#ue4-general
1 messages ยท Page 405 of 1
๐ค
No. There isn't.
You're confusing files being able to be opened by a piece of software with actually being the software.
Nu uhhhh
A TXT file is not text software. It's a file. That can be opened by text related software.
And I'm also at that point where I'm pretty convinced you're just a troll.
For your own benefit you should concede that UE4 ships with accounting software
Hard to tell sometimes, so I lean towards giving the benefit of the doubt because they are some really young people on here who can be very naive and stubborn.
Not if it makes you download shit randomly just to open what you want. Doesn't really make sense
well, .exe's could
heh
Orly
yea rly
Ntrly
My guess is Windows Marketplace or whatever it's called?
@polar hawk i believe .com were also binary executable files, no?
Windows 10 likely looks at the filetype, says you don't have software, and decides "Hey, we have an app on our store that says it can open this, can we upsell you on it?!"
The Windows Installer has the capability of advertising functionality and to make installation-on-demand of application features or entire products possible. ```
.com used to be like
Ah, that looks relevant actually, yeah.
sorry pfist, just seen your post above.
I was late to the party ๐ฆ
Well i don't seam to have it installed my self, perhaps? Did a quick search cant find anything on my pc.
I just get the usual "Look for an app in the store or choose an app to open this file" modal dialog.
I think its a thing for installing a program that supports it
Ah
guys
@maiden swift What version of Windows, out of curiosity?
Windows 10.
UE4 ships with home design and accounting software
Latest.
omg
Huh. Fair enough. Maybe we've both disabled some bloatware bullshit and it's just not working for us?
@polar hawk You solved the mystery. Tim Sweeney is coming to silence you.
lol
Good
like you might have dopus, but not 7zip. So if dopus ever needs to run its 7zip it asks you to install it.
He can have my copy of Hannah Montana Linux
@polar hawk sorry, it's just what wiki says...i remember when people used emails to send .com files in attachments, and used links like microsoft.com in them
dibs
Its not something you'd ever see if you don't install something that supports it, but not a full install
@livid haven That's possible. I run a somewhat minimal Windows 10 config.
add it with vigor
I hamstrung and murdered a bunch of MS stuff in Windows 10 upon installation. I also use a local account and none of this MS account BS.
be me
should be sorting portfolio out and doing research on internal engine stuff
too interested in Hannah Montana Linux conversation
@livid haven Ah, yeah. I use a local account too.
gpedit not even shipped with W10 Home
Does anyone know any websites or places to learn C++
well then sucks to be home
@pallid compass its not a conversation http://hannahmontana.sourceforge.net/
its a lifestyle
wtf Lmfao
k
https://support.microsoft.com/en-ca/help/4028161/windows-10-change-default-programs
its some setting related to this. I just dont remember where you kill it. if its in registry or settings
Use Settings in Windows 10 to change default apps and programs.
HannahMontana Slackers theme pls Pfist
have a vote on it pls
lets ๐ delete ๐ #ue4-general ๐
Anyways, this was one hell of a rabbit hole to go down thanks to @plush yew being confused about a data cache file. What a wild ride.
Allar did you not once say you have everything muted but cpp?
dont mute me, I'm lovable
you are currently not muted
I don't need to worry about that.
You're
just filled with block
The only people i have blocked only ever seam to be in lounge.
lol
Thanks AlmostFamous, my English is bad 0 education.
Did you guys see Epic put out a handy site with their GDC schedule? https://unrealenginegdc2019.splashthat.com/
fancy
GDC looks so good, i would love to go to GCD but my god its so far from the uk.
Kind of a janky site, but it's nice to see their agenda for each day in one place.
It does when the flight is like ยฃ650.
@polar hawk Why waste your space? ๐
[class="messageGroupBlocked"],
[class^="messageGroupBlocked "],
[class^="messageGroupBlocked-"],
[class$=" messageGroupBlocked"],
[class$="-messageGroupBlocked"],
[class*=" messageGroupBlocked-"],
[class*="-messageGroupBlocked "],
[class*="-messageGroupBlocked-"]{
display: none;
}
where do I shove that
Wth, is that what i think it is?
Nowhere. It's against the ToS.
okay where do I illegally shove it
[redacted suggestion to google this]
Manually in your browser, of course. What did you think? ๐
oh, browser, pssh
Oh that sucks there is no epic talk at GDC for the stuff i am super in too the most, Slate, Custom Editor UI, etc.
Learning to Make Games with UE4 and Action RPG At least that might be the GAS system?
where do I illegally shove it
... no comment.
pretty sure thats a comment buddy
In some states...
The great thing about Epic's presence at GDC is all the free talks they give at their booth.
Always fun and informative, and they repeat throughout the day.
skeletal mesh LODs seem to be working in 4.22! incredible
autogenerated in editor that is
Sounds pretty slick!
I really love the idea of going to GDC and things like that to mingle with experienced people, i am at the point now where its pretty much Engine diving to learn, with the exception of a few things i am still filling out, but luckily i do have a good closed friends group of engineers that help me out.
I should get more time to play with 4.22 preview soon. Gonna make some more editor utility widgets.
good to have closed friends
I can't wait for the non preview release to drop
they seem to be speeding through previews though
So it should be soon
oh damn 4.22 has generate skeletal LODs?
yes!
Anyone else going to GDC btw? Hoping to meet more folks from the community this year. ๐
I didn't see it in the patch notes
There both total losers, but extremely helpful
*cough @livid haven cough @worn granite *
@maiden swift I wanted to go for a lil while, rain check for next year?
YEah as soon as it's stable I'm jumping in
@worn granite I guess soooo. ๐ฆ
I'm going to be so inebriated I might as well say I'm not going
@pallid compass is also pretty helpful cough
Immut if i am not good to go by next year too, you can run me over with a car.
Weโve made a large number of optimizations to UnrealBuildTool and UnrealHeaderTool to improve C++ iteration times.
Improvements from Unreal Engine 4.21 to Unreal Engine 4.22
Full build (UE4Editor Win64 Development)
- Total Build Time: 10% faster.
- Generating Hea...
Tools
C++ Build time improvements!
@pallid compass any preference?
Did you just call me helpful? wat
@coarse wigeon oooooooooo
otherwise it'll be a blue 2001 taurus that totally isn't mine.
You let me drive the car and run you over and take your place at GCD
Oh I see, like I get one free revenge manslaughter?
You ever seen the Halloween episode of south park where they take Stan around on a IPAD?
