#ue4-general

1 messages ยท Page 445 of 1

polar hawk
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stole my name

wary wave
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lol

languid shard
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omegalul

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#fAllar

rose sorrel
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Could I bother you for a question about Perforce

wary wave
#

there's a whole channel for that

polar hawk
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@wary wave knows more about source control than I

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also that blog is outdated as fuck

wary wave
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pfffff

polar hawk
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another reason to fuck that guy

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there is nothing more sad than an aging hipster

languid shard
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yeah and those naming conventions

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boo awful

polar hawk
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naming conventions are the first victim of age

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which is why most of us still use _D

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when basecolor/albedo != diffuse

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and why we still prefix bools with b

wary wave
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I still do that for some reason

polar hawk
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so do i

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but there is objectively no good reason to do so

wary wave
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I think it's because Epic still do it

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so I'm kinda just matching the existing style

polar hawk
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and there is no reason they still do it

wary wave
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aye

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it's nonsense

polar hawk
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even Sweeney is like

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why the fuck we do this

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[citation: some random tweet of his]

languid shard
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well, to see whats what at first glance

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rarely use the filters anyways

plush yew
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so can i simply update to hotfix 1 without redownloading ue4.22 ????

languid shard
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yes ????

cloud cobalt
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Though ofc it will redownload large volumes of data

plush yew
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then no need wasting bandwidth. waiting for .23 ๐Ÿ˜ƒ

cloud cobalt
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Lol no, seriously get the update

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Then don't update to 4.23.0 which will be broken

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And wait for 4.24 to release to move to the now-stable 4.23.X

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Moving to newly released major versions is what you shouldn't do if you haven't got serious connectivity

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Like, specifically 4.22.1 brings 10s compile time & fixes loading screens

clever flare
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Is there a plugin or something that estimates build time? Or some way to show it in any way

cloud cobalt
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Build time for lighting ?

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Or C++ ?

clever flare
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Lighting

languid shard
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@clever flare GPU lightmass only does that

clever flare
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Alright

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Where can I find this?

languid shard
clever flare
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Thank you man

cloud cobalt
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It's also 10x faster

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And better

languid shard
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do read the full post

cloud cobalt
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It's also closed-source, so use at your own risk etc

languid shard
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it works a bit differently than CPU lightmass

sudden agate
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it crashes a lot

languid shard
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results are not the same

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it crashes if you dont have enough VRAM

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where CPULM is using RAM

clever flare
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Well then

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I only have 16 GB

languid shard
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of VRAM ?

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or RAM ?

cloud cobalt
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You have 16GB VRAM ?

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I don't think so lmao

clever flare
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RAM

sudden agate
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16 GB VRAM would be godlike

cloud cobalt
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VRAM is what matters for GPULM

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Not RAM

languid shard
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@cloud cobalt I've got 24

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damn wanted to ping @sudden agate

sudden agate
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cries in 6GB

languid shard
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rip

cloud cobalt
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I have 4, it's fine.

clever flare
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Oh I've got 4 vram

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I think

languid shard
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unless you build massive scenes with loads of 1024/2048px res on objects

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you'll be alright

clever flare
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I'm just building one single room

languid shard
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its fine then ๐Ÿ‘Œ

sudden agate
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does GPULM keep everything on the GPU until everything is done?

clever flare
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So hopefully I'll be fine

languid shard
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dont think so @sudden agate

sudden agate
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I cannot explain why it crashes then

languid shard
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it literally eats any GPU processing power it gets its paws on tho

clever flare
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Wow you've got a titan

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Expensive stuff

languid shard
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not really if you've got projects paying for it

clever flare
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Well I've got no income atm cause I'm stuck in school :(

languid shard
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ยฏ_(ใƒ„)_/ยฏ

clever flare
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But thanks for the knowledge

deep basin
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is there a way to initialize class defaults from a datatable before runtime?

short coral
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I got this error in my package game. What is its mean ? How do I know which objects cause error ?
It happen when I load level from the main menu level.

I can run in editor without crash. But it crashes in package game.

plush yew
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whats a good beginner animation tutorial for UE4?

grim ore
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well the crash says something on the ~tick~ Update Animation event on your anim bp on your skeletal mesh is causing it to go crashy. did you do anything to any of those systems?

short coral
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I do not know which part of my animation cause problems.

grim ore
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yep neither do we so start debugging. for something like this maybe just start unhooking execute wires from the start and then readd them one at a time and test to see what is causing it then try and fix it

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it should be in the anim bp in the main event graph, something is not valid or working right on the main update loop

plush yew
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@short coral thank you

short coral
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@grim ore I cannot find error in when I play in editor.

deep basin
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start to unhook your wires in the blueprint one by one and start building

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if building works after you found the broken wire you know where the problem lies

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I would go backwards btw, otherwise you unhook your whole logic at once....

grim ore
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@short coral yep so disconnect some of the wires that execute and repackage and run and see if it crashes. repeat over and over until you find the bad part of the code and then try and fix it. You can also try setting a breakpoint in the code and walking thru it node by node and see if anything is weird.

short coral
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๐Ÿ˜ฐ I try.

grim ore
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for example an invalid access check/null check on an object in the editor will just throw an error but still continue, in standalone it might crash like this. are there any errors when you Play in editor in the output log?

short coral
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How do I open output log ?
It appear only when I get error.

deep basin
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window -> output log

grim ore
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window -> output log probably or window -> developer -> output log

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you can just open it in the main window and dock it next to the content browser so it's always there for example

honest rover
short coral
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I open output log.

grim ore
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what does it show when you right click the .uproject file @honest rover ?

honest rover
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In the Windows file explorer?

grim ore
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yes

short coral
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Can not find warning about animation. ๐Ÿ˜ข

honest rover
grim ore
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time to start debugging then and learn how the flow of the engine works

honest rover
grim ore
spark sonnet
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is it possible to make a progress bar with more than 100% ? I have a character that has 100% health first but later gets 200% How can I show this in the progress bar?

misty creek
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Couldn't you just change his current and max health?

spark sonnet
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but the progress bar wont work with a value higher than one

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which is 100%

cloud cobalt
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Don't use a progress bar for that

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Just reimplement it yourself

spark sonnet
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?

misty creek
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Divide current health by max health

grim ore
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is 200% on the health bar going to be the end of it or do you want like 100% is the end of it then 200% is farther along?

spark sonnet
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I was thinking to keep the same size each time. So the first thing you said

misty creek
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Right that is why you would need to divide the current health by your max health. That would give you a value that is 1 or less

spark sonnet
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ok thanks I'll try that

misty creek
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Np

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Good luck

spark sonnet
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So would the max health always be 1?

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and the health be set to 2?

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that didnt work

misty creek
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You would need to change the max health too

spark sonnet
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so I set both of them to 2?

misty creek
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Yep

honest rover
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Apparently Generate Visual Studio project files is not the same as Generate project files. Or something else is going wrong.

shell compass
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The hardest part of development might be coming up with good names for functions and variables and figuring out the best place to put them in.

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My GameInstance is growing very fat because that's where most things seem to end up

cloud cobalt
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@honest rover Did you compile in Visual Studio in Development Editor after generating files ?

honest rover
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My project does not have any code

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It's only a map with a sequencer scene

cloud cobalt
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Looks like the plugin does have code

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Which means your project does have code

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Which means you need to compile in VS

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It's possible that your project needs to be made into a C++ project just for that, haven't played with BP only projects that have C++ plugins

honest rover
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I'll see if I can compile it in VS code

honest rover
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Update: I can't

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Not sure if the problem lies in the project or in VSC

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What I did was generate an empty test class in another project, then copy it to Project\Source\Project\class.cpp\
I was able to Generate Visual Studio Project Files after setting my source editor to be VSC. Then I could open the project in VSC.

grim ore
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did you add that as a valid module in your .uproject? you should have created the blank C++ class in your existing project so the project can set itself up correctly

honest rover
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I cannot add a blank C++ class in my existing project since it doesn't open

grim ore
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if you are trying to get it to open and it won't due to not being able to compile, edit the .uproject file to remove the module section and it will behave just like a normal BP only project

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then you can open it, add the C++ class, let it create the correct .uproject and .sln. then start over with the tutorial adding in the plugin source and such

honest rover
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Jesus Christ is it that simple

