#ue4-general

1 messages Β· Page 455 of 1

dark depot
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take a pic of the log

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whats it say

wind siren
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OK on it

dark depot
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hmm not sure try deleting the Intermediate folder for your project then building again if you still have the issue post about it in #packaging

wind siren
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will do, thanks

plush yew
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I've got three different colors of a triangle that are the same size. I need to switch the image that the triangle is using, forums online suggest that I make 3 images and stack them then simply change the Z order so that whatever color I need is sent to the front. Is there not just a "set image" node or something? Where I can just change the image that my triangle us using?

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looks like make statebrush is what I want

violet goblet
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cloth painting for simulation:
how can i delete the painted area again? or paint with its initial color(pink?)

bright pebble
paper kernel
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coxOmg There's a hotkey to straighten blueprint connections now

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select nodes + Q

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this changes everything

leaden dust
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How can I make lambdas in UE4? And Can I use them as delegates for timers

mossy nymph
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FTimerHandle MyTimerHandle;
FTimerDelegate MyTimerDelegate;
MyTimerDelegate.BindLambda([<capture list>]() { <exec>; });
GetWorld()->GetTimerManager().SetTimer(MyTimerHandle, MyTimerDelegate, ...):
pseudo swift
sudden agate
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just connect the white arrows

pseudo swift
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it only allows me to connect to one at a time

sudden agate
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you have another arrow on the right side

pseudo swift
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sorry im terrible with bps, what do you mean? the beginplay has only 1 out

sudden agate
pseudo swift
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just getting stills with that setup:/

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like they are frozen on frame 1

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oh wait its wonky

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it does work

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i can see how the beginplay flow correctly

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thanks! i will fiddle with it

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seems like the viewport really doesnt like multiple videos simulating

sudden agate
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you know in Turn Based battle systems, how would someone implement "choreographed" attacks with special camera movement etc.?
Level Sequences?

serene birch
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heck, I'm interested in that question for anything turn based πŸ˜„

wary wave
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Sequencer

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heck, pretty much every attack can be done in Sequencer

plush yew
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Hey guys, im new to ue4 and have a problem, is this the place where i can ask for help or is that somewhere else?

sudden agate
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I'v never worked with Sequencer before. Could be interesting alex

uneven fractal
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what does "applyAOTtobasepassscenecolor" refer to?

manic pawn
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applying the ao to the base pass scene color buffer

uneven fractal
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😦

plush yew
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so basicly i started with the Quickstart for the AI
and now i need to do my behaviortree, i just stumble upon a problem at task 11. Make a service @ https://docs.unrealengine.com/en-us/Engine/AI/BehaviorTrees/QuickStart

Where they tell me to create the follow Graph.
https://docs.unrealengine.com/portals/0/images/Engine/AI/BehaviorTrees/QuickStart/11/fullGraph.png

on the total left top corner, is a AI CON ref. which his a blue line to ... which has a red line to the branch Β΄ConditionΒ΄

i would like to know how do i make this thing between the ai con and the branch. kinda stuck on that..

steep garnet
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Guys, I've just packaged my project but the sound doesn't work inside packaged one, although it works perfectly in ue editor. Could you help me?

loud kernel
thorn vector
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Hi so i wanna try to put voice for my npc similiar to those in rpg

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Is there any voice changer that i could use since i cant afford to hire actor

worthy flame
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i added a plugin for a health/stamina system

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how do i use it

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?

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nvm

covert flame
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@thorn vector try clownfish voice changer

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It’s free

honest vale
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what is "the new Unreal Engine learning portal"? I can't find any learning portals

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there's a survery about it and I don't even know what he's referring to

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I can't find it either

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is it the academy thingy?

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wtf

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"Sorry, you are visiting our service too frequent, please try again later."

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can't log in

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first time logging in today

wary wave
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"Unreal Academy"

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it's been there for a while, but it was pretty poor when it launched

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haven't looked at it since

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basically a new page for the video tutorials - they divided it into categories based on industry

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which didn't work because basically every tutorial more or less ended up in every category

honest vale
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are they all videos?

soft crescent
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it seems more archviz aimed than game dev

regal mulch
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Is attaching a continues act or a one time action?
So if I attach something to a Mesh including a SocketName.
And I change the Mesh which also has the same Socket, will it adjust or sit on the same location where the old Socket was?

wary wave
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one time action

mossy nymph
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whatever you're attaching also has a reference to what its attached to

regal mulch
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So whenever the Mesh changes, I want to attach again?

wary wave
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if the socket ceases to exist, the thing that was attached will cease to be attached

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because the old mesh is not there

regal mulch
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It's mainly cause we have Pawn Mesh customizations and the Weapons are attached to the WeaponSocket of the PawnMesh.
Now I can't guarantee that the PawnMesh is assigned on the Client when the Weapon is attached.

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The Pawn has a default mesh that has the same Socket (not transform but name) as all other Pawn Meshes.

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But I guess I will just tell the Weapon to reattach again when the Mesh changes

soft crescent
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so whats special about the prefab plugins for ue4? what do they do that you cant already do with blueprint?

wary wave
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I'd attached the weapon whenever the pawn mesh value is changed

regal mulch
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Yop doing that now

mossy nymph
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you can just have a delegate fire on PawnOwner when the mesh changes, and Weapon handling it by reattaching to predefined socket name

wary wave
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prefabs let you stick a load of blueprints together in specific configurations etc

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what @mossy nymph Zlo said ^

regal mulch
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Yeah I know when and how. I was more interested in it being needed

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Thanks!

ember cypress
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https://academy.unrealengine.com/ @honest vale This is what they're referring to, specifically the Preview in the yellow banner at the top. If you head there you'll find what you're looking for

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You can also get to this page from the "Video Tutorials" button on unrealengine.com (under the learn drop down) or in the learn tab on the Launcher.

honest vale
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well I finally got myself authenticated

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seems pretty barebones

sullen wraith
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I've been using a timer which plays every 0.005 seconds, obviously with a hundred or so of these ships spawning, it causes a lot of lag, I'm wanting to know a better way to make my ship fly to a point. it doesn't need to check for collisions, or dodge anything, just a straight flight path, any suggestions?

dim merlin
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Hi, anyone has any advise on how to make city building games regarding characters (like having ~ 50k humands walking around) ? would the only possible way be vertex shader animations?

wary wave
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you probably want to implement a custom solution

soft crescent
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@sullen wraith use sequencer?

wary wave
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we have skeletal mesh particle systems for that kind of thing

soft crescent
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also use an object pool

sullen wraith
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@soft crescent how would sequence change anything? I'd still be running a loop every0.0005 seconds

wary wave
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you probably want to group those actors together into a single actor

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I assume those ships are moving together

sullen wraith
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nah, it's an rts game, each ship is different

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a player will send them to a location

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so the screenshot is there "moving" blueprint

soft crescent
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oh it's a player thing

sullen wraith
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constantly changing it's ship location

soft crescent
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i thought it was something the player couldnt interact with

sullen wraith
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no no, it's litterally just a flying ship from point a to b

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every second its changing the actor location

opaque salmon
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is there a way to get unlit sprites to not show up black in a lit world?

dim merlin
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@wary wave u was talking about my question?

wary wave
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initially, yeah

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you probably want to implement a custom solution
we have skeletal mesh particle systems for that kind of thing

dim merlin
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'skeletal mesh particle systems' ?

wary wave
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yes

dim merlin
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never heared of

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ill look into that

wary wave
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well, it's a particle system, that uses animated skeletal meshes as particles

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effectively it's a mass skeletal mesh instancing setup

dim merlin
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okay, but why not just animated mesh?

wary wave
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but it has to be rolled completely custom

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because you need a way to control the mesh population

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the existing particle systems already handle simple behaviours for large numbers of simple instances

