#ue4-general

1 messages Β· Page 446 of 1

cerulean sorrel
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@abstract marten

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also is walking/running one state

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this part you made is confusing too

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oh now igored real nice

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😩 😩 😩

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no really hello

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where you go

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@abstract marten

hallow sleet
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i just debug my thruster controls and they are working however the thrusters are not, as far as i can tell i have everything setup correctly but they will not activate

cerulean sorrel
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@hallow sleet post bp

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on here

hallow sleet
cerulean sorrel
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thats it?

misty creek
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What is your roll strength set to?

hallow sleet
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10,000

cerulean sorrel
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hmmmm

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@hallow sleet is it printing at all or

hallow sleet
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yes

cerulean sorrel
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the string

misty creek
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So is the problem the activation nodes or the set strength nodes?

cerulean sorrel
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it is?

hallow sleet
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it prints but no movement

cerulean sorrel
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idk

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could be anything

misty creek
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None of those nodes will add movement

cerulean sorrel
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um yeah i don't see any movent nodes

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like to moove nodes

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did you thnk activate was it?

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@hallow sleet

hallow sleet
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i am just learning

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i am following a tutorial

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i did everything they did

misty creek
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Does it move in the tutorial?

hallow sleet
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yes

misty creek
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What are the thrusters?

cerulean sorrel
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this is basic did you set thrusters to movalbe

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like the object

hallow sleet
cerulean sorrel
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or bp

hallow sleet
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yes

cerulean sorrel
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hmmm

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werid

misty creek
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Can you give me a link to the tutorial?

hallow sleet
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i have also set the input under project settings

misty creek
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I'll see if I can find your problem

hallow sleet
cerulean sorrel
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gave it

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ah

misty creek
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Thanks, give me just a couple minutes

hallow sleet
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only tutorials i can find are old

cerulean sorrel
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i'll leave this to you @misty creek

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i don't have time to watch everything

misty creek
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I'm not watching the whole thing πŸ˜„

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Just the movement part

cerulean sorrel
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@hallow sleet it could be too old

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only other thing i could think of

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then idk

hallow sleet
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i would follow something newer if there was something newer but i havent found anything

cerulean sorrel
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it could be

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but idk

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not sure

hallow sleet
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the camera part works fine

cerulean sorrel
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ok..

misty creek
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Hmmmm, try hard coding a value into the thrust strength nodes

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@hallow sleet

hallow sleet
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how do i do that?

misty creek
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Just write a big number into the set thrust strength node

hallow sleet
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thats greyed out

misty creek
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Yours probably doesn't need to be negative

hallow sleet
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kinda works

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had to increase it to 50000

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to see it do anything

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and only one key works

misty creek
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Did you set up the gravity and linear damping like in the tutorial?

hallow sleet
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yup

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okay i redid everything like before but i increased it to 100000

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and it is moving though slowly

misty creek
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Hmmm, I'm not really sure as to why that would be.

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But as long as it works

hallow sleet
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would the setting under physics call mass have anything to do with it?

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it shows 21335.7988281

misty creek
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That looks like it could be the problem

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Put to 100 to test

hallow sleet
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its greyed out

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got it

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lol

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i would say that was it

misty creek
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πŸ˜„

hallow sleet
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changed it to 100 and i went into a death spin

misty creek
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That's the way you learn

hallow sleet
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yup

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thanks for the help now i can move on

misty creek
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No problem. πŸ˜ƒ Glad to help when I can

hallow sleet
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i can make a small vr game in unity but this is like greek or something

honest rune
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you're getting a taste of what a AAA engine actually looks like πŸ˜‰

hallow sleet
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i can believe it

misty creek
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Don't worry. XD It gets easier

low trail
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Hey guys

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in PS?, i made it manually but it didnt work properly in ue4 (its a tutorial for making ripples)

plush yew
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so for LODs is there a way to make an Asset dissapear? like if its a certain distance it shouldnt be rendering the Asset. Do you just set the last LOD to like an empty model? or is there a better or official way of making an asset de-render at a certain distance? (other then level streaming, and world compsition level loading)

blissful willow
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Is there a reason why the lights around my doorway here are blue? I have a reflection capture that reaches the door that seems to be casting the blue onto it, but shouldn't the yellow from the smaller lights be overriding that? The reflection capture there is quite small, so I figured it'd have a higher importance than the big ones.

wintry epoch
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Guys, I can't get unreal engine to start a c++ project, i've tried so many things.

raw elk
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Hello! New here. I am having a major issue with ray traced translucency. It seems to break any particles I have that use the additive shader (fire, embers etc) or have translucent materials (like water drops/rain/ etc)

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Any ideas? Or is this just a compromise made with RTT?

dark depot
raw elk
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ahhh dang

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thank you πŸ˜ƒ

severe ibex
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@raw elk you got Visual Studio installed? if so I had an issue with an older version of 2017 that needed to be updated and then the C++ worked fine.

raw elk
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@wintry epoch ^^^

severe ibex
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Ah sorry, replied to the wrong guy πŸ˜›

hollow pasture
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hey guys, i have very weird problem

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i generated something like a chessboard and then generated some pawns on it

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clicking a pawn should move it forward by an amount

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the grey and the blue/red spheres are the same object, only the grey is put there beforehand while the blue/red are generated by pressing a button

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the problem is: the grey spheres respond to my clicks and move forward, but the blue/red ones don't

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and i have no idea how or why this can be the case

oblique coyote
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@hollow pasture do they respond to click events?

hollow pasture
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yes

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and the move nove fires off as well

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move to fires off for blue/red ones too, as it does print out the location they are supposed to go

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i tested it and it's not a weird material bug either

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same happens if i copy the BP into to the pawn and link it to an On Clicked node

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Every Tick -> Move Forward gets the same result: grey pawns work, identical but generated blue/red pawns don't

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force and velocity move the pawns fine if simulate physics is turned on, so they can be moved

oblique coyote
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@hollow pasture any specific reason why you use ai moment and not just add location?

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anything different from the pawns?

hollow pasture
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it's a prototype and i want to latter add special actions that certain pawns can take, i felt like a simple ai would be good for this

oblique coyote
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hmm what differs from ai to ai?

hollow pasture
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i only use the default ai, nothing else, if that's what you're asking

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(also the ai uses pathfinding, which will be useful when i put obstacles on the map or when they need to go around another pawn, but i'm open to other ideas)

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(i'm still learning ue4)

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is it maybe possible that somehow the AI isn't assigned to the newly generated pawns?

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cause i'm starting to think that's the case

oblique coyote
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did you child that actor from the other one?

hollow pasture
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no, it's literally the same actor, only i put the grey ones in before starting the project, while the red/blue ones are generated with a for loop and then assigned a material

oblique coyote
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i have to speculate because what you provide isnt much info xD

plush yew
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does the engine compile with vs2019 yet? I tried the master branch right after 4.22 release but it wouldn't even generate projects without vs2017

hollow pasture
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i'll answer any question that might be relevant

oblique coyote
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Hmmmm

severe ibex
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@plush yew 4.22 supports Visual Studion 2019 but I had an issue with a bad release version of 2017 that required an upgrade.

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update*

plush yew
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I am also using it with 4.22 launcher build, I'm asking if it is possible to compile the engine with it

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I looked at the github, but the commits are a mess ever since they moved on to the branches

oblique coyote
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@plush yew im using 2019 without a issue

plush yew
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so If I download the source from github I can compile the thing without 2017?

severe ibex
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no idea, I never want to have to compile the engine, I'm almost done with learning another skill]

wary wave
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4.22 needs 2017

plush yew
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what about the master branch?

wary wave
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you don't want that

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but that will also require 2017

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(why wouldn't it, if 4.22 does?)

plush yew
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they've forked from 4.22 about a month ago?

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dont they usually completely switch to the new vs studio after a version or two

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anyway, I wanted to compile master branch if it was possible, but I suppose I'll wait until I get back to my 2017 pc

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thanks!

wary wave
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I don't get it - what's stopping you from installing 2017, and why would you ever want the master branch?

plush yew
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because I can't install it because I don't own the work pc?

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I compile master branch sometimes to test new things

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it doesn't always work sure, but it works more often than not

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I would've went for the promoted branch, but that hasn't been updated since february

wary wave
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fair enough

tough kayak
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How can I highlight a area on the ground for a spell or something like that for when the player holds X the area in front of them gets highlighted

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( I don’t know if this is the channel to ask but I am guessing so )

graceful sky
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Possibly by using a decal?

dim merlin
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Hi, anyone knows any tutorial for how to use animation graph to point a hand of character to certain positon?

surreal tundra
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hey, im trying to export a couple static meshes that have animated position and rotation from cinema 4d to ue4 and i'm not getting it to work. anyone have any leads?

