#ue4-general

1 messages · Page 412 of 1

grim ore
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yes and that is wrong, I mentioned it before. You need to stop copying stuff lol

polar hawk
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Have you tried deleting and starting over for a 5th time

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the 5th time usually solves it

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better delete everything and start over

grim ore
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the first part where you are copying from is from an OLDER VERSION, it will not work. it will not work

pallid compass
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jfc

polar hawk
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@maiden swift will help you after you start over

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yes

pallid compass
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This is like real time* youtube comments on a ue4 tutorial, i love it.

polar hawk
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start over

grim ore
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you need the original file copied, renamed, and just the content changed to fit your server target

manic pawn
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can't have problems if you just delete the project folder and give up

abstract relic
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Crusher stop with the spam. Good lord

polar hawk
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you have to redownload ue4 now

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re-run setup.bat

pallid compass
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"how do i breathe", where will this end? 😂

abstract relic
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You’re not fooling anyone

polar hawk
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its also easier on 4.1

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try to download 4.1

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its smaller

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4.1?

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not 4.17

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yeah thats too big

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try 4.1

flat idol
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breath the pressure

polar hawk
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4.1 is waaay smoother

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i can't help you unless its 4.1

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4.1 is all I use

flat idol
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Allar you still got the cert for 4.1 only?

polar hawk
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you're going to have a hard time finding someone who uses 4.18

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instead of 4.1

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I have every cert

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for everything

flat idol
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Nice!

polar hawk
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cool

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download 4.1 in the mean time

dim plover
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4.1.

abstract relic
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4.1

dim plover
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It's smaller.

polar hawk
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aye

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its korean for affirmative

abstract relic
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I feel like I just committed a sin

polar hawk
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it might be too small for the launcher

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don't know if its there

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yeah

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you'll get a lot more help from people on 4.1

grim ore
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that won't fix the entire point of this tho which is he wants a dedicated server 😦

polar hawk
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also im going on vacation for the next 2 weeks

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so I won't be around

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after you get 4.1

grim ore
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2 weeks man? I only get 1 week off

flat idol
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You can rule Allar out. With a printed ruler.

polar hawk
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im literally leaving on an airplane the moment your download finishes

abstract relic
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Yes

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Good night crusher and good luck

tulip field
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4.1 is the way to go

flat idol
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4.1 has billions and billions of features in it

misty creek
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methinks the lady doth protest too much

regal mulch
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While it's all funs and stuff, if you peeps are mistaken, you are bullying the wrong person.
Just keep that in mind :P

grim ore
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The reason they say/think that is the subway surfers reference

regal mulch
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@grim ore What?

whole quarry
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Is he really going for ue4.1 ?

flat idol
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It's for the wild ones

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True adventurers i mean

misty creek
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He said this:
fibi4kaToday at 2:47 PM
small project like Subway Surfes

flat idol
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I actually didnt see that, because i blocked him hours ago.

regal mulch
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Isn't that an endless runner for phones?

grave nebula
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4.1 is a wise decision

flat idol
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Also just added a custom css for web discord to hide the blocked message row too.

misty creek
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No clue

polar hawk
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I don't know who he is, but step by step is asking for 4.1

regal mulch
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@grim ore Nvm. Got it.

grim ore
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@regal mulch if you read the crusher a's past posts he mentioned he was working on a subway surfer clone. If you read the new guys posts he says he worked on a subway surfer clone. that is why they think they are the same person. that and well... the posts lol

regal mulch
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Yeah I didn't know that. I usually can see that it's him by a lot of other factors.

grim ore
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I have no idea if it is, just trying to help but he seems way lost

flat idol
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Btw did it occured to anyone, he probably is one of the admins having fun?

regal mulch
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You shouldn't really invest time into helping someone who evades bans. It's fine to start with help but if you realize who he is just ignore them.

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@flat idol Yeah, it was me all along.

flat idol
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I just knew it!

regal mulch
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Actually we share the account, just to troll you. You in person.

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We have nothing better to do with our time.

polar hawk
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@maiden swift please ban @regal mulch for ban evasion

regal mulch
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@polar hawk--

flat idol
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I feel no offended, so that's there.

maiden swift
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@polar hawk--

grim ore
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oh I have no idea if it is actually him, and I never had an issue with the other guy in the first place. I just help when bored at work lol

polar hawk
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@polar hawk--

maiden swift
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Jokes on you, Allar. I'm sharing the same account too.

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We're all Crusher.

polar hawk
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@maiden swift please ban @maiden swift for ban evasion

grim ore
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We are Crusher.... Resistance is Futile

whole quarry
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No trolling
I'll leave that here and wait for the discord to implode.

polar hawk
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I orc

maiden swift
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For the record, I'm not thrilled about the 4.1 trolling.

grim ore
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what is this discord going to look like next week with all us trolls at GDC

regal mulch
dry moon
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I love this engine sometimes. Tessellation can't be turned on because crash

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😃

regal mulch
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Basically Crusher

grim ore
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you know damnit, sometimes you want to watch it in discord so you don't have to leave the chat

regal mulch
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Yeah but the preview is so annoying

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They should make it extend locally if you click it

polar hawk
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what is this

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Slack

regal mulch
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.>

grim ore
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Suhweeet. I don't need to buy a console for Kingdom Hearts 3 😃 there is going to be a booth at GDC with it on display so I can just hang out there the entire time and play it whoot

trim night
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Its weird. The folder Engine Content and Engine C+++ Classes are visible. How do I hide them from the content browser?

grim ore
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the bottom right corner of the content browser is a little thingy you can click on. uncheck those options

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chances are they turned on if you browsed to something that was in there like a sky sphere or other material

trim night
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@grim ore Thanks!

grim ore
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Yuuuup

west spire
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Is anyone familiar with licensing and royalties? I have a question regarding #6 on the "However, no royalty is owed on the following forms of revenue:" section. I have a potential client who sells a product, and was inquiring about offering a free app that utilized AR to enhance the user experience. If the AR app using UE4 is offered free(app/play stores), but is activated to do different things based on seeing a sold for profit product with the camera is this still exempt from royalty dues?

ebon lake
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i'm new in UI design. Question: i have bunch of similar but not identical UIs for interaction with objects. Regarding performance is it better to keep BPs apart or i can put them in one blueprint and use widget switcher?

solar quarry
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so I have AI that follows you
How do I make it so they can't see me if there's an item in the way of their sight?

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I don't know what that is

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alright alright

lime gull
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I made a damage system that converts an integer to a float and subtrats that from the health, but noe I want to show the integer on screen, but it keeps gettinng a random number

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It gets a random integer, then converts it into a float and subtracts from health which works fantastic

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but it doesnt display the correct number foe how much damage was taken

grim ore
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where are you setting the damage text variable?

