#ue4-general

1 messages · Page 447 of 1

void raft
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well I just found the physics button, so now I have a giant pile of tables and chairs falling everywhere

grim ore
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other than that you can just do import into game and look at all the formats supported

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oof lol... so some pages say UE4 uses FBX 2018 pipeline and some say FBX 2016 pipeline soo.... /roll D20 and see what comes up

plush yew
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ok

void raft
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viewport navigation works way better in unreal then unity, that's one thing i'm definitely appreciating about the swap so far

shell jacinth
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Solved my Crash => CRC Error , my level was damaged, my backup solved the problem. Idk why this happened over night

plush yew
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is there any node to access previous level?

coral shoal
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just use a 2017 version of UE and you know which pipeline it uses for sure

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Not exactly the best solution though, i guess

void raft
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So if I wanted to add a script to an object in the scene, that would control that object's activities - say I want to add a script to the skylight that makes it track a timer and do a day/night cycle - is the correct way to do so to select the light, go to "Add Component" and add a new c++ component?

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and then I assume unreal has some built in functions for a script attached to an object to be able to effect it, the same way that Unity has those for scripts attached to gameObjects?

odd timber
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Hey guys, quick question, we're working on a space game with a very large level and have the problem that the range of the directional light is not high enough so our space ship pawn loses its shadow rendering at some point if the distance to the light source gets too big. What approach should we choose to address this?

plush yew
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Isn't directional light supposed to model a light source that's infinitely far?

stiff basin
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Hey everyone,
Im a long time programmer with a few years in Unity under my belt and just trying out Unreal engine now. After a few days if testing im noticing it seems best to use a mix of blueprint nodes and code make my game objects. So what ive been doing is getting hard to referance things and doing simple things like type conversion in the blueprint nodes and then making my own nodes for actually running more advanved code. Is this the preffered way of "coding" in unreal? This seems like the best approach to me rather than commiting to one or the other method.

viscid jetty
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Afaik thats what most people do.

odd timber
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@plush yew That's what our Level Designer thought as well but somehow shadows are stopping to be rendered at some point. He made an experiment we some cubes, where half of them still have the shadows and the other half doesn't.

scarlet birch
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If the distance is actually the issue, just move the light. It

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Its location should be mostly irrelevant

odd timber
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Yeah, that's what I thought as well, so I am not sure what other thing might be the issue. He already tried making the directional light moveable and move it along with the pawn which didn't work either apparently

scarlet birch
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Is it dynamic?

odd timber
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Yes, he says he made it dynamic

coarse basalt
abstract relic
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If it’s attached to a skysphere, it’s location is irrelevant

odd timber
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Alright, we'll check that, thanks :)

plush yew
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Hey everyone! I dont know where to post my question, maybe someone can guide me to the correct one:

I have the basic Third Person Template, I Added a new Level with other gamestate, mode and controller to create some Main menu.
The problem is, the main level (the default map) can be played without problems in PIE.
But if I open the level from antother level via OpenLevel, it looks like there are no phyiscs, collisions or what ever.
Every asset is flowing in air and the player character just falls through the floor.

Any Ideas?
Thanks!

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Omg. Solved it accidently.

I used to load the OpenLevel with a Name which i copied via right click "copy reference"

The STring looked like: World'/Game/ThirdPersonBP/Map/MyMap.MyMap'
This loads the map, but with the error above, I changed it to a absolute reference: /Game/ThirdPersonBP/Map/MyMap

Works.. wt*

languid star
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Hey there, I am trying to import a model in UE4 with skeletal rigging, but the alignment for the two eyes and mouth are off.

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The image shown above shows the issue.

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It appears to be properly connected to the rig. Manipulating the joints for a preview shows the eyes and mouth moving. However the alignment is off.

plush yew
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Are they joined in your 3d software

languid star
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Yes. They are positioned correctly in blender.

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What exactly do you mean by joined?

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Do you mean to fuse the objects together as a single mesh?

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Is there a way to fix the alignment in Unreal Engine's editor?

worthy flame
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doubt it

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since ue4 isnt for editing and that stuff

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but im not sure

hidden aurora
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How can i rotate an actor along its x axis with the players x mouse position like when moving the mouse to the left rotate the actor to left

hearty yarrow
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What is the best guide to follow you learn how to use Unreal?
I know c++, and I know how to use Unity

severe ibex
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Heavens, just dick about, you’ll most likely figure it out fast.

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Helpful I know

hearty yarrow
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Thank you

void raft
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@hearty yarrow As someone in the exact same position who started today and asked that about 4 hours ago

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I got linked this

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It's a good guide

hearty yarrow
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@void raft That is a great link, Thanks!

void raft
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No problem. Feel free to PM me if you want to be equally confused about unreal together, lol

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I've spent a few hours today messing with it

hearty yarrow
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That sounds fun haha!

void raft
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advance warning: if you say the words "prefab" or "script", people round here will laugh at you

hearty yarrow
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Seems like a warm and welcoming community

void raft
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lol

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I mean, it's exactly how people in the unity discord would react to someone talkin about blueprints

hearty yarrow
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I was trying to make a joke haha
But yea, I get it, a little friendly jabbing at each other is always good!

void raft
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oh I was tryin to joke back

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#sarcasmisbadonthenet

fringe pivot
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Is there a workaround for OnMouseButtonDown and OnMouseButtonDoubleClick not working with LMB?

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People have been reporting it as a bug since 4.17 or earlier

coarse basalt
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Im newer to ue4 and making my first game is there a reason i cant open a variable on a different blueprint ive been stuck for a few hrs now cant seem to figure it out im pretty desperate

abstract relic
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Variables are only inherited from parent class. If you want to change a var remotely, you need to reference the target bp then the target var. Blueprint interface is a good start for bp communication

coarse basalt
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Im so lost lmao 😫

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so remake the variable in a non parent bp?

abstract relic
valid slate
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Anyone have experience with the HTML5 networking plugin?

obsidian nimbus
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you cast to the BP its like saying talk to thisguy

severe ibex
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I’m still not great with casting to go but I understand custom events and passing information through them.

tawdry raptor
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how do we stop making the mouse scrool wheel effect the speed in the editor?

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since 4.22 its been like this

abstract relic
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Editor settings. This a mouse wheel to pie speed in there

tawdry raptor
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no its not there

pulsar ledge
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Can somebody help me understand how to sweep in front of the character in blueprints? I’ve been googling for ages and all I’m getting is people saying they have problems with it, but nobody mentions how to actually do it in the first place

still moth
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hey.. i get some audio gear tomorrow.. i should be able to do some videos of some of the things ive been doing.. it may make it easier to explain some things

sacred inlet
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Just spent the whole day trying to work through this cylinder problem
if anyone has any insight please let me know!
trying to get a cylinder to roll with realistic physics
and can be turned by the player

raw elk
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If I have ray traced translucency enabled in a cell, is there any way to disable it for specific translucent materials? The refraction and translucent effect work great but there are a few translucent materials I have such as a translucent & masked pane of glass that RTT breaks

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if I toggle the whole actor off 'Visible in Ray Tracing' it completely breaks the glass material making it totally invisible

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:\

low trail
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Hey guys, I have a question

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for those who use blender, do you use the default shortcuts? or do you modified them to be more like unreal engine (or any other 3d program)

fickle elbow
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hey everyone,
I have an issue when importing my mesh from Blender.
The bones are changing location and sometimes UE4 is creating new bones.
This is an example of a simple cube with some bones.
Sorry, very new to all this.

