#ue4-general

1 messages ยท Page 440 of 1

limpid turret
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alright that i get

limpid turret
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well i set all the values, changed the player index to what it should be on all but the bars are all still empty

paper kernel
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why do you even have 4 different classes for characters

limpid turret
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because I have 4 characters that can be controlled

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the different classes are so that they have different variables

wary wave
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are they actually different?

limpid turret
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no, 2-4 are children of 1

wary wave
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also, you're still using 'Get Player Index X', which as I've mentioned before is not what you want

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I think you really, really need to spend some time doing tutorials

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it looks like you're completely misunderstanding inheritance, casting, references etc

still moth
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hey, what units are speed in unreal?.. cm/s?

wary wave
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by default

regal mulch
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Cool, change something in C++, recompile -> check(!PinRef->bWasTrashed); break points.

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It's not like the reason for the pin change is me changing something in C++, why does that block opening a project?
I really dislike checks

wary wave
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Epic way overuses assertions

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pop me up some warnings / error messages by all means, but don't lock me out entirely for something that might not even be a real problem

regal mulch
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Yeah well

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Apparently some random pin is breaking

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:D

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Fixed it.

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I dared to remove a c++ defined struct.

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....

thorn topaz
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Ok, I can't seem to figure out how to add more spline points to my spline mesh actor. When I try to right click on the spline, it just clicks through the actor

cloud cobalt
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@plush yew I would wait a bit before blaming hardware on 4.22 issues

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Make sure you have the latest driver too

steady owl
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Can you save to multiple different save slots but on the same index?

cloud cobalt
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Yes, like graphics

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The video driver is what compiles shaders

spark sonnet
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is there a way to reset a flip flop? So that it will go to A if condition is true

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nvm. I think I'll just use a branch with variables

cloud cobalt
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Time to cancel it

mint sequoia
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Don't even know where to ask this. UE4 likes to, as much as possible, re-write its registry values. These registry values are associated with the .uproject extension and its whats responsible for the commands that show up in the .uproject context menu.

I made my own program that adds itself to uproject context menu and it works fine. Until UE4 rewrites its registry values. I can't seem to find a way to make it play nice ๐Ÿ˜ฆ

These two commands are mine, but they'll soon be removed by UE4 and I'll only get them back by rerunning my own installer -__- https://i.imgur.com/dJ28lUI.png

regal mulch
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WHAT IS THIS MAGIC @mint sequoia

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Can't answer the question, but I want these options.

mint sequoia
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It deletes binaries and intermediate from the project as well as every plugin (if you don't select the option to ignore them), then it runs generate project files. Basically you'll see very little happen, but its now clean.

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And sure you can have them, but if the options disappear you'll have to rerun the installer and hit 'repair' until I fix this https://github.com/Vaei/ue4cleaner

regal mulch
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Thanks, bookmarked!

mint sequoia
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Its really useful in general, but especially if you have artists that are running on source too

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Its easier to tell them to right click and press a button than do it manually

regal mulch
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Yeah def!

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Now I only need to learn on how to extend that

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Guess new weekend project coming in lol

mint sequoia
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So as for the issue, context menus are created by adding your file extension to the registry in HKEY_CLASSES_ROOT like so, and it points to another registry entry in the same folder Unreal.ProjectFile, you can see the list of commands that you get when you right click as well as the two I've added (ue4cleaner). Every time you do almost anything with the engine, perhaps even marketplace content, it rewrites these values removing mine. I can't get it to look at two different places in the registry.
https://i.imgur.com/S4vVsd3.png https://i.imgur.com/aKq0kYC.png

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@regal mulch If you open it up in VS it should be pretty easy to see whats going on. The only part that will be tricky is the WIX installer. WIX is responsible for adding the registry values (and installing it, obviously) and you'll want to read up on it. The commands used to generate a .msi are included in a text file somewhere ๐Ÿ˜„

regal mulch
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Cool, thanks!

mint sequoia
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Yeah its called BuildUE4CleanerInstaller.txt

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You'll need to grab the WiX toolset from their website

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That thing was gross to learn

fringe pivot
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I have an old reference that prevents me to create a bp with that name, how can I delete it?

mint sequoia
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If not, then it may be present on disk, I believe this can occur from some weird string of events associated with some files marked read only ๐Ÿค”

fringe pivot
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@mint sequoia thank you that worked

mint sequoia
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@regal mulch What did you have in mind to add ๐Ÿค”

regal mulch
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Not sure yet tbh

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We have a client that basically has 50 different projects, but they all are based around the same template and uses more or less the same plugins.

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And maybe I can find some things to add that would help with the whole process of dealing with that.

mint sequoia
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Fair enough ๐Ÿ‘

pulsar ledge
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So I mentioned this last night with no answer so I figured I might as well put it out again. Iโ€™ve been attempting to set up simple UE p2p networking via entering an IP and joining someone whose hosting, but when I try to join the console just spams some warning and the client goes back to the title screen? https://i.imgur.com/0oZEdDP.png

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Google shows a bunch of people having that problem around 2015-2017 but nobody said how to fix it

teal tulip
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that isn't p2p, is just a listen server

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never seem that error tbh

pulsar ledge
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Is that not what p2p means ๐Ÿค”

teal tulip
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nope

wary wave
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no, in p2p, players have the same network roles

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in this case one player is the server

teal tulip
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p2p allow to change the host in runtime etc

pulsar ledge
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Somebody suggested I have to enable/disable seamless travel, but that didnโ€™t help

wary wave
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I've never seen that error message either

pulsar ledge
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Oh I never knew that

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According to a diagram I saw last night, seamless travel is more intended for moving a group of players to a game together after theyโ€™ve joined a lobby together.

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Lemme find my bp pics

wary wave
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bah, can't use bitmasks in structs -_-

pulsar ledge
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Do I need to put a question mark before the Listen option, or does the fact that thatโ€™s an option field automatically put that there?

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Also Iโ€™m not home rn so I canโ€™t test, but is there a straight up console.log command I could stick after that bp that is able to print out the variable so I know itโ€™s being put together correctly?

dim merlin
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so anyone knows a way to import static mesh at runtime, without use of proc mesh component?

still moth
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well now, that worked out very well for a missile

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instead of using a timeline to go from 0 to a maximum speed (for acceleration), cant i just use "finterp to" and set the time i wish to go from A to B?

brazen forum
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Hey guys. I was wondering. How much does UE4 take care of the multiplayer stuff for you? I know they provide users with a lot of stuff like sessions, a built in way for you to use RPC with their events, and also they have a check box for replication for the variables and actors. But besides that stuff, I'm wondering how much they take care of stuff that you don't necisarrily see. Like I'm wondering if they have the following stuff already implemented behind the scenes?```built in lag compesation
client side prediction
interpolation/extrapolation
packet compression for network efficiency
delta compression (rather than full world snapshots each frame)
packet loss compensation
Server-Side lag compensation

cloud cobalt
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@brazen forum CMC implements the first three for characters, for non-characters you'll basically be on your own

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Bandwidth is generally very efficient in the engine, and you have access to many, many high level tools to control it

manic pawn
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packet compression for network efficiency there is a plugin for this called oodle or something like that, fortnite uses it

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delta compression (rather than full world snapshots each frame) this isn't relevant as unreal does not send/store world snapshots anywhere

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packet loss compensation you have reliable rpcs for this

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Server-Side lag compensation you have to make this yourself and it's stupid hard

cloud cobalt
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My top 3 list of stuff UE4 does not do in MP would be :

  • non-character player movement (like basically vehicle movement)
  • physics
  • anti-cheat
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These are probably the biggest things you might desire and find hard to do

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Not that other engines will be better at it, tbh

grim ore
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Are there any real solutions for quadrapeds or vehicles or hell dragons in multiplayer working well?

