#ue4-general

1 messages Β· Page 320 of 1

grim flower
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stuck at 35% when I click Launch. It's an 2 year old Mac

wary wave
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age is irrelevant, what's the actual hardware spec

grim ore
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try nuking your derived data cache it might have gotten corrupted. Alternately just wait a day and see if it get's past it to confirm it's an issue and not building the DDC

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and do you have any activity on your task system? IE: shader compiler running

grim flower
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working on a client mac, looks like it was storage space that was the issue

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full disk

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thanks though!

grim ore
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that makes sense when trying to make the DDC

candid cypress
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Still getting this weird lightmap line. LM uv's are laid out fine, it's a 400x400 box, Edges aren't soften. Even bumped LM up to 128 res. And built on high settings. None of the boxes are over-lapping

Any idea what could be causing this?

honest vale
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you should detach the hard edges and add padding

candid cypress
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Tried that, still no help.

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So I deleted the edge faces, yet takes away the modular style needed for it, Seems to have fixed some of the issues.

could it just be an issue UE4 has when two edges are place next to each other ?

grim ore
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if the UV map has a hard edge it's going to treat it as a hard edge for light mapping I would assume

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my first idea would be does it do that with moveable lighting, lighting not using lightmass? If it doesnt then the UV Map would be the prime suspect

candid cypress
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well when the edges are separated off to their own space of the 01 space, still gets that weird light map issue.

sudden agate
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make sure you have enough padding

tawdry raptor
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I have created a locker out of a geometry box, but I cant get the collision and pyshics controls to come up, how can I get it to come up so I can open the door

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or am I doing it wrong

light thunder
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Trying to package when I see about 400 of these errors in log - LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details. LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.

Damn you HLOD's....

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What exactly do I do about that?

plush yew
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What am I missing?

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

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768 errors when building...wtf HLOD system Unreal

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crap wrong section

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I'll still ask this in General, as it was recommended as a solution but I'm not sure how to do it Check through your static meshes until you find one with 0 vertices and delete it

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how do I sort by vertices???

smoky stream
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theres python scripting now, so you could probably iterate over all assets and check the vertex count

light thunder
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I found this...but the next step...normally I redirect the blueprints and replace references - but these are HLOD's....

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I don't want to replace it with something that is going to get swapped out like a tree into a building

smoky stream
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force delete then fix whatever that causes?

light thunder
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No one knows anything about HLOD's ....or why these errors happen, I swear it's one of the most robust features but there seems to be zero troubleshooting about it

zealous cloak
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did someone worked with the robo recall modkit? when i test it my motion pawn has no laser pointer when i opening a menu 😦

sonic pagoda
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is anyone successfully using ue4.20 and deploying to an android device?

icy bone
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@sonic pagoda yes me

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@sonic pagoda one of my issues included to switch to the forward renderer and also use opengl es 2.0 only

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also u may wanna nativize ur blueprints if u used them intensively

sonic pagoda
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im getting that apk needs .so error

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and now its workin in 4.19

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so its defintely a 4.20 thing

icy bone
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hmm so u can run on phone but cant make the apk?

sonic pagoda
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i have no errors on 4.19... but on 4.20 i cant deploy to device

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my current fix is just use 4.19

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i seen a couple of people put in a bug report

icy bone
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4.20.3 works for me hmm..

sonic pagoda
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about this .so thing

icy bone
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whats the exact error

sonic pagoda
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this is the error message

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LogPlayLevel: ERROR: Can't make an APK without the compiled .so

icy bone
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oh i dont know, i havent tried bp project

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since i always do c++ as base for my projects

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hope it gets fixed

smoky stream
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have you tried nativising the blueprints?

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that might work

icy bone
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ye, could help since they get compiled to C++

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bur it might be the project setup or other stuff also

smoky stream
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maybe adding some kind of "stub" C++ file with no code could also work

sonic pagoda
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yes i did read you could actually generate that missing .so from VS if you have a code project, so adding some c++ might do it

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but for now, if it compiles in 4.19 ill take it,, im already debugging another project lol

light thunder
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Best practice for deleting static meshes with 0 vertices - they are bugged static meshes built from the HLOD system - the problem is don't know what to replace the references with and there are ALOT so it's easy to delete them from content browser, but Force Delete takes absolute AGES

strange current
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My unreal engine crashes sometimes in the middle of playing different games, can i ask for help in this chat?

weary basalt
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What do you mean different games?

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Do you have the editor open while playing other games?

strange current
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Fortnite and dead by daylight at random times

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No just the game client and playing one game at once sorry

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I mean its not specific to just one game

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It happens across several

weary basalt
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Ok hold on. This is not an Fortnite Discord mate. This is an community run Unreal Engine Discord, you would be better off going to a Fortnite Discord and asking directly for support or finding the Fortnite forums and reporting the issue directly.

strange current
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Ok thats fine its not a fortnite specific issue

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Ill be off thanks though

weary basalt
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We talk and discuss the Engine and Developing on it. We are not endorsed by Epic, you are better off talking directly to the games developers

strange current
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Ah ok thanks anyways

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Sorry

weary basalt
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No trouble

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Good luck

zealous cloak
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im really frustrated 😦 can someone test the robo recall modkit and run it from the editor? do you have the laser pointer, when you enter the menu?

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would help me πŸ˜ƒ

ruby robin
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Guys, how do I destroy level actors? I'm trying to destroy one, but it still there.. It is movable, all the components are movable aswell.

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Hmm, but if I turn of dedicated server, everything is okay.. But how do I destroy level actors in multiplayer game? The ones on client, there is no need to remove them on server.

sudden agate
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Actors placed in the Editor are owned by the Server. Afaik you can only destroy Actors when you own them.
Therefore you need to destroy it on the Server.
@regal mulch knows more :D

ruby robin
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Well, if I destroy them on server, they still visible on client side..

whole quarry
iron wadi
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can I convert soft obj path to weak object ptr?

plush yew
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jes

mighty python
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Hello, I want to add spots on the static mesh ( to guide the user or drive their attention to a certain area ), Any examples, ideas, keywords... etc on how to do this ?

whole quarry
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well... you can add a SpotLight

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like uhm.. click and drag it

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much like any lights

gaunt raptor
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what do i do if my camera in my sequencer is not the one rendering

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i have a cinematic camera with animation and such - but it renders the shot and not the camera - and the shot is empty

iron wadi
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Is it possible to split UE4 project folder on multiple drives?

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My assets folder is too big for my SSD, but I want the code on SSD

digital anchor
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maybe with symbolic links

grim ore
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you can probably split it up but do you really really really want to do that and have a more fragile link. Upgrade the SSD if you can or just suck it up and use the bigger drive for now 😦 it sucks but risking your project on a workaround might not be worth the risk of loss

icy bone
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anyone got tip to improve mobile render quality, using OpenGL ES2

whole quarry
unborn mantle
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UE4 supports mods for a game
is it possible to create mod for a mod? some mod2 that will require mod1 and will rely on data, provided by mod1

regal mulch
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MOD or DLC?

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Cause a Mod is usually a modification of the Original Content

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While a DLC adds onto a Previous Version (which could be DLC2 and DLC1)

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Might be that you can make a Mod of a Mod, but not sure.

unborn mantle
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hmm... thanks, will take a look

vale silo
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@wicked tiger @elfin jacinth do you folks have an ETA for 4.21 preview 1 release by chance ? 😊

elfin jacinth
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Soon πŸ˜ƒ

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Meaning, as soon as it is ready πŸ˜›

vale silo
grim ore
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I can narrow that down to sometime in 2018 if that helps πŸ˜›

vale silo
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Could be late October or mid-November or by Christmas πŸ˜›

grim ore
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yep so not too long now!

teal tulip
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why you want the next so hard ?

grim ore
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personally I want it because it fixes the decorator class for rich text so I can do the video on the widget

teal tulip
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true the rich text thing

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I needed that for long texts with colors

vale silo
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There are a bunch of Android and mobile VR improvements in 4.21

grim ore
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well the text part works in .20, the image is borked without changes to the class and it's fixed in .21

vale silo
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and ARCore goodies

teal tulip
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while don't break other things I'm happy so

dense patio
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Does anybody have a good guide to setting up steam controller support?