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@low trail I just use the default, but changing them more like UE4 sounds like a good idea.

low trail
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@fickle elbow ty man, i appreciate the feedback

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im learning blender now but im not quite sure about learning it by the default or chaning it to be more like a standard 3d program (i came from maya)

fickle elbow
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Every time I jump back to blender from UE4, it always takes me a moment haha
It makes sense to me to change early.

raw elk
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@low trail I would recommend learning something like Maya or Max, but only because they can do so much more. I'm in the process of learning Max, and it's been great for things like sculpting, animating etc

harsh pike
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Does anyone know where to assign which Landscape Layers the procedural foliage spawner is allowed to spawn on to?

harsh pike
harsh pike
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next question - does anyone know how to prevent foliage from floating like the rocks on the hill? Is that Landscape tessellation causing this issue?

hallow sleet
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so i have my ship and its able to go up and down, left and right, roll left and roll right and move, but when i try to go forward and fly around it crashes the editor, what would be the cause of that?

raw elk
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Is there any way to fix this ^

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Ray tracing breaking particles

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None of my particle effects work with ray tracing translucent features enabled. I can't really find anything on this in the documentation

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Trying to work with a level that has a lot of water and glass in it, and it's driving me nuts

modern sinew
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Negative gravity scale is doing nothing and idk why

broken birch
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Hello, I’m new here in the topic of creating games.
I only worked with Java before, but in the last times I learned a little bit about the C++ Syntax.
But now, I have a couple of ideas for a game.
For this game I need the possibility to create a dynamic ground. I don’t want to create a static Level with the Level-Creator of the Unreal Editor. I need a dynamic Level which is generated fortuitously. But it should not only be generated once times, a few disasters should be able to change the terrain. For example after a volcanic eruption the volcano has no top anymore. The material of the top of the mountain is now scattered in the whole landscape. The game should also be ready to generate new rivers while playing the game. An other feature I would like to add to the game would be a dynamic water level. For example: When it is raining, the water level of rivers or lakes should be raised up. If there is a drought, the water level should be sinking.
I know that this will be quite complex to code, but therefore I’ve a really important question: Is the Unreal Engine able to handle these features? I don’t want to develop an own engine, because this is too much work for only one game.

fierce rampart
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I'd say calm down with the ambition, tinkering with level destruction and proc gen on a first project seems like a bit of a bad idea.

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UE4 can definitely do a lot of those things but that sort of thing is the kind of thing that's best not done on a first project.

wary wave
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well, out of the box UE4 can't do much of it at all

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most of what is being described is well within the realms of having to be engineering from scratch, UE4 or otherwise

fierce rampart
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True it'd probably require some engine modification.

wary wave
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but yeah, I'd definitely agree on the point that it's not something someone new to games, or the engine probably wants to be looking at

fierce rampart
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Making a physically accurate voxel landscape as a first game is sorta like building a rocket as a first engineering project.

wary wave
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well, if it's even voxel - but things like the water table simulation are the kind of thing I've never seen in a game, and probably for good reason

frank escarp
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voxel landsape is actually not that hard to get a basic thing going

plush yew
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hello guys I have problem with the scalling

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I can't scale the object

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these don't work

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I can only with writing numbers but I can't do it with only writing numbers because I need to make collusion box for big object

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how to fix the problem?

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I fixed it

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ty

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guys I have another problem

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I have this buildimg (house) and I want to can enter in it it has empty space for doors but the whole building has collusion I can't remove the collusion what to do?

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here I can't enter

raw elk
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Did you give it basic or complex collision?

plush yew
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it has collusion without I to set to it basic or complex collusion

raw elk
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Open the static mesh up in UE4

plush yew
raw elk
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and search collision

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try setting that to Use Complex Collision as Simple

plush yew
raw elk
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THEN make sure your character collision isn't too large to enter the doorway

plush yew
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I have it like you

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now what to do?

raw elk
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Change "Project Default" to -> "Use Complex Collision as Simple"

plush yew
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ok

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ready

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and?

raw elk
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then save the mesh, and see if you can go in the doorway

plush yew
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ok

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it works

raw elk
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By default, w/o editing the project settings, imported meshes will not have any collision

plush yew
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omg thank you man

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❤ @raw elk

raw elk
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You can change this in your project settings to the setting I showed you for a default, or tag it as a default import option

plush yew
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ok I will use this option for the other things

raw elk
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for smaller things I recommend using the simple collision

plush yew
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and now I can put the doors to make animation for them and all to work?

raw elk
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well, that's another story

plush yew
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ok

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xD

raw elk
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If you have an animated mesh in, lets say, 3ds max. Export it as FBX w/ skeleton

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Import it to UE4 with skeleton and anims

plush yew
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what is w/? with or without?

raw elk
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with

plush yew
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I have got only doors but I will make it with key frame

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a ok

raw elk
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Yeah, you need to animate the door in the 3D editor of your choice first

plush yew
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yup

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I know

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but I can make animation in ue 4 too- right?

raw elk
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When you import it into UE4, check the box to import skeleton, and make sure the import animation box is ticked

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I'm not sure

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I animate in 3ds max and just cut the animations in UE4

plush yew
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ok

modern sinew
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Why does setting the gravity scale to -1 not cause you to fall up?

raw elk
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Because that doesn't invert gravity

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Gravity is 0 to x IIRC

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0 being none whatsoever. I may be wrong, it's been a long time since I've messed with it

warped quartz
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also having an gravity thing atm. since i have to use "custom" gravity, im building character walk to work with the physics system. Using linear physic velocity to simulate gravity.
But now i have the problem, that every small thing on the ground gets the camera shaking. so what i need is some kind of "step height" to build. Does anyoneone know how to do that?

wary wing
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@warped quartz could you perhaps explain a little bit about how your character and gravity system work? It will be hard to make suggestions without knowing. Is the shaking occurring because of the character colliding with objects on the ground and sorta getting stuck in them?

warped quartz
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Hi, i think i made it work now. I use Linear Physic Velocity for gravity and also used it for movement, but now i testet using AddWorldOffset and it works way better.
Is there a better way to implement a own walkingsystem? I really need the custom gravity, since i want the character to be able to walk around an upside down spaceship

plush yew
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Hello guys in which folder were the doors that are by default in the projects because I need but I can't find?

wary wing
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@plush yew Do you have starter content in your project? Do you get nothing if you put 'door' into the content browser filter?

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@warped quartz Are you using a character with a CharacterMovementComponent or are you doing 100% your own thing?

warped quartz
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@wary wing i have to do it myself, because the charactermovement only works with normal gravitation.

plush yew
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aa

wary wing
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And you have orientation and stuff working ok, like your character's feet can point at the ground?

plush yew
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I will type door

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ty

wary wing
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np! Hope it works

warped quartz
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Yes my character gets turned with the ship, as long as its inside its "gravity" box

plush yew
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yup

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I found the door-ty

wary wing
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Your current approach sounds like it can work ok @warped quartz. Other options might be a hybrid with a CharacterMovementComponent and regular gravity disabled. I'm gonna try something with that and let you know in a moment if it works. As far as stepping into things in concerned, using a trace to detect objects in front, or detecting overlap and adjusting for it would probably be my first instinct

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@plush yew Yay! 🎉

earnest cape
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How can I set global variables in design time? I'm trying to make a UMG theme switcher. It works fine on the game instance but that only works during PIE or run time

plush yew
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yup

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so

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why I can go through the door?

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this is the door that I used from starter content @wary wing

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can you help me to fix the problem with the collusions?

wary wing
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@plush yew is the door a static mesh or what? Do you just want to go through it like a ghost?

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If so change the collision settings so that it ignores Pawn

plush yew
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static mesh

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I want to don't go through it like a ghost @wary wing

earnest cape
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Set the collision to block all

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You can set it to be more specific too like block pawns

wary wing
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@plush yew So it sounds like you want to open the door right? You'll need some game logic to do that for you. Do you have a door blueprint?

plush yew
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I will make the door bp don't worry

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but now I can throught the door like ghost but I don't want @wary wing

wary wing
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Oh I see

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Sorry I misread your question earlier

plush yew
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ok

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ready but nothing 😭 @wary wing

earnest cape
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I misread it at first too. He used a double negative lol

wary wing
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@plush yew Try chaning your View Mode (top left of the viewport, 2nd button from the left, normally says "Lit") to Player Collision and see what the door looks like

plush yew
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what?

