#ue4-general
1 messages Β· Page 338 of 1
it mostly seem to be related to old references to structs tho, after changes
but at some points the engine wont even let you recompile the bp's using them
are those all your weapons?
Start and Stop are passed to the active component
Nah, but i'm cool with a list of 20
yeah but I mean, is the functionality for the weapons implemented on the player?
That's what i was saying before it's all in the components
right
idk it itches me
I'd want it to be like "equippedWeaponSlot->fire(baseDamage, target)"
then just have that logic on the weapon object (if you're gonna have it visible on the player)
Could always just put the component on the weapons and call it through that
Break the component out into the actor
mhm yeah
just trying to gauge how people do it. I tend to get stuck in an endless loop of "can I decouple it MOAR?"
For our game, the guns will never be outside the players inventory
in the end I'll just end up with a "generalComponent->callGeneralFunction('function_kind_of_type', args)"
makes sense
anyway, who's cooking what for this unreal game jam?
@leaden dust "bCanBlueprintsTickByDefault=true" is in the BaseEngine.ini - \UE_4.20\Engine\Config
Epic fixed alot about structs
@static viper like what ?
Hopefully they can never get broken again. That would be ideal
All those old invalid struct refs can be annoying..
I need help with my game menu
When I click start button it doesn't do anything and I put the code
But the menu still stays there..
They are easily broken
?
But epic did something about the worst case
I did not test if projects can get totally destroyed
I code smarter these days
@plush yew You need to give more information.
hmm
What is the highest ID multisub Unreal can take , I got ID 619 from an object in 3ds max that becomes ID 19
That is not alot π I am working with 700+ materials in 3ds max. Hope the datasmith team will look into this.
Thanks for your answer
Hi, is it possible to have different resolution scales in the same viewport? (like distance)
Lol
does anyone know how to get a transparent background image from a mesh and its material?
@fringe pivot More info. Not sure what you mean
Anyone here played with the new bundled sun position plugin in 4.21?
I'm wanting to update the time during runtime and can't get anything working
I managed to make some progress. But its very messy
how can i get a single satellite texture to stretch over the landscape in a material? my resolution is 1px / meter
iβm using it ti refine the heightmap and make it match
Just like this
The landscape I created there was the default size of 505. Which is why the world size is 50500
I think it might actually be 50400??? Not 100%
Best to check with an unfiltered texture maybe? With no wrapping??
great thank you!
You will likely need to offset the texture coords as well. Depends where your landscape is in the world
@grim ore if you are still planning on making more Ai training material, one thing I'd love to see is how to properly control smooth rotations / turns of the character using AI controller. I can not for the life of me get it working - always does snap turning. I have to manually lerp rotate character (which sometimes doesn't match rotations of the controller).
you have to do that correct, or feed in the input manually
you should be able to feed in the input to the controller itself to rotate it
how though? There is no way to control controller rotations from BP code
it's built in stuff
setting the controller rotation does not work for you?
I followed this http://www.dreambotstudios.com/ue4-make-ai-rotate-smoothly-avoid-snapping/ and it worked for movement in 4.19... But it was wacky during combat. In 4.20 that doesn't seem to work for me anymore.
aye, but I need for character rotation to match controller.. I can't see whether controller rotates smoothly or not (I don't think there is any visual debug feedback to see that). Controller might even turn smoothly, but in-game character snap-turn.
ah well crap
also apparently there is a different for AI to turn when on the move and in-spot
well I would assume that would just be down to the anim blueprint
on the move it seems to turn smoothly (at least in 4.19 it was) when going from A to B to C (when the points Ai needs to walk between form sharp triangle). I could never get it turn smoothly when standing in one spot
did they ever add in the animation blueprints for the paragon characters or the minions?
well, characters in Paragon are driven by player's input.. So you already have controller rotate as smoothly as player moves mouse
https://www.unrealengine.com/en-US/blog/a-layered-approach-to-ai-locomotion-in-the-occupation yeah this was what I was being told when someone else was doing this, it's a pain lol
I haven't seen minions BP
well not all are player, there were AI characters for all characters plus the minions
oh, didn't know that (never played Paragon)
I don't think Epic ever released AI BPs from Paragon (nor talked about it anywhere)
I'll add it to my AI list for sure but I have a feeling its more about the art and animation than any real underlying code to make it "look right" π¦
what I use now is rinterp node to rotate character. It works, but it really shouldn't require all that mess π
<_<
Ced beat me to it
will failed check assertions in game code crash editor?
If I wanted to make a Dark Souls ish game, would it be shameful if I used this asset pack as a base?
I feel reluctant on using third party assets knowing asset flips
The entire point of that base is so you don't have to make it yourself the same way.
and I would guess every game uses some sort of asset library at some point from game texture to sound libraries to animation sets
@late olive Is it your first game, or did you already release something?
If you are a seasoned developer, yeah use it, just change it to your needs.
If you are just learning, just use Mixamo for animations.
Iβm working on a different first project rn, but I have an idea for a dark souls ish game
It's free and looks decent enough
Asset Flipping is a thing if you literally just download all the free stuff you find and throw something together that makes no sense and then sell it
There is nothing wrong in buying a code system as a base
Asset flips are fun to create though. If you remove the long term investment from the equation you can quickly throw together a fun little game.
True but I wanna make my own designs n stuff
Put passion and thot into it
But if itβs truly not shameful to buy code as a base then I guess itβs okay
We are currently hacking toghether a game made by 3 guys.
The designer is coding.
The programmer (me) is doing models in Paint3D
The tester is doing animations in Mixamo + Hand correction in MotionBuilder.
it's jank as fuck, but you learn a lot π
Iβm just glad my first game isnβt an original idea
So if I fuck shit up my characters wonβt be associated with shit game design
we'd appreciate a little less cursing π
Sorry
If you ever ever use sites like forums or stack exchange to get code to fix a problem or a solution then you are just doing the same thing as getting a resource like the anim pack from someone else to solve your problem. so basically don't worry about it in your project, just you be you and make your game π
If you say so
also like half of the industry uses RAMA's plugins anyway π
Sites like Gametextures would not exist if there was not a good reason for them. Time is money and most devs understand that if they want to keep the money part in check.
