#ue4-general

1 messages · Page 456 of 1

radiant haven
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okay , possible for mobile?

lusty carbon
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Is there a way to build a project for Mac from Windows pc?

sudden agate
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yeah

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probably not

tawdry maple
radiant haven
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just combine it 😂

tawdry maple
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diesnt work

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doesnt

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play sound can only comine with one of it at the same time

sudden agate
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eh, just put them after each other

radiant haven
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hmm

tawdry maple
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can you explain it? the ue4 is new to me, i just started 2 weeks ago

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got it a Sequence note

sudden agate
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Play Sound -> Set -> Delay

cinder iron
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can't you use a sequence node? @tawdry maple

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however the way yoy are laying out that data seems weird to me

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but you'll improve on that

tawdry maple
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@cinder iron yes correct sequence worked for me thanks

cinder iron
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👍

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keep working, at some point you'll return to that project and you'll end up refactoring everything

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that's natual progression

tawdry maple
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it hurts

cinder iron
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we all go through that process haha

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and ofc, don't get afraid to ask

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I recommend you checking on Mathew Wadstein tutorials

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to understand the majority of UE4 functionalities

tawdry maple
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some of them yes

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hard to find the exact tutorial you want

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yes my next problem is my projectil doesnt hit the wall if I am to close to it

glad gulch
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Hey there. Can somebody help me out to understand this better?
https://docs.unrealengine.com/en-us/Engine/Landscape/TechnicalGuide

My queations is now: Wich size of grayscale texture i can use / i need for the perfect result of the landscape/terrain components. Sadly i dont get it. Thanks in advance.

(Edit: For example: how many componets fits for a tex size of 256x256px, 512x512px, 1024x1024px and so on)

cinder iron
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@tawdry maple that's a design problem then. Where do you spawn your projectile at?

leaden dust
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why is it that my project sometimes builds when I have forgotten to forward declare a class but the next time I build the same code it throws an error

serene birch
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because some other .h file you included did have the forward declare/the whole declaration

radiant haven
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Hello I have a problem

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Well I wanna change the Size of the texture and want to attach it to some meshes

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problem is that I have too much meshes

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all of them need to change size and apply texture

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some ideas to dont waste time and make it manual?

unreal yoke
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Hey everyone,
I have a slight issue with an inventory I have set up from a tutorial. I know the issue is not with the tutorial as when I am using the third person camera the inventory mouse input works perfectly fine. Yet, when I switch to my first person camera the mouse cursor is shown as it is in the third person camera but I cannot actually input anything. It seems the problem is with my first person camera but I am unsure as to why that is since there is not much that I change other than the camera it uses and the max/min pitch.
Here below I will post my blueprints actions for the camera switch:

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I hope I placed this in the right channel, sorry I'm new here.

lusty carbon
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Hey ya'll! When adding or removing uv maps from a mesh in blender and reimporting into UE4 they uv maps don't update! I usually have to delete the asset and reimport it from scratch! any way to avoid it?

plush yew
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can somebody tell me how i can perfectly blend my cinematic camera into my player camera

honest vale
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question regarding how uassets are stored internally: are textures stored compressed in DXT form? For example, if I download a marketplace asset and export a texture from it, does it export a DXT compressed texture?

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and is exporting and re-importing DXTs a lossy process if I don't change the image data at all?

sudden agate
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uasset contains source file

honest vale
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really?

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was it that way in UE 3 too?

wary wave
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for textures, yes

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uncooked assets tend to contain source data

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cooking removes this data

honest vale
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cool, it indeed seems to be uncompressed, did a quick import/export process for a gradient texture

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nice

fringe pivot
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In case someone can provide a hint

plush yew
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having this issue where part of the landscape wont compile, anyone know how to fix this?

sudden agate
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too many texture samplers used in the material

plush yew
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Theres only 5

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Ive seen people use as much as 10 before

sudden agate
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you mean 5* number of material inputs

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change the texture sample node's source to Shared

plush yew
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Where do i go to do that?

