#ue4-general

1 messages ยท Page 429 of 1

latent moth
#

i didn't do anything yet

wary wave
#

eh, I guess it depends how much you really need the feature

#

it's definitely doable with caveats

latent moth
#

just read the article and acknowledfge the existence of this plugin ๐Ÿ˜ƒ

wary wave
#

but it is also expensive

#

I'd implement it yourself tbh

latent moth
#

yeah

wary wave
#

more control, ergo space to optimise

latent moth
#

agreed

wary wave
#

and it shouldn't be too hard

latent moth
#

so it's both CPU and RAM

wary wave
#

yup

#

video memory, specifically

latent moth
#

(if course it is, but was wandering if it had a minor CPU impact - doesn't sound right)

#

i see

wary wave
#

a single high res RTT can be costly

latent moth
#

probably the displacement has its costs too

wary wave
#

but for a snow deformation layer it can be greyscale

#

which reduces that a lot

#

and yeah, displacement is shader based

latent moth
#

yes it is greyscale

wary wave
#

but it's much less of an issue

latent moth
#

unfortunately it probably needs tessalation

#

oh well thank you, will investigate if it makes any sense ๐Ÿ˜ƒ

sick meteor
#

Any of you know anything or can give me tips on what I can do to make a game like the new Kingdom Hearts game??

cloud cobalt
#

Well, sure, what more specifically ? KH is a large game

sick meteor
#

Well I love the series. And I want to try mimic the movement and fighting from KH3 if it's possible??

cloud cobalt
#

Everything is possible

#

Observe and reproduce

sick meteor
#

@cloud cobalt so your not going to help me tru figure it out or even find me something as an example. Oof

cloud cobalt
#

What ?

#

You're asking very broad questions here, so you're getting broad answers

#

There isn't a "Kingdom's Heart in UE4" tutorial

sick meteor
#

Idk I'm sorry I just really want to make something super similar but idk how to go about it

leaden dust
#

Can I make a mesh by c++?

#

If I enter the vetices positions and face indices

cloud cobalt
#

Runtime mesh component

#

@sick meteor You need to do it step by step, carefully, by observing how it works in KH and then trying to reproduce it. Start with a third-person character template, which will give you a walking player with a 3P perspective

#

You'll have jumping too etc

leaden dust
#

Not without custom mesh?

#

I don't really need it at runtime

#

in editor will do

cloud cobalt
#

Runtime mesh comp -> convert to static mesh feature

#

That will give you what you want

sick meteor
#

@cloud cobalt ok another question. Anything online apart from youtube that may help me make something like skyrim?

cloud cobalt
#

Skyrim is a game made by 50 programmers and 300 artists over half a decade, so no, there isn't a tutorial for that either.

leaden dust
#

Skyrim is a game made by 50 programmers and 300 artists over half a decade, so no, there isn't a tutorial for that either. Wise words

cloud cobalt
#

Again, if you have a particular feature of Skyrim that you wonder how to do, happy to help

leaden dust
#

there were 50 programmers?

cloud cobalt
leaden dust
#

Oh, they probably would have been working on the engine

#

I keep forgetting that

cloud cobalt
#

Less than that tbh

#

@sick meteor My point is, you should ask about particular features that you need help with, not full games

#

"How to do the Dragonborn spell" is one thing, "how to do Skyrim" is not something anyone cna answer

#

Except stupid answers like "hire Bethesda to do it"

leaden dust
#

Did they change any of the basic API

#

with 4.22

#

some of my stuff isnt working properly

#

even though I am doing it exactly the same as before

leaden dust
#

error C2664: 'bool UClass::ImplementsInterface(const UClass *) const': cannot convert argument 1 from 'UClass *(__cdecl *)(void)' to 'const UClass *

#

This used to work for me

#

why isn't it working?

#

ok lol

#

sorry

#

I forgot to put brackets

#

on the StaticClass

thorn topaz
#

So I have a couple different data tables for in game items. What's the best way to look up an item given it's ItemId (Data Table Row Name) at runtime?

wary wave
#

err, other than looking it up using it's item ID?

#

I don't understand the question

thorn topaz
#

Say I'm given some Item Id and I want to find that corresponding data in one of 10 DTs

#

Is the best way to just organize the DTs such that you know which DT the item is in based on it's Id then call FindRow(ItemId)

#

or reading the DTs into a map and accessing them that way? etc

wary wave
#

pretty much the first

#

I don't see what the point of having multiple tables is if they're not organised

thorn topaz
#

I didn't mean the DTs themselves being organized but maybe a TMap<FName /IdPrefix/, UDataTable*> and use a prefix for each DTs row name and access them that way

dim plover
#

I hate that DTs require FName keys.

leaden dust
#

What does AnyDataType& mean?

#

And also, is there something like a level blueprint in cpp

sullen wraith
#

got a blueprint actor in my world

#

can i cast to it to retreive it's values?

#

from another blueprint

#

I know how to with players, not sure how to with this

leaden dust
#

@sullen wraith if yuor another blueprint is existing in the world already

#

use instance editable variables

#

and just use the dropper

#

So you'll have a reference

regal mulch
#

Before dropping Actors into the scene that should do something

#

Why don't you ask yourself these questions:

  1. Does it need to be an Actor? Or can it be a Scene or even ActorComponent on an existing Actor, such as GameMode or GameState?
  2. Does it need to exist in the level before the game starts? If not, why not spawn it from the GameMode/GameState/etc. and save the return value.
sleek spear
#

can i set the color of a niagara particle emitter or system from blueprints?

wary wave
#

I would assume so

#

you probably need a parameter, if it's anything like Cascade

sleek spear
#

oh thanks @wary wave

thick knoll
#

hey guys are any of you familiar with saving variables?

sleek spear
#

@wary wave can you tell me how to do it in cascade?

leaden dust
#

are there any other decently sized ue4 discord?

cloud cobalt
#

No

#

What's wrong with that one ?

leaden dust
#

@cloud cobalt that one?

#

You mean this one?

cloud cobalt
#

Yeah.

leaden dust
#

Well nothing really wrong

#

but i would like another discord

#

because sometime people are not available here

#

So there might be people online on the other discords I thought

cloud cobalt
#

Nah, this is pretty much it I fear.

leaden dust
#

Virtus' Hub discord is pretty big

#

But I got kicked

#

for complaining against partiality

wary wave
#

if people aren't available here, chances are they wouldn't be there either

radiant fable
#

i seem to be missing this tab, any idea how i get it back?

wary wave
#

I don't recognise that tab

#

where did you get that image?

wary wave
#

oh, it's a Datasmith thing

#

do you have Datasmith?

#

is it enabled?

plush yew
#

I can't find the official UDN discord

wary wave
#

probably because there isn't one

plush yew
#

it was closed? I remember I was in it when for some reason they changed permission to require phone verification

radiant fable
#

thanks for pointing the way, didn't know it was datasmith feature, seems like it'd be useful globally

wary wave
#

I don't recall there ever being one

cloud cobalt
#

There is an Epic slack though

#

Might be that ?

rare axle
#

Anybody here had experience with Pixel Streaming?

#

Can't seem to figure out how I'd go about setting it up over a network

#

Got it running locally just fine on multiple machines

leaden dust
#

What even is Pixel Streaming?

radiant fable
#

like teamviewer for ue4 editor, you can give a layman controls of your runtime through web interface

lament oxide
#

Does anyone know of a decent beginner level tutorials for an enemy soldier AI?Something that tracks the player without sticking to you like glue and shooting projectiles at the player. Most tutorials I can find are for very basic track player and chase them.

wary wave
#

start with the basic tutorial, then work out how to adjust it to suit your needs?

#

arguably a 'basic soldier AI' doesn't do much more than that tutorial, if not less anyway

wooden sonnet
somber quail
#

I've totally forgotten how to bring up the Undo History window, does anyone know how?

wary wave
#

Edit -> Undo History

somber quail
#

Thanks! I was staring aimlessley at the Window menu!