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I didn't understand you

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sorry

wary wing
plush yew
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ready

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and now what?

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@wary wing

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I wrote you in DM-check it

compact lotus
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How do you make objects transparent? I wanted to make my character invisible upon zooming in (already got the zooming in/out done with mousewheel) but yeah it's a bit annoying when you zoom in all the way to first person and see your head bobbing around, obstructing your view ;rip;

earnest cape
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On the material you have to set it to transparent and then set the opacity

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In your character bp you just set the mesh material to that

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Also, use alt + 8 to view shader complexity.

maiden sundial
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Could someone give me an video tutorial for a field system ?
Like this kind of fields which, as example, civ uses

wary wing
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@warped quartz this uses a regular CharacterMovementComponent in Flying mode with an AddForce for 'gravity' and rotation correction applied

stray smelt
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How do I set a decal material to be opaque? I get error if I set anything but translucent. Tried masked blend mode + normal decal blend mode

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my problem is that decals colors are being washed out by the color from the directional light

wary wing
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@stray smelt so not washed out by the colour coming through from under the decal? Is it actually an opacity problem?

stray smelt
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I doubt it because I have the same ground material elsewhere but it's far more visible due to different lighting. Let me give it another try...

wary wing
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Are you using DBuffer decals?

stray smelt
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I tried that just now but it seems worse.

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this is current setup

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i'd prefer it to have no translucency. Only masking with the texture you see below

warped quartz
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@wary wing oh wooow, thank you so much for testing this! i will test it later or tomorrow, and will give a feedback! ❤

wary wing
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Look forward to hearing how you get on with it 😄 You can leave a DM if I'm not active in the channel

sacred inlet
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Ok day 3 boys: I am trying to make a rollable-controllable cylinder. I have some blueprints laid out but still struggling. If anyones willing to help diagnose I can share screens. Would really like to get this working!

void raft
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Day 2 of learning unreal: I was going to play around with the prebuilt setups for new projects of various genres, like the First Person setup and such. Are those well built starting points for various projects, or do people usually just start from blank?

stray smelt
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If you're just beginning stick to the templates. Unless you're creating something big/different which you shouldn't considering it's day 2

wary wing
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Yeah templates are the way to go to start off with

stray smelt
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if you create a custom first person template it's probably going to have similar functionality anyway

wary wing
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@sacred inlet you've been trying to get this working for a while? I'll DM you and we'll sort it

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@stray smelt I've never actually noticed but even the opaqueiest decals aren't opaque 😦

sacred inlet
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Thanks Jette

stray smelt
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@wary wing It's pretty decent now with dbuffer

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the issue is pretty much resolved

wary wing
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One thing that can catch you out is it you're not writing to the Normal the underlying normal will show through and so you pick up lighting that looks like the original surface

stray smelt
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ah yeah

wary wing
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That's good to hear though!

void raft
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Sounds good, thanks. I’ll stick to the templates for now, if only because I can use them to learn how to implement the various features they have, I can try to reverse engineer it

night bridge
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does anyone know where to find good lake water

stray smelt
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There is a free water planes demo by Epic in marketplace. If not there's dozens of tutorials on youtube + several cheap options on marketplace (<=5usd i think)

night bridge
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i have just typed water in the marketplace and found one thats free downloaded it gonna check out how it looks like

stray smelt
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i don't think it has foaming and stuff but there's some tutorials on how to add that

night bridge
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sure

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im just creating a big lake so thats why

stray smelt
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it's a lake so how much foaming is there anyway

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yeah

night bridge
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ikr

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like im not creating an ocean if i was then it would be something different

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@stray smelt also where can i find my ques>

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?

stray smelt
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ques?

night bridge
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queus

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queus

stray smelt
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You mean the downloads? It's in Vault below the Projects-heading

night bridge
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oh ok

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you mean in vault?

stray smelt
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yeah sorry, vault.

night bridge
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lol

worthy flame
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HELP: i can select my hud in world settings

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how to fix'

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?

glad gulch
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They there. Is there a way to apply different "new" materials at once to "loose parts" of my static meshes at once?

plush yew
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What do you mean?

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In your static mesh editor there will be material slots

glad gulch
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i will show up, hold on

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I hope it's okay for a non-UE screenshot. Normaly i define the "parts" in a 3d programm. (No namecalling 😃 ) then it looks like this in ue4:

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and now i try to save time.

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That i dont have to "prepare" all my static meshes (and they are a lot) in the 3D programm. So thats my question: Is ue4 able to identify different object isles (loose parts) to keep it simple? or any advice to fasten it up a bit?

abstract relic
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As far as I’m aware. No. You need to set up the mat ID before importing. Unreal isn’t a 3D modeling tool yet 😜

glad gulch
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Sadly. 😃 But anyway - thanks for help 😃

fierce tulip
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@glad gulch the way that is set up results in 4 drawcalls for such a tiny mesh. if you want poor performance, you are doing it right :p

worthy flame
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HELP: i can select my hud in world settings, how to fix??

fierce tulip
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@glad gulch generally you'd want to try and keep one drawcall for everything, unless multiple blending modes are needed for "hero" objects, or where its really unavoidable.

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if you want decent documentation, i'd just purchase one of the better low poly packs, they tend to use a tiny atlas with gradients and uv accordingly.

glad gulch
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Ah. I know this method. "All in one texture". But, then on the opposite, i have to make different "versions" of the object.

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I start with this method as well. But then somebody told me "Its non destructive" and so on

fierce tulip
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smart masking/hueshifting/saturating/contrast stuff in material

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and if you uv-smart and set up a good texture, can easily move uv's around to change colors

glad gulch
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Hm. And a time saver as well 😃 I guess - i will return to this roots.

fierce tulip
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good luck

glad gulch
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Thanks a lot mate

paper kernel
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but using atlas affects lightmap resolution, if Im not mistaken

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guess it's not a big issue for foliage, but maybe for larger objects

fierce tulip
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nah, as you'd have a seperate uv channel for lightmap

paper kernel
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does it have a different layout?

fierce tulip
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yup

fringe pivot
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Guys, why this bp that compiles without problems appears broken every time I restart the editor?

paper kernel
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delete function, compile, save, add it again, compile, save

fringe pivot
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I have rebuild it from scracth several times

paper kernel
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and/or unplug the red pins if the variables no longer exist

kindred viper
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you can right click the node and refresh it too in cases where the function signature has been changed

paper kernel
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refresh doesn't always work depending on compile order

fringe pivot
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yes I know that, but what I would like to know is why it gets broken just by restarting the editor, I'm not making any changes

kindred viper
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well refresh is for function signature mostly

paper kernel
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gotta compile parent class before the refresh works on child class, even if you made no changes to it

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non-existing variables can be exposed on spawn and the game will run, but restarting editor will always throw you that error

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until you fix the red pins

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I might add that there's a minor issue with class-specific functions that they forget the default values that would be exposed

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which you can get around making a dummy class variable, then casting it

void raft
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This is a pretty foreign thing to me from unity to have actual code and logic happening like this so I need to read up on it more

plush yew
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anyone know how to change libcurl stuff like verifypeer or verifyhost in an compiled game?

fringe pivot
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How can be "self" a non existing variable?

brazen forum
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can anyone help me understand what this icon means in visual studio?

paper kernel
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the target variable doesn't exist

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it says so in the error

plush yew
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compiling i think @brazen forum

brazen forum
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im confused because the bottom left corner says "Ready"

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so idk

sick escarp
#

Someone here who's knowledgeable about BT's? I posted a question in ai that I can't come up with a solution to

radiant haven
#

someone here?