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you don't have to use it, I've built a swarming system before that didn't, but it also used static meshes with vertex anims

dim merlin
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okay, that sounds like a thing to investigate, thanks.. so i would not have to look into vertex shader animations?

wary wave
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but that was for fish; humanoids probably want skeletal meshes because of the number of joints and complexity of animation

dim merlin
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yeah, indeed

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they will have finger bones for sure

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okay, so thanks !

next badger
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@sullen wraith have you tried to debug?

atomic onyx
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Can someone tell me what my approach would be on slicing skeletal meshes?

cloud cobalt
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Not doing it ? 😬

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I've done it once by removing an entire bone tree, and spawning a static mesh instead for the base

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Like for limb removal, remove the limb, spawn a limb fragment in place

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Add some FX and you're done

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Do it for every segment and voila

next badger
leaden dust
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@sullen wraith Why don't you just do it on tick

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and this kind of logic is best done in c++

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because it can handle math on tick well

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blueprints, on the other hand, doesn't do math on tick that well

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and after looking at your logic, there are two rough solution, I, as an inexperienced person can think of

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first make the ships as a character

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disable the skeletal mesh

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add a static mesh

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and make the capsule much taller to get it to hover in the air

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and use the AI moveTo function

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or on the other hand

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check the marketplace and the forums for a plugin for 3d pathfinding

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and also, as an optimization

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you might want to set the rotation only once

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since it won't change

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as you're going directly straight towards the destination

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and use a VLerp ease in out if possible for the location

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*setting the location

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Both of these will save a lot of performance

rain marsh
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hy everyone

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I have an issue for exporting executable file from unreal.. And being a complete noob, I dont know how to get it anyway.

paper kernel
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you can use higher frequency timers no problem, as long as they only do the math

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and actual visual changes are done on tick

leaden dust
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@paper kernel I know you can, but he is doing visual changes

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and high frequency timers aren't really all that useful in most cases

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since you don't even need to update that fast

paper kernel
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yup, anything past 250Hz is pointless, as the hardware to show that minor changes doesn't exist

kindred viper
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you should buy one of my new range of "Quantum Monitors". They run at consciousness hertz. Which means I take a cardboard cut out of a monitor and stick a picture of your desktop on it.

lofty wave
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I have a question!
I'd like to make an animation with the standard-mannequin!

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But whenever i import the fbx file into Blender its just the bones

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And not the Model

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How can i fix/do anything against that?

glad gulch
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Hey champs. I look for the right keyword: Is there a special name for this kind of materials like.. "Terrain-materials" or.. "multi-layer-materials"?

grim ore
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@lofty wave how are you exporting it out? exporting out the skeletal mesh should work with the mesh as well as the bones

wary wave
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Landscape Materials

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because it is a Material on a Landscape..

lofty wave
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i exported the idle animation to edit it
Then the model wasnt there @grim ore

glad gulch
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that was too easy. >.< But thanks a lot.

wary wave
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hehe

grim ore
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that is correct then since you only exported out the animation. there is a checkbox on the bottom of export

lofty wave
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oh

ornate hatch
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is there a way to unlock the framerate in editor mode and play mode please ? I keep getting 60fps and i'm having hard time to see how I could change it since I'm aiming for 120 fps

grim ore
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open the console (~ key) , then t.maxfps XXXX

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or open the project settings and change your fps settings. Project Settings -> General Settings -> Framerate section

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but by default it should be ~120fps in a new project for the cap

ornate hatch
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Thanks a lot ! πŸ˜ƒ
Found it! It was caped at 60.

grim ore
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πŸ˜ƒ

lofty wave
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@grim ore what checkbox are you talking about??
sorry for answering so late*

grim ore
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when you export an animation at the bottom under animation is a checkbox for Export Preview Mesh. the better way might be to export out the skeletal mesh itself normally and the animation then bring them both in to work on

lofty wave
grim ore
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oh weird, what version of the editor?

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you might have to export the SKM and the Animation separate then

lofty wave
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its Version 4.21.2

grim ore
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yeah they must have added it in 4.22 then

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the animation is just the animation frames, independent of the mesh so you will have to export both and bring them into blender if you want to see the mesh itself

lofty wave
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ok

plush yew
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how to make the game determine the frequency of the monitor for fps cap
not t.maxfps

grim ore
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?

plush yew
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I have a 75 Hz monitor. I want the game to determine the monitor frequency and limit the frame rate that the monitor has

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fps

manic pawn
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that's called vsync

plush yew
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not working

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i have 120 fps

manic pawn
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it's a bit weird in the editor

plush yew
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hmm

manic pawn
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I don't think it actually works at all

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because the editor draws multiple windows from one thread

kindred viper
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yeah the editor needs a monitor independent frequency

manic pawn
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which makes it sync several times if you enable it

kindred viper
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if your game is 60fps. And the editor needs to run at 120fps for the logic to work (for some reason) then it needs to differentiate between what is output by the renderer and what the under-the-hood logic is fixed to

plush yew
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ok its works in compiled game

thorn vector
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@covert flame thanks i'll look into it appreciate it

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is the process easy for the voice to become.wav?

copper charm
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whats the best way to have a fireball explode on impact and destroy a destructible mesh

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every tutorial i see does it a bit differently using radial force or just regular force

coarse vector
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its fixed when i rotate directional lighting but when i build the lighting it breaks again

copper charm
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right now im trying to make a hollow cube that can be destroyed completely from the inside, but it doesnt seem to replicate it properly

grim ore
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@coarse vector when you rotate it, you switch to movable light (not static, not lightmap). when you build it builds the lighting and uses a lightmap. This indicates your UV's are bad for your lightmap, or you have bad lighting settings for baked/static lighting

coarse vector
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so i should change the uv maps in my modelling software to fix

grim ore
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that might help, you say your lighting is weird but I don't know what weird is. #graphics might have more help if you have some specific issues you need fixed.

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if there are extra "black" areas then your UV Lightmap is a good place to start

coarse vector
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ok ok, ill try that, tyvm

north stone
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Guys, any idea why my actor is hidden in editor, but not if i simulate/play ?

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i think its something related to the material, but i'm not sure

ornate hatch
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I'm trying to package my project and I get this error. I already have Visual Studios 2017 installed. I don't get it

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@coarse vector Maybe your normals aren't good and it makes your model sharp.

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If you get squared shadows it means the model isn't smooth

hidden heart
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you need to install the tools with 2017 for C++ game dev @ornate hatch

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its in the yellow text

coarse vector
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ya tbh i'm completely new to uv unwrapping, texturing etc and importing to unreal

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learning as i go

ornate hatch
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Not only UV mapping, it's with smoothing groups and if your model has correct normals

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@hidden heart Sorry didn't notice! Thanks πŸ˜ƒ

hidden heart
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You're all good, hope it packages for you! (always a pain point)

ornate hatch
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We'll see :D
Second thing is that I can't seem to find a VR option for packaging though I have created the project with a VR template

hidden heart
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yes

ornate hatch
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@hidden heart Ok thanks! πŸ˜ƒ

hidden heart
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πŸ•

soft crescent
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is it possible to offload shader compiling to an aws server?

hidden aurora
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Unreal should make a post process asset, where you can save a post process volume settings and then use that present in a volume and can switch between them

manic pawn
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the post processing settings is a struct that you can put into a data asset

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or you can make blueprints of the volume

hidden aurora
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oh

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didnt know that lol thx

crisp arrow
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Is there a publicly available implementation of the OnlineSubsystem for Discord?

plush yew
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Hey would it be possible for a solo dev to make a battle royale?

manic pawn
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no

plush yew
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why?

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I didnt say a big one

hidden aurora
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Its too much work for just one person but try if you want

sullen wraith
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what.. how is it to much work..