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if you are connecting the In Text on the Set Text node to the output of the Random Integer in Range then yes it will be a different number

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Random Integer in Range is a pure node, every time it is used it will run completely new, it does not hold any old data as it cannot change/store anything inside it from run to run. If you have 2 wires hooked up to that node then it will run twice. Since this is a random node it will give you 2 separate numbers.

lime gull
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How do i make it so it gets 1 number each time

grim ore
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each time it is ran it will give a unique number. If you want to use that number more than once then store it somewhere, like in a variable, to use later

lime gull
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Even after storing it under a variable it gives me a different number sometimes

grim ore
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then you are setting it to another number somehow

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get random #, put random # in variable, use that variable.

lime gull
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This worked for the most part, but then at one point it said 5 damage even though it was only 1

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It seems to be working very well, so maybe I just made a mistake when doing the math

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I did it in my head instead of writing it down

weary basalt
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Use PrintScreen man, those shots are horrible.

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Clarity is essential when asking for help.

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Your obviously using Windows 10 so try using the Snipping Tool, which you can find by searching in the Start Menu.

lime gull
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Sorry, ill remember that on the future

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I just did it so i can show quickly

sonic ruin
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Hey, so any of you guys know how to get an animation where your character is rappelling from a helicopter then once he hits the ground the animation stops

abstract relic
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how to get an animation or how to integrate it?

orchid sable
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Error: Ensure condition failed: !bEnsureIsGWorld || WorldList[i].World() == GWorld

Anyone seen this error before? Cant seem to find much online about it, but when playing (in VR at least) Im crashing pretty instantly...same depot on next computer over is running fine.

dim arch
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cant make sense of this, I know there is probably a BP responsible, and one of its functions is calling some cpp engine code which is locking up, is there any way to find the BP responsbile?

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all I see in the call stack is a bunch of engine functions

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this is when I load a certain map via console command (open mapname) however the first instance it's opened it stalls for about 20s to process, the second time it opens in a few seconds

sonic ruin
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@abstract relic idk both I guess

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Yeah both actually

abstract relic
sonic ruin
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Ok, I do use Autodesk Maya already

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So just create an animation in there

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?

abstract relic
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Yep. Make it in there

sonic ruin
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Ok, thx mate

abstract relic
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For integration, look through that

sonic ruin
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Ok thx

plush yew
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Why doesn't Unreal add a feature that allows you to convert Blueprints into C++? This would allow people to quickly develop a game in Blueprints and still have it run as fast as with C++.

silver crown
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There's one

plush yew
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Is it by epic?

silver crown
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Yes

flat idol
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@dim arch, that entry runs 64 times, that is why it takes 2-3 seconds to execute. Probably the lods are a bit heavy on those skeletal models.

plush yew
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how do you access it?

silver crown
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But it's not flawless

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Lots of thing can go wrong as always with BPs

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@dim arch Use async load

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Or whatever it's called

flat idol
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In my experiences, once you nativize one single blueprint, you will likely go nativize your entire project. Without that the cooked game will crash too many times.

dim arch
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reading this, not sure how much applies to the current version

silver crown
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Does it really matter if you have a stutter on load though?

plush yew
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@silver crown Are there any drawbacks to it? Or can you create a full-fledged networked game in Blueprints and nativize them?

dim arch
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well, my leader asked me to improve the load time so yea

silver crown
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BP sucks 🤷

plush yew
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nah

dim arch
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not sure if I can call async load in bp

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a lot of this needs refactoring , I got given the project and asked to optimize it

flat idol
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@dim arch, then you should remove static contents from the map, and spawn them in a controlled manner that will distribute these loading times in a more favorable manner.

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Load is like "hey give me everything right now my man" type of event, that's recommended but not preferred

dim arch
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yea I figured as much

dim plover
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You can call Async Load in BP.

flat idol
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Level Streaming can also be an easy transition for you. But it depends on the distribution of these objects.

dusk mulch
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how can make my player character see trough a matinee camera?

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like for a cut scene

dim arch
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I would probably use level streaming instead of opening new maps, because there are a bunch of actors which need to maintain their gamestate

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but right now I am just optimizing before refactor/designing the codebase

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I mean idk what they expect, loading a 800mb map file is gonna take time

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but was curious if I could use the mechanism which caches it after the first load

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because the first load takes like 20s, 2nd load takes a few seconds

flat idol
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800 mbyte is quite heavy. How many painted foliage are there?

dim arch
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not much foliage, it's not really a game sim but some other project

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about 400mb of skeletal meshes, 200mb of BP references and 200mb of texture/mesh data

flat idol
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The map file doesnt contain that type of contents, those are individual assets only.

dim arch
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memory size is 3.2GiB

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the map references them right?

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the map file is 380kb, but it references about 800mb of disk data and 3.2GiB once loaded into memory

flat idol
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Yeah. Just enable async loading, that could be a insta help.

dim arch
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alright, Ill look into it, Cheers

flat idol
dim arch
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although there probably a bunch of BP logic which references other actors assuming they exist on the beginplay event

flat idol
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That you will untangle piece by pieces. If needed.

dim arch
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yup

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do I need to flag each BP to be asynchronously loaded also?

flat idol
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No it's a setting for the project's behavior, and it will load everything using an async thread

dim arch
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hmm ok

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max tick time has moved from 12s to 7s

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thanks

flat idol
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getting better

dim arch
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I think other stuff is BP related

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its difficult to find which BP is causing the issue because frontend just shows the engine function which it calls, but you cant trace which BP called it

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I guess thats for efficiencies sake, so it doesnt pass what bp spawned a mesh when it needs to serialize it etc

flat idol
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You can click on and get a single frame to be evaluated, that can help you break this down even further.

dim plover
dim arch
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I am checking the frame, but it doesnt provide relevant information to find the problem code

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this frame seems like serializing the skeletalmeshes is causing a big hitch, but I cant see which mesh that is being called on, or where that mesh is spawned from

flat idol
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Ah it all happens in a single frame only. That's bad yeah.

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Then you should make a guess, and put some content into separate map, then load it up later.

dim plover
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obj list Class=SkeletalMesh -- maybe?

dim arch
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I am doing A/B tests with clones of the map with different actors removed, but thought there may be some way to find them using the profiler

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Ill check the article now @dim plover

dim plover
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It's a little bit dated with the TAssetPtr stuff. They are renamed and I think there were some added stuff with regards to Asset Management.

flat idol
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Toku, the profiler will grab counters most of the time, that is good for getting a summary of the events, but individual entries and details of those would be super slow to actually gather.

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What is seems to be the problem is the skeletal mesh, which has at least one (or more) LODs present. Not much to go on, but that's the closest you can find.