#

I submitted a bug report last night, will I get an email if it's added to the issue tracker?

plush yew
#

hey guys just wanted to ask with someone knows a course or a tutorial that gives a good feeling about unreal engine in general, just to know everything just a bit before diving into anything too particular

plush yew
#

lol thank you a ton I feel incredibly stupid of not trying to think of something that easy ....

grim ore
#

there are a few generic "do stuff in UE4" series out there but the more specific ones like "level design" or "blueprints" tend to be a little better since they are more focused on what you might want to do

plush yew
#

I want to try as a first step to do some cinematics in unreal engine

grim ore
#

in that 2nd link there is a Cinematics with Sequencer series

#

maybe start with the level creation one to get the hang of making stuff then move to that one. the intro to the editor ones would help as well

plush yew
#

ok thank you because I do 3d for 3 years right now and I'm just barely getting into Unreal and it semms REALLY deep to where you can go.... So its a bit intimidating and me a bit of sacking off the last few days. should really dive deeper into it

grim ore
#

it is very deep, it's a full rendering engine with everything else you could want tacked on lol

sullen wraith
#

im so defeated, forsome reason my blueprint isnt working at all anymore, its working in previous version, i keep checking the previous version to the current version

#

and there are zero differences

#

so i replaced the new one with the old

#

and it still didnt fix it

#

no errors hinting where what the issue is

#

i've narrowed it down to not being able to find enemy actors, yet it does in the previous version

#

legit copied the files across to new version.. replaced the not working one with the working one, and the working one doesnt work now

grim ore
#

debug time, breakpoint on the node that should work and see why it is not. is it not getting the actors? is the node filtering out badly? is it finding what you want and then not doing what you want. you have to find the exact problem to fix it

#

if its not being able to find enemy actors, how is it looking for them? is that method correct

sullen wraith
#

give me 5, ill screenshot

#

it goes down the failed branch in one, success in other, ill show ๐Ÿ˜ƒ

grim ore
#

screenshot might help sure but did you debug it to find out the fail point itself? which one part is broke

sullen wraith
#

it's checking for all actors in the sphere with a tag in it, for one BP, it's succesfully getting the actors

#

the other one finds none

leaden dust
grim ore
#

and are the actors all tagged correctly ?

leaden dust
#

F:\Unreal Projects\NewProject\Intermediate\Build\Win64\UE4Editor\Inc\NewProject\NewProjectCharacter.gen.cpp(33): error C2511: 'void ANewProjectCharacter::AddTooltip(const FString &,const FString &)': overloaded member function not found in 'ANewProjectCharacter'
1> F:\Unreal Projects\NewProject\Source\NewProject/NewProjectCharacter.h(12): note: see declaration of 'ANewProjectCharacter'
1>F:\Unreal Projects\NewProject\Intermediate\Build\Win64\UE4Editor\Inc\NewProject\NewProjectCharacter.gen.cpp(37): error C2352: 'UObject::FindFunctionChecked': illegal call of non-static member function

#

I don't know why its trying to find implemetation of my function

sullen wraith
leaden dust
#

when its Implementable Event

#

How can I fix this??

sullen wraith
#

in the bottom picture, the top breakpoint

#

is the success one

#

which works on the old version

#

the bottom breakpoint is the fail

#

it always fails for some reason on the new one

#

i've double checked everything, nothing is different

grim ore
#

so the issue is the sphere overlap is not finding any actors?

leaden dust
#

anyone got fix to my problem?

sullen wraith
#

hold up 1 sec

#

and its saying tag not found

#

where the actor is right next to me

#

it used to work and say "tag found"

grim ore
#

so then actor tag and component tag are different so make sure you are using the right one

sullen wraith
#

using actors

#

was used on the previous one aswell

#

no changes:3

grim ore
#

the first step then is; is your overlap sphere overlap getting what you expect? is it getting the actors you want. breakpoint on it after it runs and check the output array and make sure your prisoners are there in the first place

sullen wraith
#

i just changed it's filter to look solely for this one persons blueprint

#

and it didnt print anything

#

so it doesnt seem to even be finding the actor?

#

with filter

#

so it's not printing anything with tyhe filter

grim ore
#

don't use prints, use debugging and breakpoints

#

breakpoint on the node after it, or on that one and step once, then mouse over the output array and see what it shows

sullen wraith
#

how do I use the debugging? ive got the breakpoints up currently

grim ore
#

when it breaks it should stop, go back to the blueprint when it stops and you can mouse over any variable to see what is inside it

#

you need to step once or stop it after to get the Out Actors to have a value, this node has not ran yet so it's not going to have valid data yet.

#

so put the breakpoint on the for each loop after the sphere overlap and then you can check the output of the sphere overlap or the input going into the for each

#

and that will show you exactly what that node is finding with your settings

sullen wraith
leaden dust
#

What UE4 version would you guys consider most stable for cpp code?

sullen wraith
#

i can see here that it's not finding it

leaden dust
#

4.22 is f ing me up nicely

#

for some reason

sullen wraith
#

wait hold up

#

okay so up the top it seems like it is finding the enemy

grim ore
#

so then the tag is the issue if that is the correct item at that point

sullen wraith
#

wait..

#

i moved them both

#

far away from everything else

#

above the map

#

so its gettinglless results

#

now itsworking..

grim ore
#

are you still filtering?

sullen wraith
#

not filtering

grim ore
#

so I see close combat fighter and prisoner

#

which one is correct

sullen wraith
#

enemy close combat fighter is correct

grim ore
#

your filter in the first screenshots showed prisoner

sullen wraith
#

prisoner and close combat fighter are the same, was just testing with prisoner

grim ore
#

are they the same?

sullen wraith
#

so this one currently works.

#

when i isolated the player and the fighter above the map

#

but as soon as I placed them on the ground again

#

its not finding anything

#

they are not the same

#

but they both have what the sphere is searching for

#

tag wise

grim ore
#

your filter is saying to ONLY get that one type, not both

#

you dont check the tag until after you only get those actors

sullen wraith
#

i dont have a filter on it anymore?

grim ore
#

yeah if your filter is off now then that would explain why it works now

#

you are saying get everything around me and then I will check for the tags

#

unless the close combat figher is a child of prisoner, then getting the prisoner would work as a filter

leaden dust
#

I don't know WTF is wrong with unreal

#

going to install 4.20

sullen wraith
#

mathew im still a bit confused

#

as i said it's working when i put them above the map

#

but as soon as they are surrounded by other things

#

its not working?

grim ore
#

so the non filter version is not working?

sullen wraith
#

okay give me one second

#

this is currently the only version

#

it works

#

when i put them both up high

#

like this.

#

however as soon as they are around other things

#

no dice...

grim ore
#

well it's finding hundreds of objects potentially so it's going to say tag not found alot.

acoustic pagoda
#

can anyone tell me how to make a box collision inside of a blueprint be able to recongize overlaps without it having to move?

sullen wraith
#

see in the middle pic?

#

the text over the white guys body

#

thats what happens when it finds the actor succesfully

#

in the bottom one, it's never finding the actor at all

grim ore
#

remove the tag not found and make sure it;s not finding anything for sure, or debug your part where you put them into your found array

sullen wraith
#

with print removed

#

nothing found

#

even with breakpoint

#

it never gets to the success

#

only when up high

grim ore
#

filter it out to find only the close combat and see if it works, close combat is the correct one for that test right?

sullen wraith
#

just enabled the filter after that pic

#

this is the result

#

no print still

grim ore
#

is the output of the array correct tho with just the one result?

#

@acoustic pagoda you could always have the item causing the overlap tell the item it is overlapping with that it was overlapped and do whatever you want.