This is big news for Plugin makers and people using the source build of UE
4.22 is definitely shaping up to be a big deal.
Total Build Time: 10% faster. gg
490% on UBT
I'm so into editor widgets. โค
4.22 is amazing
The free reduction in draw calls is crazy
still buggy
I know someone said not to upgrade until the next version due to the render changes but MAN I'm so tempted to
wow pfist trying to kill me, so distracted about GCD forgot about meds
You're in control man.
Also wth, this convo has gone in for 45 mins
Time fly's when your nearly getting infractions and a bash on the head
In theory with the path tracer, in the future will we be able to work in realtime and then basically hit render at much higher sample rates?
Or will we always be capped to lower realtime rates?
The cheapest - Expo pass - is like $150 I think?
Just casually forgets to not die
Not literally
Sounds like Rei.
yeah
wait no now i sound like a crack head

No swear to god there is some sense behind what i am saying
and i am not going full !potato

wow leave me to perish on the stage immut
Allar whats your blog called again?
Oh never mind found it
cheapest are $249
How much is a meal in san francisco?
Yeah got it, was just seeing if anything new was posted, been a very long time since i opened it.
Honestly i would not be suprised
In all seriousness, it's very expensive.
lol
6$ for a meal here
gdc in san fran this year?
Mc Donald's
ye
It's in San Fran every year.
I thought gdc travels
Nope.
There used to be several GDCs around the world, but most of them have been shut down.
Oh i found a price list for mc donalds in SF
dang rei
I've never been so I wouldn't know
gonna blow your entire budget on going to GDC?
Just live off 1$ cheese burgers
Your implying i have a budget to blow
Was just curious that's all
Living costs in the US are crazy high compared to the uk
really? i was thinking UK is kinda expensive country to live
You're not basing that off me, are you?
unless you live in the bush in some 3rd world country, its all too expensive these days
@honest rune I do...
No i am not, just in general from most things i have seen, but i only really speak to you and sion in regards to real life examples.
ah crap, thought we were in lounge damnit
reported
reported for reporting
wow did i just get outplayed?
pulls out g maul
fite me
But seriously
What makes you think the uk is expensive?
When i compare things for like GCD and such its like ugh
The price difference in general seams quite large
TimeSynth is a new audio clip based synth component focused on providing designers with sample-accurate start, stop, and concatenation sound playback. TimeSynth allows users to set an event quantization clock, enabling precise and synchronous event audio event queuing which i...
Audio
GDC
GDC*
@coarse wigeon That TimeSynth has me excited. ๐
Quantization and sample-accurate audio clip management. Double mmmmmmmmm.
I'm basically going to have to build a DAW in UE4.
๐ฎ
I'm already building a synth though, so that would be way overboard.
- You can now instantly toggle the level preview and editor tool viewports between Shader Model 5 (SM5) and the Preview Feature level of your choice using the new Preview Mode button.
- Instantly toggle between SM5 and the preview feature level of your choice with the Preview...
Mobile
I am very excited for this
As someone who doesn't do any mobile dev, why?
Mostly because of the Quest
I haven't done anything with VR in some time.
I have a vive, and have never touched VR in the editor.
Level sequence actors that are set to replicate now synchronize their playback time between server and client. Look for the โReplicate Playbackโ checkbox on Level Sequence Actors.
Sequencer
That makes me really excited
Hey all. When packing texture maps, is this normal protocol?
Albedo
Normal
Roughness/Metalness/AmbientOcclusion
Height
Makes me wonder if we would be able to record across the network?
Similar to SFM
๐ค
Acutally I think we can
There is the Sequencer recorder
and we would just need to network an object across the network
then record it using that
I dunno if I linked this here
I don't know, but a few others have. It's getting attention for sure.
Looks like a promising app.
@dusky hound I'm not sure actually, but I recommend asking in #graphics! ๐
4:00 PM] MathewW: woof. After this morning and the issues with @Skyrip anyone who continues down this rabbit hole is asking for a headache
and you can eat cheapish in san fran, there is a Carl's JR just down the street from Moscone and they even have security to keep the homeless out. Burger King is a bit down the road but no security dude.
or I guess hang out in the beer booths and liquid lunch it the entire time lol
Does anyone know of a good tutorial to create a basic zombie gamemode?
spawn a bunch of dumb ai
when any ai takes damage play a big ass explosion particle effect and destroy them
boom, zombies
xD that is certainly a basic tutorial haha
Hi there, i'm really new to unreal engine, i just started figuring out things because the Atlas game put the DevKit what is the unreal engine of their, i have an Asset opened .. how i can take a 3D model of an item and render it as PNG without any background like a render-image ?
@coarse wigeon what does the sequence replication do ?
I have a map design question
if I want to design a map for unreal engine, but I want to design the assets in blender, should I also design things like houses and rooms in blender?
basically "should I do map design in blender or ue4?"
Nice
Hello! I have a little question - How can i enlarge object interaction radius? Because precise picking up every coin is hard
First thought - create collision, but it's not working
Second - create invisible sphere or something
Any suggestions?
Hey @lilac ether attach an invisible invisible collision component with overlap not hit you can make it as big as you like
I guess it might something to do with SM collision?
Because i have collision sphere, but it's not interacting with it
It's only works when trace is pointing directly on Static Mesh of coin
Don't use traces too much work
Can you give some screenshots
Make sure you have 'generate overlap events' set on your sphere I assume it's s touch overlap pickup thing right?
@plush yew I searched for interaction and everyone uses traces (even Unreal tuts)
Gimme sec
No, it's - I see i take
Like Skyrim
Oh
Well fire a trace in direction of camera
I guess
On channels set collision component to overlap trace
Show your blueprint
Also you can get the line trace to show in game just in case it's going in the wrong direction to what you think
Yeah, i use that for now
My phone screen is small I'll need s few screenshots of BP or can't read
Zoom in and a bit at a time
Ok
Definitely make the line trace easily visible so you can check it's going in right direction
I think local rotation for get camera rotation
Nope
It's something with collision interaction
Because it all works wonderful but with Static Mesh
You need hit object to generate hit events
So block trace I guess
Actually you don't but it needs to block I don't think hit result returns true if it's an overlap
What are you hitting?