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battle royale is a very easy concept..

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to achieve..

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quality is a different story

serene birch
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making something that works well in multiplayer for big servers with a lot of players might be hard

hidden aurora
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I know its basic but it has a lot of mechanics

plush yew
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Ok I have a problem

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I created a new level but everything is unseeable unless i choose unlit

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ive already tried building the lighting

serene birch
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did you try placing a light? πŸ˜›

hidden aurora
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Check the lighth settings

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or that

plush yew
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No @serene birch as soon as i asked i went back to UE4 and I had no light lol

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I thought when you made a level it came with lights

serene birch
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wut XD well sometimes you just have to ask the basic one πŸ˜ƒ

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the empty level preset is literally empty of everything including lights

plush yew
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oh

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sorry

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I apologize lel

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but how do i change the hud text size?

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i just started using unreal engine, i have no experience in any other software either. im trying to make a game where i collect items in order to finish it. something like slenderman. i've been searching online for like 3 days now but i cant find anything that talks about that. any help?

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Are making UE4 animations hard?

hidden aurora
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Animations in ue4?

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I make anims in blender and then impor t them into ue4

plush yew
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ah ok

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but is making blender anims harder then making them in ue?

paper kernel
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well yes, but engine isn't intended for making animations in the first place

hidden aurora
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Im not sure if you can make animations in ue4

paper kernel
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you can, with additive tracks

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(technically)

hidden aurora
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But animations is relative

paper kernel
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ye you can pick a 0-frame long t-pose and start adding frames to it inside the engine

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will take you forever to make anything, but possible

woeful furnace
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hey! is there something to change on my project, if i want to publish my vr game on the ps4?

grim ore
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Anything you need to change will be covered in the SDK and other documentation you have when you are an authorized PS4 developer

summer aspen
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I'm hoping to create a time-stop visual effect. Any suggestions or examples of good ways of achieving a time freeze visual?

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I'm making a Simultaneous Strategy game, and we want an effect to visualise the beginning of the planning phase, and to let players know clearly which phase they're in

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A quick screenshot to show what we look like in case it helps with suggestions on viable effects. Thanks for any tips or pointers!

twilit hill
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mhh .. seems like using the text render actor with the default engine fonts is broken

pseudo swift
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guys does anyone know if it is possible to make a kind of first person shaky handheld cam without a vr controller?

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ive only done it before with a vive set

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@summer aspen look at like world of warcrafts mage time stop ability

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if I record a camera movement with the sequence recorder, is there a way to add random shakines to it?

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without keyframing the transform properties it by hand

vagrant flax
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Wondering if anyone can help me with this, I'm trying to create a dynamic Wire or cable that is attached to an actor that is movable with another actor on the other end, so something like a toaster with a power cable attached, is this possible with UE4?

pseudo swift
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check the cable actor

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it can be attached to two seperate objects

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hopefully this helps you

vagrant flax
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That is actually extremely helpful, thank you so much!

pseudo swift
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no worries im doing similar stuffXD

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no bp person here? ://

onyx wave
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So I'm trying to import a sample video into my project and then play it in a media player. So first created an File Media Source and then created a new media player and when I try to play my video it simply doesnt and tells me LogMediaUtils: Error: Cannot play file://D:/Programming/Unreal Engine/VR_TEST/Content/SampleVideo_1280x720_5mb.mp4, because none of the enabled media player plug-ins support it: LogMediaUtils: | MagicLeapMedia (only available on Lumin, but not on Windows) LogMediaUtils: | MagicLeapMediaCodec (only available on Lumin, but not on Windows) LogMediaUtils: | MagicLeapCameraPreview (only available on Lumin, Android, but not on Windows) LogMediaUtils: | AndroidMedia (only available on Android, but not on Windows) LogMediaUtils: | AvfMedia (only available on iOS, Mac, but not on Windows) LogMediaUtils: | ImgMedia (URI scheme or file extension not supported) LogMediaUtils: | WebMMedia (URI scheme or file extension not supported) LogMediaUtils: | WmfMedia (URI scheme or file extension not supported)

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I already installed multiple plugins containing the word media...

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yet nothing works

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video file is .mp4, but also tried .wmv, .avl

pseudo swift
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" file extension not supported" i always run jpg/png image sequences and it works like a charm

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try that out

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here u go

hidden aurora
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Does someone know how to use the mouse position to rotate an actor on its pivot?

grim ore
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mp4 should definitely be supported if the codec is valid, mp4 is just the container, what is the codec info for the mp4?

pseudo swift
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hey Mathew πŸ˜ƒ I watched your video regarding the camera shake class but now Im wondering if it is possible to apply it to a cine camera actor that has a keyframed animation

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my bp is above

grim ore
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I dont know if the shake class applies to cine cameras 😦

hidden aurora
pseudo swift
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damn, do you know if I can apply like a random shakiness to a cine cam somehow? πŸ€”

grim ore
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if the camera shake doesnt work off the top of my head would be something like a sequencer event, then have it use a timeline to move the camera. between your points randomly. have you tried the shake itself on the cine camera itself outside of the sequencer?

pseudo swift
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cant really figure out how to setup my bp for the cine cam

onyx wave
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the codec is of the video is h264, tried it with ImgMediaSourceFile still cant open the video in the media player

pseudo swift
grim ore
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@onyx wave is the file imported into UE4 and in your asset browser?

pseudo swift
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i was thinking of using the sequence recorder to control a camera which I pilot and then add some shakiness to it

onyx wave
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@grim ore yes

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when i import the video its an File Media Source

grim ore
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did you read that page, it shows you how to use unsupported codecs as well as see the info on the file to see if that is a problem

onyx wave
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i got an plugin which had the option to allow for unsupported codecs

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but that didnt help

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infuriating... how can such a simple task be so difficult

grim ore
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did you try with the sample file on the page? If that doesnt work then you might be doing something weird and if it does then your source file is incompatible

onyx wave
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gonna try it with their sample file then

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where would i get said sample file ?^^

pseudo swift
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hmm cant even get the sequence recorder to record my cine cams perspective now even, thats supposed to work no?

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nvm found a youtube vid

pseudo swift
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still wondering about the shakiness though:)

grim ore
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ok so yeah shake does work with cine cameras, just tested it

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I think a big issue is your amplitudes are way too small for any visible effect

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try changing your amplitudes in the shake itself to 100 and see if you can see it working

pseudo swift
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hmm interesting

grim ore
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and the 2nd issue is the camera shakes affect the player camera manager which I don't think matters for sequences

pseudo swift
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what about my bp?

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is that even correct lol

grim ore
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so I dont think they are going to work since you never use a player camera manager

pseudo swift
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like my plan is to use this one

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where he basically records his gameplay through the player camera

grim ore
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actually lol I dont know if it is, Ive never seen the play world camera shake before lol

pseudo swift
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so my question to you is like do you think given how the example video works that I could record gameplay in a similar way and then add some shake to it

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1:20 he walks around

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i will do something similar and then just add shake if poss

grim ore
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ok yeah if you are doing that you can use the camera shake for sure

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since that is using the player camera

pseudo swift
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the player camera has a camera component which i dont see how it differs from a cine cam? can it have dof and stuff?

grim ore
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you can change out to a cine camera if you want

pseudo swift
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otherwise I can just attach a cine cam to the player one after one also

grim ore
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the set view target with blend node allows you to set the current player camera and it can target a cine camera

pseudo swift
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i guess i have to migrate these first person things from a new project?

grim ore
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the first person character?

pseudo swift
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cant find it in the engine

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yea the fps stuff

onyx wave
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cant even open the sample video you gave me πŸ˜ƒ

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perfect

grim ore
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click the green add, then the top add feature pack, then choose the first person pack

pseudo swift
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@onyx wave update your engine?

onyx wave
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is latest version

pseudo swift
#

@onyx wave read the manual on how to play an image sequence and just load the example vid the steps are the same

onyx wave
#

already did

#

i simply cant put the video as a file media source OR as an image sequence into the media player

pseudo swift
#

you put the correct path?