#

but does the actual item that is not moving not fire the begin overlap event on the box collider?

sullen wraith
#

results when up high

#

it does find the enemy

grim ore
#

yes but the issue is not when it's up high, what happens when it's in the problem spot

#

and that is also not filtering soo... we want it in the bad spot filtering for that one enemy class only and it should find that one

sullen wraith
#

results without filtering

#

note in the array it builds

#

of all valids

#

it hasnt found 1

#

ill try with filtering nwo

grim ore
#

well if you look at the first screenshot you can see the ... at the bottom, it has too many results to display

sullen wraith
#

with the filter enabled

#

it finds it, just like it does above

#

but it doesnt add it to the array of the succesfful ones

acoustic pagoda
#

@grim ore 1st BP is setup to choose 1 out of 5 meshes and send it in a direction of a player. 2nd BP has a scene ceomponent as a spawner and box collision behind the player to kill the objects that get past.

sullen wraith
#

even though it does when it's up high

grim ore
#

ok so we have 2. is it possible its putting your text on the wrong one?

sullen wraith
#

can confirm that doesnt happen, player will auto rotate to the selected one and thats not happening either

#

still confused why it works when isolated, and even when filtered around things wont work..

grim ore
#

so the 2 of them go into the loop now, and then when you check tags what happens

sullen wraith
#

OH FUCK

grim ore
#

you have to step thru it all at this point, use the step into buttons

sullen wraith
#

I THINK I KNOW WHAT IT IS...

#

fuck..

#

i found out what it is..

grim ore
#

@acoustic pagoda the box collsion has an begin overlap event that you can use when something overlaps it, is that working?

sullen wraith
#

i have a trigger component

#

which they are inside...

radiant fable
acoustic pagoda
#

Im using that, the begin overlap event only works if the box collision is constantly moving in one direction, otherwise its not working

sullen wraith
#

it only returns results that you can see.. not behind a wall

#

and its considering the trigger collision a wall blocking them...

grim ore
#

@acoustic pagoda that is weird. so the box collision (the boundary) is not detecting items coming into it?

acoustic pagoda
#

when static, nope

wary wave
#

FLIGHT OF THE NAVIGATOR

acoustic pagoda
#

same thing when I put a box collision on my player pawn and move around, it detets, but not when Im stationary. weird AF

sullen wraith
#

@grim ore I've found the issue, my triggerbox is being considered as blocking line of sight from the player to the pawn

#

is there anyway to make it so my triggerbox isn't blocking "vision" for the player?

grim ore
#

what is the collision setting for the trigger box?

sullen wraith
#

i use it in my level blueprint

grim ore
#

@acoustic pagoda yeah that is weird for sure, I dont remember that being the case it should call and overlap when another overlapping able item overlaps with it

sullen wraith
#

and ideally I do want it to remain in the level

steady owl
#

Hey all, now that 4.22 is out officially, has anyone encountered issues upgrading their games?

sullen wraith
#

this is the blueprint checking for collision

radiant fable
#

i seem to be tackling an inplace upgrade that has greyed out datasmith plugin being loaded, although it's installed

grim ore
#

yes look at the trace channel

sullen wraith
#

actors to ignore?

grim ore
#

the trace channel is combat camera, your collision settings on your trigger box is set to block that trace channel

#

so yes it's going to block, you have to adjust that or change the trace channel or something similar

sullen wraith
#

and it's not working.. thanks for your help mathew

#

I just wasted.. 4 hours... over a dam collision box blocking camera -_-

#

thinking it was my blueprint...

grim ore
#

when stuff breaks this is why you set a break point and you step into every single node and you look at the results of everything as it goes through and compare it to what you expect to happen and when that doesn't happen you found your problem

sullen wraith
#

on the bright side, may off taken me 4 hours, but I learned a valuable lesson in debugging

#

and its great to know i can actually see a variables results

#

during a breakpoint

#

i spent all that time mucking with my blueprints trying to figure out what i had changed ๐Ÿ˜‚

grim ore
#

Debugging is a big thing to figure out at some point so ๐Ÿ˜€

#

And also reminded me I needed to show debugging in my lesson plan so bonus for me lol

somber quail
#

Is it possible to open built in functions in Visual Studio? I've got a hacky workaround for getting viewport camera location in a editor utility widget by spawning an actor that can use the function "Get Level Viewport Camera Info" and I'd like to look at that function and see if I can expose it to Editor Utility Widgets somehow

sullen wraith
#

im just so mad i wasted a whole night of dev work, on a stupid issue like this ๐Ÿ˜Š

somber quail
#

@sullen wraith We've all been there

#

I've seen a colleague get mad and submit a bug report for Widget components not drawing to the stencil buffer - they hadn't set the material to allow custom depth writes

sullen wraith
#

yep

#

worse part is, i was so adamant i hadn't changed my blueprints anywhere...

#

i was thinking, clearly it's a blueprint issue...

#

i didnt even think about an invisible box i added ๐Ÿ˜Š

grim ore
#

@somber quail if your using s source build you can, or if launcher and have source installed you can see the headers. I usually just browse the GitHub repo for code when I need it.

grim ore
#

@acoustic pagoda finally at work and tested and yep what you want should work if you are explaining it right. I have a Blueprint with a box collision in it that is set to destroy whatever overlaps with it. The another BP that is just a static mesh that moves in a direction and when that mesh hits the box collision on the other BP it does destroy itself. I even tried settings the box collision from movable to static and it still worked.

thick knoll
#

how on earth do I make a boolean say ''ON // OFF'' instead of ''True // False'' -- I cant see the way of getting the damn change to happen :x

wary wave
#

eh, for what purpose?

thick knoll
#

basically, I want my boolean to print to UI text, but true / false whilst being technically correct sounds dumb so I want it to post ON/OFF instead

wary wave
#

use strings

thick knoll
#

...yes, how though ๐Ÿ˜„

#

I looked, cant find something that converts in the way im looking for

wary wave
#

branch / select string node, whatever - there are loads of options

thick knoll
#

thats what I have been trying to do, using a branch if true = ON and vise versa

#

ahh select string looks like the option thank you didnt see that one before

sly raven
#

Anyone here who has experience of hosting a UE4 game on AWS servers, Gamelift to be more specific?

plush yew
#

How to initialize this variable:
UCurveFloat* Return_Curve;

Return_Curve = NewObject<UCurveFloat>;

copper flicker
#

so.. On Component Begin Overlap.
Other Actor has a Tag I named Water.
I'm touching it and asking it what is your tag name?
it says.. Water
but if I use Actor Has Tag
it will fail
meaning If Actor Has Tag Water - True...
always returns false
any idea why?...
so it keeps telling me: I'm coming in contact with another Actor which is not Water, and it's named Water
O o
I'm using gameplay tag, so it's not a spelling error

grim ore
#

gameplay tag is not an actor tag is not a component tag

copper flicker
#

what do you mean?...

grim ore
#

I mean there are 3 different tags in the engine

copper flicker
#

I thought there is only one type of tagging

#

wow... wait now I'm completely confused

#

cuz I've been using gameplay tag successfully

grim ore
#

ok, still doesn't change that there are different tags and different ways of working with them.

#

for your water actor, what does it show for the tags under actor?

copper flicker
#

wow.. so... that works....

sudden agate
copper flicker
#

but if I connect it will fail

#

I thought I should use gameplay tag to be safe

#

and avoid mispells

grim ore
#

so hit F9 on the Branch node and hover over the Water Tag Return Value variable and see what it says is the value

copper flicker
#

so in fact, what should I use then? actor tag?

#

there is no such thing..

#

I mean there is no Actor Tag variable type

#

hmmmm.. I never used this F9 thing

#

๐Ÿ˜„

#

I don't really understand how it works

#

anyway, I just need a safe way of handling tags, and I'm tagging actors, not components...

grim ore
#

FP is a breakpoint, it pauses the game at that point when it happens. You can use it to see what is happening in real time.

#

so when you do that and it pauses you can mouse over the Water Tag Return Value variable to see what it says, which you are assuming is "Water" but does not seem to be

copper flicker
#

doesn't work.. dunno

#

should I play the game in the viewport.. and then F9?

grim ore
#

yes it has to be running, this stops the game when it is executing when that node activates

#

you would F9 to tag the node, then hit play

copper flicker
#

I ried that, but hovering over all those nodes shows me nothing

grim ore
#

is the game playing? and it is stopped at that node. the game would pause when that happens

copper flicker
#

I think.. it just says Current Value = None

#

which is nonsense

#

cuz that tag has a value

grim ore
#

its might be to you, but not to the engine

#

where do you set the value of that variable?

