#ue4-general

1 messages · Page 435 of 1

orchid rapids
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@modern sinew maybe show screenshots of your collision setting and also c++ or blueprint version?

modern sinew
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Well I found out that it's the event not triggering, so I'm not sure how blueprint would do anything

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@orchid rapids

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Where are the collision settings?

regal mulch
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How do I find out where a LogLinker warning comes from?

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It posts the file that is missing but not where, why, how, what

idle stump
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How would you cover an object in particles? For example, setting fire to a crate or barrel etc. Example in Breath of the Wild: https://youtu.be/QyMsF31NdNc?t=1174

Would you code that on a per object basis or is there some technique or feature of Unreal to spawn particles over the surface of an existing mesh?

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modern sinew
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Can someone help me with the collisions?

regal mulch
modern sinew
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@regal mulch Do you see any reason in my collision settings for why the Overlap events are not triggering?

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Ok, I wasn't pinging for attention any more than anyone else, nor rapidly reposting like the warning said

thorny cipher
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Any way to attach to another actor without changing ownership of the other actor?

regal mulch
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Does it change ownership by doing so? Didn't know.
You could simply perform the rotation and location update yourself maybe.

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Depending on the actor you would need to do that post their tick though

thorny cipher
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Yeah it changes ownership for some reason

idle stump
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@modern sinew Can you post a picture of where you are using the overlap event?

modern sinew
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@idle stump Not sure what good it will do because it doesn't even get there, but alright

regal mulch
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Can you put a breakpoint onto the overlap node and see if that triggers?

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Select the node and hit F9 to do so.

idle stump
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@modern sinew Your image is so blurry I can barely read most of it, but it looks like you're doing a Print message to check if that part of the code is running, but you are doing it after a Branch node. Are you sure that the False path is not triggering?

modern sinew
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I'll move it sooner, one sec

regal mulch
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@thorny cipher I can't see anything related to Ownership in the Attach code. How are you experiencing the change in ownership?

modern sinew
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@idle stump moved it to right after Set and still nothing

regal mulch
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Does the wall cube have collision applied to the actual mesh asset?

fallen urchin
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RedPandaz please check your collision channel settings, it should have both of the phyiscs object settings set to block also they must have event trigger check ticked

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overlap event*

regal mulch
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They already posted these settings

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Both are set to Collision Enabled. Both overlap each others type. Both are set to generate overlap events.

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So either the cube doesn't even have a collision primitive

thorny cipher
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@regal mulch when i possess a vehicle

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My character loses ownership

regal mulch
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That's normal though

thorny cipher
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hmm is it?

regal mulch
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Well Ownership comes through the possession.

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If you aren't possessing a pawn, you aren't owning it

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I goes back into the Servers hands

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You could set Owner direclty afterwards on the Pawn again

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But it might still block stuff cause of a missing Controller

thorny cipher
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i have some conditions that are "owner only" that display on the hud

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about the player

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e.g health etc

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i put this in and see how it goes

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the variable replication works now

regal mulch
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Yeah that was the idea

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With NewOwner being the PlayerController of the player

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Or even the vehicle ¯_(ツ)_/¯

thorny cipher
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pc

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is better i think

regal mulch
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Yeah

idle stump
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@regal mulch I'm pretty sure @modern sinew used a "Cube" component which uses a built-in mesh which has collision, if that's what you mean.

modern sinew
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for the Wall

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yea

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The player uses that outer capsule

idle stump
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Actually, I think I know the issue: try making the Cube component the root component. I think overlap events only happen for the root

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by default anyway

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not sure if there's a way around that

regal mulch
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Overlaps also happen for the other collision primitives

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But it might require at least one at root yeah

idle stump
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His root is just a scene component, which by definition can't have collision

regal mulch
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Yus

idle stump
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Idk, I just tried testing some stuff and maybe that's not the problem 😆

regal mulch
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They could really offer a warning in the compiler if that's the issue

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"PrimitiveComponent XY has collision enabled, but the RootComponent is not a PrimitiveComponent. Collision won't be generated."

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Or something like that.

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(if it is the issue)

idle stump
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@modern sinew In your screenshot where you show the collision of your capsule called WallCheck, how is it set to Pawn and yet it shows all the checkboxes are Overlap? That is not the default behavior of Pawn. Did you edit that in the project settings or something?

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Trying setting WallCheck's collision preset to OverlapAllDynamic

modern sinew
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That fixed it

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thanks

idle stump
hoary latch
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Good day everybody

still moth
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hey people

hoary latch
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@still moth Hello there

still moth
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whats everyone up to today?

hoary latch
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I'm looking for some good UE developers

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:x

still moth
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i havent been at it long enough to call myself good, but im going to be starting my own project soon

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it'll be a shooter, though still unsure if i'll go for a third person cover shooter, or FPS

cloud cobalt
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If you have questions, ask them 😃

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Good developers might show up

still moth
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nah, theyre not really anything that can be solved by asking anything, both have their perks and challenges, its just a matter of taste really

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TPS definitely has an advantage when it comes to customizations on characters though, people like looking at themselves when they get to customize

true finch
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Hey guys! In the release notes of 4.22 it says "New: You can modify Skeletal Mesh reference pose in the Editor with this change. Use normal bone manipulators to modify and call Update Reference Pose option in the Edit menu in Mesh Editor."
Do you know where exactly that option is? I can't find it and it would be super useful!

hidden aurora
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If I’m right it is on the retarget manager tab in the skeleton viewport, loook at the bottom right

modern sinew
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How can I get the angle of the ground below my character? The tutorial I'm watching only does it for if you're moving

still moth
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are you doing it for some kind of IK?

modern sinew
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"IK"?

still moth
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inverse kinematics

modern sinew
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It's just for my slide mechanic, and also changing speed based on slope

still moth
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the most common way i see IK implemented is be measuring the distance between the bottom of each foot and the ground below it and using those points to tweak the animation so both feet rest firmly on the ground.. if youre standing sideways on a staircase for example, one leg will be completely vertical on a lower step, and your leg on a higher step will bend automatically.. knowing the angle of the ground too, some people will add foot rotation to their IK system so if theyre on the side of a hill, the flat side of their feet will be planted

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aah, like a skateboard then?

wary wave
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Sounds suspiciously like Tribes

still moth
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what does?

wary wave
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The 'slide mechanic'

still moth
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depends, a lot of cover shooters have a slide mechanic for sliding into cover while sprinting

modern sinew
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inspired by Apex actually

wary wave
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But you can get a normal anytime

modern sinew
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anyway, no, this isn't affecting the animation yet

wary wave
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Just trace down and get the normal

modern sinew
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I just want another way to find slope than using a previous position

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Amber, I have no clue what that's supposed to mean tbh

true finch
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@hidden aurora thats only for retargeting though. And that feature was there for a long time already. But thanks!

regal mulch
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LineTrace from Character downwards (0,0,-1). The HitResult gives you the Floor Normal.

wary wave
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Yup

regal mulch
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That is all one can say about that.

modern sinew
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I can look up line tracing IG

regal mulch
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Google the words you don't understand.

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Yeah

wary wave
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The movement component might even already have it exposed, but I don't think it does

regal mulch
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Wouldn't bet on that

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And if you have the floor normal

wary wave
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It's too logical

regal mulch
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You can use some math to get the Angle

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acosd(DotProduct(FloorNormal, UpVector)

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acosd and DotProduct are two functions you can find in Blueprints

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FLoorNormal comes from the hit

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And UpVector is usually 0,0,1

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The only thing this doesn't tell you is if you are facing downards or upwards with your character

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But I#m pretty sure you'll figure that out, as it require the same functions

modern sinew
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This?

regal mulch
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Yeah or ForChannels

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Depends on what fits your situation better

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I usually use Channel and then Visibility

modern sinew
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How do I get this thing to work??

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found a video

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it might help

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How do you get the player's position?>

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found it

dim plover
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Besides being two seperate groups, are there any differences between ObjectType vs ChannelType?

modern sinew
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Can someone make a Find slope blueprint? because I can't figure it out..

regal mulch
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@dim plover Well, a Collision Primitive can be of ONE ObjectType. While blocking or ignoring trace channels.

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That's kinda all there is

primal harbor
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is epic games launcher bugged by chance?