#

thats so strange

onyx wave
#
LogMediaUtils: Error: Cannot play file://C:/Users/ClusterFunk/Documents/SEP Projekt/RobotVR/Content/Movies/Infiltrator Demo.mp4, because none of the enabled media player plug-ins support it:
LogMediaUtils: | MagicLeapMedia (only available on Lumin, but not on Windows)
LogMediaUtils: | MagicLeapMediaCodec (only available on Lumin, but not on Windows)
LogMediaUtils: | MagicLeapCameraPreview (only available on Lumin, Android, but not on Windows)
LogMediaUtils: | AndroidMedia (only available on Android, but not on Windows)
LogMediaUtils: | AvfMedia (only available on iOS, Mac, but not on Windows)
LogMediaUtils: | ImgMedia (URI scheme or file extension not supported)
LogMediaUtils: | MfMedia (only available on XboxOne, but not on Windows)
LogMediaUtils: | WebMMedia (URI scheme or file extension not supported)
LogMediaUtils: | WmfMedia (URI scheme or file extension not supported)
``` thats the error message not that he cant find a file or something
grim ore
#

i added the sample file, added a new media player, selected it in the media player and https://i.imgur.com/hFq6hL9.jpg works fine, raw 4.22 FPS template project

#

so the question is how are you putting this file in the project

onyx wave
#

import select the video

grim ore
#

and you get that error on import?

onyx wave
#

nope everything fine

#

when i double click inside the media player on my imported file

#

then i get the error

grim ore
#

and when you open up the file media source for the file you just imported what does it show?

onyx wave
#

the path to the file and everything else automatic

#

and precache file unticked

grim ore
#

what options does it show are valid for windows?

onyx wave
#

img sequence webm and wmfMedia

grim ore
#

actually I just thought of something else, where is the source file at? it seems to be pointing to your project itself

pseudo swift
onyx wave
#

sits in Contents/Movies

pseudo swift
#

i tried dragging off the posses in pawn and search for it

#

@onyx wave i never have my files imported to the project but pointing the path to your downloads for etc.

#

it probably doesnt like pointing to your contents

grim ore
#

I thought it might have been due to it being in the content folder but it works here =/

#

so in the media player under info what does it show for the info for the file?

#

or does it just fail to open and nada

onyx wave
#

info is just blank

#

when i try to open the file media source i get the error

grim ore
#

@pseudo swift you can just use the Get Player Character and I would assume it would get your player

pseudo swift
#

it gets me the one which is disconnected

#

and it doesnt connect to the in pawn

grim ore
#

@onyx wave at this point maybe try a new blank project and see if it works, or a new engine version. perhaps something got disabled for some reason but it should work out of the box

pseudo swift
#

u see the node at the bottom which also has a target

grim ore
#

the item in your screenshow is the first person camera,

pseudo swift
#

yea but i cant hook it up to the possess

grim ore
#

what is the first person camera?

pseudo swift
#

this is my scene

#

i only dropped in the firstpersoncharacter

#

which is selected in the viewport

grim ore
#

you can just right click in your level blueprint and add a reference to that if you have it selected

pseudo swift
#

doesnt that come up on top in the menu?

#

cant find it

onyx wave
#

verified my version and all files, created new project same error -.- ok I'm off this is retarded af

#

thanks for trying to help

pseudo swift
#

i think i just create a variable for it? maybe they remade things?

#

and grab it through an object reference

#

like this i think?

#

doesnt say from level though

#

i compiled and selected my assset in the menu

#

hmm but im not possing the fps during PIE

#

okey nvm i dont know what i did wrong but i managed to create a reference to it now

grim ore
#

it's only going to come up as an option if this is your level blueprint

pseudo swift
#

i cant posses it though

grim ore
#

and contenxt sensitive would have to be on

pseudo swift
#

im positive this is correct now

#

im just wondering why it doesnt put me in into fp mode

grim ore
#

its possible your other settings are overriding it. put a delay after begin play to see if it works

#

otherwise just change out your game mode or your default pawn to the first person one

pseudo swift
#

how can i change that?

grim ore
#

game mode is in project settings -> maps and modes

cedar moon
#

Is it not possible to derive blueprints from USphereComponent? It isn't listed in the blueprints

pseudo swift
#

can i switch back?

grim ore
#

you can yes, its just a setting

cedar moon
#

you can switch back of course

pseudo swift
#

alright:)

#

still no fp cam though

#

on play

cedar moon
#

that isn't what the game mode does

pseudo swift
#

delay also didnt change it, so how come i cant possess my fpchar on beginplay then

#

its simulating from where my viewport cam is located

cedar moon
#

perhaps you have the wrong default classes set

pseudo swift
#

how do i check?

grim ore
#

that is a good question on the possess because I just tested it and it worked here, hitting play possesses the first person character I have in the scene

pseudo swift
#

are all these correct?

grim ore
#

do you have anything else overriding like auto possess on objects?

pseudo swift
#

oof idk, i didnt tick those options on objects?

hidden aurora
#

I need comment boxes in behaviour trees!!

pseudo swift
#

what about this?

#

hhmm no

#

why am i stuck in viewport mode lol

#

does it have to do with the fact im simming? no?

#

yea

#

i changed it and now it allows me

#

alright mb

#

@grim ore so i recorded a sequence with the fp character but afterwards when i enter the recorded sequence there is no way to look trough the camera, so i tried creating a cine cam and attach it to the keyframed fp cam but it doesnt follow since its a spawned actor

#

how can i switch out the default fp cam to a cine one? seems difficult since it is referenced in bps i think?

grim ore
#

add the new camera to the player, use the set view target with blend node to swap between the old and new camera

pseudo swift
#

is this in the fpchar blueprint or the level one?

#

xd xd

grim ore
#

either works but since both cameras are in the player I would do it in the player on begin play

pseudo swift
#

this is the player correct?

#

so i add the new camera in the top left menu?

grim ore
#

it looks like the player

pseudo swift
#

its not the event graph though with beginplay? not sure where I add the set view target one

grim ore
#

that screenshot is a function in the player

pseudo swift
#

alright

thorn vector
#

hi do anyone know how to make dynamic season and weather system?for season i have the asset(textures from procedural landscape ecosystem) can anyone guide me?

pseudo swift
#

"set view target with blend node to swap between the old and new camera" not sure how to follow this, can you elaborate a bit more?:)

#

do i need to edit the function of the player?

#

the cine cam is added its just not possessed since the other one is still the main one

#

even if I switched cam, would it still record my viewport look-around changes? do I still possess the first-person if I switch?'

grim ore
#

you want to control the first person, which you can do now right?

pseudo swift
#

yea

#

the first person is fine

#

and i added a cine cam component

grim ore
#

and it is using a normal camera that is inherited?

pseudo swift
#

yes the default first person cam which is not a cine cam

#

i can look through it and use it, so the whole first person thing is working

grim ore
#

it's not, so you can just add a cine camera, move the stuff that is under the current camera to it, then delete the normal camera

pseudo swift
#

yea so i added a cine cam component, not sure what happens if I move the stuff and delete the normal one

grim ore
#

do you need the gun and arm meshes?

pseudo swift
#

nah

grim ore
#

delete the entire first person camera and the children

#

add a cine camera

#

hit play

pseudo swift
#

lol aight

grim ore
#

at the worst it explodes and the computer melts and we don't have a problem, at the best it works and we dont have a problem. either way, no problem.

pseudo swift
#

even the capsule thingy?

#

haha yes its a win win

grim ore
#

the FirstPersonCamera since that is what you want to delete

pseudo swift
#

aight

grim ore
#

deleting one camera and adding a new one

pseudo swift
#

it doesnt compile :/

grim ore
#

find where it is broke

