grim ore
#

and yeah the entire page is slower than a 14.4 modem

maiden swift
#

😦

#

It's painful.

dim arch
#

bawww

#

I forgot 4.20 needs a new substance plug

grim ore
#

oof now it just plain crashed. ah well I guess I will read that later

plush yew
#

4.20 4.20 4.20

grim ore
#

Epic login, fortnite, docs pages, launcher. Epic needs to pick up another hamster or 2 for the server when they are out.

dim arch
#

idk why they keep releasing a new plug, the functionality is the same for most of it

grim ore
#

It might not even be a new plugin, just compiled against the new engine version

dim arch
#

yah there should be a way to bruteforce the 4.19 plug

maiden swift
#

Yeah. That's going to be the case for any plugin.

dim arch
#

the only difference in the plugin code is prob the engine version

grim ore
#

oof I wonder how many people are gonna get bit with needing 2017 VS when upgrading to 4.20

dim arch
#

luckily I am using it

#

windows decided to patch my machine last week

brisk obsidian
#

@dim arch To brute force the compatibility check you can open the ".modules" file in the plugin's binaries folder and replace the BuildId with the BuildId from a plugin that you know works in that engine version.

Just be warned it may have some strange issues if something has changed in the code the plugin use. Changing the Id is basically telling the engine "Shut up, I know what I'm doing"

dim arch
#

I downloaded a debloated version and disabled a bunch of service updates/registry keys

grim ore
#

I didnt have the C++ compiler installed for my one at home since I only do C# work in it so updating now.

dim arch
#

it somehow still found a way to download some patcher through my firewall into /program files(x86)

#

fml

#

because even with netlimiter, if you block svchost it can tunnel updates

#

through the one service required for internet access

#

or rather you need to keep that version of svchost open to use the internet

#

OK @brisk obsidian thanks, I'll give it a shot!

brisk obsidian
#

Let me know how it goes! I have no idea what hooks they use in the engine which might have changed.

And if anyone asks, I definitely didn't suggest this 😛

whole sonnet
#

#420 Unreal it

dim arch
#

hehee

#

just tried it, no dice, cant find entrypoint

#

oh well

#

gg

#

I guess it has the engine version encoded into some of the dlls or smth

frosty bloom
#

@dim arch I do not know if it would fix your issue but if you can locate the UPLUGIN File changing "EngineVersion": "4.20.0" might do the trick

plush yew
#

cant wait to use the new lighting tbh

steady owl
#

3 Textures with packed RGB channels or 2 Textures with packed RGBA, which would you recommend? I see both being used by Epic

plush yew
#

How does one get the size of a character or string when rendered in a specified font? I am not dealing with a HUD here, I'd just like to grab the width and height of a character and set a UMG widget's size to (80 * charWidth, 20 * charHeight).

dim arch
#

hmm dont think so @frosty bloom

#

there is a version name but I tried changing it, didnt launch

#

thanks though

#

it updates the plugin version in the engine but pretty sure it has a version check which is compiled into the code

#

well, no worries I am sure they will release the new plugin soon

#

seems like I cant convert/export a substancetexture2d file into a texture though

frosty bloom
#

You changed the version name, not the engine version 😄

cerulean nova
#

On uneven terrain i want foundations that are build by players to be always the same height so that when someone else starts to build on a diffrent height the either get lifted lowered by placement so all foundations can be connected to other buildings on diffrent heights what am i searching for?

#

same for x & y

#

so that the build stuff acts like its being placed in a 3 Dimensional Grid

#

but its only possible to place by collision of other objects that are either build from players or the level itself

#

maybe pre placing them instanced and make them visible on "building"?

dim arch
#

_<

#

youre right ill try again

#

sorry 4am here 😄

flat trail
#

issue here

#

how do i activate the hierarchical lod system for sub levels?

#

is it possible to do from persistent level?

opaque salmon
#

if I have an issue where my ui works great in the editor but is completely broken in a packaged build (things like hud text which are bound to functions don't show and submenus in a widget switcher don't populate), is this a packaging issue or possibly something to do with clipping?

plush yew
#

what was that blender ue4 fbx scale trick again? Unit Scale: 0.01, Export Scale: 100 or something?

#

or was it the other way around?

dim arch
#

No dice @frosty bloom thx anyway

plush yew
#

Alright so the thing was that the physics assets would get wrong scaling, thus couldnt be scaled down, so what you would do is set the Unit Scale to 0.01 and then scale the model at 100 and apply

cerulean nova
#

@grim ore Thanks for all your Videos and the work u put into them 😃 👍

gentle crypt
#

Awesome to see UE4.20 released. Just one thing, what are curve atlases? is it a shortcut for making gradients in UE4 rather than in photoshop?

steady owl
#

Can someone explain why you have to be in 8 bit mode in Photoshop when making 16 or 24 bit targa textures? I can't wrap my head around it

spare kestrel
#

Anyone else presently seeing a blank Community view in the Epic Games Launcher when they load it up? I was seeing stuff earlier and was wondering if I messed up something or just caught it in the midst of an update. My community view is totally blank and the other sections (Learn, Marketplace, Library) are fine

honest rune
#

did something change in 4.20 about the GENERATED_BODY() macros etc and their implied accessibility level?