#

to help?

pale estuary
#

Help ! my UE4 keep crashing ! does anyone know how to read the crash log / get some help on it ?

radiant haven
#

whats causingh it?

#

how its crashingh

pale estuary
#

I have an actor using HISMC, and when I set its mesh within the editor it crashes

radiant haven
#

is it attached to smth?

pale estuary
#

Like did I manually attached it to the root of the actor ?

#

No

radiant haven
#

try it maually

pale estuary
#

I will

radiant haven
#

sometimes he doesnt compile it right

pale estuary
#

Oh ok I will try that in a second

radiant haven
#

x

pale estuary
#

@radiant haven Still crashing :/

radiant haven
#

hmmmm, when is it crashing

#

after compiling

#

after hitting play?

pale estuary
#

After editing static mesh in the viewport so when calling construction script of my actor

radiant haven
#

hmmm

#

use unlit insteat of lit

#

its rendering shadows

#

waste performance

grizzled condor
#

hello guys is anyway to online face rig ?
just like mixamo website
online body rig

still moth
#

i have no idea about face rigging

sacred inlet
#

If you just take the free stuff from the market place

#

like the map textures and all that stuff

#

like platformer can you throw that in your game

#

without paying anyone

summer turret
#

how would i make a top down camera that moves directionally depending on which side of the screen is closer to cursor?

midnight bolt
#

What is the quick/easy way to let light pass through static mesh ? Acting like a glass, but not transparent

void raft
#

how do you see printf statements while running things in unreal?

#

Or do you have to do that GEngine thing to display to screen instead

still island
#

What's the current Vulkan status as of UE 4.22 ?

tawdry raptor
#

everytime I scrool my mouse wheel in 4.22 it slows down my editor how do I make it like before?

sacred inlet
#

Anyone how how to get Nvidia Flex into 4.22.1

#

or maybe have 2 versions of unreal on the computer so I can import nvidia flex stuff

bitter plover
#

Can some one help me with enums?

#

I want to assign an enum to each of the weapons I have

#

And then in the anim graph play the appropriate animations

#

Dunno if I should make a blueprint base of my weapon class and do the enums in there or the cpp "master class"

zenith flower
#

@bitter plover Yes, thats what I do for a lot of things, create a base class, with a default enum , and then change the children accordingly.

However, I also, just use casting to parent class , and casting to base classes for the same kinda stuff.

Note: I have not worked with Anim Graph.

bitter plover
#

So make an enumerator

#

Add all the weapons

#

But then how do I assign the appropriate weapon to the anim?

#

Enum *

#

@zenith flower

dark depot
#

why not just use a datatable

zenith flower
#

NO!

bitter plover
#

What's that?

#

Is it not any good?

zenith flower
#

Its a handwritten list, of mapping one things to another

#

It will work

#

but if you ever make a significant change, you have to edit every item in the data table

bitter plover
#

Well forget that

#

Enums the way to go then

zenith flower
#

Yea, you want something dynamic

bitter plover
#

Is there a node which I can assign them to?

#

So in the base weapon class assign each enum to each weapon?

worn granite
#

Wut

bitter plover
#

Or do I assign the enums in each individual weapon no?

#

Bp*

worn granite
#

Enums over datatable with the argument of flexibility

dark depot
#

enum is just a number a DT or even a struct can carry alot more info so you dont need to create 100 classes just to change out a weapon

worn granite
#

Yeah you don't need different classes for each weapon at all

#

Though you do need something to tie all the weapons info together

bitter plover
#

But let's say I have a pistol and sniper rifle

worn granite
#

Including animation

bitter plover
#

Each need own animations and there variables set

worn granite
#

May I suggest... A Data Asset

dark depot
#

^

bitter plover
#

I made an sweapon class which has all the variables etc then made a weapon base blueprint for further modification and derived all new weapons from that

#

Are you just saying make one weapon bp and then using enums check what weapon is equipped and assign the appropriate variables to it And swap out the mesh?

worn granite
#

Not exactly

zenith flower
#

I would stick to what you have so far

worn granite
#

If you already have something, I'd suggest sticking with it

bitter plover
#

Yh what I'm doing is working

worn granite
#

You already know how it works

bitter plover
#

But I only have 1 weapon at the minute

zenith flower
#

Are you trying to re-use an animation, and make them slightly different per weapon using anim graph?

bitter plover
#

For the rifles the same animations work but for pistols and shotguns it's different

#

I've seen some tutorialsn

zenith flower
#

Can you feed variables to the anim-graph?

bitter plover
#

Yep

worn granite
#

Oh you are at a crossroads

#

Hrm

bitter plover
#

Yep

worn granite
#

Well, I don't see why you can't think about which model works best for you

#

If it maps better to you to use an enum or different classes, go for it

bitter plover
#

With the anim graph u can use a blend by enum node and add animations depending on the weapon

zenith flower
#

Open the weapon_base class, add "weapon_type" enum
Create an enum with "rifle" and "pistol"
and feed that into the anim graph

bitter plover
#

Ok

zenith flower
#

Then I would make a child of weapon_base, two of them
Weapon_Rifle -> Set the weapon_type enum to rifle
Weapon_Pistol -> Set the weapon_type enum to pistol

#

and then reparent your weapons to these two classes

#

Then you can just grab the "weapon_type" enum from the weapon at runtime, and it will get the correct type

bitter plover
#

Ok so using the weapon base make two classes derived from it and then set the weapon type enum to the weapon

#

And in the anim graph use the weapon type enum in the blend pose

zenith flower
#

Its what I did, and its done me well. Super easy to add a new class, or even change a weapon (by reparenting)

bitter plover
#

Wdym reparent though

zenith flower
#

Like say you are working on a missle launcher right

bitter plover
#

K

zenith flower
#

and you start working on "homing" stuff.

#

when you are done, you just create a sub class of weapon_base

#

and reparent your new homing launcher to this class

#

the enum "should" just change with it

bitter plover
#

But

zenith flower
#

(sorry, i would make homing a subclass of missle launcher)

bitter plover
#

Why don't i just make a new class derived from the weapon base and call it missile launcher bp

#

And then do all the homing function in that

zenith flower
#

because you share code right?

bitter plover
#

And assign the enumerator missilelauncher to it?

zenith flower
#

weapon -> fire
missle -> spawn ammo with projectile movement component
missle -> same as above, but with "homing" functionality

#

no

bitter plover
#

Hmm seems like a weird way of doing it

zenith flower
#

if its parented from missile, it would stay missile

#

Here is why, say you want to fix the OnFire code, you would only have to fix the base class

#

if you wanted to fix the missle fire code, you wouln't have to change the missle and homing

bitter plover
#

So make three classes

#

So those blueprints are derived from weapon base

zenith flower
#

Its up to you, however you want to differentiate between them

#

Yes, and in each, they may have a class, that other classes are derived from

bitter plover
#

Ohh I get it now

#

So you have more flexibility basically

#

So 1 rocket

#

And 1 missile

#

As there own classes with there own functions etc

zenith flower
#

yup

bitter plover
#

Then in the main missile launcher spawn the missile or the rocket

#

On the muzzle

zenith flower
#

so it would go
weapon->rocket->homing

bitter plover
#

Yh I've just realised I did something like that with my grenade launcher

zenith flower
#

So in rocket, i have projectile movement component, which homing will now have by default

bitter plover
#

So depending on the ammo u have spawn a missile or rocket

#

Ahh ok

zenith flower
#

And, in weapon I have "ammunition" class, which I can override anywhere down the chain

bitter plover
#

So missile is just more code added to rocket

zenith flower
#

basically

#

A rocket is dumb, and only needs a projectile movement component

#

homing missile, is a smart rocket, we can use the "dumb" one and just add to it

bitter plover
#

And if something is wrong in missile u don't have to change rocket and if something is wrong in the rocket u don't change the missile

zenith flower
#

yup

bitter plover
#

But

#

Ok so

#

I make a class derived from sweapon called weapon base which I've already done

#

I have this cuz I like blueprint more

#

Then I make a new class derived from weapon base called missile launcher

#

Then I make a new class derived from missile launcher called rocket

#

And then the same for missile but derived from rocket

zenith flower
#

wait

#

hold on

bitter plover
#

?