Ground or Coin
So you hit the I collision component first
So it may be you need to use 'hit component' from hit result
Access owning actor, then cast
Access any owning actors don't assume there is one also do some print strings
You can use tags to check hit
Oh,, i found my mistake . But i can't use Cast To Sphere Collision Component from hit Component
Well don't get the parent
Parent is Scene Component, but it's not accessible either ๐ฆ
It's still an actor right? Get owning actor or something like that
Or get parent actor
I tried to Get Owner from Hit Component, then Cast to BP_Item. Still works as alway
Gimme sec i found somethibg
Wow
Somehow it's work
I set Collision to Block All
It's strange because i before did it and it wasn't work
Idk then lol
Lol, that was dumb
quick question: is there a way to make an object affect other physics objects while not being affected by them?
@plush yew Thank you for the help
Np
like I want my pawn to be able to push around physics objects without being slowed down by them at all
like it can affect anything
but nothing can affect it
found it
on the physics object
howdy slackers.
today's question.... ๐
when you kill actors or load/reload levels....
there's a chance some loops don't close or something like that..
and you get an error about things that are PENDING KILL
that's a pretty common catastrophic game crashing thing...
how do I properly exit or despawn or delete actors and close all their loops?
is there some check I can do to avoid this error?
in the past I just used delays.. like even a delay of 0 can fix the thing...
but then I have loops WITH delays in them, as timers
and I worry about things I don't understand, that can be pending..
and 99.99999999999999999999999% of the time they don't error
but there's that very rare crash....
O o
help
thx
I was wondering how networking is done in unreal by default?
Like you use LAN or hamachi?
Or its on internet?
Is there like a CCU limit?
im trying to use world displacement in 4.21.1 but by default the displacement is only occurring within a radius around the camera
any idea why?
@copper flicker I've read a long time ago that for loops are low key unstable for some reason, I don't remember exactly how but I can see if I can find the post. Although I'm guessing you are using some for each loop?
anyone knows about a tutorial for steam matchmaking?
not like one hosts the game and other player finds the game and jok it manually
@copper flicker https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/77093-forloop-is-non-blocking-learn-it-the-hard-way
Build powerful visual scripts without code.
something like what happens in CSGO
Excuse me, can anyone explain to me how do I setup and use chunking for assets? I have been looking for information about it and can't find anything, and the documentation certainly doesn't help in any way. Chunking is way too confusing to me, I really need an in-depth tutorial regarding it, since I need to use chunking in order to elaborate separate pak files.
any idea why would a streaming level load endlessly on map startup in packaged build?
it only happens with a random level, and only if it is not visible by default ๐ค
it's definitely in the packaged build so that can't be the problem
Hi guys need quick help. How can i make my flipbook actor to start at the first frame ib the beggining of the sequencer?
Can anyone recommend a good tutorial "How to make a projectile?"
I want to learn how to make projectiles that will break against the wall. I need this to practice in VFX.
I have already tried to do this, but there were a lot of problems.
Is it possible to downgrade a small project from 4.21 to 4.19?
probably not.
CLion is broken in 4.21 bluh
@azure flame quite a few projectile tuts on youtube ๐
But no good ones for replication
Projectile replication with realistic fire rates ๐
@zenith flower Hello I write you in DM because I have questions about your screnenshots that you sent me and sorry for the tag
Excuse me, can anyone explain to me how do I setup and use chunking for assets? I have been looking for information about it and can't find anything, and the documentation certainly doesn't help in any way. Chunking is way too confusing to me, I really need an in-depth tutorial regarding it, since I need to use chunking in order to elaborate separate pak files.
How can i make my flipbook actor to start at the first frame ib the beggining of the sequencer?
everytime I compile something, my game stops responding, when I restart it, it had saved :\
@twilit hill if you break it down, its one part particles (which can be broken down to textures, materials, meshes, setting up cascade, etc) and one part replication.
if you learn both seperately, you can apply that knowledge and get what you want.
The thing is that for automatic fire you almost have to group up replication because would be too slow otherwise
Howdy, quick question, I've never really encountered this... However, does anybody have any idea about setting up scene capture components for each client? I'm fine with replication and all just this has caused a road block >.< Cheers.
I'm also assuming this is the wrong section to ask questions. (I've not really used this Discord; sorry)
anyone having issues with Zbrush 4R8 snapping to another part of the model when you click.
is anyone with level streaming experience on Android around ?
is there a way to freeze an actor?
define freeze? don't tell it to move seems like the obvious choice. If it's moving due to physics then tell it to not use physics and don't move it. If it's already moving then disable physics, stop it, and then don't move it.
Hi all, I have a question that has been boggling my mind a little, I would really appreciate some insight!
yes, you should turn on the PC before trying to use it.
I'm trying to set up my landscape in such a way that when I paint on it, the asset blending picks up those painted changes
Sorry if it's hard to see but there's a gap where I want my moss to continue to get picked up as it blends with my tree stump, I'm sure this must be possible but I'm missing something
Anyone have any ideas?
this is my material set up
there is a large thread on https://forums.unrealengine.com/community/work-in-progress/104455-terrain-blending-tool-based-on-star-wars-battlefront about terrain blending
Building something cool? Tell us about it!
Thank you!
How can I check if a collision box is fully within another?
you can get the bounds of the collision boxes and check against eachother
huh, my VR controller haptics suddenly stopped working
I've made no change to my project
Check if all values are smaller than the bigger one? Like the location values
Or how do you mean?
@grim ore that necro thread you linked doesn't have readily available solution (unless I am blind today) ๐ฆ
@wicked tiger @elfin jacinth @gleaming narwhal could you please poke someone from mobile team to answer this question https://forums.unrealengine.com/development-discussion/android-development/1589383-streaming-levels-on-android-what-settings-do-you-use-for-smooth-streaming-in-the-background ? Thanks beforehand
I used to have settings that allowed okay'ish level streaming on Android, but it's not quite smooth and creates hiccups / stutter for player when a level is
@vale silo Does it happen in another project as well? Streaming performance has been very different for me depending on the content...
I'll see if I can find someone who might know though!
yeah, the project doesn't matter. It's non-issue on PC, but on Android it's seems to be an issue (especially on Gear VR / Go).
thanks @gleaming narwhal
On VR headsets I've always had to fade out -> stream in level -> fade in. PC and android.
Tried to dig up some more recent discussions on the topic, but it seems like most "solutions" are to load a splash screen or fade
@gleaming narwhal well, player is already on initially loaded level (or level that was already loaded in the beginning). There is no need to have splash screen if another level is loading behind closed doors (player can't see that until level is loaded).
so imagine you are just in a limited area where you can "walk" around, read something, etc. while bigger chunk is being streamed until it's fully loaded.. Then you would go on and explore the rest.