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its constantly trying to update that 33mb but failing. at first I thought it was my internet but then a game of 300mb finished without any problems on steam and this is still restarting launcher to try and update that 33 mb, failing and restarting the app again

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and its not just failing, its crashing near the end of the update

sick meteor
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anyone able to help with something in blender quickly?

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Nevermind now

plush yew
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how much would a pretty blank engine be drawing from ram? currently at 1gb when doing nothing and having like 20 assets that are smallish

bitter iris
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i would suggest either 8 or 16gb

plush yew
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noooo

bitter iris
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but a blank would draw about 1-2gb

plush yew
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blank just engine?

cloud cobalt
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Editor or packaged ? Packaged should be at half a GB

plush yew
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editor

cloud cobalt
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Editor probably uses a few GB but you'll need at least 8 for comfortable work

plush yew
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yeah we're getting 1gb ram draw with like 2 vehicles

cloud cobalt
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That's pretty normal yeah

bitter iris
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mine takes 12gb ish lol

cloud cobalt
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There's nothing optimized about the editor, as long as it runs fine on a high end machine it doesn't matter

bitter iris
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think it would also depend on static or dynamic ?

cloud cobalt
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Static what ?

bitter iris
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like lighting, i dunno if it does just curious

cloud cobalt
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baseline RAM usage is 80% just the executables

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Project-specific is the textures mostly

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Static lighting is done with textures so yeah

pallid compass
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Fam the editor is highly optimised

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It's just a heavy piece of software as it would be

cloud cobalt
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Nah, it's not nearly as optimized as the game runtime

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Because there's no value in it

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RAM usage is just the engine features, though

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At least the executable weight is 😃

bitter iris
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Currently just as UE4 is loading, it's taking 933mb-1.5gb, ill load my map it should go upto 10-12gb

cloud cobalt
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The various UE4 DLLs alone are something like 500MB, the basic scene in editor probably uses 100MB more, it's easy to see how you have a solid GB in RAM when starting. The shipping game is way smaller in memory

bitter iris
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yeah

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alot lower than when i used 4.20

deep basin
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still sad that so many cool store assets are not ported to 4.22 and deleting folders leads to occasional crashes - which I hope gets fixed in 4.22.1 ...

twilit hill
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Also broken dithered lod transitions

cloud cobalt
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Make sure to report your issues

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4.22 is young yet, had 7 preview versions

fluid burrow
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is there a way to block landscape grass types based on actor tags?

fierce tulip
crisp mesa
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Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

grim ore
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aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaA

crisp mesa
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Lol

warped juniper
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Would love Unreal to have a solid video playback system for high res video thats GPU accelerated. Looking to hire someone to build in some HAP codec support for @UnrealEngine if anyone is interested email adam@masterofshapes.com or comment

grim ore
warped juniper
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fantastic point. thank you

teal tulip
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what happen here is this the new lounge ?

fast finch
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I've implemented Double jumping. I have a counter that starts at 0, and add 1 to it everytime I jump. I can only jump twice. if the counter is equal to 2, I play the double jump animation. I reset the counter once I land. My issue is that I can't figure out how to make the double jump animation not keep playing, because the counter is equal to 2 until I land, I need to somehow change it, but I cant figure out when

grim ore
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how do you trigger the double jump animation? and if you only want it to play once have it transition out of the animation when it is done? if not have it transition out when falling?

fast finch
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I trigger the double jump animation once the DoubleJumpCounter == 2. It does transition out of the animation when it is done, but then it goes back in because DoubleJumpCounter == 2 until I hit the ground, then DoubleJumpCounter == 0.

grim ore
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it transitions out to where? I would assume you should only go like whatever -> Jump -> Double Jump and if you go back to whatever or falling it shouldnt be in jump to go to double jump?

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if not maybe set the double jump counter back to 0?

fast finch
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I transition back to the jump animation

grim ore
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ah maybe have it not go back to jump unless you plan on having it double jump again?

fast finch
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After I double jump, Im still in the air

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which is why it goes back to the regular jump animation loop

grim ore
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it's silly but an easy fix might be to duplicate the jump state and have it go to that special jump state from the double jump and not back to the regular one? the special jump state would not have a transition to double jump but can still transition back to the normal states

fast finch
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Yeah...

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that fixed it lol

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seems like a dumb fix though

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I feel dirty

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There has to be a better way

grim ore
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well unless you set your double jump counter back to 0 or 1 I wouldn't see a better way

fast finch
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I do set it back, but once I land, I cant f ind any other place to set it back

grim ore
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but then you would still let the player jump again so.... nope

fast finch
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exactly

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Perhaps there is a better core system to begin wtih, other than with the counter?

grim ore
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I guess the other option is another boolean (can double jump) and check against/set that

fast finch
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I tried that. But I can only set the double jump boolean to true once DoubleJumpCounter == 2

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so its just the same issue

grim ore
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but again your kinda in the same rabbit hole lol

fast finch
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yes

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😄

grim ore
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I dunno to be honest I don't see why that other way is dirty, think of that special jump as a special animation that you only play once

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take advantage of it maybe and change it lol, tweak it a bit so it looks different since you double jumped maybe?

fast finch
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Im just happy its working, I can find a better system at a later point, thank you mathew once again

abstract relic
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You can make a transition rule from jump loop to jump start with those parameters. Just add an OR bool condition for jump start to jump loop

fast finch
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Im not exactly following

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The issue is restriction from Reuglar jump to double jump

slim idol
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hey. Have anyone ever had this bug on Unreal engine 4. Im rendering but in rendering the particles don't loop

coral folio
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Anybody have leads on how to do multi channel output for projections ?

scarlet birch
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@fast finch There's already a max jump count setting in character movement that will handle double jumping etc.... you can then use that jump count to decide which animation to play when a jump is triggered. Here's what my jump graph looks like:

fast finch
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Is JumpApex the double jump? @scarlet birch

scarlet birch
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No, that's when you stop having upward velocity.

fast finch
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So there is no double jump animation in that picture right?

scarlet birch
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the one labeled "AirJump"

fast finch
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ah

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can I get a screenshot of the logic inside?

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for the transitions

scarlet birch
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It won't help you, my jump logic is overly complex because I change a lot of other things when the character is in the air. You could just allow to go from jump, or jump apex to your double jump when the jumpCount exceeds 1 and let it tranistion to apex on animation finish for your jump and double jump.

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@fast finch That might help.

fast finch
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I have set the JumpMaxTime to 2

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It's always 2, right

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In the editor

scarlet birch
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I'd have to look but I think that has more to do with how long you can hold the button to apply the jump force. That's more a tuning thing than an absolute.

fast finch
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The thing is

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I've made my own personal jump count

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and it works

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It starts at 0. When you press space, its 1. when you press space again, its 2

scarlet birch
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That's fine , It's just recreating the wheel.

fast finch
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And it resets at landing

scarlet birch
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what if the character falls from something? Shouldn't it increment if the character enters a falling state?

fast finch
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Not for this game specifically, its a platformer, if you fall you die

scarlet birch
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otherwise you would get two air jumps.

fast finch
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You can only jump if Jump Counter is less than 2

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So once you double jump, its 2, and you can no longer jump

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Once you are on the ground, it resets to 0

scarlet birch
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So wouldn't it be 0 when the character starts to fall?

fast finch
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Then they'd be able to keep jumping forever

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Because they can jump if its less than 2

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Perhaps I can work in some kind of boolean?

scarlet birch
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I'm just pointing out that the built in counter already accounts for this and factors in the canJump and maybe some other things. It might save some headaches to use it if you're using character movement.

fast finch
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Yeah I did not know about the character counter

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so I can just use that instead

scarlet birch
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If you use that then you can just check "canJump" from the character before jumping.

fast finch
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What does canJump return?

scarlet birch
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true/false

fast finch
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based on what though?

scarlet birch
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jump count < max, player not crouching, jump hold time less than max

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maybe something else too

fast finch
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Oh

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There is a variable called JumpCurrentCount

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Thanks for the help, I'll play around with these

random grail
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Hello, i don't know if it's the good room to ask but i don't see any "problems room". I'm pretty new on Unreal and i have a lag problem. I have a good computer (32gb ram - i7-8700 - 1070gtx - SSD evo 850) but everything is really really slow on unreal (Foliage, light generation etc..). And it became obvious when i follow a tutorial on youtube and the guy on the tuto have everything charging 3x faster than me with the same assets/landscape configuration)

Even the UI seems laggy/slugish (and everything is fine outside unreal, can play at games without problems etc...)