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I wonder if there is a solid reason why someone smart has not made more movement components like the CMC just fit for other collision setups and released them as plugins

cloud cobalt
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@grim ore For physics, the short answer is that you really can't do it, so vehicles get way messier at that point

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Well, you can't do it in a generally reusable way, since it will be client-authoritative

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For quadrupeds there's no reason CMC couldn't work, I think

mint sequoia
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@cloud cobalt When Chaos comes out two of those may change ๐Ÿ˜‰

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The reason for vehicles being difficult is the fact that UE4 runs on a non-deterministic engine (physx) so when deviations occur (and they will) in networked locations the deflection vector will vary wildly with a transform difference even to the 7th precision

grim ore
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the issue for quadrapeds seem to be CMC is built around the single capsule

cloud cobalt
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Ah, right

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I'm not sure it's that bad tbh

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Compared to something like physics

mint sequoia
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Anti-cheat is also very game-specific so it would be hard for them to make global solution, though they could do something

grim ore
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earlier this week someone wanted to just make a cube for his character but the capsule doesnt really fit that well so lol. Silly stuff like that

mint sequoia
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You can have quadrupeds or even vehicles with CMC, they'll just have capsule collision (vertical)

cloud cobalt
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TBF in games the player collision is often wildly unrealistic

mint sequoia
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Client-side prediction with a non-deterministic physics engine isn't impossible, its just.. close to impossible (for vehicles)

cloud cobalt
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As in, its role is to not go into geometry + have fluid movement

mint sequoia
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@grim ore If I had to do non-capsule collision with CMC I'd just duplicate CMC, name it something else, change the capsule component to whatever I need and let the pain begin, rewriting all the collision methods etc

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I bet with enough sleepless nights you'll get something workable

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The awful thing will be if you get desyncs from collisions

cloud cobalt
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Anyway, I think the main reason we don't see much of this around is that most devs who can actually create something like that are working on projects that don't share code

mint sequoia
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Sad but true

cloud cobalt
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I do have a vehicle CMC myself with "physics" and server authoritative for example

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And the hovering vehicle game thing by half the Discord here does

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Don't remember who exactly ๐Ÿ˜›

grim ore
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@mint sequoia yep that was my thought as well so I was curious why someone else has not done it. Maybe the "actual" demand is not that much in the end

mint sequoia
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Probably TheJamsh

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We have some really groundbreaking stuff associated with what we're discussing but I can't even say what it is let alone share it ๐Ÿคท

grim ore
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off to the internet, I wonder if any other engines have support for non humanoid characters built in or assetable

cloud cobalt
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Serious MP support for non humanoid characters isn't going to be that common

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In generalist engines anyway

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Vehicles will be the exception

mint sequoia
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In the end, any dev serious about gameplay and multiplayer needs to learn to build their own client-side prediction

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Otherwise you're really just skirting the issue

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Making hacky workarounds or making do

grim ore
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yep so it's like the grey area between "I want a dragon in my game!!11!" and "I want to make a game with dragons in it"

cloud cobalt
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More like few MP games have dragons

grim ore
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not enough MP games have dragons is the issue I am hearing

valid slate
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Hey is anyone familiar with utilizing WebSockets with an UE4 game? We successfully did a HTML5 export, but now want to set up online matchmaking via the web

hidden berry
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just making my rounds to remind everyone that the Advanced Locomotion System V3 pack is free for this month

grim ore
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@valid slate if anyone does they might hang out in #multiplayer. I know when I messed around with the HTML web builds and networking It's not too horrible to do but you need to change to the experimental html5 net driver for the server and client to connect

mint sequoia
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@hidden berry Did the dev ever fix the replication issues

hidden berry
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anyone know anywhere that has regular looking characters (like civilians i guess you would call them)? i checked the marketplace, and didnt like them. Tried making my own in Fuse, but it didnt import with a root or pelvis bone (tried multiple times)

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and im not sure, i know ive had no problems with it yet

mint sequoia
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You will if you have latency

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Unless he fixed it

hidden berry
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yeah i already set it up, i also like the 1st and 3rd person POV that comes with it

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i know that its currently on V3.1 , and it was recently updated, so it may be fixed

mint sequoia
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Ah cool

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I'll have a look

placid dirge
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Every time I launch Unreal, WMR Home auto launches MULTIPLE times automatically during the launch of Unreal. Anyone know of a way to turn this off?

still moth
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i tried something different for a ballistics setup.. i used a timeline to map out the time of flight, and the bullets velocity and drop at those points in time so as the timeline updates, it updates the position of the line trace to match that of a real world bullet path

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and good god was that a bad idea

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from 120fps down to about 10

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that was quite the performance drain

radiant fable
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anyone know what causes a strange bug where your material doesnt render on bsp surfaces?

silver relic
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Hi guys, in the firstperson template. how do i change the height of the camera?

plush yew
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@silver relic

brazen forum
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Go in the first person blueprint

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I'm pretty sure you are able to change the camera's z-axis to a higher value

silver relic
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in this one

plush yew
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nope

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I think

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Go into viewport

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click on the camera

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And then you can move it

silver relic
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i dont see that, its a capsule because its first person

plush yew
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๐Ÿค”

silver relic
brazen forum
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Yeah with the first person one the camera is probably more in the middle

plush yew
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oh

brazen forum
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oh no you have to open up the blueprint of it

plush yew
brazen forum
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the blueprint is where you edit everything about the character

silver relic
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is it then just the height axis in there?

plush yew
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negative

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go into viewport

silver relic
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i dont have a charecter in my outliner

plush yew
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๐Ÿค”

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screenshot?

silver relic
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hehe

plush yew
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delete that ๐Ÿ˜„

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I mean what you wrote in

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and go into edit

silver relic
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i can find my player start in the outliner

plush yew
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interesting

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just click on it then

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Oh I see that you deleted it probably

silver relic
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no, you are in a third person. i am in a first person

plush yew
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Same thing almost

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See there is no mesh

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check your mesh

silver relic
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maybe

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got it

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dont know about collision, but that was the eye height

remote rivet
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why does my Blueprint Name automatically get an _C here? What does this mean? the BP name does NOT have an _C in it where I have it saved.

abstract relic
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Itโ€™s just a postfix to indicate that itโ€™s a generated class.

plush yew
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Can the default mannequin crouch?

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Where do I ask about materials

abstract relic
remote rivet
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@abstract relic what do you mean by a generated class? If it's a BP I created... I'm getting some weird issues like it's not using my AnimBP, so I wanted to make sure this wasn't the issue.

abstract relic
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Itโ€™s a child of the base animation bp. Nothing to worry about

remote rivet
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Ok thanks

fringe pivot
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So if I define a variable this way in my class
UPROPERTY(EditAnywhere, BlueprintReadWrite)
And the I create a bp based on this class
Shouldn't that variable appear in the list when I open the event graph for that blueprint?

still moth
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of course the default mannequin can crouch

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just need a crouch animation ๐Ÿ˜‰

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ive already learned a lot of the animation stuff, with animation blueprints, blend spaces, compositing animations on top of other animations, aim offsets, all that good stuff

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that was the first thing i focused on learning what to do, and pretty much everything you need to know about adding animations is on youtube, with a huge library of free, good enough animations on mixamo

limpid turret
plush yew
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@still moth Thank you sir for the answer! ๐Ÿ˜ƒ

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Hopefully I might actually learn something in UE4

grim ore
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@limpid turret you might want to try and unbind that if possible, binding a property in UMG basically calls that function every frame so using a get all actors every frame is a road to bad performance in the future.