#

No derive?

#

Parent instead?

zenith flower
#

Weapon_Base:
Rifle
Pistol
Missile Launcher->GuidededLauncher

bitter plover
#

So u do derive

zenith flower
#

yes, because Guided uses the same projectile movement component as Missile

bitter plover
#

K

#

Yh that's what I meant

#

So assign the enums and then use them in the anim bp

zenith flower
#

in weapon_base, create two variables
Of Type Class "Ammo Used"
Of Type Enum "Weapon Type"

bitter plover
#

Yep

#

Why the ammo used?

#

I've already sorted ammo and reloading

zenith flower
#

leave it then

bitter plover
#

K

zenith flower
#

I setup my ammo using the same system

bitter plover
#

K

zenith flower
#

Ammo_Base:
Projectile
Energy
Hybrid->Missile->Homing

#

Actually, nearly all my stuff is setup this way. body parts, weapons, modules, ammo ect

#

hell, weapons is a sub class of module xD

bitter plover
#

Then set the enum in each weapon class

zenith flower
#

You should only have to set the enum in the Rifle, Pistol,Missile base classes

#

all the children will get the correct copy

bitter plover
#

Yep that's what i mean

zenith flower
#

k

bitter plover
#

And that's it?

#

Feed into anim graph

#

Now I just gotta work on equip

zenith flower
#

Yea, you can even cast to weapon_base and pull the enum, and it will be the correct type

bitter plover
#

How will it be the correct type

zenith flower
#

that way you don't have to cast to every type

bitter plover
#

Also I have an issue with casting

zenith flower
#

this way you wont

#

so lets say you have rifle right?

bitter plover
#

Yeo

zenith flower
#

Rifle->Cast Weapon_Base->Get Weapon_Type = Rilfe

#

This way

#

you can just use Weapon_Base variables

bitter plover
#

Ahh ok

#

But 1 thing

#

With cast to sweapon which is my cpp base and not my blueprint weapon base what would the object be?

zenith flower
#

sweapon

bitter plover
#

Yep

zenith flower
#

another way to think about it, is just create variables depending on the lowest class that has the data you want

#

this way you can cast down easily for all children without creating a ton of variables

bitter plover
#

I tried get all actors of class sweapon and then casted to my rifle which then does the reload on all actors in the scene

zenith flower
#

eh

bitter plover
#

Um for the casting thing

zenith flower
#

there should be a better way

bitter plover
#

So it's Cast to sweapon and then I'm getting the ammo variables

zenith flower
#

no

#

sweapon does not have the ammo enum

#

unless you were going to set it up that way

bitter plover
#

But in sweapon in c++ I've settled up ammo and reload with int32 ammoPool and loaded ammo

zenith flower
#

I don't really use c++, so when I say weapon_base, i mean sweapon

bitter plover
#

There both exposed aswell

#

Yh that's fine

#

I made new class derived from sweapon called weapon base cuz I don't want to carry on with c++ in that class

#

But the casting issue is a problem

#

No object works

zenith flower
#

teamviewer?

bitter plover
#

What's that

zenith flower
#

discord screen share?

#

lol

bitter plover
#

Ohh

#

I'm on my phone lol

#

Tomorrow

zenith flower
#

ah okay, teamviewer would allow me to control the mouse, and look at things without having to have to tell you where to go

bitter plover
#

Yh that's fine

#

It's just casting should be easy but it's so annoying

#

Casting from the character is easy

#

But from sweapon there literally is no object I can attach

zenith flower
#

btw, you could just cast to weapon_base, and you can still reach sweapon stuff from that cast

#

Now, that I think of it, you don't need to cast to sweapon ever

bitter plover
#

Oh tru

#

K so what would the object be for weapon base

#

xD

zenith flower
#

I use actor

#

and attachment to my main char

#

(i have a modular, vehicle style system)

bitter plover
#

When I tried get all actors of class it did the reload on all actors/ players

zenith flower
#

Yea, you need to stop using get actors of type

bitter plover
#

And use?

zenith flower
#

You can either A:
Attach weapons to char, and then
Char->Get attached actors ->cast weapon_base ->if valid -> use this
OR

#

When you spawn a weapon for a player, add it to an array stored in the player's char

bitter plover
#

So get player character and get his gun and plug that into the object

#

K I'll try that tomorrow

#

Is that method still good if the player is holding another weapon on his back though?

#

Cuz that's what I'm going to work on next

#

He cam put 1 weapon on his back and use the other one at the same time

#

Shouldn't be any issues should there

#

@zenith flower

zenith flower
#

sorry, im back

#

You could use a "currently used weapon" variable, that you set every time you swap weapons

bitter plover
#

What type?

zenith flower
#

weapon_base

bitter plover
#

Bool

zenith flower
#

no

bitter plover
#

Cuz he can only hold 2 weapons

zenith flower
#

make it an array then

bitter plover
#

Oh wait no

#

Array yep

zenith flower
#

Wait

#

holding = using?

bitter plover
#

So an array holding both weapons

#

1 hold 1 in use

zenith flower
#

okay, s

#

o

#

Char-> Weapons (weapon_base) array
Char-> CurrWeapon (weapon_base) single

#

If you only plan on ever having two weapons, you could just use two single variables

bitter plover
#

Char is the player pawn right

zenith flower
#

and just set "is using" bool in the weapons

bitter plover
#

Yh only 2 weapons

zenith flower
#

Char, can be character or pawn, as character is a child of pawn

bitter plover
#

On the player

zenith flower
#

wait

#

let me guess

bitter plover
#

Not in total

zenith flower
#

inventory?

#

Ah

#

Use array for all weapons the player has

bitter plover
#

Nah the player can only use 2 weapons at a time

#

But more weapons are available for equip etc

zenith flower
#

and a single variable for the currently held weapon
and the other one for the weapon on his back

#

Okay, you get the idea though

bitter plover
#

Ok 1 more thing

#

What type would the variable be

#

Int?

zenith flower
#

for what?

bitter plover
#

The variable for current weapon and holstered weapon

zenith flower
#

If you can only have two weapons in total, I would just create two variables in the character
CurrWeapon
BackWeapon
of type Weapon_Base

bitter plover
#

Ohh

#

And assign them how?

zenith flower
#

On pickup
CurrWeapon = (spawn actor of class (weapon pickedup)

#

OnSwap
TempWeapon = BackWeapon
BackWeapon = CurrWeapon
CurrWeapon = TempWeapon

bitter plover
#

Yh acc I've already done that in my cpp file

zenith flower
#

OnDrop
Curr Weapon = none

bitter plover
#

K I'll try that out tomorrow then thanks for your help!!!