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Did i miss something essential for the first launch ? Configuration - Tools to find the potential problem etc... ?

grim ore
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when its something weird like UI lag, look for overlay programs running. Fraps, MSI Afterburner, NVidia Shadowplay, etc.

random grail
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hum i have nvidia gefore experience, i will try to shutdown it see what happen

grim ore
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even if you shut it down make sure shadowplay is disabled

random grail
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indeed the lag on GUI is gone. still not solve the problem about everything else but it's a good start, thanks for the help

grim ore
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yeah the rest didnt seem like the overlay stuff

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so when you do stuff keep task manager open and see what it shows would be my first thing to check. it depends tho I have a better machine than that and stuff can still take a while like light builds and landscape materials

random grail
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process and memory don't move a lot (17%-33%) when i "navigate into the world" but the foliage generation is still laggy. Something weird also happen when i tried to update the light but i will probably find an answer about that on google. Maybe my old windows just need to be wiped for a fresh one

grim ore
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yeah the editor wont use much resources normally its just certain things might use more like baking lightmaps or generating materials or opening up complex meshes

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if you are talking about updating lighting by building lighting then yep it might take a bit, it's just pure cpu power for that for now

random grail
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indeed, but i have an i7-8700 and on youtube the guy update it ...10x faster than mine easly, i think it's this kind of problem when you can lost days to search so i will try the costly solution and buy a new fresh ssd m2 and install a new windows on it, it will most probably fix all problems

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Thank you for the help

scarlet birch
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Unless drive read/writes are your bottleneck I wouldn't expect that to solve the issue.

grim ore
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a good check might be to do something that is causing you delay longer than you think but is easy for someone else to do and compare it

fast finch
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It goes through my character

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The capsule component covers my entire character

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so I dont know why it would do this

scarlet birch
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Mixamo, not in place animation would be my first guess. Set the capsule to visible in game and see if the mesh is moving outside of it when the animations play.

fast finch
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Even if it was slightly moving outside the capsule

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thats just a screenshot

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my character just completely ignores it

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its not clipping the cube, its going right t hroug it to the other side

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running past it like its no there

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so its not with animation

scarlet birch
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Which would still be checked by turning the collision visible first.

fast finch
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the capsule covers the head, so it should easily collide with the cube, but it doesnt

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I have to lower the cube a bit more

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before it stops the character

scarlet birch
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It could be moving through the cube too fast, your capsule is smaller than usual. I'd watch the overlap /hit events from the capsule and see what's happening. idk, there's more than one thing that could be the problem.

fast finch
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I'll try to add complex collision

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to the cube

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rather than simlpe

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simple*

scarlet birch
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that shouldn't be the problem

fast finch
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Its nothing to do with speed, I just tested with the character just walking

scarlet birch
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is the simple collision collieder too small?

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you can change it

fast finch
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no I checked, covers the entire cube

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I will try and make it bigger though

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one sec

scarlet birch
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set it to visible in game

fast finch
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the cube is just from the Basic thing

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it doesnt have a blueprint

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how can I set it visible ingame?

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Is F1 collision view?

scarlet birch
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no

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just look in editor, alt+c

oblique sorrel
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Quick question: would it be possible to run Unreal on MS Surface Go? Not talking about building lights or compiling code, just opening the editor and showing off some Blueprint graphs

fast finch
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The colliison is almost impossible to see on the cube, its just super tight and green

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google "UE4 MS Surface Go"

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And you get 100 results

modern sinew
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Is there any way to stop the True First Person camera (First Person in Third Person) from clipping into the player'

oblique sorrel
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Well, yeah, I am getting results, but none answers my question

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I know that it should run on Surface Pros, but nothing about Gos

fast finch
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Are go's better

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or worse

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than Pros

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should be easy to tell

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If your Go has worst specs than a pro 4

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or a pro 3

scarlet birch
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things to check; collision channels on player, on cube, try turning on CCD,...

oblique sorrel
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It does have worse specs, but here's the thing: I don't want to use it for development, I want to use it for showcase.

scarlet birch
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watch the overlap and hit events and see what is triggering them , or not triggering them

oblique sorrel
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So either way, it does not answer my question

magic kiln
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anyone here involved in marketing games? question about legitimacy of promo keys

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are unique promo keys safe to give away to obscure press? like even it they are just trying to get a press key with fake press info, is there any harm in giving them the benefit of the doubt (for like aspiring streamers or something?)

scarlet birch
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You're out one key?

fast finch
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@scarlet birch The thing is, if I set the cube to 180 in the Z axis, it collides just fine, as soon as I set it to anything above, say like 181, it doesnt collide anymore, even if the collision is still clearly touching each other

magic kiln
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not sure how to handle the influx of press key requests. most emails check out, but some randoms appear looking for keys. back in the day, i heard this was a G2A scheme, but not sure if those days are over.

scarlet birch
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But if they don't have any presence or verifiable traffic what can you possibly gain from giving them a key?

magic kiln
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i see it more as 'nothing to lose' if the key can't be sold or refunded legitimately . if someone needs the game so bad they have to lie about it, in all honestly, please play the game, sure here's a key. it's mostly for where i can't verify traffic.

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if there's a general practice or understanding, i was hoping to get a better sense of the norm

fast finch
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Depends on the size of the company

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there are many small studios or indie devs that give out keys to all streamers

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or most of them

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just for any kind of publicity

scarlet birch
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I'd assume they could sell it unless you have a way of ensuring only a specific person uses it.

modern sinew
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Is there any way to stop the True First Person camera (First Person in Third Person) from clipping into the player'

magic kiln
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@modern sinew typically you just show two different meshes when transitioning between first and third person view

modern sinew
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You don't go to third tho

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my problem is if I look too far to either side I clip into the head

magic kiln
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@fast finch @scarlet birch thanks for your thoughts. will try and figure how to move forward with random key requests considering what you've mentioned

fast finch
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@modern sinew

magic kiln
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you can change camera clipping angles in the project settings, but this complicates things down the road

fast finch
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You can solve that by attaching the camera to the head

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so it moves with the head

modern sinew
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it is attatched to the head

fast finch
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via a socket?

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Did you attach it to the head socket?

modern sinew
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yea

fast finch
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well, Ive done it before and it never clipped..

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would be easier if you could provide a picture

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or a short video

modern sinew
hidden berry
#

what would be the easiest way to make an underground type city/lair ? build it at regular level, and build the rest of the map on top, or build it under the grid (if possible, not sure) and build the above ground level at regular grid level?

opaque salmon
#

Assertion failed: !InTemplate || InTemplate->IsA(InClass) || (InFlags & RF_ClassDefaultObject) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 3064]

#

I think I broke something

#

total editor crash on blueprint compile, any hints?

#

it was a umg blueprint, compiles ok as is, add function input, compile consistent crash

#

pretty small and straight forward function too, nothing weird

clever flare
#

the red cross that appears when having too many pointlights close to eachother something to actually worry about or is it just a warning?

cloud cobalt
#

It means performance will tank

#

So avoid it

grim ore
#

Only 4 or fewer overlapping stationary lights can have static shadowing, because the lights must be assigned to different channels of a shadowmap texture. This is a graph coloring problem, so there are often fewer than 4 overlapping allowed due to topology. Shadowing cannot affect the overlap test, so the sunlight typically requires a channel from the entire level it is in, even the underground areas.Once the channel limit is reached, additional stationary lights will use whole scene dynamic shadows at a severe performance cost. The StationaryLightOverlap view mode can be used to visualize the overlap, which is updated dynamically as you modify the lights. Light icons are changed to a red X when they are not able to allocate a channel.

opaque salmon
#

oh and on 4.22

fast finch
#

Anyone here familiar with the merge actor tool?

#

Trying to figure out how to merge actors while still keeping all their components

fringe pivot
#

How much storage the engine uses? I was planning to reinstall it but I don't think I have enough free space in my SSD

fast finch
#

@fringe pivot

cloud cobalt
#

My 4.22 folder is at 35GB with debug symbols

fringe pivot
#

ouch, thanks

#

it will suck if I have to HHD it

#

HDD*

fast finch
#

yeah...