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Looked on google and a few other things (youtube) and got the wrong stuff, not sure if I am not typing the right keywords

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steam controller input

astral rain
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How do you see what updates are being made?

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Er uh, what changes are going into the next update.

grim ore
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the trello with future stuff and the github commits

rose quartz
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With Modular pieces can you use Maya link with unreal to or is it just make 1 and import it to the unreal engine

crisp fable
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Hey how do you decide what recommended specs your game should run on?

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Lowest 10% on steam hardware survey or what

plush yew
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By monitoring the usagw

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and testing on low end hardware

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thats simple

crisp fable
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Yeah but when you start out you surely have a target spec

plush yew
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Yeah. I optimized my last game until it met the target spec

crisp fable
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Sure it might be refined but you must get a rough idea based on .....something

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Ok

plush yew
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google for UE4 specs

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theres a docs for the editor

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that should be a sufficient starting point

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also monitoring memory usage and profiling

pure swallow
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I'm trying to learn about animation blueprints, retargeting etc. Can someone recommend a tutorial (series) which explains animations from scratch and in detail?

plush yew
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and sorry i had a beer idk why im chatting here

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i used to lurk around

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Ninjakeks hmm youtube? Offical epic channel used to have tons of tutorials

pure swallow
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I've already seen parts of the epic's channel, but they don't explain it very well in my opinion. They create an animation montage to loop an animation for example, but you then have to manually loop the animation in the animation blueprint anyway.

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Makes me wonder what the point of an animation montage then even is, because that could've been also handled in the state machine

grim sinew
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@crisp fable it’s easier to scale down than to scale up. Make the game fun first, then just make sure it runs on the min spec of average AAA games coming out. Don’t get caught up in specs before you even have a prototype, it’ll influence too many design decisions and slow you down.

rose quartz
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i know its a Unreal Discord but i have a question normaly you have a square @ the right side in maya to select the view how can i get that back?

crisp fable
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Ok thanks

boreal topaz
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Hello! I have a question about the engine but not sure where to ask it:)

plush yew
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Ask it here

winged crypt
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Why does bloom intensify when the sun is on the edge of the screen as opposed to directly in the middle?

boreal topaz
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Okay! I wanted to know if the UE4 engine can build to the Librem 5, its a linux based phone thats coming out sometime in the future, and I asked on the forums there, but no one was quite sure. Things that were mentioned were ARM, Linux support, and something called xwayland/wayland?

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I found patchnotes for UE4 saying something about wayland support but wasn't quite sure what it meant

plush yew
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Might wanna post in #linux as well

boreal topaz
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okay! Will do πŸ˜ƒ

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should I link the thread?

cursive dirge
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main merge now contains UE 4.20.3 + Blast, FleX, Flow, HairWorks, HBAO+, TXAA and Volumetric Lighting from Nvidia

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these are all custom ports, nvidia has only shipped 4.19 versions

tulip pewter
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maybe a dummy question

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is there a place where I can look all unreal c++ classes?

plush yew
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yes

bitter iris
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Content browser you can enable this

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And tick engine content

tulip pewter
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I know very good Blueprint side, but didn't know the corrispondence in c++

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ok, perfect, I will give it a try

plush yew
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does ue4 source have a doxygen or something similar

tulip pewter
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thanks

bitter iris
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If you're looking to code in c++ youll need to make a c++ project i believe

tulip pewter
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not anymore, I just can add classes

smoky stream
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UE4 does have doxygen, its called the docs

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they have an entire website dedicated to it

plush yew
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the docs site is bad and often outdated

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navigating classes is not as easy

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unity's docs are better organized l

smoky stream
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well just ctrl+f then

tulip pewter
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actually I have seen the docs but I can't find the c++ side of the things I look for

plush yew
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same

tulip pewter
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something like I want to add a component to a class and can't find out what's the name of the class

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...of the component to add

smoky stream
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are you using the engine downloaded from the launcher or from source

tulip pewter
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downloaded

smoky stream
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well precompiled headers and stuff

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you cant see the stuff then

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because the headers are just binaries

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if you get it from source then you'll be able to ctrl+f

tulip pewter
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ok, won't try this for now

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there should be a doc somewhere

smoky stream
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the only docs are either on the doc site or in the engine source

tulip pewter
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actually I could find out by creating a c++ class from editor and inherith from the class I am looking for and it compiles it by itself

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but it's silly I should fo something like this every time to know the name of a class I never used befor

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e

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ok!

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find it out what you meant

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ctrl + f on the source code in visual studio

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it worked, thanks for the help

high stone
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@rose quartz You mean the viewcube?

bitter iris
high stone
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There are measuring tools in Maya, unsure about other apps. What you want is the grid size for the game engine you are using. It's usually different from 3d software. So for example 100x100 scale in Maya is a decent chunk of land in the Unreal engine.

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Lol need to reset my router. I'm lagging badly.

bitter iris
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Why would I use maya to measure my map?

high stone
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Just saying it exists, and other engines may have their own version.

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I measure stuff around the main character. To get proper placement.

plush yew
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hey what would be a good place to give indie devs ideas / IP's to make into games for those who lack talent but have great ideas?

high stone
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Game devs, especially the people who fund them don't look for ideas. They look for execution, demos, prototypes.

south ridge
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If you can make ideas, you don't lack talent

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Go pick up a speciality and pursuit it, keeping your idea stuff close by

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But you won't recognition of your ideas without showing a full thread from the idea to the execution. An "idea" for a videogame is a 100 page document

high stone
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I recommend attending GDC for a good view of the overall industry. You may pick up some interested people, and will get a lot of input. But be forewarned. Ideas are stolen all the time.

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Design docs are definitely an ideal start.

sage hinge
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How can I save map at runtime in Blueprints?

south ridge
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I personally don't like the approach of design docs, I prefer to define the game with specific documents

high stone
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I make everything with design docs. Even my pizza.

south ridge
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E.g. we have a general vision document, detailed documentation on various aspects of gameplay, a ton of technical documentation on the game that make it all a single product

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I guess it's just cause I came here from engineering and I find it more convenient to keep one document = one logical unit kinda relation

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Makes it easier to file and recall documentation from the archive if I can give each document a context-specific ID

high stone
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If you want to be really tricky you can copyright the story. Then turn around and sue anyone who steals it.

south ridge
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It's only an attitude difference, the information we have in our documents is the same sorta stuff you'd find in a design doc, it just feels ugly to smash it into a single huge file πŸ˜„

high stone
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My saying is if it works, and people can understand it. Then go for it when it comes to making games.

south ridge
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Yep

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That's true

sage hinge
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How can I save map at runtime in Blueprints?

south ridge
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Don't get hang up on the format of a design doc (it's also a very limiting format), but the information contained within is what's important

quartz grotto
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When exporting joints from Maya, what's the best way to orient the joints? Just orient them to the world, or orient them with something like Z as primary axis?

high stone
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@south ridge I think the person that asked the question left a while ago. ):

south ridge
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They are here, but also I was just up for some idle chatter

high stone
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It's nice to chat about game design methods.