@gleaming narwhal Ahahaha I just connected who you are here and on Slack. GG me.
@sick escarp sorry about the delay, was not near a machine. You can use C++ FBox.Isinside to compare one bounds to another or if not using C++ there are some posts out there with some manual checks you can do using math. The alternative is the IsOverlapping check but that won't check if it's completely inside.
@livid haven we tried Live++ in pubg
Word?
took us like 10 minutes to get running
How'd that go?
it works
compiles are a bit slow becouse we are using unity build
but still
holy fuck
I mean, yes. ๐
all the devs were like WHAAAAAAAAAAAAAAAT
But satisfied?
email got sent to korea for permission to buy it
Woo!
its crazy shit, ill probably buy a license for myself
in my random engine projects or godot tinkering, it could be super useful
I haven't made a huge amount of use out of it yet, but I've been mostly in BP land of late.
Or... touching Slate. Which isn't even worth trying to change on the run.
@grim ore I've figured it out through some brutforce
Do you have to be careful with using stuff like Live++? As in, isn't it possible that there are unforseable problems?
yeah in BP only you have to brute force it ๐ฆ
It's super weird how like none of the Box Math functions are exposed to BP ๐ฆ
Can mixamo still be used for animations or not?
Why don't you check their website and see for yourself...? ๐ค
Because i was told before that mixamo cut support for unreal and i cant find anything so i came here as a final resort (I was told around 6 months ago and was wondering if it changed it wasnt recently)
@tranquil bone you can use Mixamo, but I'll only recommend it, for prototyping only...
Got a problem. The quality of sequencer movie capture is really reaalllly terrible. I dont mean the resolution. It just freezes. Good PC and low poly scene. Whats the problem?
anyone in here got experience with making a low latency mixed reality setup?
We've been working to improve the UE4 plugin code (rewritten the majority) and tested mainly with the logitec webcams. Now that we test with proper cameras we see a lot of latency that got introduced by the USB capture box. I was wondering if anyone in here could recommend an (internal) capture card that works with similar latency as the webcams suggested here: https://docs.unrealengine.com/en-us/Platforms/MR/MRSupportedVideoDevices
guys does anyone know why for some reason everything in my map is shiny
all the materials have a roughness of 1
yet they shine
specular?
do I have to assign a value to it?
i believe if you want none yes, all values have a default and I think specular is 0.5 or 0.2
has anyone tried converting 4.21.2 project into 4.22p3 and had issues with lightmaps ? (I got none when playing project on Android; everything is fine in PIE)
yep When you're editing a non-metallic surface material, there are times when you'll want to adjust its ability to reflect light, specifically, its Specular property. To update a Material's Specular, input a scalar value between 0 (non-reflective) and 1 (fully-reflective). Note that a Material's Specular default value is 0.5.
Um... my location-moving arrows have stopped following rotation... (no matter how you rotate the actor, they point in the same direction). How do I fix it?...
Is this even a bug or a feature?
Are they ever going to make an official way to make objects render in front of everything else?
it's a property of the material actually, and i think you can either turn off depth testing, or enable depth write and pull it closer
both should work
without being transparent?
Im pretty sure that way requires the object to be kind of unshaded, or you can see the faces of the object overlap with itself
kind of like flipped faces if I remember ๐ค
for opaque you can pull it closer, that's a bit tricky but passing in a negative depth value should make it on top of everything else. not sure about the culling tho
like, physically closer to the camera?
im looking for this thing called default but i cant find it under my tabs, i got this from a youtube video and have no idea how he got this default tab
(this is what im seeing)
no i mean set the depth offset in material and negating the depth here basically
oh
in theory it should work, dont remember doing it ever tho :)
@plush yew which one's a screenshot of the one you want?
here just pass in a -depth value maybe
so, go into the blueprint editor
ok im ther
add a variable, and press the eye on the right to make it appear in the "default" menu
@flat idol Ill try that out rn
yw ๐
๐ @flat idol what? why did that work?
Ive been trying to do this for like 2 years
how is it that simple
** its magic **
there has to be a catch
no way this is working
hm
well
thank you very much
oh well
it still works
anyone know when was pixel depth offset added
prolly more efficient than any other method I tried
apparently it dates back to 2017
I feel like it's older than that
@flat idol so with the pixel offset method
making it negative didnt work
I dont think
it may gets near clipped, just push it farther a bit, like 10 or 15, whatever the near clip for the viewport is set
@polar hawk Around 4.7-4.8 ~~2015
@grave nebula ayyyyye
if I were to try and make a doom style game, you know, 2d but 3d with sprites and stuff, is it possible to make a little ray tracing render thingey in ue4 or should I just go for faking the appearance?
by faking I mean it's normal 3d but you know, it's meant to look like it's an older game
Hey guys if anyone can please give me a hand with world machine that would be amazing https://www.reddit.com/r/unrealengine/comments/avedl5/having_trouble_with_world_machine_and_ue4/
is it just me or 4.22p3 lacks ES3.1 preview option in the Editor?
Hello everyone, i'm not sure where to post this here but i'm having a issue where Unreal is taking a lot of space on my SSD.
The projects themselves are stored on a hard drive but the engine is installed on a SSD, it has grown to about 40GB and I haven't even downloaded anything from my vault.
35GB of this is inside the path "C:\Program Files\Epic Games\UE_4.21\Engine" and the folders "Binaries" "Intermediate" "Plugins" and "Source", is this a normal thing for the engine to grow in size?
There should be a chat room for ai
anyone else get the 'sound of fan noise' when the editor/scene is active?
You mean the fans on my pc?
i dont know where the noise is coming from
Maybe the temp raises and the pc raises the rpm of the fans
sry me niether I just started getting serious with ue4 3 days ago
i alt-tab from UE editor to another program, the noise stops. i could probably have about 10 pc's and play 'music' hitting alt-tab. it's that fast, dont think it's overheating
check the cpu temp
alt-tab back to ue and noise returns. i click a button, and the editor is slowww. noise stops when the skymap in the default scene starts moving the clouds again, the noise resumes
how do i check the temp, what s hould it be
What cpu do you have
i7 86-something
8700k?
maybe, got it at sams club
about 2 -3 years old, has 16Gb+8Gb whatever that means. can play BF4 with no problems
or bf1
when the main editor tab is focused on my screen, my GPU usage goes up
Thats strange though if you have that rig
so yeah, the fans kick in, etc.