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If you still want to bind it, try moving the Get all Actors of Class to somewhere else in your widget, in a function that gets called once to set that as a variable perhaps, so that way you have a variable you can get your health values from that is already pointing to that character rather than trying to find that character every frame then getting the health values

still moth
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hmm, is it just me, or is "print string" like the most valuable node ever?

limpid turret
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alright

grim ore
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is might be the most valuable node until you harness the power of the F9 key

limpid turret
still moth
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evidently you cannot do an add impulse after a hit result because at that point your velocity becomes 0

limpid turret
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yeah that works, cheers

grim ore
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yeah if the character is valid on construct yep that should work

limpid turret
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thanks for saving the hassle of performance issues

grim ore
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it's still not as performant as it could be but a get all actors every frame is a road to madness later

limpid turret
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yeah

grim ore
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binding variables themselves are issues, you can even disable the option in the project settings lol, but sometimes they are hard to avoid using

glossy ingot
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Anyone know how to get ambient sound ques to render in sequencer? I've placed them inside the sequence track but that did not work and I'm kind of stumped right now. Any suggestions would be appreciated.

desert jay
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Has anyone done a Mass Effect style dialogue system?

mint sequoia
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Is there a way to make it so blueprints always open with the full editor (even better: always on the viewport!)

desert jay
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@mint sequoia Yes: go to editor settings. There is an option "open new windows" or something. Choose the drip down you prefer.

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Maybe asset editor open location? I'm not at home.

dawn gull
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Hi, sorry to interrupt, but I've been trying to this all day. Do you know how to Put a Video/Movie on the beginning of any map, and not just play it when the game starts up?

mint sequoia
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@desert jay Thats not what I'm after

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I don't want it to ever open in that view

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Its useless

worthy flame
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how to open the console?

grim ore
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it might be useless to you but it's not for other people and as far as I know you can't change that option

mint sequoia
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Lol

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I honestly don't recall saying it was useless for everyone, dunno why you had to say that at all

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I didn't go and post a petition to remove it

grim ore
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well you said it was useless

mint sequoia
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I think the context is clear

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If anything I'd like it to be a uclass meta specifier

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Got it!

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    // In constructor - probably want to null check ClassGeneratedBy..
    if (UBlueprint * BP = Cast<UBlueprint>(GetClass()->ClassGeneratedBy))
    {
        BP->bForceFullEditor = true;
    }

๐Ÿ˜Ž

mental oyster
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Is this a reference to a blueprint?

mint sequoia
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Yep

    UObject* ClassGeneratedBy;```
still moth
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well not i have ballistic weapons, and missile weapons pretty much finished.. on to lasers, however, im hoping to achieve an effect a bit nicer than just spawn a cylinder with a laser beam material added to it and stretched between the starting point and ending point of a line trace

valid slate
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hey guys so I got this error when trying to set up online matchmaking for my web game

brazen forum
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@grim ore @mint sequoia Just caught up with the discussion from your responses since my last post. So back to the whole multiplayer stuff with lag compensation what part do you guys think would be the easiest to handle. I need a senior design project idea and if I can pull off some kind of free marketplace plugin to help with server-side lag compensation then i'm definitely excited to go for it. My original idea was to create a marketplace plugin that would implement any of the features I listed before that wasn't already built in. And looks like some of this stuff is already built in like some of you have said. So that narrows the list down to this thenclient side prediction interpolation/extrapolation Server-Side lag compensationSo can I get your guys' opinions here? Am I in way over my head by wanting to do this for my senior project? Which one of these do you think would be the easiest to implement if I were only to do one.

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@cloud cobalt @manic pawn

mint sequoia
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@brazen forum I don't know your skill level ๐Ÿคท A marketplace asset that solves these things would effectively do what CMC does but taking arbitrary structs for replicated data with clean/clear entry points for handling the correction of said data, instead of hard-coding everything like CMC. A production ready solution would take months. There are people who have spent a lot of time on this already and still wouldn't use it. If CMC looks like black magic to you then definitely in over your head

plush yew
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F9 is heresy

brazen forum
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Okay that sounds like a good idea to look at. I have a whole year to make this happen so i feel like I could maybe do it. So would you think It would be easier to focus on? Do you think I should maybe just focus on client side prediction and interpolation/extrapolation and maybe ignore Server-Side lag compensation? I feel like that might be the easiest option. @mint sequoia

mint sequoia
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@brazen forum Its up to you really, you know yourself better than I do

brazen forum
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True true

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I already decided I'm not going to deal with these things for physx objects because thats a whole nother project lol

golden magnet
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anyone know the size of the ue4 mannequin? i want to make a reference block in 3ds

untold stag
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@golden magnet just export the mannequin from your project, use it as a reference directly in 3ds

I think it's 6'0 though, can check

golden magnet
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oh right i can do that, ty

mint sequoia
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@brazen forum Best to just do it as a PawnMovementComponent

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Definitely forego root motion and physics, yeah

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Er, I take that back

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An adequate system shouldn't care how its moving

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Especially if it takes an arbitrary struct

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It all just boils down to vectors/rotators

brazen forum
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oh your right

mint sequoia
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I usually am ๐Ÿ˜Ž

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Kidding

brazen forum
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Well not just for pawns really. Like i wanted it so that like if you wanted to put it on an actor you could

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lol

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because the client side prediction is easy for pawns. You just read the input and display the result instantly (even though its not what the server sees), but for actors I guess it would be more complicated.

stoic sentinel
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Im not sure where to ask this, my entire project decided it didnt want to load this morning.. all my BP's are there but level appear blank in my editor.. This is really stressfull: / Anyone know whats going on here?

brazen forum
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maybe u the default map in the project settings wasn't set to the map your looking for

stoic sentinel
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When i change to any map in the entire project i get a black screen, then when i hit play its a blank space

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doesnt show anything, but my gui

brazen forum
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so your levels still show up in your content folder correct?

blissful willow
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For loading levels, if I have sublevels in individual levels and then one master level for all of them combined, is there a way to load the sublevels without their extra levels?

stoic sentinel
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Yes they are showing up but not rendering anything

brazen forum
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oh snap

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never had that prob

stoic sentinel
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crap... ๐Ÿ˜ฆ so much work..

brazen forum
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does each of your levels have a coresponding lighting data file?

stoic sentinel
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huh they dont..

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they did

brazen forum
stoic sentinel
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Ya they are not there anymore..

brazen forum
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thats weird

stoic sentinel
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They were

brazen forum
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check your computer's trash maybe

stoic sentinel
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its empty

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is there no way to regenerate them?

brazen forum
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i dont even know if the built data is causing the problem but it raises a suspicion

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maybe go into one of your levels and click the build button

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i wonder if that generates the file

stoic sentinel
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One of my levels does have the file

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ANd its still does the same thing, building /compiling is doing nothing

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From what i can tell the entire level loads correctly just doesnt render anything...

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Not even in the editor

mint sequoia
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@brazen forum There is nothing easy about doing it for pawns and there is no reason to do it for actors

stoic sentinel
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Jeez this really sucks.. ive just lost months of work'

grim ore
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no source control?

stoic sentinel
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No, i would have lost work if i had.

grim ore
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it looks like you are generating your level from blueprints, are the blueprints running properly?

stoic sentinel
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Yes they are.