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ive tried to bake the animation and export it through alembic but the animation and the parts of the mesh are in wrong position/the animation is a bit scrambled up in terms of position

worthy ether
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Has anyone here had an issue with the Curve Editor not working for Camera Animations? It worked for us in 4.21 but after switching to 4.22 the Curve Editor window is just pure black

dim arch
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is there some way to send console commands to a dedicated server

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by that, I mean using the dedicated executable

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all I can think is some kind of UDP listener which then runs it as a console command

severe ibex
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@surreal tundra Are you exporting as FBX, I've seen that carry over animations to UE4

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from 3ds Max though, so can't say for C4D

surreal tundra
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I tried fbx but I didn't work for some reason

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Alembic works but the position of the different parts of the mesh is scrambled and the animation is wrong timing

graceful sky
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when importing, be sure that "import animations" is ticked

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ahh.. nvm me^^

surreal tundra
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Yes, did that!

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Going from this to that

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Baked or unbaked it doesn't make a difference

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The mesh consists of all seperate parts

severe ibex
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flipped geometry?

surreal tundra
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How would I change that? Upon import?

regal mulch
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@surreal tundra Any reason you can't use "ShareX" or similar for screenshots?

surreal tundra
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haha no, sorry

severe ibex
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sorry, I'm not sure, I think you need to check the pivots in C4D, but I'm only working with 3Ds Max ideas here

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it looks like one part is animating flipped so I'd assume that's related to pivot points, the x or y pointing the other way and UE4 is assuming otherwise

surreal tundra
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hmm okay

dim arch
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enable vulkan on mobile >14k shaders

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smh

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need muh threadripper asap

surreal tundra
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when i import it with fbx it seems to work aswell but the mesh is split into every single part

severe ibex
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is that a positive step forwards?

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I've honestly done little more than see if FBX animation carried through on something and saw that it did but never made use of it. though I know it worked and understand that pivot points and FBX can be a big deal as it sets any objects pivot point to 0,0,0 in max, perhaps the same in C4D

surreal tundra
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hmm, well its difficult since they are all seperate parts

severe ibex
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it might work if you attach it all in C4D and animate the vertexes but then that might be a whole other bag o fish

surreal tundra
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haha

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now i managed to get it all in

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with animation

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but since they arent attached it just explodes

shell compass
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Well this is kinda infuriating... I have an action mapping that I need to fire whenever I press either Esc, Tab or Thumb Mouse Button in a menu. But... It just refuses to fire on Esc and Thumb MB while the menu is visible.

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And I have nothing else that listens to Esc or so specifically that overrides it

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It's like UMG is hardcoded to ignore or do something else with Esc? I don't get it.

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Tab works just fine in the same action mapping

severe ibex
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@surreal tundra gravity and or collisions?

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@shell compass is consume input enabled on the nodes for Esc, Tab etc?

shell compass
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@severe ibex No, it's just a single action mapping with Esc, Tab and MB4 set up in input settings

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Then I've bound the actions in C++, and from there broadcast out on a delegate, and the menu listens to that delegate and should close whenever it receives that signal

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and it does... but only for Tab

ruby folio
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Dumb question time.
What is UE's material editor missing that Substance Designer can do?

shell compass
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bake to textures? πŸ˜›

grave nebula
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Technically nothing.

cloud cobalt
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Not much at all really since you can do a crazy material graph and bake it in UE4

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Substance just has a nice toolset

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(UE4 does have material baking if you're ready to add some automation)

severe ibex
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@shell compass I might not be much help then sadly

surreal tundra
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anyone willing to help me get a c4d animation to ue4 for some money? have been struggling with this long enough that i'd be happy to pay whoever thinks they can do it!

severe ibex
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years of using Max and Vray, it hurts to do maths inside a material in UE4

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@surreal tundra just stick around here, someone will have a fix, or any Facebook C4D places?

shell compass
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No worries. I'm just venting. Jumped into a rabbit hole full of UE4 bugs and oddities 2 weeks ago just because UE4 wouldn't let me navigate set up so I could navigate UMGs with WSAD, and it's getting kinda frustrating that every time I make a breakthrough, I encounter a slew of new bugs and oddities that I have to solve

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It's like a bug avalanche

surreal tundra
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@severe ibex haha okay, lets hope

shell compass
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I just want to implement actual game stuff, not spend weeks implementing a functional main menu and loading screens and such -_-

severe ibex
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@surreal tundra I've had problems that I've worked on for a good few days and some kind soul gives a solution.

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so you need gravity or collisions in your UE4 scene? I think the FBX is working but it often automatically generates colissions when you import and that'd explain the exploding

surreal tundra
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hmm okay, im just thinking if the animation will still work even though its connected to nothing

severe ibex
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can only try

ruby folio
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@shell compass Do that then

shell compass
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No, I want to have this done and saved away so I can re-use it in later projects

regal mulch
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Input with UMG usually depends on the InputMode. If you have UI Only, you are fully in UMGs input path.
Now UMG has some base navigation buttons it uses, which will consume any OnKeyDown event.
However you can usually utilize OnPreviewKeyDown to catch them @shell compass

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Not sure if these infos help you

cloud cobalt
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I'm very happy with my seamless mouse keyboard / gamepad menu system. I'll probably open-source it at some point

shell compass
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Oh yeah, I switched to UI and Game when activating the menu. Thought it would be needed for clicking on things, but maybe I should just use Game Only. I'll try that.

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@cloud cobalt If you got it working, you should be proud indeed. I have newfound respect for good game menus now. I thought making menus wouldn't be a big deal, but there's such a huge amount of edge cases that one has to account for.

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@plush yew why don't you update to 2019?

frosty bloom
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Read the line above that.

severe ibex
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Oh i do not like unwrapping photogrammetry assets

spark sonnet
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is there a way to not make the projectile destruct when hitting something?

severe ibex
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checked the BP? there might well be a node destroying the projectile

spark sonnet
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its something with projectile movement but I cant find a way to turn that off

tribal pebble
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does anyone know how to work with html5?

ashen cape
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Quick question, I would like to add background sound that will be continuous on all levels + looping, how can I do it?

cloud cobalt
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Don't need any language

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It's pretty trivial

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Add a sound component to every level, or add it to the player controller once

ashen cape
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Blueprint

shell compass
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@cloud cobalt for your menu system, did you override UE4s UMG input and navigation or did you make your own by scratch?

ashen cape
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I couldnΒ΄t find a tutorial on how to have 1 song that after launching the game it will play nonstop until you quit the game

shell compass
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@ashen cape add a sound component to your player controller blueprint

cloud cobalt
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@shell compass I don't use UMG, I use Slate. And yes I did all of it from scratch except the navigation helper

shell compass
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Ah alright

ashen cape
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@plush yew I saw it, it is not what I need

spark sonnet
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nvm found out. Just had to turn off Simulation Enabled in the projectile movement

ashen cape
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I have endless runner and I want to have same song in all levels

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so it should continue where it ended in previous level

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I dont want it to stop

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It resets the wave

shell compass
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@cloud cobalt oh damn, Helium Rain is your game? It has some sweet menus!

cloud cobalt
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Previous game, yeah, the next one will be actually usable with a gamepad

severe ibex
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Helium Rain perform well? I've always wondered how well single game devs work or survive. it's very admirable

plush yew
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Feels to me like if you want to be indie you have to choose 2 out of 3 of social life, income and working on your game

shell compass
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How do I get the income and social life combo?

plush yew
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dont work on the game

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XD

severe ibex
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I don't really need the social life, just the ability haha

plush yew
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okay guys does anyone know anything about landscape materials, basically I have 3 landscape layers, I have an integer and on level load if the integer is in a certain range I want to set one of the layers based on this, I only want 3 states for the entire material and 2 of these could be a simple on/off of my third layer (ice)

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I worked out how to use dynamic material instance and access this for each landscape component on begin play, but I don't know how I can use parameters to toggle the individual layer

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If I can access the weights I have painted on to the landscape, I could do something like (if layer 3 not present choose strongest out of layer 1 and 2)

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The idea is winter is approaching and the landscape is more icy towards the end of the game

severe ibex
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it's edit material parameter or something?

plush yew
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yes I know, for a normal material I can easily toggle settings at runtime, but I don't know how to do it in conjuction with the landscape layer blend node

severe ibex
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wouldn't be too sure off the top of my head sadly

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got a screenshot of the BP?

plush yew
grim ore
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use an if with a parameter and feed in what you want it your parameter is 1 and nothing if not, or use a lerp and feed in your parameter of 0 for one value and 1 for the other or use a static switch parameter node or uhm...

