#ue4-general

1 messages · Page 413 of 1

next badger
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ConcertFrontend.uplugin

    "FileVersion": 3,
    "Version": 1,
    "VersionName": "0.2",
    "FriendlyName": "Multi-User Editing",
    "Description": "Allow collaborative multi-users sessions in the Editor",
...
frosty hollow
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i found it

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xD

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sorry for lowering your brain cells

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i feel dumb xD

next badger
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@frosty hollow you need to launch a server first (last option)

frosty hollow
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ok got it

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thanks

hollow crescent
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is there a hotkey to recenter VR in UE4 when you press play?

frosty hollow
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welp that ruin my plans says it for loacal only xD

next badger
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@frosty hollow ?

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server address can be set in project settings

frosty hollow
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o

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how?

next badger
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local means on "this" machine

frosty hollow
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ok so how do i get the ip or link to get them to join?

next badger
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multi-user settings will open project settings multiuser setup

spark valve
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your public IP

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But you'd have to port-forward

next badger
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^

frosty hollow
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i have

spark valve
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(I haven't used the local server before but that how things generally work)

next badger
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@spark valve i think no one did...it's a new feature

frosty hollow
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would that put the public ip in url?

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they*

next badger
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@frosty hollow i assume so

frosty hollow
next badger
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i have only one PC so i can;t test it by myself

frosty hollow
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ah im in a call with my friend that were trying to get it to work xD

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well gonna try to put server name there 1st i guess then try ip,

next badger
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name is useless if it's outside of WINS discovery bounds

frosty hollow
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o

coarse wigeon
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What version of UE4 is that in?

frosty hollow
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4.22

coarse wigeon
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Got it

oblique sorrel
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Quick question: How's ReSharper C++ in comparison to Visal Assist? I assume it's better than plain IntelliSense, but does it hold a candle to VA?

polar hawk
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download the free trial

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try both

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pick one you like most

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alternatively

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VAX IS LOVE

next badger
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last time i've used resharper with ue4 source it died

polar hawk
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VAX IS LIFE

next badger
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Epic uses VAX internally?

coarse wigeon
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I like VSCode

polar hawk
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Everyone uses VAX internally

regal mulch
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Never used ReSharper. Only used VAX. Never felt the need to not use VAX.

coarse wigeon
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Then again I have never used VAX

pallid compass
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Once you go VAX you cant go back.

next badger
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@regal mulch i still can't solve issue with VAX showing me TArray definition from the plugin -_-

polar hawk
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INSTALL VIM

oblique sorrel
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Epic should just buy out VAX with their Fortnite money and give it away with Unreal lol

weary basalt
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Didnt another Company buy them out?

oblique sorrel
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Idera Inc, I guess?

weary basalt
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There you go

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Would be Epic if Epic bought them though 😃

oblique sorrel
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Papa Sweeney, please 🙏

heavy notch
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Hello guys,
What is the difference in performance between blueprint that is derived from C++ class and pure C++ class?
And,
Is it good to use derived blueprints like this?

static ConstructorHelpers::FObjectFinder<UBlueprint> ItemBlueprint(TEXT("/Game/Items/Blueprints/BP_ItemTest"));?

manic pawn
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now epic needs to buy whatever idera is, obviously

regal mulch
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@heavy notch 1. It depends on what you do in the BP.
C++ is always C++. The BP classes you create from Epic's parent classes are also just "BP derived from C++".
BPs are basically always derived from C++.

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If you now want to know what the performance diff between C++ and BP is, then you just gotta check youtube for that.
Someone made some nice video showing the diff.

worn granite
regal mulch
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But it only applies to heavy stuff. If you do some very basic coding in them, you won't feel a difference.

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Now for teh FObjectFinder, I really never use that.

manic pawn
regal mulch
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I usually create a TSubclassOf<ASomeClass>

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And link it that way

worn granite
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Choosing between C++ and BP for the perf is something you should only really do if you actually know how to use the profiler.

manic pawn
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it seems like idera is planning to integrate va into their own ide

merry gazelle
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UI is still better than blender

teal tulip
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lol

heavy notch
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@regal mulch @worn granite Ok, got it. Thanks

orchid sable
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Error: Ensure condition failed: !bEnsureIsGWorld || WorldList[i].World() == GWorld [File:D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp] [Line: 7006] Anyone ever seen this error? Out of nowhere two of my studios machines are crashing every time w run in editor, while all other machines are just fine with same depot.

plush yew
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VAX > Resharper by a long shot. Unless you use C#.

manic pawn
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resharper is super slow so it defeats the point

oblique sorrel
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That Idera C++ IDE pricing though...

next badger
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i just wondering if that means new software will emerge...

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btw Travis has MIT license...

spark valve
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@merry gazelle Have you seen the new Blender UI tho!

merry gazelle
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@spark valve I haven't but then the last time I checked I was scared for life😱

spark valve
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This is technically the "Beta" but a lot of people have just started to use it since it's pretty stable

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It also has a game-engine type renderer that works in real time!

next badger
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unfortunately still has awful ue4 integration

mint umbra
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Can you guys recommend me any good tools for making a roadmap where I can easily edit tasks etc.? Checking out Productboards atm, anything better? 🙂

frosty hollow
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@mint umbra trello

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with cutom fields power up

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its amazing,

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for being free*

mint umbra
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oh right, trello is the one most people talk about, cheers! I'll check it out 🙂

frosty hollow
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np

sudden creek
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Guys, I made a game to help PewDiePie defeat T-Series

frosty hollow
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i use it for my projects so hope you enjoy it

teal tulip
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@sudden creek but is John Malkovich on it ?

spark valve
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+1 for Trello

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GitHub also has this built in

frosty hollow
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^

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github ui tho isnt the cleanest

spark valve
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Definitely

sudden creek
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@teal tulip Haven't released it yet. Visual studio is deciding to not work. I have 2017 and 2017 C++

next badger
spark valve
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Oh that looks nice

frosty hollow
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oo

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i may have to convert to that

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that looks nice

next badger
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many devs here are using it for commercial projects, i've used it for many gamejams

mint umbra
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Trelloy worked great

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Oh, hacknplan looks nice to, thanks!

frosty hollow
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wow

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there is alot in this hacknspin site

sullen wraith
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when an enemy dies they ragdoll and fall normally, but if I change their skeletal mesh, they go flying away?

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any idea why causes this

desert jay
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My unreal project was corrupted and I had to start over... I just relearned I need to use source control.

frail sky
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Does anyone know how to copy data table rows?

grim ore
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If something goes flying away with physics there is a good chance there was penetration and the engine caused it to get un penetrated and that happened

hasty lintel
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UE Newbie here, very quick question - When I press the G key in UE4 my lighting completely disappears. This used to just toggle the handle and icons within the scene but now everything goes dark, anyone know the reason for this ?

Any help is appreciated

frosty hollow
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is there anway to use assets in vers were there incompatible was hoping to use the infinity blade fx for a couple things but it only supports 4.20 and down

sullen wraith
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@grim ore it works with one skelatal mesh, the other one goes flying

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how do I fix?

dry moon
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Anyone know why this won't overlap the world

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and only affects pawns

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OverlapAll does the same, won't affect the world

sinful mountain
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What do you guys prefer between cpp and blueprints?

golden condor
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Hey guys, i am having difficulty with making a pickup, anyone has 5 minutes to let me know what i am doing wrong through screen share?