south ridge
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At my previous job, I was the only person who kept structured documentation and maintained it 😐

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So I'm up for idle chatter that revolves around documentation, design docs and the such

smoky stream
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good code usually seems to be 20% code, 40% docs and 40% unit tests

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at least from my experience

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usually every function will have a couple tests related to it as well as a couple code snippets on use as well as design philosiphy

south ridge
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Yeah

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For our current game project, our documentation is less so about the code of the game and more about what's in the game

smoky stream
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tests are just boring as hell to write, and so are docs

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so thats why no one does it

south ridge
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Documentation for all the content in it, drawings, lists of assets, blah blah

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Formal documentation for all the game features that will have to be implemented or were already implemented, technical justifications for each thing

smoky stream
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its a pain in the ass

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but its caught everything so far

south ridge
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Yeah, unit tests are not very applicable to our current project sadly

smoky stream
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some stuff just cant be tested in that way sadly

south ridge
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The nature of the simulation models we have makes it extremely hard to unit test them, instead I dilligently verify the models themselves (mathematical) and the code

smoky stream
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my discord bot doesnt really work with unit tests because of the command wrapper im using, but my standard lib takes to unit tests very well

south ridge
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Basically, unit testing these physics models is lets say twice as complicated as making them, verifying and configuring them

manic pawn
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that custom string implementation you made is probably the best case for unit tests

south ridge
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There are other aspects which are not fully unit tested just because writing tests is hard, but they should be - mostly the API of the simulation framework itself

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That's one thing that begs for unit tests, just to verify that API works and does what it's supposed to, so if I break something in the future, it does not break any of the confirmed reliable behaviors

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That is very straightforward to test

smoky stream
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my array is a right pain to test

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because when it fails it usually just copys memory out of range and non of my printf work

manic pawn
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you could just write it correctly the first time πŸ‘€

south ridge
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Yeah, that's the approach I use, with verification of the code before it's even written and all πŸ˜„

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It has it's own disadvantages

smoky stream
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i wrote my pair class right first time

manic pawn
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πŸ‘

plush yew
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fortunately I've already got most of the document done

smoky stream
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i've written about 1000 lines of unit tests for 500 lines of code

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kill me

high stone
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@plush yew If you get a chance. Attend GDC. It's the best place to network.

plush yew
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unfortunately my broke butt is too poor for vacations and leaves

high stone
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Next best thing is to check out the GDC lectures archive. Tons of guest speakers with great insight.

plush yew
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ok

south ridge
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@high stone when's the next GDC btw? And it's in SF, right?

high stone
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You want the Postmortem section.

south ridge
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March 2019, SF!

high stone
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Ugh San Fran again? San Mateo was way better.

smoky stream
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theres always the stuff on youtube as well if you just want to learn

plush yew
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I just want to put the idea out there for those who might want to make their own spiderman ps4. Since my manga's protagonist is very similar to spiderman in abilities.

south ridge
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@high stone yeah, Moscone Center it says

high stone
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I feel safer walking in NYC at night, with a rolex than I do in San Fran.

plush yew
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I can show you some pages if you'd like

south ridge
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Oh? I found SF to be pretty chill

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But I don't live in SF, only go there sometimes

high stone
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When I was there it was starting to get a crime wave.

smoky stream
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just carry a gun on you at all times xd

plush yew
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arent the streets also covered in shit and homless people?

high stone
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Yep!

south ridge
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Something like that

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I didn't actually encounter any particularly crazy people

high stone
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Lots and lot and lots of homeless.

plush yew
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people also walk nude in sanfran

south ridge
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Nudity is whatever

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I don't care about nudity, law enforcement can care about that if they wanna

plush yew
high stone
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It's never good looking people that run around naked. ):

plush yew
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here's my character I'm offering to let people make games out of.

high stone
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If it's a full comic series. That's a pretty good approach.

south ridge
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@high stone should get used to the sight of human body πŸ˜›

high stone
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Seen enough ugly naked people.

plush yew
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It's in development right now. I've already got the first issues script don. just waiting on my friend to draw it.

high stone
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See if you can make it a web series? People do patreon for stuff like that. If it's good you'll make extra money on the side.

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Foamy the Squirrel had a hell of a run on such a basic concept.

plush yew
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here's the control scheme so far

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Controls:

W,A,S,D: Movement

E: Attack

Left Mouse: Swing

Right Mouse: Dodge

Left + Right Mouse: Counter

F: Grappel Zip

Space: Jump

Space (Midair): Glide

Space (Grappel): Grappel Boost Jump.

plush yew
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If this is a 3rd person game similar to Spider-Man PS4, what about...

W,A,S,D: Movement
Left Mouse: Attack
Right Mouse: Swing
Middle-Click : Counter
Left-Shift: Dodge
Left-Ctrl: Grappel Zip
Space: Jump
Space (Midair): Glide
Space (Grappel): Grappel Boost Jump.

However, if you want a Radial Menu to change gadget, then for such action I would recommend to hold down M3.

south ridge
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What about making movement ESDF instead of WASD

plush yew
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Why would you want to do that?

south ridge
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Cause then you can have enter/exit vehicle be A and jump be NUM9, obviously

plush yew
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In my suggestion above, I moved his E,F keys around AWSD to Left-Shift and left-Ctrl to make sure movements keys don't enter in conflictwith other actions.

worn granite
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IJKL or riot

paper python
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Is the're a help channel?

south ridge
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While I still suggest ESDF, I must say that IJKL is very respectable and you should consider his suggestion πŸ˜„

worn granite
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the entire server is essentially a help channel @paper python

paper python
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Oh because i'm having trouble with UE4 with importing Fbx's

south ridge
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I've also had trouble with UE4 importing FBX's

paper python
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yeah same

south ridge
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Well, not same

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You're having it right now and I'm no longer having it

worn granite
#

same

paper python
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We'll some files

south ridge
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@paper python what are the symptoms? What happens? Do you have an FBX I could try to import and see what's wrong in it?

paper python
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They always come out bad.

south ridge
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Describe badness

plush yew
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What about the UE4 materials?

paper python
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When i try to import models from online it always says no smoothing group or 115 other errors in my message log.

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BUT when i import custom models it looks way better.

south ridge
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You probably need to change export settings so it splits edges in the result or correctly saves smoothing information, or one of the other smoothing/splitting related options

coral shoal
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Has anyone here successfully used the "hit face index" from an on component hit node out? For me it's always -1 (should be 0 to a positive integer) for some reason and i've been trying several things to get it to give me the face index to no success

south ridge
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They are kinda different in different 3D software

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@coral shoal OnComponentHit does not determine or set hit face index, since it's generated from collision and not a raytrace

worn granite
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@coral shoal You gotta do a new trace which specifically asks for the face index I think

south ridge
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It's simply not information that exists at any point in collision handling routine

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@worn granite you're right. OnComponentHit uses only a subset of FHitResult struct

worn granite
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There's a field on FCollisionQueryParams which seems to cause FHitResult to contain it

south ridge
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It manually initializes it, presumably to keep things simple so you don't get 10 different hit struct types

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The only contact information that UE4 handles are position, normal, penetration depth & physics materials for two collision participants

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Plus it also computes total impulse in the collision. No faceindex

coral shoal
#

Huh. Thanks i guess, minorly confusing

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I guess i need to do some kind of trace at the hit position... but the issue with that, is there might be a delay

worn granite
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Its s similar story with physical materials, though I think BP traces do that by default

south ridge
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@coral shoal yeah sorry, it's a side effect of using a generic struct. There is no delay, you can trace it

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But

coral shoal
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Or how best should i extract the face index from a collision?

south ridge
#

If you were using C++, you can determine which face index you've hit by knowing world position of the hit point

#

Because you can access the raw mesh data and simply check every triangle (is point on triangle)

#

That's how I would approach this

coral shoal
#

Hmm. I can write c++, i typically mix bp and c++ for prototyping purposes

#

I have the hit location out, how would i got about checking triangles?