#

where are you saying that Water Tag Return Value = "Water"

copper flicker
#

I've selected the tag manually

grim ore
#

perhaps you are clearing it later then, I just tested and it should work

copper flicker
#

yes, I found the problem

#

is called UNREAL

#

๐Ÿ˜„

#

it's like.. the Nth time this gets me

#

the code works just fine..... BUT... for the parent

#

in my scene I have a child

#

and every time I ake a new variable, it will default to zero / none

#

instead of grabbing the value I'm giving it in the parent

#

so all's good

#

๐Ÿ˜„

grim ore
#

ah, yeah i tested with a child and the default works fine here

copper flicker
#

thank you MW!!

#

yeah, I had to grab the child and revert to default

grim ore
#

gotcha

copper flicker
#

so it enhirts the correctvalue

#

inherits

#

๐Ÿ˜›

grim ore
#

yay

copper flicker
#

๐Ÿป ๐Ÿป ๐Ÿป ๐Ÿป ๐Ÿป ๐Ÿป ๐Ÿป

plush yew
#

can i someway disable template sun, because i have now sun that planet is orbiting

#

i want to disable that sun

#

because i have that

abstract relic
#

Youโ€™ll need to play with the sky sphere mat. Make a duplicate of it first of course

#

Or make your own sky mat

grim ore
#

or you can try changing the Sun Brightness option on the sky sphere to 0

pseudo swift
#

any idea why some of my geometry doesnt display correctly?

#

its acting weird its like its too "thin"

grim ore
#

Niiiiiiiiiiiiiiiiiiiiiick @maiden swift @maiden swift @maiden swift .... lol. just annoying you since you are on stream ๐Ÿ˜›

spare sun
#

๐Ÿค”

abstract relic
#

Mathew is too powerful to be banned ๐Ÿ˜œ

plush yew
#

@pseudo swift can you greab a 3/4 perspective screen?

#

grab*

pseudo swift
#

i figured its my normals

thick herald
#

Hey guys, I have an associate who is thinking of moving from Unity to Unreal, he's been working mainly with VR. Since I have no experience with either Unity or VR in general I thought I'd ask here. Anyone with any experience in this area? Was it difficult to replicate stuff from Unity to UE?

pseudo swift
#

half of them are wrong

plush yew
#

the right-side feathers are thie issue, correct?

pseudo swift
#

yes its the issue but i know why, the normals are all messed up

#

gonna see if I can fix it in zbrush

plush yew
#

ah, ok. yeah see if you can add a uniiform normals

sick escarp
#

If I want a building where it looks like a NPC does stuff the easiest method would just be to create an animation for the building with a NPC doing things, right?

abstract relic
#

@thick herald I personally find it easier to do it unreal

plush yew
#

@sick escarp do you have both: a building, and an NPC?

thick herald
#

He's concerned about the amount of time it may take to do what he can already do with Unity. He likes a lot of what UE does, but as with us all time is a factor. I'm guessing he's thinking along the lines of interacting with the game world, as much as in engine. Like climbing, et cetera.

sick escarp
#

@plush yew Yes, I'm modelling the building atm

plush yew
#

Why does this not work: *Curve_Object = *Return_Curve;

#

given the building will be in plce, the NPC should be rigged and animated, then you can go about navigation

abstract relic
#

If you know how to do that as 1/3 person, itโ€™s not much of a jump to VR.

sick escarp
#

The building will be placed during runtime by the player

bitter iris
#

how do i remove foliage when using grass types?

#

not foliage painter

plush yew
#

oh, like a crafting action sequence

#

?

sick escarp
#

It's a topdown so the building will be placed, constructed and then an NPC can be assigned/unassigned when needed

plush yew
#

ah, yeah i get that.... you can attach a spawn node in BluePRints for the player and activate it oninput

sick escarp
#

I don't quite understand what you mean

#

The NPC already physically exists

plush yew
#

well use the building as a bse node, and attach a bool, like true/false, andm a meshspawn (forget the name) andthe event where you activate the building placement-> attach event to true/false, and spawn the building base if True

thick herald
#

@abstract relic yeah, but is knowing how to do it in Unity VR to knowing how to do it with UE VR simple enough / similar enough as to not pose a headache? He knows he'll need to learn the usual basics and fundamentals but if process to get to the same results are in fact easier or quicker (once used to the engine layout et cetera) then it's a no brainer.

azure shore
#

would anyone know how to script a crushing thing

#

for example if two moving walls closed in on a pawn or ragdoll I could activate a gib event I already made

hidden aurora
#

@maiden swift could you show the filter thing part oof t he bp pls

azure shore
#

and also is there a way to let line traces go through pawns but it would still activate the hit for however many it overlaps

abstract relic
#

Well Iโ€™ll put it this way. An artist can make a basic vr set up (motion controller, teleport, basic interaction) in about 10-30 mins without the use of any prebuilt assets or plugin.

plush yew
#

@azure shore APEX destruction would work a lot better than triggering a gib event

azure shore
#

whats that?

plush yew
#

ah, go into Manage Plugins-> Physics: Enable APEX Destruction, and restart editor, from there you can select any Static Mesh, and fracture the mesh realistically, soit crumbles on collision of any actor defined in the properties

azure shore
#

oh awesome thanks

plush yew
#

NP

azure shore
#

I tried a destructible but I thought that looked bad so Ive been seperately making all the gibs in blender

acoustic pagoda
#

@grim ore I found out that the problem was that I used Collision Complexity setting on the static mesh "use complex collision as simple" on a mesh that I put together from BSP. Collision works this way, but doesnt work with static box collision overlap :/ no idea how to proceed now

plush yew
#

also in more advanced terms, you can assemble the Static Mesh to have a "Core", where the Core will not react to destruction but be locted inisde the external Static Mesh, and as the APEX mesh crumbles, the Core will remain unharmed, so that it will simulate chunks of destruction without destroying the entire actor

#

@acoustic pagoda Would use complex collison work for your situation, i have tried simple collision on a complicated mesh and it didn't quite conform, comples did... if complex alone works i would use that

azure shore
#

so where do I actually go to make the apex thing?

wary wave
#

a 3d editing application like 3ds max

#

I don't know if Blender has support

azure shore
#

he said in the editor

acoustic pagoda
#

@plush yew problem is, complex collision is not picked up by my box collision on overlap, it doent fire the overlap event, unless the box collision is moving, which is kinda silly

plush yew
#

can a collision oebject be created that works with "Simple Collision" properties, and fit to the object acotr?

acoustic pagoda
#

the issue is the mesh has holes it in, so I pretty much arrived at a conclusion, that I have to create proper simple collisions for the meshes first :P

plush yew
#

DJ L#G3ND... use the Content Browser to find the Static Mesh you want to use APEX with, double click the SM to open the SM inspector, there should be a new Fracture function on the top tool-bar, and play around with the settings in there until you're happyand sliceit,it will then create a new, separate Fracture Mesh you can replace as your Static Mesh

azure shore
#

ok tthanks

#

but which top tool bar exactly

plush yew
#

juress, do you use a 3d app to make your meshes?

azure shore
#

looked all over the top, nothing about it there

plush yew
#

DJ, plz hold a minute or so, i'm luanching the editor now to enable APEX, i reinstalled UEd to get a clean slate for a large project

azure shore
#

oh ok

acoustic pagoda
#

with this the meshes were simple, so I used BSPs, converted to mesh and then added a collision box to the mesh and used complex collision as simple. Which is a quick and dirty way to make a precise collision, just not good for overlap events. Lesson learned.

upbeat peak
#

Iโ€™ve copied over downloaded uassets but none of them show up in the content browser, any ideas to why?

plush yew
#

in the Editor, goto View> Manage Plugins> Physics, and enable APEX Destructiono

azure shore
#

its already on by default

plush yew
#

which direcotory? content should be stored in: X:\UnrealEditor4\UE_versionNumber\ProjectName\Content

#

@upbeat peak

#

DJ after the 4.18 update APEX has been disabled by default

azure shore
#

well I believe Im on an older project ported forward or something either way its on

upbeat peak
#

It is, Iโ€™ve tried multiple things @plush yew

plush yew
#

It's not possible buddy ๐Ÿ˜ฆ in the editor, goto top menu: Edit: Plugins> Physics> and tick the box on APEX, restart editor

#

restarting the editor and epic games launcher dos nothn then, correct?