#

Why the temp weapon though?

zenith flower
#

Because if you do Back=Front
And then do Front = Back
you get Front,Front xD

#

Another way you can do this:
Char->WeaponArray[1]

Then WeaponArray[0] = front always
and WeaponArray[1} = back always

Then you can just use the swap node in blueprint on the array!

bitter plover
#

K thnx

zenith flower
thorn hazel
#

how do I add the default third person character ?

open eagle
#

can someone help me with event dispatching, I'm trying to call an event on my level blueprint from my widget blueprint

fluid nexus
#

anyone know how to make a death jumpscare

split zinc
#

So beside the base funding ideas like grants, Kiackstarter ECT how else would you guys suggest i go about funding a game project to help pay for devs???

tender halo
#

Animation blueprint for my ai is not working some pls help

vast fossil
#

hello guys. Can someone help me with this :

Open your Engine code project (can't use a binary build, need to change the engine for this)

#

how do I open engine code ?

#

any youtube tutorials on this ?

tender halo
#

I ve the the blue print i dont know what is casuing my ai anim to not work

sudden mirage
#

I'm trying to make a first prototype of a bullet hell. Specifically I just want a projectile to come out of an actor right now. But I have no idea where to start. I tried looking up a few tutorials on how to use blueprints and what everything is, but I couldn't find anything that made sense to me. Where should I start?

tender halo
#

PLZZZZZZ i really need help

languid flax
sudden mirage
#

thanks!

dim arch
#

well, PC cut the power out during a build, look like it corrupted my engine

weary basalt
#

Good thing you use Source Control.... right...? 😃

dim plover
#

Also, perhaps get a UPS.

dim arch
#

well I am pretty sure its corrupted one of the built files which is in the gitignore

#

idk, I rebooted and a bunch of my project .cpp files were corrupted with void characters, but its trying to rebuilt the engine and its still givingme this error

#

so I guess UBT itself is borked?

#

ok

#

rebuilt UBT , its working

#

-_-

#

is there some way to do a CRC check or something on built binaries etc

#

because for all I know something else has corrupted. building UBT didnt detect anything, I had to rebuild it

keen flicker
#

can someone help me Spawn objects at the location of touch input?

dim arch
#

you need to disable context sensisitve checkbox in your bp node search

sudden agate
#

why do we have FRotator if FQuat is basically an FRotator in the Editor?

#

(this is an FQuat)

plush yew
#

@sudden agate It's because rotations are all calculated using quaternions (to avoid gimble lock). They're converted to FRotator for convenience (to make the values human readable).

sudden agate
#

thats not my question.
Why do FRotator exist in the first place if we have FQuat displayed as 3 Axis Rotations for human readability?

plush yew
#

Because from what I can see the FQuat struct mainly deals with quaternion math. No euler math or utility. The 3 numbers representation of a quat is a conversion to euler angles.

sudden agate
#

Would make more sense to have FQuat only and exposing FRotator only for Make FQuat

plush yew
#

afaik blueprints only use FRotator and not FQuat, specifically to hide complexity from the blueprint users

#

besides, sometimes you don't need to worry about gimbal lock and just want to do some straightforward rotation math

#

not to mention, there is also some legacy issues, pretty much anyone coming over from ue3 would expect there to be an FRotator

hollow falcon
#

Anyone noticed the landscape sculpt tools broken since the new version of UE4? Nothing happens when I try to erode the ground.

weary basalt
#

Is the tool strength high enough? Depending on the settings it might not be causing enough erosion to be visible.

hollow falcon
#

I rebooted the pc and that seems to have fixed it. : /

crisp fable
#

Good god are you using manitee

jovial berry
#

Best guess from looking at it though is that you may have to add the sub objects within Door1 rather than grabbing the parent object.

#

Since you're only grabbing the parent object, you are only moving the object itself and the children within it, rather than animating the 2 children instead.

dim dragon
#

I want to call these events in a camerashake blueprint but I need a target reference and playing world camerashake doesn't create one. How do I get a reference to camerashake? I don't seem to be able to spawn one either in scene or as a component.

#

My goal is to drive these values to represent airframe buffeting/vibration to indicate how close the player is to aerodynamic stall, how much stress the engines are under and what their stability is (which affects firing accuracy).

#

Like, to drive these values in realtime.

dim merlin
#

Hi, is it possible to mix character input and ai, e.g. AIMoveTo ?

dim dragon
#

Can't you grab the navigation path as a spline and just do that?

bitter plover
#

my game keesp crashing whenever i press play

fierce tulip
#

stop pressing play :p

#

also, check the logs for errors

bitter plover
#

i got it

#

i checked the log

worthy flame
#

can someone help me with the level loading slow when i press play

#

how to make that work?

bitter plover
#

yeesss i fixed the reload

#

i used the refrence to current weapon as the object and its all good.

dry cloak
#

Can I recruit people here?

tall pendant
dry cloak
#

Ok thx

thorn hazel
#

I downloaded my mesh from blender.. a landscape.. and placed my 3rd person character on it.. but my player keeps falling through

#

YELP!

worthy flame
#

how to load faster when you press PLAY, i wait around 4-5 mins

#

what to do? optimize change something

#

i cant find anything on google

bitter plover
#

@worthy flamewhat kinda pc do u have?

sinful mesa
#

Can anyone explain to me how the hell Unreal can eat 10GB of RAM when importing SINGLE 4033 res heatmap to a terrain layer

#

?

#

single heatmap

#

from 700MB to 12GB

grim ore
#

that's a weird question, should it not?

sinful mesa
#

i dont think so

#

so if u have 4 layers to import

#

its 48GB

#

inseane

#

because UE does not release this memory afterwards

worthy flame
#

its pretty good, it can do well

#

16gb ram

#

graphics card is decent

#

but thats not what im looking for

#

there are ways to optimize things and make it work

#

so i can have it render faster i just dont know

#

@bitter plover

plush yew
#

I've got a really basic scenario, it's been bothering me for a week and I hate to waste space here asking it, but I just cannot figure this out node-wise.

I'm trying to do directional flinching. So that a wounded character will flinch away relative to the direction it was hit from. I thought the find look at rotation node would solve it, but it didn't. All I need is the angle between the direction the hit character is facing, and the location of it's attacker, right?

#

Find look at rotation gets me the same value no matter where the attacker is relative to the character

sharp crest
#

How long does HTML5 packaging takes

#

Windows took me 1 minute
HTML is loading for like 10 minutes

plush yew
#

Hello guys I import a new chaarcter in ue 4

sharp crest
#

gg

plush yew
#

and tried to put him the animations that are in ue 4

#

with the default character

#

but they dion't support the chatracter

#

why?

#

here doesn't have anything

#

😭

#

can you tell me why? anyone to now?

#

you probably need to retarget the animations to your imported character

#

I want to use these animations

#

how to do this? @plush yew

#

I don't know, I make my own rigs and animations. I would just search retargeting animations in UE4. It sounds pretty basic based on how often I see guides for it

#

ok

dry cloak
#

How do you import a character from blender?

bitter plover
#

@worthy flame hmm either you reduce the rendering settings (Settings engine scalability) or if that doesn't work it's probably an issue with ur version of unreal. Try reinstalling

plush yew
#

what is the defferece between them?

#

what is the difference between ORG and DEF?

bitter plover
#

@dry cloak export as fbx and import into unreal

worthy flame
#

i did all of that

#

version is ok

#

its a big landscape

#

i know there is a way to reduce the load time when i press play

#

i just dont know how

exotic thicket
#

hey i wondering 1 things

#

my game become like little lag when disable motion blur

grim ore
#

@sharp crest chances are if this is the first time you are packaging to HTML5 it needs to compile all the shaders to that platform.

sharp crest
#

it just ended and it works

#

it's so cool in browser xD

azure shore
#

guys, where do I find the option in physics asset to turn off visibility for bodies whilst simulating?

#

cant find it anywhere in 4.22

#

nvm found it Im dumb

plush yew
#

I understood what to do I folow the steps but I am confusing between the ORG and DEF names-which is what and for what? @grim ore

#

How do I get the direction my capsule is facing? I can't use control rotation since the control rotation can be different than where my character is facing.