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It apears the level runs, i can even spawn actors i just cannot see anything

grim ore
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so if you eject and browse the world outliner what does it show in the viewport?

stoic sentinel
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black screen

grim ore
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so selecting anything that should be in the level does not show an outline or even show the item in the viewport?

stoic sentinel
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if i eject from the character while the game is running?

grim ore
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yes, so you can select items in the outliner

stoic sentinel
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Ya when i try and click anything from my outliner the viewport does nothing

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I can see anything and it doesnt do anything

grim ore
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weird. so is it only this level or the entire project? like a new level and hitting play shows nothing?

stoic sentinel
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how do you eject from the player?

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All levels in the entire project are doing this

grim ore
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the eject button at the top of the screen, shift-f1 to get mouse control if you need it

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I hear that all levels in the project are doing it, but does a new one do it? like File new level, select the basic level, and hit play

stoic sentinel
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all i see is that blue void.

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ill try that

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same thing on a new level

grim ore
#

ok do you have a custom game mode setup with a custom default pawn?

stoic sentinel
#

Yes

grim ore
#

try changing the default pawn in the game mode to the default pawn in the editor, not your custom one, to see if it is an issue with the default pawn. doing this in a new level of course for testing

stoic sentinel
#

k

brazen forum
#

@mint sequoia well I was going to do it for actors too because what if u coded an actor to move in a certain way

grim ore
#

changing to the default pawn in the engine should give you a clean camera and let you fly around. new level is a clean level. If it's still messed up at this point something else is overriding your defaults or you set up something weiiiiird in your project

stoic sentinel
#

i changed to default pawn and could only see black screen

#

didnt do the blue void tho..

grim ore
#

did you choose the blank level or the default one with the platform and sky?

stoic sentinel
#

wtf.. after the restart everything is working.. ive reloaded this project like 10x trying to fix it..

grim ore
#

ooof ๐Ÿ˜ฆ

#

well ๐Ÿ˜ƒ but oof

stoic sentinel
#

ya... Thank you for the help. Thats was stressfull.. backing up everything now.

coral patio
#

Heyhey! Anybody here who could help me setting up shaders in Unreal? I'm currently creating a lion and even though it's not completely done yet I imported it in Unreal already to do some finetuning. Setting up the hair and eye shaders was easy since I'm using the photorealistic character project for that. However, I'm struggling with the simplest of tasks which is just setting up the shader for the body. Everything is working well so far except for the Roughness which is a problem I've stumbled upon in earlier projects already. It always appears too glossy and not at all like it did it Substance Painter (it looks like all Roughness values are reduced by like 0.2 or something). Does anybody know why that happens and/or how to fix that?

grim ore
#

sooooource connnntroooollll

coral patio
#

I'm still pretty much a noob to Unreal - what exactly is Source Control? >__>'

blissful willow
#

Keeps a working copy on a server so that people can check assets out and work on them individually without messing up other people

#

Then you check them in at the end of your work and other people can update to receive those changes

coral patio
#

Ohh

#

So, like, two people can work on the same project seperately without interfering with each other?

blissful willow
#

Yes

#

Theoretically

coral patio
#

That's pretty neat!

blissful willow
vagrant cape
#

So I have an idea that i want to know how possible it is. I want to figure out how to make time stopping a thing in my multiplayer game. I was wondering if you could desync the time stopping character from the server then resync them, if that would allow you to move while everyone else was not moving.
or maybe there is another way

grim ore
#

the biggest advantage of source control is you can always go backwards to a working copy of the project if you break it or lose something

still moth
#

hmm, im trying to get a particle system i created to spawn between two points.. i have the source and target set up as actors so i can set parameters in blueprints but all i get is a ball of lightning

#

im trying to stretch it between the start and end of a line trace

drifting beacon
#

Going from Maya to UE4 and after building lighting it creates dark shadows. Any ideas? This has got to be common since I'm just starting out. Any help would be GREATLY appreciated. Thanks!

abstract relic
#

Bad lightmaps

drifting beacon
#

Ok, so I got high resolution models to generate those from substance. I assume that'll work?

#

I actually have it loaded and don't see issues in substance

abstract relic
#

Itโ€™s a uv map. Substance wouldnโ€™t do anything for that

dark depot
#

lightmaps are a second uv set

drifting beacon
#

Thank you ๐Ÿ˜ƒ

spark sonnet
#

is there a way to make AI see my characters flashlights light?

abstract relic
#

Thereโ€™s pawn sensing component

spark sonnet
#

i know but is it posible to make it sense light?

abstract relic
#

Out of the box? No. Youโ€™ll need to do some modifications

spark sonnet
#

I thought of maybe making a static mesh with the same shape as the light radius. Would that be the easiest way?

#

ok nvm . it only works for pawns it seems

plush yew
#

hey can some1 pls help me?

#

i rlly need help

spark sonnet
#

sure. what do you need help with @plush yew ?

random nacelle
#

Hi guys I am new to UE4 I am learning and I have a question I'm a single guy attempting to make a large open world like a survival game ect I'm confused do I just make large map and fill it with plants trees mountains ect or do I need to USE WORLD COMPOSITION and then fill in the world ect I watched a few videos and none seem to get to the point ect

grim ore
#

you build it based on your needs. "large open world" for you might be small enough to fit in a single level. If not yes you can use world composition to stitch multiple levels together or manually use level streaming to load and unload levels as you move around the world.

random nacelle
#

I assume without using world composition there is limit to size as it would not be able to load it all at once ect

steady birch
#

Anyone had any decent success getting UE4 running on a lower performance machine? My rig apparently got stolen in my move across states (never hire someone to move your crap btw) and i'm left with my school workbook till the insurance comes through.

broken shadow
#

Made my guy move!

#

Now to make him rotate

#

3rd person template rotation is very floaty and doesn't appear actually connected to movement, i.e. he has no turning circle

#

So, starting from scratch

#
  • I'm overdue to understand just what exactly game state and such are for
#

Things I've been neglecting in favor of character-related scripts

grim ore
#

UE4 does have size limit defined by the World Max in the code, but it is pretty darned big. This might be a good video to watch to see if you need composition or not https://youtu.be/FrcNClb6KUI along with the docs

plush yew
#

could anyone screenshot the top down character default blueprint, I changed something in it I didn't need to and messed it up

random nacelle
#

@grim ore ty I'm about to watch it all without skipping a single second

#

Also I say big because the plan for me it would be a online multiplayer game like ark or conan exiles ect so I want there to be plenty of space and freedom without being clustered ect

grim ore
#

if multiplayer then yeah composition might be needed but multiplayer and origin rebasing is an entirely different monster

random nacelle
#

Thanks I read the article it seems confusing as I'm new to UE4 but I will now just focus on making the map ect I'm not worried right now how to set it up for multiplayer i just want to be able to make a large world and that its playable 1 step at a time and by looking at the video and reading the link world composite is the way to go to help with large maps ty

swift rose
#

So has anyone recently had any issues getting Unreal Engine to start? My windows updated recently, and unreal launcher updated, but every time I try and open a project or launch the engine, it'll do it's little preloader till about 71% then the preloader disappears and that's that, nothing else happens. Was working just fine a week or two ago.

worthy flame
#

i cant get my health bar to show

#

nvm

#

what does this mean

Input Axis Event references unknown Axis `FaceExpression_2` for InputAxisFaceExpression2
#

is this missing a input button so i can make this do these expressions?

#

still cant display the hud

zenith flower
#

How do you tell the difference between listen server, and the server "client"

Like, I'm hosting a game right, how can I tell its MY character.

#

This is great an all, until you want to bind some events locally...

#

If I use listen server, then it will bind the event for everyones character on the server

#

Do listen servers "have" Autonomous Proxies of the local client?......

robust steeple
#

I am pretty new to vectors in UE4 but from what I understand, this should give me the angles of the actor, ActorRotation being current rotation and TargetRotation being the rotation after facing the target in AiMoveTo with RandLocation being the destination, right?
For some reason the current rotation during next check doesn't match the supposed TargetRotation. Am I doing smth wrong?