#

does nothing*

azure shore
#

but it was on!

#

I never touched it, looked in plugins and it was enabled

upbeat peak
#

nothing, if your talking to me

plush yew
#

but you don't see a frcture tool option in the top tool-bar?

azure shore
#

you do mean that area right?

plush yew
#

hmm, might try deleting it, exiting UEd andEpic Games Launcher, restrting the EGL and UE, and pasting while the Ed is open, usually it will auto-detect any changes made to the content folder and ask to accept the chnage or not

#

@ DJ, yes that is the top tool-bar, however APEX is Definitely not active in your editor

azure shore
#

I havent touched it btw

plush yew
#

hmm

#

i'm opening a project now to double-check, sorry

grim ore
#

@acoustic pagoda are you sure the issue is that you didnt have any complex collision on the object which is why it was not working?

#

like if you swapped it over to simple and complex as the complexity does it work

acoustic pagoda
#

well if you put a simple box collision on the mesh and use complex as simple it auto generates complex collisions. Those work very well, they just dont play nice with overlap

grim ore
#

are you sure it auto generates complex collision?

plush yew
#

I have reviewed the doc's, you need to have imported convex collision hull in the Static Mesh or the option will not be available

acoustic pagoda
grim ore
#

that is showing just the 1 box as the collision primitive

plush yew
#

well, my point was, don't use" usecomplex as simple"... rather, the collision hull iported with the mesh would be completelyeffecting the mesh, and "use simple and complex" could be enabled

#

imported*

grim ore
#

and even if it has a circle just tell it to create an auto simple collision and go from there ๐Ÿ˜ƒ

acoustic pagoda
#

green is simple that I added, if I set it complex as simple, then it uses the white - precise one

plush yew
#

@grim ore has APEX ben removed from UEd @ 4.21.1 and more recent?

acoustic pagoda
#

you have to enable apex in plugins

plush yew
#

i realize you're busy, i'll test it again with a _USX collision prim

azure shore
#

reloading now just to see

grim ore
#

apex is a plugin

plush yew
#

yes, i have 99 problems right now lol... you need to create a destrible mesh from the Content Browser itself, not the Static MEsh Inspector... right click in Content browse r on SM, and in the top right click menu, create destrible mesh

#

in UDK the fracture tool was in Static Mesh I{nspector

#

got confused as i am seeking a dev position currently, one one opening is in UDK section

#

and one*

azure shore
#

I have a destuctible

plush yew
#

nice!

azure shore
#

a normal one...

plush yew
#

the reworked function is much more fluid than the old... remember, if you want to retain parts of the mesh so that it doesn't Completely break away, create a copy of the imported static mesh, adjust the size to be Inside the destructible mesh and have it's shape and placement to be the parts you want to keep that do not get destroyed, and import it... then in Destructible Fracture dialogue, reference the to use the copy mesh as "Core"

azure shore
#

yeah but I still dont have apex anywhere

plush yew
#

Destructible meshes are the default name for APEX

#

there are no other destrctible mesh functions in UEd

#

since it is enabled, you can "create destructible mesh" on any SM from teh Content Browser

azure shore
#

...

#

but I thought you said there was a more realistic thing

pseudo swift
#

stupid q guys

#

how do i get these param

#

is it just pressing 1 ?

azure shore
#

destructible meshes take like half an hour to fracture a character mesh for about 20 peices

digital anchor
#

then right click and convert to param

pseudo swift
#

aight thanks!

#

always forget these

plush yew
#

APEX is the more realsitic thing, at first glance it mawy not be amazing... adjust the chunk values and health values

#

Chunk Parameters are very import

#

important*

azure shore
#

I think making actual gibs in blender is much better

#

firstly destructibles are like shards

#

and they can look ugly

#

like if they have little tiny parts of the mesh hanging on to bigger peices

plush yew
#

depends on themesh, but it never hurts to have additional methds, sorry if you feel i wasted your time : (

azure shore
#

nah its fine lol, I kinda feel like I wasted your time more

plush yew
#

the shards are "Chunks" and are adjustable, but if you meant Character gibs (sorry i didn't absorb that part, i had just woken up) then yes, it would work better

#

it May even be possible to import your own Chunks, but i haven't explored it in-depth yet

#

spent ~8 hours last night running Swarm Agent Lightmass, and in the end found that the Template Default Directional Light Component (Sunlight) was causing the extreme lightmap encoding times

azure shore
#

ouch

plush yew
#

yeh lol

#

i bought Project Nature's Inteeractive Grass Bundle, and applied about 300 of them to a dense patch to run a Pre-Demo recording test, and i still am prepping the level to run a play-throug, the PIE is freezing for some reason

sullen wraith
#

are vr games more difficult to create?

plush yew
#

basically, yes... but not much more. it just needs more support content for the interaction.

supple totem
#

hey all, my streaming levels are suddenly stuttering when loading in, on old builds they load in like butter. How might I profile the stream in and see what is causing the stutter?

plush yew
#

@snow crown Hi! I am wondering if can be granted access to "Looking for Talent" and "Job Offerings" channels' text chat

abstract relic
#

Check pinned message

snow crown
#

check the pinned message in those channels

#

with how to use the bots

mental kettle
#

hey, there is this thing i wanna ask, why does every single asset that i add from my library to my project have to be compiled? some of them take minutes to compile their shaders. When I drag a new asset to the scene it just freezes and after its done it starts the compiling process, this is so annoying

grim ore
#

it should do that once per unique material and platform so once it is done it will use the cache later to load it. It has to create the shader from the material to display on your machine or else you don't see what you want.

#

complex materials and models will cause longer waits of course, it's the cost of working with higher resolution assets. Machine speed of course plays a big part in how annoying this is.

#

The alternative would be to compile all shaders for your platform on project load even if you never see it

slow hearth
#

Or do default material until the compile finishes

#

It kind of does that right?

slim gazelle
#

Anyone familiar with a working Linux implementation for PixelStreaming?

harsh stag
#

sorry if dumb question but. the game mode in world settings are set per map only or is it the whole game?

digital anchor
#

per map

harsh stag
#

like say i have two different maps and i created two different game mode bp for them both. do i have to call the game mode change on a blue print? or is it automatic when i do the game mode override settings?

#

ah ok

#

thanks xD sorry

plush yew
#

Ty Roy, i never used that function before, didn't even know it existed. i'm so Old school lol

#

Automatd ot questionnaires are hilarious, i went toKaty Perry's FaceBook and messaged herprofile, i wasmet with a fancy little automated bot questionnaire aswell, but it forces you out of any direct messaging : (

#

Automated Bot*

#

i broke this keyboard in undr 3 months lol

#

hope i can RMA it

random cape
#

Hi all. New to UE4 level design and have a couple beginner issues/questions. Anyone got a few minutes to spare and will let me PM them?

Thanks! (I posted this in the design-chat but I'm not really sure thats the correct spot)

worn spade
#

so I cant find my gravity and movement settings from before for a third person template project. When I was starting out I had an instance of my third person character BP in the level itself and adjusted that instance, rather than the actual default pawn itself. Now Im using the default pawn instead but I cant find any movement options to edit in it. I remember stuff like jump power and air friction and a buncha stuff

grim ore
#

default pawn is not a character so chances are that is why.

plush yew
#

@grim ore would a setting to disable Shader Compilation upon Content addition to scene with Compile Shaders when needed be something to look at for a UE4 update?

grim ore
#

well if you did that then you would have just a grey item in the world

plush yew
#

Attach Default Pawn to existing BluePrint?

worn spade
#

42 whaddya mean a pawn's not a character. Heckin. So what do I do then so I can use player start, and the pawn that player start loads

plush yew
#

yes that is basically the point... for a modular level design, you would add asset after asset, and only their location and tranform elements would be important at Level building, asset inclusion portion of dev

grim ore
#

so greyboxing a level layout with finished assets, you can technically do that now by forcing the materials to not work on static meshes in the settings.