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one of those should work lol

severe ibex
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^trust this guy^ I'd just be spinning around with you

grim ore
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oh I am horrible at art and materials but if you just want to toggle stuff on and off one of those methods should work lol

midnight bolt
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saving materials takes a long time, about 30 seconds, no matter the world size, and it's as simple as diffuse/normal/specular. via google i see it's a pretty common issue, but i haven't been able to find a solution. everything else works smoothly. any ideas?

severe ibex
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might just be UE4, it is a bit slow with mats but never a gian arse

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giant*

midnight bolt
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i see. well it's just really slowing me down.

severe ibex
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honestly not sure, an Epic person here might help if they're on or see

plush yew
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cheers its just hard to test because compile shaders is 10 mins every time I change the material lol

spare sun
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I feel you

vale silo
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Has anyone figured out how to export static mesh (or skeletal mesh) with LODs from Blender 2.8 into UE4 in a single FBX file? (so that when you import FBX, you get static mesh with LODs automatically)

kindred viper
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I have not, but then don't we do LODs in engine now?

abstract relic
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The auto generated lod is nice but you always want to have custom LODs when you can afford the time

pseudo swift
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movement is fine except arms are bent

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like hell possess it

abstract relic
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Wow that is a lot of bones

pseudo swift
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its not my bones, i have to use that rig

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its from a game

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i tried with fewer, same issue

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any ideas?

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too little geometry for the bones to deform?

fringe pivot
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Is there a way to permanently disable "real time" in viewport editor when it's not playing.

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It's supposed to have no effect however it uses the CPU all the time, I can clearly hear the difference in the fan speed when I turn off real time

vast fossil
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has anyone else have this

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fullscreen mode and windowed mode have different speeds ?

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like windowed mode, the gravity feels slow while in fullscreen mode its fine

vale silo
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thanks @abstract relic I'll check it out

plush yew
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Is it considered bad practice to play music form the game instance? I want my background music to keep playing when switching main menu level to my game level

sudden agate
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yes because it wont work

cloud cobalt
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Curious as to what's the accepted practice on this.

kindred viper
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seperate thread for the audio to async with the loading I guess. Unless the new loading system does anything different

brisk pebble
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I have a question, what impact does blueprints have on performance?`

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and would it be worth it to do it in C++?

kindred viper
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minimal. There are good practices to replace BP with C++, or use C++ in the first place, but its all relevant to the project requirements

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eg. I would feel bad doing some maths in blueprint if it was moderately complex. Especially when im only a Blueprint Function LIbrary away from getting it usable as a function in Blueprints anyway

plush yew
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Okay so I got to the stage where I can swap out materials at runtime but when my 'ice visibility' parameter is 0 rather than only the 2 others layers being visible everything is black. Bonus if I can also set my 'ice visibility' parameter to 0.5 and get a small amount of iciness

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also guess shouldnt multiply roughness by 0 or color

subtle arch
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Hey guys, how can i connect those 2 values to the material color?, I tried with some nodes but nothing seems to work so far

paper kernel
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with any math function that takes 2 in and 1 out

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depending case-to-case, usually add and multiply

midnight bolt
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what is the command for materials, like for decals, to be drew on top ?

plush yew
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hi, im trying to make a sand worm, thats inside the sand, and when he senses the player in a certain area it jumps. Does anyone know a good tutorial for this kind of things?

raw elk
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So, I am having a bit of an issue with FBX imports. I have over 10,000 meshes in FBX format. A whole lot of them share textures/materials, which is fine. The materials are all named the same. But when importing FBX, no matter what setting I have for the FBX import, it always creates duplicate materials.

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I noticed this issue doesn't occur with OBJ, however UE4 doesn't import the mtl file, so with OBJ it simply creates a material with the base color map

grim ore
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that is pretty much just going to happen. the editor doesnt know that these separate FBX files all share textures. you can import them without materials and then hook them up

raw elk
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It wouldn't be an issue if there was a way to merge duplicate materials :\ but when it creates like 500,000+ materials .....

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eeep

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crap... might just be easier to import as OBJ, then tack on the normals and such to the materials later

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at least OBJ doesn't create mat dupes

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damn

abstract relic
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In the import window, toggle off import material and texture

noble marsh
raw elk
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@abstract relic I'd have to create thousands of materials by hand that way and hook em up. It'll be easier just to convert them to OBJ. It may not import the normals and such that way, but at least I wont have to create thousands of materials, I'll just have to hook up normals and such to thousands of materials xD

spark sonnet
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Hey. I have some blueprints that I want to use on all levels and now im putting it in the level bp but I was wondering if there are any other ways to get it on all levels without having to put them in each level bp?

abstract relic
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That wouldn't work. You can't import material logic. Just the mat ID

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All import material function does is create an empty material and assigns itself to the mesh

raw elk
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No, what i mean is. When I import as OBJ w/ mats and textures, it creates the materials and imports their base color maps, but does not create duplicate materials. This is fine, it's just OBJ doesn't import the MTL file, so it doesn't bother importing the normal textures, roughness textures etc

grim ore
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@spark sonnet you would create a normal Blueprint and re use it. a blueprint actor might be a good idea for this as you could re use it between levels by putting it into the level.

spark sonnet
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The blueprint is used to possess two different characters so would that work if i put it in an actor?

grim ore
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is there any reason it would not?

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a blueprint actor is a blueprint that can exist in your world, what you do with it is up to you

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your level blueprint is a blueprint specific to that level, what you do with it is up to you

spark sonnet
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Ah ok

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Thanks I'll try it

grim ore
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about the only big difference when setting them up is you can't just add a variable into your blueprint actor from the world like you can with a level blueprint. You would have to either get the items you want at runtime and save them as variables (your characters), or create variables that are public that you can assign in your actor BP.

spark sonnet
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Thought it didnt work but I just had to enable input for it. Thanks Mathew!

grim ore
#

yay

#

now try to not use Level Blueprints anymore and the world will be a better place πŸ˜›

subtle arch
#

@paper kernel they don`t work. It says [SM5] (Node Add) Arithmetic between types float2 and float3 are undefined

#

I tried with multiply, add, lerp,divide

grim ore
#

you have 2 different sets of numbers so you need to remove 1 value from the float3 or add 1 to the float2 so you can do math on them

subtle arch
grim ore
#

ok, what is the lerp outputting?

subtle arch
grim ore
#

ok so that looks like a float3, your MF_Ripple is only outputting a float2 then?

subtle arch
grim ore
#

what are you trying to accomplish?

subtle arch
#

I want my water to have the ripple effect, but "base color" only allow me to have 1 connected, the color or the effect

grim ore
#

gotcha, and the Add of that material function and the lerp gives the error?

subtle arch
#

when i connect them to a "add,multiply,etc"

#

by default the engine only allow me to have 1 connected

grim ore
#

yes that is the way it works, the material node takes in 1 item and you set up how that item is before

#

now I am not saying this is right but if you take the output of your MF_Ripple (float2), plug it into an append node, you will now have a float 3 out of the append node

subtle arch
#

there`s anything i can do? because the 2 things works fine individually

#

ok let me try it

#

it went black, but the node didn`t send me any error πŸ˜„

#

i have something to work on now, thank you man

grim ore
#

I tested it and it does work, it's just .... really really weird looking so it might not be what you are expecting

subtle arch
#

ya, in my case the material went completly black

grim ore
#

did you plug the append output into your add or whatever and then the add or whatever into the base color?