@late olive Its more shameful that you used a camera to take a screenshot of the screen you are using XD
I made and released 2 games (one with team, one solo), failed to complete another 2 games (one was a 2-dev team work, another one was 3-4 devs team work, although I was the only artist), working solo on my next VR game and I can tell with certainty that not using existing assets would set me back 10 years for sure.. Even with 3rd party assets I still have to do a lot of asset work (that's besides doing BP code).
indie game dev is a borderline suicide mission π
just watch the amount of Idle animations in a game like RDR2.
There's a loop of a butcher cutting up meat that cost more money to make than our latest game π
would not doubt it
one cutscene worth of dialogue is probably worth more money than I make in a year lol
I was just thinking of using mocap for animations
At least for the ones that are more specific
It's a great idea if you can afford it for sure
there is also a carnegie melon mocap library out there with a ton of animations
I got a Kinect 2 and the software
and time, you need time. lots of time
that hopefully is sharp enough
oh shit
Well I think I might need another one tho
Cuz it spasms out when Iβm facing the side
you should not worry to much about mocap
you should worry more about the game basics XD
Oh yeah
It doesnβt matter how pretty or artistic your game is
It all boils down to is it fun?
"does it make pressing a button fun"
Oh yeah
so invest time into good clean coding
and good game design
then you can figure out mocap
XD
Well Iβm working on the AI first.
someday after kickstarter
Does anyone know how to make eqs not retarded in sharp corners?
Fuggit Iβll focus on that some other time
polish later
Anyone notice anything in the 4.21 release notes that was not really covered in enough depth? I already have Pixel Streaming, Niagara, Static Mesh changes (LOD Sharing/UV Mapping), and one other thing on my list to cover but I am curious if I missed anything else important (no audio/VR)
π¦ yeah I am 0% skilled with audio or I would love to do it justice
in the detailed notes it sometimes mentions fixes that could be considered life improvements, but iunno
the occlusion stuff clearly would be
yep I covered most of the big ones and little ones before release but could not do these due to the docs being private until release day lol
Thatβs tool dude
i should take a pic of mine right now, its just breadboarded, no chassis or anything π
So, I've built lighting twive now and it still says I need to rebuild lighting on the screen..
twice*
anyone have UE running on mac
trying to run 4.19.2 and it either doesn't open or crashes when opening a project
i keep running the editor and keep getting different behavior
sometimes a global shader fails to compile
sometimes heap corruption
sometimes the crash reporter doesn't show up
This computer is such a disappointment..
sometimes the crash reporter freezes
sometimes it gets stuck at 35% initializing and produces 3 defunct shader compile worker processes that don't quit
You just have a bad computer.
Lemme guess, Macs are made by Apple?
Figured. Apple isnt the best at that crap.
decided it was ok to not allow cross compilation
far better
<_>
so yeah
now my company bought a $1000 mac mini
that has an i3
can't even run minecraft properly
i wouldn't go that far
Dear gosh 4.21 seriously ups the time for compiling shaders.
Ive been sitting here for 10 minutes just for one dang grass foilage
i ran out of disk space on this mac once
and
it shit the bed so hard
i tried to clear the trash bin and it said this operation cannot be done due to low disk space
all of the UI elements stopped responding
Okay what kinda company are you even working for
tl;dr indie game dev
Well that makes more sense.
happy friday π€·
Happy friday to you too.
Still waiting for the shaders.-.-
It shouldnt take that long for grass..
Btw whats the keys for erasing foilage
Wait nvm
K Im about to add my own foilage.
This is the 3rd time I had to restart the engine because it doesnt wanna load any tree.
Stupid OpenWorld demo crap..
so, I'm using the animation pack pistol aim anims, which are all well and good
what would be the best approach to allow the anim to better follow where the player is aiming
i.e. doing something in the anim setup to allow that aim anim to point a bit up and down?
cheers
trouble with that is that I'd need poses
I'm doing a transform modification on the spine bone at the moment and it's hilarious π
yeah its more clavicle than spine movement
yeah, doing it on the clavicle now and it's a bit better
hard to get it to line up with the camera nicely though given it's right behind the 'weapon' you're aiming with
not strictly necessary, but would be nice for polish, hehe
There any information on going about in game share screenshot to Twitter?
π€ seems like something you'd need a native plugin for
Whatever modelled made in blender/any 3d software. The light bake makes textures go all wrong. Any suggestion
Hi. Can someone tell me why this is happening. Lines and Points are DebugDraw stuff. All in c++ . Why lines without points giving me 50mls , sometimes even 120 , and with points 10-15 ? I am just testing my stuff with traces , and i am getting weird results .
Show your code
Does anyone know why doesn't my level load when I press start button it just still shows the menu
pls help
Does anyone know what the "Asset Path" is supposed to be for the Editor Scripting "Load Asset" node? Not the async one but the new node for editor scripting plugin. Assume the file is in the root of the content browser it cant get it to work with just the name or any other variant =/
Does anyone know why doesn't my level load when I press start button it just still shows the menu
thats the only problem why i cant create my game further
What is the code you are using for your start button? or do you mean the play button in the editor to play in editor?
#eveyone I want to force no precomputed lighting but I keep getting an (lighting build failed) what is going on?
when i press start game button the menu doesnt go away
its @ not # try again
@everyone I want to force no precomputed lighting but I keep getting an (lighting build failed) what is going on?
π
Thank you π
@plush yew do you load a new level when you hit start or what do you do?
i put a map on my content folder
if you are trying not to use light builds and it fails then what is the issue?
@wary wave was having the same problem i think, did you fix? (no precomputed lighting still wanting bakes)
didn't fix it no
you are going to need a ton more code or explanation there about the level not loading or you might want to check out some of the documentation on how to handle that. We can't really guess if we don't know what is going on but if you load a new level it should remove any existing UMG.
play in standalone game and it's fine
but in editor it's preview shadowing or no shadowing at all
Β―_(γ)_/Β―
so i should delete the existing level ?? @grim ore
turn on lighting, nuke the lightmaps and tell it not to use it, then rebake it with nothing and turn back on dont use pre computed?
Thanks in 18 it used to say build completed. so I was confused if it was acutly working or not
and then go to file > new level > default ???? @grim ore
*actually
that is weird, no issue in 4.21 with force no precomputed lighting on a new scene. builds fine here
LogStaticLightingSystem: Warning: WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!