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So the problem lies in the damn plugin. The buildtool exception is because of ModuleRules and BuildConfiguration
yeee boi. Apparently Renderdoc is a built-in plugin and i was shooting myself in the foot by messing with the github repo

clever flare
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i have downloaded and pasted the plugin gpulightmassintegration but when i try to build maps now it still only uses cpu and memory rather than gpu and a message ends up on screen saying "out of memory" and scene can't be built

wild prism
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How do I find/install 4.22.1?

cloud cobalt
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Click 'update" on your 4.22 launcher icon

wild prism
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I don't see that option

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Probably because I'm an idiot

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Oh

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my god

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I am actually fucking stupid

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Ban me

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Wait

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Christ I'm rambling. Launch JUST changed to Update I SWEAR

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(Thanks)

tawdry raptor
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4.22 has been a nightmare, I am having freeze save issues, worked on my map for 3 hours saved and now this

manic pawn
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are you saying you didn't save in 3 hours? br_animated_thinking

tawdry raptor
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how long should I wait

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its stuck

plush yew
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guys I want to ask you I have programmer that he can code on c++ I work with bp and he will make some of the things in c++ and then we will give it to me to add it to the originial project because it is bp only so it should give me the cpp gfile only or the whole project? I am cinfusing

astral plume
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If some Programmer have time for a little Question in the Programming Editor-scripting channel. Thanks a lot !

tawdry sierra
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quick help please. I got a character blueprint that has a spring arm with a camera attached to it. I want to set a different location to that camera when the player crosses a line with the set spring arm rotation node. It works but it is an instant transition. How can i animate the camera that is inside the blueprint

knotty harness
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@tawdry sierra If it's the same camera you should be able to use a timeline to create a transition from one to the next

sudden agate
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@tawdry sierra Timeline, Timer, Event Tick.
Pick one

hallow sleet
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are outdated tutorials still good? or has to so much changed for them to be useless?

tawdry sierra
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@knotty harness @sudden agate so how can i do it with a timeline? thanks for the replies

lusty carbon
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Hey ya'll I need the settings for 2km x 2km landscape

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No idea how to do it and I can't understand the docs

knotty harness
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@tawdry sierra Here is a quick example of using a timeline to modify the Field of View on a camera; but you can modify any value.

The Timeline graph is given the start and ending values for the variable and the length of time over which to move from one to the other.

sullen wraith
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is there a way to view breakpoints and such in the standalone version?

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testing mp features, andit wont work inv iewport

plush yew
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guys I want to ask you I have programmer that he can code on c++ I work with bp and he will make some of the things in c++ and then we will give it to me to add it to the originial project because it is bp only so it should give me the cpp file only or the whole project? I am confusing

grim ore
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if you are mixing C++ and BP then the project needs to be told it now has a C++ module/code so it will load it up. This basically turns the project into a C++ project at this point as the new C++ code has to be compiled to use in the project.

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you should be using a source control system so you can both work on the project and then he just checks in his changes

plush yew
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ok

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the project is bp only and I will ad cpp files will it has problems? @grim ore

grim ore
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if you add them into the project in the file explorer yes. if you add them as new C++ files and let UE4 manage them no. if he gives you files that are already created and your project is not set up for them then you will have problems.

plush yew
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so

grim ore
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UE4 needs to know about the C++ files inside of the editor so it can handle them correctly. C++ files should be created in the editor and the editor should manage them.

plush yew
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what I should to do to can add the cpp file and to work ?

sullen wraith
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I'm having issues with my RTS controller, it works fine ingame, however if I start on a menu map and then transfer to the main map

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it stops working

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these functions will still fire.

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but like none of these will.

grim ore
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the project should be pushed to source control so you can both work on it. Then a C++ file should be added so it can be considered a C++ usable project. Then it should be pushed again so he can then download it and work on the c++ part while you work on the BP part and both people should be committing changes as needed.

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@sullen wraith when you transfer does your viewport have focus? did you change the input type at all in the menu screen so it doesnt accept input anymore?

fading umbra
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but the music and everything restarts when i press play

sullen wraith
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just put this in the begin play on the controller

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tried it after

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and still didn't work

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@grim ore

fading umbra
grim ore
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@fading umbra what does the code look like for your play button?

fading umbra
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simple play button

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On clicked> open level, RunLevel

grim ore
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and if you open the run level itself in the editor and hit play it works as expected?

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I am wondering if you are using the default game mode in your run level so it's causing problems when it is set to your main menu game mode as the default

plush yew
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I want to can work with c++ and bp files widget and classes @grim ore

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so is there a way?

sullen wraith
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well it works perfectly fine in the menus mathew

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and its changing it all on map load

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i did the prints to make sure the controller was being added aswell

fading umbra
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@grim ore In RunLevel the game automatically plays in RunLevel and doenst bring up the menu

grim ore
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@plush yew yes convert the project over to using C++ and BP then work with it

plush yew
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what to convert?

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I want I have for now only bp things

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I will add c++ files

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and then what to do?

grim ore
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@fading umbra weird then. so with the default game mode in the project settings to main menu if you load the run level it works fine?

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@plush yew all you have to do is add a c++ file, it can have nothing in it, and then the project can use C++ files.

plush yew
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a ok

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if I don't do it what will happen? just asking to know-xD

grim ore
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it will add a C++ file, add a module entry for that C++ file to your .uproject, try and create the .sln file, and then compile the module. You will need visual studio at this point for the project

fading umbra
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@grim ore No, in the defualt gamemode, if I put it under MainMenu, the game when packaged and the editor doesnt allow me to press play to go into the game

sullen wraith
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so it will fire the print in begin lpay

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but will never fire a left click

grim ore
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@sullen wraith definitely weird then. all I could think is the game mode was being set in the main menu to UI only or ignore player input and it was never being changed back on the main level

plush yew
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ok Mathew
so to add new cpp file new clear by clicking right button and add new c++ class and choose what?

sullen wraith
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well i fire this mathew in the beginplay

fading umbra
sullen wraith
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or do i njeed something in the level blueprint?

grim ore
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@plush yew if you have not backed up your project and you don't know what you are doing when adding in C++ I would stop now and read more on the documentation page. You can break your project at this point.

sullen wraith
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surely if im setting their input here

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it should accept it?

plush yew
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ok

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I have copies-don't worry

grim ore
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@fading umbra in your world settings for your run level, set the overriden game mode to your run level. This will force it to use that game mode when the run level loads up which you said works?

plush yew
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so I will add new class and compile and then to add the file from the other person-right?

sullen wraith
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nevermind

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I fixed it @grim ore

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I ran a multicast function to set the input mode

grim ore
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ah

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@plush yew you can't just "add" the file from the other person into UE4. If he gives you code you could create a new C++ file, make sure it's the correct class, then copy/paste your code into that file and let UE4 compile it. You cannot drag/drop a c++ file into your project or add it into the file browser and expect it to work.

fading umbra
#

@grim ore You beautiful human being its finally working

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works whilst packaging as well, ty soo much

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but before I go, is it possible for a bit more help in game, i have issues with my turning rotation and camera when i hit a wall

grim ore
#

you can always ask, people might be able to help

fading umbra
#

the game is based off the the free runner tutorial in youtube but ive replaced the defualt character with a ball. When I come to turns in the corner, the character if pressed at the wrong time or if you dont press it gets stuck

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as well as when i come to the closer side of the wall it decides the camera to close up to it, im using springarm

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^^the code for the ball/player movement

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my left and right corners are simple, im sure the error is coming from the ball character

azure shore
#

7fps

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this is fine

cloud cobalt
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Nah it's a common bug

hidden aurora
#

it can be solved though

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with a console command i dont remember

deep basin
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Ive made a derived class of a class where I set up collision. while the child class inherits the collision sphere, it doesn't register any collision. Someone ever came across that problem?

azure shore
#

how do I disable the error report coming up every single time I end a test

hidden aurora
#

r.Streaming.PoolSize 2000 try that in console cmd

azure shore
#

right why suddenly when I walk into an enemy pawn it flings it away

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something about the capsule component I guess but what could cause that

unborn matrix
#

I'm torn between going lit / unlit

hidden aurora
#

How can i run a custom event when player enters collider and when exits stop running it?

misty creek
#

clear and invalidate the timer when the player exits

twilit hill
#

anyone else noticed that performance in 4.22.1 is complete broken compared to 4.22?

azure shore
#

cant really put my opinion on that, my pc cant handle shit

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game development on a crap pc is fun! ๐Ÿ˜Š

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no but seriously there have been times where my brain actually almost hurts from trying to understand what the hell has happened in ue4

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ok wtf

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how can something with query only collision enabled still block the player

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my brain

plush yew
#

Hey guys?