#

I am guessing something was using the gun and the arms. perhaps the firing animation? if you dont need the firing stuff just delete the entire code part that deals with firing

pseudo swift
#

think i need to set the new cine here?

grim ore
#

you can just delete that, it was for attaching the gun to the hands

pseudo swift
#

only gives me this now

#

still no compile

#

cant find any errors anywhere

grim ore
#

click on the target link

pseudo swift
#

what do you refer to with link?

grim ore
#

it says Target with an eye glass, you can click on that in the error

pseudo swift
#

ah

#

in the logs alright

grim ore
#

in the compiler result you linked above

pseudo swift
#

took me to the event graph

#

something with the arms

#

maybe i just remove the arm animation montage?

#

from the montage play?

#

hmm still error

#

so the target must have a connection

#

i tried dragging and dropping my cine cam

#

but doesnt connect

grim ore
#

you can remove that entire section that happens when you fire

pseudo swift
#

okay compiled now

#

!

#

lets see if I can posses it

#

it does enter fp mode but it only moves sideways and not rolling/yawing

#

like the cam is locked in x/y axis

grim ore
#

it might be, there are settings on the camera that determine how it moves with the character

pseudo swift
#

think this fixed it!!!!

#

lets do a test rec

#

alright it works

#

so do you think it would be even possible to add shake to this somehow?

#

the player function is using a camera manager which you mentioned earlier

#

would be great if the level blueprint could just add random shake to the area where the player cam is and have it affect the cam

pseudo swift
#

ill try adding it tomorrow, goodnight! thanks for all the help MathewW!

#

much appreciated as always

mellow turret
#

soo transient variables are initialized to 0 and not serialized...?

plush yew
#

Hey guys so i have this small problem, for a tutorial i need to make this as seen below but the one with the circle around it i have no idea how to create this! could anyone help me?

mellow turret
#

do you have the AI CON Ref already?

#

did you try to drag the pin and type "!=" in the search box ?

quartz grotto
#

I've got a blank UE4 project. I did not choose to include any of the starter content, etc. Isn't there a way to import the Mannequin into my project? I seem to recall some sort of popup that allowed me to select just that one thing to import.

#

Or is the only way to create a starter template project and migrate the mannequin?

dark depot
#

you can migrate from another project or hit add new then template project and add a third person or something that has what you need

plush yew
#

IS there an off-topic chat?

kindred viper
tiny karma
#

Can someone PLEASE tell me how to fix this, Idk what happened but nothing is working

quartz grotto
#

i must be wrong about this. what are the default units in the editor for the grid? i have my measurement units as the default (everything is default), which is centimeters.

#

and according to google, 1 foot is about 30 cm

#

wait nvm, somehow this scale is set to 900 not 30

#

that would be my problem

#

ok yea, so this is my question ... I have a plane scaled to 30cm x 30cm

#

but it looks huge compared to the mannequin and the grid

kindred viper
#

1u = 1cm

quartz grotto
#

yea, ive got scale to 30x30 that should be 30cm right?

#

for a generic plane

#

in the editor it feels more like 2000cm relative to the mannequin

sacred sun
#

the default plane in the engine is 1 meter or 100 centimeters when its scale is 1 xyz

dark depot
#

that looks like 30meters

#

so your OG scale isnt 1 cm

sacred sun
#

you can use the ruler tool if you go into the top orthographic mode. just hold and drag the middle mouse button

dark depot
#

is that a default plane if that is larger then 1cm but 1 meter

quartz grotto
#

this is just a fresh C++ empty project and i added a plan to the scene

#

and the mannequin

dark depot
#

open the plane see how big it is

#

the 30 there doesnt mean size of the object in CM but Scale compared to its original size

quartz grotto
#

ah ok i see, so Cel's info and yours adds up then

#

plane isn't 1cm x 1cm like i assumed

#

i didnt think to open up the plan and look at it

#

wish i knew the metric system fluently lol

tiny karma
#

I really need help, this project is due soon

quartz grotto
#

can you explain whats wrong with your graphic / video

#

its not obvious

thorn vector
#

anyone can help me create dynamic weather and season?

tiny karma
#

The viewport shakes, all my models are either see through or weirdly textured, some of my models are just gone, my skeletal mesh is behind models that are much further into the distance than it

#

Basically everything has gone completely out of order and I really don't know what happene

kindred viper
#

did you have a backup?

tiny karma
#

My backups are doing the same thing

kindred viper
#

Perhaps your engine build then. I dunno

maiden swift
sacred sun
#

are your models opaque? sometimes there are sorting issues with translucent stuff. is your viewport shaking if you make a new map?

kindred viper
#

@maiden swift wait what? I've been looping with byte representations all this time?? When did this go in?

maiden swift
#

I have no idea, but I just discovered it and had my mind blown.

kindred viper
#

yeah. I didn't even know the C++ enum could do that

maiden swift
kindred viper
#

ok never noticed it. But I only moved into 4.20+++ territory a couple of months ago. Been stuck in 4.19 and don't remember it there

#

but I might have just missed it

tiny karma
#

All of them are opaque

#

It looked nothing like this before I restarted it.

plush yew
#

I've got an idle animation that sets a boolean on my character on frame 0. The problem with this is that you can enter that idle animation on a frame other than 0, which means the entire animation needs to loop before the boolean is set. Is it possible for me to set that boolean WHENEVER the idle animation is playing? Like during the transition or something?

restive seal
#

I have a problem.
This might be better suited for the answerhub or a bug report. But I want to know if anyone has run across this before.

I use brushes to block out my levels.
Sometimes, when I have the level as a sub streaming level. When I Build Geometry, the sub level's brushes will break.
The brushes keep their shape, but they lose their transform.
They will then behave differently:

  • You can't press F to "find" them in viewports.
  • They no longer draw edge lines in any viewport or preview, but vertexes show up when selected.

I have previously just reverted to the last commit when this happens... once I notice.
I have one of these .umap files if anyone is interested
But I want to know what causes this and how to fix it.

kindred viper
#

@plush yew AnimNotifies

plush yew
#

That only happens on frames though, right? Which is where my issue is occurring. Is there a different way to trigger notifies?

kindred viper
#

@restive seal by Brush do you mean a BSP brush?

restive seal
#

I do

kindred viper
#

its been long advised not to use them anymore. Other than box modelling a proto level

plush yew
#

I could put a notify on each frame but that doesn't seem efficient

kindred viper
#

it's not in-efficient really. It's just an event call basically

plush yew
#

I guess I'll put that down for now but I'm going to work on finding a different solution in the mean time. I've got a lot of frames in my idles

#

Oh, and thanks for the tip!

kindred viper
#

yw

restive seal
#

I have begun using models to block out my levels, but that is slower.
And I have 40 levels of my game currently blocked out in brushes, so id like to avoid this bug as I change their order

kindred viper
#

you can convert Brushes to static meshes iirc. Im not really sure anymore. Last time I used BSP was in UE3

restive seal
#

you can, but then the level structures would be locked in place as one giant blob.
I'm just using them until I have some stuff to kitbash overtop

kindred viper
#

I dont mean convert them all to one static mesh. Take sections and convert. So if I were to do this, my workflow would be something like :
Drop a brush, shape it out, convert to static mesh, next shape....

restive seal
#

I use subtractive brushes though, so each level is one brush carved out

kindred viper
#

then you double fudged yourself sorry

restive seal
#

well, only one level is broken, I can revert it to yesterday.
I just don't like these bugs

kindred viper
#

one of the reasons I came to UE in the first place was to get away from the horrible subtractive BSP in Source engine.

#

Additive is the way