LogEditorBuildUtils: Build time 0:00```
I'm in 4.20
can someone give me a code the play button system
I have preview shadows on everything
you could just disable preview shadows if they are annoying π
then I'd have no shadows xD
What would be causing mine to not build, like yours did?
ah, you mean just the preview indicator, got it, cheers π
What's the best channel to ask about compositing with image plate? My image plate footage looks correct in unlit mode, but washed out with lit. I'm attempting to match an object to the lighting of the footage, but can't do that in unlit mode. I only need the image plate to be unlit.
@plush yew your going to have to follow the basics of learning the engine probably, https://docs.unrealengine.com/en-us/ or you are going to need to paste your code in the correct channel. posting it over and over is just going to get you ignored.
Aww
I even created a new level and I sill receive the error.
Guys how can I get a transparent background 2D image of a mesh and its material?
does it do it when you have it normally build out lighting? without force on
@grim ore
it works without force
what catagories should i go on when i click this link : https://docs.unrealengine.com/en-us/
for the basic of start button
or button coding
nvm i found it
thankd
you are looking for the UMG section as that is the system you are having problems with (UI) and probably the general Blueprints so you can understand how they are supposed to work. I know people might be able to help if we know what you are doing but without seeing your code we can't even guess (and I have tried)
@grim ore the build works perfecting with out force on.
yeah so it's not swarm or anything else and it's weird since it should just skip it. No god errors in the console?
No other messages appear. I thought maybe it was something that I added into the project but when I created a new level and still happening I am confident that it is nothing of mine. could any project settings hault this process? or how about being connected with perforce?
possibly perforce, I don't use it for the stuff I tested. Project settings possibly but I don't see any
Hey All 
New to unreal and game development was wondering if there are any good learning sites ? Currently I have just really been on the Unreal Site and on YouTube
@plush yew why not set it to open level instead. on clicked > delay > open level
doesnt work
needs to match the name perfectly
there is a specific node for opening a new level, you shouldnt really be using the console command
@lunar flame You have the basics. There are some courses on Udemy and other sites as well but YT and the unreal docs site/academy site are a good start.
if its not working first check if you typed the name correct then check that the on clicked even is firing
use a print sting on the on click
awesome thanks @grim ore I will check out Udemy
@lunar flame http://www.tomlooman.com/unreal-engine-4/samples-downloads/page/2/ this also has some good videos to learn from
Did you put a print string in OnClicked(startgame) yet to check if it gets fired?
oh yeash
It working π
tthanks guys for support
NOW FINALLY I CAN Go FURTHER WITH PROJECT
brb
Out of curiosity what was the issue?
Guys how can I get a transparent background 2D image of a mesh and its material?
In other words, how to create an thumbnail of an object? For instance for reference it in the inventory when you pick it up.
honestly, you probably want to take a screen shot and edit that
tonight's game: trying to find the magic combination of settings that trigger overlap events for a mesh that simulates physics -_-
I did it with a scenecapture2D component, and you select those actors as the only ones to render in it, then display it as a texture in UMG (render texture)
render textures are very expensive though, it's not a route I'd go down unless I had to
@plush yew you mean you do that at runtime?
for a simple picture-in-picture, yeah
I'd use a screenshot with AA disabled over an easily chroma-keyed flat colour background
if you want it animated, that is
I think it would be easier if could change the viewport background
hmm, imported fonts don't seem to work in 4.20
nothing is visible in the game world, but looks fine in the content browser / font editor
is there any documentation available for Gauntlet yet? i've been tasked with exploring the system and would love to have any idea how it works before having to dig through the source
asking for documentation of a non-fancy feature in unreal
i know π¦
they know how it works so that's enough, right? π€
tech art's super excited about messing around with niagara and some of our engine guys are poking at the network relevancy stuff and then i'm just kinda sitting over here hoping that i'll be able to divine the true purpose of Gauntlet without spending most of my scheduled time figuring out where the UI for it lives
does it even have ui
man i hope so
okay, so the font import system is complete garbage and has been for years π¦
gonna just use textures instead -_-
Does anyone know what the problem could be here with the speed trees?
I'm guessing normals

nope
I was thinking its my roughness or something but it isnt the case
then looked at my levels lighting and that isnt it at all
just to satisfy me - try using the problem mesh as the preview mesh in the material editor?
this will narrow down whether it is a mesh or material issue
ok
It might be scene lighting then
but I don't understand what it could be...test map here I come
I think I figured it out
I wrote a tutorial on using light functions to simulate soft dynamic shadows cast by parts of the light source's own model
@grim ore saw your question with asset path. I think you get the entry by right clicking the asset in the content browser and "copy reference" - then you need to clean it up:
Blueprint'/Game/SHX/bp/baseEnemy_BP.baseEnemy_BP' becomes /Game/SHX/bp/baseEnemy_BP
@main pewter yeah that was what I tried and no luck. It's super annoying as the examples in the docs use variables so you can't see what they are using =/
even tried it with the exact copy reference, removing the class type from the start and leaving the .whatever at the end, removing that part. keeping the '' marks....
there is 0 documentation on how it actually works anywhere or an actual use case that I can find on google, the forums, or discord lol
hm...I was pretty sure it is that "/Game/foobar" thingy....like how you also reference files in C++ for gamemode or so....
did you try that python one? there is at least some readable code π
yeah the python one works differently since the examples reference the game directory then they build the path onto that so you would assume what you wrote would work
actually I just thought of something lol, I wonder if I can even use this node in play mode like I was testing lol
yep sonova damnit, since it's an editor utility it won't work in play mode you have to call it in the editor lol and it works with the exact reference from copy reference or the expected /game/path/to/assetname
I haven't upgraded yet, so I cant test, sorry. maybe answerhub? they should really fix the documentation on that
yep it's working as expected it was just a brain fart. It would really be nice if the new editor stuff was marked as such
so what put you into to get it working?
StaticMesh'/Game/Examples/StaticMeshProcessing/SM_SampleDoor.SM_SampleDoor' and /Game/Examples/StaticMeshProcessing/SM_SampleDoor both worked so it was just user error
great! then it's really simple to use and I'm looking forward to seeing a youtube video how to play around with this stuff π
going to bed now, 4.20 am - jamming for nearly 20h it's ok for today π see you
π
@georgeb3dr Programming is the art of figuring out how to make the compiler not beep!