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oh wait

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nevermind fuck

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yay it fixed it, thank you

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for some reason the catrig animation i tried to import does not work, how do i troubleshoot?

blissful echo
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So recently I did a bug submission via the form. Got a reply back saying it was a legit issue and that its been logged as a feature reuqest. Got a number (UE-74737). However doesn't seem to be a ticket at issues.unrealengine.com , so is there some other tracker that I'm not aware of for feature requests?

kindred viper
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might be a jira ticket num?

blissful echo
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As in jira, internal to epic?

kindred viper
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well not sure if the jira is open or not. I couldn't say for sure

coarse vector
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simple question, how do i get my camera to move around an object instead of the entire level

kindred viper
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there is a few tutorials on youtube for that

coarse vector
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do you have any to recommend? every time i try and search it comes up with totally different things

kindred viper
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I recommend going to youtube and looking up "ue4 rotate camera around object"

coarse vector
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i tried that but it just comes up with blueprints and stuff, im talking about whilst in perspective viewport 😄

abstract relic
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While you’re editing? There isn’t a method out of the box I believe. You gotta get the source engine and make it yourself.

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Good keyword for that is camera orbit

grim ore
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you want to rotate the viewport camera around an object? hold ALT when you move the camera. F to focus on the object first if that matters.

unreal yoke
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Hey everyone,
I have a slight issue with an inventory I have set up from a tutorial. I know the issue is not with the tutorial as when I am using the third person camera the inventory mouse input works perfectly fine. Yet, when I switch to my first person camera the mouse cursor is shown as it is in the third person camera but I cannot actually input anything. It seems the problem is with my first person camera but I am unsure as to why that is since there is not much that I change other than the camera it uses and the max/min pitch.

plush yew
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for some reasons my bones dont show up in the hierarchy

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is it because i dont have a root bone?

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i dont need root motion

plush yew
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when i load in the fbx into max the bones are there but not in unreal?

tiny karma
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If I make a school project in unreal do I have to put made in unreal at the beginning?

grim ore
jade hawk
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Could someone lete know where I made my mistake. I'm making a sprinting system. It keeps decreasing the stamina bar I created even when I release the key.

regal mulch
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  1. Use Variables if using TimerHandles.
  2. You should set your Stamina to a flat 0 if it's <= 0 as well as to Max if it's >= Max, otherwise your stamina is out of the limits
fringe pivot
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Isn't it required for widgets to include "UMG", "Slate", and "SlateCore" in the build.cs file?
Thought it was but I removed them and widgets seem to work anyways.

regal mulch
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Depends on where the UUserWidget class sits in

fringe pivot
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for instance?

regal mulch
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Which is in Runtime/UMG

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So technically you should include UMG

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Or rather add it to the build.cs file

fringe pivot
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Can I skip the other 2? I had an issue where editor used to take 10 minutes to load and more to compile the 3rd person project

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When I removed them problem disappeared

regal mulch
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Depends on you using classes from the modules

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At some point it won't find stuff and you'll notice

fringe pivot
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Now that I check I had Slate and SlateCore in the public list and they supposed to be private, hope it was something to do with that.

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A curious thing is that huge delay on editor load happens just when I open it after it being close for a while.

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I guess it's somehow unloaded from RAM after a while.

jade hawk
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Thanks

rotund scroll
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is there any way to make anim notifies show up anywhere else than the anim blueprint? I've seen some anim notifies show up in other blueprints, including custom ones , but it's not consistent

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anyone got experience with this?

plush yew
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What is a good alternative to clicking for other hardware

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I was thinking have a moveable circle and you press s button it clicks the thing under it

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And yeah it's slow er but player's click rarely and where there is a react time needed I can just slow stuff down

grim ore
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I just checked @rotund scroll and you can use Event Dispatchers in the Anim BP. You can have anything else listen to an ED that the anim bp can call when that event notify is fired off in the blueprint. https://i.imgur.com/xfZN6bh.png

smoky escarp
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I have one quick question I'm trying to bind numbers from 1 to 0 on my keyboard, I'm not talking about the num pad one but the binding doesn't work. I no that in unreal since those are already used for some engine key binding they won't work inside the editor but the thing is that even when I build the game these keybind doesn't work

normal burrow
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sure its only the number keys? you tried other ones?

smoky escarp
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yes

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other keys works

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but not the number

normal burrow
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how many keyboards have you tried?

smoky escarp
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this one but I think I got it I need to put the character under the number on in input settings