restive seal
#

I loved source engine, but it didn't have subtractive brushes iirc

kindred viper
#

well of course it did. It only had subtractive though

#

or maybe they changed that and Im thinking of the original Hammer

restive seal
#

oo, from HL2 and up it only had addative

#

idk about before

kindred viper
#

Im pretty sure I had subtractive in the leaked HL2 devkit. But its a long time ago I dunno anymore.

restive seal
#

ue4 > source

kindred viper
#

for sure

#

what amuses me is that UE4 is open source but the Source engine is the most hacked game engine in history :p

restive seal
#

woof

#

source engine is.. sorta open

#

they need to open hammer if they want people to use the engine

maiden swift
#

I sure hope Epic finishes that mesh editor in the not-so-distant future.

kindred viper
#

yeah me too

#

although what I have seen so far, its got some decent cleanup stuff already

maiden swift
#

Yeah? Last time I turned it on to tinker with it was like a year ago, and it was very rough.

kindred viper
#

they did a bit of an update in 4.20 or 21 or 22 I can't remember

maiden swift
#

Had a weird bug where editing an instance of a mesh would also edit the source asset. lol

kindred viper
#

heh wonder if thats something to do with hot reloading assets?

restive seal
#

I don't think thats a bug, but it should save a new version

maiden swift
#

Maybe not a bug but a workflow problem.

#

It didn't feel right to drag a mesh into a level, edit that instances' verts, and see those changes reflected in the content browser immediately.

restive seal
#

yeah

maiden swift
#

Although my primary interest is as a designer/developer who isn't great at 3D art.

#

For solo projects and game jams, I'd love to be able to bash out simple meshes myself right in the engine.

kindred viper
#

yeah me too. Everything I do is placeholder and it takes longer to make a placeholder in a true 3d app than it would to create a simple mesh in engine

maiden swift
#

I have a background in level design, but I never went very far down the environment art path.

kindred viper
#

perhaps you should have added the path to your environmental art first :p

#

ahh gamedev jokes.

maiden swift
#

lmao

past pilot
#

Can someone tell me how to stop the engine from auto expanding all the folder in the world outliner when dedicated server is enabled? If i turn it off the folders stay as i put them. if i enable dedicated server it expands all the folders in the outliner every time i hit play

#

googleing shows this as a problem since 2014

velvet finch
#

just curious those royalties to epic for using UE4 is only for games and arch vis?

#

So what happens if you make prints rendered in UE4 or a UE4 game?

#

Do you have to pay royalties on that?

leaden dust
#

Any way to shorten compile times other than buy a faster processor?

#

I got an NvME

dark depot
#

overclock

#

simplify materials

#

uhh do it while multitasking other things

tall pendant
#

for compiles a threadripper helps greatly

stray sparrow
#

is a 2700x good?

#

for compiles ^^

languid tusk
#

hey...after importing and applying normal to my mesh....my output is coming out to be like this...any idea?

cedar snow
#

@stray sparrow yes

leaden dust
#

I question

#

what does a & after an data type mean?

#

while declaring a variable

#

eg.

#

FHitResult& OutHit;

wild ginkgo
#

@leaden dust It references an object, basically holding its memory location. It will still hold that location when the object is moved in memory so you should know what you do when you use it. Refer to https://stackoverflow.com/questions/388242/the-definitive-c-book-guide-and-list in any case as your question clearly exceeds the scope of a disc reply.

leaden dust
#

This is a very noob question but how can I make a class variable

#

instead of object

#

and pass it as a parameter in function

#

I don't know how to declare class variables

#

I would be very thankful if could get an answer quickly, as I have to try to finish this in 15 minutes

latent moth
#

Ue4 crashes on me at least 20 times per hour (every 5 minutes). This happens when I work on a rather charged character BP. What can I do to limit this issue? It makes it practically impossible for me to be productive.
I just have to create a variable, a function. It will randomly crash.

wild ginkgo
#

fix your code ^^

#

hate to say it

#

the debugger should give you at least some hints, likely memory violations

latent moth
#

...fix my code?

#

it breaks if I add a variable or a function.

#

any variable or function.

#

sometimes at save, sometimes just by adding one.

#

in a total random way.

wild ginkgo
#

can be literally anything, you should look at the output, the callstack and at what the vs debugger can catch

#

in any case build a debug build so you get a non-optimized output

latent moth
#

what is a build useful for

#

it's crashing in editor when adding a variable. will post the callstack

wild ginkgo
#

a debug build does not optimize out code so you get a more reasonable callstack and all data

latent moth
#

here.

#

does this help?

#

it's not in a build! it's in the editor!

wild ginkgo
#

you should run from visual studio to get better debug infos

#

this log here basically just further indicates that you indeed violate memory

#

if you have a blueprint-only project it might well be you ran into an engine bug

latent moth
#

yes it's BP only.+

#

adding a VARIABLE into a BP crashes the engine. I don't know how differently to say that πŸ˜„

wild ginkgo
#

do you have visual studio installed?

latent moth
#

yes

wild ginkgo
#

run the project from there

#

build debuggame editor, not development editor

#

then reproduce the crash

latent moth
#

i'm really not following

#

WHY do I need to run the game THE CRASH HAPPENS IN EDITOR

#

adding a variable

wild ginkgo
#

because ue4 self is not a good debug enivronement

#

vs is a proper tool to debug c++, ue4 has no comparable functionality built in in that regards

latent moth
#

so how do I go in debugging the UE4 Editor from Visual Studio.

wild ginkgo
#

as shown above

#

run your project from within vs while building debuggame editor

#

oh and that being said, you also will want to install debug symbols in the ue4 launcher

latent moth
#

what do you mean with "run the project"

wild ginkgo
latent moth
#

yes i have that

wild ginkgo
#

rightclick the uproject file in your game folder, select "generate visual studio project"

#

then double click the sln

latent moth
#

i have all of that

wild ginkgo
#

alike you can run from vs

#

hence you've a proper debug environment

latent moth
#

are you telling me I can debug a EDITOR crash (not running the game!) with visual studio

#

RUN WHAT

wild ginkgo
#

yes

latent moth
#

(sorry for caps)

wild ginkgo
#

run the solution

latent moth
#

this will start the game, no?

wild ginkgo
#

no

latent moth
#

parsing files I guess

wild ginkgo
#

likely you do not have everything installed that is required to open/run ue4 from vs

#

you need to make the right checks in the installer, windows 10 sdk, c++ development etc.

latent moth
#

ok thanks will see.

tall pendant
#

the thing with BP's is..at some point you really should move stuff to code

#

BP's are just not solid enough for whole projects

#

(depending on the projects size/scope ofc)

wild ginkgo
#

I guess for learning, hobby, small projects, projects that can be done entirely with the default bp api there's little reason to jump into c++, especially if there's no programming background

dense crypt
#

Hello. Can anyone try to help me with a simple (i think), blueprint, please?

#

Google can't help me at all πŸ˜ƒ

wary wave
frank snow
#

Is this server only for UE4?

wary wave
#

yes

latent moth
#

I've tried various combinations of rotators to no avail...

wary wave
#

the socket is probably rotated

novel schooner
#

Hello folks!

What would you recommend for a server station that will:

  1. Cook LARGE project
  2. Generate level LODs for World Composition/Level Streaming?

Intel Xeon or Threadripper?

#

@south hatch @abstract tangle @brisk obsidian @gusty trail @hot carbon @cerulean thunder @elfin jacinth @glad saffron
We want to have multiple cpu threads processing content (1,2 above). What would you recommend?

autumn valley
#

anyway i could get ue4.23

#

ive seen ue4.23

#

but idk how to get them

tall pendant
worn granite
#

He didn't even get everybody wtf

#

@ancient ore_Staff Kappa

#

o. rip, actual dude with epic as name

digital anchor
#

lol

surreal tundra
#

posting here bc thought maybe there is some kind of post process for this, but maybe its more probable that it would be a stand alone app if so