#

I upgraded to an SSD only a few days ago for the first time

#

HDD sucks cow ass

fringe pivot
#

yeah, my SSD is 240GB only, I'm really limited.

fast finch
#

yeah totally understandable

fringe pivot
#

every game is like 60GB nowadays

manic pawn
#

my engine folder is 90GB br_animated_thinking

fast finch
#

Your engine is from source?

manic pawn
#

ye

fast finch
#

yeah source is much bigger

#

We're talking launcher version

fringe pivot
#

you need to count vault files too

wary wave
#

I have UE4 on a fast HDD, and it's fine

#

if you avoid closing and restarting the editor all the time, or recompiling stuff all the time it's not a problem

#

and small projects can go on the SSD

fast finch
#

true, I mean

#

especially if you're doing mostly blueprint

#

then it doesnt matter too much

heavy ether
#

curious, has anyone here messed around with either the C# or Javascript plugins for Unreal?

fringe pivot
#

VS takes another 20GB : /

#

Managed to symlink the packages folder to the HDD tho, that's 18GB

hidden aurora
#

Can someone explain me how local multiplayer works?

heavy ether
#

anyone mess with the live coding feature yet? mine is just yelling at me that i can't use it because hot reload has already been used. right at startup. 😒

frank escarp
#

@heavy ether i use it daily, its amazing

heavy ether
#

i have a fresh project with exactly the default 1 class, a map, and some staticmesh assets . . when i enable it then restart the editor, the editor just yells at me 😦

ancient otter
#

Hi guys

#

U guys can see one is vivid and stuff and the other one feels a bit off

#

How can i make the first one be as vivid as the second one

heavy ether
#

wow, a little obnoxious how clicking outside a dialog to dismiss it also triggers whatever you clicked near

hidden aurora
#

@ancient otter post process?

heavy ether
#

oh, awesome, i have to reload my entire project to see new c++ classes? 😒

shy silo
#

how difficult would it be to make a turn based game like chess in UE4?

polar hawk
#

6

#

It is 6 difficult

heavy ether
#

difficulty depends way more on your skill and experience level than what we can assess for you

#

ALLAR!

polar hawk
short coral
#

I got crash while I was playing in standalone game.
But when I play in new editor pie, it works well.

#

I deleted SaveGames. But it still crashes.

heavy ether
worn granite
#

@heavy ether but of course, how else would new native classes work

heavy ether
#

... apparently poorly.

#

i'm at least moderately surprised, considering that the epic tutorial i'm reading through right now doesn't mention having to restart. and i think that when i last messed around with the ue4 alpha, that wasn't a problem

worn granite
#

I guess if you were able to build specific modules you could unload them and load them manually but anything using em would have to close or get discarded and you'd have to notify a lot of stuff

#

Hrm wouldn't use hot reload too much

polar hawk
#

heres what you do

heavy ether
#

the tutorial actually says "once the code is compiled, we can drag an instance of our new class from the Content Browser into the Level Editor"

polar hawk
#

fuck your memory

#

fuck your callstack

#

hotswap it all

#

disregard safety

#

memset the entire ue4 app block of memory

#

because I feel like thats what Live++ is doing

#

<_<

silver crown
#

works well

worn granite
#

Works dunnit

heavy ether
#

Live++ also doesn't work for me 😦

worn granite
#

Fuck my callstack if that's what it takes

manic pawn
#

debugging and call stack actually works fine after live++ reload br_animated_thinking

heavy ether
#

for some reason i'm thinking this is lyrics to a parody of Aenema

silver crown
#

It's probably using trampolines

manic pawn
#

🤔

#

don't we have the source for it somewhere in third party

silver crown
#

heh

heavy ether
#

.... also my new actor showed up without any kind of icon at all. that seems strange

#

are my expectations too high or is my installation broke

daring matrix
#

My project wont build. I need help. Which server should I go to?

eager anvil
#

hi everyone! im new here and i was wondering if theres a help channel i can use?

daring matrix
#

@eager anvil depends what you need help with. Each server is for a different thing

eager anvil
#

i think its about the frame rendering when it comes to recording cinematic shots, im having this weird glitch issue with the camera frame

crisp mesa
#

🤔

eager anvil
#

ill find the photo really quic

crisp mesa
#

🤔

eager anvil
#

i have two more

daring matrix
eager anvil
#

definitely! thanks!!

daring matrix
#

@eager anvil some people can be really rude if you aren't using the right server 🙄 so just be advised. Good luck ❤

eager anvil
#

no worries, appreciate the heads up!

storm venture
#

hey, dumb question, but if someone were to use the RTX raytracing in ue4.22, they would need an RTX card, and any players of that game would need an RTX card, right?

dark depot
#

for the RTX features

maiden sundial
#

Is there maybe a list of things which are possible with the live coding ?

grim ore
#

@storm venture not a dumb question and I just tested it. You can make a DXR project with a DXR capable video card, or one without one as long as you start up the editor in DX12 and turn on the Raytracing option. You cannot test the DXR features but they are enabled if you enabled them. If you run the project on a DXR or normal card it will not show the DXR stuff unless you run it with DX12 as well, running it without DX12 will load up the non DXR stuff (like screen space reflections instead of ray traced ones). If you run the project with a NON DXR card then it loads up the normal stuff, none of the DXR stuff, regardless of you using DX12 or not. TLDR: DXR Cards show DXR Stuff if you enabled it, you don't need a DXR card to toggle switches in the editor.

#

and I tested it by making a project using a GTX 1080 with the DXR drivers, making it all work etc.. then installed the older drivers without DXR support and tested the project again in editor and packaged project.

polar hawk
#

Doing the work that no one else wants to

grim ore
#

I wanted to know the answer so yep. I checked the docs and they don't mention it so to the salt mines!

storm venture
#

Very interesting, thanks for that! I'm going to save that message for future referencing 😄

grim ore
#

I wonder if there is a way to build for DX12 so you don't need the command prompt flag

keen frigate
#

@grim ore Thanks for sharing the info and doing the test.

grim ore
#

😃

#

I love the fact I can play with DXR now on my 1080 so it was just an excuse to play with it lol

keen frigate
#

hehe me too, thanks to you. 😛

candid cove
#

Hey guys, so im just starting out on ue4 and im doing a lot of tutorials since i don't know my way around, does anyone know how to get rid of this yellow highlighter?

hidden berry
#

thats just there to show you what block youre on of the landscape

#

i dont know if you can get rid of it, but i know you can make it smaller

idle garden
#

Hi

#

I released a game but someone told me who cannot play it after install

#

I will send the log

#

pls help me

fringe pivot
#

It looks like an architecture issue to me.
Trying to run a 64bits executable in a 32bits system?

fast finch
#

If I want a cube to be able to be controlled by the player, and have functionality such as moving, jumping, etc

#

Should I derive from pawn or pawn movement component?

dim dragon
#

Probably sound like a moron asking this but on delta time I'm grabbing the velocity of the character component and trying to calculate the acceleration of it to figure some leading math out for something else to estimate future positions and UE4's physics system is non-deterministic so I can't really use it.

I'm also, rather sadly, having to use a custom character movement system so the regular "get acceleration" function for the CharacterMovement function doesn't return anything (the class has some lot of unwanted stuff but I need it for animation, netcode, etc).

I'm a bit baffled by some of the numbers I'm getting and I just want to make sure I'm crazy. My giant robot shouldn't be making 20m/s^2 when it boosts around, though it is to scale (8 meters or so).

Like I said, just wondering if this acceleration check looks right or if there's a better way of doing this that I'm unaware of in BP.

dim dragon
#

Update: nm, turns out velocity is already in proper seconds. I am a total moron. It only needs splitting up if I'm doing per frame stuff.

Discovery: Don't stay up late. Its 03:44 here and my brain is turning to soup.

south ridge
#

Also we have #legacy-physics for questions like this (it's not off-topic, just inviting you there :P)

summer turret
#

guys i need help

#

my level is at night time i cant figure out how to make it daytime

fast finch
#

@summer turret do you have a skylight in the scene?

coarse osprey
#

The rotation of your skysphere

#

And directional light

brazen forum
#

Guys I have made a multiplayer game done by a listening server before. I am starting a new project now and i want to make a multiplayergame this time with a dedicated server. Im new to making a dedicated server and I have no idea were tp start. can someone maybe point me in the right direction on how to do it?

summer turret
#

yeah i have skylight and directional light

#

i moved them around still nothing happens

fast finch
#

Whats the intensity on it?

summer turret
#

10 and 1

coarse osprey
#

Did you move or rotate it?

fathom bridge
#

Hey guys! I am making a swipe game where a ball floats on the screen, like pong, and I want to be able to swipe thr ball to change its direction. What I have tried doesn't work well. Any suggestions as to how to implement swiping?