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not the number

normal burrow
surreal gyro
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Are there any places to get animations that would work with the UE4 Mannequin right away?

abstract relic
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The learn tab in the launcher

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Some marketplace items too

normal burrow
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can bring the mannequin into mixamo too, but you'd want to add tail bones to the fingers, head, and ball (foot toes) bones to get realy good quality ones from there. (mixamo looks for these and gives you better results when stuffs named after their rigging system). but you can get some passing quality animations without that effort too by just uploading the mannequin in from export fbx. too bad mixamo doesn't just have the mannequin up there

surreal gyro
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How do I upload the mannequin to mixamo

abstract relic
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There’s a nice big Upload Character button

surreal gyro
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So how do I drag the mannequin out of UE4?

abstract relic
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There’s a nice Export button

surreal gyro
normal burrow
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none of those

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SK_Mannequin ( iirc )

surreal gyro
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the one on the left?

normal burrow
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yes though, pink to me. right click this, asset actions -> export (iirc?)

coral patio
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Hey guys! Does anybody have some experience with the animation/rig export pipeline from Maya to Unreal with a rig that utilizes follicle systems? The lion I created a while ago is now rigged but my rigger used a follicle system for its mane (which also split the combined clumps up into single haircards). How do I get that to work in Unreal? And is there a way of combining the hair cards again without disrupting the rig's functions?

normal burrow
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graphics or animation may be good places to find people whom know maya

mellow turret
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Regarding BlueprintNAtiveEvent
This means that in a Blueprint derived from this class, events can be placed that override OnOverlapBegin and OnOverlapEnd, and are executed when the function would normally be called. If one of those events does not exist, the C++ implementation of the function executes instead.
So this means if I have a BlueprintNativeEvent function, for example "OnOverlapBegin", with certainc c++ defined implementation, the implementation defined in the C++ file would be called if there are no "OnOverlapBegin" nodes in the blueprint graph to override this implementation

normal burrow
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#cpp would know the right answer here but yes, i believe this is the case. you can call the "base" (native) implementation i think some how, depending on how its overriden maybe

mellow turret
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thanks, also nice to know there is a cpp channel : P

mint sequoia
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Is it normal for UE4 to separate vertices by UV groups

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Noticed when import to UE4 it does this, it also breaks weighting in the process

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4.22

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Haven't tested on other meshes yet

sullen wraith
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is there limitations on unreal legally, Ie. is there things I am not allowed to make with the unreal engine?

grim ore
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yes

surreal gyro
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what aren't you allowed to make

sullen wraith
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I'm more meaning from the unreal standpoint

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obviously following all local laws

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I mean more are there restrictions set by unreal?

grim ore
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it is in the EULA and FAQ, controlling nuclear items is one of them

sullen wraith
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lol, my nuclear simulation game is now cancelled 😛

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so to sum it up, from a game perspective, there isn't anything

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I was thinking they could ban gambling or something

surreal gyro
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@grim ore what exactly do you mean by "controlling nuclear items"?

grim ore
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gambling is one

sullen wraith
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ahh interesting

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that Mathew

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one more stupid question, is unreal cut %30 or %5, I was under impression it was %30 up until now where I saw on a release and royalties page %5

grim ore
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was in a dungeon ```(iii) General Restrictions

You may not engage in any activity with respect to the Licensed Technology, including as incorporated into a Product, (1) for any gambling-related activities or Products (as defined by law in the jurisdiction of use); (2) for operation of nuclear facilities, aircraft navigation, aircraft communication systems or air traffic control machines, or for military use in connection with live combat; (3) in violation of any applicable law or regulation; (4) in which the Licensed Technology is rented or leased; (5) that misappropriates any of Epic’s other products or services; (6) in support of a claim by you or any third party that the Licensed Technology infringes a patent. You also may not sell or grant a security interest in the Licensed Technology.```

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again from the EULA and FAQ ```5. Royalty

You agree to pay Epic a royalty equal to 5% of all worldwide gross revenue actually attributable to each Product, regardless of whether that revenue is received by you or any other person or legal entity, as follows:

surreal gyro
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so you can't make a flight sim?

grim ore
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simulation is not the same as real life

surreal gyro
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so you can

sullen wraith
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you can, but you can't implement it into hardware for use in air traffic