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And again, since these contents are slow, you should instantiate them manually (or via level streaming if possible) then just divide this event up this into multiple frames

dim arch
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alright, yep Ill see what I can do to get the code to process across multiple frames, its mostly in BP right now

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its receiving a dataset via udp then parsing it in bp, which is a huge mess

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and then spawning all actors of the parsed data in one frame

flat idol
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You can use timers, or put one timer into gamemode/gamestate/etc which will queue up 10 skellies a time, then waits for 5 seconds to grab the next in series. It's annoying but could work out for you.

dim arch
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emm, actually thats not part of the load process

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well, instead of a frame freeze, it would probably be better if it loaded the map, blurred the screen, added a progress bar and loaded the data in sequentially

flat idol
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yes but you must separate these loading events into discrete steps, and allow some time to the hdd to actually catch up with the frame

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otherwise you will end up stacking up the same amount of data and it wont be a visible difference really. i guess.

dim arch
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should be ok, as long as the gamestate can manage spawning the actors on a level switch, instead of having them in the level already

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otherwise ill have to do it in cpp

fierce merlin
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anyone have a quick tl;dr on braking friction, lateral friction, ground friction, braking friction factor, etc. and the differences between them?

dim arch
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The only thing I dont understand is why it's taking up to 16s to load initially

flat idol
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There is #legacy-physics for these type of questions. It will be a longenst tldr you ever read. Or didnt read.

dim arch
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but the second time it loads it loads in <1s

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this is PIE

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PIE, if I load it up a second time from a map switch command, it loads in a few seconds

flat idol
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Because editor will cache up everything, so the second time will be a flip of a switch to grab the same data from the ram again.

dim arch
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right

flat idol
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It's not the same with cooked game tho. But windows can be a little tricky.

dim arch
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ok, thanks man Ill see what I can do :d

crisp fable
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hey for anyone using 4.22

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can you make the new UMG editor widgets in the viewport?

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like the snapping options

grim ore
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not yet, they run in their own slate window right now

vagrant pasture
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can anyone me tell me how to make aim and shoot mechanics similar to angry birds please???????

frosty hollow
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hmm

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@vagrant pasture dmd you some links i found on the topic

vagrant pasture
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@frosty hollow Thank You very much , having a look at it

frosty hollow
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kk

vagrant pasture
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well it looks promising

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trying now

frosty hollow
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idk how well it will work im working on a 3d project havent tried anything with that style before

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but hope it helps

proven oxide
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ok here's a question, I have a chain link fence, up close it looks ok but when going away the lod makes it opaque, whereas in reality it should go transparent at distance, is there any way to make it go the other way when using autolod

sudden agate
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well, you need to make a separate material

bronze prism
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hi guys ! i'm new to unreal engine ! what is for you the best tutorial to start with ?

woeful thorn
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@bronze prism start with virtus tutorial to understand the basic of ue4, he makes funny and enjoyable games in ue4, search on youtube Virtus Squad ue4

bronze prism
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thanks

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and for making characters is fuse something great ?

woeful thorn
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Fuse it's an easy way to create character, the quality of them it's not the top, but still something that you can play around

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So Fuse it's a good software for who wants some fast character

bronze prism
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hum ok

woeful thorn
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Otherwise you have to create character and props with 3DSMax/Maya/Blender but those are more "Professional" software

bronze prism
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i know a bit of blender

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but there is not a software that makes more professionals character liek fuse ?

woeful thorn
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You mean faster as fuse? no as far as i know no

bronze prism
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not faster than fuse

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or not faster as

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but in the same style but with better graphics

woeful thorn
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No it's unique in his genre

boreal ingot
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If you already know Blender a bit I would recommend to try to make a character in there, you would learn much more even if the character doesn't look so good

bronze prism
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I've heard about iclone and make human also

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yeah i agree Perfoon

woeful thorn
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+1 and Blender can help you somehow in future work experience

boreal ingot
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And as a benefit your other assets will fit to the character

bronze prism
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but the fact is that i have to make it quick its a school project

abstract relic
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For prototyping sure. Hell, you can use Maximo

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Or better yet

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Paragon

woeful thorn
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If it's a School project, and something that hasn't to be release then.. in my opinion i would use Fuse, but keep in mind that of course it's not something "Perfect"

boreal ingot
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Of course, the fastest way is to get the characters from asset store

woeful thorn
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@abstract relic You mean Paragon character?

bronze prism
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i know maximo

abstract relic
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Yep

bronze prism
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already made some animations with it

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paragon ? is that a character maker ? not a game itself ?

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XD Perfoon

woeful thorn
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@abstract relic Resource used for paragon character are HUGE xD

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So if you want to make a project that have to run on low end pc avoid them

bronze prism
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ressources are not a problem

abstract relic
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Epic release their Paragon assets a while back. They have characters, animation integration, all that goodie

woeful thorn
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But if i'm not mistaking you can't use it in games that have profit

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Right?

abstract relic
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You can apparently

bronze prism
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it's not gonna have profit

abstract relic
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So long as it stays in engine

boreal ingot
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But later you should still try to make the craracter on Blender too! Once I learnt the basics of Blender I also started modeling, scultping, texturing and rigging a character. And I succeed; however, the whole process too me 90 hours including learning. So definitely not feasible even for an indie game:

woeful thorn
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Looks like pubg char xD

bronze prism
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yep later i will learn because i am interested to learn that !

boreal ingot
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Once you can model a character you can make everything 😄

abstract relic
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Give the poor model some tighty whites at least. His underwear looks dirty 😜

bronze prism
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yup perfoon ty

wary wave
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alright kids, it's everyone's favourite goose again:
I'm not getting overlap events on a box collision component

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Collision Preset is 'overlap all', Generate Overlap Events is true

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player will not trigger an overlap, what the heck am I missing?