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I have a problem

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when I try to load my project, it says: "failed to initialize after loading"

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and when I enter the sln file and build there are some errors that were not there before the update. (this is still a 4.21 project)

sullen wraith
#

how can I get the players game state from the controller?

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i keep failing cast:3

finite arrow
#

@sullen wraith you got get your character and then you can get the player state.

plush yew
#
Error    MSB3075    The command ""C:\Program Files\Epic Games\UE_4.21\Engine\Build\BatchFiles\Build.bat" MyProjectEditor Win64 Development "C:\Users\demat\OneDrive\Documents\Unreal Projects\HorrorGame01\HorrorGame01.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.    HorrorGame01    C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets    44 ```
#

using UnrealBuildTool;
using System.Collections.Generic;

public class MyProjectEditorTarget : TargetRules
{
    public MyProjectEditorTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Editor;

        ExtraModuleNames.AddRange( new string[] { "MyProject" } );
    }
}
#

If I change the target it still gives me the same errors.

#

to the project's actual name

grim ore
#

is the module correct in your .uproject?

plush yew
#

Im missing HorrorGame01.target.cs but I have HorrorGame01Editor.target.cs

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I might just create a new project

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and copy the content folder

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what?

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missing HorrorGame01.target.cs?

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didnt delete it, I swear

fading umbra
#

Anybody know how to sort this issue with the camera out? when it collides with a wall

plush yew
#

<@&213101288538374145>

snow crown
#

?

plush yew
#

I have a big problem

snow crown
#

ok

#

is it something to do with this discord server?

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or your game

plush yew
#

Ue4

snow crown
#

ok, at-moderators are for issues with this discord server

plush yew
#

ok, understood

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where can I find help?

mossy nymph
#

you're more likely to find it if you do not so aggressively demand it ๐Ÿ˜›

plush yew
#

Sorry

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I just have had a really hard time trying to fix this problem.

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I don't mean to sound aggressive.

grim ore
#

since this is a cpp problem you might get more knowledgeable help in the #cpp channel but beyond that is your .uproject correct?

hidden aurora
plush yew
#

yes

#

@grim ore

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sorry about the late reply

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wait I gtg.

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ill be back in a sec

fading umbra
#

Anybody able to help with my issues

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been at these dumb issues since like january lol

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feelsbadman when deadlines in 1 day

#

the game is based off the the free runner tutorial in youtube but ive replaced the defualt character with a ball. When I come to turns in the corner, the character if pressed at the wrong time or if you dont press it gets stuck

as well as when i come to the closer side of the wall it decides the camera to close up to it, im using springarm
Better example

https://blueprintue.com/blueprint/yj1g1rk0/

^^the code for the ball/player movement

my left and right corners are simple, im sure the error is coming from the ball character

#

Anybody know how to sort this issue with the camera out? when it collides with a wal

eager crypt
#

is it weird UE is crashing on nullptr checks? I feel like I'm missing something obvious

dim plover
#

Not initialized.

eager crypt
#

I'm 100% I have initialized it ๐Ÿ˜‚

dim plover
#

Maybe it's pending kill? Check with IsValid().

eager crypt
#

is there a way to check if its initialized, in the debugger? besides just seeing the code

#

one sec

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huh, still crashing

fair pike
#

Hey, does anyone know how to solve an "Unsolved cooking error"? It seems to have something to do with game files but I have never moved gamefiles whatsoever.

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It's weird because it seems to do it only with particle related things and nothing else.

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Unreal hasn't done anything in a solid 10 minute window, I'm getting desperate. I need to turn in my project for university.

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okay it's moving

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Okay it didn't actually package it, what's going on??

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Found a source stating that I just need to reassign the game map in the maps and modes, and it seems to be the source.

plush yew
#

eh just had a thought... I want to extend my game to Xbox and playstation but I have a level that is click based... what would be analagous on those platforms?

open eagle
#

hey guys I have a question, I have a hud widget that has a button for jump on it, how do I make it make my character jump with casting? I tried this but don't know what to connect object to!

weary basalt
#

@open eagle You can use a node called GetOwningPlayer

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Which returns a Controller. You then need to call GetPawn on that Controller to then pass to your Cast

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I cant remember if there is a GetOwningPlayerPawn for Widgets which simplifies that for you.

open eagle
#

yeah widget has it

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@weary basalt Thanks that worked perfectly

weary basalt
#

๐Ÿ‘

open eagle
#

@weary basalt oh yeah one more thing, how can I check if a mobile device is running the game

weary basalt
#

Maybe use the Platform name?

open eagle
#

lemme try that

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its '''GetPlatformName''' right

weary basalt
#

I guess so

open eagle
#

that worked

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I just launched it on my phone

zenith flower
#

Not really sure what category to ask about sequencer, but her goes:
Is there any way to use the sequencer in a non-level dependent way?
I need some sort of way to play an audio file (already using instance class to keep playing across level load)
and fire off events throughout various levels that are loaded

I have a single blueprint that does all of this, its my "Trailer Video" bp.

My issue is that, if a level takes a second longer to load than normal, it throws off the chain of delays I have setup.

#

I can bind actors at runtime, in sequencer, but only if they are in a level. I guess I could create a blank map, with a list of actors I want to use.... and just override them at runtime

open eagle
#

How can I make a blueprint button make the player controller possess a pawn

zenith flower
open eagle
#

im there

sonic ruin
#

Hey, so how would I be able to import this so I can use it cause I try to import it and it doesn't let me need help fast

grim ore
#

did you install the substance plugin into ue4?

sonic ruin
#

no is it free?

grim ore
#

yes it should be on the marketplace on the launcher

sonic ruin
#

Yes I have it installed

#

now what add it to the project

charred charm
#

is it turned on?

sonic ruin
#

well if I add it to the project than it would be right?

charred charm
#

no

sonic ruin
#

so how would I turn it on?

grim ore
#

Edit -> Plugins

sonic ruin
#

Edit? where at

grim ore
#

in the editor, the edit menu

sonic ruin
grim ore
#

dude seriously

#

you want us to hold your pee pee as well

sonic ruin
#

what?

#

what man chill?

#

god new plugin there done now

fading umbra
zenith flower
#

Whats the name of the exe?

#

I would remove "test" from the name if you guys happened to call it that

#

Of course you screenshotted half the error

grim ore
#

The issue is likely that you named your project "test". I ran into the same issue and solved it by creating a new project named "whatever". Also, make sure that you running the server shortcut from the folder "WindowsNoEditor\whatever\Binaries\Win64".

sonic ruin
#

and Matthew you don't need to be a dick everyone starts at a point ok now don't be a dick

zenith flower
#

Hey

#

back off

#

I agree with him

#

that guy was asking for a handout

#

The tone might have been off

charred charm
#

any hangouts

zenith flower
#

but it wasn't totally unwarranted

sonic ruin
#

Evo you teling me to back off

zenith flower
#

We are GLAD to help, but don't come here asking for a step by step, for the most basic things a quick google search would answer

sonic ruin
#

ok I am just asking tho you don't need to say shit ok I was just asking

fading umbra
#

Thank you @zenith flower and @grim ore

zenith flower
#

yw

fading umbra
#

I'll pass it on to her

grim ore
#

that is an amusing error tho as bad as it is ๐Ÿ˜ฆ

fading umbra
#

btw @grim ore Thank you for your YouTube guides, It's helped me a tonne since I started uni, I watched your event dispatcher today. Was some quality content, had to watch it like 4 times though, I'm a dumbass, take things in slowly

charred charm
#

i think am going to have the same issue when am done

grim ore
#

it should only be an issue if your project is named exactly test

zenith flower
#

which should be prevented by the editor... guess someone didn't think about it

sonic ruin
#

Matthew ok I am sorry for the language but ok I just got back into this again after a little break and forgot so I am sorry but everyone comes back and forgets ok

zenith flower
#

Who names their game test? xD

charred charm
#

๐Ÿ˜‚

grim ore
#

@fading umbra lol, glad some of it was helpful ๐Ÿ˜ƒ It takes me a few times as well to get it understood so nothing bad about it taking a bit to get it.