#

never done anything on the individual triangle level before

worn granite
#

if it were a result of my own trace, I'd simply pass a query param which is set to have the result include the face index

#

if that didn't work I'd probably do what blackfox suggested.

#

However, given a trace/sweep has occured already, not sure I'd do another one just for the index

south ridge
#

I'm lazy to repurpose this for you, here's how you can access triangles

#
Light.Location = FVector(0);
if (LightsMesh->GetStaticMesh()) { // Get mesh data
    int32 NumVertices = 0;
    const FStaticMeshLODResources& LOD = LightsMesh->GetStaticMesh()->RenderData->LODResources[0];
    for (int32 SectionIndex = 0; SectionIndex < LOD.Sections.Num(); SectionIndex++) {
        const FStaticMeshSection& Section = LOD.Sections[SectionIndex];
        if (Section.MaterialIndex == MaterialIndex) {
            for (uint32 VertexIndex = Section.MinVertexIndex; VertexIndex <= Section.MaxVertexIndex; VertexIndex++) {
                const FVector& VertexPosition = LOD.VertexBuffers.PositionVertexBuffer.VertexPosition(VertexIndex);
                Light.Location += VertexPosition;
                NumVertices++;
            }
        }
    }

    // Compute and store barycenter
    Light.Location /= NumVertices;
}```
#

This tries to determine barycenter of triangles that match a certain material

#

Should be reasonably obvious how you can obtain the data you need to make the check

coral shoal
#

Thanks, thats more than enough of a starting point. thanks a lot for the help.

south ridge
#

I'm parsing only vertices of mesh sections with specific materials

#

The FStaticMeshLODResources struct will have other data too

coral shoal
#

uh. Minorly related question, do you know how to access the current LOD level index of a mesh? That was something else i was trying to do awhile ago and i figure you might know :p

south ridge
#

"Current LOD level index" for which view

#

The main game view (the main rendering thing)?

coral shoal
#

Yeah

south ridge
#

Because mesh may have different LOD indexes in different views (this should hint you that it's probably gonna be annoying already :D)

coral shoal
#

Specifically i had a view with a few hundred heirarchical instances over a very variant distance and i was trying to vary the update rate of each by their lod level

worn granite
#

UStaticMeshComponent.PreviousLODLevel looks promising there

coral shoal
#

yeahhh, i figured it would be annoying, nobody had answered the question anywhere on any of the forums or answer hub

worn granite
#

but that'll have a 1 frame delay

coral shoal
#

oooo

#

1 frame delay might be good enough for this purpose

south ridge
#

I don't think that variable is real

#

Because I can only find 1 reference to that variable in the engine

#

(the definition)

worn granite
#

Yeah, actually.

south ridge
#

So I'm betting you it's always set to zero

#

@worn granite this is pretty funny πŸ˜„

worn granite
#

B- BUT IT COULD BE SET THROUGH REFLECTION

#

you never knowβ„’

south ridge
#

Unreal engine rules - if nothing uses it, nothing sets it

#

And if something sets it, it probably was broken in UE 4.4

#

Or some old version

#

I'm worried about this ComputeLODForMeshes in SceneManagement.cpp

#

Cause it looks like it's computing LOD size for the frame without caching it

coral shoal
#

Ah, damn

south ridge
#

Don't get discouraged yet

#

It may be possible to compute your own LOD level

coral shoal
#

well there are many ways to crack an egg, yeah thats what i was thinking

south ridge
#

float ComputeBoundsScreenRadiusSquared(const FVector4& BoundsOrigin, const float SphereRadius, const FVector4& ViewOrigin, const FMatrix& ProjMatrix)

#

Hmm

#

Yeah, it seems like that's literally the only one function you need!

#

You can get ProjMatrix from the current view, ViewOrigin from player controller

#

This will give you screen size of the model, which you then compare against the known list of screen sizes vs LOD levels in the static mesh

#

Which you can obtain from the mesh itself

#

Once you have the current view (FSceneView), the projection matrix is View->ViewMatrices.GetProjectionMatrix() (I have NO idea how this will behave considering multithreading, but it probably should be fine to poke this on game thread)

coral shoal
#

well that's one more problem i should be able to solve, thanks.

worn granite
#

sorry for the false hope

coral shoal
#

i'd have jumped on that var too and then spent a lot longer figuring out why it wasn't working (good you brought it up now to avoid future confusion)

worn granite
#

yeah I shoulda ran VA search first

paper python
#

and UE4 Froze

#

Oh nevermind.

worn granite
#

That means you win! You out-survived your UE4 instance.

#

You've won Unreal!

paper python
#

How tho

south ridge
#

Haha man

#

Getting FSceneView is actually a bitch

worn granite
#

Actually

south ridge
#

You will basically need to do LocalPlayer->CalcSceneView yourself

#

Unless you hook it into one of the callbacks that give you FSceneView conveniently

worn granite
#

@south ridge turns out, your method is the way it ultimately does it here ComputeStaticMeshLOD

south ridge
#

@worn granite that's how I found it yes

worn granite
#

ah

south ridge
#

I just tracked the LOD calculations until I found the meat of it

worn granite
#

πŸ’―

south ridge
#

Yeah so lol

#

To get screen size of something on the game thread without it being inside a rendering callback....

#

First get one of local players, probably the 0th one

#

FSceneView* View = LocalPlayer->CalcSceneView(&ViewFamily, ViewLocation, ViewRotation, InViewport, &GameViewDrawer, PassType); then do something like this to get a view for that player

#

Which gives you projection matrix πŸ˜„

#

Which you can use to calculate screen size consistently with rendering

#

Maybe there's some better way that I'm missing here

latent shadow
#

anyone here used perforce DVCS?

regal mulch
#

Anyone an idea why UE4 wouldn't load the Input ini properly?

#

I have a "DELETE" key binding for the console and I can see that in the file, but it doesn't load in the editor.
Also when opening the Input section of the Editor it somestimes refreshes and then suddenly shows the key binding.

#

After that it works until next restart. But other times I have to effectively add the key binding, even though it's def in the ini file saved.

#

Using Perforce might be the fault, but the file is checked out and writeable

small goblet
#

@regal mulch I have been having the same issue with Perforce lately. The resolution they gave me was to make sure that all of the files are checked in with P4V after I close UE Editor. Since I started doing this, I haven't ran into the issue that you are having.

regal mulch
#

Still strange that UE4 is ignoring the Config file

#

And I'm half sure I submitted the file 15 times already

lilac cobalt
#

help me

small goblet
#

Its not "ignoring" it. UE Editor can be fickle on uploading files, especially INIs.

lilac cobalt
#

I put my project in C:\

#

can't generate visual studio solution

regal mulch
#

@small goblet Well the point is the file has the proper line for the delete key.
And I'm not modifying it. I can submit it and reopen the editor and it still doesn't load the Delete key for the console keys.

lilac cobalt
#

System.UnauthorizedAccessException: Access to the path 'c:\epic' is denied.

regal mulch
#

Well make sure your paths aren't readonly @lilac cobalt

#

And that the user you start your programs iwth has the rights to access the paths

small goblet
#

Yeah @pastel blaze I had to force submit the INI change in Perforce whenever I do an edit to the inputs. I know that Perforce is looking into it as it's a new bug they are starting to be notified on.

regal mulch
#

Hm alright. Lemme test around with that info. Thanks!

small goblet
#

No problem.

fervent owl
#

hey guys need some help im trying to build my game but i keep on getting errors

#

any help will be apreciated

whole quarry
#

did you read it?