#

the first one is from 2013 so thinking maybe there exists something like it?

sullen wraith
#

hey all, I've been watching the steamworks sdk tutorial video on uploading my game to steam, however the game he uploads has the steam_dll files and stuff in its root folder, where as the game I package via unreal, even though its using the steam plugin, does not seem to have these filse

#

is there something specific i need to do with unreal

cedar snow
#

maybe you need to add them in the package settings? but that's just a wild guess

novel schooner
#

@worn granite @tall pendant what is your problem?

worn granite
#

lol

wraith lark
#

....

abstract relic
#

Sigh

abstract relic
#

<@&213101288538374145> got a ping happy kid here. Pinged the epic folks.

upper heart
#

@novel schooner Don't mass ping like that and especially not Epic Staff.

worn granite
#

whats ur problem bruh let the man ping

manic pawn
novel schooner
#

I apologize if that was rude. My thinking is that what for Discord chat is created - one have possibility to ask any unreal-related question people who actually develop the engine

#

@upper heart ok

worn granite
#

Well I'm not any of the people you pinged, but even if they do make the engine (they probably don't) they might not do the part you're asking about

#

And in this case you can objectively conclude which to go with so

upper heart
#

They are here on a volunteer basis and this server is not affiliated with Epic Games. No problem you have is high enough priority to ping every single Epic Game staff with. Just letting you know so you don't do it again. I appreciate the apology.

worn granite
#

@pallid compass hey xeon or tr

tall pendant
#

hardware recommendations are hardly a question for dev staff imho

#

but Rei might know πŸ˜„

worn granite
#

I'd say xeon

#

Rei has a TR

tall pendant
#

for server i'd also say Xeon

novel schooner
#

@upper heart i got you, ty for explanation.

abstract relic
#

Feed Xeon cookies and he’ll give you words of wisdom

tall pendant
#

i heard Xeons prefer jaffa cakes

normal burrow
#

Epyc or we is ryzen server chips TR is more prosumer

upper heart
#

Yeah it's either Xeon or Epyc for servers

worn granite
#

See, you got all this advice with no help from epyc staff ayy

#

I'll see myself out

novel schooner
#

thank you

pseudo swift
#

i can see the hotkey is assigned and if I find the action in the menu it also has the key next to it, just does nothing when pressed

plush yew
#

Think I spent 4 months working on the most... Eccentric game ever

pseudo swift
#

no one has a guess when it comes to the hotkeys?

pallid compass
#

where is my tag

#

ffs

#

oh

#

TR

#

all the way

#

why the fuq u want a xeon

tall pendant
#

a TR for a server?

#

why?

autumn valley
#

how can i get 4.23

abstract relic
#

Use a time machine

autumn valley
#

can you find it for me

abstract relic
#

I will invoice you 😜

sage tree
#

Is there any info anywhere about the upcoming Virtual Texturing feature? Ive been wanting something to do Megatextures for a long time, but the only solution I can find is $900.

manic pawn
#

seems like you missed the big event in #graphics

sage tree
#

yeah I must have.

manic pawn
#

all the info we have right now is in messages in that channel

sage tree
#

cool, ill search there.

worldly stump
#

how do u use collision to the hit cursor

#

is there a way to convert it over?

earnest cape
#

Hey I'm looking for a good tutorial on rigging characters in blender for the unreal skeleton. Are there any you guys would suggest?

abstract relic
#

No but general rule of thumb: make sure you rename the rig to anything but Armature, don’t have multiple roots, use scene scale (cm), and use Action Editor so you can import multiple animations through one file.

#

Oh and cloth simulation is hell on blender rigs. Good luck

earnest cape
#

Damn

#

Was hoping there would be at least one good tutorial by now

abstract relic
#

Use general rigging tutorials. Exporting is nothing special save for those quirks as stated about

earnest cape
#

Alright, in that case are there any you would suggest?

coarse vector
#

once ive imported all the things i need and i just need to save what's in a level

#

what save setting do i use

plush yew
#

Why does quixel bridge tell me could not export over my port when i click export

wary wave
#

string to name

mellow turret
#

the "Apply decorator scope" property will remove all decorators not attached to that scoped node in the branch after scoped node?

sick escarp
#

Where should I go for UI critique? Work-in-progress? I am pretty clueless about good UI design

zenith flower
#

WIP or UMG probably

#

@plush yew that is string to text

#

text does not have localization for languages, once you convert a string to text, you loose language support

sick escarp
#

Looks more like string to name

zenith flower
#

sure

sick escarp
#

But yeah it's a conversion

zenith flower
#

Just pointing out the loss of localization if I'm correct. (Should be fine at runtime, unless you store the variable and the user THEN changes the language somehow)

sudden agate
#

@zenith flower wrong

#

horribly wrong

zenith flower
#

cool, explain

sudden agate
#

Text is localized

#

String isnt

#

Name isnt

hidden aurora
sudden agate
#

make it less bouncy

hidden aurora
#

The first one i know im trying to figure out with math

midnight mantle
#

any good podcasts related to ue4/gamedev?

spark sonnet
#

is there a way to have a box collision on characters instead of capsule?

regal mulch
#

Not on the default Character

#

The CharacterMovementComponent wants a capsule iirc

scenic wharf
robust viper
#

Hard to help without more details, what happened before the crash, can you step-through your code?

dim plover
#

For games that do critical hits, how do they handle projectile hits on the character? A skeletal mesh that generate overlaps is a bit heavy and has some weird problems with overlapping other primitive comps. Do you think putting collision comps on the skeletal mesh is a good idea as an alternative?

azure shore
#

hey so if I have for example a random map generator that spawns rooms all over the place, is it possible to set up the navmesh properly for that?

rotund scroll
#

is your skeletal mesh part of a blueprint?

azure shore
#

the ai enemies dont seem to work with it

rotund scroll
#

set the navmesh to be dynamic

azure shore
#

oooohh 🀦 hahah thanks

#

is there a sort of size limit for it?

#

ok wheres the dynamic option?

rotund scroll
#

you need to find the recast navmesh actor

#

in the world outline

azure shore
#

ah, got it

rotund scroll
#

there is no size limit but keep in mind of course that it's an operation that has a cost proportional to its size

azure shore
#

uuuuhh ok I still cant find dynamic

rotund scroll
#

hold on gonna check in editor

#

it's down under runtime

azure shore
#

ah, nvm found it, in runtime

#

...

#

beat me

#

nice, it generates it fine now, thanks

rotund scroll
#

πŸ‘Œ

coarse basalt
grim ore
#

when you say Server can do you mean a listen server or dedicated server?

#

I assume you mean listen and if you tried it on a dedicated setup it wouldnt work at all.

quartz grotto
#

I see that AActor provides the CalcCamera method. This method I guess allows the actor to control how a camera functions when viewing this actor. It seems a little strange to me that the actor controls the camera, though. Is this CalcCamera method the most common way of specifying where the camera should be, etc?

#

like, if the camera logic resides inside the actor, how would you go about creating a generic camera that just does like a third person follow for any actor?

halcyon flame
#

is it possible, without building a plugin, for a BP actor to serialize all of its components (static meshes) into data?

#

I want to build a masterclass in which I assemble different buildings with modular parts, and when I'm done store them all in a struct map so that I can use iterations of that building instead of needing to copy individual parts around levels / between levels

vast shadow
#

I'm changing the material on a particular static mesh element at run time and instead of rendering the material, it renders the default grey squared material. Any ideas why?

rotund scroll
#

have you checked if the other material is actually working?

#

inside the material editor

#

rebuild it manually

#

should also fix any shader issues

#

then make sure you're calling the right material reference

vast shadow
#

How do I rebuild it manually?

safe rose
#

when you're trying to use the launcher to search something on marketplace...