#

or should I use ActorForwardVector (instead of world location)?

zenith flower
#

@worthy flame check your project settings, and make sure the input is still valid

#

if you change the name of an input in settings, you HAVE to go to every blueprint, and RECREATE them.

worthy flame
#

i dont have the inputs for the expressions yet. so no need to fix that yet. ive figured it out what the problem is and its wwhatr you said

#

but i cant figure out why my healthbar wont show up

#

even the most basic one

zenith flower
#

networking or single player?

worthy flame
#

i wanted to test out

#

asking me?

zenith flower
#

yes

#

how are you playing ?

#

It matters

worthy flame
#

singleplayer

zenith flower
#

okay, "create widget" -> add to viewport

worthy flame
#

ive tried adding it to the viewport and the player screen, wont work

zenith flower
#

show me the blueprint

worthy flame
#

all of the widgets work

#

ive even followed the tutorials

#

to check

#

ok gimme a sec

zenith flower
#

slow down

#

Also, do you mean HUD as in the type of blueprint, or just some widget you are calling HUD

worthy flame
#

im not sure

#

i named the widget blueprint HUD

#

well i tried renaming it to H_U_D to see if that would fix it but no

zenith flower
#

no

#

just stop guessing lol

#

Okay its a widget

worthy flame
zenith flower
#

Show me what the widget looks like

worthy flame
#

that all you need?

zenith flower
#

put a print string in the begin play, of the char, and press the down arrow, and change it to 20 seconds or something.

#

Make sure you see "hello" when you spawn the character

worthy flame
#

dont see the hello

zenith flower
#

Go to your map

#

and go to gamemode settings

#

and show me what you have there

worthy flame
#

its not this

zenith flower
#

I need to see what the map is set to

#

Top left menu : Window : World Settings

#

Each map, can have different game modes

worthy flame
zenith flower
#

There you go

#

None, is none. It wont do anything

#

Change it to your custom GM

worthy flame
#

ive tried setting it as all

#

didnt work

zenith flower
#

Does it say hello?

worthy flame
#

nope

#

it doesnt display anything

zenith flower
#

show me the world settings

worthy flame
zenith flower
#

Okay, what have you customized in the game mode?

#

Anything like "get default spawn point"

#

or "Find spawn point"

worthy flame
#

nothing, i didnt touch that

#

i imported it from the marketplace

zenith flower
#

hmmmm

worthy flame
#

only thing i touched was change the caracters mesh

zenith flower
#

which one

#

give me the link

worthy flame
#

the unreal white one to a one

#

ok wait

#

cant find other link than this

zenith flower
#

No dude

#

the game mode

#

you said you got it from the market place

worthy flame
#

ooh no not that

zenith flower
#

hmm

worthy flame
#

i got the player from the market place

#

i mixed it up

zenith flower
#

open the game mode

#

and open the even graph

#

and show me

#

I want to see the functions/events too

worthy flame
#

this?

zenith flower
#

Okay. so I'm noticing a pattern here. You really should watch some more tutorials about the basics of unreal

#

There is a good series from mathew w

worthy flame
#

i wathced a ton but all of them were on import this and follow the code

zenith flower
#

Called "wtf is xxx"

#

no no no

worthy flame
#

i went through 50h+ on udemy

#

youtube

zenith flower
#

forget importing

worthy flame
#

everything

pallid compass
#

go through it again if your this stuck

zenith flower
#

you need to understand just basic functionality of the editor

worthy flame
#

i said importing is what the tutorials were all about

zenith flower
#

How game modes work

worthy flame
#

nothing else

zenith flower
#

how characters are spawned

#

world settings

#

player controller stuff

#

And, im sure you were able to import the character

#

the issue with specialized tutorials, is they skip everything else

worthy flame
#

i knew importing even before i knew what unreal was

#

exactly what u said^^

worthy flame
#

also a funny thing

zenith flower
#

I promise, everyone on here, when they first started, probably took a week of non-stop learning about unreal before they could even move a character across the screen

swift rose
#

I just wish my unreal editor would open today >.<

zenith flower
#

Downloading an example, is a great way to learn, but it doesn't count, until you can do it on your own

robust steeple
#

got anything nice explaining vectors etc?
In detail, with what function returns what etc?

zenith flower
#

@robust steeple You didn't give enough info, I don't see where you apply these calculations.

robust steeple
#

for now, just display on screen

#

to confirm them myself

worthy flame
#

i paid a teacher for 25$ and he had a bad pc and he taught me how to make materials and all of the other classes were like 2hours + waiting for him to load a character he sent me to so we can continue. and by the time thats done i need to sleep since of work. and we had 3 lessons and today was the last. we were 2h in a call all silence and he said his pc died and he said. well the time is up since ive even done it a day after so if you want more be i would be glad

#

im there sitting and ROFL

robust steeple
#

F

worthy flame
#

๐Ÿ˜‚

#

F

swift rose
#

not sure if I'd want to pay someone who isn't even willing to invest in the proper tools to be able to teach well....o.o

zenith flower
#

I've never paid for a class.... ever... in 3 years..... google, google, youtube, download examples, download more examples, try some stuff, google google, youtube ect

worthy flame
#

EDIT: cant be sitting and ROFL

zenith flower
#

@robust steeple can you explain more

swift rose
#

I paid for a couple of Unreal beginner basics on Udemy so I could learn lingo and the basics of Unreal

#

But other then that I use google and youtube.

zenith flower
#

Also, break down your blueprint, into smaller chunks,

#

And make sure you use the same wording as your variables

#

as current rotation, is the players current rotation, and shouldn't change, unless you rotate the player

#

unless you mean, some variable

#

ping me if you answer back, as im working on my game

worthy flame
#

how do deselect something in the create widget blueprint?

#

nvm

robust steeple
#

Ok, so my goal is to get an angle between 2 vectors: current direction and the direction to the location/destination (generated by getRandomReachablePointInRadius which is later supplied into AiMoveTo)
My idea was to use GetYawPitchFromVector and compare those

But doing some testing rn and I can see that actorLocation alone is not enough for the yaw
while I believe the worldLocation won't work due to being (1,0)

Any suggestions?

zenith flower
#

one question, why do you need to know the angle between the two points?

#

AiMove to, should just move the character, and rotate it for you?

robust steeple
#

Yes but I want to limit the target location, I don't want it to be completely random
I want it to only be within a certain angle from the current direction (so for example the target can only be 15 degrees to the left of the actor)

#

Although I believe that at this point it would be faster to get that point myself instead of just rerunning the generator

zenith flower
#

Actor -> get rotation ---
- Get look at rotation -> compare to actor rotation?
Random location ---/

#

yea, then you can check if its in range of what you want, if not, get another random location

robust steeple
#

oh yeah that seems to work, lemme check further

#

yep, works, thanks a lot mate

worthy flame
#

ok about the hud not showing up. everything works. its simulating while playing it, but it doesnt show up

zenith flower
#

@robust steeple sure thing

robust steeple
#

btw how "expensive" is getRandomPoint in terms of performance etc?
Since right now I just rerun it in case the difference is too big and for smaller tolerance angles it can call out...dozens of times

#

(and it has just crashed my game because it ahs run into a corner and can't turn...time to add some checks for area available)

dry moon
#

How do you attach an actor to an actor, such as an elevator button on a rising platform

#

adding it as a child doesn't expose the variables

kindred viper
#

use components to do it. ie. spawn scene comp at location, attach to scene comp

spark sonnet
#

why is the button an actor and not a component?

dry moon
#

Weird, not sure why you can't just drag it on top of the actor and it attaches

#

and I have it as an actor so I can place it onto of multiple things to be kinda modular

spark sonnet
#

ah

#

you can use attach to component

#

just get the actor

golden magnet
#

anyone know what I should use as the object wildcard for casting to a level sequence blueprint?

dry moon
#

Okay thanks!