#
ProcessResult.StdOut:   LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'Polygon_Small' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
ProcessResult.StdOut:   LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'TransMap' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
ProcessResult.StdOut:   LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'LobyMap' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'```
#
ProcessResult.StdOut:   LogInit: Display: LogCook: Warning: Unable to find package for cooking /Game/BattleRoyaleTemplate/1-Maps/TransMap
ProcessResult.StdOut:   LogInit: Display: CookResults: Warning: Unable to find package for cooking Demonstration
ProcessResult.StdOut:   LogInit: Display: LogCook: Warning: Unable to find package for cooking Demonstration
ProcessResult.StdOut:   LogInit: Display: CookResults: Warning: Unable to find package for cooking Polygon_Small
ProcessResult.StdOut:   LogInit: Display: LogCook: Warning: Unable to find package for cooking Polygon_Small
ProcessResult.StdOut:   LogInit: Display: CookResults: Warning: Unable to find package for cooking TransMap
ProcessResult.StdOut:   LogInit: Display: LogCook: Warning: Unable to find package for cooking TransMap
ProcessResult.StdOut:   LogInit: Display: CookResults: Warning: Unable to find package for cooking LobyMap
ProcessResult.StdOut:   LogInit: Display: LogCook: Warning: Unable to find package for cooking LobyMap```
#

@fervent owl

fervent owl
#

hi thanks for pointing that out. can i ask some help what does it mean by Path should start with a '/'

bitter iris
#

Hey guys, I'm wanting to get Ai in my game and I'm wondering on what to do with Nav mesh. I have a 16 Tile world, do I put the nav mesh on the persistent level or 1 for each of the tiles? (Also I have invoker as using dynamic)

plush yew
#

For 16 tiles u may not need a nav mesh

#

U can just create your own movement logic to move from tile to tile

#

But in case you decide to use a nav mesh anyways for such a small world one should be enough

bitter iris
#

Map size is 8km x 8km

#

If I dont need nav mesh how would ai spawn?

#

(sorry never worked with nav mesh)

whole quarry
#

spawning the AI isnt the problem, having it to move is without a nav mesh πŸ˜›

#

you could just throw in 1 nav mesh, will take a while before its done though

bitter iris
#

Ive put a nav mesh in but i was told to press P to visualise the green box that doesnt come up

deft sparrow
#

Did you make sure to build your paths? Can find it in the arrow next to Build.

#

Also, might have more luck if you ask around in the #gameplay-ai channel. I assume people there know more about it.

desert pelican
#

hey, would you guys mind looking at this bug and voting for it if you keep having the same issue? It's been a real problem for me in various projects- moving landscapes to new folders can give an unresolvable error meaning its impossible to move. its been in since 4.19 and keeps getting pushed back- it was slated to be worked on for 4.21 but now its been pushed back to 4.22... thank you: https://issues.unrealengine.com/issue/UE-62150

regal mulch
#

Sooo. I'm going a bit crazy right now.
I have a SpringArmComponent that is not inheriting YAW.
I have an Input Vector for Rotation that I filter for the UpVector (YAW).
I do that for the Pawn as well as the SpringArm.

For once, the SpringArm needs a relative offset of 180 to look into the right direction (Why though, cause Pawn and Spring are use the same world rotation and aren't depending on each other?!)
And then in addition if I get the ForwardVector of that SpringArm, it's totally offset from where I'm actually looking.

I'm literally getting the ForwardVEctor of the ComponentQuat of the SpringArm and it's facing in a different direction :/

bitter iris
#

Hey guys, am I able to combine skeletal meshes? I have a body and head which aren't attached. Also want to attach clothing.

brittle gulch
languid shard
#

Try toggling that Boolean over screen size ;)

whole quarry
#

magic boolean

brittle gulch
dire zealot
#

Does the blackbody node only output orange/red fire colors? Is it possible to change the color ?

#

Cant find any reference on calling it from custom nodes

#

MaterialExpressionBlackBody() is a function call in those custom nodes, but how does one figure out what it does or what parameters it can take?

grim sinew
#

It outputs color temperature.

#

So... it can output color temperature colors.

#

And that’s it.

plush yew
#

here's my game design doc. it's still WIP but I'd like to hear feed back.

supple totem
#

Am I incorrect in saying foliage can't be occlusion culled?

#

wow layers of double negative there

golden sierra
#

Not sure where to post this, but I had would anyone know why my UE4 can't find my plugins? I had to revert in my source control and now it's telling me that I require x plugin even after I dragged them into the the newly made plugins folder

deft sparrow
#

I believe you still need to enable them for your project in the project settings.

golden sierra
#

I can't open my project without them apparenlty

loud kelp
#

Not sure where to add this, but i'm having a big issue with this, it gets called every frame in the output log, and im not being able to fix it, can someone please help me.

LogUnrealMath: Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.

#

I've already googled it, but everything I see is something with the map check ( already did and there's no issues)

plush yew
#

Hello guys I have a problem with my visibility

#

when I press "I" the inventory disapear but when I press again I it shows again-it must be this but not like before

#

When I press again is this:

#

what to do to fix it?

worn granite
#

dont disable it, or renable it

dire zealot
#

I followed the same tutorial you are following once

#

just do everything exactly as he does it

#

Does anyone know if i could switch red and green channels of a float4 without creating a temp variable ?

worn granite
#

just do the temp var its probably fine

plush yew
#

what do you say? @worn granite

worn granite
#

no u

#

mhmm

#

wow sounds supes legit

plush yew
#

lol

waxen fjord
#

Can't be any worse then ark mobile. πŸ˜„

worn granite
#

I... unno. You've not really sold me on it.

plush yew
#

mobile sucks for games

#

imo

worn granite
#

I'll stop the presses

plush yew
#

anyone can help me for the problem?

waxen fjord
#

Mobile can be great for games, the issue is that either the game is made as a slot machine, or it is make with a PC mind set. Mobile has a huge amount of potential.

plush yew
#

aiming on mobile is even less intuitive than with a controller

worn granite
#

its probably possible to have a well designed input scheme for mobile

#

but

#

its far easier to just put a joystick on screen

plush yew
#

anyone?

worn granite
#

go to #umg, and add that I'd suggested something and whether you tried it.

plush yew
#

so to ask the same question in #umg ? @worn granite

worn granite
#

yup

#

both because more UMG people are there, and to keep topics in the right spot

plush yew
#

and I hae also problem with my update slot icon When I collect the potion it doesn't show me the icon

#

it shows me this:

#

but it must show me this:

#

hmmm

worn granite
#

ok go ask both there

plush yew
#

okay

#

I did it @worn granite

loud kelp
#

Hey guys, just boosting this message, still having issues and I can't fix it

Not sure where to add this, but i'm having a big issue with this, it gets called every frame in the output log, and im not being able to fix it, can someone please help me.

LogUnrealMath: Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.
I've already googled it, but everything I see is something with the map check ( already did and there's no issues)

smoky stream
#

im willing to bet theres a line number asocciated with that error

#

if there is, why not go fix it to use Inverse instead of InverseFast

regal mulch
#

Random question: Has anyone spawned Level Instances (not streaming levels, but actually load/spawn a level at given transform) at a decent rate and knows if that is for whatever reason heavy on perfomance?