#

and nothing

#

Sigh, the launcher is getting worse and worse

#

I and many others have been advocating that they should separate the Store(Well it used to be Fortnite) and Unreal Engine

#

At the very least it will help with congestion issues

vast shadow
#

@rotund scroll The Material Object Reference wasn't being passed through to the HUD button that was doing the swapping, so it was setting it to None -_-

lofty sandal
#

oh my god

sly lily
#

Hey, im still having trouble with my level change thing, if anyone can point me to a webpage that would be shweet

#

i dont have too much experience, but i asked before, i thought i knew what they were talking about and i confused my self. so the issue is, coming when i goto map 2 from map 1 and goto map 3, then change my mind to go back to map 2 i would end up where i went into map 3. i have multiple characters and plan to have more, so im not sure what to exactly do to get the player to return to specific spots on the map

minor pulsar
#

I've just been removing the erroring part but is there a way to prevent this?

quartz grotto
#

is it possible to make a player camera manager automaitcally attach its camera to a spring arm on an actor?

#

i have a character with a spring arm and no camera

#

and i was hoping the camera manager would attach the camera to that spring arm

#

instead of to 0,0,0

tiny karma
#

Having a minor issue, one of my shots is importing the blendshapes, and physics but not the actual animation from my Maya scene

sudden agate
#

@quartz grotto you need a camera

#

it's a CAMERAmanager after all

plush yew
#

hey can some1 help me pls with exporting my game?

quartz grotto
#

@sudden agate yes but the camera manage class CREATES a camera

#

it brings its own camera

plush yew
#

hey can some1 help me pls with exporting my game?

#

hey can some1 help me pls with exporting my game?

#

....

#

i have to release my game....but i dont know how to export it right

#

cuz if i export it and run the game....i get errors

quartz grotto
#

well thats not very 1337

plush yew
#

dude

#

u...........

sudden agate
#

@quartz grotto no, it does not

quartz grotto
#

its my understanding that it creates a camera

#

what makes that camera when you run the game

#

if i have no cameras anywhere, something makes a camera

#

i was told last night that the player camera manager will make a camera

sudden agate
#

no

#

it determines what camera to use

#

or how the camera behaves

quartz grotto
#

so in my map with no cameras what is creating the camera

sudden agate
#

the local client

#

the CamerManager just determines what "view" you see.
If no camera is present, it will use the root of your pawn

quartz grotto
#

if no camera is present it uses the root of the pawn with what camera

sudden agate
#

none

quartz grotto
#

none? i still see stuff when i run it

#

i see a camera in the world outliner

sudden agate
#

your "camera" is just a description of :
Where
What Direction
FOV
Post Processing

quartz grotto
#

so the engine will render something even when a camera is not present at all?

sudden agate
#

yes

quartz grotto
#

and it just falls back to what- rendering from 0, 0, 0?

#

or i guess that just depends on the view target or whatever

sudden agate
#

your pawn

#

exactly

quartz grotto
#

ok so i had never heard that before that without a camera you still will see something

#

so in my map, there is a camera though. something is making a camera.

#

you said the local client?

#

I think I looked into this like a year ago when I last tried getting into UE, I think it's the game mode or player controller that makes this default camera

sudden agate
#
    // spawn the temp CameraActor used for updating CameraAnims
    FActorSpawnParameters SpawnInfo;
    SpawnInfo.Owner = this;
    SpawnInfo.Instigator = Instigator;
    SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
    SpawnInfo.ObjectFlags |= RF_Transient;    // We never want to save these temp actors into a map
    AnimCameraActor = GetWorld()->SpawnActor<ACameraActor>(SpawnInfo);

It seems this camera is used for Animations

#

this is in the CameraManager

plush yew
#

How difficult is it to get health bars to float above characters with UMG?

#

Right now player and enemy bars are just fixed at points on the hud but that isn't going to work anymore

wary wave
#

widget components in the actors

plush yew
#

I'm still looking for a guide but if anyone has one that they already know of I'd love to hear it. My widgets already exist and are functional I just want them to hover over my actors rather than staying in fixed positions on screen

#

OH, like literally add a component that is the widget wow I'm dumb

#

thanks @wary wave I haven't found a guide but that will actually probably be enough

wary wave
#

np

#

it's easy enough to use, pretty straightforward

whole quarry
#

on a 1-10 for scale, its difficulty 1

plush yew
#

Yeah this looks completely doable. The only pain is going to be redirecting everything related to my widgets to the component

whole quarry
#

what?

#

the component to add to the actor is the widget, the actor forwards the information to the widget

stray smelt
#

Is there any reason not to use blueprint nativization? Why is it not default?

plush yew
#

I have a health bar and some other widgets that need to hover over the character

#

It's basically a standard health bar and the melee widgets from For Honor

whole quarry
#

@stray smelt same reason Tick is enabled by default for every actor

#

tho I would prefer Tick to be disabled by default and nativization to be on, in 99% of the cases it the game benefits from it when packaged, the 1% gives problems and there its worth looking for whats bugging it out..

#

auto tick is just nasty :<

sudden agate
#

@stray smelt it breaks very easily

#

or doesnt compile, to be precise

plush yew
#

I got the widgets working but they're obscured by my actors' meshes. is there a way to like, bump them up a layer so they aren't obscured by anything?

#

found it, they render on screen rather than world now

restive vine
#

Yo, what the hell is the difference between "cast to third person character" and "cast to character" As far as I know, they literally do the same thing

#

Another difference i cant tell is object that they connect to

#

such as "try get pawn owner" and "Get player character"

#

?????????????

whole quarry
#

lol

#

Character is child of the pawn class

#

the casting thing depends on to which actor you want to cast

#

could be Cast to Tree Rock House Β―_(ツ)_/Β―

honest vale
#

cast means that you coerce a type of something to another type

#

you can't cast to an unrelated type

robust viper
#

@restive vine It would be beneficial to read up on Inheritance and Polymorphism.

But put simply, ThirdPersonCharacter "is-a" Character and can cast down to the parent. But you can't go the other way around.

In UE, UObject is the base for all gameplay objects. Actors are the base for all objects that can be placed (or spawned) in the world, and Pawn is the base for all Actors that can be controlled by the player or AI directly.

honest vale
#

you can go the other way too if the concrete type of a character is a ThirdPersonCharacter

#

if it isn't then the cast will fail

restive vine
#

so if it has to do with my pawn that i move around as a third person character. I use chast to third person character

robust viper
#

Right, but you can't just spawn a Character and expect it to cast to a ThirdPersonCharacter

restive vine
#

??

#

@robust viper what is Inheritance and Polymorphism??

honest vale
#

basic OOP concepts

restive vine
#

a place I can read about ur4?

honest vale
#

read about them

restive vine
#

thanks

honest vale
#

OOP even

robust viper
#

This uses C++ as the example, but it applies to Blueprints as well.

restive vine
#

@robust viper Thanks for the help dude! I will read into this

stray smelt
#

I have a simple PlayerCharacter that I've disabled gravity for. It works until I add a "add offset"-node to one of the inputs (despite me not even pressing it). Then it just starts falling through the map/enables gravity. How do I stop it from doing this?

#

Tried to set Flying in the movement component on Begin Play but still it keeps falling. I just want it to not react to physics. A simple actor that stands still regardless of gravity

lusty carbon
#

Is there a way to build a project for Mac while using Windows?

radiant haven
#

has someone an idea how to make this effect?

sudden agate
#

Chromatic Aberration. Its a default Post Process

#

but not that heavy.
You need a custom Post Process Material for such a strong effect