#

I basically use functions for OnPressed and OnRepeated, and when pressed I cast a ray to an invisible plane and store that hit location as LastHitPoint. I continue casting in OnRepeated and as soon as I hit the ball, I get that location, zero out one component (so it's in the plane) and get the delta FVector to get the swipe direction and change the ball's direction, but this isn't working well. Does anyone have a basic explanation for how they achieve swiping?

#

I just take the delta from the frame when I hit the ball and the previous frame

grim ore
#

If it's just a mesh click the simulate physics checkbox to turn it on, on the mesh

grim ore
#

Simulate physics turns on physics for the item. If it's a mesh it should then have gravity and fall.

#

What is this box

sullen wraith
#

does anyone know any materials/tutorials for a 2d/3d selection box? been looking for 2 days to no luck

grim ore
sullen wraith
#

@grim ore Cheers ill hav3 a look

hallow frigate
#

Can someone explain (or suggest me a good tutorial) about setting up a melee attack system in Paper2D?

sullen wraith
#

@grim ore hey are you on still?

muted willow
#

Hello ! I have an issue with my transparency here, it's a png turned into sprite but in UE the transparency is hard white. please help me 😃

proven oxide
#

Any Actuall details about the online subsystems?

#

The docs aren't very helpful

#

I want to create my own online subsystem but there is no information on how to do it.

fallen ember
#

I am importing a FBX i made in blender and i get an error saying Mesh has some nearly zero tangents wich can create some issues. (Tolerance of 1E-4). Does anyone know what could be causing this?

plush yew
#

try importing it even if it says that and see if it has errors after import

#

also remember belnder to ue4 has different scaling

#

if I remember correctly you need ot scale the model 100times at import

regal mulch
#

@proven oxide Nope, you gotta look at the Interfaces and figure it out :P

#

It's based on one main Interface that represents the Subsystem and allows access to the "sub" interfaces of it (Session, Friend, Identity)

#

Rest you have to take from existing implementations

proven oxide
#

@regal mulch what about the suggestion to learn about engine plugins so your plugin would use the engine structs to interface with your external API

regal mulch
#

That completely depends on what you want to do.

#

A Subsystem is a lot of work and might force you more into what Epic wants you to do than you want.

#

For our internal stuff, we usually keep it open with a custom Plugin

proven oxide
#

i need to have accounts that the user logs into and then gets the user account details from,

#

and after a match send the result back to the server

regal mulch
#

That can be done via a Subsystem but also via a completely new system.

#

If this is only for your own project, I would suggest just using your own system.

proven oxide
#

not really looking yet at replacing the replication

regal mulch
#

Subsystems are nice cause the work on an interface basis, meaning you don't care what is living below it, you just call the interface function and the currently active subsystem does their work

proven oxide
#

UE4 doesnt have much in the way of being able to automatically say call a https restful interface for auth etc

regal mulch
#

You can freely use HTTP stuff in UE4

proven oxide
#

most games want to have the user have an account and log in

#

(without having to buy a plugin from the store that is)

regal mulch
#

Either way requires a backend

proven oxide
#

and if it can - there isnt much information its all "use what we have given you"

regal mulch
#

And you communicating with it

#

Most games on PC go with Steam

proven oxide
#

we dont want a 3rd party subsystem

regal mulch
#

Or just don't need a useraccount

proven oxide
#

deffo not wanting steam

#

noooooo

regal mulch
#

Then what keeps you from doing your own?

#

It's not adviced to make your own if you already struggle with "How to start?"

proven oxide
#

documentation - which is what i have been asking for

regal mulch
#

There is non, this is not even UE4 relative

#

HTTP Requests are a thing that is documented on UE4s wiki and generally for all sorts of programming languages.

#

Including C++

proven oxide
#

so there is no information on how to make my UE4 game call https url and get a response

regal mulch
#

The backend is usually a database

#

There is

#

Half a search away on the wiki

proven oxide
#

where - the wiki is obsolete

#

its locked about 3 versions ago

regal mulch
#

That's still valid

#

And there is lots more down the google results

#

The HTTP Library didn't change much of it all

#

So 4.22 can still use that

proven oxide
#

yeah thats 4.10 and I am on 4.22

#

We have temporarily disabled editing while we're working on a new Wiki!

regal mulch
#

:P You can't expect up to date 4.22 or even 4.20 tutorials for something so basic

#

Just use the stuff you have

#

And fix the few compile errors that might come up

#

This is an HTTP request

#

Not some UE4 internal system

#

The JSON Library as well as the HTTP Library that you will use is the same in 4.10 that it is in 4.22

proven oxide
#

ok that example is using an Actor, does it have to be an actor or can it be part of the GameMode or another part?

regal mulch
#

Please read the text before instantly jumping to questions :P

#

It's answered right at the start: Note: You can create it in a separate C++ component and use it wherever you want but I will leave that for you.

proven oxide
#

gah! the wording sucks

#

I read component as in the UE4 component terminology

regal mulch
#

That's pretty much what this means

#

Any UObject will be able to use that stuff

proven oxide
#

but its C++ so not added to an actor

regal mulch
#

Probably even non ue4 c++ classes

proven oxide
#

still cant try anything just at the moment

#

Waiting for VS2019 enterprise to install

regal mulch
#

Well you got everything you need. Imma grab a new coffee. Cheers! ¯_(ツ)_/¯

flat marlin
#

Wow so much spam. In the past if she couldn't figure out something a team member suggested she would blame them for breaking it. Probably why she's spamming this discord for help now after pissing off everyone in her team

#

Then banning them

fallen ember
#

@plush yew Thanks ill try it. It does import and i have scaled them to UE4 so should work 😃

regal mulch
#

@fallen ember You should always setup Blender to work in the metric system with centimeters.

#

Then 1 unit in blender is 1 unit in ue4

#

As well as apply Rotation and Scale before exporting

#

And setting the Axis to be Z UP and X Forward.

#

I'm not an artist, but with that I have 0 problems important blender stuff to ue4.

#

So it can't be that bad :D

fallen ember
#

@regal mulch Yup i got it set up correctly and another mesh i made imported without any warnings can be that it has something to do with it beeing a plane having thickness so I gotta check that up 😃

tall pendant
#

officially 18 (for a dev account). But since it's google so I doubt they're actually serious about it.

regal mulch
#

Don't you need to provide all data when creating the account?

#

Most likely also tax/vat id and sh't?

#

Doubt that But since it's google so I doubt they're actually serious about it. applies here

#

Well, you can always use your Parents for this.

runic latch
#

Anyone used the day and night cycle from AdvancedVillagePack and made it work with the GoodSky asset?

plush yew
#

When I'm loading a project, it shows the splash screen stuck on 45%, and in task manager there are a lot of UE programs and my cpu is 100%.
Anyone knows how to fix that?

runic latch
#

anyone know how I can add multiple materials into one for landscape painting?

#

using the hand painted starter pack

regal mulch
#

@plush yew Well, I would assume your CPU is doing stuff, like Shaders etc.

plush yew
#

Hello

#

i wanna make a game and idk where to start 😄

cloud cobalt
#

Tutorials

tall pendant
#

git gud

plush yew
#

@regal mulch on task manager, I saw programs named shaders, should I just wait?

#

yep, I waited and it worked, thanks!

#

Has anyone been able to find a good optimisation for SlatePrepass? I know Epic are looking at it but has anyone made any Slate changes to improve it?
Btw - I know that Invalidation Boxes and using Collapsed improves things but I was wondering whether anyone has found a code optimisation

sullen wraith
#

can i put a for loop inside a for loop?

manic pawn
#

you just do it

plush yew
#

Hi guys. Does anyone know why my textured objects becomes dark like this when imported into unreal engine? (imported FBX with completely light texture)

cloud cobalt
#

That's normal using static lighting, since the UV map is so bad

plush yew
#

I used generate UV when importing the fbx, some objects are good

cloud cobalt
#

That UV map is terrible for lighting

#

It's normal that the result has issues

plush yew
#

ok, any way to generate good UV lightmap in unreal?

cloud cobalt
#

No, basically lightmaps need to always be aligned horizontally / vertically, with very careful placement too

#

Some examples here

plush yew
#

thanks : )

cloud cobalt
#

It's a pain in the ass

plush yew
#

What about the 3D models from the marketplace, are the UV lightmaps acceptable?