#

it's a weird option for sure but even then it's only one time it has to compile the shaders

plush yew
#

@grim ore Oh, nice work then, tuche'

#

@worn spade Can you Attach Default Pawn to existing BluePrint

worn spade
#

I have no idea what you mean. anyway I found the settings, thirdpersoncharacter BP inherits the options from another BP called character movement

#

or a component or whatever

plush yew
#

well, glad to hear you've sorted it, but in the BP, you should be able to add a Component for the Default PAwn and (player) Camer'as Orientastion to the BluePrint you had before... though i didn't realize it was a MArketplace Asset Pack.

#

i wonder if all template format's characters inheret BP altogether then?

worn spade
#

they are BP's

plush yew
#

Hey guys, quick question ๐Ÿ˜ƒ

#

So I have been working on my inventory and its going well enough. Thing is, I am working on an inventory which appears within the players HUD which is always on the screen therefore it only has 1 row of 9 slots.

#

For the slots to fit within the Grid Box

#

What number do I need these percentages to be

#

Thats the box, and the slots simply need to fit equally inside of it

#

Unless I can place them manually somehow?

worn spade
#

try 11%

grim ore
#

you can use the uniform grid box

plush yew
#

Realistically I kinda just need them to fit within them little grids

grim ore
#

use a uniform grid panel then, it's designed to fix the contents evenly inside it

#

you can set a padding on the grid panel for each cell and then selt the slots themselves, the items in the panel, to be fill horizontal and vertical to take up the space https://i.imgur.com/cSuYBag.png

plush yew
#

Oooo I see okay

#

Ima try it out quick

#

so how do I pad them out in order for them to just off the edges? as well as them slightly off of touching eachother?

grim ore
#

the padding option on the grid panel itself

plush yew
#

Right I see, but I still cant have them closer, thats the thing

grim ore
#

Its called slot padding

plush yew
#

Also, would I still need the set row and column if I have that?

grim ore
#

yes, its just like the normal one just fixed sizes

harsh stag
#

ive recently changed my games menu to open in another map than using the game map itself. but when it starts to load the game map i think theres too much info being suddenly forced for the computer to render. whats the best way to "delay" the loading so its smoother?

plush yew
#

So all of that is not need anymore right?

#

Just to make sure

mental kettle
#

wow my raytraced scene runs so smooth on my 1060, i am surprised a lot

lament star
#

Hey guys, quick question, how heavy are complex trace collisions?

#

I'd like to use one in the construction script of an actor, I have about 100 of these in a single level

#

I could use the normal one but the result would not be as good, just want to hear from more experienced people

carmine wind
#

guys is there a way i can make a plugin from an older version move it to a newer version?

silent chasm
#

did anyone notice a memory leak in 4.22 ? i started a new project today and i didn't import anything (have like 4 bp) and memory up to 11GB for UE4Editor

silver crown
#

@carmine wind Yes, port it

#

But it's gonna be a pain

hoary silo
#

just curious, but does the new ray tracing feature in unreal 4.22 support render layers as in the source engine?

#

I wondering because it's a new rendering technique

plush yew
#

did they break stat fps in 4.22?

hoary silo
#

not sure

manic pawn
#

no, stat fps works fine

patent bane
#

Hey I've got a question for you guys, if you give your game to other people for testing, how do you handle logs? Do you ask for logs always? Do you ask for logs whenever they find a bug? Do you go through the logs manually, do you search for all errors or do you use some automated tools?

azure shore
#

how can I make line traces overlap rather than what seems more like a hit event?

#

I think I worded that awfully

#

basically if there are two enemies one behind the other, I shoot the front one, and the one behind is completely unharmed, how would the line cast not just stop on the first thing it hits?

grim ore
#

look at the multi traces

#

or fire another trace after you hit the first object, starting from where you hit it and ignoring what you hit

fading quest
#

I'm trying to upgrade a project that was on 4.21 to 4.22 but it is throwing an error that says it "could not be compiled. Try rebuilding from source manually." Should I open the solution in VS (and if so, which version) and just build it?

patent bane
#

Yes

fading quest
#

should I use VS 2019?

patent bane
#

Why not?

#

I guess

fading quest
#

That worked! Thanks!

dapper topaz
#

hello guys, i ran into a problem

#

i simple floor mesh with a material, looks like this from the top:

#

but from the bottom...

#

and even if i change the material:

#

what is this?

#

in the mesh editor its displayed correctly

worn spade
#

Got the lighting built?

dapper topaz
#

i didnt. i just built it now and it solved it! thanks! ๐Ÿ˜ƒ

icy mulch
#

Does anyone know how to make the camera move to so like if you were injured

grim ore
#

? shake or what in more detail?

rare steeple
icy mulch
#

@icy mulch @grim ore
Something like limping

mint sequoia
#

So what does "Enable FOV Scaling" actually do, is it preferable to have/not have it for an FPS?

#

Can't find anything useful on google about it

analog umbra
#

Anyone else's 4.22 moving rather slow and building lighting incredibly slow?

swift spindle
#

I wish people would work on UMG ๐Ÿ˜ฆ

dark depot
#

people do

flat idol
#

Vaei, i think that is for adjusting the FOV in contrast the Aspect Ratio property of the viewport. Not sure how it applies tho.

#

It probably is lowering the FOV when your viewport comes close to square. Something like that?

brave beacon
#

hey anyone in here?

kindred viper
#

there's nobody here but us chickens

manic pawn
#

@mint sequoia multiplies mouse x/y axis input by fov scale * fov angle in degrees

mint sequoia
#

@manic pawn So in a shooter I probably don't want it, right

manic pawn
#

I honestly don't know

mint sequoia
#

Well, it can be a setting

#

But I think off will feel right

#

Since input is more concerned with going to a head than moving the camera

manic pawn
#

it will make turning faster when the fov is higher, basically

#

why? no clue

mint sequoia
#

Yeah but if you're on a wide aspect ratio then wouldn't it mean that you're horizontal input is faster than your vertical input, it would mess with the feeling of aiming at someone

#

I'm just assuming

manic pawn
#

no, it does not handle vertical/horizontal separately

#

it scales both by the fov setting equally

#

idk, seems somewhat br_big_brain to me

#

oh

#

I have an idea what it might be for I guess

#

when your fov is very low because you're using a scope or something, it would automatically make aiming slower

plush yew
#

hip-fire sensitivity, AimDownSight sensitivity adjustments

#

vision mode adjustments

#

gameplay even focus camera adjustments etc.

#

envent

#

event* bah im tired

kindred viper
#

Anyone know if there is some kind of issue with gameplay statics nodes in widgets? Seem to get a lot of asserts that I seem to have fixed by removing game mode references

#

A typical crash would be... Assertion failed: !InTemplate || InTemplate->IsA(InClass) || (InFlags & RF_ClassDefaultObject) [File:D:\UnrealEngine\422\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 3064] StaticConstructObject ReelWidget_C /Game/UMG/ReelWidget.Default__ReelWidget_C is not an instance of class WidgetBlueprintGeneratedClass /Engine/Transient.REINST_ReelWidget_C_26 and it is not a CDO.

dim plover
#

When are you doing that? Maybe you're not allowed to do that at that time.

kindred viper
#

im doing it after I have ran a animation (to spin the reels) and then I call this event on the game mode. But it just crashes. I delete the event and its all good, but something keeps asserting if I make a change to the game mode whilst its there

plush yew
#

Does anyone know where this error comes from?

#

Has to do with the Add to Inventory function

#

But I just cant click what is wrong with it

kindred viper
#

check its got the reference first and that its valid

#

its accessing none, so its not filling out the variable on the output

plush yew
#

I genuinely dont know where to look for that :/ I tried following this tutorial whilst adjusting to my needs when making this inventory system

#

but I have been following pretty well, so I dont really know what I could be missing

kindred viper
#

well perhaps its the actor reference coming in through the function, or its the class not outputting the component reference. Just is an IsValid function check on both to see

sleek spear
#

what is the best way to record some gameplay footage of what i am making in ue4? using OBS, i get low framerate and stuttery video.

grim ore
#

I use obs here, no real issue but I have a beefy machine

kindred viper
#

OBS doesn't like my unreal pc. but shadowplay works nice

mint sequoia
#

@manic pawn I'm gonna test that!

plush yew
#

Ah its annoying me so much

#

i cant figure it out

timber bloom
#

i told my friend to record his scream

#

and i swapped the firing sound of the gun to that

#

its beautifulk

plush yew
#

I cant find a good channel to place this, How would you load a level smoothly without using Level Streaming? (almost instant loading?)