#

What do you mean pinkiebarto?

spark sonnet
#

cant you use get all actors of classs @golden magnet ?

golden magnet
#

i have a small blueprint in the level sequence blueprint to skip a cutscene, then from the HUD im trying to cast to it

spark sonnet
golden magnet
#

whats that array node? array get?

#

dont really work with arrays much yet

spark sonnet
#

get(copy)

#

its alot easier since you dont need object wildcard

golden magnet
#

oh interesting

#

ty

spark sonnet
#

np. I dont know if its bad to use but it works and I never know which wildcard to use except player character. So this node comes to the rescue each time ๐Ÿ˜„

dry moon
#

Yeah this attach shit is wacky

#

it attaches but doesn't follow the other actor

spark sonnet
#

why?

spark sonnet
#

you need a socket

dry moon
#

Its attached in other ways

spark sonnet
#

then you need a parent and a target

#

socket isnt necessary

dry moon
#

Yeah which is how I'm doing, I get the actor, get the scen component that I can move, add a custom tag

spark sonnet
#

then you need a target

dry moon
#

which is the defaultsceneroot

#

so self

spark sonnet
#

hmm

#

could you try to make the mesh parent and then the attach from GET

dry moon
#

ya still nope

spark sonnet
#

oh

dry moon
#

One thing I miss about Unity man

#

just drag the prefab onto of the prefab, it maintains relativity and works fine

spark sonnet
#

they both have advantages and disadvantages

#

could you send a screen of your attach again?

dry moon
#

I tried keep relative, and keep world as well

#

no good either

spark sonnet
dry moon
#

No it gets the actor fine, it just won't maintain the space I placed it at

spark sonnet
#

do you have a static mesh?

dry moon
#

ya gimmie a sec, I'll show you what I mean

#

VS is loading and being slow

#

So I have it like this BEFORE play

#

Then I press play

#

But it doesn't follow with it

#

when in play

spark sonnet
#

ah

#

dude

#

i think i found out

#

or are you using scene component?

#

its a different attach tocmponent node

spark sonnet
#

oh

dry moon
#

Keep relative location and rotation rules cause it to attach far away

#

which is odd

spark sonnet
#

this shouldnt be this hard

dry moon
#

ya ik, it shouldn't be

spark sonnet
#

what about attach toActor

dry moon
#

Yeah I was using that before

#

the thing is here

#

like why can't I add the child

#

and be able to click that and edit the blueprints

#

when you click it, it unselects

#

WHY

#

JUST LET ME EDIT THE FUCKING VARIABLES

spark sonnet
#

hmm

spark sonnet
#

hah. maybe restart?

dry moon
#

ya I've tried, its how it works when you place it as a child actor component

#

I should be able to just

#

select it and boom variables here

#

I even have them checked as expose on spawn

spark sonnet
#

I dont like child actors ;/

dry moon
#

its the only way to make it move with it

#

since attachments act so goofy

spark sonnet
#

ugh im stuck myself. When I kill an enemy, the enemy beside it dies (:

dry moon
#

now that is something, how did you manage that

spark sonnet
#

i really dont know ๐Ÿ˜ƒ

#

should i make child actors for multiple enemies of the same or duplicate the actor?

dry moon
#

Most likely child actors, since you'll be able to edit the parent and have the edits work throughout

spark sonnet
#

Ill try

#

Ah I know why its messed up. I have the killing blueprints inside my character so it didnt knwo which character to kill

dry moon
#

How were you killing it then, not by detecting?

spark sonnet
#

because the integer was set to 0 which is the first enemy placed in the level

dry moon
#

Ahh

spark sonnet
#

I am trying to takedown enemies and I dont know which blueprints that should be in the enemy and which should be in my character :/

#

ok now both of them died ๐Ÿ˜„

#

i am confused

#

is there a way to make the blueprint know which of the child actors i am dealing damage to

dry moon
#

Depends how you are damaging the other actor

#

a trace?

spark sonnet
#

i am just setting its health to 0 when i press a button

#

when i am wwithin a distance

dry moon
#

That's a weird way to deal damage

spark sonnet
#

i am taking the enemy down

#

its a stealth game

dry moon
#

You can just set a deal damage within radius, and it'll output the actors in question rather than getting specific ones in a loop

spark sonnet
#

hmm that could work. Thanks!

#

what would the nodes be?

spark sonnet
#

wait I think i found a way with arrays

dry moon
#

That can get quite expensive in terms of ticks

#

I would suggest using radial damage

spark sonnet
#

oh

dry moon
#

and then in those actors, just use the event node damage or something, forgot the name

spark sonnet
#

apply damage?

dry moon
#

yeah

fathom bridge
#

Or just have an overlap volume on the character

dry moon
#

and then do what you will with the variables you push along

spark sonnet
#

how @fathom bridge ?

fathom bridge
#

You put a sphere component on the character (not a sphere static mesh) and use OnComponentBeginOverlap node for the sphere

#

From that node get the other actor and cast it to the correct type then deal damage to it

#

Or store it in an array for later damaging

spark sonnet
#

would it work to set an integer when that actor is overlapping?

fathom bridge
#

Make sure the collision presets are set tp generate overlap events both on the sphere and on the other actors plus make sure theybare set to overlap each other

#

You can yes or a bool

#

Or just have an array called OverlappingActors

spark sonnet
#

hmm

fathom bridge
#

There is also OnComponentEndOverlap for when your character mpves away

spark sonnet
fathom bridge
#

Sorry for the typos

#

Create a variable of type ThirdPersonCharacter

#

In the details panel there should be an icon next to the variable thst lets you turn it into an array

#

Then you use an add node to add it to the array

spark sonnet
#

shouldnt it be the enemy?

fathom bridge
#

I assumed your enemy is of type ThirdPersonCharacter

#

Because that id what you casted to

spark sonnet
#

thats the player character

fathom bridge
#

You want to cast to whatever type your enemy is

spark sonnet
#

its overlapping the collision behind the enemy

fathom bridge
#

That OtherActor is whatever overlapped with your sphere

spark sonnet
#

yes. the sphere is inside the enemy bp

fathom bridge
#

Oh okay, you can do it that way too. So then drag off of the cast node, As Third Person Character to access the array

spark sonnet
#

what?

fathom bridge
#

You must create the array variable on the character class like I said

spark sonnet
#

I have made it

#

I just dont understand where to place it

fathom bridge
#

Sorry I assumed you put the sphere on the character. That's what I was imagining

spark sonnet
#

ah

#

So its kinda the opposite now?

fathom bridge
#

But once the enemy overlaps the character, you can access the array on the character and add 'self' to it

#

So from thr cast to ThirdPersonCharacter drag off and get the array

#

Then add 'self' to it

spark sonnet
#

but I wont get the array within the enemy from the cast node

fathom bridge
#

I was saying have an array of enemies on your character. Sorry

spark sonnet
#

ah so the array is inside my character?

fathom bridge
#

That's what I was thinking yeah

spark sonnet
#

hmm

fathom bridge
#

Then when you press a key, use a for each node to loop through the array and kill each enemy in the array

#

It will only kill enemies that are close to the character

spark sonnet
#

I need the array to be inside the enemy since its got child actors

fathom bridge
#

What would you store in the array then?