You know he is right
Hey guys, can anybody help me understand what exactly this is, ive tried googling it but theres no documentation or threads to be found xP https://gyazo.com/dcbaa68e91ef03f4dd01058f28e23866
So its only a fix for AMD users?
y'all ever put a ton of work into something
only to find out later that there is a much better way of going about it
and then you're like
"fuck, do I go back and do it right, or leave it as is"
you should see my first sprite-panning-along-mesh node setup and the one I have now.. Oh god
my animation system is so god awful right now
I retargeted my animations and thought they were messed up so I manually went in and fixed bone positions
only to realize I completely forgot to set bones to skeleton rather than animation
using "stat rhi" i've noticed there are more draw calls than i expected.
but when i turn everything that's visible off using the show flags (static meshes, landscape, particles, foliage, etc)... it doesn't even cut the number of draw calls in half
there are still more than 800, even though the screen is black because nothing is rendered
any idea how that's possible?
or should you look at mesh draw calls in "stat scenerendering"? that number does go down a lot
Hellllllo !
hey how to package project quickly if i have infinity blade assets . there are few assets that i am using but there are lot more that i am not
Is there any 3D modellers in here? Or know where I can speak to some?
how can i make the build faster like ignore those assets that i am not using in the game
hello bois is that downloanable?
i cant find any link
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/109801-unreal-engine-4-deserves-clean-ui
Hey guys, first of all, thank you for the awesome product!
UE4 and its community are awesome!
Summary: This is a re-design of the UE4 editor.
So far the majority
@vale jasper why are you looking for a 3D modeller? For advice, to hire them, for some other reason?
nope afaik @frail sail
I do think a visual overhaul was on the roadmap
Hey guys, how to make sure motion blur works only on specific objects. For example I don't want blur anywhere but only objects which are thrown by the character to have some kind of blur
if anyone wants me to make them some models in Maya for free i'm here.
student just looking to get some practise in
can you do this with maya https://www.youtube.com/watch?v=nb6rSMAooDs
New style of blender tutorial: just the tips! Let me know what you think in the comments LINKS: Blam addon https://github.com/stuffmatic/blam Filmic tutorial...
the guy did it with a picture
I could replicate something like that yes
but do you want to get into unity?
@tawdry raptor if you need to ask, just use blender
i can make it look somewhat that good in an arnold renderer
lol
not sure about how it would look in unreal
it wouldnt be a 1:1 scale with the pictures because im not that advanced
so a spaceship?
no it wasnt space ship
for example im trying to redo it
ah so like a base
ok do you want me to model a whole room?
so as the player explores the corridors they can explore
if so can you list the objects you want in it
or should i jsut go with it
and try replicate that style
I need it run down and destroyed
well not really run down just rooms that look convincing
ok
alien isolation did a great job http://www.entertainmentbuddha.com/blog/wp-content/uploads/2015/03/The_Trigger_Screenshot_2_1425307428.jpg
actually if you want to read up on a guy who redid the alien isolation map here it is https://80.lv/articles/building-ridley-scotts-alien-in-ue4/
he used maya
its a good read alot of good articles on 80.lv
ill start once i sort out my friends project, the baboons gone and messed up and made a single building 333mb lol. yeah thats a good idea cheers, I can add it to my portfolio after aswell.
This sounds like it would fit so much better in a private convo
does anyone know why my particles are staying on the screen https://giphy.com/gifs/8YvlS5ApKKeGdYF2Pg
its only some particles
I have already checked the use local space
cant see it on such a small screen. just gif the playview
well its just the particles stay on the screen after I shoot
I have a bunch of particles
but only some work when fired others stay on the screen
if they dont have to move with the gun > no local space
yeah i see it
now
I made the loop1, I unchecked used local space and checked use local space still for some reason some particles stay on screen
whats their lifetime?
if there is no movement, then they will stay there as long as they live.
so something is keeping it alive. and some of it does look like it should be local space
hey guys, i'm on 4.20.2 and trying to build WindowsClient using Unreal Frontend.
I'm getting this error:
ParallelExecutor.ExecuteActions: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726\INCLUDE\pplinterface.h(150): error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed. Specify /EHsc
ParallelExecutor.ExecuteActions: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726\INCLUDE\pplinterface.h(181): error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed. Specify /EHsc
ParallelExecutor.ExecuteActions: C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726\INCLUDE\ppltaskscheduler.h(54): error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed. Specify /EHsc```
i've tried adding these:
`PublicDefinitions.Add("BOOST_SYSTEM_NOEXCEPT");`
and
`bForceEnableExceptions = true;`
but still getting the same error
any idea how to fix it?
@Nameless Voice#2734 Iβd like to ask them something and maybe hire them
@gleaming creek
There's a #looking-for-talent channel
Alternatively, if you are just looking for general modellers (not necessarily ones skilled in UE4), you could try /r/gamedev and its associated Discord
There's also #graphics here, but that tends to be more about engine-side graphics than models themselves
does anyone know what the "RedrawViewports" entry in the GameThread section of the profiler means? it seems to be the cause of all my problems
it's the Self entry within RedrawViewports that's extremely high for some reason
My project is completely broken. It crashed every single time on launch and after manually going through each asset and removing the bad eggs, it launches but now crashes whenever I select anything in the editor
It crashes when I try to validate assets too
If I create a new project and transfer the assets across, the issue persists so it's something to do with them
quick question before I update my project to 4.21.0 how stable is the version?
Anyone know what approaches I could make in order to free the camera from the player so I can move around the map, and then reattach when I want to?
I was thinking of spawning a pawn similar to default pawn, and with it's own controller since I might want to add mouse controls.
separate playert character from player pawn
player character is driven by very simple AI that gboes where tyou tell it
and player pawn is invisible root component of floor with camera placed on it
when you want attach to player just make event and tell camera pawn to snap to player charcater
I think that makes sense. I will try it, thanks
good evening
Hi
I wanted to know if your projects are saved to your account or computer? Like for example if I build another computer and install unreal engine 4 and sign in, would I still get the projects or just assets bought from the marketplace? Also is it possible to copy the unreal project folder to a USB or email and download it from there?