#

Levels with Simple Geometry I might add

#

Decent rate = every few seconds

paper python
#

So i imported the 3rd person character into UE4 in a blank project map, When i place the 3rd person character in the map it doesn't play as that character.

smoky stream
#

as it should be

paper python
#

But how do i connect it?

smoky stream
#

set the controller to possess it on EventBeginPlay

plush yew
#

Simple question: How would you make a static mesh invisible but still react to Overlap Events?

smoky stream
#

give it a transparent material

plush yew
#

Sure just thought of it, ty

paper python
#

But how.

livid haven
#

@smoky stream Why not HiddenInGame???

smoky stream
#

i didnt know that was a thing

#

but sure, use that instead

livid haven
#

HiddenInGame is on every AActor.

smoky stream
#

i think its called something different in the editor UI

#

thats the only time i've used it

livid haven
#
    /**
     * Allows us to only see this Actor in the Editor, and not in the actual game.
     * @see SetActorHiddenInGame()
     */
    UPROPERTY(Interp, EditAnywhere, Category=Rendering, BlueprintReadOnly, Replicated, meta=(DisplayName="Actor Hidden In Game", SequencerTrackClass="MovieSceneVisibilityTrack"))
    uint8 bHidden:1;```
#

Actor Hidden In Game

smoky stream
#

ah

#

the more you know

plush yew
#

When it's Hidden In Game, Overlap Events still work? What about Collision?

livid haven
#

Should, yes.

#

Also, exists at the component level.

#

USceneComponent::SetHiddenInGame

#
    /** Whether to hide the primitive in game, if the primitive is Visible. */
    UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Rendering, meta=(SequencerTrackClass = "MovieSceneVisibilityTrack"))
    uint8 bHiddenInGame:1;```
plush yew
#

What about "Visible"?

#

Oh it probably affects the Editor too

manic pawn
#

fully transparent material is the stupidest idea ever πŸ€”

smoky stream
#

it worksβ„’

plush yew
#

Jmd aus Deutschland hier?

smoky stream
#

nein

plush yew
#

Meinst du, du kannst mir helfen?

#

@smoky stream

silver crown
#

@plush yew Only english allowed on this server

plush yew
#

Oh sorry my bad

smoky stream
#

nein ist das einzige deutsche Wort, das ich kenne, Entschuldigung

#

i litteraly just used google translate

silver crown
#

cmon Apache

smoky stream
#

lol

plush yew
#

Oh okay

smoky stream
#

nein is the only german word i know

#

aside from the obvious ones

#

yknow, those words

#

but yeah i can probably help you

plush yew
#

Nice you set The β€š good

#

Okay i write you

midnight mantle
#

and just in case you guys can't view the post

manic pawn
#

3d blueprints

#

it's cool and stupid at the same time

wary wave
#

anyone have any experience with widgets and screen space?

#

I've been trying for a while to get widgets to line up with actors in the world, but it just doesn't seem to be happening

#

this is a widget component on an actor that has a sphere at the root

#

it's set to render in screen space, but it's got some weird offset on it that makes it float

#

I absolutely can't work out what's wrong with it

#

and there are sweet f-all resources out there that I could find 😦

#

I've also tried using a full screen widget and manually getting the actor position, projecting to screen coords and drawing widgets there but it has the exact same problem

#

failing that, can anyone confirm that screen space widgets are actually working in 4.20?

#

ugh, looks like it works as expected in 4.18

#

4.18 Left, same actor migrated into 4.20 Right

paper python
#

So i imported the 3rd person character into UE4 in a blank project map, When i place the 3rd person character in the map it doesn't play as that character. How do i connect the player?

waxen fjord
#

What? 3d blueprints, please no. Don't make me sign an Internet pertion about this.

paper python
#

🀦🏿

tawdry flame
#

Hey all, quick question. I have a material with 8 texture parameters in it, but when I look at the instance of that material, only one texture parameter is showing. Anyone know how to fix this?

south ridge
#

@tawdry flame it hides parameters that are irrelevant/were not compiled into the final shader

tawdry flame
#

any way to turn that off?

south ridge
#

Those switch parameters are static parameters, they change the shader

#

@tawdry flame I mean, yes there is, but what's the point?

#

Showing unused parameters will let you edit them, if that's what you want, but they won't have an effect in the end unless they are part of the graph

#

If you want to set defaults, then you can poke the menu on top of the details list and it has options to show all parameters

tawdry flame
#

because I need to edit them even if I am not, currently, using them

#

ah, tyvm πŸ˜„

south ridge
#

Yeah, that's fair, that's like the only reason why you'd need this

tawdry flame
#

hhmmm, it seems there isn't an option to show all parameters

loud kelp
#

@smoky stream Hey, how do I use the inverse? I dont find anywhere to do that, any suggestions where to look?

south ridge
#

Hmm, interesting, @tawdry flame lemme load up the editor

#

Because I remember using this option before

tawdry flame
#

I see options to show ONLY stuff, but not to stop hiding things

south ridge
#

Ah

smoky stream
#

can you paste the error @loud kelp ?

south ridge
#

@tawdry flame press "Params" button

loud kelp
#

@smoky stream LogUnrealMath: Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.

smoky stream
#

does it have a line number?

south ridge
#

This button toggles all parameters

smoky stream
#

do you know which function is calling it?

tawdry flame
#

@south ridge aaahhh, thx. hiding it with the big buttons

smoky stream
#

you'd have to find whats calling it and go and change the line causing that error

loud kelp
tawdry flame
#

@south ridge you saved my day πŸ˜„

south ridge
#

No problem

smoky stream
#

do you have source build or launcher build?

#

if its source build ctrl+f that error and find all referneces to the function its in

#

find the offending line and change the function call

#

if its launcher build then theres not much you can do aside from file a bug report and watch it get marked as will not fix

loud kelp
#

its in the editor, not really doing a build right now, I did one, and it doesnt affect at all, but every second I get a new error, so my output log gets flooded in 3 seconds and I cant read any other stuff ( i need to scroll up so i can locate any other errors that I want to see)

#

its like every .1 seconds its updated,

#

LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: false [File:D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Core\Private\Math\Matrix.cpp] [Line: 8]
LogOutputDevice: Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x000000002C882786 UE4Editor-Core.dll!UnknownFunction []

#

Ok, i think I found where the error is coming from

#

Using 4.18 btw

#

its happening in another computer as well, so I dont think is coming from the engine, but I dont know how to access

#

@smoky stream Sorry if im being a little anoying

smoky stream
#

Go to line 8 of Matrix.cpp and switch from InverseFast to Inverse

#

Thatll fix it most likely

loud kelp
#

I should close the editor right?

smoky stream
#

Yes

#

Close editor, make code change, rebuild

loud kelp
#

and edit with notepad or notepad ++

livid haven
#

Visual Studio

smoky stream
#

Was gonna say vs

loud kelp
#

oh kk, yeah way better I guess, thanks for the help then!

smoky stream
#

No problem

livid haven
#

You should probably follow a solid introductory tutorial if you weren't aware of using VS before now while trying to work with C++. :X

loud kelp
#

Yeah I will, I come from a 3D Artist / Animator BG, so I only use the blueprints for the game Im making, the only c++ stuff I have is the dialogue system from the marketplace πŸ˜„

tardy epoch
#

can anyone help with a lil problem of my ui text not updating?