#

As in, I need the direction that red arrow is pointing

proper quiver
#

I thought about using spline meshes but it will be difficult to know the edges that are produced afterwards

sullen wraith
#

what's the best way to change my camera? I want to be able to left click on an object and then follow it :3

plush yew
#

to change which camera? @sullen wraith

#

of the character? to move it?

sullen wraith
#

no as in i want to "detatch" from my player character, and view an object

#

i cant control it

#

just to follow it

plush yew
#

o idk sorry

hidden aurora
#

Cannot open the editor

#

It poped up a minute ago never happened before and now i cannot open the editor

sinful mesa
#

restart PC

#

perhaps Your dirvers did not load properly

#

had this once or twice

hidden aurora
#

Im using a 2060 and the latest nvidia drivers idk why it happend

kindred viper
#

bad driver usually. if you can rollback I would, or update. Sometimes with Nvidia, you simply just have to skip a release.

hidden aurora
#

And now a blue screen 😃

jaunty ravine
#

Anybody able to help me with the issue on the Blue Print Channel?

#

😄

idle garden
#

Anyone using puglin VaRest here?

kindred viper
#

I have done why?

idle garden
#

Im getting a error in blueprints

#

Come to pm?

kindred viper
#

better to post here. get more help that way

idle garden
#

Ok

#

PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetField_ReturnValue1". Blueprint: W_Login Function: Execute Ubergraph W Login Graph: EventGraph Node: Branch

kindred viper
#

well it means its not set the value of the return value. So something went wrong before it got there.

idle garden
#

I know, but supposedly is 'result'

#

idk what to do to resolve it, I've been following a tutorial

kindred viper
#

im not sure about that script tbh. its echo'ing multiple times in a while statement. That doesn't made sense as it should be a whole statement

#

dont forget to json_encode your data on the way back too

#

@idle garden here is an example of how I check for a valid connection to the database, and if it fails, I send back an error code

#
        if ($link->connect_error) 
        {
            echo(json_encode(array('ResponseCode'=>"Connection failed: " . $mysqli->connect_error)));
            die;
        }```
#

so I would be accessing ResponseCode from blueprints

idle garden
#

In Unreal output log is getting me more 1 error and 1 warning @kindred viper

analog blaze
#

@plush yewForwardVector

idle garden
#

LogVaRest: Error: UVaRestJsonObject::SetRootObject(40): Trying to set invalid json object as root one. Reset now.
LogVaRest: Warning: JSON could not be decoded!

plush yew
#

@analog blaze THANK YOU! That worked

azure shore
#

is there a way to stop pawns bouncing on top of each other? instead Id like them to just act like normal objects and be able to go on top of each other

#

oh nvm, the can step up on thing

harsh pike
#

Does anyone know why foliage spawned on the hill ends up floating as I move away? Maybe some kind of displacement or tessellation is happening on the terrain so it shrinks/grows?

sullen wraith
#

im using a text render to display a text to all players, however if you goto the back of it, all you see is black. is there a way to make it always face player

vague vigil
#

you rotate it based on the player or camera you want it to face

plush yew
#

@harsh pike possibly the landscape is shrinking due to higher lod

sullen wraith
#

@vague vigil as it's in the world though, wouldn't it be buggy due to multiple people?

harsh pike
#

@plush yew That is probably true. I am using Brushify and it uses lots of LOD. Is there any way to avoid that? Or a way to tune it to decrease the effect?

plush yew
#

You could maybe make the first lod fade out later so you don't see the effect. Or move all the foliage down and scale by z. Other than that idk

sullen wraith
#

this was my first attempt, nothing happens :\

#

nevermind

#

fixed that part

#

they now rotate around, but it still sometimes faces the "broken" side towards me

#

ahh wait.. its because it gets the actor, not the camera

spark sonnet
#

you could use the same @plush yew

azure shore
#

guys can ai move to work with flying pawns in any way?

spark sonnet
#

I think you would need to make your own ai move to then. Just like cars @azure shore

azure shore
#

wdym?

spark sonnet
#

you would need to make it yourself. The ai move to will only work on characters

azure shore
#

it is a character, just with 0 gravity

#

simply just moving in the direction of the player would be enough

#

soooo how would I do that?

azure shore
#

hmmmm

spark sonnet
#

you could add force or add throttle/movement speed and rotate it towards the character @azure shore

azure shore
#

yeah right now I got it sorta just charging at the player and bouncing off walls

#

guess itll do 🤷

spark sonnet
#

what is it that you are moving?

#

what kind of movement are you using?

brazen forum
#

guys I'm confused. So you know how when you test the third person template with 2 players and a dedicated server the replicated movement looks real good? well for some reason when I create a blank project and re create the thirdperson template, the movement of other characters when I test mine looks kind of messed up. I even tried copying and pasting the code from the third person template character to my character and the movement still looks messed up. When I move on one screen the character responds normaly on the other screen, but then when It stop, it looks like it puts the character back an inch or 2. So my question is that why does mine do this but the template version doesn't? I litterly copied exactly how the template's character was made and it still has this result.

mint sequoia
#

Its a bug in 4.22 (maybe 4.21, never tried it), likely introduced with this setting that they would have enabled in Fortnite and not tested without it. It makes the effect a lot less noticeable. https://i.imgur.com/yDrqpX3.png

#

@brazen forum

plush yew
#

currently remastering a game

spark sonnet
#

which game @plush yew ? 😃

plush yew
#

SOS 😉

spark sonnet
#

its a battle royale game? @plush yew

brazen forum
#

@mint sequoia bro u saved me so much friggn time thx!

mint sequoia
#

@brazen forum No worries, it wont fix it btw but its bearable that way. I submitted a bug report and hopefully Epic will fix it by 4.23

#

Not likely tho

#

If they don't I'll fix it myself

brazen forum
#

@mint sequoia So a proxy is the same thing as a client correct?

mint sequoia
#

A simulated proxy is an actor that you're not controlling and the server doesn't own

#

In this case, a simulated proxy is any non-local player @brazen forum

brazen forum
#

ok cool thx!

livid finch
#

Hello,
Do you know why my character is not fixed in my blendspace? As far as I remember it remains the same position. ( I haven't used UE4 for a long time). Thx 😃

abstract relic
hidden aurora
#

Is there a way to delete actors that have been attached to for example a mesh

livid finch
#

Thx !

wise lagoon
#

@hidden aurora wouldn't you just find a reference to the actor and destroy it?

plush yew
#

i'm late

#

but yes @spark sonnet

sacred inlet
#

If I have a mesh

#

is there anyway to smooth it out

abstract relic
#

Open a 3d modeling tool of your choice and add smooth group to the mesh

sacred inlet
#

so something like blender

#

can open .uassets?

kindred viper
#

uassets are a binary format. they can be opened in unreal engine though and some stuff can be exported

sacred inlet
#

how can I export the mesh?

analog blaze
#

right click

#

and figure it out

sacred inlet
#

I don't see an option for exporting though

abstract relic
#

Asset action >>> export

sacred inlet
#

hmm for some reason thats not an option

#

Is there a static mesh library somewhere

#

for more complex shapes

sacred inlet
#

its not possible to apply brushes to existing static mesh right?

viscid jetty
#

Yo I have an any keybind but when I have it my other keybinds don't work. When I disable it by removing it. My keybinds work. I only use the any keybind once so is there a way to disable it via blueprints?

grim ore
#

Click on the any key input node in the blueprint you use it and make sure consume input is not enabled.

viscid jetty
#

Oh thanks 😄

upper wasp
#

i'm thinking of making a certain game

sacred inlet
#

I just downloaded some uassets

#

but its not letting me import them

#

they dont show up

icy mulch
#

How do you scale a parameter

worn granite
#

very likely the uassets are for a different engine and won't open

sacred inlet
#

I got the assets and can import them

#

cant* import them

icy mulch
#

I cant find my post processing

sacred inlet
#

help plz

icy mulch
#

How do you remove motion blur

tacit harbor
#

Hi anyone online?

rotund scroll
#

has anyone had this issue where the right click context menu in a view port just doesn't show up?

tacit harbor
#

Not sure

shrewd island
#

@rotund scroll which engine version are you on?

rotund scroll
#

4.22

#

4.22.1

#

I looked around a bit before asking, there seems to have been some issues before but I can't tell if they were related to this exact thing

#

funny thing is it was working normally a few days ago

shrewd island
#

Hmm, I've seen stuff like this in 4.12.5, but not in recent ones

sacred inlet
#

I downloaded some assets, but I can't drag and drop the file into UE4???

rotund scroll
#

@shrewd island any chance you know how it got fixed? I made a separate project on 4.22.1 and it didnt have the issue

plush yew
#

Does purchasing assets accept PayPal balance or not?