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i made the whole thing, its just not working, if someone can let me know where i went wrong i would really appreciate it.

bleak widget
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worked all night in the UE... sleeping at work now 😫

raven ledge
hazy rivet
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Hi everyone!

Well, I just want to ask is someone know if we can like... "rotate" a texture we apply on a mesh, 'cause the eyes of my twili' (the name of my mesh) are looking weird...

If you know the solution to this, please @ me.

Anyway, thanks for reading and have a nice day all ^^

abstract relic
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Use CustomRotator node. Plug the Rotated Values to your texture sample’s uv.

leaden dust
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the velocity of my projectile movement component is x: 1.0 y: 0.0 z: 0.0 and my actor rotation is the way I want it to go. but it is only going towards x direction

proven oxide
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Ok heres a question, not a problem but just is it possible, I want to be able to switch guns so all the tutorials i have seen say to have all weapons on the character and just hide the ones you don't want.

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But that only works if the hand bones are in the same place on each gun, is it possible to use a physics handle to pick up guns with?

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because then you can just spawn the item and then pick it up with the physicshandle meaning you can change guns at runtime?

leaden dust
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@proven oxide how will you align animation

proven oxide
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no idea, thats why i was asking , I have been looking at that but how can you have multiple guns of different sizes and shapes all premounted to sockets?

manic pawn
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could make guns isolated actors and attach the one you want equipped to a socket on the character

proven oxide
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or i suppose if you can then destroy the tpp mesh and then create a new one with the correct gun but wouldnt that make the character flicker as it is replaced with the new one

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I am still going through a tutorial and just wondering how i can apply what i am learning to what i want to do

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Still next game in the course is a tank battle game

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then a FPS and then a battle royale

glacial mountain
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best places for free assets aside from marketplace?

proven oxide
tardy stump
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@proven oxide do you want different animations to be used for character picking up a gun from the ground, depending on what kind of gun is it?

knotty storm
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I need help. I was trying to make the menus from https://api.unrealengine.com/INT/Engine/UMG/QuickStart/index.html and everything works except the pause menu. when i press the key for the pause menu, the menu comes up but the mouse doesnt appear. i would appricate the help.
https://github.com/TFM110/CoralReef/tree/master/HUDTest

Getting started with using Unreal Motion Graphics in Unreal Engine 4.

proud verge
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Hi guys, i´m having a problem with Nav Mesh, my scene is not at default height, its way higher, then Nav mesh stops creating the green color after it reaches certain height, how can i make the NAvmesh heght to reach higher than default values?

sudden agate
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what are GameplayTags used for? Are they an Editor Only thing?

proud verge
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i dont use tags with navmesh

regal mulch
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Are you sure that nav mesh bounds volume still surrounds your mesh?

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Cause I never heard about it stopping at height xy

next badger
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@proven oxide for adjusting animation you could use different tricks, like 2 bone IK, or layered blend (use #animation for specific topic)

hazy rivet
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Hi everybody!
Well I just try the CustomRotator node but it still doesn't work... I search on youtube etc and nothing can help me :c

So, here's my problem:
The eyes on my Twili (my mesh) are looking really weird: she looked at her nose and i want her to look in front of her. Can someone tell me the solution? (please @ me)

anyway thanks for reading and have a nice day all!

abstract relic
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You said it was a uv issue the other day. Open a 3D software of your choice and fix the mesh.

plush yew
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heyo people

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i'm new to unreal!!!

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anyone here just starting out like i am?

hazy rivet
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@abstract relic ok I will do this, thank you

copper fable
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Can I stop motion blur from effecting some translucent materials

sudden agate
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no

copper fable
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Shhiiieettt

sudden agate
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<@&213101288538374145> ?

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isnt he meant to be permaBanned?

languid shard
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dafuq

abstract relic
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Already spamming

regal mulch
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That you are still ban evading

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If you want to "apologise", accept your ban and move on.

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You aren't getting help here anymore.

wary wave
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you had a last chance about 10 ban evasions ago 😐

regal mulch
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Yop

sudden agate
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🔨

abstract relic
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🍿

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Chance was give weeks ago

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And you blew it

sudden agate
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you are immature.

abstract relic
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Multiple times

regal mulch
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Buddy, you received a ban, which we, the Moderators and Admins, have full authority on.
And if you receive a ban, then that's it. You don't get 50 chances by evading.

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I won't give you any chance at all. You received a ban. Deal with it.

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There are a lot of communities out there, including the forums and answerHUB which you can use for getting help on UE4 problems.

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But this one here you screwed up.

wary wave
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coming back over and over again in defiance of your ban is not helping

regal mulch
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Yeah then you should've thought about that before ban-evading 20 times.

wary wave
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you're literally just making the case for banning you stronger

regal mulch
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The correct way would have been staying banned and then asking for a second chance after some point, explaining yourself.
Not coming back 20 times and when you realize that you won't get help starting to "regret" it.

sudden agate
regal mulch
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You shouldn't have come back the second time in the first place.

sudden agate
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not everyone deserves a second chance tho.

regal mulch
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Don't you realize that?

abstract relic
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No

fierce tulip
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more stuff for the discord lead admins

sudden agate
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wait, that fibi guy was him?

abstract relic
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It’s not negotiable

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Yes it was

sudden agate
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rekt

plush yew
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@valid knoll you already crossed two question a day limit right now

regal mulch
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Can you just stop trying so hard? We aren't giving you that chance. You received a ban and even if you think this ban isn't justified, it really doesn't matter.
You don't have to agree with us on the ban reason. Discussing moderation itself is against the #old-rules.
And evading the ban over and over again, is also a reason for the ban.

So even if we give you a chance to get rid of the initial ban, you basically got yourself a lot more bans just by evading the first one.

plush yew
regal mulch
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And if you think it's worth your time coming back over and over again then have fun.
We know the way you type, the way you ask questions. We know the topics you ask about etc.
And you might have realized that the users of this Server are starting to give you wrong answers.

#

At the end of this discussion, you'll not be on this Server anymore anyway.
And you should realize by now that we know when you are back.
For us this is literally two clicks to remove you.

fierce tulip
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for me a few more, as I am collecting data to get you permabanned from discord in its entirety.

frosty bloom
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Luos hammer evolved?!

elfin igloo
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yo whenever anyone has time could one of you dm me and help me figure out how to implement this aim offset properly ive been stuck on it for 2 days and im honestly not sure if it is because my state machine is improperly setup or if the event graph is at fault.

fierce tulip
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more like, asking power of the gods to hammer him harder

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yes

regal mulch
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You gotta learn a bit about how easy it is to identify a computer

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Then stop ban evading

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This is also against Discord Rules

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You won't get the chance here.

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Enjoy your friend's servers etc.

worn granite
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Really dude?