Also I'm not sure who or where to ask if something or someone can help me find or know how to add multiple phases to bosses like the one in dark souls and bloodborne
And if they are effected by elements like they are weak to fire or lightning etc
the answer should be revolving around what you already coded so far
and how far your game is already
Sorry for asking too many questions
Well I'm doing a recreation rpg tutorial from virtus
judging from what you told i can tell that: if you already have a working base game you will find it easy todo bosses
and waves
I haven't made my game yet but learning rpg game on how to make it
yee its likely that there are tutorials about bosses on youtube
but it stays true as is
if you would know how todo the base game this question wouldnt come up in this way
actually it sounds rather minor from my standpoint, i already did the basics and more
meaning you should focus on the base game for now and add bosses later
bc from that you will have it much easier
Oh ok thanks
Cause I was thinking b on focusing on a 1 level prototype :)
Small level just to see how it goes
yes
focus on the very base
darksouls from my memories had
inventory
3rd movement
skills
and basic enemies
if you dont got that down... well dont start with bosses
anyone know if get all widgets of class gets index in order from created first?
I wouldn't count on it
Thx for the tip knew get all actors wasnt
From my game instance, I do an OpenLevel command to load up my game map, then run the function that loads the characters and such from the save game.
but the character isnt finding the start point (a custom BP with offsets), so its throwing an error
how to tell when the level has finished opening to spawn the characters?
Ok, in the custom BP start point, I call the game instance to load the game. Works.
Is there documentation for in game transactions for paypal/Visa payments? I can't find any info on it and don't want to use Gamesparks/Playfab.
you're not going to find documentation for that because it's not a feature
you need to implement such a thing yourself or use an existing solution
Do you know any other existing solutions that exist?
I'm thinking hook this SDK up
it has a Restful API
@low dagger Can't recall us being related to the Unreal Tournament Discord Server.
Furthermore please watch your language.
And your grammar π
Β―_(γ)_/Β―
Can Niagara take cues directly from audio sources or do you have to use a separate trigger or rig/time it up manually?
Trying to "create pose" from an animation and I get the T-pose. Am I missing something?
probably - try asking in animation if nobody answers in here
how big of a performance hit would having dozens of collision components on an object have?
depends on the components, but if they're basic primitives, probably not too much
pretty much everything is greyed out in the collisions tab
Is there no way to open a unreal project in a previous version and have all the assets?
Is there any workaround you know of?
I see the uassets are serialized with the latest version, but can they be individually reverted?
revert in source control to before you upgraded the engine?
they change random things about the serialization in 100s of places every major version, there isn't much you can do
One member on my team can't get 4.21 but they only need to touch HUD stuff
like...I agree
But they can't, so i'm trying to find a way to get them the HUD files. Thought maybe copying the uasset over would work, but i see why not now
Guess we could always just copy/paste directly out of the opened files
why can't they install the correct version
They're working in a lab and unreal is installed through the LAN
requires admin priv
could always ask about it I guess
Don't know any other workarounds tho?
no, never even tried to do that before
Can post process volumes modify physics or it's just for visuals?
For visuals, what kinda physics modification would you want?
You can mimic the behavior pretty easily
I've gone back to a blueprint I was working on a few months ago, and I've managed to surprise myself what I could do with it. I forgot what all I'd added to it 
should I stack the post process volume with a physics one?
Hello, I'm looking for someone to tutor me in unreal, I've watched many beginner's guide but I seem to work better once on one.

https://answers.unrealengine.com/questions/560151/how-to-get-realistic-lighting-in-outdoor-scene.html wow the guy answering is giving extremely great tips
@gusty flame
?
I know
MAHAHAHHAHAHA
k
You're not invisible, Aidan. Put your pants back on.
like, never ever? that's interesting
As In I didn't have em off
I was just referring to a common "invisible person" trope. I didn't mean for it to seem personal.
and sarcasm is reflexive for me
@sharp wasp You are free to look into #looking-for-work or post in #looking-for-talent to find a tutor.
Please don't post this anywhere else to keep things organized.
@fringe pivot That would be one way, just placing them both together I guess.
But I'm pretty sure there are some Under Water tutorials that give you a nicer solution.
@static viper @gusty flame @languid spire Please keep offtopic to #lounge and don't spam away other users questions in #ue4-general
Oh?
@gleaming creek where do I go for r/gamedev?
Anybody know how to fix this?
Is that file maybe ReadOnly?
how would I know if it is?
permission issue / file is locked by OS
Go to the Target Folder and rightclick the file
The Properties and then check if it's read only
Other idea is that the file requires admin rights to be modified, but not sure if you can launch ue4 as admin, like other applications
Nope not read only
Ran it as administrator and it still doesn't work
this is normal right?
@regal mulch
accidentally posted the wrong thing here's the right one
I am not in documents
I am in the one in the programs
I even redownloaded epic games and UE4 a couple of times It still didn't work
I would never use paths with Whitespaces in the Name
And again, why in your Users /Documents folder?
I don't know how your PC is setup, but it can totally be that something stops UE4 from writing there
@vale jasper it's a subreddit, look for it on reddit
I'm having a real problem with sequencer if anyone knows a solution
I've got 50 odd meshes that are manually keyframed with transforms
but when the sequence finishes playing, it keeps resetting, but I want them to keep their state changes
the problem is I can't find a way to stop it resetting
each track is already set to 'keep state' when finished
my project default is to 'keep state'
I've tried setting the play range after starting the sequence to prevent it triggering 'end', which sort of works
but it still resets about a minute or two after it ends
@wary wave that seems real weird with the reset after some time. On more thing to doublecheck is the setting in LeveSequenceActor if you're using that, that one overrides the track settings iirc
cheers - yeah, I've set that as well
I've fudged it for now by having it go into a looping play range on finish, but it's a bit hacky, haha
a hacky solution beats no solution π
I can't argue with that π
is ue4 open double?
No
connection to source control
and it does some stupid permissions thing
hi guys , what tool do you use por vertex snap and make ISM fast?
hi guys, need help with paper2D, i can't find any good full tutorial of platformer game, like mario type
please help me, i did got some of the tutorial , but i am looking forward for kinda complete one
what does this mean when there are "spaces" between blocks in a landscape (you can see the sky box underneath)?
https://gyazo.com/a452665f945c10a528c5a5eb9c3aa00e
it's very black indeed, made it so you could spot the lines
if you need to make it that black so people can see the error...
then you are doing it wrong
XD
well that's in game footage with lamps off
anyway, there are SPACES
do you see blueish lines in the middle of the dark?
ok, that's THROUGH the landscape. That is my question.
you're seeing the sky underneath
show me that in a lit scenario
displacement cracks
of the material?
displacement cracks seems a likely candidate
theres a button in the material
material
the attribute node inside the material
its under the tess settings
scroll down or search tab
yes
oh ok awesome thanks
Hey boys and girls! 