#

I can see the Tweet now "TEST, the New FPS MMO from Bungie, delayed due to not being able to package the project"

sonic ruin
#

but Matthew thankyou for helping me

#

and RigTag

charred charm
#

i dont think he expected to get to that point when he named it test ๐Ÿ˜ƒ

#

np @sonic ruin

zenith flower
#

lol

fading umbra
#

our game designer workflow, is test, test1, test2, test 'recurring',final, the list goes on, till we have on submission lol

zenith flower
#

In stores now "Test" the stress test simulator in realistic school settings with over bearing parents

spiral island
#

Please no I have enough of that IRL

zenith flower
#

Not enough apparently, you here aren't you? Shouldn't you be studying? xD

spiral island
#

Arenโ€™t we all here because we should be doing something else

#

X d

zenith flower
#

I broke sequencer! I love abusing stuff

#

I made an empty map, put in the actor I wanted to override, then put it in the sequencer, and then deleted the actor from the map

#

Then I create the sequencer dynamically, and override the "null" actor

#

And what do you know? it works xD

#

Why don't they just let us add actors without this roundabout way ?

hallow sleet
#

are outdated tutorials still good? or has to so much changed for them to be useless?

abstract relic
#

Basics are still basics. No matter how old

mint sequoia
#

@grim ore
"TEST, the New FPS MMO from Bungie, delayed due to not being able to package the project"
Fast forward two years and they'll be sueing anyone with 'test' in their game name

#

Trademark law is hilarious in all the wrong ways

spiral island
#

Unreal seems to have a lot of these hidden gotchas when it comes to naming things

mint sequoia
#

Never had an issue myself

coral shoal
#

that trademark should really get rejected

earnest cape
#

How do I server travel in blueprint?

mint sequoia
#

@coral shoal Just like Apple and Candy and Saga ๐Ÿค”

faint cedar
#

has anyone here had this one lovely issue

#

where if you stream a level in, then out, then in again

#

it streams in incorrectly?

#

Like, half the actors in the level are positioned incorrectly or just not loaded at all

wary wave
#

nope, that's new to me

warm timber
#

Does UE have something like Unity's UMA?

cloud cobalt
#

Probably not ?

#

Look on the marketplace ?

wary wave
#

I don't even know what this is

languid shard
#

@faint cedar shit just had something similar an hour ago

#

loaded a level with sublevels

#

a lot of actors were placed at 0.0.0

wary wave
#

I had a problem recently where my static mesh actors had lost their asset references

languid shard
#

loaded the scene again

wary wave
#

but I couldn't reproduce it

languid shard
#

and it was as expected

#

weird stuff

faint cedar
#

Going to see if this happens in a build, because it's kind of a game breaker here

twilit hill
#

Oofff when i read this things ๐Ÿ˜‚

#

Yesterday i found some grass meshes on my map which hated to be looked at from a certain angle, draw calls went from 400 to 6000

#

#just4.22.1things

plush yew
#

I am having an issue in some of my maps where shaders keep compiling until I build lighting which then takes ages. Just now I had shaders keep going down and get to compiling -100 before I built lighting.

sudden agate
#

negative shader compiles is not an error. It's just Epic messing things up since the new Layer System came to surface.
You should not bake light until the Shaders are completely compiled

dim plover
#

What/Are UObjects destroyed on map change like seamless servertravel? If... the outer is not destroyed, then the UObject would also not be destroyed?

manic pawn
#

outer has nothing to do with gc, if you want it to stay alive, you need to reference it from something that stays alive

kindred viper
#

or use ObjectRef->AddToRoot(); which will prevent it from being GC'd

valid root
#

Hiya, isn't there supposed to be a built-in map in the engine that shows the color cards and 50%grey spheres etc? i can't find it

worthy flame
#

hey ive followed some tutorials and my AI could roam, but now it cant roam. it only moves if it sees me

#

ive done it with a behavior tree

worthy flame
#

nvm fixed it

quasi horizon
#

Hi there, I have a very simple VR project that runs fine when I press "play" but when I try to "launch" it or package it the result is just a black screen. I have set my startup map correctly so I don't get why it fails. Any pointers? Ideas? I quite stressed out and in a hurry to get this to work....

grim ore
#

so your game startup map is correct and the same as your editor startup map?

quasi horizon
#

Yes the same maps is set for both startup and editor

#

Works fine when I press "play"

grim ore
#

play in standalone in the editor gives the black screen?

quasi horizon
#

that gives a black screen

#

But I can hear environment sounds so somethinh works

grim ore
#

oof... =/

quasi horizon
#

I had to migrate this project to 4.22 today since It failed to build/package for win64 and the was the solution suggested on forums

grim ore
#

the only one I see is For me, what worked in fixing the black screen was turning Anti-Aliasing from None to TemporalAA in the Projects Settings-> Rendering section. for vr itself

#

all the other suggestions are the obvious wrong map

quasi horizon
#

ah, already had it at temporalAA :/

grim ore
#

I know it's a weird suggestion but make a new map with the default scene, the flat level with the sky. save it. set that as your startup maps and try that. see if you can eliminate it being the map itself

quasi horizon
#

when starting as "standalone" the HMD never leaves oculus menus/home but the environment sounds start to play

#

ok, I will try that as a quick test

#

this was a blank BP project when started so no starter content.... a new level is just a black void

#

oh, sorry Im so stressed out...

grim ore
#

when you go to new level in the main menu it has an option for 3 levels

#

file -> new level

quasi horizon
#

yeah, I forgot

#

a basic level works, but I need it to be VR

#

btw, huge thanks for caring!

#

I tested some more: it seems to actually start the level (it is just very dark) but never seems to posses the pawn or something

#

(I have a "Motion controller Pawn" in the map)

grim ore
#

is it set to auto possess?

quasi horizon
#

yes

#

I have to "player start" though

#

no

grim ore
#

it should ignore the player start if you have auto possess on but regardless of that you should have some graphic somewhere especially if you put on the headset and move around.. unless he is outside the level and its black?

#

the default map just has the player start so maybe remove your pawn and replace it with the player start only?

quasi horizon
#

Sound is there and the montor window shows the view from the pawn position at floor level that is close to black

#

HMD show Oculus home/menues

grim ore
#

well the player start worked in a blank level yes? maybe try duplicating that and see what happens without the pawn. at the worst its the same lol

#

oh gotcha you dont have the vr pawn as your default pawn in the game mode I am assuming?

#

was reading back what you said before lol

quasi horizon
#

Never touched gamemode, just using "gamemodebase". this is "archviz" type of stuff and I usually just run it from the editor

grim ore
#

ok so your vr level uses a vr pawn which is set to auto possess but does not seem to work in standalone but you tested a blank level with a player start in standalone and it worked (just no vr pawn?

quasi horizon
#

yes

#

the odd thing is that it has worked before (packaging that is) so I really don't get what can be wrong this time around

grim ore
#

if you move your VR pawn to a different place in the level, somewhere above the ground lets say floating, see if it works? maybe its stuck in the floor on startup

#

I would suggest replacing the vr pawn in the level with an actual player start and setting up your default pawn in the default game mode in settings to the correct pawn but that is more work lol

quasi horizon
#

Ok, I can move the player around it seems, I'm just stuck at the floor level as well as having no output to the VR headset

grim ore
#

oof.... now that is weird

#

welp atleast that's a different issue to try and fix lol ๐Ÿ˜ฆ

worthy flame
#

i just learned how to animate

#

so proud

#

wow

#

lol

quasi horizon
#

I I lauch it instead, the HMD blacks out and there is no sound, but the "monitor windows" shows me running around at the floor ๐Ÿ˜ƒ

grim ore
#

If the Rift is not working in a Packaged game, make sure that Start in VR is checked. Start In VR can be found by going to Project Settings > Description > Settings. ?

worthy flame
#

can anyone help me add a second idle animation?

grim ore
quasi horizon
#

yes, that checkbox worked for launching!

grim ore
#

wooof.... that is weiiiiird I wonder when they changed that

quasi horizon
#

thanks for helping me debug this Mathew!

kindred viper
#

need to toggle the stereoscopic on?

grim ore
#

๐Ÿ˜ƒ glad we got it, I haven't used VR in a year or so and had no issues then with my vive. durned UE4!

quasi horizon
#

I guess this setting disappeared when I migrated the project or something since it used to work!

worthy flame
#

i was just looking at that @grim ore lool

grim ore
quasi horizon
#

๐Ÿ˜ฌ hehe

grim ore
#

so that was added in 4.13... so it's been there for a bit but I think its mainly for magic leap and oculus rift

#

which explains why I had no issues on my vive

quasi horizon
#

I used to use vive mostly as well,. have the vive now just since it is easier to setup in cramped env. and has built in sound

#

the rift I mean ...

grim ore
#

.... the patch notes for 4.13 and 4.14 both mention that option being added lol

#

yep I prefer the rift as well if I have to use one due to the setup requirements being so much easier with the sensors

worthy flame
#

@grim ore i dont quite understand the IdleRandomizer integer in that tutorial

#

do i need to set that anywhere else or?