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Really

regal mulch
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But not this one anymore. Every time you get back we record it once more.
And we pass this to the discord staff. It's your own fault.

elfin igloo
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@valid knoll is going through a whole breakup with this server rn XD

worn granite
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You're gonna eat a global back and you're going to keep digging?

fierce tulip
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@valid knoll cant your parents contact us, so they can tell you how to properly behave?

worn granite
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Ban*

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Cut your losses

fierce tulip
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though, im scared that we then have TheCrusherDAD constantly evading bans as well

abstract relic
#

Parents are usually worst to deal with

worn granite
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Stop feeding him ideas

languid shard
#

woh

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cleanup time

fierce tulip
#

passes the hammer to Exi

regal mulch
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If you stop violating the Discord Bans, Discord Staff won't remove you.

fierce tulip
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good luck buddy

abstract relic
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I am C R U S H E R for we are many

languid shard
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aand

regal mulch
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Na, you won't leave. I want my piece of the cake.

languid shard
#

bai bai

fierce tulip
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lol

worn granite
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I broke this servers rules lemme report this server

tardy stump
#

@knotty storm regarding the menu: if you use ue4 pause mechanism, then the GUI itself (along with menu) also gets paused and becomes unusable :( I've worked this around in my game by implementing custom game-pause mechanic (stopping timers, and checking game state in Tick() methods of actors which are suppose to freeze)

languid shard
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😂

regal mulch
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Now, if you want to talk about this whole shitfest, move to #lounge so we can have UE4 stuff here again.

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Otherwise you are free to follow him. kappa

elfin igloo
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How do i implement the aim offset blueprint to my player. From the tutorials and shit ive seen it appeared that this was the way to do it but there is no chance to my player. Im gonna paste everything i believe is needed to help me solve this problem in some screenshots. any help would be appreciated alot

frosty bloom
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I've setup some materials in a scene to update through MaterialCollectionParameter, and in the editor + Mobile Previewer everything works as expected but once launched to a Galaxy S6 it stops working. Anyone have an idea as to why?
I checked if the values gets updated in the params and everything works as intended except the materials ins't getting updated.

regal mulch
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@elfin igloo I always to AnimationBPs in two stages

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First I try to get it working with the Variables on the Right side to basically simulate it

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And then I supply the AnimBP with the values it needs from my Character

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That way I make sure that it doesn't mix up and errors aren't coming from two sides

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Now which part are you struggling with?

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Does your AimOffset work in the simulation?

elfin igloo
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everything is set up ive made the offset and it does work in the blueprint thing

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theres no errors

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the only thing is there is no output

regal mulch
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So changing Pitch and Yaw in the AnimBP works?

elfin igloo
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the most ive made it do by playing with it is offset my entire player and point his arm in a random spot

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yes

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ive changed the numbers and had his arm vary from in the air to the left on the floor

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it just never correlates with camera movement

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if you get what i mean..

regal mulch
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So the issue is having the data from the character actually working

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As in, the stuff you get from the character

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Lemme quickly check my offset

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As I did that a few days ago

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Can't give you too much time though as I still have to work :P

elfin igloo
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when do you get home?

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ill paypal you 5 if you get in a call and help me out some

regal mulch
elfin igloo
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later tho

regal mulch
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I am home. It's my company :P

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And no, call for 5 is not worth it. Then I rather help you with my free time

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This is what I do for the pitch

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We aren't using Yaw, as we rotate the whole character

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So I sadly can't give an answer to that

elfin igloo
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works for me

regal mulch
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I mean we have Yaw working but not supplying it to the animBp

elfin igloo
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yea thats not a problem

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left and right looking isnt that necessary anyways my bullets come from the camera at the moment

regal mulch
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Yeah then try the above

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The Interp is used cause of this being networked

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In a singleplayer game you might get away without the interp

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But the update rate for teh base anim is rather low, so that would lag in a network situation

elfin igloo
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i plan on making it a multiplayer game so any advice you ever give me if you can help me do whats best for multiplayer

regal mulch
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Yeah then just use the stuff from the image above

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That should work. It does for us at least

cinder iron
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Read his compendium, really.

regal mulch
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Yeah for general UE4 Multiplayer just read the compendium

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Anything else is more or less learning by doing

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Like I didn't know the BaseAim stuff would be lagging, but then you just put some interpolation between the target and current value and it's fine again

elfin igloo
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have you published a game ?

regal mulch
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We are contractors, so if at all the people we work for publish their games.

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Or not, depends on how far they get.

elfin igloo
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have you worked on anything big?

regal mulch
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Currently working on Hoverloop, which will be at GDC.

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Yes and no. It's not all GameDev we do.

grim ore
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GDC!

regal mulch
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There is a lot of people who do non-gamedev stuff with UE4

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And that's usually big

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But not worth mentioning and NDA

cinder iron
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I do non-gamedev stuff with ue4

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As a job

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So yeah xD

regal mulch
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Yeah part of the company currently does non-gamedev clients

fierce tulip
#

looks at his rad rodgers physical copies for pc, switch, xbox, and ps4

regal mulch
#

Red rod what?

fierce tulip
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:p

cinder iron
regal mulch
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Still haven't bought it. Need to do that eventually.

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@elfin igloo Would you mind experimenting with the stuff I posted you?

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Then we can see if that already solves your issues.

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Before this channel gets spammed again :D

next badger
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@fierce tulip why would you need all of them? or they were gift from the devs?

fierce tulip
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because its neat to have physical proof you worked on something :p

next badger
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but all?

fierce tulip
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yea

regal mulch
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Make a selfie on the day of it being published

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Physical proof enough

elfin igloo
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so you said animations have low update rates and im not sure what interp is but like i can use my best guess and assume it means interpret so does that mean if i made a multiplayer games that relied heavily on animations between two players what would it do to the animations? is it still worth looking into?

next badger
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@fierce tulip well, i can understand the feeling 😃

ember phoenix
#

Trying to put some pictures in a scene and I 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 playing around with different lights, nothing made it pop. If I leave the "Material Domain" (in the material blueprint) to "Surface" and use that as a normal material over a flattened 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?

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Would appreciate if anyone with more experience pitched in regarding how's it usually done

regal mulch
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@elfin igloo It's not the animation that lags

elfin igloo
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and yes i will use all of the references you showed to me

regal mulch
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It's the Rotation you get back from the Node I am using in the screenshot

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It doesn't get updated that often cause it's not that interesting to have

fierce tulip
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@next badger yea, its for the feeling mostly.
sadly most clients ive worked with never get to the publishing stage.

regal mulch
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Interpolation is the act of smoothly going from value A to value B

next badger
#

@fierce tulip make a selfie, sign them - sell for profit

elfin igloo
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oh rotation like a physical spin in a circle?

regal mulch
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If you don't do that it will update from 30 to 35 pitch (just as an example) and that just snaps then

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Interpolating this would cause it to smoothly go from 30 to 35, even if all you have is the current (30) and the target (35) value

elfin igloo
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i just remember playing like dark souls one and when my homie would spin in circles his dude kinda twitched

next badger
#

sadly most clients ive worked with never get to the publishing stage
I feel your pain

regal mulch
elfin igloo
#

so it basically does what blender does inbetween keyframes?

regal mulch
#

Yop

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Interpolation is a math term

elfin igloo
#

gotchaaaa

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thank you for your help

regal mulch
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Yus

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Now gotta get back to refactoring code

next badger
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@elfin igloo there are no keyframes actually, time is float value

elfin igloo
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i really hope the fact that i study animation software and hardware doesnt get too hard to understand it all eventually. cuz fuck you guys keep teaching me these words and im just like. lost XD

next badger
#

blender, maya, max, ue4 just snaps values to some "countables"

elfin igloo
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ive been bullshitting it for like 2 years tho maybe ill be fine XD

grim ore
#

@ember phoenix the material texture wold be based on the UV's of the item it is on. If you just need a single image why not use a plane to put it on instead of a cube?

steady owl
#

So how is everyone feeling about 4.22 preview so far? Starting to get stable / almost production ready?