I'm currently learning the engine and found this reddit account which has loadss of tutorials - hope it helps someone!!
https://www.reddit.com/user/Nitrogenlive
Hi, any one knows it's possible to dynamic use resolution scale on far distance views?
Anyone can confirm the relationship between plugins and mods ? Mods should always be plugins, right ?
Trying to understand why IPluginManager doesn't find a mod
Why does UE4 always lag with dynamic shadows and movable lighting because I have created a map and getting lots of lag from it?
does anybody know where I put ini files in for the unreal engine?
im trying to follow these instructions
so your saying in the systems settings there is an INI import?"
I have never needed to import into UE4 yet.
I know you could in the older Unreal Games though.
i can explain this exactly
you can export charts from the settings
and then later you can import them
this is usefull when you forgot updated the projects and it didnt went well
you can also ship settings to other persons
you will not need this often
but when such an error happens... you can fix it now
and by the way
these settings are also just imported on project open
you can happily open them in offline from config folder.
let me try on a test project ot see its some balistic effects i bought for the gun shots
so I go to import then find the ini files and import?
thats it?
how do I know if it imported the settings correct? or will it over ride my other settings?
sp the left is my config folder in my project the one on the right is the one from the marketplace, can I just copy and paste them over into the congif folder?
backup first
but yes
you can without thought override
as long as the names fit it will just override
hi guys, i'm trying to package a project for html5 for the first time (the third person template) but i'm only getting a black screen on chrome and firefox. The packaging shows no errors... don't know what to do...
found a workaround, setting anti-aliasing to temporalAA
@hushed delta yeah MSAA is not supported in the html5 build afaik, you will have to work with temporal
hmm, that's peculiar, what was the setting for "Mobile MSAA"?
the "mobile MSAA" dropdown has "No MSAA" selected
found a guy with the same problem https://forums.unrealengine.com/development-discussion/rendering/1485030-html-project-how-to-use-no-antialiasing
If I set the antialiasing method to "None", and build for HTML5, I get a black screen. If I set it to "TemporalAA" (https://answers.unrealen
How to Animate Face in Sequencer using radial widget
I want to animate character face in sequencer using radial widget like in this video
https://youtu.be/5wWGaJL_Q_8?t=2060
Concept:
My character has morph targets for emotions=4 and lips=4
Create radial 2 widgets one for emotions another for lips
Add my character to sequencer and add skeletal animation
Animate emotions and lips using created widgets
Export my cinematic video
This thread has useful project BUT I can't record morph targets in sequencer https://forums.unrealengine.com/unreal-engine/announcements-and-releases/asset-sharing/118293-getting-started-with-character-morph-targets-example-project?145339=
This the project https://s3.amazonaws.com/public-morph-face/RealisticCharMorphs.zip
Announce Post: https://forums.unrealengine.com/showthread.php?144358 Ed Burgess joins us to talk about how to get started with morph targets using a characte...
Has anyone managed to get compilation errors in Linux ?
you can't find errors in your code because compilation just fials silently
without any log
i dont suppose there's a way to have 1 master material, instead of dividing them up into masked/translucency volumes of various types and so on? just would be nice to have those switches in the node graphs
CameraShake, in 4.21, doesn't seem to work properly. There is no falloff when getting closer to the outter radius and the effect continues outside no matter how far. Is this a known bug?
Hey how ass-tastically hard is it to get your game on console?
More specifically a physical version?
Hi guya, I have a question about multiple NavMesh, can I use it like the following? I have an AI character who roaming in 1 area / NavMesh then on cue go to random point in the second area / NavMesh. If not, can I do that with other way?
I forgot to mention that it supposed to then roaming in the second NavMesh
@late olive with or without a publisher
It's wildly different for different consoles
anyone an idea why this might be greyed out?
(already compiled and closed the functions)
Well either way I guess. How do you get a publisher to even publish your game? @south ridge
If they are overridden functions you wont be able to modify their names in a Child Class.
If they are Interface functions you wont be able to rename them either
@late olive you talk to them and come to an agreement and they handle the rest of stuff regarding getting you the devkits and doing agreements with the other companies!
where is the unreal engine crash logs located at
every time i load up the engine it just crashes and idk why
Hi, how to make EQS filter high ground?
hi guys, this vid helped me get a started with some basic vr functionality, sharing for anyone in the same boat https://youtu.be/xpDhx-xJDFk
In this tutorial we go over picking stuff up and dropping them with motion controllers in Unreal Engine 4 for VR.
hey guys I need a bit of help
I can not figure our how to use EQS to make AI choose a waypoint in higher Z value location π¦
anyone can help?
hey guys right now im workign with construction in my game but i wana make so if theres 2 people one the one in edit mode can see it not the both of them
im multicasting so both of them can do it but idk what to do so only one of them sees it
Hi guys, new here!
I just did a clean installation of vray for unreal (30 days trial) in my engine, but when i click the vray button or open vray settings or bake in unreal the button does nothing
have any idea why?
i enabled the plugin, but the output log shows this
VRayLog: Error: V-Ray not loaded!
Could you upload a full output log for us?
Afaik you dont need mutlicast for both of them to do it. Multicast would be when everyone should get updated on the information. In this case, when a player actually build it. Pre that it can be client only .. correct me if im wrong
hey guys i was wondering can UE4 be used to make game launchers or do i have to use visual basic for that
@strong fossil The Epic Launcher is UE4-based
im not on about epic games launcher i mean can i use ue4 to make my own game launcher
they used UE4 to make games they didnt say they used it to make a game launcher
They did
where does it say that
so tell me how do i supposed to make a game launcher if the UE4 editor needs to launch a level but a game launcher cant have a level because its a application not a game
A level can be entirely empty
To be clear, I'm not saying use UE4 for your launcher, I'm saying it's possible and what Epic did
I'd advise agaisnt doing your own launcher for what it's worth
ye im just asking if UE4 can also be used to make launchers because i don't fancy using visual basic to do all that
I've used Qt to make my own launcher before moving on to Steam & Itch (which are much better alternatives)
i want to make a launcher so i get the idea of how online works as in like steam to show friends and invites i need to learn that for my game
Here's the thing. Getting friends & invites etc to work on something else than Steam is a massive effort
And you'll need to learn the Steam version first to be able to copy it
u use a steam plugin
Uh ?