Thats are my stats on empty map
Anyone know what I need to add to this to get my heighmap out of this packed texture and into the heightmap input
mask?
I tried, it no likey :/
Does anyone how how to use a rgb height map for determining where materials are applied instead of a grey scale height map for each type
For landscape material
If someone were to put 2 playable characters in the project how would i switch the player start to start with a different one
I'm not sure if i'm going the right way.
The interaction system in my game will mainly be done with a giant object1 cast try -> cast fail -> object2 cast try........... object42 cast succses system inside of my player class. I know already that it would try to cast the first thing even when i'm far away from that static object in the world.
But how could i make it better ?
Does anyone here create their rigs in blender AND use the IK system in UE4?
@dusky hound Right Click on the Texture Sample -> Convert to TextureObject
@abstract relic thanks, idk why I couldn't find that when I looked
Hi I'm working on an architect project.
I have the models of buildings and environment. What I need is the following:
I need is some kind of interactivity to enable the customer to navigate through the area.
- using a character or a car or a drone or a boat
- take photos and transition from exterior View to interior view
- navigation menu and add sound effects
is there anything in the marketplace that help me
do you suggest any tutorials on YouTube
โโโโโโโwhat is the easiest achievable workflow thanks for your help.
Something like this but more options
https://youtu.be/goqBky8EBIA
is there any way to find keyboard events in blueprint
using "find in blueprints" but typing Key/Keyboard "Key" doesnt work
yep
I just put a comment box by every keyboard event with the key on it so I can zoom out and see it
I had a keyboard event in a levelBP which I was using for debug purposes, but now Ihave to load up each level to find it
sounds like a good idea
Anyone here works on VR professionally?
I need an approximate cost estimate for a VR medical examination simulation.. just Development. ๐๐๐
In Unreal Engine.. ๐๐๐
...how long is a piece of string?
@wary wave how long is a floating int ? ๐ค
You're going to be hard press to find sources that disclose their budget. Perhaps this is worth a look over.
https://i.imgur.com/Q8HqTf7.png
This is how I'
ve handled my anim graph setup but I think it might be incorrect. Now that I'm adding AI I'm going to have to redo every single one of these nodes with the context of Cast To BP_AI. Even though the variables are exactly the same
Good lord, use enum or something man ๐
Alright, so this is not the right way to do this? Because, uh, I always had a feeling it wasn't this is just how I was taught. Do you know any good guides or videos? Because now that I'm doing AI I don't want to keep using this setup
Well, you can make a parent bp for the pawns that holds such universal variables and cast to that instead.
Oh jeez looks like I have more learning to do.
Oh wow thanks I was just going to ask if you had a link to somewhere I should start! Yeah, I actually find learning in UE4 to be really fun especially because it typically makes my life easier. MathewW taught me about anim notifies a few days ago and my world was changed. I'd just finished all of my basic locomotion goals like sprinting, crouching, rolling, jumping, prone, etc. and was planning on moving to AI but it looks like I'll actually be learning about how to properly structure my BPs. Not as exciting but probably more valuable, thanks for the link!
how to do , like when ball hit the left paddle it go to left side and if right paddle than it goes to right side, i got three part of my paddle, that is left middle and right
I suggest learning C++ too, because many things are much easier in C++ than in blueprint
(to TheSinkingMan)
All of my dev friends tell me to do that and I probably will once I get deeper in but I honestly wouldn't have done any of the work I've done over the past few months if I'd had to learn a new programming language. I've taken a handful of classes and I've just never enjoyed non-visual programming
Iโd love to see an anibp done entirely in cpp
Yeah, I'll probably push that learning off for as long as I can. I know you can learn to like things but even when I've had a grasp on some languages I just couldnt get myself to enjoy it.
Is the unreal site down for anyone else? I can't access the docs.unrealengine site or any of the other ones
Event Dispatchers can help sending Data from one BP to another
My Pawn sets Swimming to true -> Fire EventDispatcher -> Anim automatically updates
Slow but itโs loading
Sick, I'll open up a tab about that and put it in my notes. Earlier today I needed to get the movement state of the thing the player was targeting and I realized that I only knew how to cast to other players.
Anibp fires every tick (or frame? Canโt remember). What are you talking about?
me?
Raid
AnimBP is actually faster than tick
๐
So if I still want my setup to have the anim graph update based on my player variables is there a better way to set it up?
If my questions are super basic its because I'm not familiar with this at all. At least with anim graphs and AI and movement states I vaguely understood what was going on but this is all completely new to me
My cpu is actually a time machine that uses reverse tick for twice the tick every other tick
Use enum Sinking, itโll cause less spaghetting. You have other variables that Iโm not sure why you have bools directly from cast. Like jump and sprinting. You can get velocity from pawn owner, various built in movement state like Is Falling for your jump
I've got a relatively complex locomotion system so I've got a bunch of variables that might seem redundant but actually do different things. I'll try to set up Enums asap I'm just trying to figure out how to move assets up in the content browser. I used to have it bookmarked but I lost it. I can only send things deeper into new folders, I can't remember how to bring them up a layer, or even just back to the content folder
On the browser, hit Filter. Itโll show your directory
Hey anyone know how I can copy a hierarchy from one blueprint to another?
I want to copy over some scene components its children
Now good luck getting the redirectors to behave ๐
And its children*
Oh yeah I've heard about that. @High. Could I just duplicate the asset once it's been moved, delete the original, and rename the duplicate? I imagine that'd fix it unless the duplicates keep the redirects
Quite honestly, I just push the problem to another day. They sort themselves out eventually ๐
Hi guys, does anyone know why when I turn there is this sort of banding coming from the blade? https://gyazo.com/e57cb46c77ef067ec19c141d5a1120de
I have no clue since I am brand new to unreal
There some kind of macro to test performance in ue4 with network testing?
Is there like a specific node I should be looking into? Because enum pulls up a lot of options. I watched a wadstein video on enums and I read about them in the documentation but I'm still not sure how to implement it for my needs. If I could just get like the specific node name I could probably figure it out from there
Hey guys i wonder if someone can help me out to figure out if i'm hitting a bug.
if you can: create empty content scene in UE4.21/ 4.22
create a box over the floor to see shadows from the directional light.
rotate or change the direct light type..
my shaddows are breaking up after i do that.. I have re installed both versions and the thing keeps happening.