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...and it's started working

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no idea why

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ffs

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6+ years of working with this system and it still causes me headaches 😐

woeful thorn
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@wary wave
Unreal Engine it's like Magic man!
Don't ask how something work 😂

wary wave
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I know how it works - problems occur when it doesn't work

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then you have to spend ages debugging the damned thing

woeful thorn
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Debugging is love debugging is life, especially when it waste your time!

ember phoenix
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I want to put two pictures in a scene. I've looked into it a bit and see it's mostly done with decals. However that makes my image super washed away and faded. Read it has to do with lighting and whatnot but after placing different lights around nothing made it pop. If I leave the "Material Domain" to surface and use that as a material over a cube, I get a beautiful rich picture but it's repeated on all sides. What is the better approach and is there a correct way to do it? How do I get a rich picture with decals or a non repeating one with basic material?

devout gulch
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does both player and collider have enabled overlap events ?

wary wave
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they did, yes

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I have no idea why it didn't work

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nor why it started working :/

true leaf
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Most of my bugs are due to null variables or not checking the right replication tick boxes

wary wave
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'Replicates' tickbox is a constant bane of mine

true leaf
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In lots of cases, the client will not throw a warning or error when you try to call a null pointer in blueprints

wary wave
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the amount of times I've missed that damned thing

true leaf
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Yeah lol

frosty hollow
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Morning

keen frigate
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@frosty hollow Hey 😃

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Guys I have a question. We have created an UE4 Discord server for our local community. Wondering if I could get the word out through here as well or is it against the rules?

frosty hollow
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@keen frigate hey! :D

wary wave
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generally speaking it's discouraged because this is a developer, not a customer community

keen frigate
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@wary wave Maybe I wasn't clear. We (as in UE4 devs of vienna and not WE as hotgates)

wary wave
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o right

keen frigate
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so it's our UE4 Dev community

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trying to gather the UE4 devs located in Vienna and Austria in general.

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gather/organize

wary wave
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aren't there like, five of you :p

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?

keen frigate
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lol I sure hope not

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there were a lot of UE4 devs during the meetups these past few weeks, but it seems noone took the time organising them in a group other than the meetup group that is.

paper kernel
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Is there a way to re-arrange material slots?

sudden agate
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Unfortunately there isnt

frosty hollow
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Hm

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Hey

copper flicker
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I don't know how to talk to my inventory slots..... -___-

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bad day man..

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😄

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the horrors that can only happen when you copy someone else's system...

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and you don't understand it

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what's even weirder is that the system works if I create the Inventory manually.. inside a widget component

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but not when I build it in BP

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with create widget - set widget

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the main inventory window has a bunch of slots... manually created.

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and ALL the code is on the slots themselves, unfortunately

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I can cast to the window... but not to the slots

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O o

grim ore
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are the slots in a panel?

copper flicker
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yes

grim ore
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can't get the panel then the children ?

copper flicker
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the slot is a separate widget

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referenced inside the main inv window

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but the main window has no code

grim ore
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does it need code?

copper flicker
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in fact I don't understand the question... what do you mean by PANEL

grim ore
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a panel is a type of widget, canvas panel horizontal panel etc.

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it's how you organize the stuff in the widget

copper flicker
grim ore
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yep in an overlay panel

copper flicker
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yep

grim ore
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so get the overlay panel, then get the children and you have all the children

copper flicker
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but.. I can even get the children directly

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and nothing happens

grim ore
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why not?

copper flicker
#

ok, wait a sec

grim ore
#

make the Overlay widget a variable. In another blueprint you can get the inventory widget (the parent), then get the Overlay variable from it, then get children on it, then do whatever you want.

copper flicker
grim ore
#

about the only issue is there is no guarantee of order and you will get more than just the inventory slots as the background and Pie10 images are there as well but you can just cast your "get children" to the inventoryslot type and it would get those

copper flicker
#

my 2 problems. A and B

#

both fail

#

inside the slot...

grim ore
#

how does #A fail?

copper flicker
#

umm. A fails cuz the slot can't read the player reference

#

if I set that manually, here

grim ore
#

well what is player index?

copper flicker
#

the system works

#

player index means if I have more than 1 player

#

for Coop

#

I expected that A will not fail, but will always give me an Index 0

#

so I'm completely puzzled..

#

the Slot is supposed to get a player index 0 by default

#

not to fail

#

part B is where I tried to communicate with the slot....

#

and nothing happens

grim ore
#

you are listing like multiple things not working and trying to fix them all at once lol... need to focus on one

plush yew
#

I am doing virtual country and i would like to know ways to make people earn some money (that i dont pay)

copper flicker
#

😄

#

well, the problem is that there are 2 things.. that fail together

#

but OK, let's ignore part A

lunar bobcat
#

Hey does anyone know how to implement a stun mechanic in Unreal?

grim ore
#

does the inventory widget show up on the screen using your widget component? does that part actually work when you create the widget

#

and 2nd of all why are you creating the widget when it is already created as part of the widget component?

copper flicker
#

I would like to leave the widget component empty

#

and create the widget from BP..

#

not sure if it's necessary

#

I did this with the Main Menus

#

and it worked

#

oh, I guess it was because I had multiple menus 😄

#

this time around is not needed maybe...

lunar bobcat
#

welp

copper flicker
#

I just don't know how to cast to the widget.. without creating one...

lunar bobcat
#

😐

grim ore
#

the widget component has a widget variable that holds the widget that it is holding, so you would get the widget component variable (Inventory) then get the Widget variable from it and now you have the widget it holds. then you can do a cast to whatever to get it in the specific class it is then do whatever you want.

wispy raven
#

it recives the input

#

but it doesn't do anything

copper flicker
#

I think I managed to break thru

#

I was casting wrong

#

it looks like it talks to them slots now 😄

#

@grim ore thx!

grim ore
#

welp it's a start so yay 😃

copper flicker
#

yeah I hope all is solved now

#

and I probably don't need multiple Inventories

#

just to send an Index

grim ore
#

@wispy raven what is "doesnt do anything" ? how do you know it is receiving the input

wispy raven
#

@grim ore i can see it on the blueprints

#

when i go in the trigger in viewport mode i can see on the blueprints if the node is working

#

the overlap event works

#

but the teleport block doesn't

grim ore
#

@wispy raven if you breakpoint (F9) on the teleport node and it triggers what does it show for the location and item it is trying to teleport?

wispy raven
#

hold on

#

i'll record it

frosty hollow
#

What can the unreal discord bot even do

#

O NVM thought that was the discord but

#

Lol

#

Just read the files

wispy raven
#

whops

#

i recorded too much

#

😂

frosty hollow
#

Lol

wispy raven
#

just look at the first 20 seconds

#

the teleport block doesn't work for some reason

placid arrow
#

why is shape_plane 32 triangles?

#

surely it should be 2

grim ore
#

ok so... that shows the problem but does not help debug it. You need to debug it. press F9 on the Teleport node to breakpoint it and the next time you trigger it the engine will pause and go into debugging mode. you can then mouse over the inputs on the teleport node and see what they say. Make sure it is getting your player and it is getting the correct location for the teleport to start with.

placid arrow
#

(im sure thats engine content)

wispy raven
#

ok

#

this showed up

placid arrow
#

ah i think i know why my plane is 32 tris

regal mulch
#

@placid arrow Probably due to reasons we don't know.

wary wave
#

so that you can actually do things with it, I assume

grim ore
#

yes now mouse over the target input and see what it says, do the same for the Location

wary wave
#

vertex colours, deformation, etc

placid arrow
#

its a grid of squares built of pairs of polygons, and im thinking thats so it can be deformed by shaders, but im not entirely sure. i'd need to check if its from the engine/starter content, or if its one i made or downloaded.

wispy raven
#

if i hover with the mouse over there, it just gives me a short info on what does the block do

grim ore
#

literally move the mouse over the blue input on the left called Target and see what it says

wispy raven
#

oh, ok

grim ore
#

yes, it is showing none that is why it is not teleporting. it is teleporting nothing

wispy raven
#

hold on

#

what if i put a reference of the char

grim ore
#

you can try that, the fact that get player character is failing to return your character is odd tho

#

oh

#

lol

#

ok first

#

you need to remove the breakpoint on the event itself

#

that is why it says none, you havent ran the teleport node yet for it to get the result.