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is my understanding

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also

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(as defined by law in the jurisdiction of use

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if I met the legal requirements in my country

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then I can use unreal for it

surreal gyro
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ok

sullen wraith
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thanks big time mathew 😃

surreal gyro
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(are there any good UE4 models for Sonic The Hedgehog?)

normal burrow
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sega probably has some good ones

sly lily
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I had at one point had two characters, but now meshed them into one, how do i get my character to spawn when entering a map?

grim ore
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the default game mode determines the default pawn(character) that will spawn when the level starts in

sullen wraith
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@grim ore In one of your live streams, you did an RTS selection box, have you used this much? I've fixed a couple bugs with it, but it seems to select items that aren't even in it's selection box

surreal gyro
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Why doesn't UE4 let you animate within the engine itself?

grim ore
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it seems to select items behind or around the camera instead of ones on screen only yeah 😦 one fix was to check to see if it was recently rendered and remove it from your list if so

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you can animate in the engine, it's just slow and annoying and painful

sly lily
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alright so, when my character leaves the map, what should hold the location variable it uses when it returns? I cant seem to refrence a vector variable i made in the map BP

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see i set a variable in the map blueprint for the default spawn in location when FIRST entering the map, then left the map via another exit wich changes the variable so it spawn in right spot when i come back

sullen wraith
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ahh, so do you think it's pretty much just worth scrapping this selection box system and looking for a different one?

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by slow do you being perfomance wise, or getting it to work

sly lily
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im not sure what else to use

sullen wraith
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Pagan

plush yew
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how do you use the bot to put out a request for talent?

sly lily
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srrry thought yopu were talming me

sullen wraith
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you could save the vector location as a variable and pass it onto the next map and back?

sly lily
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but what should hold that variable?

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the character?

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a bp?

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i made a BP for that particular map for it to refrence when spawning into that map

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but it kept spawning me below the map no matter what i didd

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correct spot, just under the map

grim ore
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@plush yew there is a pinned note at the top with the info

sullen wraith
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if it's spawning you at the correct location just under the map

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it could even be your collision settings

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try always spawn ignore collisions

sly lily
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yeah i have messed with those already, didnt seem to work, even moving it up higher to spawn didnt work

plush yew
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@grim ore Thanks figured it out

sullen wraith
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maybe you're not passing the correct height variables?

sly lily
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well im using an actual object world location and offsetting it slightly higher that

rotund scroll
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@grim ore thanks, I'm aware of the dispatchers. It's my current setup. I was specifically wondering if there is a consistent way of getting anim notifies carried over, since I have seen some anim notifies carry over, even some of my own custom ones. it's obviously inadvertent by the engine, but I figure there has to be a way to make it happen

sly lily
surreal gyro
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How do you get stuff from the marketplace into the actual project

sly lily
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unless you can added it into project from epic games launcher, it says create project. you would have to "Merge" it into your current project

surreal gyro
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how do i do that

sly lily
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"Merging can be done by right clicking on folder in the content directory in the editor and selecting migrate. The same can be done on a specific asset by right clicking on it, selecting asset actions, and then merge. As for doing things such as migrating two blueprint into one, etc., I don't believe there is currently a solution for that type of merging."

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but you can "Merge" it into another contenet folder

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usually the author will have a video on it, check the page you got it from

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he/she will fill you in if you have missing pieces like variables

sullen wraith
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@sly lily that error means its not finding the first cast to

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its failing

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im fairly sure

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dont you want to spawn the actor first

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and then cast to it?

zenith flower
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Widgets should have a "Insert child at index"

prisma ridge
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Does raytracing work with the gtx drivers?

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Official documentation says need an rtx with the drivers but since the new drivers enable raytracing on gtx i thought id give it a shot

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Haven't seen any confirmation online so if anyone can do that itd be appreciated

sullen wraith
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does anyone know of any tutorials on "regional" map making? think europa universalis, crusader kings, etc etc. I've seen some on like hexagonal systems, but can't find anything on this.

regal mulch
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@sullen wraith Like proceduraly generated with different areas ?

sullen wraith
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more of a set region over a real map, where you can move between neighbouring provinces,

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think first strike, eu4, plague inc

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etc

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obvious part is a 2d image/map

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but im more curious how provinces would be dealt with

paper kernel
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splines, perhaps ?