#

Is that possible?

upper heart
#

Preload it. Or do you mean you don't have prep time?

kindred viper
#

Anyone know how I can adjust a float to use 2 decimal places by force? (ie. to get 0.10 instead of 0.1 truncated by the editor) without going through hoops with text if poss :/

upper heart
#

math or string/text are the main ways

#

(((float)((int)((f) * (100))) / (100)))

kindred viper
#

ugh. fair enough. why tho... just why :/

upper heart
#

lol just through it in a define/function and never look at it again

#

๐Ÿ˜ƒ

kindred viper
#

im in blueprint unfortunately... but I should

#

could be a nice option to have though in the array detail panel . Or some kind of over-ride for the array to allow it

upper heart
#

When inputting data through the editor?

kindred viper
#

yeah

#

im filling an array manually in the editor but it truncates the float

tight dagger
#

Hi guys i have a problem i can't login to epic launcher any more it want me to create a new password but never receive the email to reset my password, have written a support ticket. but they haven't answered yet ๐Ÿ˜ฆ any idea what to do?

wary wave
#

wait, I guess :/

tight dagger
#

@wary wave i guess but just so annoying when you where so ready to go in and program, and can't ๐Ÿ˜ฆ

wary wave
#

you can still open your projects

tight dagger
#

just through the folder?

wary wave
#

double-click the project file

#

the launcher is entirely superfluous

tight dagger
#

ahh okay is it the same with the games?

wary wave
#

I think most games will still work

#

but mileage will vary

tight dagger
#

okay ๐Ÿ˜ƒ thanks

deep basin
#

beginner question here: I was setting up a USphereComponent in C++ and made it a UPROPERTY(EditAnywhere, .......)
I was expecting to have a similar result as if I had added that sphere directly as a BP component. But it is not. I can't change the spheres property in a blueprint where I spawned it, on an instance of the blueprint in the world however, it is possible? Am I missing something?

plush yew
#

I remember someone had augmented a wargame with real airsoft guns and I think it was done with Unreal engine. So he gets hit in-game, pew airsoft gun.
Anyone know what I might be looking for?
I don't recall if VR was involved

honest vale
regal mulch
#

Anyone compiled Substance for 4.22?

#

One of the build.cs files reports UProjectInfo isn't known in the current context.
And I can't even find what UProjectInfo is.

dark depot
#

i was getting the same thought i was breaking it by not knowing what i was doing

regal mulch
#

Welp, will wait for an official substance 4.22 release

deep basin
#

I wasn't able to upgrade any of my 4.21 projects

hidden aurora
#

@honest vale I think it is prodecural landscape ecosystem

honest vale
#

looks top notch

cedar snow
#

@regal mulch i think @tawdry narwhal got it to work with 4.22; not sure he posted how though

gloomy aspen
#

hello :)
i'm new to UE4 and i would like to develop a kind of quiz game.
real simple and functions like a power point presentation.
now my question. should i just create a simple plane in the scene for the background and every "level/slide" is just a widget which i change after the answer was given or are there any other better approaches?
thx and have a nice one

tawdry narwhal
#

@regal mulch

        //HORU: 4.22 compatibility
        //IEnumerable<FileReference> projectfiles = UProjectInfo.AllProjectFiles;
        IEnumerable<FileReference> projectfiles = UnrealBuildTool.NativeProjects.EnumerateProjectFiles();
#

^ replace the line with UProjectInfo with that ^

regal mulch
#

May I ask how you figured that out?

tawdry narwhal
#

I've found an engine commit in git where I saw uprojectinfo getting nuked

regal mulch
#

Right, thanks a lot! (:

regal mulch
#

Why don't they properly write that down in their notes

#

Thanks for catching that

tawdry narwhal
#

๐Ÿ‘

fast finch
#

Has anyone built from source and can help me out?

#

Running into an issue

tawdry narwhal
#

ask away

fast finch
#

I followed their tutorial step by step on how to download from github and build it

#

but after 2 hours of compiling, both times just gave a bunch of errors

#

UBT ERROR: Failed to produce item: D:\UnrealEngine-4.20.0-release\Engine\Intermediate\Build\Win64\UE4Editor\Development\MovieSceneTools\UE4Editor-

#

I checked out that file, every other file in "Development" has a .lib file

#

except for MovieSceneTools

#

Not sure why it would fail to produce just this one

tawdry narwhal
#

you have vs2017?

fast finch
#

yes

#

I have 2019 installed too

#

but I used 2017 to open it

#

I wonder

#

if I can just download this specific file

#

from elsewhere?

#

or if someone can send it to me

#

then I can insert it manually

tawdry narwhal
#

any errors in \Engine\Saved\Logs\UE4.log?

#

besides the ubt error

fast finch
#

The command "....\Build\BatchFiles\Build.bat UE4Editor Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to

#

is another one

tawdry narwhal
#

that's too generic - anything else?

#

above or below that line

fast finch
#

yeah

#

Implicit conversion from const wchat_t to bool. possible loss of information

#

In some cpp and .h files

tawdry narwhal
#

is that a warning or an error?

fast finch
#

error

tawdry narwhal
#

ok

fast finch
#

red

tawdry narwhal
#

what's the error number

#

it starts with C

#

e.g. C4800

fast finch
#

C4800

tawdry narwhal
#

good

#

do this

fast finch
#

oh

tawdry narwhal
#
Find & edit your VCToolChain.cs to get rid of the warnings peculiar to VS2019 that would break your build:
Go to line 484 where it says โ€œArguments.Add(โ€œ/wd4838โ€ณ);โ€ and add these two lines below:
Arguments.Add(โ€œ/wd4800โ€);
Arguments.Add(โ€œ/wdc5038โ€);
fast finch
#

now a million more errors showed up

#

cannot open source file "....generated.h"

#

300 of those

tawdry narwhal
#

also: open your UE4.sln file and look for VisualStudioVersion =

#

tell me what it says

fast finch
#

do you know what file

#

I can find the version in?

tawdry narwhal
#

UE4.sln

#

the main engine solution file

fast finch
#

that opens vs when I click it, am I suppose to do something else?

tawdry narwhal
#

edit in notepad

fast finch
#

VisualStudioVersion = 15.0.25807.0

tawdry narwhal
#

ok that's good

#

so yeah add the Arguments stuff I've posted above

#

to your vctoolchain.cs

fast finch
#

what you posted seems to be for 2019, while im on 2017

tawdry narwhal
#

doesn't matter

fast finch
#

alright gonna try it

tawdry narwhal
#

it's still C4800 that's screwing it over

#

I'd venture to guess it's because you have vs2019 installed

#

and it might be upsetting vs2017 somehow

#

if you see any other errors that start with Cxxxx

#

just add an Arguments.Add(โ€œ/wdcXXXXโ€); (replace X with numbers)

fast finch
#

I went to line 484 like it said, it doesnt say Arguments.Add(โ€œ/wd4838โ€ณ);

#

it says add/FS"

tawdry narwhal
#

okay so look for a line that has arguments.add("/wd

fast finch
#

Oh no it has add, just not specifically wd4838

#

this is what it looks like now

tawdry narwhal
#

you missed a c in front of 4800

#

shit

#

my tutorial is wrong

fast finch
#

the post you gave me missed a c ๐Ÿ˜„

tawdry narwhal
#

there should be a c

#

sorry :)

fast finch
#

๐Ÿ˜ƒ

#

alright

#

time to build?

tawdry narwhal
#

let me double check hold on

#

actually

#

get rid of the c

fast finch
#

since Im getting .generated.h file errors, gonna check that I have the right include directories

tawdry narwhal
#

?