#

so remove it from the actual overlap event so it stops on the Teleport node and not on the overlap node

wispy raven
#

can't i just do a frame skip?

grim ore
#

you can sure but no reason to stop on the overlap it's just wasting time

wispy raven
#

so what do i have to do?

grim ore
#

just breakpoint the teleport and run it again and see what it says for the Target this time

wispy raven
#

ok, it works

grim ore
#

the big red arrow shows you have it stopped before that which means anything connected to the teleport is not going to be valid yet

wispy raven
#

but it still doesn't teleport

grim ore
#

ok so that's the first part, what does it show for the location?

regal mulch
#

Is there a reason why GetPlayerCharacter is used

#

Instead of casting the OtherActor?

wispy raven
#

i tried that too

#

same thing

regal mulch
#

Can you use "SetActorLocation"

#

With "Teleport" being marked

wispy raven
#

like this?

grim ore
#

the actual dest location on the teleport node

regal mulch
#

Yeah just to see if the Teleport node dislikes you

grim ore
#

and what cedric was mentioning I would try and use the set actor location node and not the teleport node after this

wispy raven
#

Thanks

#

now it works

regal mulch
#

Guess Teleport is just mäh

wispy raven
#

😂

frosty hollow
#

Lol

grim ore
#

i dont think teleport works on items using physics

hoary silo
#

how would I make a mesh in a particle system rotate with the particle?

#

sorry for the crappy drawing XD

grim ore
#

the 4.1 engine of the engine did not have a setup file, it had separate .zip files you had to download

regal mulch
#

Stated on the GitHub page of 4.1

#

You can find that yourself

#

Just scroll down.

grim ore
#

step #3 on the instructions, yep

#

it's all about........ reading and following instructions

frosty hollow
#

@plush yew what are you trying to do?

#

O game servers?

#

I see

#

Is there any good way to team create? Got a friend that wants to get into unreal so wondering what's the best way to work on a single project together

hoary silo
#

If any of you were wondering how to put fps arms on a separate render layers in UE4, I found a way to fake it!

regal mulch
copper flicker
#

how do I convert an Actor to a Pawn?

#

meaning.. I spawn an actor

#

but I can only posses a pawn

#

how do I tell Unreal to posses an actor?

regal mulch
#

You can't

copper flicker
#

or that actor's pawn......

regal mulch
#

Actor != Pawn

#

Pawn is a child class of Actor

#

But possession only works on Pawns or their child classes

copper flicker
#

yes

#

so how do I know what pawn I just spawned?

#

cuz the Spawning part.. doesn't handle Pawns

#

it handles actors

#

SpawnActor has an Actor Obj Ref return value

#

and Posses has In Pawn

regal mulch
#

Well is the class you selected a Pawn or a ChildClass of it?

copper flicker
#

the class is the problem indeed

#

I'm trying to spawn ANY class

#

and then find what I just spawned

regal mulch
#

Well, you can always try casting

#

Just gets ugly if you need to test for 20 different cases

copper flicker
#

so instead of Spawn George, I want Goerge to be selectable as a variable

regal mulch
#

Well but should that always be at least a pawn?

copper flicker
#

casting how?

#

in fact I don't want an ugly solution... haha.. I already have one

#

switch on enum

regal mulch
#

What is the type of "PawnToSpawn"?

copper flicker
#

Well, it can be ANY player type

regal mulch
#

Buddy, you can only possess Pawns :P

copper flicker
#

all of them children of the same class

regal mulch
#

So what is the type of that variable

copper flicker
#

ummm..... Player

regal mulch
copper flicker
#

it's my character controller

regal mulch
#

Controller?

copper flicker
#

yes, I want to replace PlayerBlue with that

#

I mean Player BP

regal mulch
#

Well if you give that Variable a Type of .e.g Pawn

copper flicker
#

the BP that controls the player

regal mulch
#

Or whatever your pawn is

#

Then it will work

#

But it has to be either PAWN or a Child of that

copper flicker
#

hmmmmmmm.....

regal mulch
#

Doesn't have to be a direct child

copper flicker
#

you mean I should make PawnToSpawn not a Class but a Player var?

#

atm it's an Actor

#

I just promoted from SpawnActor

regal mulch
#

All classes from the red circle are fine for possessing

#

Blue is not

#

So the Purple Variable you have

#

Needs to be of one of the Red Bubble Types

#

@copper flicker Class or Reference has nothing to do with the Type

#

At least not with the type I mean

#

You can have a variable of type Pawn as a Reference (blue) or Class (purple)

#

What you need there is one of type Pawn as a Class

#

Not Actor as a Class

#

Not Actor as a Reference

#

And also not Pawn as a Reference

copper flicker
#

I can't change the default value of a Pawn

regal mulch
#

Click on that variable you have

#

And change the type to pawn

copper flicker
#

so.. what type of variable should I use?

regal mulch
#

That's literally all you need to do

copper flicker
#

I don't understand

#

the spawn actor requires a class

paper kernel
#

the output changes based on what you select on class

copper flicker
#

EXACTLY

#

that's my problem

paper kernel
#

there's no problem, that's just how it works

copper flicker
#

but I don't need to change the class

wary wave
#

your problem is that you don't understand what you're doing

copper flicker
#

I only want to spawn players

paper kernel
#

you can't spawn NONE

copper flicker
#

ffs.....

wary wave
#

you need to spawn a type of pawn

copper flicker
#

I want to spawn Player1

#

or Player2

#

or Player 555

#

I want to expose that as a variable

wary wave
#

you can spawn a player pawn, then assign that to a variable

#

but first you need to spawn a pawn

copper flicker
#

it should be suprebasic.. I just don't know how to convert that actor to a pawn

#

the problem is Player1 and Player2 are not the same.. game obejct

#

or class.. maybe

#

both inherit from Player

regal mulch
#

I already told you

#

The Variable that you have

#

Needs to be of type Pawn

#

That's all you need to do

copper flicker
#

It can't

regal mulch
#

Of course it can

copper flicker
#

that makes no sense....