#

I'm sorry I don't think I understand wjat you are trying to do

spark sonnet
#

sorry I just suck at describing it today

hidden aurora
spark sonnet
#

I just need to think for a bit now

fathom bridge
#

No worries sorry for making it confusing

spark sonnet
#

is there a way to set the variable from the overlapped actor variable?

hidden aurora
#

Didnt understnad

#

You want to set a variable of the third person

spark sonnet
#

?

hidden aurora
#

I dindt understood your question

spark sonnet
#

I need to get the actor that my character is overlapping. then i need to set a variable from that actor

hidden aurora
#

try from the overlaped actor cast to the actor you want

spark sonnet
#

wait. maybe i dont need all this? Let me try somethign

hidden aurora
#

The other actor from the overlap node is checking what actor is overlaping with

spark sonnet
#

omg !!

#

I am so stupid

#

it was so easy and i was thinking too much

#

Ty for helping me but i figured it out I think

hidden aurora
#

Let me know if you did

zenith flower
#

Wanna hear a joke?

spark sonnet
#

my unreal engine skills ๐Ÿ˜„

zenith flower
#

How do you silence a channel?
Just ask a question that a noob can't answer

hidden aurora
#

lol

spark sonnet
#

yep its working now

hidden aurora
#

noice

frail cliff
#

I am having an issue. My vehicle wheel colliders are located around the root bone. I am not sure what is going on?

#

What idiot thing did I screw up?

kindred viper
#

I dont think you bone rotations are correct. They should all be the same direction iirc. Those are every direction at once ๐Ÿ˜„

#

its been a couple of years since I messed with it tho

sand vessel
#

HEYYYYY

#

sorry fdor caps

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could someone help me

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FortniteClient_Win64_Shipping
FortniteClient_Win64_Shipping
FortniteClient_Win64_Shipping
FortniteClient_Win64_Shipping
FortniteClient_Win64_Shipping
FortniteClient_Win64_Shipping
FortniteClient_Win64_Shipping
FortniteClient_Win64_Shipping
FortniteClient_Win64_Shipping
FortniteClient_Win64_Shipping
kernel32
ntdll

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fortnite crashes for my friend all the time

vale silo
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UE4 is driving me nuts.. In the viewport and in PIE my project looks like it should look on mobile ES3.1 (I disabled tonemapper). However, when I render stereopanorama using plugin that comes with UE4, the output image looks like SM5 with tonemapper - dark. How do I disabled tonemapper for good?

sand vessel
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does anyone know what this means

dark depot
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this is an area for people doing gamedev with Unreal engine not a place for help with fortnite @sand vessel

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imagine something on your pc is making it crash

kindred viper
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Mystery values kill me. Why lord. Why? I have an array that has 4 entries, but has a length of 0. GG.

manic pawn
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probably just the bp debugger malfunctioning

pulsar ledge
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Is there a console command for simply logging a string you give it?

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Like the usual javascript console.log(variable)

manic pawn
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most likely not, the console is not a scripting language so there would be no point

plush yew
kindred viper
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@manic pawn you were right. Just the debugger not playing fair.

manic pawn
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I always debug bp with print string nodes because the tool is so unreliable

kindred viper
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yeah this was a strange one. perhaps the debug visualizer needs some work on it

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ive had issues before with it but not for a while

manic pawn
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I've been wondering if it's possible to optimize bp by not re-running pure node chains for each connected input

pulsar ledge
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...isn't there a setting somewhere to be able to change the default/working port for a UE project?

manic pawn
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but can't think of a way to make work as expected inside a loop where you do expect it to update the value every time it polls it

pulsar ledge
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still can't figure out why I can't join the servers I host

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I'm opening two clients. One, I hit the host button which executes a command open levelname?Listen

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Then another client right now just opens the console and does open 127.0.0.1

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And it just sits at the menu, doesn't load the level or nothin.

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I've heard multiple times that opening an IP is supposed to auto-load the level. Is there any possiblity that isn't happening, so I'm connecting but it's not putting me in the level?

manic pawn
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check the logs of both

pulsar ledge
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The logs don't seem to say anything like "yo this didn't work, abandoning"

manic pawn
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there has to be something in the log when you try joining, on both sides

pulsar ledge
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okay actually here's another bug that, Idk, may be related?

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Sometimes when I hit the host button on one client, it gives an Error 'Failed to load package '/Game/Scenes/MainMenu''. Exiting. message for the other client?

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The logs are beneath their client

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am I supposed to set the "defaultmap" to the level the host enters when he begins hosting, so the player is put in the game room?

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Is that how that system works ๐Ÿค”

pulsar ledge
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oh sweet sugary goodness

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I deleted my /Scenes/ folder and moved the main menu level to another folder

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And I never realized that doesn't atuomatically remap its references

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I had to re-add the level in the Maps and Modes preferences

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And now it works like a charm

leaden reef
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hey guys how make shadow more transparent than default? i mean skylight

toxic hatch
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theres a setting for skylight bounces that might do that but it increases your build time a lot. Someone else probably knows of a better solution but thats something to tinker with if not.

leaden reef
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many thanks

plush yew
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Hello would this place be suitable to ask about a crash error im getting in Gravel ue4

tall pendant
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Gravel the Game? If so then No. This is a developers community.

radiant haven
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How?!?!

worthy flame
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ive watched that a dozen times by now

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can anyone help why my HUD isnt showing on when I play. It's working and set up correctly. I just can't figure out what is wrong with it

silver relic
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I want to do a simple animation loop of some bottles bobbing in water. Is there a way to animate that in unreal? or should i do that in maya? ๐Ÿ˜ƒ

sick escarp
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Isn't it possible to just create a component that changes their location and use a sin curve? Not exactly sure how I would do it but a sin curve should be able to give you a smooth bob

spark sonnet
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@worthy flame Have you selected the right hud in project settings?

worthy flame
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yes

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and ive checked a lot of tutorials and help fixes but nothing

spark sonnet
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hmm ok. Is it a hud or a widget bp?

worthy flame
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i am trying to make a new project and reimport everything and make the hud again to see if it works

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widget bp

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brb

spark sonnet
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ah. Then you need to add it to the viewport

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ill show you

worthy flame
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i added it to the viewport ive even tried to add it to the player

spark sonnet
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and its not showing?

worthy flame
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no

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i tried changing the gamemode in world settings

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still nothing

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ive even tried attaching it to the guy who starts at the begining, but couldnt attach the thing to it for it to show

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and then i tried simulating. and once i clicked play the game it was showing to me that it was simulating all of the things

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but didnt show on screen

spark sonnet
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coudl you send a screenshot of the bp?

worthy flame
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yes once its done reimporting this new project

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nearly done

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ill open that and make the SS

spark sonnet
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ok

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I love it when my router just decides to not give me wifi

worthy flame
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ok my import is done

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making the SS now

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@spark sonnet

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last one is the widget, first one in the player bp

spark sonnet
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is it a progress bar?

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the widget

worthy flame
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yes

spark sonnet
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is the progress bar showing?

worthy flame
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nope

spark sonnet
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just not working?`

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oh

worthy flame
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ive even tried adding some text on the scene didnt work

spark sonnet
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ok. where are you adding it to the viewport?

worthy flame
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how do you mean where?

grizzled condor
spark sonnet
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where is the blueprint that does what I postedt above?