to make your game get your steam friends in UE4 u most probably need to use a plugin or how else are you going to connect to steam
Nope, Steam support is built-in
You can use the Advanced Sessions plugin to get easy Blueprint access
But with C++ it's not really useful
ye thats what i mean im watching a tutorial on how to make a UI show steam friends list and it also says advanced sessions on it
That's the easiest way, yes, but that plugin only exposes C++ code to Blueprint, the Steam support is part of the engine by default
So your launcher isn't going to make it easier, only much harder
You don't need a launcher for friends or invites, your game can handle that
If you plan to be on Steam at some point, work on the Steam support in game, forget about a launcher
The only relevant thing about a launcher is updating your game before you get the $100 to be on Steam yourself, and itch.io does that for free
ye i just wanted to make a launcher for fun to see how far i would get i am working on the steam UI friends list in my game now
If you want to do a launcher that supports stuff like friends invites etc, and then starts your own game, then yeah, why not, but it's really not easy at all
You'll end up maintaining and updating two different products instead of one
The launcher I did myself was only handling updates of the game, so that it would never need updating itself
Here's my own work btw if you're interested in a non-UE4 approach to updating : https://github.com/arbonagw/UnrealUpdater
Still would recommend using itch.io for free game updates, then move on to Steam
No one wants to start a game from Steam, get a launcher, and start the game from there π
You knowβ¦ I really wanna create a sword fighting game, but I donβt want its features to be a clone of the legend of zelda, although Iβd like to use elements such as linkβs parry, backslice, and maybe a few others.
Played Hollow Knight ?
Publishers want it because they have their own network infrastructure which they can use outside Steam
Beth, Blizz, Epic, etc
In Bethesda's case it's a leftover from 2000's
Pretty sure players hate it, though π
When launchers were a common way to avoid UI complexity in the game itself
Yeah, though some game had pretty nice launchers
Power manager for GTA2 was nice. It was a launcher on steroids, letting you modify a ton of stuff about the game and configure a ton of options
For an indie, the simple work of handling updates to two different interlinked executables is just not a great idea if you can avoid it
how did u guys get started with unreal? did you just binge tutorials or did u jump right in
attempting the latter, but im getting nowhere
idk really
i suppose i learned blueprints
gave myself like little homework tasks
and it just went off from there
i suppose im my eyes its all about applying yourself
and not neglecting yourself
by dragging the red bsp builder brush and substracting it, many many years ago
I started with UT3 modding
Then UDK, then UE4
Tutorials, and reading the code - be it UT3 UnrealScript, examples, or the engine source
And time, of course
You don't become proficient in game dev in a month
But you get an idea of how hard it is :9
I mean
Like. How many stuff is inside a game and how complicated it is
You can get the idea from watching a credits roll to any game π
I think it's hard to grasp when learning this stuf by myself. When learning, the curve is very steep, and sure i had a shitton of progress. But in terms of what it takes to make an actual sellable game, i got no clue.
I think one must experience a few rough patches of trying to release something untill one gets it π
didnt expect that much of a response, thanks
Or ofc, get the experience from someone else ..
@cloud cobalt any ideas why when i launch my project my cousin steam says i am playing spacewars XD
Spacewar is the developer ID for Steam
Steam integration default to that
Until you're on board with Steam and get a real game ID
currently in the process of building a small game for an interview for a game programming diploma, basically i need to show that im passionate enough to make games before i can enter
480
oh ok thanks lol my cousin said try changing it to gta 6 lol to confuse my friends XD
so i dont need to be super proficient but i need to show that i have the discipline and passion for learning game dev
oh man, I remember reading this huge 20 page tutorial on PC game magazine on how to use UT map editor
it was amazing
ive already been at it for a year in other languages, but unreal is another thing entirely
I even made copies of it in library
@strong fossil Basically you can play as "Spawewar" for as long as you want, to develop your game and get matchmaking, friends, etc working fine. Then when you pay the $100 Steam fee, you'll get granted your own appID, so that it will show your own game
Cool
for some reason when i set the background of the friends list to any colour other then white or see through it glitches and it starts doing this effect
when you scroll
it only likes white
oh i see lmfao its trying to do its nick name behind it
oh unless its showing the names below the list and putting them behind the top
It looks more like you have two lists spawned
Could i get some help with the panner node ?
important question, where can i learn basics of unrealengine, like youtibe video, docoument?
Start with the UE docs, and example projects
there's youtube, there's https://academy.unrealengine.com/ , there's docs and examples
Somebody else problems logging into the Epic Launcher?
Nope, seems fine to me.
Hey, I've a question. If you want to work with UE4. Would it be handy to learn both C++ and blueprints, or just one of them? Are there for example things you can't do with C++ which you can do with blueprints?
and while it would be handy is is not required, don't let learning C++ stop you from jumping in an making something without it.
and yes there are things not exposed from C++ -> Blueprints yet so some edge case items are C++ only unless you get someone to expose them for you if needed.
oh and the opposite answer applies as well as there are some things designed to be done in blueprints such as animation and UI and are a right pain in the rear in C++
Alright, thanks for the help! π
All, this should be simple: how can an AR project have the axis aligned so that +x faces north given compass data?
according to this, https://www.unrealengine.com/marketplace/magnetic-field-toolkit , it's possible using a plugin but I can't see info on AR in general having access to it
thank you @grim ore that's the one I found too, I was wandering if by any change in 2018 this would have been exposed yet or not.
welp arkit does have the compass info and it's in the engine so at the worst you can use C++ to get at it I would assume. I haven't seen anything in Blueprints just motion related stuff and positional not compass tho
I'd love to see a tutorial about how to make something like Train Wreck from Gears of War 1 (endless looping level) in UE4
Sorry about the length of the following post. Just want to ensure that I explain my question clearly. If Iβm thinking about it all wrong let me know.
so for the RTS. I have a pawn that the user has direct control over. All it holds is the camera. In addition i need to store the amount of the two different currency's as well as the current supply that each player has. In addition, each tower and unit need to have attributes specific to their class (things like, health, movement speed...)
So I guess I have 2 questions.