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Have those major renderer changes impacted anything noticeably?

grim ore
#

4.22 will be final today or tomorrow soo........ 🤞

frosty hollow
#

I'm liking the 4.22

ember phoenix
#

@grim ore don't have blender/maya so the planes I use are made of flattened cubes rather than exported proper ones

frosty hollow
#

Just I'm dumb and new to it so the one feature I want to learn how to use I can't figure out still xD

grim ore
#

what about the plane already in the engine?

ember phoenix
#

Media Plane?

regal mulch
#

I need 4.23

#

;-;

ember phoenix
#

oh wait

steady owl
#

Oh I can’t wait for the release! Thanks

#

Any other gamechanging issues outstanding in general or would it be a safe upgrade from 4.21 do you think?

frosty hollow
#

@grim ore have you used 4.22 ? Specifically the multi user editor

wary wave
#

"When the player at index 0 sets its user focus it will cause other players to lose input."

frosty hollow
#

Trying to figure out how to connect still, someone helped me out alot yesterday with it now just can't figure out how to connect to each other's server/session

wary wave
#

what, what?

grim ore
#

I have and I have yes

wary wave
#

does that not just completely break games?

steady owl
#

Only affects splitscreen right?

#

Single / multiplayer online would be unaffected?

ember phoenix
#

@grim ore worked ok, thanks

#

guess a plane will do

grim ore
#

the other option is to put your output into the emissive channel so it's always on and not affected by the lighting

#

well I mean it's affected in a general way as you would be lighting up the object but the material should still be solidly lit

regal mulch
#

@wary wave it's a Splitscreen issue

#

E.g. 2-4 splitscreen players.

#

Imaging they are all playing with a gamepad for example.

#

So Input is just Game atm.

wary wave
#

what about local without split screen?

#

I assume that's also a problem

regal mulch
#

Yeah I guess so, but haven't tested.

#

But generally if Player0 (so the primary player) opens a Widget and then focuses one of the native widgets, it kills game input for player 2-4

elfin igloo
#

quick quick question. nobody else ive seen has this. did i create/choose the wrong asset or is there a setting i missed?

ember phoenix
#

@grim ore yeah but that makes it glow a little bit, no?

I need to be able to switch between this material and another one I made (a heatmap) in real time. So basically will be capturing a heatmap of where you look on the image and just flip between those 2 materials when you want to check them. I assume that's possible with a plane yeah?

regal mulch
#

The other 3 can focus as much as they want

elfin igloo
regal mulch
#

But if player0 does that it breaks

#

Which for Hoverloop is currently a problem

#

Cause player0 can't open its pause menu without stopping the game for the other players

grim ore
#

if its a 1.0 emissive it should be a flat color, past 1.0 is what makes it "glow". I guess 1.0 would be more akin to a computer screen image

plush yew
#

i have made a weidget with tab but how can i push tab again to hide it?
cause i dont wanna hide all

regal mulch
#

@elfin igloo If you select the node, you can check the (i think) top right of your editor

#

It shows some info

#

Part of that is the ability to expose certain parameters to the node

#

Alpha might be part of that

elfin igloo
#

found it ❤

grim ore
#

@plush yew do what you did to show it but make it hide it instead? set the visibility on it back to hidden. or is the problem something else?

plush yew
#

how im stuoid XD

regal mulch
#

That's not being "stupid". Programming requires you to learn how to use tools to build what you need.
It's a problemsolving profession.

plush yew
#

ya

grim ore
#

when you create the widget you save the output to a variable

regal mulch
#

At some point you see a problem and you realise how to solve it

#

But that takes time.

plush yew
#

ah

#

must it be a float?

grim ore
#

tab -> is widget valid? if not create it and save the variable. is widget valid and visible? if so hide it. if widget is not visible valid? show the widget. that's pretty much what you do

plush yew
#

oh ok

grim ore
#

this of course assumes you don't transfer input mode to UI only and then you have another set of problems lol 😛

plush yew
#

YEH

#

oop cap

#

could i also use a trigger box?

grim ore
#

sure

#

you can make a blueprint with the trigger box in it and then have it call the code when they overlap/leave the trigger box

plush yew
#

ah

grim ore
#

then you expand on that and turn that into a door opening thingy that pops up "Hit E to Open" when you walk up to it

#

and now you have a game lol

plush yew
#

yeh

dire sentinel
#

I really need some advice... Epic Games accused me of ripping off assets and selling them as my own work, and I have no clue how to proove it was made by me, other than textures and some gimp files already on my PC. "not enough assets" is easy to fix, but I have no hard proof that I made it myself. If I can't sell these assets because Epic games accused me of something I didn't do, is it even worth fixing the second issue, of not enough assets (leaving aside that I have more than most grass packs do)

dawn vessel
#

4.22.0 Preview 5 is out.

dire sentinel
#

Anyone have any idea how I could proove I really made it myself?

grim ore
#

noooo... not a preview 5 😦

#

I was wrong, now I have to go sit in the corner of shame.

dire sentinel
#

I have gimp files but not to the assets I already uploaded to their store. Since I thought I wont need them anymore, since it's alreadys uploaded

dawn vessel
#

2.9GB Update. @grim ore

grim ore
#

@dire sentinel you should always save the source files when you create something, especially for sale. it sounds like you need to just move on if you can't supply the original assets for them to verify.

dire sentinel
#

Would recording myself making them again be enough to proove that I've made them in the first place?

grim ore
#

if you have the gimp files tho can't you just recreate the images you sent to them?

dire sentinel
#

I have fimp files only to other ones

plush yew
#

ONG I DID IT MATH

dire sentinel
#

I already deleted ones I already finished making, thinking I wn't need to edit them again

plush yew
#

i just added that

grim ore
#

did you ask them what they wanted to show they are your original assets, or why they felt they were someone elses?

dire sentinel
#

No

#

This is all

grim ore
#

.... well it says there isnt enough to be considered for publication so it sounds like that is the issue you need to fix first

dire sentinel
#

I asked them if just me removing the things tehy didnt like and only selling the grass would fix it they said yes

#

I remove the houses

#

they say it's not enough assets

#

i ask if adding more would work

#

they reply with htis

grim ore
#

welp add more assets and try again

dire sentinel
#

Yea. That will be the easy part to fix

#

the hard one will be the "the foliage textures appear to be found on other online sources and don't seem to be original content"

grim ore
#

you can always drop your images into google image search as well to see what comes up as a match

dire sentinel
#

there is no point continuing work if they're just going to say the stuff i made is not original content

#

I told them that. then they just started saying the quality is too low

#

fuck it i'll just screenshot everything

#

gimme a sec

grim ore
#

maybe the textures are just too similar to other stuff and you should use this as an opportunity to make yours stand out instead.

dire sentinel
#

that's the thing

#

I already stand out

#

I already had many people ask me where they cna buy it

#

I also thought it was just another low poly asset pack, but apparently that was the appeal and the reason why people liked it

#

And when I shown them these screenshots they go back to the " If you are using content from other sources you will need to cite those in your long description"

plush yew
grim ore
#

welp make more assets and try again then. toss the ones you did make thru google search and see what comes back as a match. move on from there

plush yew
#

i'm wondering how many people have done things like this?

dire sentinel
#

also should I post the stuff I made?

plush yew
#

@dire sentinel in work in progress?

dire sentinel
plush yew
#

or released?

dire sentinel
#

attempted to release...