#

Cus for me the didn’t, When chose PayPal the tryed drag the balance on my card when I got everything on PP balance

safe rose
#

yes it can

#

but you need to specify that in PayPal itself

#

look for "approved vendors" thing

#

I had to do it myself to get it from using one card to something else

plush yew
#

Well I’ve changed it to PayPal as my preferred method

dawn latch
#

Hey, i am having issues with a blueprint for my survival game i am building in my free time on the weekends..

Today i came across an issue that i have tried fixing for a few hours with no result..

Anyone here good with blueprints and willing to help out whenever you have the time?

#

Send me a message if you can, thank you in advance. 👌

hot drum
#

ok i have a thing that's scrambling my brain

#

and it's probably super simple to you guys

#

because it's like beginner level

#

buuuut

#

it needs to be done

#

So I'm in the UI

#

editor

#

and I want it so when I click the options button it unloads the widget that has play and options and the main menu on it

#

and load the options widget

#

the problem is

#

I have no clue how to do it

#

so I made this

#

but the value for the cast in undefined

#

Now, I've made it a public value so I can set it

plush yew
#

Lattemo

#

U purchase something over epic games ever?

#

If so what method?

hot drum
#

uhhhhhh

#

that's a sort of odd question

plush yew
#

Well PayPal won’t work

#

I am purchasing a 55€ asset

#

It won’t use my PP balance

hot drum
#

I mean

plush yew
#

Even when I got 59€

hot drum
#

I've never bought something

#

but I imagine pay pal would work

#

hmm

plush yew
#

The won’t accept the PP balance

#

And when I emailed them the said we don’t accept PayPal at the moment 😂

#

Even when the got a PayPal payment tab available

raw elk
#

Is there any way to bulk change a flag for a massive amount of static meshes outside of the UE4Editor?

#

It keeps crashing as I go along, even doing them in small chunks, it inevitably crashes, a lot of times crashing during save-all

#

I'm wondering if I can execute a change to these files using the UE4 command line tool

hot drum
#

OOooooh I resolved my problem

#

I figured out I can create other widgets inside of widgets lmfao rip

lusty carbon
#

Hi urgent help needed for anyone

#

Using Source Tree, I hopped back to prev version and now when trying to get back to latest commit it goes

sudden agate
#

Reading helps

cloud cobalt
#

A Git tutorial also helps

#

Git isn't easy

lusty carbon
#

I stashed it and worked

sudden agate
#

git is easy peasy tho

lusty carbon
#

idk much about git

#

I also use sourcetree with gui all tutorials are with commands and stuff

#

too technical for me

cloud cobalt
#

Git is nowhere near easy, it's definitely the most complex / powerful VCS

#

If you keep it on a single branch it's somewhat easy, but you're also using 1% of it

sudden agate
cloud cobalt
#

Also Gitkraken is probably the best GUI for Git these days

#

Sourcetree has... problems

lusty carbon
#

stressful stuff indeed

#

in fact I get so many mini heart attacks using VCS that I'd rather just save the entire project elsewhere on disk

#

for tracking my shit

cloud cobalt
#

VCS is an absolutely vital tool, especially when you're using C++ and actively developing / trying features

#

I regularly just delete code I'm not sure I need and then add it back in seconds from Git 6 months later

lusty carbon
#

it's a CS degree in itself just to learn git

plush yew
#

I use memory stick fine for single person right

cloud cobalt
#

No, use source control instead.

#

It's not about backups, it's about complete traceability of every change ever made

#

And it's free

#

Well, Git and SVN are free and pretty great.

wary wave
#

Perforce is free for individual use

raw elk
#

I've been using sourcetree for a while with minimal issues, although sometimes I do revert back to using just a command line... But most of the time, common sense and reading can help out more than anything. When it spits out an error, read the error. It usually tells you what the problem is in plain english, like the above image -- It just wanted user to commit their file changes prior

wary wave
#

(well, up to 5 seats)

cloud cobalt
#

I hate to recommend Perforce because it's a way worse deal than it was a decade ago, but...

dim merlin
#

hi, that is the most common way to fix relative location of a attached object (like a weapon) to hand bone ?

#

i tried relative location, however this seems to be different in other levels, its not acurate

short shuttle
#

Does anyone know if the DayZ/Tarkov type inventory system actually has a common name? I'm trying to find resources on how to build something like that but I have no idea what it's called. I found a thing on the marketplace called Jigsaw Inventory System and that's very close to what I'm looking for, but no resources by the creator actually discuss how to make something like it, just how to use the framework he created

cloud cobalt
#

Get that and build upon it to make it how you want

short shuttle
#

Well I'd rather not drop $40 on something that I don't know is going to work, plus it doesn't help me learn, which is kind of the point

cloud cobalt
#

I guess people call that a jigsaw inventory since that was your question. I call that the resident evil inventory

bitter iris
#

@short shuttle jigsaw aint replicated to take note

short shuttle
#

Yeah, that's also kind of a big deal

cloud cobalt
#

Then again, there's probably not a plug-and-play store package that does exactly what you need 😃

twilit hill
#

I redid such an inv system, its really just called multigrid inv

steady summit
#

I have two objects that need to overlap each other. When it was both static meshes, it would generate overlap events just fine, but now that one of them is a skeletal mesh, those overlap events do no longer work. I wonder why, and how do I fix it?

sudden agate
#

make sure they have a physics asset assigned and that Generate Overlap Events is true and that the Collision is set to Overlap for both Skeletal Meshes

steady summit
#

It's only one skeletal mesh and one static mesh but yes it has a physics asset and does collide with other objects if I set it to block. Generate Overlap Events is enabled and when I set everything to Overlap nothing happens and no event is generated and the NotifyActorBeginOverlap() function of the static mesh is not being called 😦

honest vale
#

did answer hub get some sort of badges a while ago?

#

I just noticed I have received 4 and 5 year badges

#

and a newbie badge

#

😄

surreal tundra
#

hey, im trying to trigger an event mapped to a key on my keyboard in the level blueprint throug the sequencer, someone knows how to do that?

#

so basically i want to add in the sequencer that the keyboard presses a certain key at a certain moment?

#

or can this be done with scene capture somehow?

hidden aurora
#

@wise lagoon I a Italy used a get child actors and then a for each loop and compared the class and if it was the same destroy the actor

paper kernel
#

Question: how do I import custom collision using glTF

#

UCX_ prefix doesn't seem to work

steady summit
#

Ah so my problem was apparently a bug in the engine. If you enable OverlapEvents via C++ it works, but if you enable it in the blueprint or in the level editor then it won't work (all other settings do however).

surreal tundra
#

nvm worked it out

worthy flame
#

no discord invites

languid shard
#

also we already have a VR channel

hollow falcon
#

ah, didn't see that! Will delete! Sorry.

languid shard
#

no probs !