#

(For static lighting)

cloud cobalt
#

There's no general rule for assets to be accepted unfortunately.

#

So it's up to the developer

plush yew
#

OK. Any drawbacks to just change everything to dynamic lighting to avoid all this?
To avoid having to use Unreal Engine 4 Swarm Lighting Builds & Lightmaps : Change light actor and set it FROM Static or Stationary TO "Movable".
And: Open World Settings and search for "Force No Precomputed Lighting" and select the Checkbox.

#

is there a way to start PIE play with your currently selected player start location?

sullen wraith
#

how can I get the actor that my cursor is over?

languid mica
#

Get hit result under cursor

cloud cobalt
#

@plush yew Yes, performance is much lower & it looks worse with dynamic lighting.

sullen wraith
#

@languid mica

#

and from there how can I check if it's a certain bp?

languid mica
#

break it

#

then take the hit actor and cast to your BP

plush yew
#

@cloud cobalt ok, will try some things here 😃

sullen wraith
#

thanks veach it worked

#

im having a weird bug

#

my game works fine in viewport

#

but if i launch it in standalone

#

some things are invisible?

plush yew
kindred viper
#

I was going to suggest some kind of lighting channel / material being lit/unlit etc . But then I remembered I suck at lighting and haven't done it for ages so ignore me

ancient spade
#

Hi!
Anyone having this weird issue^ I start UE4 and the PC reboots.... always...

#

I've updated Windows + nVidia drivers

#

but it still happens in UE4 as I start it

#

sometimes it may reboot after a minutes and sometimes it reboots immediately as the UE4 Editor starts

cloud cobalt
#

Is it a laptop ?

ancient spade
#

Nope

#

Also, temperatures are ok

cloud cobalt
#

What's your power supply like ?

ancient spade
#

I've also tried to force the GPU fan to full speed just to see

#

1000 Watt

#

Also, I was working in UE4 just fine

#

did not add anything to my computer

#

Started happening this morning

#

I'm gonna try play a game to see if it's somehow related to a high CPU or GPU usage

marble storm
#

Is it possible to make 3d game where main gameplay happen on 2d (something like osu!) and background is 3d animation?

cloud cobalt
#

Sure

marble storm
#

all what i see after searching is like paper2d

#

but its not that

#

ofc

cloud cobalt
#

Paper2D is 2D

#

Just build your game like any 3D game, but with a camera hat doesn't rotate

kindred viper
#

first thing I do when I make a new project is run through the plugins and turn things off. Paper2D goes everytime 😄

marble storm
#

well thats bit hard, because 3d background will be something like performance with camera which move

cloud cobalt
#

There's nothing particularly hard about it

ancient spade
#

damn

#

I've started a UE4 based game... I mean my game as a compiled project and it crashes

#

reboots

languid mica
#

@sullen wraith not sure why stuff is invisible.

hidden berry
#

anybody know the downside of putting a scalar param on specular, and setting it negative to reduce shininess/Glossiness ?

fast finch
#

Is github down for anyone else?...

bitter iris
#

Anyone here use Ultra Dynamic Sky? I'm using it in 4.22 and this is happening :/

plush yew
#

@fast finch github is up

fast finch
#

Me and my friend in europe are having issues with it

#

I turn off my wifi and use 4G, and it works just fine

#

might be some article 13 shit going on rn

#

Cuz its supposed to be operational

plush yew
#

Hi, I am exporting a textured FBX in blender. The FBX contains two UVs. One UV texture (at index 0), and one UV lightmap (at index 1). The object appear black in Unreal Engine.
Any ideas why?

In this example I import without texture and material and apply the correct material.

It's textured correct in UE4, but it's very dark
Funny enough one of the objects is only dark on the top, and good under.

#

I am using the same procedure on other objects and it works just fine..

median bronze
#

ok people help me out here. is there ANY console command just a single command to toggle ALL of raytracing features on and off thanks. if not there SHOULD Be .

#

any help?

sudden agate
#

@plush yew your lightmap is shit and probably too small aswell

worldly axle
#

hi, howw i can control my camera via my mouse cursor please?

#

only on 2d (x and y), no rotations,...

plush yew
#

@sudden agate I keep recreating the lightmap, and it's always dark. On one of the objects it's dark on top side of the object (whatever kind of rotation I use). Any way to look at the object with lightmap turned off?

sudden agate
#

check your lightmap resolution settings in the mesh

#

there is also a "Lighting Only" viewmode

plush yew
#

I maxed it aswell 2048, nothing happend

sudden agate
#

there are two settings in your static mesh asst:
Source Coordinate Lightmap Index and Lightmap Coordinate Index.
Source needs to be 1 aswell if you import it with a lightmap

plush yew
sudden agate
#

Min Lightmap Resolution is not the Setting actually used in the map btw

#

you need to check your static mesh component in the level

plush yew
#

Yes, I know

#

Source Lightmap Index is to create a new UV map, tried this aswell

sudden agate
#

show me your lightmap settings of your static mesh component

plush yew
sudden agate
#

no, in your level

plush yew
sudden agate
#

oh boy. click your mesh in the viewport and look into the detail settings

#

there is a setting "lightmap resolution" turn it up to 512 or something like that.

plush yew
#

still dark

sudden agate
#

@plush yew turn your "Min Lightmap Resolution" down to 64

#

and try to increase your Lightmap Resolution of the mesh in the world to 1024

plush yew
#

It becomes good in the world if I remove "cast shadows" from skylight. But still dark in static mesh viewmode

#

most objects are good in the world with "cast shadows"(skylight) enabled

#

Change the lightmap resolutions in the world to 1024 doesn't help

cloud cobalt
#

If it's dark in the mesh viewer then the mesh has an issue

#

What's the wireframe like ?

#

Static lighting options are irrelevant in the viewer

bitter iris
#

o.O

pallid talon
#

What is the best sunlight setting for a directional light in Intensity 100lux?

#

To simulate a real sun.

plush yew
#

@cloud cobalt @sudden agate Here is another object, this object is only dark at the top:

sudden agate
#

get better lightmaps like seriously

plush yew
#

That lightmap was generated in blender, I also tried with the UE generated lightmap

plush yew
#

It looks exactly the same with new lightmap

#

maybe something strange from blender messing it up, but it looks perfect in blender

fierce tulip
#

you cant really count on generated uv/lightmaps in most (complex) cases

#

manual is almost always better

plush yew
#

It seems the dark area is not caused by the lightmap

#

It looks exactly the same on all lightmaps

sudden agate
#

wait

#

then its your texturing

plush yew
#

It looks just fine in the world:

#

This static mesh was fixed in the static mesh view by checking "Recompute normals" and apply changes

#

It worked on the other assets aswell, this will correctly align the normals to the faces.

#

Is there any tutorial on a game like Planet Coaster or Jurassic World Evolution UE4? Can't find any "city builder" tutorial's. :/

#

@sudden agate @fierce tulip @cloud cobalt thanks for troubleshooting. The Normals was not aligned correctly (which is causing lighting and shadowing issues)

wispy raven
#

guys, i need some help, i did a sprint system with the tick event, when shift is pressed, the stamina goes down, when shift is released, the stamina immediately goes up, if i want to add a cooldown each time the stamina is 0 or the player releases the key, how do i do it?

dark depot
#

timers and not tick

wispy raven
#

the only problem is that everything is based on the tick event

dark depot
#

no need to have any of that on tick

#

put it on the sprint key and look into what a timer is so you can have it on released Wait x amount and recover stamina every x seconds

wispy raven
#

no, because every tick, the stamina value goes down

#

or up

dark depot
#

is that what you want

#

no

wispy raven
#

wait, you're talking about delay

dark depot
#

no

wispy raven
#

what i mean is

#

i press shift, the value goes smoothly down

dark depot
#

i know

wispy raven
#

and when i release it, there is a 1 second delay

#

then, it goes up again

dark depot
#

either way tick isnt needed

wispy raven
#

hm, ok

#

but how do i decrease a value like how the tick does

dark depot
#

a timer

wispy raven
#

i'll look that up

brazen forum
#

Hey guys, here is a picture from my PlayerController class. How do I get an OnLeftClickPressed event going in c++? I basicly want to be able to treat OnLeftClickPressed() as an event that I can use in my Character class that way I can add functionality to the character when you press the left click. So how do I do that?