#

all the append does is take the float 2 (R,G) and add on another channel to make it float 3 (R,G,B)

subtle arch
grim ore
#

that was not quite what I meant lol. you would use an append with the MF_Ripple in A and something like a 1 constant into B. the output of Append would now be a float 3 and you could then Add/multiply/whatever you wanted to do with the output of the lerp which is also a float 3.

subtle arch
#

yooo man it worked! haha

#

thank you!

grim ore
#

yay

plush yew
#

can anyone help I can't work out a way to mask a single landscape layer on begin play. I can change the material alright but it just goes black. Bonus if I can instead change the layer to something custom

#

maybe material function

grim ore
#

lol.... installed latest source build and compiled it and it refuses to start because datasmith is not found.... boooourns

#

it tells me to disable the plugin for the project when I just try and run the editor itself... that's... not right

severe ibex
#

this Datasmith is really not the alpha and omega they make it out to be

kindred viper
#

So these two nodes on the left exist in the StandardMacros. So why doesn't the one on the right?

grim ore
#

because no one at epic wanted to make it?

kindred viper
#

I guess. its a pretty easy add tho

grim ore
#

figure out where it's at in the code and add it and make a pull request πŸ˜ƒ

kindred viper
#

Its in the StandardMacros blueprint. Perhaps there is a reason though. I can't see why it would be left out other than oversight but for this long?

polar hawk
#

Oh I'm sure there are even more trivial things missing you'd be surprised about

grim ore
#

this is weird.. I compiled the engine from source, created a new BP third person project, told it to package and now it appears to be compiling missing modules during packaging. I really don't remember it doing this before or am I just confused?

#

apparently UnrealPak was not compiled with the engine so it compiled it, and it's working on something else now. Maybe I just never actually packaged a source engine project before lol

azure shore
#

can you suddenly not import transparent image files to ue4.22/23?

#

Im sure you could before

grim ore
#

that would be odd, have an example file?

azure shore
#

(weird recycling logo thing ik)

#

in ue4 it has a black background

#

and this is a png

#

weird, if I create a sprite from it, thats transparent

grim ore
#

maybe they changed the default import type

azure shore
#

yeah seems like it

#

ugh this is so inconvenient

plush yew
#

is it a black background if you open it in ue4?

#

I know my transparent pngs always import looking black but when I open them I see the transparency

azure shore
#

yeah its still black background in the material editor

#

and wherever I put it

grim ore
azure shore
#

try making a material out of it

#

mine shows transparent in that window too actually

grim ore
azure shore
#

wait what??? lol so weird

grim ore
#

i changed the material type to transparent from opaque but that's required of course

plush yew
#

I give up with this landscape stuff and will just try and overlay a noise texture of snow

azure shore
#

well whoops, Im a F00L

minor rivet
#

Yo guys, so halfway through creating an FPS style game, I changed my mind to create a melee based game - and for those, FPS doesnt really work. So I went ahead and imported the Paragon GreyStone blueprint to my project and made some modifications and so on for him. Is it possible for me to add him as a player start to the game, and if so, how?

#

Like just dragging him on to my level and playing play desperately wont and doesnt help, obviously. I just want to make him a plyable character

abstract relic
#

Project settings >>> maps and mode

broken stream
#

m gething the world location of the target
but will need to get a reverse of some type
when i click the button again

#

so the meters goes back to 0

frosty bloom
#

A bool saying "Forward?" should do, if true, add, if false (it's on it's way back) subtract

#

Could switch the boolean value when pressing that button with linetrace

broken stream
#

how do i make a subtract of that bp

frosty bloom
#

"addDistance" should be "EvaluateDistance" and before you set total distance travel just insert a Branch with the above suggestion connected

#

Then you'd simply do float - float to get the subtract node

#

Or just copy paste all the logic you currently have on your branch under FALSE and put it under TRUE with a subtract node instead of an add node.

broken stream
#

okay i will try this

#

so this

zenith flower
#

Is there a reason my game is connecting to epic?

grim ore
#

there is a data usage option in the editor settings, you can disable it

zenith flower
#

After what happened with UWP and hololense 1?

#

I bought a brand new xbox one x, just to find out UWP support is broken since like 4.16

#

Its fine, I was just wondering what it was

grim ore
#

isn't it just really really old for the UWP public branch

zenith flower
#

yea, but the silently dropping support for it is bull

grim ore
#

I just got an X as well and was going to check it out but I think all the good stuff is hidden from us n00bs. There is UWP support for a newer branch out there but 😦

zenith flower
#

None of it works, and I believe that none of it EVER worked on the one x

grim ore
#

Operencia just launched and it supports UWP and Xbox One and was created in UE4

zenith flower
#

as the x came out after

grim ore
#

ah that makes sense, I didn't think about the X coming out after

manic pawn
#

that's just editor analytics, it tells epic which features people use

zenith flower
#

What version are they running though

manic pawn
#

it has been throwing errors more often recently

grim ore
#

I think for the normal free devs we don't have any luck using UE4 out of the box, you need an official dev kit with SDK support

zenith flower
#

No

#

thats not what they were pitching with UWP

#

microsoft even increased the allowed ram with UWP later

grim ore
#

I know that and you know that but Epic does not know that

zenith flower
#

its epic that left it

#

They never liked it in the first place

grim ore
#

I know which is why MS had that UWP branch but then that stopped getting updates

#

but all I know for sure is there is a current UE4 game on the xbox one and MS store ecosystem

#

actually more than one, crackdown 3 as well

#

hell Sea of Thieves is UE4 isnt it as well and it just launched a new version

zenith flower
#

Well, whoever they are, im sure they used the initial branch and ran with it and never gave back to the community

grim ore
#

I dunno, I bet there is normal SDK integration for official devs

zenith flower
#

apparently 4.19.2 is supported

#

I'm not talking about the SDK

#

with UWP you could just sign up for the creators program, and you were set.

#

I could test out my game on my xbox x

#

I spent 3 weeks trying to get it to work

broken stream
#

no i did not get it to work

zenith flower
#

Another guy, updated it to 4.20, but admitted they were using the XDK

plush stone
#

Why are the VR plugins always on by default? Last jam everyone's submission launched my VR headset despite the game having nothing to do with VR

grim ore
#

because bacon is tasty?

#

it's probably easier to deal with the small amount of people who have that issue than the larger amount who would try and use UE4 and have VR disabled by default and be confused 😦

graceful sky
#

Would also not make sense to use the config from the previous version of the engine πŸ™„

plush stone
#

quick question, in the first person template when you start the game you auto possess the character that is already in the map, yet when I make my own character and set the gamemode to use my blueprint it just makes a new one at the player spawner. Is there a hidden option to make it auto posses like the templates do?

fast finch
#

@plush stone do you want it to possess your own character which is already placed in the scene?

plush stone
#

I'm trying to dissect the templates and find where this auto possession happens

fast finch
#

If you have a player start in the scene, the game mode will create the default pawn you set it to and possess it

plush stone
#

thats right, yet the first person template does not do this

fast finch
#

The first person already has a pawn in the scene

plush stone
#

yes and it auto possesses, When I try to replicate this though it does not work

fast finch
#

If you click on the character, in the detail or world panel, there should be a category called possess

#

Try srtting it to 0 instead of the default disabled

plush stone
#

found it thank you @fast finch

fast finch
#

You're welcome :)

plush stone
#

yes the one placed in the world has the auto posses player set to player 0 with a yellow arrow

fast finch
#

Yup^^

plush stone
#

so I guess that means that unreal first checks to see if the pawn/character it is suppose to make already exists in the world and if that instance is set to auto possess, or else it would make a second instance of it

tawdry raptor
#

hi

zenith flower
#

Gotta ban em all xD

#

eh. nevermind its just for datamining for new stuff

coarse basalt
zenith flower
#

right click and type fire

#

it should pop up

#

UNLESS you deleted the input mapping in the project settings

coarse basalt
#

i have that

#

ya im pretty sure i deleted it on accident and I've just been stuck on how the hell to get it back

#

does it also need to be in axis mapping

zenith flower
#

Depends if you want analog or 1/0 kind of input

#

so no, in that case. Just action mapping (1/0)

coarse basalt
#

nah i just need that InputAction Fire node

#

but what i did above is correct right?

primal karma
#

What is the difference between 4.21.2 & 4.22.1

dark depot
#

alot

#

ish

digital anchor
dark depot
#

tho that page doesnt cover everything

primal karma
#

Ok thanks

plush yew
#

Is anyone here like... Really good at writing and explaining things πŸ˜‚

#

I could use some help explaining an interaction system which is the most bollox thing in the world to explain

worn granite
#

how can we explain an idea in your head that you cannot explain

plush yew
#

πŸ˜‚ God knows

#

Ive worked on an interaction system within my game, but the different ways of intractability is so hard to explain

primal karma
#

Hi, how do I create a player character from scratch using Paper2d.