#

work is done, now just waiting if the marketplace stops taking whatever tehy're taking for long enough to take a closer look and see it's original content

grim ore
#

there is always gumroad and other asset stores if you cannot get it on the epic games marketplace

dire sentinel
#

if you're buying packs/plugins for the software you're using, where will you look for packs/plugins for that software? on the marketplace made specifically for sharing packs/plugins for that software

#

no one is going to find it there, sicne almost no one uses gumroad to find unreal 4 asset packs there, unless I link it to them

grim ore
#

I know you want to complain but we are just other devs using the engine as well. Some are content creators, maybe try the
#fab for more help? alternately you can add more assets like they are requesting and see what happens.

grave nebula
#

@dire sentinel You worded it as accusation of you ripping off assets, while in reality it is apparent lack of content, authored by you. These are not interchangeable.

grim ore
#

in the end it's their toy and if they don't want you playing with it they don't have to let you.

dire sentinel
#

The assets are not the main problem here, as I said I can quickly fix that.

#

but is there even a point, when they say that "the foliage textures aren't origianl content" and "If I used content from other sources I need to list them" @grave nebula http://prntscr.com/mxcslj

Lightshot

Captured with Lightshot

#

don't really see how this could be interpreted as lack of content

grim ore
#

if they remove the non original content, the original content is not enough. That is what they are going by on telling you no.

dire sentinel
#

aaaah

#

so I just should proove that I made it?

#

back to square one....

grim ore
#

we don't know, we are in the same place as you. You can ask them what is not original and try to get them to see it is original or work on making your stuff look more original or add more content or do all 3

#

if the reviewer says they appear to be found from other online sources then something must be causing that which is why I suggested the google image search for matches

fierce tulip
#

and if you got em from other sources, replace them with your own

dire sentinel
#

that's the thing I didnt

#

i made evertything myself

#

even the textures

fierce tulip
#

then submit proof 😃

dire sentinel
#

I was confused when they told me not enough content and there's literally packs with less content that me on the store

fierce tulip
#

<_< I dont like the discord smilie, it feels too sarcastic

dire sentinel
#

ikr

frosty hollow
#

Lol right

dire sentinel
#

that's the thing

frosty hollow
#

And hey all

dire sentinel
#

I dont have any proof

grim ore
#

yes but they literally say "original assets" in the response as to why there is not enough

grave nebula
#

Your reviewer had been given reins of making a call of acceptance or not. He is human, not a script. He might have noticed a false positive in it. He might have not. But if he did, it kinda already points to the fact that asset in question is not original enough, if it can be that easily mistaken for another one. But my advice here, in any case, keep privacy of correspondence. Pretty sure you could have worded the issue without exposing details.

regal mulch
#

The whole "smiley looks shitty" is the reason why I write "(:"

#

Cause there was a long while where that was not converted into a smiley

#

While ":)" was

#

E.g. on Facebook

dire sentinel
#

I could have. And I could have hit the same problem of people not beliving me

grave nebula
#

Don't see any issues to be fair. Rectify and re-submit.

dire sentinel
#

I also posted the wrong pic

#

of the assets

#

here is the one i submitted

elfin igloo
#

the more i work on learning to make games and shit the more i think about old games and how some shit i thought were features mighta slick just been a "fuck it its good enough" moment

dire sentinel
elfin igloo
#

like in ue4 you can make bullets come from anything you want

frosty hollow
#

Lol

dire sentinel
#

ignore the meme of how i tried to make it look like a post stamped letter

elfin igloo
#

but if you make it come from a gun with no aim then it shoots wherever the gun is pointed

#

i remember the old mafia game was like you gun run around and shoot your gun without aiming it

copper flicker
#

help... 😬

elfin igloo
#

maybe it was the same shit

frosty hollow
#

I can see that

dire sentinel
#

I also get that the lighthouse might not be as detailed as they wanted it... But that's teh whole appeal of low poly , ain't it?

copper flicker
#

dunno how to delete my player..

#

if I wanna swap with another

elfin igloo
#

place in the other

#

type player

#

change whoever youre testing as player 0

#

thats what i do

#

and i can have my other actor just chilling to be shot or w.e

copper flicker
#

I mean I don't know how to properly do this in BP

frosty hollow
#

@dire sentinel yes I mean are you trying to publish it as a inviorment ?

#

Or what

copper flicker
#

if Delete Actor, bad things happen

dire sentinel
#

yes?

elfin igloo
#

can you make it invisible?

frosty hollow
#

I mean it looks good and if it's all made by you I don't know why they wouldn't accept it,

elfin igloo
#

i know thats an option for alotta shit

dire sentinel
#

IKR

copper flicker
#

I mean if I delete the actor, the Player associated with it... whatever that means.... is also deleted?

frosty hollow
#

But it is there choice in the end, try to add more or change some things,

copper flicker
#

I could make it invisible, but that's only as a last resort.. it's not ok

knotty storm
#

I need help. I was trying to make the menus from https://api.unrealengine.com/INT/Engine/UMG/QuickStart/index.html and everything works except the pause menu. when i press the key for the pause menu, the menu comes up but the mouse doesnt appear. i would appricate it if you can take a look at my code.
https://github.com/TFM110/CoralReef/tree/master/HUDTest

Getting started with using Unreal Motion Graphics in Unreal Engine 4.

copper flicker
#

because I could end up with hundreds of hidden players

elfin igloo
#

if youre tryna do something for an ingame change you could destroy actor

#

i think

copper flicker
#

destroy actor.. does work.. until I close the game. and then there's a crashy error

#

that tells me my NEW player is pending kill

dire sentinel
#

@frosty hollow They say it's too low quality, i send them pics of people like you saying they like it and where tehy can buy it, they say it's stolen content, so I ask if they want proof (i dont have any, I just tried to bluff my way, apparently it worked), they change the subject to "not enough content", i send them screenshots of other marketplace submitions with less content. Only wonder in what way they're going to change their story agin when they respond

copper flicker
#

so I have a Third Party object that spawns PLAYER NEW. and kills PLAYER OLD

#

and for some reason.. the old one doesn't wanna go away cleanly..

elfin igloo
#

im just curious. what are you doing with this?

copper flicker
#

also.. they share the same INDEX

#

umm yeah, the reason is I want to swap players in game

grim ore
#

spawn new character, posssess new character, delete old one? crashy?