#

noticed in 4.20

Severity    Code    Description    Project    File    Line    Suppression State
Error (active)    E0265    member "USpringArmComponent::SocketName" (declared at line 154 of "c:\Program Files\Epic Games\UE_4.20\Engine\Source\Runtime\Engine\Classes\GameFramework\SpringArmComponent.h") is inaccessible
#

project compiles but odd that now its stating this for the SocketName static variable for springarm component

grim ore
#

@gentle crypt a curve atlas is an atlas of curves.. I know stupid name but it's what it is. A curve is basically what you are saying is a gradient yeah. Basically the curve atlas lets you define multiple curves(gradients) in one asset and you can then pick and choose which one you want out of it rather than having to reference multiple curves

livid haven
#

@honest rune I would never depend on their implied accessibility level.

#

Always specify the accessibility level you actually want afterwards.

#

The engine would break in a million ways if it changed though.

#

But, I still wouldn't rely on the unintuitiveness of the implied default behavior.

honest rune
#

This is an engine class. The static socket name from SpringArmComponent used for setting up attachments

#

I think this is just intellisense though

livid haven
#

Oh, yeah, turn of intellisense errors.

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Entirely.

honest rune
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There s abunch of other intellisense stuff throwing too. I can ignore it I suppose 😦

livid haven
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You new to programming in UE4? I know I've seen your name here for a long while.

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One of the first things to do is turn off intellisense errors, or even intellisense entirely and replace it with Visual Assist X for ~100 USD.

honest rune
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lol 😉

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actually my intellisense has been bang on until this update

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on my old pc it was crap but since I built my beast pc its been solid

plush yew
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i had intellisense errors fairly frequently

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but imade sure to include what i use in headers and it stopped

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still just getting into CPP though, exciting new language

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visual assist takes a long time to parse.. so i don't really use it.

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i have it currently disabled, but if i need it i can enable it again

manic pawn
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what? va just took 1 minute to parse my 4.20 source build and now it's lightning fast

honest rune
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I usually ignore the intellisense errors anyway. Just happened to notice that accessibility one and thought well thats new lol

plush yew
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why are you even getting errors? are you including your header files?

honest rune
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they aren't real errors

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right now my intellisense is showing 1066 errors, almost all are "cannot open source file xxx.generated.h" for completely unrelated files within the engine

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just some sort of parsing error

plush yew
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i have zero red lines in my code.. so yeah. look at IWYU Reference Guide in the unreal docs page. for example if you are using GetWorld() and you get an intellisense error, you google GetWorld and find that it's GameFramework/Actor.h. so then all you gotta do is just include that file in the top of your code.

honest rune
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only thing that changed is new project in 4.20

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with a single class in it to boot

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its definitely engine related

plush yew
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4.20 R just came out lol get that version! it's out 6 hrs ago

honest rune
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thats the one

plush yew
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going to DL it now. sweet

upper heart
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4.19 -> 4.20 upgrade was a breeze so far 😃 Navigation was moved to a separate module so a little refactoring there. And some low level networking changes (FUniqueNetIdRepl). Now for the fun part, all of the hidden bugs that take a while to find 🤞

plush yew
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i was testing 4.20P5 and had a few issues with code plugins but that was it. seems like a good release they tested it a lot

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really excited about niagara

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so cool

upper heart
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Right, I mean hidden bugs in my project caused by upgrading mainly.
4.20 seems like a solid release so far 😎 💪

plush yew
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i dont really understand the replication driver stuff but oh well lol

upper heart
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They are doing a stream on it tomorrow

honest rune
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they changed a lot about the build tool chain. everything is now vs 2017 default and win10 sdk so these intellisense issues are probably something to do with that

upper heart
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I'm excited for the stream ❤

honest rune
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@upper heart nice! that'll be a good one. Was getting tired of Animation Curves: part eleventy billion

manic pawn
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I wonder why it's not using the newest installed windows 10 sdk but a seemingly random one 🤔

honest rune
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was like "yes, thats nice what you did in paragon, now move along please"

wild glacier
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RIP

grim ore
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The ShooterGame example was updated with some replication graph stuff btw so if you want a jumpstart on it check it out

turbid plover
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niagara looks like its still in beta, even if its released to us. does that mean we cant package with it?

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also @grim ore thank you very much for your tldr video. it was great 😃

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love your content

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they were a great goto resource when i was getting started and still reference a lot of the material ones

plush yew
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Is it possible to get an event when a UMG widget's actual size on screen changes?

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Trying to create a Terminal window entirely in BP, which is just an Image bound to a Canvas Render Target.

manic pawn
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if you're only going to have one, it wouldn't hurt to just check on tick

plush yew
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I need to recreate the Render Target when the Image's parent size changes

manic pawn
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I searched a lot for some kind of resize event and didn't find anything

plush yew
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I imagine this'd be easier if I could just paint arbitrary stuff right onto a UMG widget

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is there a way to do that?

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In Windows Forms I could just call CreateGraphics() on any control and use the returned Graphics object to paint whatever I want onto the control, but...that's Windows Forms - not Unreal.

grim ore
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@turbid plover awesome, glad it was useful

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niagara is in "early release" so yeah it's beta in that it's going to change some more and some bugs are going to be there. You can package with it tho

plush yew
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I think I'm gonna give up on this project. I still can't make a single kart for my project. It's unbelievable it's this hard to make a kart...

grim ore
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If you haven't had a ton of experience using the engine then anything might be hard 🤷

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there are a couple car/racing/kart games out there using UE4 so it is possible at the least

plush yew
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@plush yew Don't give up. Keep playing with the engine and eventually you will figure everything out.

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...this coming from the guy that, minus back in 2015, has only been using the engine for 4 days lol

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Well okay...I'm just confused why it's so hard to make a simple kart. Heck in the unreal engine tutorials it looks very easy. Idk...I'm just confused.

proper quiver
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4.20 looks so sick

plush yew
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so

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can someone tell me

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whats the new mobile bundle size

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for ue4?