#

Does anyone know how to create a paper2d character from scratch

brazen forum
#

Hi guys. I have a question. I'm looking into creating a dedicated server for my game and during research I found that you need the source built version of unreal engine. What is the difference between the source built version of unreal engine and the normal version?

dim arch
#

you need the source version so you can build the server exe for your project

#

anyone know if it is possible to assign a different playercontroller class to the player during runtime? I want the player to respawn in a different character type which has associated controls

#
 void AGameMode::SwapPlayerControllers(APlayerController* OldPC, APlayerController* NewPC)``` this is in cpp but you cantcall it from bp?
azure shore
#

anyone know how to make ai just run from the player?

#

I know there's the ai move to and I can make ai that follows the player but not runs from

dim arch
#

slightly more difficult, try using behaviour trees/blackboad

#

if its running to a player it just goes to the player location, but if it runs away it has to select a random point which is outside the players field of view

clever raptor
#

Does anyone know how to make a "foggy light" effect, like for a street lamp?

sudden agate
#

Volumetric Fog (Expensive) or some inverted cone + Translucent Material

clever raptor
#

alright thanks

graceful sky
#

@dim arch you can call it in gamemode

#

Or wait, thats just the event! Sorry

zealous estuary
#

hey guys, I'm trying to have different hit zones on an enemy. To do that, I placed another collider inside the Pawn's collider. Both are set to overlap all dynamic.
But only the outer collider ever generates an overlap event -> is that the normal behaviour? Is it not possible to nest colliders and then get a separate overlap event for every collider that a bullet passes through?

icy bone
#

hi guys, anyone got advise if 4.22 is stable to use yet

#

im on 4.20 and it got few bugs

#

not sure to update to 4.21 or 4.22

minor rivet
#

Hey guys, so I created this small Barttle Royale game. Its a networked game. Hoever, when I jump off the plane, only Player1/server can do it properly? My client drops off backto the spawn island and is frozen

#

Any thing I could be doing wrong?

wary wave
#

almost certainly your network code

plush yew
#

Quick question, what is the best way to build my game in order for my friend to play it?

#

I want to give it to him through an usb to try it out

plush yew
#

does changing material quality in game only affect material quality switches added by me? I just reduced the quality from high to medium and its compiling 4000 shaders and I don't want some of my materials to stop working and have to change it all back

plush yew
#

Hmm I see

#

Well... Why have my trees broken down when compiling LOL

plush yew
#

Anyone?

cloud cobalt
#

Check the materials.

#

Looks like they failed to compile

plush yew
#

They are fine whilst within the software, but every time I tried to package it, it just breaks

cloud cobalt
#

Check the packaging log for compile errors

plush yew
#

Not a single error

#

There are a load of warnings tho

cloud cobalt
#

So fix them

#

If you see something like "default material will be used instead", that's your problem

heavy notch
#

Hello, has anyone had experience with the physical animation component? I am having problems with the stiffness of the character with the default third person skeleton. It is too wobbly no matter what I do with the settings.
I have tried importing the characters and animations from Mixamo and it is perfect. I can control the stiffness very fine with the settings, but on the third person skeleton, the best I've got is this

plush yew
#

why not just build your game based on characters like that

heavy notch
#

It's too much. Certainly, I will have this also, for like a debuff, but the problem is that I cannot get it to be more rigid than this

latent moth
#

All, does someone know how to trap the WIN (LeftCmd) key so that it can be used in a game without it triggering the system windows menu?

paper kernel
#

afaik not possible, OS specific keybind

#

you usually need third party software to disable it

severe ibex
#

Anybody got really good resources for Marvelous Designer?

ruby folio
#

@heavy notch Looks ready for release

heavy notch
#

@ruby folio exclusive for Epic Store

plush yew
#

has anyone experienced when they have a lot of shaders compiling it takes forever but if you build lighting or save a material it seems to speed it up?

#

yes I know if you save a material it waits for shader compile first but it seems if I normally would get 1000 shader compiles in an hour, fi I save a material I will get 250 after 5 minutes

severe ibex
#

someone yesterday was mentioning that materials take a long time to save, perhaps something changed?

plush yew
#

no materials do (not material instances) but it's still a lot less than compile shaders for me

#

@icy bone 421 is decently stable, been using it a bit, there's a few small crashes but that generally only happens when you don't save every so often. I need to turn autosave back on

latent moth
#

thank you @paper kernel

plush yew
#

Umm... Guys... Quick question...

spare sun
#

@sudden agate you sure volumetric fog is more expensive than having a translucent material for that 'foggy light'?

sudden agate
#

@spare sun yes

spare sun
#

and if you had more lamps

plush yew
#

How can I export what I have on my screen and in my content browset at this particular time, since I dont want to buy a whole new usb to carry a 20gb folder that has saved absolutely everything

wary wave
#

volumetric fog in UE4 is outrageously expensive

rustic imp
#

@plush yew don't know if there's a good way to do it, but you could make an empty project and migrate the level to that which should copy over the used assets and then take the content folder from that project?

plush yew
#

I literally have a whole small game technically, do you think that would work?

wary wave
#

define 'export'

plush yew
#

As in, is ther any way to literally own just whats within the content browser and on the screen itself?

#

coz everything thats on my screen is maximum around 5, maybe 10gb at a push but 100% not 20

wary wave
#

I'm still not following

#

'own'?

spare sun
#

sounds like you wanna package it to unpack on another device?

plush yew
#

No, I literally want the project files, but not the extra which arent part of my project anymore but they still appear within the overall project folder

wary wave
#

yeah, but want to do what?

#

you want to move them to another project?

spare sun
#

you got assets you don't use anymore and you wanna get rid of them?

wary wave
#

or you want to remove unused files?

plush yew
#

Am I seriously not speaking english or something πŸ˜‚

#

My project has saved everything that I have ever imported within 1 folder. Out of that 1 folder, I want ONLY and STRICTLY whats in my content browser and world outliner IN ANOTHER FOLDER in order to transport just the necessaries

#

Is that possible

wary wave
#

you're not explaining it very well - you're using a lot of terms that don't really mean anything in the context of the engine, hehe

#

you've done it again

#

wtf does "transport" mean?

plush yew
#

πŸ˜‚ I just wanna cry

wary wave
#

you want a copy of the project somewhere else

#

but like, cut down?

plush yew
#

I just want to take it from one computer to the other without dragging the excess which lingers in the back folders of a project folder

wary wave
#

gotcha

#

now we're getting somewhere

spare sun
#

now this we understand

wary wave
#

maybe consider using version control to manage your assets

plush yew
#

Like, I dont want the 20 gb which the main folder holds, I just want the 5 or whatever gb my outliner has only πŸ˜‚

wary wave
#

you can commit / synch only the assets you want

plush yew
#

I have no clue what that is, I am extremely new to this software

wary wave
#

the outliner is largely irrelevant in this case; it operates only on currently loaded levels

#

version control is external software

#

it's used for managing project revisions

#

it sounds absolutely like what you want in this instance

#

since changes you make on one machine can be committed from there and redownloaded anywhere else

plush yew
#

So is there no way I can save whats here on an USB to give it to someone?

spare sun
#

he didn't necessarily say both machines will be used for UE4, maybe he just wants to plug a usb flash and move the project but his usb is only like 10 gigs

plush yew
#

Thats what I need red πŸ™

#

I just want the few things which i have now, not the million things which i had before

wary wave
#

if you just want to give the map to someone, you'd be best creating a cut down duplicate project

#

and migrating the map across to that

#

but you won't be able to realistically import any modifications back again

#

if that person is only going to play the project, you can package it instead

plush yew
#

I need all the blueprints I have and everything too, Literally just what i have on that screenshot

#

Thats not possible I suppose

wary wave
#

if you migrate a map, it migrates everything that is referenced by that map

#

and everything else in the reference chain

plush yew
#

So that would be exporting the world as an fxb?

wary wave
#

no

#

that would be creating a blank project

#

then using the migrate tool to migrate the map to that project

plush yew
#

Where is that migration tool at

plush yew
#

hello

#

my unreal crashed but i can no longer open it

#

no idea how to fix it

#

i tried searching up but no one seems to have fixed it

dim dragon
#

Probably a dumb question. Playing with Niagara. I can update particles all at once via the emitter.age curve index when I'm playing with size but under Particle Update, I can't find anything for the age of individual particles, since I want these both to affect the size of particles for a flash of thrust. Is there something obvious I'm missing?

severe ibex
#

I believe you can use some HLSL is it? I'm rather new to it myself

#

best asking in the Niagara section

kindred viper
severe ibex
#

I started to use Niagara on a little test project but my oh my there's just so much to learn

kindred viper
#

yeah. I started to learn the basics, then realised I needed a full investment to specialise in just the UI and doing things, nevermind being good at it. I really look forward to Chaos Physics + Niagara though. It's gonna be sick.

severe ibex
#

yeah I think it's great and I'll continue to use it but I'm never expecting to be paid for it haha

dim dragon
#

I followed the Niagara tutorial which lets you select the location of particles really easily using maps and dislocations via planes and graphs and stuff but I still can't work out how to alter a particle based on its current age so a given particle is different sizes at different points in its length - and then to scale all of them through time.

severe ibex
#

can't you use something like particle.size=particle.age?