#

or do i just make that variable and do as its done in the tut

grim ore
#

it's just basically setting a random # that will be used in the anim graph as a transition rule

#

there are other ways as well to do it just in the anim graph I think but I haven't played with animations much

lusty carbon
#

vr project navmesh fir second floor not working. vr player falls to the floor below

worthy flame
#

yeah i figured it out

lusty carbon
#

ensure(!ReflectionCaptureBuffer.IsBound()); <--- crash when building light

#

4.22.1

plush yew
#

anyone have any tips on converting click top down to WASD/arrow controls

#

I dont need the guy to jump

#

hmm nvm kinda got it

silk leaf
#

Also, if it's still not working, sometimes installing SteamVR helps. It loads looking for the rift and will make it connect when play-testing.

wispy raven
fringe pivot
#

Why is this never turns true?

#

Sun Angle is running from 0 to 360

grim ore
#

what is the top node we cannot see?

fringe pivot
#

same as the one below but with a value of 240

grim ore
#

so it would seem it's not firing because it's never exactly 240.0 or 340.0 which is definitely possible

fringe pivot
#

yeah, what's wrong there?

#

oh wait

#

yeah I think it makes sense, sun angle value is delta * some int around 5

#

I will need a different approach

graceful sky
#

More than + less than

fringe pivot
#

Tried with a timer, function is never firing

graceful sky
#

Doesnt timers reset ? I think they do

grim ore
#

you are trying to do the timer every tick, that is weird

fringe pivot
#

ahh, I should put it on begin play I guess

sudden agate
#

and you need to set the Object to the object you want the function from

#

in this case "self"

fringe pivot
#

ikr

abstract marten
#

can you take blueprint and put it into text form I have a AP board program that I want to submit but I want to showcase the code better

grim ore
#

techncially you can copy/paste the blueprints nodes into something like notepad and it will come out in text form but it's not exactly human usable

plush yew
#

can someone give me a good tutorial for when the player attacks the npc, the npc looses health. Im having problems with that and i cant find any tutorial.

grim ore
#

attacks the npc is too generic. ranged, melee, invisible space bees, collision, npc is a space hamster, player is a chicken taco using salsa to defeat the armada of rabid churros, etc.

#

I guess a generic answer would be player hits attack button, npc subtracts health.

warm timber
#

About modular characters, if i define let's say the torso as master pose component, is it supposed to include the whole skeleton? and the child shouldn't have any bone? Is that correct?

split crypt
#

I'm working with Sequencer and I have a simple blueprint with a skeletal mesh. I assigned a material to it and everything works fine when scrubbing the sequencer timeline, but when I simulate the material disapears. Has anyone seen this?

steady cipher
#

Anyone have any experience with Cull Distance Volumes on PS4? Mine work fine on PC but on PS4 they dont work at all.

worthy flame
#

how to make a function last some time?

split crypt
#

timeline?

grim ore
#

@split crypt it should not work like that for sure, there is a material switcher track you can add to your skeletal mesh that might cause it. If this is not the case maybe add that track and set your material on the first frame to force it on

split crypt
#

yeah, I set my material parameters on there and it's still just basic grey "no material" looking. i'll try the switcher

#

sequencer is so awesome and so odd!

#

Also, side note. I LOVE YOUR VIDEOS

#

๐Ÿ˜„

sullen wraith
#

I'm having issue with my multiplayer, the first player spawns in fine, all subsequent players spawn in but can't move do anything

#

does anyone know what can cause this?

#

common issue?

digital anchor
#

gonna need code to know

split crypt
#

Man, the code switcher is funny. now it works for a frame, and then deletes itself back to they grey mesh. how odd

#

material switcher*

grim ore
#

ah, ok then make sure you are not switching it in code then

#

stuff like tick and construct will not run in editor when scrubbing just simulate or play

split crypt
#

I have no code on it, it's blank!

grim ore
#

yeah that is super weird then. I just tested your problem and no issues here ๐Ÿ˜ฆ

split crypt
#

actually I have a set morph target

#

i'll cut that out and recompile

#

see if that s doing it

#

noooo

#

why meeeeee

#

I got an idea

#

restarting unreal

grim ore
#

lol

split crypt
#

seriously. it's the morph targets

#

wtf

#

BAM

#

Thanks Mathew

#

You're my favorite ๐Ÿฆ†

grim ore
#

ah that makes sense tho for the fix

#

it went grey didnt it?

split crypt
#

yessir

#

Unreal ALWAYS has a checkbox somewhere

grim ore
#

that one is super annoying because you never realize it's an issue until building most of the time

split crypt
#

right

#

lesson learned

#

high five

grim ore
#

the alternative is materials build for all targets and then people complain about build times and resource cost lol

split crypt
plush yew
#

so I copied my project, what would be better trim down the original and save the copy or trim down the copy? Worried it'll take too long to compile shaders and stuff when I delete saved stuff

sullen wraith
#

do I need to set "get player pawn" when it's set to 0? or will 0 always get the local player

grim ore
#

normally the shaders cache is not in your project itself, its in your DDC somewhere else, so that should not be an issue

#

and for the most part you want to try and only backup/save the required files as the rest can just be re created in the future.

plush yew
#

I deleted saved the rest i wasn't so sure

grim ore
plush yew
#

k remembered for next time

grim ore
#

Content, Source, and the .uproject are all you really need. Config is smart to keep if you have any custom config settings like input/etc.

plush yew
#

thanks

sullen wraith
#

this works for some players

#

others i get the error

#

so I spawn 3 multiplayer players

#

2 of them work

#

1 of them won't.

fringe pivot
#

How do I get delta value in a custom function that is executed through a timer?

plush yew
#

link the function

fringe pivot
#

sorry I don't know what you mean

plush yew
#

post a screenshot otherwise it's a bit vague so people can't help

little sparrow
#

Delta as in delta from event tick?

fringe pivot
#

screenshot of what?

#

yes

little sparrow
#

Get delta time

grim ore
#

look for Get World Delta Seconds if you need it outside of something that has it

little sparrow
#

^ what i meant lol

fringe pivot
#

I dont have such node, tried with the one @grim ore mentioned and it's not updated

little sparrow
#

Are you sure delta is what you're looking for

fringe pivot
#

yes I'm sure, and nvm Get World Delta Seconds works, it just doesn't reflect the value in the output until you plug it to something else

#

thanks

worthy flame
#

question. if there are more than 2 texture. example 3 or 4. how to set them up in the layer blend and that stuff on the landscape material?

misty creek
open eagle
#

yo guys what object do i connect to when casting to my hud from a widget

digital anchor
#

the hud object (such as GetHud())

open eagle
#

yeah

worthy flame
#

what are these 3 for?

#

do i only use the 2 for when creating a material

#

or I can use all 3?

deep basin
#

does anyone know a tutorial to get started with a grid turn based game, like advance wars or fire emblem?

worthy flame
#

since i want to make a landscape material with multiple ones and i want to know if its possible to do more than 2 textures

grim ore
#

the naming of those 3 indicate color, displacement, and normal

warm timber
#

they are different maps of the same texture

#

BTW I know shit about this

worthy flame
grim ore
#

if you are using landscape materials then no, not really

worthy flame
#

hmm

#

then what is a way?

#

i know for the base and normal but ive never used this one

grim ore
#

well the first 2 are ok, but you are doing nothing with the displacement and I have no idea what it would even be used for. These textures are not intended for PBR use.

worthy flame
#

well why are they included then?