bitter iris
#

am i able to make the lods smaller? LOD0 on landscape covers quite a bit of the view

hoary pier
#

I think there is a var on a landscape to control lod bias or some such. Search for LOD or distance or details, etc in the search of the details while selecting it

bitter iris
#

ahh i think i saw something a while ago just trying to remember where it was

spark sonnet
#

Hello everyone. How do can I make my character move when aiming without rotating to the direction its moving to?

golden magnet
#

can you edit animations in ue4? im guessing not?

spark sonnet
#

You can @golden magnet

#

or adjust the bones

golden magnet
#

yeah i got an aiming animation from mixamo but the arms are way too close to the body, so just moving the bones forward should work?

abstract relic
#

Yep. It creates an additive animation when you do. Just keep in mind it can get messy quickly if you fiddle with it too much.

spark sonnet
#

The problem is that its orienting to direction @abstract relic

#

So I disabled it when aiming, but then it wont face the way im aiming

golden magnet
#

lmao

spark sonnet
#

did you save as preview mesh? @golden magnet

golden magnet
#

i think so yeah

spark sonnet
#

Yeah it messes up that mesh when you do it (:

abstract relic
#

Toggle Oriented rotation to Movement in your character’s class sebb

spark sonnet
#

I did, but then it wont look where i am aiming @abstract relic

abstract relic
#

Please do not ping

spark sonnet
#

ok

#

This gets ignored when orient to rotation is unticked

#

I ticked use controller desired rotation and now its kinda working but with some glitching where the character is shaking

abstract relic
spark sonnet
#

Ok. Turns out I didnt need my blueprint. I just ticked use desired rotation. Then I disabled orient rotation movemet when aimng

worldly aspen
#

Is anyone around who can help me with some lights animations?
I'm trying to turn on a set of lights one by one after a trigger volume is activated.. This is the final step in an animation sequence being driven by matinee.. if anyone knows how to set this up and has a couple minutes, I'd appreciate it

dense patio
#

the new Multi-User system is only for local connections? correct? if it is capable of remote access does anybody know what port it would use?

#

suggests its only local (multicast)

spark sonnet
#

Cant you just use blueprints @worldly aspen ?

ancient spade
#

I think my computer rebooting on high load is neither CPU nor GPU. Probably my PSU is failing at providing power

#

😦

worldly aspen
#

@spark sonnet The issue is I have a blueprint object with 7 different lights and I want them to light up one at a time.. thats why I thought of using matinee

spark sonnet
#

just add a delay

worldly aspen
#

oh, can you tell me how that is done?

#

(im very inexperienced with bp or matinee)

spark sonnet
#

Get the object, then use the activate blueprint

fresh hemlock
#

Yo guys I need major help related to 3d and Im having a hard time finding help online cuz help with maya is hard to come by I guess

#

I need to parent my uv map to joint.

#

Ive done it in the past but for the love god cant remember how

spark sonnet
worldly aspen
#

@spark sonnet The animation is suposed to start once a trigger volume is colided with, is there any way to reference that same trigger volume from the light blueprint?

spark sonnet
#

yes

worldly aspen
spark sonnet
#

whats the last node for?

worldly aspen
#

to set the emissive value of the material of a static mesh (that emits the light)

#

I want to control both a spotlight intensity and an emissive material intensity at the same time

spark sonnet
#

ah

worldly aspen
#

I understood your delay idea

#

my only problem right now is to reference the triggerbox

scarlet birch
#

Do we have anything new on when the game store will be more broadly open and what the process will be?

spark sonnet
#

cant you just continue from the one you have in the picture above?

worldly aspen
#

@spark sonnet I dont think that node works for what I want

#

that activates my matinee

#

I want something like that in the other blueprint which has the lights in it

spark sonnet
#

from overlapped actor cast to the light actor

worldly aspen
#

I dont follow

#

(sorry)

spark sonnet
#

Thats ok 😃

#

I can make blueprint and send sceenshot

worldly aspen
#

The thing im struggling is to find a way to reference a trigger box that lives outside an actor blueprint and reference it inside the actor blueprint so I can call the OnActorBeginOverlap event from there

spark sonnet
#

I understand

worldly aspen
#

ok thank you

#

😃

cerulean sorrel
#

I found out that blueprints is c+

#

Basucly

dense patio
#

@hearty rose i just posted about it.....

short coral
spark sonnet
#

ok here @worldly aspen

#

This works

#

just add a delay between the intensity ones if you wan a delay

worldly aspen
#

thank you man! I'll try it now and see if it does the job ;D

spark sonnet
#

You're welcome! 😃

#

Just ask if you got any questions

worthy flame
#

i have a question

#

on the landscape paint i added a layer, but i dont know how to add another one after, since i dont see anywhere a plus or anything on how to add one

worldly aspen
#

@spark sonnet what is that GET node?

spark sonnet
#

drag out from the get all actors node and type get, then select get(copy)

worldly aspen
#

thank you

spark sonnet
dense patio
#

Yeah, I figured it was local only

#

Himatci was an option but I'm not a fan of giving China open access to my computer traffic lol

worldly aspen
#

@spark sonnet and that SET node?

#

I cant seem to get the reference to that boolean

spark sonnet
#

which boolean?

dense patio
#

Yeah

worldly aspen
#

the "Light on"

dense patio
#

I plan on testing it tonight on my home network

#

I'll let you know

#

We use P4 as well on our team

worthy flame
#

anyone know a good tutorial for pain landscape?

kindred viper
#

@opaque vector you sweep with the spawn usually

#

well when you spawn an actor, you generally move it to a position afterwards. When you move an actor, there is a sweep boolean you can check and it will move the actor as far as it can towards the direction until it hits something with collision that matches.

idle stump
#

So I have some crates that are PhysicsActors and simulating physics. And i can walk into them and push them around. But how come no matter what the Mass of the crates are they get pushed around just the same? I can set it's mass to 100,000kg and it still goes flying like a soccer ball.

fathom bridge
#

I think the player capsule is treated like it has infinite mass

wary wave
#

^

scarlet birch
#

@idle stump There's a setting in the character movement

#

mass is under general settings and then there's another section for 'Physics interaction'

#

push force defaults to an insanely high value

idle stump
#

@scarlet birch I think I figured something out. I had collision on my characters mesh. Not sure why, must have been testing something out awhile ago and forgot. Physics are behaving much more predictably now. But yeah, those push force settings are helpful too, thanks.

eager anvil
#

hi everyone! i wish i learned ue4 sooner!!

#

this is truely an amazing program

kindred viper
#

I used UDK in a casual fashion, but I was late to the party, so I knew when UE4 was released I needed to get in from the start. So I did. It is truly amazing in many ways.

next herald
#

Why is there so much stuff in my actor properties? It's hard to find anything

#

Is there a way to hide stuff related to mobile if I'm not using mobile?

kindred viper
#

disable the mobile plugins

#

some might stay though and simply check if plugin exists, but some might hide themselves too just in case

next herald
#

Do you know what it's called?

kindred viper
#

just goto the Plugins panel and select the mobile category

#

hmm just had a quick look and theres a few things dotted about the place. exporters, codec stuff etc

#

might have to dig through the list, but I do it every project anyway so get used to it :p

radiant fable
#

whats the closest chanel for material discussion in here

#

#materials feels like a must

worthy flame
#

anyone know a easy way to make rocks? sculpt them

dark depot
radiant fable
#

ty

worthy flame
#

help. how do i add more layers to paint landscape???

blissful willow
#

For NavMesh generation, is there a way I can have it go off of only specific meshes?

worthy flame
#

yeah im looking at that right now, kind of difficult to understand

#

ive done it and im having some isuues bu im still thinking

#

yeah it works now, but its in squares shape

#

how to fix that?

#

not like squared of edges

#

but squared textures

blissful willow
#

Increase resolution

worthy flame
#

Well then

ebon lake
#

hi, in my scene i need stationary lights for reflection capture and dynamic shadows, but "preview" signs in shadow area do not look good. Is it possible get rid of them?

abstract relic
#

Hit the build button

ebon lake
#

i turned off "allow static lighting", so build didn't work

#

sorry my mistake

worthy flame
#

increase resolution of the texture? @blissful willow

fast finch
#

its saying "Use of undefined type AProjectile"

#

Fuck.