copper flicker
#

yes

elfin igloo
#

like gta v?

copper flicker
#

spawn new, posses new, all works fine

elfin igloo
#

maybe tp the other one away for later

copper flicker
#

but if I ALSO delete the old player, I get errors about the NEW player pending kill

#

O o

#

maybe cuz the share the same Index?...

frosty hollow
#

Yeah I don't really like epic games, imo, but I love unreal engine to much to use unity

#

@dire sentinel

dire sentinel
#

yep

#

unity is almost as garbage as epic game's customer support

grim ore
#

where is the code at to change the player?

elfin igloo
#

i started using ue4 because DBD 😃

frosty hollow
#

Ooo

elfin igloo
#

and every unity game ive played has been a fat rip

frosty hollow
#

Yeah I feel unreal has the better of the 2 for new people while a lot of stuff for advanced people to take advantage of to

copper flicker
elfin igloo
#

unity=Building Escape

plush yew
#

I am still on 4.2 because I was too lazy to update to 4.21 before starting my project, if I update the version will my project be affected, or best wait till I am done

copper flicker
#

the Unposses at the end is a Custom Event in Player

#

if I put a small delay there.. and a Delete Actor, all goes well.. until Exit

#

what I erased in red is not in use

frosty hollow
#

@plush yew you can update it will ask if you want to use your 4.2 and you can make a save and covert it to the new version

#

Just download the new engine and open it and it will give you that option

elfin igloo
#

if it all works fine is it possible to just stop the script before whatever action crashes it is fired?

grim ore
#

I think the issue is you are doing this in the player itself, what if you did this code somewhere else like in the game mode or a separate blueprint?

plush yew
#

ok ty

elfin igloo
#

like maybe something is playing twice and shouldnt

copper flicker
#

yes I kill the player from within the player

frosty hollow
#

As for affecting anything that idk, but I have updated mine like 3-4 times already and it's fine

copper flicker
#

how can I kill the bastard... from without??

frosty hollow
#

Np

elfin igloo
#

its kinda like respawning right?

copper flicker
#

what I don't understand tho is.. it's supposed to kill only the OLD player.

elfin igloo
#

yo maybe..

#

this is like a janky idea

copper flicker
#

and that code is never supposed to run in the NEW player

elfin igloo
#

but like give the second actor 200hp or some shit

#

and the first one only 100

copper flicker
#

yes

elfin igloo
#

if its fucking them both the -100 wouldnt kill him

copper flicker
#

dunno how to make the player respawn basically

grim ore
#

make an event in the game mode that gets the player, kills it, spawns a new one, possess it. alternately... just move the player and reset him to defaults to avoid the issue.

copper flicker
#

how do you kill an object from another object??

#

😬

elfin igloo
#

what

grim ore
#

well you are killing the player character right? so get the player character and plug it into the destroy actor node

#

otherwise you can put an input on your custom event for an actor and pass it in when you call it

copper flicker
#

it looks like the same error

elfin igloo
#

is the event continuously firing?

copper flicker
#

I'm only a bit hummmm...... about that Camera issue... wtf

elfin igloo
#

maybe you have to stop it

copper flicker
#

😄

elfin igloo
#

manually

copper flicker
#

maybe that was the only problem

grim ore
#

your camera is trying to find the player but not making sure the player is valid. fix that issue

copper flicker
#

but the damn camera is INSIDE the player

#

so I expect it to die

#

O o

#

with the player

grim ore
#

doesnt matter since destroy is not fired on the same frame it is ran

copper flicker
#

wut?

grim ore
#

always check validity before working on something never assume it is good

copper flicker
#

I wish I could... understand how to do that 😄

#

so what validity should I check

#

the player's?

grim ore
#

go to that error where it is trying to find the player and check to see if the return is valid first using is valid

#

there is also a boolean check for is pending kill that would work in this case if is valid does not

copper flicker
#

I tried to use that I think... not sure

#

there's some function in Unreal

#

oh, detach from controller pending destroy

#

maybe that's another thing

#

doesn't do anything.. in my case

next badger
#

1st rule of ue4, never destroy components if you don't know what you're doing

copper flicker
#

I wanna destroy the whole Mofo, not just its components

manic pawn
#

nice preview 5

next badger
#

once you destroy actor all components will be garbage collected

lusty carbon
#

is there any rule of thumb regarding metallic surfaces in VR? my metals look like shit in vr. please tag me if you respond

next badger
#

and you use DestroyActor for that

copper flicker
#

Oui

#

I'm trying to figure out how to validate that camera...

#

it seems like it's the only issue...

#

although makes no sense atm

#

this doesn't work..

#

I've validated the components in the deadzone camera functoin, the one that errors

#

and that's the rest of the function

#

so just some spring arms

next badger
#

is that new issue or the same with the pending kill ?

copper flicker
#

same

#

I can get rid of that error if I disable the function

#

it's just weird..

#

I want to kill the Player cleanly

plush yew
#

its best that way

#

no pain

copper flicker
#

I hope.. I just wonder if there are any other functions that could error for no reason

#

and I get those errors only very rarely

#

I mean if I delete a Player I want to delete it entirely.. with all his components, and safely, without errors

next badger
#

@copper flicker "cleanly"?

grim ore
#

the error said it was on the tag actor portion so what are you doing with the tag

copper flicker
#

oh....

#

I dind't validate that ONE

#

O o

grim ore
#

i mean the error literally says the issue lol

next badger
#

Player will be deleted with all components no matter what, that's what garbage collection was written for

copper flicker
#

I dind't understand what that error said

#

'via property tag actor'.. those were alien words that meant nothing...

#

until now

#

😄

next badger
#

it said "referencing deleted player by tag"

grim ore
#

its all good, see if it helps lol

plush yew
#

yo math

#

how come my models have no pink mesh

copper flicker
#

@grim ore amen!! and thank you!!

#

problem solved

#

now I'm swapping mofos like a boss

#

😬

next badger
#

pink are static geometry iirc

plush yew
#

yeh i need that

knotty storm
#

@grim ore, I was trying to make the menus from https://api.unrealengine.com/INT/Engine/UMG/QuickStart/index.html and everything works except the pause menu. when i press the key for the pause menu, the menu comes up but the mouse doesnt appear. i would appricate it if you can take a look at my code.
https://github.com/TFM110/CoralReef/tree/master/HUDTest

Getting started with using Unreal Motion Graphics in Unreal Engine 4.

plush yew
next badger
plush yew
#

LMAO

next badger
#

@plush yew you have no collision or it's not pink?

wary wave
#

it would be better if Discord didn't allow it, but eh

plush yew
#

well i made it a fbx from blender

next badger
#

@wary wave sorry?

wary wave
#

people having identical names

next badger
#

@wary wave oh, agree

knotty storm
#

can anyone of you guys help me? im in a hurry to finish this

#

its for a school project

next badger
#

or that guy, who had no characters in name

plush yew
#

lol

next badger
#

*no renderable characters

plush yew
#

?

next badger
#

@plush yew open your mesh in ue4 and enable simple collision preview

plush yew
#

ok

#

i see

grim ore
#

@knotty storm do you have the set show mouse cursor node running properly?