#

in the asset

grim ore
#

I don't know where they came from and I could be wrong, if they are included in an asset what does it say to use them for?

worthy flame
#

and ive tried detaching it to see if theres any difference i cant see any

#

they are just textures

grim ore
#

you wont see a difference the node you plugged them into is disabled (grey)

worthy flame
#

yeah i also thought about that too

grim ore
#

they are just textures but that does not mean they are intended for use in a PBR workflow that UE4 uses.

worthy flame
#

ok then nvm

#

i wont use it

#

but what confused me is that ive seen people use like 5-6 for one texture

grim ore
#

you can ignore it yes, it is probably intended for depth so you could put it in the world position offset or even in the world displacement if you enabled that

#

I think you are using texture and texture to mean different things at the same time

worthy flame
#

what are the landscape settings to make a 8x8 map?

#

landscape

warm timber
#

you need to google a bit pal

worthy flame
#

im just looking for the dimensions

bitter edge
#

Anyone want to confirm this for me? Moving this spline or its points leads to an engine freeze followed by the spline or it's point not moving.

sleek otter
#

Hi all, im trying to find a setting for i guess its field distance view? I have no idea what its called to be honest. My problem is, i have enemies that patrol around but at a distance they just stand still and do not move, when i get closer they teleport to wherever they are on the patrolling point. How do i adjust the distance of being able to see them move further away?

hazy swan
#

What is the mac version of %USERPROFILE%\Documents\Unreal Engine\Engine\Config\UserEngine.ini from Windows? I'm trying to redirect global crash reporting (DataRouterUrl setting) to myself

fluid nexus
#

dis my first game lol

#

its made in ue4 obviously

radiant fable
#

baum baum baum baum baum baum

tomatoes?

dire zealot
#

Hey guys! is it me or does the read pixel from render target node only works with RGBA8 rendertargets and not with R8 ? ๐Ÿ˜ƒ

#

returns 255 on sampling a black texture

#

with any format other then rgba8

crisp fable
#

Has anyone used the text asset format?

#

It's an ASCII uasset

#

It's quite awesome

manic pawn
#

it was never finished

#

saving a blueprint to it results in an absolute disaster

hallow sleet
hidden tendon
#

Does anyone know how to turn on "always on top" for editor windows?

fallen zinc
#

Hello everyone. I've been researching network replication for my new project. I'm using the new SteamVRInput Unreal Plugin. I was having trouble properly replicating each clients but got it with the following:

#

I was wondering if anyone would do anything different.

#

This method feels a bit janky.

tawdry raptor
#

hey I made a mistake I use to make 1 level and pack my game now I have a persistant level and then 3 levels after that, when I pack my game, do I just tell it to load the persistant level in the settings? or do I put all 4 levels?

primal karma
#

Hi how do I create my own player from scratch

broken stream
#

anyone can help me with if i want to remove decals, on a target so if i press E it will clear the decals on that mesh ?

grim ore
primal karma
#

Ok thanks

grim ore
#

@broken stream how you remove them would depend on how you create them

obtuse path
#

Hey all, with the 4.22 static mesh pipeline changes - what's the performance boost like? Wondering whether it's worth updating our project from 4.21 to 4.22

Please at me with your answers (so I get the notification) many thanks!

grim ore
#

@tawdry raptor it depends on how your persistent level is loading up the sub levels. If they are always loaded then it should package them automatically, if they are set to load thru code you might want to force the packaging of them in the packaging option in the project settings. It might honestly be safer just to force package all your maps you know you are using

broken stream
#

it's a bullet hole decal, so when i hit a target in my shooting range i want it to clear when i hit e key..its set to a timer the decal but i want to clear it also manually

ruby wren
#

@obtuse path Basically the most important feature is the auto-instanciation who decrease the amount of drawcalls from 25 to 75% (depending on your usage of your assets ๐Ÿ˜‰ )

#

in our case we went from 800 to 250 drawcalls in the lobby ^^
(i quickly tried it one the openWorld map and i got a reduction of 25%. But i think we can easily improve this number ๐Ÿ˜‰ )

primal karma
#

Help my epic games launcher is not openning

#

Never mind my problem is solved

sonic panther
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Hey everyone....im a bit of a noob but I'm excited to be learning unreal and join the community.

grim ore
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@broken stream the decal is an object so you would have to keep track of it, line in an array, then remove all the decals in the array when you press the key

zenith flower
#

Hell yea! I have a level sequencer that can persist across seamless travel!!!
Now I can have one seamless trailer!

tawdry quail
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hi, sorry for bothering. Opening a 4.21 project with ue4.22 and unreal can't see any .uasset or .umap, any ideas?

zenith flower
#

@tawdry quail There shouldn't be an issue. I would delete it, and make another copy of your 4.21 project
Then, delete the binary, intermediate and .vs folder
Then right click the .uproject file, and press the "switch unreal engine version"
change it to 4.22
right click it again, and "generate visual studio project files"

Then you can open the project, it will ask to compile ect.

Or, you can open visual studio, and see if there are any errors when you compile

tawdry quail
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oh man, sorry for having you write all that. I just figured it out in this very moment, it was a problem with git LFS

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basically I wasn't fetching the files, just pointers. I am so ashamed

dusty sand
#

May i ask about UE4, something strange
When i scroll with middle mouse, it's supposed to move forward/backward in Unreal Editor
But lately in the latest build, some thing strange is happening
When i move forward close enough to an object, the movement becomes slower and slower, until infintely slow

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until no movement is possible anymore, basically i'm stuck

quasi horizon
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In my level blueprint I access my player character (A modified VR MotionControllerPawn) that has a WidgetComponent of a class I call "WBP Hud". That hud have a few text blocks and bars etc. In the level blueprint at "BeginPlay" I try to access the pawn and then get the hud and promote that to a variable that I use for different event. All of this works fine in "VR Preview" but when I launch for real using "Launch" it seems the reference is invalid. I don't get why. is the Pawn not full constructed when BeginPlay fires ?

warm timber
#

About modular characters, if i define let's say the torso as master pose component, is it supposed to include the whole skeleton? and the child shouldn't have any bone? Is that correct?

sullen wraith
#

doing my first linux build and i got this

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UATHelper: Packaging (Linux): ERROR: Missing precompiled manifest for 'Factions'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Factions.build.cs to override.

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does anyone know where factions.build.cs is?

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I can't find it anywhere

quasi horizon
#

For anyone interesting in the issue I wrote about above: a hacky workaround was to add a delay in the blueprint...

jaunty vault
#

Hi, just ran into an issue with blueprint structs. If I add a new variable to some of my structs, those strange "REINST SKEL" entries appear. Any ideas why this happens? Should I care about this or can I ignore this?

kindred crag
#

Hey, so I cant make an executable build since I get this error message all the time. Any help?

sudden agate
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reading helps

kindred crag
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but VS 2015 is installed?

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I've seen numerous people have ran into this issue but havent found a workaround

velvet finch
#

quick question is it possible to use the light maps UV arrangement and have a static mesh read that when applying the material?

iron wadi
#

hey, starter content keeps readding itself to my project, even if I delete it, how do I make it stop?

velvet finch
#

or can we only use the regular uv channel?

plush yew
#

having an issue where my 'input axis move right' gives a very high rotation rate when my 'input axis move forward' is 0, I have tried multiplying it by a function of the 'input axis move forward' value but it doesn't seem to help

fringe pivot
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I attached a particle emitter to the default sky sphere blueprint, in the viewport I can see the expected effect working but then once I run the game it doesn't appear. Any idea what could be causing it?

tawdry hedge
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Hey, everyone. I'm working on a small hobby project, and I was wondering whether ALL textures in my project need to be in the power of two? For ex. most of the in-game ones are, but my main menu texture is 2500x1435

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Ah okay, figured it out. For UMG stuff, non power of two textures are fine ๐Ÿ˜ƒ

leaden dust
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how do I make a texture be mapped to view
instead of the uv of the object
I don't know if I am making sense here
but kinda its projected in 2d on an object on screen
I need a sphere with a fresnel multiplied with pattern
so the pattern appears only on the edges
but it should not be curved
but instead projected

sudden agate
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@leaden dust use ScreenUVs

plush yew
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hey guys. When loading a save game slot, should i reload the level first, to remove actors that aren't contained in my save game object? Or how would I accomplish this?

worn granite
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For resetting?

sullen wraith
#

quick question, multiplayer was working in the editor, however when my friends do join lan or join online

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they cant see the server?

worn granite
#

Most games will reload and then add serialized changes back, yes.