#

and *by a value

dim dragon
#

I did already though write a nice function which searches for booster nozzles on a machine and then adds niagara systems there and triggers them based on the surface normal and engine throttle, meaning little engines fire as it manoeuvres. Very pleased with it.

#

Yeah, I think the issue is I can't call particle.age in the updates for some reason.

severe ibex
#

you can create a user parameter for it I think.

dim dragon
#

Plus, I don't know how to mix two different values together -- one scaling the other.

severe ibex
#

you'll find it soon enough, I learnt enough to do what I wanted in a day and it sounds like you know more than me already

dim dragon
#

ye, I just need a way of scaling to get the nice curve I want, since it seems to just scale all of them at the same time, through time.

scarlet birch
#

I have an issue with particles and I do not understand the cause. If I spawn an actor that has a particle system and projectile movement from inside the player BP the particle system is affected by movement from the player. If the player moves the particles will slightly follow that movement . I can't find the reason for this.

#

I thought it might be related to camera movement in the past, but in this game I'm using a stationary camera.

heavy ether
#

hi all. some of my co-workers are trying out what i've been working on the last few weeks, and are finding that their nice big developer machines with 8GB Nvidia Quadro P4000's are having absolutely abyssmal performance -- like a level with only about 7 items in it, is rendering at a handful of FPS, and crashing regularly. Is this.. expected? P4000 seems to be roughly equivalent to a 1080Ti, so by the specs it seems weird af.

wary wave
#

I'd hope the Quadro would do better

#

but at the end of the day it is not a real time card

dim dragon
#

@scarlet birch It sounds like your particles are in localspace or are spawned as attached to the actor. You should spawn system at location, not attached.

#

If that doesn't fix it, the localspace issue might be in the emitter itself

scarlet birch
#

The particles are a component on the projectile. I've tried spawning them attached to the capsule of the projectile in begin play with the same issue

dim dragon
#

Then you need to evaluate the projectile to see if it is affected by the actor.

heavy ether
#

Seems the Quadros are running our Unity version of it at normal speed, but when they try my Unreal port of it, it just .. doesn't... do it right. I think we need to poke at it some more, though, it was just a "hey let's check it out" moment, that we didn't have much time to dig in on last night.

dim dragon
#

eg, is it inheriting any velocity

#

Sometimes, that velocity is rotational velocity

heavy ether
#

i'm using a GTX 1060 and everything's running great.. so it confused me

dim dragon
#

Like if you turn in at high speed and fire, the shot can sometimes curve with the projectile component.

heavy ether
#

i was suspecting perhaps that they might not be using P4000's, but something older. The machine the company sent me (before we were doing anything requiring heavy duty rendering) had dual K4000's, which were woefully inadequate for this new task.

wary wave
#

a quick look at p4000 benchmarks suggest it's really bad when it comes to real time

scarlet birch
#

I'm not sure how that could be the case though. Velocity for the projectile is 0 on every axis but X and the particles appear to move outside the capsule when this happens. I'll slow it down a bit and take a closer look though.

wary wave
#

it's coming in lower than a GTX965M

#

which in my own experience really struggled with UE4

scarlet birch
#

In this instance I'm using a fixed top down camera which helps narrow down the possibilities

heavy ether
#

@wary wave what site are you looking at? link would be helpful. company needs to start providing resources to get this pipeline up to date.

wary wave
dim dragon
#

If you're doing a fixed top down, the projectile component is probably overkill for what you actually need.

#

Just make sure it isn't inheriting velocity.

wary wave
heavy ether
#

hmm. well, these don't seem to be Mobile parts, so I don't think this is entirely right.

#

considering they are in a massive workstation

dim dragon
#

I had a similar problem, but my solution was just to write an array transform loop, using the scale as the lifetime/max range from the player and just incrementing it by delta sec multiplied by the velocity, doing a trace on each one.

wary wave
#

P4000 is a single slot card, so not unlikely to be in mobile workstations

dim dragon
#

It let me work with really high rates of fire, but the array loop in BP was the bottleneck.

midnight bolt
#

can somebody tell me how to fix lighting? i have big meshes, and they come out dark. when i press override lightmap ressolution, it looks good on preview - but upon building, its still dark

dim dragon
#

@midnight bolt Have you checked the surface normals baked into the meshes by your 3D program?

midnight bolt
heavy ether
#

ah, ok, i see the distinction there.

dim dragon
#

Curvature maps could also be giving you trouble.

midnight bolt
#

how do i check that properly?

dim dragon
#

idk, I work in Modo not your 3D app

wary wave
#

it looks like a decent enough card for workstation purposes

dim dragon
#

Check for Mikk Tangent Space.

wary wave
#

just terrible for real time, hehe

heavy ether
#

still, with something i know, like say Doom, running ultra at 1920x1080 at 43 fps.. i'd expect an Unreal scene with only a couple of items in it .. to run better than single digits. heh.

wary wave
#

it's still lower than I'd expect

dim dragon
#

Depends on your optimization.

midnight bolt
#

i'm quite a newbie, so i'll try googling. i'm fine with the preview lighting, but it goes back to dark upon build

kindred viper
#

why would you expect a card, not designed for realtime, to perform at all in realtime?

dim dragon
#

Because once you tip over the memory allowance, your speeds dip massively.

#

Of the GPU I mean

#

Also, the cause could also be your code, not just your level design.

#

This is why buying older GPUs for game design can make you really frugal and teach you really good optimization habits, but it can also totally bone you if your project is kinda big.

scarlet birch
#

I've considered just making my own system as you did. I'm trying out a few things first. If I can't sort this out soon , I'll just make something simple that will do the job.

dim dragon
#

Yeah. Honestly, I don't know if spawning actors or the array is faster. I'd be curious to know.

#

btw if you're doing BP and you run into framerate issues

#

I very heavily recommend you look into a plugin called multi

heavy ether
#

... because it obviously can play modern games, and we don't have a game here, we just have a demonstration with a few items in it. Also, have much higher detailed scenes running on the same hardware in Unity. Which is why I'm wondering if it's an Unreal problem that relates specifically to the Quadro or something else related to the machine

dim dragon
scarlet birch
#

Old school, I'd just use a pool of bullets. I'm just trying to slap a quick game together right now for something I want to try out.

dim dragon
#

It lets you delegate and make threads as you see fit.

#

Oh nice, you're making a danmaku/bullet hell?

scarlet birch
#

pretty close.

heavy ether
#

in any case, we know to really get this, we need new hardware. which is going to be absolutely infuriating with this company, because we haven't even put together anything resembling a product yet, and they already want us to try to decrease the costs on deploying it.

dim dragon
#

Just make sure you really get your hitboxes right, Mike.

#

And make sure you play with the FOV, since it can really mess up a players ability to know how far away an object really is.

scarlet birch
#

yeah, right now I'm using a 2d plane for collision and 3d meshes for the visual

dim dragon
#

Oh awesome, like Ikaruga or Radiant Silvergun

#

Good stuff

#

I'm playing with automation so I can push my game into a 2D plane and have the vertical movement handled by some simple AI and pathfinding.

scarlet birch
#

I want to see how fast some of the games that took forever to make before can be put together in UE.

dim dragon
#

Ah, from your previous projects?

scarlet birch
#

Some yeah.

#

Some old stuff from like Atari ST days mostly

kindred viper
#

I want to see someone remake Black when Chaos is released

dim dragon
#

Neat.

plush yew
#

how do i attach an actor to another actor? like a rock (actor) to main charater (actor)

#

Hello guys I have a problem with the collusion

dim dragon
#

BP > AttachToActor or AttachToSurface

plush yew
#

I made this for the colusion but it again can go through it

dim dragon
#

Does the geometry have collision already?

plush yew
#

which geometry?

#

the model?

dim dragon
#

Evaluate the mesh and check its simple/complex collision.

#

yes.

plush yew
#

the model hasn't got

dim dragon
#

Or use a bounding box.