#

can u show me pls

regal mulch
#

It makes no sense cause you don't understand it :D

spark valve
#

Hit the dropdown

#

Select Pawn

copper flicker
#

I don't understand what you're saying by that variable having to be type Pawn

regal mulch
#

Variables have Types

#

That much you need to understand

wary wave
#

@copper flicker - do you understand what classes, types, and inheritance are?

#

I suspect this is the problem?

copper flicker
#

no, if I do that I can't select Player1 or Player2 as pawns aymore

regal mulch
#

Player1 and Player2 need to be children of the Pawn Class

wary wave
#

what even is 'Player1'?

regal mulch
#

Otherwise you can't use them anyway

copper flicker
#

they are children of class.. Player

regal mulch
#

And Player is child of what?

copper flicker
#

which is a PaperCharacter

#

that's the parent class

regal mulch
#

Which is a Character

copper flicker
#

yes

regal mulch
#

Which is a Pawn

#

So yeah, setting it to pawn will work

copper flicker
#

no it doesn't.. sorry, this doesn't make any sense

#

let me print screen

wary wave
#

if the class hierarchy is as you suggest, it should be spawnable and possessable

copper flicker
#

that is a pawn

regal mulch
#

Yes and no

copper flicker
#

there is nothing I can do with it

wary wave
#

that's a variable of type pawn

regal mulch
#

This is a Pawn yeah

#

But you made it a reference

#

I wrote ealier that it can also be a pawn Class

copper flicker
#

ok, so what do u mean, can u show me pls?

#

😄

regal mulch
#

When you select that

#

You get 4 different options to choose from

#

Go back to the drop down and locate PAWN

#

And hover over it an wait for the menu to extend

#

That will show you 4 options, where the first one is reference

#

And the second one is class

copper flicker
#

oh PAWN CLASS REFERENCE

#

AMEN!

#

😄

regal mulch
#

The Blue one is to save ONE instance of a Class

#

Where the Purple one is to save the class itself

#

Which you want to do

copper flicker
#

it worked, thanks!

#

@regal mulch 🍷

regal mulch
#

(:

grim ore
#

😃

spark valve
#

😀

#

Yep

frail jasper
#

Are there any good places to read about development for Android?

regal mulch
#

@frail jasper #mobile might be a good start

#

Might have pinned messages and if not just ask around there (:

frail jasper
#

I just wish this was strait forward but we all know Unreal is anything but that.

#

I post in mobile 5 days ago and got no response not that I expected one. The thing is that with all these different gpu's possible per device it makes packaging a pain and difficult to debug.

regal mulch
#

Probably why fortnite only targets specific high end hardware

frail jasper
#

ok so I will only target asct then that way I can keep going. I been spending weeks trying to debug act and I can get templates to run fine on the act but not my project. My project will run fine on asct. Just wish things were different and worked.

spark valve
#

That's part of development pain for any Android app when compared to iOS unfortunately

frail jasper
#

That is the understanding I was looking for though so thank you

spark valve
#

Do the instructions say to run the Batch file?

#

Could try running it as Admin

#

It sounds like it just makes folders so it should finish REALLY fast

regal mulch
#

What a sad sad story to watch

pallid compass
#

Lmfao

teal tulip
#

lol

frank escarp
#

@plush yew mate you got trolled hard

next badger
#

4.1 is ancient

shy silo
#

Basic question but is there an easy way to produce a game with a camera that moves like the blender/default camera in ue4 where you hold middle click to move the camera in a sphere? Sorry if it’s sort of basic

teal tulip
#

4.1 won't work with your visual studio etc

next badger
#

@plush yew why would you need a source ue4 version?

grim ore
#

oof. 4.22 release this week.... can anyone else feel it?

spark valve
#

Where does it say to use 4.1?

frank escarp
#

@grim ore no

#

GDC

teal tulip
#

what I should feel

grim ore
#

GDC is next week

teal tulip
#

thats true

frank escarp
#

nvm

#

GDC livestream in 2 days

#

4.22 confirmed

teal tulip
#

so what is the bet @grim ore what day of the week

#

the release I mean

frank escarp
#

@plush yew if you cant read instructions to do your stuff, you have 0 chance making a multiplayer game

next badger
#

@frank escarp how GDC stream could be in 2 days if GDC starts on 18th?

frank escarp
#

becouse they do a stream the 14th

frail jasper
#

I managed to get all my textures streaming. 😃 I talked to others in paper 2d and they told me that the blurring of the textures is normal on first load of a given texture that is streaming. All of my npc's and characters are flipbooks that are streaming. This causes them to be blurry on first load into memory. Just wanted to clarify that the best way to avoid the user seeing the blurring would be to load all streaming texture that might be used on a given map behind the loading screen so the user does not see the blurring of the texture during gameplay while the texture is being loaded into memory. Would this be the correct way to avoid the user seeing any blurring of the textures?

next badger
#

kinda, pre GDC stream

grim ore
#

the GDC release last year was wednesday before for 4.19

teal tulip
#

so pre 4.22 release in order to show 4.23 features in the GDC

#

RTX, these light bakers and something about physics idk

#

and the google stream system and these things with gamepad included

manic pawn
#

@frank escarp wtf where did you see this stream in 2 days

#

isn't it on the 20th?

dim merlin
#

hey guys, ive mentioned before.. what about having editor 'themes' to change the editor look?

next badger
#

@dim merlin want to make one?

dim merlin
#

id love to make a silver theme

frosty hollow
#

Lol

next badger
#

@dim merlin thumbs up for that

regal mulch
#

That's technically possible

#

If you swap out all the Editor Texture

spark valve
#

They probs won't but I'd love to get rid of the 00's icons

regal mulch
#

Already been done

#

Skim the forums

dim merlin
#

anyone could advise epic on that? id really love themes

#

anyhow, im good with the current theme to 😉 NP

manic pawn
#

there's no proper theme support

frosty hollow
#

I mean if it was easy like blender I'd make one

manic pawn
#

tons of colors and sizing is hard coded

next badger
#

Epic only working on what is benefit for the inner projects and fixing bugs

manic pawn
#

and you have to rebuild the engine to modify it

frosty hollow
#

Haven't looked into it tho

dim merlin
#

so, no theme support means? how manny files?

#

id put 1m on it if its possible, epic earnd enough with fortnite

manic pawn
#

it means trying to make a "theme" is going to be such a pain you'll stop bothering half way through

#

like all those attempts on the forum

dim merlin
#

okay hhm.. really?