#

you shouldn't need to mess with that

fast finch
#

so IM just getting these errors cuz of other stuff?

tawdry narwhal
#

yes, hopefully

fast finch
#

alright

#

time to build then

#

I hope most of the build is done and it only focuses on these changes

#

dont wanna wait another 2 hours ๐Ÿ˜„

tawdry narwhal
#

:)

fast finch
#

I think the build is done... but I can still cancel it

#

Its displaying total buildtime, its not building anymore, but I still only have the option to cancel it

#

oh shit

#

I think I found hte issue

#

it says its using visual studio 2017, but the filepath leads to 2019?

tawdry narwhal
#

yeah that's weird

fast finch
#

I mean, I have the UE4Editor.exe

#

should I try to open it?

tawdry narwhal
#

well if it compiled w/o errors then sure

#

you can just F5 in VS w/ the ue4 solution open

fast finch
#

I have to set it as startup project first right?

tawdry narwhal
#

yes

fast finch
#

welp...

#

pressing F5

tawdry narwhal
#

and? no engine?

fast finch
#

no engien is being opened, should I open the ue4editor.exe instead?

tawdry narwhal
#

yeah why not

fast finch
#

could not proceed because a .dll file is missing

#

yeah this didnt work

tawdry narwhal
#

you might want to uninstall 2019

#

or 2017 :)

#

it's clearly messing your set up up

fast finch
#

the team Im trying to work with is using unreal 4.20 with vs 17

#

can I just use 19 instead?

tawdry narwhal
#

dunno, I've only ever compiled 4.22 w/ vs2019

fast finch
#

yeah there was no 19 support in 420

#

damn geuss I have to uninstall it

tawdry narwhal
#

(and pray that it didn't do permanent damage to your '17)

#

you might want to reinstall '17 afterwards

#

just in case.

#

might be as simple a fix as making sure your path is set to the right version of msbuild but who knows...

#

b/c yours is clearly set to vs2019's

fast finch
#

that cant be changed?

tawdry narwhal
#

I'm just guessing here, but try and remove the entry that points to your vs2019 bin in your path

wispy raven
tawdry narwhal
#

and replace it w/ the vs2017 msbuild path

#

e.g. c:\Program Files (x86)\Microsoft Visual Studio\2017\Community\MSBuild\15.0\Bin

fast finch
#

want me to remove the Bin folder from the 2017?

#

or 2019

tawdry narwhal
#

remove PATH entry pointing to vs2019 msbuild bin folder

#

but again - this is just a guess

fast finch
#

how do I find the path settings?

tawdry narwhal
#

you should know this

fast finch
#

Dont have a systemvariable leading to 2019

tawdry narwhal
#

I'm out of ideas then

fast finch
#

yeah reinstallation it is

#

Tell me this though, which version of 4.20 am I suppoe to download, the 4.20 one, or the one that says 4.20 release

#

from teh github

tawdry narwhal
#

this

#

are you sure you need a source build of the engine?

fast finch
#

yeah the team is using a source build

tawdry narwhal
#

don't they have their own fork?

#

if they're changing stuff in engine code you'll have to get their changes in order for a source build to make sense

wary wave
#

^

tawdry narwhal
#

you downloading 4.20 from the epic github will just give you 4.20 vanilla

#

with none of your team's changes in it

fast finch
#

thats a pretty good question, if only they werent asleep ๐Ÿ˜„

tawdry narwhal
#

suggest you wait till they wake up

#

otherwise you're building the engine for nothing

fast finch
#

should probably still reinstall 2017 and remove 2019

plush yew
#

i have a Build/light Problem

wary wave
#

you haven't compiled Lightmass

#

says right there on the screen

#

on a tangential note, does anyone know a bit about how Unreal's shadows behave?

#

I'm curious to know about the implications of using a stationary directional light with levels that can be streamed in at any location

#

assuming rotation is always the same, shadows from a directional light could theoretically be baked, right?

worthy flame
#

I had no idea coding in UE4 was like building lego, just started learning it

regal mulch
#

It kinda is, but in the end it's still C++.

#

Just not with written code and a lot more limited.

solar quarry
#

How do you decrease ai sight when the character is crouched?

fierce tulip
#

BisCrouched = true, then do: reduce range

upbeat peak
worthy flame
#

Any of you recommend a good tutorial for learning? I started a udemy one

#

Buts its a small one just to get started

#

Even though i knew most of information i just wanted to relearn again

misty creek
#

Well what are you looking to learn?

slim gazelle
#

This is nice for learning

gloomy acorn
#

Hey guys, i would like to change the color of the material on the decal dynamically. which one should i use? or is there any alternative?

wary wave
#

both function identically

solar quarry
#

Yay for pre built crouch state

wary wave
#

photos of screens ๐Ÿ˜

gloomy aspen
#

reposting just in case no one saw it who could help me with this :)

hello :)
i'm new to UE4 and i would like to develop a kind of quiz game.
real simple and functions like a power point presentation.
now my question. should i just create a simple plane in the scene for the background and every "level/slide" is just a widget which i change after the answer was given or are there any other better approaches?
thx and have a nice one

solar quarry
#

@wary wave well I'm on discord on my phone so...

grim ore
#

@gloomy aspen you can use 3d widgets in a real world and do that or you can just use pure UMG and 2D UI elements to display, the end result is what you want it to look like.

#

you could even use floating cubes with text on them if that fits your goal

gloomy aspen
#

@grim ore thanks :)
will give it a try

brittle gulch
#

Hi guys, ๐Ÿ–
I'm making a Racing game and I need a place to store the racers positions, the arrival line location, the distance between the racers, etc... And I don't know if I should put it in a "RaceManager" Actor, or directly in the Game Mode.

I'd like to know how you guys are usually using the Game Mode? And For what purpose, and what would you do in my case ?

fierce tulip
#

*in my case

#

at your place we'd party till the cops come :p

brittle gulch
#

XD yeah I should correct that

grim ore
#

You can put it anywhere you want that works for you, Game Mode is a pre built class that gives you certain features and exists on a server only in multiplayer that matters. For just storing data it works, a manager works, a cube in the scene works, the little guy that on the sideline that waves the flag works, etc.

#

the biggest advantage to the game mode is anyone can get it from anywhere so it's a good place for central storage of "Game" specific info for that level

wary wave
#

well, if it's only available on the server, they can't

#

Game State should be used for replicated game data

grim ore
#

well he never said the game was multiplayer

wary wave
#

true enough, but good habits don't hurt

grim ore
#

yep yep which is why i mentioned it

brittle gulch
#

Thanks for answering! It's not multiplayer for now, but I may add a multiplayer mode at some point. I guess I should use Game State then, or a replicated Manager Actor?

grim ore
#

from that page ```GameState

The GameState contains the state of the game, which could include things like the list of connected players, the score, where the pieces are in a chess game, or the list of what missions you have completed in an open world game. The GameState exists on the server and all clients and can replicate freely to keep all machines up to date.```

brittle gulch
#

@grim ore Thanks for that, I'm going to read it. And what would you do if you had to do it? Not that I'll do the same, but just to know what others do

grim ore
#

if it was going to be multiplayer I would design it like that from the start so thats a big one. Other than that it depends on if I needed the player to have that info or not instantly as the game state can replicate it easily. it also depends on what I would want to do with that info, if I wanted more race specific stuff like a lap manager or whatever I might break it out into it's own class just to keep that stuff that is unique to that game concept by itself. Scope and planning determines what I would do.

brittle gulch
#

Okay I see. it clarifies the whole thing a bit. For now I basically need a lap manager that sends infos to the Ai's (when it's not a multiplayer race) so they can slow down or speed up to keep the race entertaining and not boring. I think I'll make a Race Manager for now, to not overload the global classes too early.

grim ore
#

Sounds good!

brittle gulch
#

thanks again for helping!

grim ore
#

๐Ÿ˜ƒ

versed spear
#

why would editor freeze when saving changes to a material. It says appying changes to original material and its use in the world stuck at 100%

versed spear
#

"uninstalling Incredibuild, everything worked just fine. " This fixed it for me.

wispy raven