next badger
#

@plush yew well, that's your collision...it should be visible in ue4 viewport if you switch to player collision view

plush yew
knotty storm
#

i followed everything from the guide. i believe so. im new to this @grim ore

plush yew
#

yeh alex

#

but its still gnonna be blue tho right

#

if its mot pink i cant change my weapon

next badger
#

@plush yew color is only related to collision, nothing else...

grim ore
#

@knotty storm it's hard to help without seeing the code and I can't just download your code here. Part 4 step 17 is the part with the show mouse cursor being checked so make sure you have that. When the main menu comes up this should show the mouse cursor

next badger
#

pink probably for BSP

#

cyan for SM

plush yew
#

well it needs to be a pink one Xd

next badger
#

come on

plush yew
#

yeh

next badger
#

it's not a collision color

knotty storm
#

@grim ore Yes

wary wave
#

that just means skeletal mesh

next badger
#

it's asset type color

plush yew
#

yeh

#

but it need sto be pink

#

for me to put it there

wary wave
#

it needs to be a skeletal mesh

plush yew
#

yeh

next badger
#

you need to import a rigged mesh for it to have a magenta color

wary wave
#

because that is a skeletal mesh reference

plush yew
#

how would i do that

#

i dont know how to rig guns

next badger
#

then you out of luck

plush yew
#

rip lol

next badger
#

@plush yew weapon rigging is not that hard, especially when you only need to attach some elements to the existing bones

plush yew
#

o

#

then that would be easy

#

i got rigfiy

next badger
#

isn't rigify for bipedals?

plush yew
#

dunno forgot

next badger
#

well, blender is not my cup of tea, also you need to learn how to export skeletal meshes from it

grim ore
#

@knotty storm if commiting to a source control you should use a .gitignore file. Your DerivedDataCache folder should not be there along with intermediate

knotty storm
#

?

grim ore
#

andto answer the question about where your error is, you didnt follow the tutorial exactly so you are missing that node we mentioned

spark valve
grim ore
#

part 4 step 17 has you creating the menu, adding it to the screen, and showing the cursor. You are not doing that. You need to show the mouse cursor when you show your pause menu

#

you pretty much skipped some stuff and it caused this. just add a set show mouse cursor node after you pause the game and it will show the mouse cursor.

knotty storm
#

its there

grim ore
#

I just opened your code and it's not

knotty storm
#

oh, wrong spot

#

sorry

#

ok, let me take a look

grim ore
#

you also skipped the showing the main menu part in the beginning but that's your choice, this is what causes the mouse to not show up

#

you are still going to have the issue with hiding the mouse when you hide the menus as well

knotty storm
#

okay, thank you

plush yew
#

is there a way to make this text variable because I need here to be the name of the character when he start the game and enter his nickname?

grim ore
#

it's it already a variable since it is a component?

#

check your variable list

plush yew
#

it has this

grim ore
#

that's not the variable list

plush yew
#

I haven't got new variable

#

on the lft

grim ore
#

on the left, under variables, under components should be the variable for that component

plush yew
#

a okay

#

I will see

#

after a while

karmic basalt
#

How do people usually handle the creation of UIs and in such a way to layer them properly on top of each other? I remember using a design that could best be described as a Factory approach (Only one class is allowed to call Add to ViewPort essentially and hold a ZOrder map) to do that in the past but I want to know if someone else has a different way since I have the opportunity to start fresh.

#

(New Project)

grim ore
#

there is nothing wrong with having a UI manager sure

plush yew
#

your videos are amazing

grim ore
#

your game mode could handle it all for example, or your player if it's just player ui, or your HUD could actually hold all the UI stuff

plush yew
#

from what time you making videos for ue 4 and how years you work with ue 4?

grim ore
#

don't put it in the level blueprint tho 😛

karmic basalt
#

I tend to stray away from level blueprint.

grim ore
#

I've been doing videos for a few year and working with ue4 since 4.0

plush yew
#

okay

#

cool

karmic basalt
#

In my mind, Level Blueprint = Only for 1-of interactions built by designers.

plush yew
#

this?

grim ore
#

in my mind we burn the level blueprint to the ground

karmic basalt
#

(Triggering a particle system on proximity would be an example)

grim ore
#

@plush yew that is your component list, down below that in the My Blueprint panel is the variables list

dim plover
#

Did you get an answer to the physics collision explosion problem?

grim ore
#

see I would just make that into a reusable blueprint with a trigger zone so I can reuse it

plush yew
#

a okay

#

but I want this component to can cast to it because I need to put it into my UI graph to make it when the user entered his nickname to be the same with this text above him so this text component will be his nickname-okay? @grim ore

grim ore
#

that is the reference to the component, that variable is the reference to the component. you would get that variable from the character and can then set text on it to set the text on it.

plush yew
#

okay

#

I will test and then send to you screenshot that what I create

knotty storm
#

@grim ore thank you, it works

plush yew
#

what is the name of this variable? @grim ore

grim ore
#

I would assume TextRender if you never changed it

plush yew
#

okay

#

I didn't change it

#

for now 😃

#

yes

grim ore
plush yew
#

yes 😃

#

but now hm how to do this in the third person bp?

#

because I have it when I start the game the nickname refresh this on the hud

#

with the new

#

but to make it with custom event? hm

grim ore
#

yep at this point you look into using UMG or another way of getting input and then communicating between blueprints

plush yew
#

okay

#

yes

grim ore
#

the basic way would be to have a UMG widget with input, the player inputs the name and hits whatever to accept it. You then talk to the player character and tell it what it's name is and then tell it to set that overhead text.

plush yew
#

something like this?

grim ore
#

yeah pretty much

plush yew
#

cool

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and now must to work?

#

or?

grim ore
#

you would have to set that player nickname first before you use it tho

plush yew
#

a okay

#

where to set it?

#

to remove the "get player nickname" and to set it?

grim ore
#

you are using a player nickname variable in the player to store the name, you need to set that somehow

plush yew
#

or like this?

#

aa and this I mustn't to do it with custom event

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I msut to ut it after my bp on event begin play

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yes?

grim ore
#

sorta. you are trying to do 2 things at once. First you need to allow the player to input their name. then you want to set that name in the player so they can use it. then you want to update the overhead display to that name.

plush yew
#

because now it can't set it because it hasn't the code

#

When the user set his nickname it set it on the HUD

grim ore
#

you can skip the settings the name in the player if you don't care about that, you can just set it overhead if you want

plush yew
#

to show you?

#

yes it will be overhead

elfin igloo
#

This dude talks alot like crusher

#

and doesnt have a pic

#

🤔

grim ore
#

first thing, do you have a way to get the name for the player from the user? using UMG or something else.

plush yew
#

yes I Have

grim ore
#

how is the player setting that?

plush yew
#

and I have bp to refresh it on the hud

#

the first screenshot is set by the second

grim ore
#

you have your nickname in the game instance then, when you set it on the hud set it on the player at the same time

plush yew
#

how?

grim ore
#

player puts in text -> you set it on the hud -> you set it on the player

plush yew
#

aaa

#

yes

grim ore
#

where is the player putting in the name? you have to have a button or some event after they type it in.

plush yew
#

to copy this bp and poaste it on the player bp?