#

thats not very good

manic pawn
#

and people would have to use a modified engine to use it

#

no

dim merlin
#

yeah well, but a nice manager would advice on engine mods

next badger
#

I've spent few weeks on theming support, still not even half way through, and code probably outdated already

regal mulch
manic pawn
#

that guy gave up too

dim merlin
#

@regal mulch i know that one to!

manic pawn
#

delete them

frail jasper
#

lol

manic pawn
#

now turn off your computer

next badger
#

4.1 is dead, we told you

frail jasper
#

download a new version

regal mulch
#

You must know what version you are using

spark valve
#

4.1 was released in 2014 mate, get rid of it

next badger
#

@@plush yew @grim ore didn't told you to use 4.1

grim ore
#

Allar told you to get 4.1 because it was easier, then he left town.

#

I tried to help with your current version but you kept skipping stuff and not reading so I stopped

frank escarp
#

allar was trolling

#

becouse you were being annoying

#

and not following instructions

polar hawk
#

I apologize and sympathize to the general chat for what is happening, but I don't apologize for my actions.

next badger
#

to use Allar's advice you need IQ 160+

#

that counts for any advice, not htat particular (no offense)

polar hawk
#

USE WHATEVER FUCKING VERSION YOU WANT

#

GOD DAMN IT

regal mulch
#

If only one wouldn't be crusher

next badger
#

@plush yew 4.18 is fine

frosty hollow
#

Lol

polar hawk
#

But seriously

#

the same steps work for 4.1

regal mulch
#

Hehe

#

Just use 4.0

polar hawk
#

Actually I think the same steps DO NOT work for 4.0

#

but

regal mulch
#

That makes it even better

frosty hollow
regal mulch
#

Use 4.StopEvadingYourBan

frosty hollow
#

Lol

polar hawk
#

I only use the Rocket Beta

regal mulch
#

It hurts

polar hawk
#

I only use the Rocket Beta and for UI I use Coherent UI because UMG didn't exist then

#

(actually I did have html5 ui in Rocket Beta)

regal mulch
#

And your only help is Rama's AnswerHUB posts?

#

Awesome times

next badger
#

Is coherent dead now?

frank escarp
#

answerhub was great back then

polar hawk
#

Coherent is not dead but its not taking over the world either

frosty hollow
#

I'm so new to this omg xD these words I feel like I need to Google them all 9096_thinkingpepe PepeYikes

frank escarp
#

@next badger Coherent actually has significantly better tech now

#

but of course, they are useless for normal UI

#

the main use case is embedding a internet browser into your game for some reason

polar hawk
#

Coherent unfortunately got really weird with licensing

#

and skus

frank escarp
#

no one wants to work with coherent for basic UIs

polar hawk
#

I mean I do but

frank escarp
#

@plush yew just use the newest version ffs

#

4.21

#

or 4.18

polar hawk
#

WHY NOT 4.20

#

fuck

#

if version number literally doesn't matter

#

4.20 was actually a dope release

dim plover
#

4.20 was not dope.

polar hawk
#

yeah but

#

it was also dope

#

cool

#

now

frosty hollow
#

I like 4.20

polar hawk
#

read the fucking instructions

frosty hollow
#

:c

polar hawk
#

and report back when it works

#

if you report back before it works

#

you will be jettisoned out the space deck

grim ore
#

The issue with him using an older version is his GPU does not support SM5, he has to use an older one

frosty hollow
polar hawk
#

why do you even need a dedicated server

frosty hollow
#

Who disliked 4.20

#

O.o

manic pawn
#

what toaster doesn't support sm5

polar hawk
#

you don't need a dedicated server to learn multiplayer

next badger
#

@frosty hollow hover the emoji it will show

polar hawk
#

cool

frosty hollow
#

@next badgerim on phone

polar hawk
#

do it after you make a multiplayer game

#

or

#

fuck it

#

send me $200 a month

#

I'll host your game's infrastructure

sudden agate
#

how often did this discussion turn in circles ? You are still discussing the Dedicated Server bullshift from yesterday Oo

polar hawk
#

im not exactly joking

manic pawn
#

suddenly his game has 10000 monthly users

frosty hollow
#

@dim plover you lurker

#

I figured out how to xD

dim plover
#

I think lots of people stayed on 4.19 instead of upgrading to 4.20. 4.21 is okay, I think.

frosty hollow
#

I'm on 4.22 rn

frank escarp
#

i just ported DWVR to 4.22 for experimenting

plush yew
#

my friend said its possible to have multiple people connected online controlling the same instance of the ue4 editor at the same time??

#

is this true?

frank escarp
#

holy shit damn thing is FAAAAAAAAAAAAAST

dim plover
#

Well... I tend to wait until it goes out of preview and all the hotfixes.

frank escarp
#

@plush yew desist

#

its way beyond your skill level

#

even making a MP game at all to begin with

frosty hollow
#

Then again the extent of my unreal knowledge is a 4 1/2 hr YouTube unreal vid

#

So I don't know a whole lot

manic pawn
#

@plush yew 4.22 comes with an experimental plugin that tries to do this

plush yew
#

can you hit play and both play in the same instance of the game

#

and how are assets shared

manic pawn
#

no clue

plush yew
#

damn

#

i need to try this

frosty hollow
#

I didn't know that need to look into that now

manic pawn
#

it's probably just not shared

frosty hollow
#

What

regal mulch
#

It's amazing how a person can basically ban evade and then do the same shit over and over again they got banned for in the first place.

#

And then not even realize that half the server just trolls them

manic pawn
#

pro tip: phone verification hides

frosty hollow
#

@regal mulch who is ban evading ?

#

O.o

regal mulch
#

Yeah, we "miss" every crusher with another person

#

Cause every crusher can't even properly speak English

frosty hollow
#

O nvm

cobalt scaffold
#

😃

#

just stop

plush yew
#

@manic pawn what is the plugin called

manic pawn
#

I forgot

#

just saw it a while ago

next badger
#

RemoteSession

frosty hollow
#

Found it

#

Yeah that

next badger
#

@plush yew do you know how multiplayer works?