- Should i have a different attribute set that stores different stats
The problem i see with this is the fact that units would need their own attributes. Units would need a summon time that could be gotten by structures, builder units would need to be able to find costs in addition to attributes like health that are shared between all the structures
- How do i make sure that cost is deducted from the right place
I created a google sheet to help visualize what needs access to what. https://docs.google.com/spreadsheets/d/1-VEZvI5DD3PH2TCwqwa-4vHz0zRl5mMAvkjjso06lPI/edit?usp=sharing
@vale silo do you mean with the backgrounds being endless looping? If so it's the same concept as with an endless runner you can just shift the items past you into the front and just keep moving the background past you endlessly
https://www.youtube.com/watch?v=a5Rx8V9SeXM this is a cool breakdown of how they did it in WoW. I haven't seen an AI runner π¦
In this episode of How it REALLY Looks we are taking a look at Grimrail Depot, one of the most interesting maps in Warlords of Draenor. Are you really moving...
I am guessing as long as player and AI are confined to stationary platform (train, boat, plane, etc.) the rest is just about figuring out how to spawn landscape pieces and landmarks in a way that it's smooth, not too repetitive and not too obvious on the horizon.
(which still boggles my mind)
well you can only see so far and there is nothing stopping you from obstructing the player view such as in a train you can only see thru windows
having a few set pieces far enough out in front, say 3 tiles or so should be fine to eliminate much especially if it's just set dressing and the player shouldn't be watching it
aye, but if you get on top of the train, you can see quite far away
you would think but not if you have mountains and turns and trees and other things in the way
π€
does anyone know what framework the launcher is made with?
Probably C++?
like GUI framework. I am wondering if they did it with slate or something else
is there way to clean references to no longer existing landscape proxies or world comp levels that don't exist
@mighty kettle slate
thanks
if you've got the github version of the engine, check out slate viewer
its a program in the ue4.sln and might be a starting point
Anyone know why my local multiplayer player 1 keeps walking on its own when i create player 2 and how to fix? I'm using gamepads. It Happens when Im walking and add a player when the controllers switch up
Never mind it was the skip assigning controller option
how do I add a subsection the the variables im trying to copy the projectile settings from one As you see it says Structs on one side and I need to add it to my projectile
I can only add varibles I cant add like a subsection
hey idk where to write this but im new to unreal, and im working on a third person combat game. Im having some trouble getting the animations to work, ive watched videos but they're old and i saw that maximo changed, so now i need to download character and animations separately. When i import them and setup my blueprints, it doesnt work. Any help would be awesome! Dm me.
that would be a category @tawdry raptor and you can add your own custom category and you can use the | separator to make sub categories
Hi guys, I'm about to start coding a combat system for my game (Darksiders style). Do you have any advice, some good practices or examples?
Such a Combat System heavily relies on the Animations
For Combos for example
Usually you have some time at the end of each slash in which you allow the player to slash again
Do you should make sure that oyu have proper animations ready for this
@regal mulch im making one too, so will it work if i download a character and then 2 animations i like and add abilities to those animations.
what is the best ue4 version?
generally latest, but really depends. I'd go with latest if you are just starting out
im in 4.14 , upgrading cause i have intention to launch game on consoles
get the console stuff handled first then figure out what version they recommend perhaps? each version of UE4 does update the SDK's but your console contact might have a recommended version for less headaches
i just reading tha ue4 starts to support nintendo switch on 4.16 and xbox one on 4.17
well Xbox was definitely before 4.16 but that's a good start for Switch support if you need it. also certain features are per release such as DX12 on Xbox at 4.16 and Niagara for Switch at 4.21
so maybe see what features you use and then see if they are supported but a bunch of this is private and locked behind the NDA so once yo get that taken care of you can get more info on which version supports your needs.
thanks , you are awesome
i have a project id like to have a level editor for (a real ue4 editor, not an ingame editor) and im not sure of the best way to go about doing it
ideal scenario is the editor project produces a pak that can be loaded by the main game
i created a plugin that both projects run that has dummy classes for all the map objects and the game spawns the proper item when the map loads
but im not sure how i can load a pak from another project
if thats even possible
most of the info on mod support suggests created a launch profile for the main game and a launch profile for the mod, but doesnt explain how to distrubute mod tools without giving users the entire project
although im not even interested in total mod support, just custom maps
I don't know If I should ask here.
To make a 3D videogame, how many roles should I consider?
Do you mean, how many people do you need?
You need 1 role per job unless you have people multi tasking then you need less!
more like, how the work should be divided
but then again if you are expecting to get done in a timely manner you might need multiple people per role which then makes the maths harder π¦
My method is to try to do everything myself, but then to look at the huge pile of things I have to do, get overwhelmed, and then do nothing
here is a good accurate answer for battlefield one for reference, https://www.youtube.com/watch?v=suB9or6Mf_U
it really depends on a lot more than "3D Videogame"
if youre a programmer willing to use purchased assets, you can make the entire game as a solo project if youre motivated enough to see the project be finished
important part being motivated
one motivated developer is better than 5 who dont care
in the context of an indie project where nobody is working on it for their regular salary
well im a solo developer and i just got all my assets from the marketplace or other sources
you can get far that way if you know how to choose properly but it also depends on your game
You can also make the assets yourself if you are multi-talented
you need more than "the assets". Are the assets a fully rigged 3d humanoid with textures and animations? tha's more than 1 person just for that
asset creation takes a long time also
if you have one person making all 3d assets and one programmer, the programmer is going to be waiting around a lot
think about what your game needs though
what needs to be coded and what kind of assets does it need
only you can come to that conclusion but the answer to your original question is that it can be one person or 100+ people
this all depends what your art is going to look like
realistic is time consuming, but stylized is more time consuming and low poly minimal texture can be even faster
Can someone help me debugging the day/night tutorial? https://wiki.unrealengine.com/Tutorial:_Time_of_Day
I kinda get some light/darkness cycles but sun doesn't move and I also get this error
"Blueprint Runtime Error: "Accessed None trying to read property Directional light actor". Blueprint: BP_Sky_Sphere Function: Update Sun Direction Graph: UpdateSunDirection Node: Set Vector Parameter Value"
@fringe pivot just a is valid check to the Lights refence in your blueprint
@dark depot sorry I don't understand
My internet crashed BTW, sorry for the delayed response
there is a node called IS valid plug in your variable for the light before whatever your using it for inside Update sun direction
Accessed none means its trying to call it before there is a valid reference to the object
which can happen when its still loading or you have a variable set wrong
@fringe pivot