#

Either is fine.

plush yew
#

because I import it

#

and then stated the game to test and I can go through

dim dragon
#

I mean, UE4 can generate it for you pretty easily.

plush yew
#

and decide to set a collusion

#

ok

#

how to generate it?

dim dragon
#

One moment

plush yew
#

ok

dim dragon
#

So you have one of two options

#

Depending on how efficient you want to be

#

You can either add a collision volume to the actor (which is more effective) or if you're really lazy, you can select the mesh itself that's used, go into the mesh settings and evaluate the collision options under Details and Collision.

#

Bring up the details panel, type collision in search.

#

If you're unsure if you have geometry yet, hit the collision button at the top and show simple or complex.

#

From there, go under collision presets on the right and select the type you want (probably BlockAll).

plush yew
#

the problem is that this model is skeletal mesh

#

not static mesh

#

because it is riggered

dim dragon
#

ah okay

#

Then you need a bounding box.

plush yew
#

it will has animation

#

I don't know how I will do it

dim dragon
#

Yeah, you need a proper bounding box.

plush yew
#

how to do it?

dim dragon
#

Go into the actor, under add component, select the collision type which best suits your object and set it as the root component of your scene.

plush yew
#

do you know how to make animation for thix box to can open(opening and closing will be the animations)

dim dragon
#

You should have the options of box, capsule or sphere.

#

uhhhhh

plush yew
#

which actor?

dim dragon
#

I mean, there are guides on youtube for that.

plush yew
#

I placed this box on the level

dim dragon
#

...Okay so you're a beginner, as I understand it?

plush yew
#

not all

dim dragon
#

No, I mean to UE4.

plush yew
#

you are russian?

#

no

#

because of the nickname Osaka

dim dragon
#

...Then why aren't you consulting the documentation? These are really simple fixes...

plush yew
#

ty

dim dragon
plush yew
#

I will check them

dim dragon
#

Matthew's channel is a godsend.

#

You should bookmark it.

plush yew
#

yup

#

I know it

severe ibex
#

someone having problems with FPS?

dim dragon
#

Earlier on I think?

plush yew
#

but this is skeletal mesh not static that's the problem that I didn't work before

severe ibex
#

I had a big GPU hit because I had LOADS of items all casting dynamic shadows

dim dragon
#

Oh wow

#

Yeah, that can be kind of horrific.

severe ibex
#

that's something to always keep an eye on, event overlaps and colissions on things you're not worried about

dim dragon
#

@plush yew Then you need to make collision that's either attached to the bones via sockets or a simple navigation one one in a different scene component

plush yew
#

hmm

scarlet birch
#

I'm at a loss here. I'm going to look over the particles again. I might just move on and make a sprite or something and use that instead. I setup a zero distance sphere trace on tick for both the capsule (red) and the particle(yellow) location to be sure there was no velocity being carried over on spawning the projectile.

dim dragon
#

@scarlet birch You are assigning them velocity, right?

scarlet birch
#

Be more specific. Do you mean in the particle?

void raft
#

Hey guys. I'm starting to learn unreal - I have cpp experience, and unity experience, but never touched unreal before. Is there a recommended tutorial to use to learn the ropes?

void raft
#

Thank you very much!

plush yew
#

hello guys again I am making cinematic with sequencer

#

I did it

#

I made the bp

#

but when I click on start to check what will I render

#

it start with the player

#

but it mustn't to be player

#

why this man? I don't need it

#

I haven't got character in the details like the landscape ad the place where he start

grim ore
#

every level has a default pawn that can spawn in, turn your default pawn in that level to none

plush yew
#

ok

#

now is this

#

hmm

#

it starts is from somewhere why? @grim ore

grim ore
#

the game starts from somewhere? if it didnt what should it do when you hit play

plush yew
#

no

#

I mean that when I click play and choose from

#

it shows the white screen

#

why?

grim ore
#

what should it do?

odd timber
#

Hello there, just a quick question, maybe someone has an idea: Our level designer has the problem that shadows don't get rendered assumably based on the distance of the actor to the center of the level. Did someone encounter this or can confirm or disprove this? Thanks!!

#

He's using a directional light and he already tried to move the light together with the actor.

grim ore
#

@plush yew when the game starts it tries to spawn in a default pawn. if you have none set up it spawns in the main camera at 0,0,0. You have to have a main camera or else nothing can render. If you are playing the cinematic over this then it should not matter unless you are trying to do something else

sacred inlet
#

OK big daddy dild is looking for some assistance... I need to make a controllable, rollable cylinder with realistic physics

#

I feel like I know somewhat how to set it up but am trying to learn blueprints

#

L> someone experienced willing to assist, I can hop on voice chat as well

void raft
#

If I want to ask fairly beginner questions about unreal, is this the right channel to do it?

#

Or is there another location

plush yew
#

it should when I click on play and selected viewport to start this cinematic that I made @grim ore

#

so the default pawn is set to none as you said and the camera spawns it in 0,0,0-how to change this?

sacred inlet
#

I am willing to negotiate some pay for this, if I can get some assistance

plush yew
#

where to make this main camera?

grim ore
#

I dont understand what you mean. that is the main camera

#

what are you trying to do

#

and if you set up your blueprint correctly the cinematic should play, I tested it and it works for me

plush yew
#

I want whyen I click play to start the cinematic

grim ore
#

where is your code at to play the cinematic?

plush yew
grim ore
#

you can also turn on auto play in the details for the cinematic

plush yew
#

in the level bp

#

how to make to turn auto?

grim ore
#

you check the checkbox

plush yew
#

where is this?

grim ore
#

in the details panel for the sequence in your level

plush yew
#

I checked it now

#

again white window

grim ore
#

does your sequence actually have a camera set up for it

plush yew
#

I have

grim ore
#

yours is just showing a camera actor set up to do stuff, nothing to do with a camera set up to show stuff

plush yew
#

I have this

#

I haven't got camera cuts

grim ore
#

then it's not going to show the camera view. you need a camera cuts track or to set your viewport when the level loads to your camera

plush yew
#

ok

#

how to make to set the viewport when the level loads to my camera?

grim ore
#

yes and if you look at his video his top track is his camera cuts track

plush yew
#

which minute?

grim ore
#

you use the set view target with blend if you want to change cameras

#

or you set up a camera cuts track if you just want to use a camera viewport in the sequence

plush yew
#

ok

void raft
#

i'll ask the question here, seems like the right place. I'm playing around with the default level objects when you make a new project. I see how to make one object a child of another so you can move the parent and have the child be moved with, etc. But I would like to make a "blank" object that I can set other things to be the child of, so when i'm moving things as a group I can move that blank object rather then having to choose something in that group to be the parent. Is that doable?

plush yew
#

so when I create this cuts track how to set it?

grim ore
#

click the plus button on the track and add the camera you want to use

plush yew
#

ok

#

the other camera to delete it or?

grim ore
#

@void raft do you just mean in general like when laying out a level or making reusable objects?

plush yew
#

I added the camera

grim ore
#

you would keep the camera actor track because that track is the one that moves your camera

void raft
#

Either. It's just something I was familiar with doing in unity and is curious if it is doable in unreal

grim ore
#

there is no equivalent to a blank game object in UE4 so that would be out. You can create a blank Actor Blueprint and use that in the scene if you want or just create blueprints to reuse (similar to prefabs).

plush yew
#

it works-yess

#

this text will be in the video or?

void raft
#

alright, thanks @grim ore

grim ore
#

if you are using blueprints a "Scene Component" is the equivalent to a blank object as it is just a transform you can use to parent objects to

void raft
#

i'll try that

fringe pivot
#

What's the proper way to toggle a widget on/off?
I have a flip flop that adds it to viewport/ removes it from parent, but after I set input mode UI only in the flip then the key press is not detected and the flop is never triggered.

void raft
#

@grim ore I'm not seeing a "SceneComponent" in the modes menu on the left, how do you add one to the scene?