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well, depends really how accurate you want the interaction to be

sullen wraith
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saw someone talk about splines, but there was no information on how you would implement them, can you merge splines? find out if you're clicking inside a spline?

paper kernel
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you would probably make sharp loops outlining of each region, and project to nearest

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or alternatively use hidden color coding for the areas using invisible texture

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then just read the color under the cursor and compare it to existing list

sullen wraith
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thinking that's the way to go something like that

wary wave
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splines aren't accurate, I would use some kind of render target faffery

paper kernel
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yea spline projections aren't accurate and are relatively expensive to compute

zinc heron
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What can be a reason, that my game works well in engine editor, but after I package it, it's missing content or even logic?
For example, I have mechanics where the player clicks some UI buttons, and some Actors with mesh will be spawned.
But nothing happens in the package.
The UI buttons are clickable tho.

tawdry maple
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Deutsche Programmierer unterwegs hier?

honest vale
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english please

fierce tulip
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^

languid shard
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rip monolinguists

fierce tulip
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in this industry fo sho

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unless english :p

languid shard
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😄

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hey btw, what happened with that neighbor fire ?

fierce tulip
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and perhaps, people only focussing on their own country

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other neighbor had a hissyfit about it, and fire-starters said sorry, and put fire out

languid shard
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oh

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thats anticlimatic

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😄

fierce tulip
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lets go to lounge :p

languid shard
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oshit

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yup

odd wyvern
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Maybe somebody here can help me, tried in the UE4 forums and reddit but got no answers.

How do I get a plane to cast shadows? The scene is dynamically lit. All other objects and meshes are casting shadows. Already tried everything (Two-sided shadow, 2 sided material, etc. )

fierce tulip
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@odd wyvern its seriously the first google answer.
put the side thats not hidden when 2-sided material is disable towards the light source.
if you need it to be both sides, dont make it a plane but a very thin cube.

odd wyvern
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@fierce tulip I googled al the suggestions and nothing helped, I need it to be a plane since I'm going to use it for foliage.

fierce tulip
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can try #graphics but they'll prolly give you the same answer.

odd wyvern
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@fierce tulip do you get a shadow when you drag a plane (from the geometry tab) into your ue4 scene?

fierce tulip
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yup

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though I use a mesh

regal mulch
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BSP has planes?

fierce tulip
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¯_(ツ)_/¯

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i dont use bsp

regal mulch
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Neither, but I'm also on 4.20 atm. Don't know if they added that

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Usually it's just 3 stairs, cube, cone, sphere and cylinder

odd wyvern
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sry I meant in the basics tab its the plane mesh

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@fierce tulip can I see a screenshot because I cant get it to work even with a imported mesh

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@regal mulch I meant the plane mesh from the basics tab

regal mulch
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Why do I recall having read this already once

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Do you maybe have the settings for shadows etc. low?

odd wyvern
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you mean in the scalability?

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all set to epic

regal mulch
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Not sure then

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You can see how it works just fine

odd wyvern
regal mulch
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Can you create a new level and see if it works there?

odd wyvern
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I get shadow from every mesh except from planes even when I import custom meshes

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I'll try give me a second

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It works in a new level...damn first of all thank you. But how can I fix that in the current level?

fierce tulip
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in that case you might want to double check the lighting settings

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before moving to a new level

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but generally it could be so many random factors its hard to pinpoint an answer

odd wyvern
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Maybe something in the world settings?

fierce tulip
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iunno

odd wyvern
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still thank you very much

fierce tulip
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good luck!

violet goblet
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unreal cloth painting:
how can i select/paint only the skirt?
(shoes and skirt share same material/uv)
the brush is too inaccurate, i always paint the shoes too :/

deep basin
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I was asking myself two things regarding ue4's architecture, I'm sure some of you know the answer.
I know that ue4 does not allow regular multithreading and solves many tasks by using their custom delegate system.

So my first question is, are tick groups in their own respective thread, apart from the main game logic thread?