#

yes I have button like Start

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and it starts with his nickname

#

I will copy this and to paste t on the button on released

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and see what will happen

grim ore
#

woof. you kinda just jammed stuff in there at random lol

plush yew
#

xD

#

now is this

grim ore
#

no because you are setting the name from the player input into your player character and then trying to get the name from your game instance to show on the screen

#

you need to use the same variable in the same place

#

save the name in the game instance or the player character and keep using it from the same place. You were using it before in the game instance so no need to save it in the player now unless you need to for some other reason.

plush yew
#

okay

#

okay I will save this variable in character bp and I will call from there-right?

#

but in the two I have 2 different variables

#

in game instance I have player nickname in player bp I have the text render

#

hm what to do/

#

to move it on one place or?

grim ore
#

you can keep the nickname in the game instance, that is fine

plush yew
#

okay

#

and?

grim ore
#

you just get it from the game instance and set the text renderer

plush yew
#

aaa

#

okay

#

I am so stupid 😂

#

and when I set it what?

grim ore
#

your not setting the text renderer, your settings the text on the text renderer

#

you need to get your character still like you did before, and cast it, then get the text render variable and set the text on it to what you have in your game instance

#

you were doing fine before you just needed to make sure you save the name they put into your game in one place and then use that same name when you set the text.

plush yew
#

they are one after one don't worry

#

I move it to be easier to understand 😃

#

something like this?

#

I know it on theory

grim ore
#

almost but

plush yew
#

where to touch it

grim ore
#

you are settings the Player Nickname in the player character right?

#

and then it looks like you are getting the Player Nickname from the Game instance...

plush yew
#

the variable player nickname is stored in game instance

mint umbra
#

How can I detect the physical material in a 3-way automated landscape material? 🤔 I.e right now I'm only able to grab the grass which affects both grass, dirt and cliffs.

grim ore
#

the node on the left in that picture looks like you are setting the Player Nickname from the Player Character ?

plush yew
#

yes

#

I set it from there from the player bp

dry moon
#

Is it just me, or does OverlapAll not detect placed static mesh and only blueprints

plush yew
#

aaa

#

and then I get it from the game instance

#

omg 😦

#

I am soooo stupid

grim ore
#

yeah so set it in the game instance not the player character and you should be fine

#

which is what you had originally lol

plush yew
#

so I must to get it from the player bp?

#

like this?

grim ore
#

that would work as well yes but doesnt other parts of your game need the one you were setting in the game instance? maybe just set both and be safe at this point lol

plush yew
#

hmm

#

it doesn't work

#

when I set my nickname it doesn't refresh it with the text render

#

hmm

grim ore
#

if this is in multiplayer then you have a completely separate issue as well

plush yew
#

I test it locally

#

with the option "number of players" and I set it to 2

grim ore
#

well the code looks like it should work so make sure it is running. set a breakpoint (F9) on the Set Text node at the end and make sure it is running

#

but if this is multiplayer and you expect everyone to see the changes then you need to do more such as replicating the variable and setting it on the server and having it multicast out to every connected client and that is beyond the basics

dry moon
#

Wait even WorldStatic collision won't detect

plush yew
#

so it work on singleplayer or?

#

okay

grim ore
#

it should work on singleplayer yes if it's running

plush yew
#

but I haven't got server and this things

#

okay

#

I will test it for single player

grim ore
#

you can still test it like this, just debug it and see what is happening

plush yew
#

it doesn't; work and for single player

#

😦

#

it doesn't show me something on the screen when I made the breakpoint

grim ore
#

then that is not running if it doesnt stop the game

#

which means your cast to the game instance is not running, or the code before it is not

plush yew
#

hm

#

okay

#

What to do?

grim ore
#

so set a breakpoint at the node before it and run it again

#

and keep going backwards till you find where it is broken

plush yew
#

a when I make this with the game instance and it doesn't work maybe

#

okay

#

to set breakpoint on gameinstance?

grim ore
#

yes and see if it stops on that

plush yew
#

now is this

#

I set my nickname and it transfter me to this window

#

when it stopped there what this means?

grim ore
#

that means it is getting to that point, the breakpoint fired

#

it also means it is failing to cast to game instance since you are not using your special one

plush yew
#

okay

grim ore
#

remove that node completely and connect the wire back up to the next one and it should work

plush yew
#

and now how to fix this problem?

#

connect to which?

#

it is connected to the next

grim ore
#

yep to the set text node, you are removing this node since you don't use it anymore

plush yew
#

okay so remove the set text?

grim ore
#

remove the cast to game instance node, you are not using it

plush yew
#

a okay

grim ore
#

so it should be "set player nickname node" -> Set text node

plush yew
#

like this?

bronze cedar
#

hello Sir @grim ore

#

can you please help me , i got one thing to ask, i am stuck from past 20 days or more

#

i asked more than twice here but no one replied me

#

can you plz help me

plush yew
#

not it works cool but the text is weird-xD

vagrant pier
#

Just ask it, If someone can help or knows wassup they'll do it

#

@bronze cedar

plush yew
#

I fixed it

#

but now is it working for multiplayer?

bronze cedar
#

i am working on a game , it's a paddle , ball and brick game, what i cannot do is , like when ball hit the right side of the paddle it go to right side, if it hit in middle it go to the top and if it hit the left part of the paddle it go to the left side

#

i break the paddle into three parts that's left , middle and right, i also did a print string and it's working fine

hasty lintel
#

Anyone know why when I press "G" now within UE4 all the scene lights seem to turn off

#

?

bronze cedar
#

but i don't know how to implement that logic because i don't know what node should be used to make such logic

abstract relic
#

Give the edge of your collision mesh a slight angle and you’re golden Horse

bronze cedar
#

haha yeah , but how to define that angle, which node

#

haha golden Horse lol nice

#

ok i think i should find it on google first

#

thank for the help @abstract relic

#

angle of a projectile

plush yew
#

guys anyone knows how to make simillar to this?

#

so when I make changes to my priject to make it with different version and when I make changes to write what are the new things and before to load tthe game to show this

#

this is made with UI widget or?

#

@grim ore

grim ore
#

that would be a widget sure, it can get the information from the interwebs and display it

plush yew
#

from where?

#

how to make this information to be wirtten in UI I can't imagine it

vagrant pier
#

@plush yew Download that, its only like 30mb or something of the like. Dissect it, and look at the documentation

plush yew
#

okay

#

o its free

#

cool

#

what is dissect?

vagrant pier
#

The creator has a youtube channel packed with how/what you are looking for

plush yew
#

to add this to my project?

vagrant pier
#

Dissect as in piece by piece take apart/ look into it

plush yew
#

a okay

#

step by step?

#

but I need this to shows before to transfterme to the level not to make it in menu-okay? @vagrant pier

vagrant pier
#

That's what I mean, That project I linked and the creators youtube videos should provide enough knowledge/starting blocks for you to do what you were asking

plush yew
#

a okay

#

ty ❤ @vagrant pier

vagrant pier
#

The main menu is a level basically, so you can apply it to whatever/whenever you want once you understand how its implemented/created