4.19 dont give me this kind of behavior.
i submitted it as a bug, but it would be nice if someone can check out? thank you in advance
simple scene with shadow
this happen if i rotate the light... very weird, no shadow anymore, and if i add any light to the scene, the scale parameters of the light are ruined... just in case someone is curious
thank you in advance!
im using windows 10, in a razerblade with nvidia 1070
I'm real basic so this answer might be way beneath what you're asking @fast hound but have you built your lighting? I noticed that for some reason the lighting on my maps wasn't appearing at all as soon as I added anything but if I built the level again it would all be back
make sure your Project/Editor settings have "Preview Shadow Indicator" on
otherwise you wont have any shadows until you bake lighting
or change to dynamic lighting
Is there a Find random point in bounding box but that gets radius as input? I want to find a random point in a sphere around target
@sudden agate and @plush yew thank you, but the light im using is dynamic, it should showing without building it. The shadow is there but totally out of scale.. just wonder if someone can reproduce the issue.
your Light is not dynamic, it is stationary
yes... in the screenshot it is.. but the problem appears when changing light to any mode.... including dynamic
and never works again after that
even new lights with dynamic lighting
My friend is trying to make an endless runner, but it crashes after around 2000 steps due to an out of bounds error. How would he get around the world limit?
@solar quarry instead of moving actor in world, move world around actor
here you can see same problem with movable light... and the objects are movable.. question is, someone experiencing this? in any other version of UE4 used to work propperly (i started from 4.6)
just to illustrate, im a long term user
of ue4... i recon this is a bug. Thanks for your help!! (im copying some thing done with ue4 to show im not starting to use the soft) https://www.instagram.com/p/Bt38kodFfoA/?utm_source=ig_web_copy_link
78 Likes, 3 Comments - Alex Dogrush (@dogrush) on Instagram: โ1 piece a day: 5 (work in progress) Parts of VR super trip for Recent Futures. #ue4 #unrealengineโฆโ
@solar quarry I think you can move the world origin but i am absolute beginner, i don't know anything else about it
@solar quarry
World->SetNewWorldOrigin(PlayersPos);
Maybe you could call this function whan player coordinate gets too big
But what do i know, im new to ue4
@vague walrus the code is pretty simple for what you want. You should be able to replicate using blueprints very quiclky if you have basic knowladge on how it works
function randomSpherePoint(x0,y0,z0,radius){
var u = Math.random();
var v = Math.random();
var theta = 2 * Math.PI * u;
var phi = Math.acos(2 * v - 1);
var x = x0 + (radius * Math.sin(phi) * Math.cos(theta));
var y = y0 + (radius * Math.sin(phi) * Math.sin(theta));
var z = z0 + (radius * Math.cos(phi));
return [x,y,z];
in the case of blueprint, you can perform the operation and finally add the location of the target object to the resultin vector... hope you can get around it
@fast hound right now I'm trying to use the random vector in a cone, but it doesn't allow me to set origin point, so I'm trying to find a way of transformations..
Just curious, how long have some of you been writing C++ before you started getting into games?
i only program in blueprints
@fast hound hmm, just thinking
if i get a random unit vector in a cone
and multiply my my forward vector of a bullet by it
i'll get my fire-spread, rite? ;)
no need to get some silly transformations of origin points and stuff
seems i dont understand what you are trying to do finally XD
this shots directly at da head: https://i.imgur.com/ZHTr4nK.png
this shots in the head too, but it can have a maximum spread of 30 degrees: https://i.imgur.com/0LUvd4E.png
I'm thinking right?
apperently not xd https://i.imgur.com/K2I95a3.png
why dont you have a dummy object thats invisible and that's what you use for colliding with the shoot?
Don't understand.
you need a bigger area for the collision than the head?
My collision blueprints are working, I have him shooting at me properly at the head with proper damage.
I just want to add fire spread
So he's not always hitting head, but sometimes misses
A cone is perfect, because within the distance the error is bigger
you want to add randomness to the direction of the shooting?
Yep
Randomness based on distance
So - instead of a line, I want to get a cone with a random point on it's end
if you vay the angle of the shooting in a cone, it will be less accurate when its far away anyway
what i mean, if you add a random angle, it will have a small deviation if its near, and the deviation will be bigger as its further away
you dont need to increase it with distance, the angle difference does it automatically
That's what the cone does basicly
I just need to get the angle applied in a right way
Right now it's getting based on the 0x0x0 point :V
https://answers.unrealengine.com/questions/325103/on-pawn-death-keep-camera-view.html
I wonder how i can do this, in order to prevent this from happening in the video:
i'm still finding unreal engine 4 rather complicated to use
and yes, this is for an assignment
what i want to happen is that if player 1 dies, the camera stays still and doesn't rotate unlike what's shown in the video
I've used set view target with blend though with the shared camera
with the target being an array of player controllers
Does anyone know if there is a way to view how long you've spent on a project? I'd like to gain an idea of the total hours I've put in
No there is not
do you use version control @old zealot ?
that aim offset is driving me nuts :(
how can I pass info to another level? so it changes map, but i want it to spawn 10 men, determined of a value from map before
back in UT days, a map would store how long you actively worked on it
there might still be hidden data hidden in map files, but no clue how you'd find or see it
I'll do some digging, thanks for the info @fierce tulip
has anyone here used community ocean project before?
has anyone had an issue where running a packaged exe (win64 development) results in nothing happening at all
no logs no task manager
not sure what would be causing it since ive packaged and launched this project tons of times
deleted intermetdiate/etc folders
rebuilt engine
according to visual studio debugging, the crash is related to the EnterCriticalSection function in ntdll.dll and happens as soon as the exe launches
so im assuming before it runs any of my game's code or mounts any plugins
looks like it actually was a plugin causing the issue
Hello, I'm a beginner programmer in Unreal and I have a basic question. I want to take an actor when I press a spacebar if I overlap with him. What is the best practice for that use C++ only blueprint only or both? If it is both what use for what feature? thanks for your answer.
Do AI MoveTo require Tick event to fire to parent?
I have something like this and it does not make this little piece of garbage run https://i.imgur.com/J4wrbXg.png
@vague walrus I don't think it needs to be call on tick. Are you using a navmesh?
@celest bronze you can do something simple like that with blueprints no problem.
Does anyone know if you can use an orthographic viewport (top, left, etc.) from current camera position instead of from infinity?