#

@plush yew good, then why are you asking if you need to have a host?

bronze prism
#

Hi! There is some kingdom hearts fans here ?

next badger
frosty hollow
#

Yeah

bronze prism
#

Thanks alexey

regal mulch
#

You don't even have a game

#

Why would you want to pay for hosting already

#

You can do all the testing locally

#

As well as with ListenServer

#

You can even host the Dedi Server on your own end

frosty hollow
#

^

next badger
#

@plush yew use port forwarding on your router, or use hamachi

manic pawn
#

hamachi 🚮

#

why do people use that instead of just forwarding the port

next badger
#

@manic pawn cause some have no public ip

manic pawn
#

how can you have no public ip

next badger
#

@grim sinew that;s common in Russia

grim sinew
#

?

next badger
#

@plush yew not ue4 related question

next badger
cobalt scaffold
#

then ask more questions on discord

regal mulch
#

Oh look the same stuff crushy mc crusher worked on

#

What a coincidence

frosty hollow
grim ore
#

you can use Shift-F1 to release the mouse and then click on the other window

polar hawk
#

format c

#

you first

frosty hollow
#

Delete win 32

polar hawk
#

be the change you want to see in the world

#

quantum entanglement

pallid compass
#

omg

frosty hollow
#

Moment of silence for the monitor

fierce tulip
#

lets add some moments of silence

#

there

frosty hollow
#

XD

grim ore
#

aww...

fierce tulip
#

crusher has violated the rules many times.
could we ask you all to ignore him as much as possible until discord staff takes care of it.

frosty hollow
#

pepeOK understood

abstract relic
#

Damn I missed the party

plush yew
heavy notch
#

@plush yew Ok, sry

low wraith
#

Hey, can anyone help me?
This is regarding the UE4 umg widget.
So, when I press a key that I've set, the players' perspective will change (TPP/FPP). It's all working fine. But how can I make a button, that presses this key for me, for mobile use?

next badger
glacial mountain
#

Ok so...im pretty new to ue and managed to make a map with various free assets. Im aiming to something like what never was or gone home walking simulator puzzle type of gane but i have no idea or skills to even make a light go on by clicking it...help a brother out

#

How to create a blueprint to examine a item, pick up, make puzzles etc

heavy notch
#

@low wraith make a custom event and connect it to the thing that you are doing. Then when you press a button call that event

glacial mountain
#

Make a music track to play when pressing a putton etc

#

Basically i have no gameplay, only a map to walk n

frosty hollow
#

There are alot of YouTube vids that can help for simple things like them. @glacial mountain

low wraith
#

@heavy notch I'll try. Thanks for replying.

frosty hollow
#

There are some decent YouTubers like game dev, or totally unreal

#

I can send you a vid if needed

heavy notch
#

@low wraith No problem, if you need more detailed explanation, fire away

grim ore
frosty hollow
#

What

#

O

#

Lol xD

golden condor
#

Hey, is it supposed to be hard to see 1D space blended animations?

#

I can't tell if its working or not, when i play my character just starts running

#

is it a side effect of having very short animations?

grim ore
#

add another point in there maybe? walk at 0 walk at 200 run at 500 type stuff?

cobalt scaffold
#

how long does it take to reach running speed?

abstract relic
#

Decrease your character acceleration and increase interpolation time to see the blending more clearly

spark valve
#

@grim ore Oh hey I just realized I watched a couple of your vids last week haha, nice to see you're on here.

grim ore
#

awesome @spark valve 😃 hopefully they helped

golden condor
#

@grim ore I came up with an idea to test

#

using a PS4 controller

#

i am just going to set the input and use a third party driver that works with Unreal and see if its working

#

if i crash and burn i'll just go back and do what you say since you never fail to give the correct responses lol

raven ledge
#

Hi, I have a problem i'm unsure how to fix. I have made an animated particle using a flipbook material to have multiple frames running, but when I start the particle it plays all of them at the same time. is there a way to set them to all start at frame 1?

raven ledge
#

they're all playing at the same time, I want them to spawn at frame 1

raven ledge
#

ohh, flipbook is the wrong tool for this.

fierce tulip
#

if you use flipbook in the material, you need to use a particle relative time, or another way to feed 0 - 1 over time. (dynamic module comes to mind)

wispy raven
#

hey guys, unreal remote for ios doesn't seem to work

#

i enabled the plugin in the engine

#

and put my ipv4 on the app

raven ledge
#

oh, yeah particle relative time worked with flipbook.

#

now to learn the rest of the stuff about particles

#

I had to use a multiply with the relative time to get it working right though

polar hawk
#

is that fire intentionally low res

#

if so, its dope

grim ore
#

it's a sprite sheet so I would assume so

raven ledge
#

yes, I'm making a deliberately low res FPS game

#

Quake/Unreal-esque deal.

grim ore
#

cough Unreal Engine Livestream - GDC 2019 Preshow - March 14 - Live from HQ - "WHAT
GDC 2019 is around the corner and Unreal Engine will once again have a strong presence on the show floor. Join us on this week's livestream as we discuss new 4.22 features, tech talks and the future of Unreal Engine."

fast gale
#

http://imgur.com/c1ahAyR

Can anyone tell me what this glitch is called so I can then google it and find a fix.
When viewed from a far, the plane with the alpha masked texture has this flickering 🤔

#

In the gif it is only on one of them, but if moving the camera around, the flickering moves across all of the fence planes that have the alpha masked texture

raven narwhal
#

Hello. Maybe someone had this problem before and can help.
When i rotate my camera (VR) - shadows disapears at specific angles.

next badger
#

@fast gale does texture uses MIPs?

fast gale
#

Before, when viewed from a far, the texture would become a solid plane rather than dissapear

next badger
#

@fast gale it's just may be that TAA and moire on hires texture causes this

fast gale
#

Ok, thanks, I'll look into this.

next badger
frosty hollow
#

anyone know what exactly the concert plugin doase?

#

wanna make sure im not miss reading this

#

since im new to deving dose this mean kinda like a team create?

#

or is it something else

next badger
#

@frosty hollow it allows multiple users to connect to the same instance of the editor

frosty hollow
#

uhhh

#

and that dose?

#

sorry im extremely new, forgive my ignorance

manic pawn
#

it probably crashes

plush yew
#

A bit confused I changed the skeletal mesh of my character and now I can't see the capsule component. I'm thinking it is an import scaling thing. Here is one character:

frosty hollow
#

worth a try

#

if i can figure out how do to it

plush yew
#

(as you can see no capsule component... even though the mesh is positioned at relative position (0,0,0)

#

doh. I had it set to invisible

next badger
#

@manic pawn does work fine, but since there are no documentation on Presence classes - it hard to understand what it could do

paper kernel
#

import scales are multiplied by x100 from blender

#

for skeletal meshes at least

#

skeleton needs to be 0.01 scale, while mesh has to be 1

frosty hollow
#

i have 3 friends that want to try it since were new were just messing around so wass hoping to find out how to download it @next badger

next badger
#

@frosty hollow download what?

frosty hollow
#

the multi user plugin

next badger
#

it's in 4.22 by default

frosty hollow
#

...

#

o

#

how do i get to it

#

i feel so dumb

next badger
#

it's called "Multi-User Editing"

frosty hollow
#

i have like 10 hrs in unreal i still barely know the ui xD im asking were to look

#

lol

next badger
#

@frosty hollow then you probably won't be able to use it...
in plugins settings

frosty hollow
#

ik were plugins is

#

the site on reddit said it was called concert

#

thats why it confused me