shell jacinth
#

Hi a little question... Iam working with the UE 4.21.2 and world composition -> Since today (i didnt changed anything) my Engine crashes when i try to save a sub-level (heightmap x1y3) ... -.-
Is there anything i can do now except to delete this part if the map? I can load it, i can modify it but auto-save and "save" dont work anymroe

grim ore
#

@fringe pivot you can listen for input in a widget to pass input in from your controller, you can pass input in from your controller to the widget to do stuff, or you can just use buttons on the UMG to close stuff. The issue you are having is setting input to UI only makes controller input disabled which is what you are hoping to do. try setting it to game and ui and then disable movement on the player so they can't move but you can still accept your input such as closing the widget

plush yew
#

this is often meet thing @shell jacinth to crash the ue 4

grim ore
#

@void raft you can't, a scene component is in blueprints only. If you want a generic object you can create a new blueprint actor and just drag those in from your browser to use as generic parents

void raft
#

oh ok it sounds like i'm misunderstanding what "blueprints" are in unreal, i'll go read more up on that. I was understanding that to be the unreal word for "prefab" and the modes menu to be a menu for making new blueprints/prefabs

grim ore
#

blueprints are very similar to prefabs yes as they are reusable content that exists in your world

shell jacinth
#

@plush yew yea but is there any way how i can rescue this part of the map? I mean if you fix the one part in your game in this engine, the engine crashes on another part without a reason -.- this is so.... -.-

grim ore
#

but the stuff you see in the left, the modes panel, are just premade blueprints for quick use. similar to the way a cube object from the menu in unity is just a game object with a mesh renderer and collider on it already set up.

void raft
#

Makes sense

grim ore
#

it's a bit weird, there is a Unity -> UE4 video on the academy website that might help out

fringe pivot
#

@grim ore thanks I guess I'll just open it from level blueprint, and then will close it from the widget itself

void raft
#

I should check that out

fringe pivot
#

Will the widget be able to capture key down?

void raft
#

So i've made a new blueprint that is a scenecomponent, in the content browser section of the UI. But unlike the other blueprints in the content browser, it won't let me drag it into the scene, probably because it's an empty blueprint

#

how would I add it, to use as a parent for things?

grim ore
#

well delete that blueprint, and make a new one that is a blueprint with Actor as the class type

#

Actors are the base class for items that exist in the world

#

components are parts of blueprints, like the mesh renderer and such in unity. they don't exist by themselves they need a blueprint actor (game object in unity) to actually attach to

void raft
#

oh I see! Ok, so an empty actor in the viewport shows up like a small sphere with no texture, but when the game is running that isn't visible - it's just an indicator of where the empty actor is

#

and then I can parent things to that empty actor

grim ore
#

yep if you open that blueprint you will find that "sphere" is just a default scene component

#

and the default scene component for whatever reason has a sphere billboard used so you can find it in the world, if you dont like that you can just replace it with a new scene component so it's invisible or disable that sphere rendering.

#

and like unity you can replace that icon with anything you want if you wanted to know where this blank object is in the world

void raft
#

when I try to parent the static meshes to it it says "can't parent static actor X to dynamic actor Y"

grim ore
#

and yes that sphere will not show when the game is played

#

ok so movable is another issue lol πŸ˜ƒ

#

it affects lighting, and objects need to be the same

#

so if you click on your new generic blueprint and then in the details panel click on the default scene root you will see it shows the mobility

#

if you do the same for your static mesh it will show the mobility, these need to match.

#

static means it never moves and static lighting is used for it, movable means the item can move and static lighting will not affect it (dynamic lighting is used), and stationary is a hybrid bastard lol

#

so I guess are these scene objects that won't move? if so edit your blueprint that you created and change the default scene root to static and then you should be fine

#

UE4 is super not as easy to just move stuff around generically like Unity =/

void raft
#

heh that's what i've heard

grim ore
#

for the most part you would probably create a unique blueprint for your "stuff" and then create it all in that blueprint so you can then edit it and move it around. It's like the new prefab system in Unity 2018+

#

like a house bp or whatever and then plop them down

void raft
#

" if so edit your blueprint that you created and change the default scene root to static " struggling to figure out how to do that xD

grim ore
#

I guess one way of doing what you wanted as well is to put them in folders for organization, you can easily select all children in a folder, then move them all like that. You can change the pivot/transform of a selection at anytime with an ALT-Middle Click as needed

#

double click the blueprint you created in your content browser to open it up in the editor

#

if it comes up with just words and boxes, click on open full graph editor at the top

void raft
#

wait

grim ore
#

in the full editor click on Default Scene Root on the top left in your components list

void raft
#

I figured it out

#

Well i figured out how to make a new one that's a staticmeshactor

#

lol

grim ore
#

that works as well, a static mesh actor is just an actor with a default static mesh component

#

so its like your other one with the added advantage of being able to stick a mesh on it by default

#

which is overkill if you just want a parent generic object πŸ˜ƒ

void raft
#

Yeah i'm probably trying to learn to do something completely pointless

#

but it's helped me learn more about how blueprints work in UE

#

so that's a plus

grim ore
#

nah its trying to use your existing workflow so it makes sense

#

it just might not work very well 😦

void raft
#

mhm

grim ore
#

I guess an easy way of thinking about it is using Unity and you can only use prefabs for everything in your world

void raft
#

When you are trying to set up units as a group, where there is no distinct parent of the set in UE, is the common practice to just choose something to be the parent, rather then going for this blank object that you can parent everything to like I'm used to in unity?

grim ore
#

well what are you trying to make as a group?

void raft
#

For example, let's say you are setting up a pile of rubble, which has 10 different pieces

grim ore
#

is there any reason it should be a group?

void raft
#

and you'd want to be able to move around and transform that pile as a group, but no one piece of it is the distinct parent of the others

grim ore
#

gotcha, would this be something you would reuse?

void raft
#

Presumably

grim ore
#

if so make a Blueprint actor, and then add static mesh components to it (one for each rubble pile mesh)

#

then you can drag/drop that entire blueprint into the world and adjust it as a group/one object

void raft
#

ohh I see

#

ok that's neat

grim ore
#

otherwise drop your 10 pieces of rubble, make a folder in your world outliner, and put them in that folder. you can then easily grab them all at once in the world outliner and even "group" them together if you want

void raft
#

So in my current example i'm playing with with the starting objects in the scene in a new project, i'm trying to make the two chairs, the table, and the statue thing one controlled set. I could make a new blueprint, add all of those pieces to the blueprint, and position them relative to each other how I desired. Then whenever I wanted to use that set of stuff in game, I'd just drag in my "TableSet" blueprint actor

grim ore
#

yep , you can actually do it now

#

welp nope wont work for more than one object selected, wtf epic lol

void raft
#

wait huh

grim ore
#

if you have something in the scene, like those chairs, and you click on it one of the options in the details panel is to make a blueprint out of it

#

I assumed it would work with more than one object selected but nope lol

#

but what you are suggesting is correct, you would make a table set then you can re use it.

#

and using blueprints you could make it automatically swap meshes at random when you drag it in if you want using a construction script or change colors or whatever.

#

or an example your "10" rubble pile could actually be one blueprint with an input that you type in the amount and it can spawn in that many rubble meshes in a specific area at random for you

#

something like that is what blueprints would be used for so you get 1 rubble blueprint and just drop them in where you want it and let the computer do the hard work. you can of course tweak it from there

void raft
#

Makes sense

#

ok so I made the tableset blueprint actor, dragged an instance of it into screen, and added a few objects as components of it. I then tried to drag it back into the content browser, thinking that would save this instance as the permanent version there that I could now replicate, because that's what you could do in unity, but that doesn't seem to be the case. How do I take the instance of tableset I have in scene at the moment and save that in the content browser?

#

I think I just ran into the problem you were describing

grim ore
#

so how did you add the objects as components? actual components using the button on the main blueprint or just adding them as children?

void raft
#

actual components using the Add Component button in details

grim ore
#

ok cool, the click then blue edit blueprint button and apply instance changes to blueprint

#

I rarely use that as I tend to just do all setup in the blueprint editor itself rather than in the scene. It's a weird way of working with stuff in isolation but it's the same way the new prefab system works in Unity

void raft
#

60 seconds of searching for the apply instance changes button later, it works!

#

Thank you veyr much

#

very much*

grim ore
#

lol

#

I would say if you have the time check out that official video on the academy, there is also a quick start guide in the getting started section of the documentation page

void raft
#

I'll check them out

#

I tend to learn best when alternating between instructional guides and "let's just change things and see what happens"

#

so time to go back to the videos now

grim ore
#

yep yep the second part is what I do every day πŸ˜ƒ

void raft
#

hehe

plush yew
#

guys what formats support ue 4 for characters, models-fbs, other formats?

void raft
#

that's basically how programming works. "I wonder what would happen if I did this?" "No AI, stop building three hundred windmills, you only need one!" me a few weeks ago

plush yew
#

guys what formats support ue 4 for characters, models-fbs, other formats?

grim ore