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Slower, but way easier

silent tapir
#

Where can I set the kill distance? For some reason my game kills me when I'm at a certain depth and I don't have a kill volume so it's probably a standard setting?

warm timber
#

landscape, killz value

silent tapir
#

Found it, thanks ๐Ÿ‘

plush yew
#

Yes @worn granite. My player can construct machines within the level, but whenever I load a game from slot, the new actors (that have not been saved) shouldn't be there. I guess I need to reload the level.

real pasture
#

May free month packs are up if anyone cares.

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There's 12 total and a lot of pretty good.

plush bear
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free bobby schmurda

fringe pivot
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Where is the proper place to create UI widgets, level blueprint or player character?

misty stone
#

If it's level specific then Level BP but if it's a HUD or smth then player character

fringe pivot
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ok thanks

heavy ether
#

hmm. i just grabbed the 4.22.1 update, and started my project, and it seems to be stuck forever at Initializing 45%

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hmm. a ton of ShaderCompileWorkers running, guess it's doing stuff, i'll let it go for a while longer eh

dim merlin
#

Hi, how should i get the aim location (screen center) in blueprint?

low trail
#

Hey guys, do you know if is it possible to create a water like that in ue4?

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Anyone knows how something like that can be achieved?

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Gonna try it

grim ore
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@dim merlin are you trying to get the center of the viewport/camera in the viewport space (1/2 width and height) or are you trying to get that location in world space so you can do a line trace for example

dim merlin
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actually i want to point right hand to it, like its a lazer/spotlight

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using fabrik or twobone in animation

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i already have the aim location, assuming its deprojectscreentoworld

shell jacinth
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Hello UE Community!
I hope this is the right channel for this problem but i hope someone can help me with it...
I packaged my game for testing and when i start it, its extremly lagging. When i play in the Editor i have 90-120 FPS but in my exported game its between 21-60 FPS but not constantly, it changing non stop between 21-60 FPS... Any Idea where I can start to search for this problem ... ?
https://youtu.be/KvkbZ_OnEkk

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You can see the problem in the graph in the left bottom corner

dim merlin
shell jacinth
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@dim merlin Oh yea i dont saw it sry^^

wary wave
#

eh? The Composure plugin documentation pages are throwing up an access denied at me?

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'Composure2' instead of 'Composure'

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WHY

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also it turns out it's not the plugin I was looking for anyway -_-

void blade
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hey all. i am looking for a way to edit a variable in multiple BPs at the same time. I am using a microphone input and would like to access the clamp values I set from some sort of controller dummy in the editor instead of having to go through all the BPs and adjusting the input clamps one at a time. any pointers about what to search for to make this possible would be greatly appreciated since I am a little lost on what to search for

dim arch
#

you probably need to use the python editor scripting

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make custom editor widget, get it to call python to loop through all the BPs which have the target variable and set it

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in this case you need to know in advance which BPs have that var, so they should all be of the same class, or cache a list of them

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you can also do it in cpp but need a source engine to modify the editor iirc

lusty carbon
abstract relic
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You donโ€™t need .mtl

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Not recommended to use obj regardless

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Stick to fbx

lusty carbon
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it';s just a pack I got from gumroad

abstract relic
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Smack the author for it

lusty carbon
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any good and free trees pack?

abstract relic
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Both do not exist together

sudden agate
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good
free
choose one

grim ore
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you can use the free trees from the learning projects. the open world, the high resolution boy and kite stuff, the boy and kite itself

abstract relic
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You need a nasa computer to run that ๐Ÿ˜œ

lusty carbon
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free

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cause it's a placeholder for now

abstract relic
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Blender has a tree generator plugin. Not optimized for game but it works.

lusty carbon
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those are terrible for real time

grim ore
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not for the landscape open world learn project. Also some lower quality ones in the Content Examples and the Blueprints learn project

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hell I see some in the Sun Temple which is optimized for mobile

plush yew
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anyone know how I can go about accessing landscape components from a landscape?

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when making a game with a ready to use game engine, do I have to care about memory magement, multithreading and other technical stuff? O just leave the engine handle it all for you?

grim ore
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you can care about it yes, especially memory management, but on a higher level not if you need to alloc or release memory and such.

dry moon
#

How would I make it scale but keeping the bottom there alligned

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to the white block

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In Houdini its just getting the scaleY / 2 right

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but here its clearly something else

tribal pebble
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anyone uses the PRODUCT VIEWER template???

valid slate
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Hey so our game we exported to web is having texture issues, each map upon load displays low play environment and assets. Does anyone know what might be causing this?

plush yew
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I have this weird white cube on screen and it won't let me click in the viewport, how do I turn it off?

grim ore
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turn it off and back on again, that is the widget for when you move a window and it is showing you where you can snap it.

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you can also try moving the viewport and putting it back but off/on is easier

plush yew
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alright thanks

grim ore
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sooo.... completely random question but these api page from the docs http://api.unrealengine.com/INT/BlueprintAPI/Utilities/GetAllActorsOfClass/ and the C++ version https://api.unrealengine.com/INT/API/Runtime/Engine/Kismet/UGameplayStatics/GetAllActorsOfClass/index.html are just the /** comments **/ from the source along with the input/output types. What would make these pages "better" for people coming to them or why would someone come to this page and what would they expect to see that is missing?

scenic delta
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I'm making train scene/level and player should be able to move around and explore train while train is moving.Problem is that if i make train move that will kill fps count (if i do that i move hundreds of objects at same time) .How should i make train move (going through city for example) and still be able to have decent fps?

grim ore
tribal pebble
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Matthew did you use the ProductView template of Unreal Studio?

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i am trying to tinker with the Product view and atm trying to get the MouseWheel speed ,but there is nothing pointing towards it ๐Ÿค”

scenic delta
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I was thinking about moving background but then i'll need to simplify my background,does moving foliage have great impact on fps?

grim ore
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I have not used Unreal Studio so no ๐Ÿ˜ฆ Is it a weird template?

tribal pebble
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not really its like a Sketchfab model viewer in ue4 ,but i export it as HTML5 and the mouse wheel is very slow but i can't find any clues on what is giving it speed

grim ore
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gotcha, sounds like a fun template

silver torrent
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Im playing a game which i can only have 110 FoV. But i need to increase this to make things better. 110 is the highest in the game options.
Are there any ways to bypass this? Config commands, console commands, third party programs, aspect ratio/resolution tweaks etc?

grim ore
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@tribal pebble ~lol trying to figure out how to get the templates to show up.... instructions are not correct~ have to have datasmith installed for them to turn up.

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@silver torrent there is no way of knowing how the game is implementing it, it might be best to ask on the forums/developer support pages

fringe pivot
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Is it a bad idea to do things like calculating character resources regeneration and that kind of stuff in every tick?

grim ore
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depends on what you are doing. math is not too resource intensive. If you don't need it on a tick tho maybe move it off to a timer? like regen every 0.5 seconds or 1 second or 6 seconds or whatever instead

fringe pivot
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yeah I built a health/energy system and something I immediately noticed is that my bars do regenerate progressively, and in most games I remember you clearly notice the ticks.