And the second one is, are events called in a seperate thread since they can have assigned ongoing, parallel tasks and report back if they are done,?

twilit hill
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As far as i know both are in the main game thread

void kraken
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standalne game always starting in full screen, how can I make it windowed

deep basin
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alt + enter doesn't work?

void kraken
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it does but on every launch it goes back to full screen

honest vale
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you could probably make a shortcut that passes -windowed to the game

void kraken
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doesnt work

prisma ridge
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Theres a solution with a shell blueprint

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Hold on

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worked for me

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change resolution as required

void kraken
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Thanks @prisma ridge that worked

prisma ridge
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Cheers

next badger
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@gleaming narwhal Sorry to poke, but could you tell us when new Wiki will be available? It's been locked for months now.

wary wave
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they've abandoned it

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it's been over a year since it was locked

visual belfry
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too bad the content doesn't seem to be licensed in a way that a fan wiki could spring up and bootstrap from it 😦

elfin jacinth
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Hey all, we have not abandoned the wiki, we are working on solutions for it.

shell jetty
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Wiki is doomed

elfin jacinth
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I know it has been ahwile but we are getting there

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We are all doomed

next badger
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getting where?

wary wave
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ain't that the question, hehe

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tbh, we've been hearing "we're working on it" about various things for years now :/

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so I'll just have to believe it when I see it

kindred viper
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We are all doomed?

visual belfry
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at least images on the wiki work now 🤣

shell jetty
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We are all Groot

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working better solutions for it sounds good

next badger
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I've asked Epic about copyright of the docs/wiki, and if I can copy that data, but got no answer...

obsidian nimbus
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i tried the new learn portal cuz they said there would be quiz stuff, but couldnt find any quiz

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will there be highscores on those?

kindred viper
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there is one on the blueprint basics but I didnt see any on the others

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but it was 3 questions... that you couldn't really get wrong

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its a participation trophy is what im saying

obsidian nimbus
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aww thats lame

next badger
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3 in a row!

obsidian nimbus
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bet i can get top score on that 😛

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ill script the button pushing

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only see blueprint essential and enterprize

grim ore
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only some of them have quizzes, and they are between videos as a separate step. Blueprint Essential Concepts for examples has quizzes. no high scores that I can see right now but who knows 😃 intro to UE4 and touring the new UE4 learning portal has some as well lol

kindred viper
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I got 100%. I knows me some stuffs

next badger
harsh lodge
#

Hi! New here, I'm not sure where to ask my question ? It's about Discord RPC and multiplayer sessions 😃 Thanks!

next badger
harsh lodge
#

Thanks!

plush yew
#

How do I lock the x-axis (not constrain to the x-axis) for characters?

#

these parameters are a bit confusing

regal mulch
#

Contrain to Plane means that it can only move in the Plane you define.

#

If you don't want it to constrain to X, you need to create a Plane that represents the YZ coordinate plane

#

The Origin should technically not be important

#

You have some settings enum at the bottom that should already have something for that

#

But generally, the Normal of a plane stands exactly straight on the plane

#

You can picture that by putting a pen on your desk and make it face directly up

#

The pen is the normal, the table is the plane

#

So here you would need to have a 1,0,0 normal

#

That one would stand 90° on the YZ plane

austere hinge
#

Can I import maya complex rig into unreal using Allright rig?

next badger
plush yew
#

@regal mulch

austere hinge
#

Ya I know.. But to get reply quickly I posted here

regal mulch
#

@plush yew Yeah should work

#

It's "double" cause one is the compact view the other the more extended one.
That's just a Vector struct thingy

plush yew
#

ah it automatically fills for both

regal mulch
#

Yeah

plush yew
#

thanks!

regal mulch
#

Cheers

austere hinge
#

What's the best way to import complex rig containing curve animations etc into unreal..

plush yew
#

fbx?

#

drag and drop

next badger
#

@austere hinge you can't...the only way to import animation is to bake all to bones

#

that's how generally it works in games (ofc if you're not using custom pipeline)

austere hinge
#

Ya I know it's fbx.. But animation is not coming properly.. Baking is having issues with complex rig.. Any other way like using iclone 3dxchange etc @next badger @plush yew

#

I think 3dxchange can import complex rig from there we can export to unreal

next badger
#

@austere hinge baking should not have any issues with any rig...but the process of baking is custom for each case

austere hinge
#

Currently we are working on production rigs.. I think you know how complicated they are.. Any better solution? @next badger

next badger
#

@austere hinge i have no clue what "production rig" you mean

#

game engines are not meant for realtime constraints simulation for the skeletal meshes...