@young vale yes, the pawn is following and attacking me correctly
just when i damage him down he starts this tree
i remove himself from the actor list (although he never seems to be on it anyway), and i tell him to move to the closest actor
and the movement result is success even though he does not move a centimeter :/
Thamks ! @young vale
on debugging i see that the picked actor is "2"
https://i.imgur.com/A1HEEsj.png i'm standing and attacking him on the red point, he picks 2 to go to, but he does not move and fires 'success' on moveto
what is the movement result enum showing?
to eliminate the actor being the issue put in a location like 0,0,100 or something that is not near you instead of the actor and see if the node is the issue or the input.
on 0,0,100 he runs somewhere and fires success
so it's working
tbh it's a bit strange as of he can't reach 0,0,100, he only gets to the closest point which is like 20k away from it and fires success :D
he should get as close as possible and fire failed
ah I assumed 0,0,100 would be the center of your map
but that just means your actor input is your issue. are you sure it's trying to go to the correct actor and not itself?
https://i.imgur.com/7P1PCTc.png center is on the left, i'm on the circle
Yes
His ID is 0, the actor he wants to get to is 2
ah gotcha you have the center blocked off from the nav mesh, makes sense
@grim ore yes, that's why it's strange he fires success and not fail
well it won't fail if it has a valid input it is trying to get to
even if the location is not reachable he can still try and get there and stop
https://i.imgur.com/R7JFyoF.png the big arrow is where he stops and says success
anyways that's not a problem
how are you verifying the correct actor for your target?
well if you know the location works, grab the actor location instead of the actor itself and plug that in as the move to destination and see if it still fails
0 what?
i've tried that
on the right you have actors, he's the first one placed, so he has no number
you are getting the results out of the array and getting the first item, did you put the actors in the array by hand so they are in order?
get results as actors is putting them in order?
eqs is putting them in order
scoring, filtering
2 is the closest one with a reachable patch
that says it's the actor with the name ending in _2
NPC2 or NPC_2 ?
oh
OH
i just assumed numbers at the end are the names
https://i.imgur.com/astRovX.png okay, now it's correct, he's moving to himself
but the node before that removes him from the array :V
the names are the names you see in the world outliner, they are not the actual object names when they are in the world
why not remove himself as a valid target in the EQS query itself?
with what test?
I'm generating the list as All actors of class in range around him
I thought there will be 'ignore self' or 'actors to ignore' but there's no such thing there
ah then maybe the best choice would be to make the player not the same type of actor as the enemies?
It's not :P
then why is the all actors of class getting him in the list?
I have 10 npc which on <40% hp run to nearest same-type npc and call for help
ah gotcha
which actor is this node being ran on?
no I mean what class type, if you debug self what is the output pin result
He's PosilkiNPC which is a child of AtakujacyNPC which is a child of Podstawa_NPC which is a child of CrunchPlayerCharacter which is a child of Unit
Player himself is Gracz which is a child of CrunchPlayerCharacter
Player is not on the array, which is correct
I'm debugging the one NPC that I am attacking, the one which is supposed to run for help
The Remove node is supposed to remove himself from the array, apparently it's not
so what does the self node return as the output?
oh and yeah that is not going to work lol, I can see why
https://i.imgur.com/fiHsytE.png they do match names https://i.imgur.com/t3HBxAg.png
It's the difference between a pure and a callable node
it's like the ai move to gets value before item is remove from array
like it's getting a copy
pass by value not reference
so your pure nodes are the nodes that are without the white execute wires. They guarantee fresh results every time they are called.
so you are getting the list from your eqs results twice
get your list, save to an array locally, remove yourself from that list, then get the result you want from that saved result and feed it in
so the remove node does work on the local value
Okay, so it's passed as value and that's causing problem
Strange, thought it should pass by reference
its not that, its literally 2 copies of the results
each output wire off that pure node is returning it's own set of results for you
That's what i'm saying :D
the first one gets removed, but the second one is used in moveto
yes
so yeah saying the same stuff but different ways, yep they are being returned by value
who would want that as a value xd
it's not silly because it's a pure node, a const return basically
yep it's something that catches alot of people lol
white execute wire nodes will cache the return results until the function ends. pure nodes without wires guarantee a fresh result every time they are called
well you can see it if you understand it of course ๐
this is just one of those "oh... so that is what that word means when I use it" when programming lol
:D
you will noticed I didn't even noticed it at first.. or second.. or until we figured out what was happening lol
has anyone had issues with lightmaps not showing up on Android devices with 4.22p3 ? (looks fine in PIE, looks pitch black on the device)
hurr... why can't I see where I assign a mesh as the collider in a staticmesh?
I swear I've seen it before...
I can't believe embedding the collision in the FBX file by naming it UCX_blabla is the only way!? (that's the only thing that comes in up google right now for me)
you can't assign a random mesh as a collider
visible meshes and their collision need to go through completely different processing steps so that makes sense
but you can if you just name them UCX_randommesh on import?
https://i.imgur.com/GLlUogN.png my pawns affect movement after death even though I've stopped ai logic, un possessed, set collision to none and set avoidance to disabled. Any idea what else?
collision needs to be in the same fbx as the visible mesh
is there anything else I should disable, @grim ore ?
is your nav mesh set to dynamic so it will recalculate it when you change them to no longer block?
guys, the unreal engine tutorial website is down
also what does that same screen above look like with navigation debugging on so we can see the nav mesh
Yep, it's dynamic
but another thing to consider is if you set collision to none why are they not falling thru the ground lol
mesh possibly, i'm setting collision to none for capsule
but they are strugging on the capsules
@knotty storm maybe you got to an older link, https://docs.unrealengine.com/en-us/Engine/UMG/QuickStart
yeah that is weird if its all green they shouldn't be getting stuck in terms of navigating thru it (they arent blocking navigation atleast) but that could still mean its treating it like a physical object for some reason
so how is it affecting movement exactly
they still can't move through capsules
I can however
as a player
if I couldn't move through their bodies that would make any sense
but I move as they are not there
a bug worth reporting ?
https://www.youtube.com/watch?v=aJRO-MAWx0s
Could I say the motion capture system in this video is "real-time"?
Faceware Live is now integrated with Unreal Engine 4, bringing the capability to easily use real-time markerless facial motion capture to developers everywhe...
Because I really don't know what is "real-time". I don't know the proper way to google or start with...
Any suggestions?
real time is when you do A and A happens right then
and that system is real time according to the video and description "Faceware Live is now integrated with Unreal Engine 4, bringing the capability to easily use real-time markerless facial motion capture to developers everywhere."