#

I've been stuck with this shit for 3 fucking hours, and I just god damn realized that I had not included the header file "Projectile.h"

#

If you excuse me, Im gonna go bash my head against the keyboard now

kindred viper
#

harsh. but yeah... undefined type usually means missing header. It should say "probably a missing header"

fast finch
#

Yeah, Usually unreal give hints as to what the problem is at compilation errors

#

not this time though

#

but Im sure as hell gonna try and remember undefined means missing header

fringe pivot
#

Damn, after being idle for a couple months now I can't figure the simplest things.

plush yew
#

That happened to me, it sucks

fringe pivot
#

For instance, I press BUILD and it spits an error saying lightning needs rebuild, isn't BUILD supposed to do that?

#

"build lights only" does nothing

#

I have this "80 unbuilt objects" no matter what

gleaming creek
#

The lighting is supposed to spin off a background process and let you continue working while it's working

fringe pivot
#

I fixed it by restarting the editor

worthy flame
#

doesnt work still. anyone else know how to fix the square textures while paining?

plush yew
#

When I add an item to my inventory I just want it to be displayed in list form. Is create widget the wrong way to do this?

still moth
#

hmm.. im trying to spawn an actor, an unrendered object that runs a line of code when a weapon is fired, to handle a ballistics script.. i can get it to go straight in relation to the weapon fired, but i cannot get it to go towards the center of the screen

plush yew
#

you might have to get some vectors that point towards the center of the screen if you can't make the gun itself point towards the center. Something like camera direction or something

kindred viper
#

@plush yew Yes the create widget route is usually right. You could create a new textbox (for example) and add it to something like a scrollbox or however you display your list.

plush yew
#

Awesome, thanks. I've been watching tutorials for a few days and I somehow missed these base concepts. Like I can do drag and drop events and all sorts of things with a UI that I manually set up but I haven't been able to find a guide on creating a dynamic list. Using that add keyword in my searches looks like it helped a lot, I'm already getting tutorials more similar to what my goal is

kindred viper
#

UMG is like every other UI design tool really. It has it's methods that push you into designing a certain way, and once you know them, you have everything you need and can get to work. But learning those few things first is key. It took me a while to switch over from scaleform but once I got my head around a few things and it was updated, it's become like a 3rd arm with Slate tickling me with a 4th.

still moth
#

im using the first person sample project, the script that spawns the projectile should be able to apply the proper direction to the projectile i am attempting to fire to run a line trace code

fast finch
#

@still moth what exactly are you trying to modify the code to do? What are you trying to achieve

#

Its really hard to solve a problem when we can't see any code/blueprint

still moth
#

hmm, i wonder if the issue could be from trying to spawn a projectile at the muzzle of a weapon and have it go to where the crosshair is pointed

fast finch
#

If you want to shoot in a straight line from where the crosshair is, then you need to spawn the projectile where the crosshair is

#

not where the muzzle is

still moth
#

it has bullet drop and drag added to a line trace

fast finch
#

so?

still moth
#

so how do FPS games do it when they use projectile weaponry or when a gun is blocked by cover?

scarlet birch
#

If you're firing an actual projectile then it will hit the geometry that's in the way.

kindred viper
#

show us your code that sets your vector up

scarlet birch
#

If you're using traces then you have to combine multiple traces

still moth
#

right now its the default code in the UE4 first person starter project

scarlet birch
#

One from the fire point and one from the camera

#

if the one from the fire point hits something that should block the hit before it hits the camera point then you use the trace from the weapon as the hit point

still moth
#

thats what i was thinking as well

#

maybe a meter long trace in front of the weapon

scarlet birch
#

I think I used 750 for the trace distance from the weapon when I set this up in a game.

still moth
#

and a branch to check for collisions

scarlet birch
#

It's been a while but I remember numbers

still moth
#

just enough to prevent someone from firing around a corner with only a fraction of their body exposed and the gun completely unexposed

cursive oriole
#

anyone have any idea why loading the editor is getting stuck at 45% (and before you ask, yes antivirus and Windows defender have both been setup to allow connections, yes google has been used to search for answers and Answerhub on Documentation website has been consulted as well.) oh and i've left it running for over 8 hours now and compiling the Shaders should not take that long on a i5 2500 3.3ghz 8gb DDR5 ram GTX970 4gb system. this is with version 4.22 that this is happening. version 4.18 works just fine and loads the project creation screen within about 30 seconds. and help would be much appreciated.

scarlet birch
cursive oriole
#

this is the editor loading screen. so i'm trying to open the editor to be able to create a new project in 4.22 not open a already created project. and Cpu ussage has been constantly between 15% to 30% never getting up to 100%.

still moth
#

hmm, something may even be wrong with the default crosshair location as well, because using the world location and rotation of the first person camera, it spawns the line traces a tad left and up

#

im reading the article @scarlet birch posted

#

alright.. so youre doing the line trace for the initial weapon from the camera point of view, then a second line trace from the weapon and if both are clear it registers a hit

#

using the hit location of the camera trace as the ending point for the trace originating from the weapon

scarlet birch
#

exactly

#

But you probably just want to make sure some predefined distance is clear, so the trace from the weapon should have some limit

brazen forum
#

Hey guys. in C++ when should i test to tell if a pointer is valid or not? I'm knd of confused because on a forum post someone mentioned that you have to make sure that a ccertain pointer is valid before executing something. So my question is, when do I need to test if a pointer is valid or not?

kindred viper
#

when you need to use one of it's functions or members

still moth
#

i can draw a trace from the muzzle component with the forward vector of the camera plus a short distance as the ending point of that line trace to test for weapon collisions, run a branch where if theres a hit, use that ending location to spawn the emitter/effect and apply damage or force.. if false, then draw the main line trace

scarlet birch
#

Not quite. Use the camera hit location as the target for the muzzle trace.

still moth
#

i could put the check just prior to spawning the projectile that'll handle bullet drop physics and the projectile physics

scarlet birch
#

you want a vector from the muzzle to the camera hit.

still moth
#

if the camera has bullet drop though, its hit location may actually be on the other side of a barrier

scarlet birch
#

that's the whole point of the second trace

#

you're checking to see if the camera hit can be reached from the muzzle

still moth
#

no, i mean a falling projectile should be able to contact a target behind cover if the line trace is able to arc over it

scarlet birch
#

...

still moth
#

bullets dont fly straight

#

and they arent instant either, so having a more realistic feel means that waiting for a hit would cause problems

kindred viper
#

wanna know a secret? I hate bullet drop in fps games :p

#

never had to consider that back in the quake days or anything

still moth
#

even without bullet drop, hits arent instant

scarlet birch
#

In the distances most FPS spend the majority of the time they pretty much are

still moth
#

yeah, for your CQC FPS games they'd be indistringuishable

scarlet birch
#

but if you want a parabolic path then use projectile movement or you're going to have to do something a little more complicated

#

...

still moth
#

i think im going to end up having two systems.. a simple line trace for most weapons and bullet drop only applied to scoped weapons

kindred viper
#

just spawn a spline with your arc figured out and let it animate along it ;p

still moth
#

i was just drawing a shorter line trace and feeding the ending point into the starting point and looping that around so it'll draw line traces through the air

#

im not sure how a spline would work when the gun isnt level with the terrain

kindred viper
#

what do you mean?

brazen forum
#

@kindred viper Thx! Also when do you need to do this test? UWorld* pWorld = GetWorld(); if (pWorld).....

still moth
#

when the fire script runs, feed the camera location into a location variable, then use that variable as the starting location of the trace.. make the trace something like 50m long.. after the trace is drawn and no hit is registered you take the ending location of that trace, use it to set the location variable, then after a delay you run another loop, and your line trace will draw slowly through the air

kindred viper
#

@brazen forum whenever you need a world to exist in order to use particular functionality linked to a world existing

still moth
#

if you have a starting velocity (the initial line trace length) and after the initial trace is ran you subtract a small amount and set the velocity variable to the now lower number, it'll slow down over time

brazen forum
#

@kindred viper Okay and also can you just do this to do the same ckeck?if (GetWorld()).....

kindred viper
#

yeah

still moth
#

subtract a variable from the Z axis of the trace ending location every time the script runs and you'll have bullet drop

brazen forum
#

alrght thx bro that clears up a lot!

hoary pier
#

There is a function to simulate a projectile. Returns a path and hit