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That's telling me something

tribal pebble
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ye i mean its on their website one sec if you wish @grim ore

grim ore
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yep yep

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yeah I will check it out when I get home, maybe I can figure it out

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it's compiling shaders still here at work and I leave in 2 minutes heh

tribal pebble
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its teh Get the free beta now button

grim ore
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yep I got that, the issue was if you don't install datasmith the templates don't show up

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@fringe pivot even if you do your regen with a timer every so often you can still lerp the values from the old to the new over time to make it "smoothly" go up

fringe pivot
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@grim ore ikr thanks, I'm just worried about performance so far

hidden tendon
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How do I get the material editor window to be "always on top". Every time I click out of the window it goes away and it's a pain

compact echo
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i guess it is probably in some example or showcase project, but I just failed to find it

severe ibex
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@grim ore oh my good lord, are you the guy who does the incredible WTF YouTube videos?

tribal pebble
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yes x'

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he's cool af ! ๐Ÿ˜„

severe ibex
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Love it. His videos are so good. I watch them just to think of ways to use it.

grim ore
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๐Ÿ˜€

severe ibex
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Youโ€™re a sage. You enable so many shitty blueprint bois like myself itโ€™s unbelievable.

grim ore
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Awesome that you found some of the stuff useful, that is the goal ๐Ÿ˜ƒ

spice spire
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Good Evening Chaps. One question that has been bugging me regarding Slot Saving with Screenshot. Is there a usable function in UE that takes a screenshot and allows to assign a name /path to it? the Automation Take screenshot does not seem to respond to any input and the Command HighresShot does not have any input for naming

severe ibex
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@grim ore I find it all good. I know that if I have a problem, google it and a video youโ€™ve done turns up then Iโ€™m either sorted or in for another hurdle of learnding.

grim ore
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heh. I try and fill in the holes I find when I find them so hopefully at some point everything has a video lol

severe ibex
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Most appreciated, youโ€™re a great asset to the community.

grim ore
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@tribal pebble the mouse speed for zoom in/out is handled in the ProductViewer_Base_Pawn in the Smooth Zoom Input section, it looks like it interps it from the new input when you scroll from the old over time. Did you find this?

grim ore
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and I've got no issues here with the mouse scroll speed but it is backwards on html5 lol. its the reverse for scroll in/out compared to PIE

shell jacinth
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Can anyone tell me how i can enable a debug mode on my game? When i start it its loading the level but then it crashing and i really wanna know why... it was a ton of work :/

grim ore
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when it crashes does it give a log or debug screen? is this in editor or standalone or packaged or ?

red hollow
#

Is there a weather mod that creates realistic weather based on the level terrain, i.e. moisture from bodies of water forming clouds, temperature from different locations causing wind patterns, and all that?

shell jacinth
grim ore
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yeah nothing crash related in there. At this point you might need to see about getting the crash reporter hooked into your project so if it crashes you can see the stack trace or start debugging it slowly removing parts to see what causes the crash point

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I would try and figure out what changed since the last time you tested a packaged build and start there

shell jacinth
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Oh that sounds like fun.. thank you! i will test it after my backup finished
I think it must be something in my sublevel, but i dont know, i builded it today with the project launcher and after i loaded my level in the packaged game, it starts lagging as hell and my fps was jumping between 22 and 80 fps (and CPU 90%), after i exported this game with the package for win64 option it crashes completly, i think the engine hates me ๐Ÿ˜ƒ , Can the "bUseLoggingInShipping " thing show me if its a blueprint problem ?

grim ore
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it should show anything warning or error related

shell jacinth
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Thanks for the tip with the bUseLoggingInShipping ๐Ÿ˜ƒ Btw. you make awesome videos, its funny to see here so many people i watched on youtube! :)
I test it in 10 minutes when my backup finished, thank you! ๐Ÿ˜ƒ

grim ore
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๐Ÿ˜ƒ packaged crashes are the most pain in the butt to track down

honest rune
#

nevermind, misread

eager crypt
#

anyone spot anything wrong with this piece of code for derived class of AIController?

AGoblinController::AGoblinController(const FObjectInitializer& ObjectInitialiser)
: Super(ObjectInitialiser)
{

    BrainComponent = BehaviourComp = ObjectInitialiser.CreateDefaultSubobject<UBehaviorTreeComponent>(this, TEXT("BehaviourComp"));

    UE_LOG(LogTemp, Error, TEXT("Initialise components"))

    bWantsPlayerState = true;
}


void AGoblinController::OnPossess(APawn* InPawn)
{
    Super::OnPossess(InPawn);

    AGoblin* goblin = Cast<AGoblin>(InPawn);
    if (goblin && goblin->GetBehaviourTree())
    {
        if (goblin->GetBehaviourTree()->BlackboardAsset)
        {
            Blackboard->InitializeBlackboard(*goblin->GetBehaviourTree()->BlackboardAsset); // relying on using default blackboard for goblin BT
        }
        BehaviourComp->StartTree(*goblin->GetBehaviourTree());
    }
}

getting strange Access Violation error though I'm pretty sure everything's initialised correctly

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particularly, getting violation on the line BehaviourComp->StartTree(*goblin->GetBehaviourTree());

snow crown
#

why are you derefecerncing goblin->getbehaviortree()?

eager crypt
#

StartTree takes a reference UBehaviorTree

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UBehaviorTree&

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GetBehaviorTree() returns me a pointer

shell jacinth
#

@grim ore Yea ur right, thats the biggest *** that can happen .. ^^
They talking in your UE Answer Hub URL about the Target.cs, i only worked with blueprint so i created a empty C++ File inside my game and loaded it into VS2017, now i found a XXXX.Target.cs File in my \Source\ folder, i think this is the right one what they are talking about?

maiden sundial
#

How should i work on an anti cheat for an MP game ?
I actually didn't thought about this problem bcuz i was mainly only working on some SP games where it's no problem when someone use cheat enigne or so

tribal pebble
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@grim ore thx mathew i'll check into it more , so you found a ZOOM ? because i could just word search it as zoom i guess

maiden sundial
#

Can i maybe just add an anti cheat program into my game ?

snow crown
#

@maiden sundial i would recommend finding a 3rd party anticheat solution like easy anticheat

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it's hard to do anticheat

vale silo
maiden sundial
#

Alright, i gonna look up on it tomorrow

snow crown
#

a word of warning though

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it's not cheap

abstract marten
#

can someone help me with my walking animations they are screwed up for my main character

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no one has helped me, and i don't know why its happening

cerulean sorrel
#

@abstract marten whats going on?

abstract marten
#

could i get into a call with you? @cerulean sorrel

cerulean sorrel
#

no

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i don;t think so why need to call?

abstract marten
#

it hard to explain, like i put in walking animations and they work, but sometimes my chacter just hovers instead of preforming the walking animation

cerulean sorrel
#

you sure you set everything up right one time i mad a tiny tiny mistake and it screwed up everything

abstract marten
#

yeah im 100% thats why i wanted to call, so you can see my bp to see if you see something that i am not seeing

cerulean sorrel
#

can you just post it in here

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???

abstract marten
#

sure

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i can try

cerulean sorrel
#

oh it might be tooo big but

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try

abstract marten
#

heres one pic

cerulean sorrel
#

theres more?

abstract marten
#

yep

cerulean sorrel
#

i dont see anything wrong for the first part

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that is werid

abstract marten
cerulean sorrel
#

you say it works sometimes

abstract marten
#

yeah and half the time my pawn just hovers across

cerulean sorrel
#

even werider

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wtf

abstract marten
#

ikrrrrr

#

can i plzzz show you in a call XDDD

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im so lost rn

cerulean sorrel
#

now i'm confused

#

wtf

#

should work

#

i don't understand

#

everything is right

#

one question is that walking to running or are you going from idie right into walking/running

#

@abstract marten you making walking and running one rule???

abstract marten
#

i think so, i just followed a tutorial

cerulean sorrel
#

why is speed 600 and not zero

#

wait wtf

abstract marten
#

should i change it?

cerulean sorrel
#

you have it at 600 why

#

isn't 0 idie

abstract marten
#

ill change the value to

#

see

cerulean sorrel
#

it won't fix it but it is more clear loll

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you nubbb

abstract marten
#

the walking/running to idle?

cerulean sorrel
#

wait

#

so right now it seems like you start with a speed of 600 in idie which makes no sense

#

get what i'm saying

abstract marten
#

i see,

#

maybe that screwing it up

cerulean sorrel
#

isn't idie 0 then <0

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entering walking

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and then shound't walking and running be two things

abstract marten
#

fixed it XD

#

im such a nub

#

nuuub

cerulean sorrel
#

was i right

abstract marten
#

ye

cerulean sorrel
#

YOU nubbbbbbb

#

lolllllll

#

omg

abstract marten
#

this is like my 3rd week in unreal

#

XD

cerulean sorrel
#

your such a noob

abstract marten
#

haha

cerulean sorrel
#

haha

#

i'm still learning this too

#

i know this allready though

#

youu nub

#

i was like wtf is this 600

#

WHATTT

abstract marten
#

XDDD

cerulean sorrel
#

hey can i play your game when it's done

#

i want to see