@grim ore so don't have any other ideas? xp
I can't fire up UE4 right now but I was going to see if you can just deactivate the capsule component completely
It's not that the cinematic is in realtime, just them producing it. It's a weird zig zag way to advertise things. It's inaccurate though. Which is stoopud
Epic Games Founder & CEO Tim Sweeney and CTO Kim Libreri introduce Ninja Theory Chief Creative Director Tameem Antoniades for a historic live performance and...
@grim ore deactivating capsule didn't help
if the capsule is off then it should in no way affect movement so it might be something else
so what does the AI do that it's not supposed to? get stuck trying to go around or something odd
it's trying to walk through that capsule but can't, it's like the unit is still alive for the ai
as a player i can walk
it's not getting super-stuck though, i'm using detour crowd ai
by cant it like pushes against it like a wall?
so it's walking slowly near it and going around
but if I switch to normal AI controller i bet it will just hit it like a wall and stay in place
and after killing them as a player I can walk through them normally
welp yeah set active does nothing for the capsule so that is fun
how are you changing collision? I just did Set Collision Profile Name to NoCollision on the Capsule in MY AI and my AI could go thru them after that
collision enabled is not the same as setting a collision profile
I watched the video and your explanation , thank you very much!
@grim ore setting profile name to 'none' or 'NoCollision' didn't do anything
yeah none wouldnt work, NoCollision should. At this point It might not be the collision. I just tried it and my AI could go thru eachother no issue once I changed it to NoCollision profile
setting it to 'No Collision' made it unpassable even for me
woof that is weird
but NoCollision does nothing
yep super weird, it turns on the No Collision profile which has Ignore set to every channel by default
the only other thing I can think of is you have some weird collision channels or something
but that will make problems when they are alive
ok then it might not be collision but something in your AI code
DetourCrowdAIController makes that
I have an EQS setup that tries to avoid the player and hide and the AI all bump into eachother when hiding. If I set some of them to no collision they can pass thru eachother as if they did not exist.
So now can I fix that or do I have to change AI controller after their death?
I don't really know how to fix it for your setup
Can you try using DetourCrowdAIController?
maybe it will light a bulb
interesting
i've set it up that on death it changes ai controller to default one
but crowd controller still tries to walk over them
around
*
maybe the AI somehow register their locations with the crowd controller and never remove it from there on death
@grim ore got it! :)
after Un posses I've added 'detach from Controller pending destroy'
Hello guys I want to ask you
I installed the latest version of noun but before I worked on 4.18.3 and my project is on it my question is how do I start the project on which I work on the latest version and will break something if it is released on the latest version?
@plush yew download 4.18
from my experience updating to newer versions is breaking stuff. Lots of stuff.
@vague walrus interesting, so detaching from the AI controller on the pawn fixes it?
@grim ore indeed
back off from blender!
@vague walrus well awesome that you got it working. I barely work with the crowd controller so good to know ๐
When blender 2.8 comes out I will give it another chance
@grim ore yeah I wouldn't use it if not the problem with npc colliding with each other
@ancient otter the new interface in 2.8 is ugly, complicated and even worse than 2.7
Lol
:C
Can someone help me with a animation problem on bp btw?
I havenโt been able to solve it and itโs uggghhh
Hi,
I have an actor bp with this structure:
e9130efb1290f2f407bf0ec409d57f66png.jpg
I have placed this actor blueprint on my sequencer and added a track called
Here I explain it
@grim ore the dynamic meshes and capsules affecting navigation mesh was not really working, troubles with creating paths, i've switched to detour crowd ai + RVO avoidance and it kinda works
yeah AI in crowds is really a sore subject out of the box from what I have heard. I think most people who need it create their own systems to handle it
Oh and also how can i get a cartony effect on unreal engine?
it's hard for me to call it a crowd when I have 2 npcs that just have to walk around each other
I really love that style
and with default AI it's terrible, or worse, it's null. Just not working.
I love this every time I see it
^
I work now with 4.18.3 and I have installed the 4.21.3 okay I will continue with the 4.18.3
hey guy anyone have that plugin and can help me the documentation not really helpfull
https://www.unrealengine.com/marketplace/en-US/voxel-plugin
๐
wacha lookin at
competition
Procedural generation?
Hello again sorry for the tag but I created player state and then to make blueprints but on event begin play or to make function? @regal mulch
I found it is it this?
I already told you what you have to do. You gotta put some brain power into finding out the rest.
Also please refrain from pinging me. I will assist users here if I want to, not if you want me to.
@waxen oyster I don't know a lot, but pretty sure you can procedurally make anything? ๐ค
@regal mulch whats up
@polar hawk --
saaaame
XD
That's not true. I told you about the existing PlayerName in the PlayerState, as well as the ChangeName function that exists on the GameMode.
I also told you to use a TextBox in UMG and use the Text it provides for the name by converting it into a string.
I won't give you a step by step tutorial for this.
a okay
Now I understood
thank you for the wasted time because of me โค @regal mulch
I saved the picture what I must to do
xD
?
I apologize in advance if I'm at all in the wrong place to ask this - We have a few computer labs that have Unreal engine installed. We install the Epic Games Launcher to our Windows Image, apply it to the labs, then manually run the launcher and install the latest engine using an Admin Account. Our students open up the launcher on their own roaming profiles and log in with account or skip logging in. At this point the launcher shows no installed engines. If they log out and log back in, without closing the launcher, the installed engine appears and is usable. This happens once per Windows login session. We experienced this on the pre-EpicStore launcher and it has carried over into the current one. I'm guessing there is a file somewhere that we are wiping out every time a student logs out but I haven't had luck figuring out where that is.
and I will make it in gamemode because I know it better than player state-this isn't problem is it?
The PlayerStates is mainly holding teh Name
I made the new variable in the gamemode
If you ever need it you need to get a reference to the PlayerState via the Pawn/Character or PlayerController and call "GetPlayerName".
You don't have to create a PlayerName variable
As already explained the PlayerState already has one
Calling the red circled function will change it
So your task is to create a UMG Widget, add a TextBox to it and use the "OnTextCommited" (or whatever the event is called of the TextBox) to then call the ChangeName function.
Passing the text from the TextBox into the "NewName" input of the ChangeName function.
so what's the problem if I created my variable? and I also want to be on a button and by pressing the button to show me a boxing box and there the person to change his or her and have two buttons to confirm and deny
Then create that
You simply don't need the variable you underlined
:P I won't repeat myself
the new Skeletal Reduction is superb