#

it doesnt seem to update while using a reference

winged crypt
#

Does UE have a way to delete specific LODs yet? I want LOD1 to be the highest LOD, deleting LOD0

south ridge
#

@winged crypt you can specify lod offset/min lod number

#

When you cook it/package it, it will remove the LOD's that can never be seen (e.g. LOD0)

winged crypt
#

Ah so set LOD0 screen size to something it can't reach?

south ridge
#

No, there should be a different option, but let me double check

#

Maybe it doesn't actually exist for static meshes

#

In which case, I don't think there's a way to delete a specific LOD without exporting and re-importing the model

#

It's this option

winged crypt
#

Oh

#

Yeah it does exist, don't know how it slipped by me

#

Thanks!

plush yew
#

A lot of weird options there

#

We need mr weird to deal with that

plush yew
#

hi

silver crown
#

Hello

plush yew
#

how can i make a rtx supported game?

tall pendant
#

wait for an release of UE4 that supports rtx? πŸ€”

cursive dirge
#

wonder how they'll handle DLSS

#

because, that sounded like you need to make contract with nvidia so they can ship drivers that have your games specific DLSS training in them

#

it does sound bit absurd tbh

#

I hope it's some optional module

#

also really weird design

#

why wouldn't the training data be in the game itself

#

it would be more logical and bloat less other things

tall pendant
#

i expect an automated process IF DLSS hits off

#

tbh i'm not entirely sure about the hitting of part

cursive dirge
#

but if the training data is bundled with drivers, they'll not accept every indie title for it

tall pendant
#

the image quality is super blurry

static viper
#

soon

tall pendant
#

at least on frozen frames

static viper
#

ue4 will support rtx

cursive dirge
#

I do hope their system is at least smart enough to download the data only for games that you use

tall pendant
#

could be non noticeable in motion ofc

cursive dirge
#

well, we all know rtx is planned for 4.22

#

but that's not set in stone

#

curious if Unity gets DXR out before UE4

#

that would be the first

tall pendant
#

could be. but tbh it won't really matter much who's first with dxr/rtx support

#

it's not even close to be a massmarket product yet

cursive dirge
#

of course not, just curious because Unity has been traditionally slow in these kinds of things

#

and I do see their DXR commits for HDRP πŸ˜„

plush yew
#

Is Answerhub down?

#

idk what r u talking

#

but why r there games thatll be rtx supported while engines dont support rtx

tall pendant
#

because their devs implemented an early support into their engines

#

i can imagine that with their new renderer they can now be quicker with new tech?

plush yew
#

how can i get early support?

vast burrow
#

sorry for tag just answered my own question

weary basalt
#

...

vast burrow
#

sorry dude

carmine wind
#

guys is it posible to send it the c++ to a bp folder?

static viper
#

what?

marble isle
#

If I have 2 or more components of the same type attached to an actor, How would I be able to get a reference/pointer to a specific component of that type during runtime?

plush yew
#

Hello guys I have another problem with my inputs in the spawn actor from class-in the input I must to have input for Index but I haven't got it-what to do?

pure stratus
plush yew
#

@pure stratus can you help me?

winter drift
#

@plush yew I don't fully understand your question, although If it's something specific you need to get from a certain class that you're spawning then you'll need to Cast to that class to get it

pure stratus
marble isle
#

oi thanks mate

plush yew
#

I haven't got in the "spawn acor from class" the inpuit for index that is int

#

and how to spawn it?

nimble jay
#

Hi

plush yew
#

@nimble jay can you help me for my problem?

nimble jay
#

@plush yew ok

plush yew
#

I described the problem upper @nimble jay

nimble jay
#

@plush yew sorry I didn't understand

#

I'm a noob btw

plush yew
#

okay

#

lol

#

omg why di you say that you will help wtf? @nimble jay

nimble jay
#

I thought u need something that I can help

#

I also need help

plush yew
#

@plush yew I dont see an "Index" pin

nimble jay
#

I need to do this, I don't understand nothing.

waxen fjord
#

Can you translate the question?

nimble jay
#

@waxen fjord ok

#

Wait

plush yew
#

yes that is the problem @plush yew how to make it to see it? because I need it

nimble jay
static viper
#

can you not fetch a screenshot

#

or just post the text in a code block XD

#

tose images are baaad

#

i bet we have some russian pro hackers here who can translate this XD but even they will need proper images

#

or text

nimble jay
#

@static viper it's from my laptop

#

I just took a shot with my phone

static viper
#

what stops you from installing discord there

#

XD

#

you are making your life tougher

#

and my eye sights worse

#

looks like windows 10

#

there you have snipping tool

#

you could do really nice pictures

nimble jay
#

OK thank you for your recommendations

#

But can you help me?

plush yew
#

@static viper can you help me?

static viper
#

that wasnt a recom

#

XD

nimble jay
#

I really need help

plush yew
#

me too

static viper
#

it was more like a life advise

plush yew
#

lol

#

no

static viper
#

dont ask for help

#

ask a problem

plush yew
#

How to fix this problem

#

this group is for helping

#

I will ask help

#

yes

#

can you help me for the problem?

static viper
#

no

#

i definitly cant

plush yew
#

why?

#

a okay

#

πŸ˜‰

#

πŸ˜‰

#

πŸ˜ƒ

static viper
#

but you can tell the problem

#

maybe i am able afterwards

nimble jay
#

@static viper are u trolling here?

static viper
#

just state the question you guys

#

omg

nimble jay
#

I already said the question

static viper
#

well someone else has to solve that. bc i cant get over those images and i dont speak russian.

nimble jay
#

If u can't, then don't bother here.

static viper
#

ofc i bother

#

i told you what was bothering me in order to help you XD

plush yew
#

I said what is the problem

static viper
#

and i asked you to state it again

#

bc i was busy with mega

plush yew
#

What kind of Index Variable actually? @plush yew

winter drift
#

@plush yew @nimble jay If we don't understand a question then it's hard for us to help you. Would you be able to explain to us what you're trying to accomplish?

@plush yew What do you need the "index" for? Are you wanting it as an input to the "Spawn Actor from Class" node? Or are you trying to get an "index" from that node?

nimble jay
#

@winter drift

grave nebula
#

I always wondered what kind of value an IT-related education has, if it is being taught in a language, other than English.

plush yew
#

int is the variable

#

I will post you again

static viper
#

i think coding is the same through all languages @grave nebula

#

i know weird isnt it

plush yew
#

this is the problem

winter drift
#

@nimble jay I'm not sure what is this relating to (Context-wise)? Mobile UE4 development? Are you working for a specific platform?

#

@plush yew Unfortunately that doesn't give us much to go on to help you, please can you explain:

Why do you need this "index" variable?
Do you already have this "index" variable and want to plug it into the "Spawn Actor from Class" node?
What do you hope to achieve with the "index" variable? (What are you wanting the outcome to be?)

grave nebula
#

@static viper Yeah, but what is the point, if all terminology is in English anyway?

static viper
#

oh that is called principles i think

plush yew
static viper
#

for best understanding we needed to agree on one formular

plush yew
#

for this

static viper
#

so we took english

#

everyone speaks english so we coded english

regal mulch
#

@plush yew SpawnActor Node shows variables of the Class your are spawning if you mark them "Editable" and "ExposeOnSpawn".

#

So whatever INTEGER variable pin you need there, you need to go into the class you are spawning, and either you already have that variable or you need to create it.
Either way, once you have that variable in the class you spawn, you go to its details and then mark it Editable and ExposeOnSpawn

#

Then it will show up on the SpawnActor node

winter drift
#

@plush yew Thanks for the extra screenshot, that helps a lot!

regal mulch
#

His question is how to get the Index Variable Pin on the SpawnActor node.

#

That didn't even need an additional image.

winter drift
#

As @regal mulch says, if you create a "index" variable on the class you're wanting to spawn then set "Expose on Spawn" to true (As per below) then you'll see that pin on the node

plush yew
#

I have it

#

I will show you

#

okay @winter drift

#

I wait to load the project to show you for the variable that I mark it

regal mulch
#

And about that JDK IDE stuff, that doesn't even look like you need help with UE4

#

@nimble jay

nimble jay
#

@regal mulch I don't know how to do it

regal mulch
#

Is that UE4 related or not?

nimble jay
#

Ue4?

regal mulch
#

This is an Unreal Engine 4 Discord

#

Everything else doesn't belong here

#

If you need general help with your programming classes, you are wrong here

#

Also whatever paper you have there clearly states that you should insteal the software you use, run the program they show and write down what the program does.