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this

worthy flame
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you men the event graph from the blueprint widget?

spark sonnet
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no. You need somewhere that tells the widget to be added to the viewport

worthy flame
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i dont quite understand

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i know what you are trying to say but i cant figure out where that is

spark sonnet
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then it wont be added to the viewport

worthy flame
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is that this
progress bar has a function and its casted to the character?

silver relic
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how can i make an object unclickable? i'm constantly selecting my landscape by mistake.

worthy flame
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you cant make it unclickable, just be a little patient when selecting

silver relic
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๐Ÿ˜ฆ

worthy flame
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what do i need to do so its added to the viewport

spark sonnet
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you need to make what i posted

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but use event tick instead of beginplay

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you oculd make it in the level bp

worthy flame
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i get a error when i tried exiting there blueprints

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cant save

spark sonnet
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send a screenshot*

worthy flame
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and i changed nothing

spark sonnet
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hmm

worthy flame
spark sonnet
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skip?

worthy flame
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evem of i do it tells me its unsaved but since its nothing there added ill exit it

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i dont have a level bp

spark sonnet
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you do

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on the bar where yo u can press play is also one callled blueprints

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click on that then level blueprint

worthy flame
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i added the bp

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and it doesnt let me save

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yup it shows now

dim merlin
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so, anyone knows its ever possible to load a static mesh at runtime, without using proc mesh?

worthy flame
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it didnt let me save since ue4 opened 2 projects

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ty @spark sonnet

spark sonnet
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so you fixed it? ๐Ÿ˜ƒ

worthy flame
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yes. it shows now

spark sonnet
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good to hear

worthy flame
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but the progress bar doesnt collor the bar

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which is odd

spark sonnet
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๐Ÿ˜„

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i think i know why

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whats the default value?

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on the health variable

worthy flame
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1

spark sonnet
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oh

worthy flame
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does it have to be 100 and then divide by 100?

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or?

spark sonnet
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no

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1 is great

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I did 100 wihtout dividing and didnt understand why it didnt work at first

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so now i am using 1 instead

worthy flame
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float right?

spark sonnet
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yes

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whats the graph inside the progress bar?

worthy flame
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this is for the filling of the bar

spark sonnet
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if the health var is 1 the bar should be filled 100%

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is it not?

worthy flame
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its not filled at all

spark sonnet
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are you changing the health var anywhere?

worthy flame
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no

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only place where the health is used

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currently

spark sonnet
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hmm

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have you set the progress bar to use that binding?

worthy flame
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yup

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on the progress

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percent binding

spark sonnet
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hmm

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coudl yo usend a ss of the widget bp and progress bar settings?

worthy flame
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widget bp is empty only has the pre event, event....

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and the ss comes

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im guessing thats all u need?

spark sonnet
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could you send a ss of the entire widget bp?

worthy flame
spark sonnet
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hmm. everything seems to be as it should

worthy flame
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i know

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thats why its odd

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maybe bcs the health variable is in the character bp and the event to show it is in the level bp?

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since its calling the variable from the character

spark sonnet
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but the progress bar is getting the var from your character so it should work

worthy flame
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what class do i connect

spark sonnet
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the character that has the health variable

worthy flame
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cant get the survival character to connect to the helth

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yeah i tried that

spark sonnet
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when you select the class

worthy flame
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says cant connect

spark sonnet
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make a new get(copy) node

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then from the get node type get health

worthy flame
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it works now

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weird

spark sonnet
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weird yes

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but if it works it works

worthy flame
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still doesnt work

spark sonnet
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hmm

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If you want I can connect to your pc with teamviewer and try to find the error

worthy flame
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i uninstalled it some time ago

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quicker

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share screen discord?

spark sonnet
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That works but it would easier to find the error with teamviewer

worthy flame
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i know

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but stranger danger too so idk

spark sonnet
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i understand

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what if you try to make a new variable in the widget bp to test if its the progress bar thats not working

worthy flame
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ok

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will do

terse pike
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Hello guys, I have a question related to legal doc.

Quote:

Any public Distribution (i.e., intended for Engine Licensees generally) which includes Engine Tools (including as modified by you under the License) must take place either through the Marketplace (e.g., for distributing a Productโ€™s modding tool or editor to end users) or through a fork of Epicโ€™s GitHub UnrealEngine Network (e.g., for distributing source code).

So in short correct me if I am wrong

  1. If I would like to create an open source game I could just create a new repo and upload the source for the game there and it will not violate any item from the license
  2. If I would like to create a simple plugin then I could just create a new repo and upload the sources there, no problem also
  3. If I would to create a plugin that will extend the engine itself, I should create a fork from ue4 engine and work there?
  4. If I want to create some extension for the engine itself I need to create a fork from ue4 engine and work also there?
robust steeple
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Does anyone have a nice breakdown of what activites should go into what types of blueprints?
For example, into which gamemmode should I put functions handling spawning of the enemies? Level blueprint or gamemode blueprint?

spark sonnet
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if you are only going to spawn an enemy in that level only you should use level bp

worthy flame
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yup added it

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still doesnt fill it

spark sonnet
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ok then something is messed up in the progress bar

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could you make a new progress bar?

worthy flame
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i made a new progress bar attached to this new variable

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and it didnt work

keen stream
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hey, i'm wondering if you can use level streaming when joining a server to make the process look seamless. is it possible?

cloud cobalt
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@terse pike

  1. Correct (though the game won't technically be OSS since UE4 is not)
  2. Sources for the plugin only, sure
  3. No need, but it's okay too
  4. Engine modifications would require a fork
golden magnet
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is it possible to set the viewport to cinematic in blueprints?

spark sonnet
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lets go to dm so we dont spam everyone

terse pike
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@cloud cobalt You are the MAN! Thanks bro!:)

cloud cobalt
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The important part is, no redistribution of binary UE4 editor except EGS

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And no redistribution of source UE4 editor except GitHub fork

still moth
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UE4 source code for the editor?

cloud cobalt
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The UE4 source code, basically.

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Since all of it is protected, not just the editor part

proper quiver
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how do I get UE4's source control (with git) to push?

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if I can't, how come in git bash it says I have nothing to push, even though the remote (github) has no files?

hidden aurora
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@worthy flame you have a widget that has a progress bar that shows the player Health right ?

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Cause that get actors from class isnโ€™t the way to do it

fringe pivot
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is there a way I can use a 4.21 marketplace plugin if I only have 4.22?

hidden aurora
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I think you cant

cloud cobalt
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You can, you'll just need to update it yourself

hidden aurora
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But its hard af

cloud cobalt
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It can be hard AF or a complete non-issue

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Most of the time it's trivial

fringe pivot
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update myself how, I can't even download it if I can't add it to a project

cloud cobalt
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Create a new 4.21 project and add it

fringe pivot
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As I said, "f I only have 4.22"

cloud cobalt
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If you only have 4.22 and never had 4.21 installed then yeah

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Or download a sample project

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Like get the content examples for 4.21 specifically and then add it

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Or wait a few more weeks for 4.22 to have more support

fringe pivot
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I will do that I guess

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it's a shame there is such limitation, users report it works just fine with latest engine version

cloud cobalt
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@fringe pivot Seriously though you can get the "Blueprints" project in the learn tab, install it for 4.21, and then add to project

carmine umbra
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General enquiry... If any UE4 vets in here have 5 minutes spare at any point I'd love to actually have a chat with someone so I can ask a few questions, I'm trying to make my first game and just feel I'm going about things in the wrong way, so yeah if anyone's interested drop me a PM or something ๐Ÿ˜„ it's more workflow questions than anything, also if you know about blender that'd be helpful ๐Ÿ˜„

fringe pivot
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is there a heightmap generator for like....an 8 years old kid?

plush yew
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What happend to the channel for lighting

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what channel would i use now for any questions regarding me not being able to build lighting <@&213101288538374145>

upper heart
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@plush yew There has never been a lighting channel. #graphics covers it

plush yew
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thanks soz must of been thinking of somthing els XD

upper heart
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np

primal edge