#

That's all they want

plush yew
#

this is the other screenshot for the variable

nimble jay
#

@regal mulch OK thanks

regal mulch
#

@plush yew Is that inside of the Class your are spawning?

plush yew
#

it is in the master item

#

yes

icy bone
#

is there any ue4 plugins for mobile interactions like dragging and gesturez? or best to make own

regal mulch
#

@plush yew Alright, now the Varaibel that you use to select the Class (The purple line) what type is that?

#

Cause the Index variable will only show if that Class Variable is the base class

#

If it's just AActor, then it won'T show it

#

Make sure the struct variable has the right type

#

Your other image takes it from this struct

#

The "ItemClass" needs to be the Base Class that contains the Index variable

#

Then the pin should show up

#

I guess that?

plush yew
#

I will show you the bp

#

okay?

regal mulch
#

No, you don't need to show me the BP

#

I asked/told you what needs to be done

plush yew
#

which needs to be done?

regal mulch
#

Your Index shows up already

#

So your problem should be fixed

plush yew
#

yes

#

thank you

#

looooooool

#

omega lul

static viper
#

or later here

regal mulch
#

Why in Plugins? That's for getting help with deving a plugin.
#fab would make more sense or for general he's fine here

static viper
#

^ dis

#

dis ok

plush yew
#

I have other two problems

#

I will type for them after I hade a dinner

#

lol

regal mulch
#

You can't expect us to watch that tutorial :D

plush yew
#

yes

regal mulch
#

If the person in the Tutorial has it working, rewatch it and check for errors in your code.

plush yew
#

but one person yesterday said me to show what is the tutorial that I have problem with

#

I checked but

regal mulch
#

Well based on your images the only thing I can tell you is that you are doing something wrong

#

Cause I don't know your code

#

And with that tutorial you have the best way of solving your issue

#

Cause that version is working. So find the difference

plush yew
#

I did it like the tutorial

#

I will show you the bp

regal mulch
#

:D If the tutorial is working and yours is not, then you did a step wrong

plush yew
#

when he puits the bp called "update slot at index" to update it to show the icon I think?

static viper
#

are you doing the tutorial on the same version?

#

engine version

plush yew
#

no

#

but it doesn't matter

static viper
#

it does matter

#

alooooooot

plush yew
#

I was having other problems with the tutorials but when people help me I fixed it

static viper
#

code changed alot in the last 20 versions you know

plush yew
#

I know @static viper

#

yes

static viper
#

how big is the gap

#

what version are you on

plush yew
#

4.18.3

static viper
#

and the tutorial is for what version?

plush yew
#

he is on 4.12.5

static viper
#

that is a problem

plush yew
#

the problem isn't in it

#

NO

unreal spoke
#

How was called the node to combine 2 skeletlameshes that are using the same skeleton?

regal mulch
#

How can you even know that this is or isn't the problem?

static viper
#

its likely that code works a bit different know.

regal mulch
#

There is a tutorial that does what you want and works

static viper
#

widgets changed alot

plush yew
#

I was having other problems with the tutorials but when people help me I fixed it

regal mulch
#

And yours doesn't work.

So either you did something wrong or the engine version matters.

#

Yeah and?

#

Not every issue is the same

plush yew
#

I did something wrong

#

oky

regal mulch
#

Then rewatch the tutorial

plush yew
#

the nest problem is the problem with the visibility

#

okay

regal mulch
#

Cause then you should be able to find the difference

#

It's easy as that

#

You have the working version in front of you

plush yew
#

yes but it is big bp that I confused

static viper
#

you should also look up the parts that arent working

regal mulch
#

That's no our problem though

#

:D

static viper
#

and see if they changed in engine

#

you are prolly just not using the correct way in that version

plush yew
static viper
#

and 12 to 18 is a bit big

plush yew
#

I have error here

#

with the visibility

#

when I press the button to create server it muust shows me this:

static viper
#

but instead?

plush yew
#

when I press the button to find all servers it must shows me this:

#

but it doesn't work

static viper
#

what doesnt work

grim ore
#

it! it doesn't work. how hard is that to understand that it is broken... πŸ˜›

plush yew
#

when I press the button to find all servers it must shows me this

#

but ti doesn't show me

static viper
#

i am sorry ._.

grim ore
#

it is always the problem!

static viper
#

how could i

plush yew
#

I can't work with the visibility like visible collapsed and these

static viper
#

master

#

senpai

plush yew
#

I know what they are mean but I confused-hmm

static viper
#

well

#

we have a documentary

#

read about it

#

educate yourself

grim ore
#

the problem @plush yew is it could mean anything. Can you show the project running and what is happening when you press the button?

static viper
#

then its gonna be obvious.

plush yew
#

I can't find the bp with the visibility

#

wut?

#

yes I can

grim ore
#

all the screenshots are from the editor not the project running so it's hard to understand the issue you are seeing because we cannot see it.

plush yew
#

okay

#

when I close this it must hide this for the create server and show for find teh servers

#

okay?

thorny cipher
#

Does UE have access to a timezone time

#

So you can detect something every 24hours or so

plush yew
#

interesting question

grim ore
#

ok. so you need to learn to save references when you make things so you can get them later. After your create widget drag off the output pin and promote it to a variable. you can then remove that widget or destroy it later when you are opening the other widget.

plush yew
#

@grim ore from whete I can find these bots that are in the group to use for my group?

grim ore
#

if you are using a tutorial it should be showing you this

plush yew
#

this is the video

grim ore
#

yes his video is showing you that you need to save your widgets, the find server and create server variables and then when you click the buttons you are swapping the visibilities

#

its all in that video

plush yew
#

Here I must to create the bp

#

yes

#

but it doesn't work

#

why?

grim ore
#

his should work fine, yours is not the same as his

plush yew
#

I rename it to know every event for what is it πŸ˜ƒ

#

I do it for myself to don't confuse

grim ore
#

are you using difference widgets for each part?

#

his main menu has panels for the create and find server parts so he has variables for them, he never creates the widgets. They are part of his main menu all the time.

plush yew
#

okay

grim ore
#

all he does is hide and show them as needed. You are creating new widgets for some reason at some point. this is a case of you not following his tutorial.

plush yew
#

can you talk now and have you got installed team viewer?

grim ore
#

I don't and I don't

#

like everyone else said you were not following the tutorial

static viper
#

and the wrong engine version

#

you need to read about changes

plush yew
#

after I typed create the widget to make for teh visibility or?

#

I almost fix the problem but When I press create server it shosw me that for the find server and When I press find all server it doesn't work-hmm

regal mulch
#

It's both doing the exact same

plush yew
#

I fixed

#

yessss

sharp pine
#

hello

plush yew
#

hello

sharp pine
#

how are you ?

plush yew
#

but for the problem with the updating icon when I collect item how to fix it?

#

nothing I fixed my poroblems with my projects

sharp pine
static viper
#

err what?

plush yew
#

cool

umbral pulsar
astral marsh
plush yew
#

@umbral pulsar Much skill!

astral marsh
#

sorry if im kinda noobie im new to c++ coding of ue4

smoky stream
#

can i see the line after that UPROPERTY @astral marsh ?

#

chances are whatever is after it isnt a USTRUCT or UCLASS

astral marsh
#

UStaticMeshComponent

#

nvm

smoky stream
#

probably missing a #include