#

you can do that, but that's not mainstream thing

#

and no, you still can't import complex maya rig in ue4 since ue4 has no any tools for that anyway

#

i can't tell if AllRight Rig could do that

#

and by "no tools" i mean no tools for the complex bone constraining, not import (you could make your own tho)

true leaf
#

I was running ue4 and my project on an old harddisk and it was soooo slow it was a pig especially when my project got bigger. My pc is fast too. So I just got a 1tb ssd for less than $100 and wow ue4 is ten times faster at everything lol . Worth it. My game used to take 40 seconds to boot now it takes 8 - to test things

grim ore
#

here is hoping SSD's will replace normal drives in machines in the near future, it's such a big difference to the normal feel of a machine

true leaf
#

Yeah the price is way lower now

regal mulch
#

I have like 3 M2s by now

#

There is basically no HDD or normal SSD in my PC anymore.

#

It's incredible how much faster they are and so small * . *

dim plover
#

I'd imagine they're also much more convenient to install.

regal mulch
#

Actually no

#

Most of these slots are below other parts of the PC

next badger
#

there are no so much m.2 slots

regal mulch
#

Like the GPU, or the water cooling pipes

next badger
#

you have to spare pcie

grim ore
#

there is a crappy mechanical in the $1200 imac at work it's the most ridiculously slow thing in the world and near impossible to replace 😦

serene birch
#

SSDs are practically extra RAM nowaways 😄

next badger
#

@serene birch yeah...with the same price

serene birch
#

SSDs are so fast the whole literature on database optimisations needs to be thrown out

#

because most ideas on their implementations were to work around the fact HDDs were slow

regal mulch
#

@next badger You are right, I thought my MB had 3 slots, but it's 2.
Still having an old M2 here somewhere that I wanted to add. sad beep

grim ore
#

picked up a oneplus7pro on friday, 90hz screen. going to see if UE4 runs well on it 😃

regal mulch
#

I still have my 1+X. I gotta get a new one eventually

#

It's super slow and crashy by now

grim ore
#

just got lucky that TMobile carries them and I have a lease ready to upgrade. It's an insane phone I can't wait to see what UE4 can do on it. Pokemon Go feels sooooooo weird at 90hz

plush yew
#

does anyone know the way to stop the startup form getting stuck at 45%

grim ore
#

wait

#

it's not stuck, it's compiling the DDC (derived data cache, storage for shaders and common stuffs for the editor and project)

plush yew
#

its been like that of about an hour

grim ore
#

open your task manager, see if it's got your cpu at 100%. see if the UE4 editor and shader compiler worker are running

#

and it could be hours or days depending on the spec of your machine, or minutes or some combination of time

plush yew
#

is there a way to stope it happing in the future

grim ore
#

yes, let it finish

plush yew
#

ok

#

thanks

grim ore
#

it's compiling the cache for future use

#

it's specific to the editor version as well as the project so each time you open a new one of those it will add more to the cache. It also might stop around 86% to do more.

plush yew
#

thanks

grim ore
#

it might be stuck but if your cpu is at 100%ish and you can see shader compiler workers and the editor using cpu then it's doing its thing

vale silo
#

still no 4.22.2 hot fix release in sight ?! 😦

normal burrow
#

Would show on launcher, if any

vale silo
#

right, but that wouldn't be "in sight" 😉

abstract relic
#

You gotta bribe the epic staff with pastry treats for that

surreal gyro
#

how do you make a projectile disappear on contact with terrain?

normal burrow
#

SetVisibility on the primitive drawing it

surreal gyro
#

No, "disappear" as in, it is destroyed when it touches terrain

fierce tulip
#

on collision > kill

#

or if you want a more direct google-able one:
"ue4 destroy actor on collision"

#

or
"ue4 destroy projectile on impact"

normal burrow
#

pew pew particle pack on mp has some good examples too

fierce tulip
#

"on random naughty thought > destroy"

surreal gyro
#

and how do I stop said projectiles from being actually solid

#

Wait, uh, which asset is the terrain in the third person example map?

sullen wraith
#

what is the correct channel to ask anyone if they want to test a game with you if any?

#

was thinking game-jams but wasnt sure

plush yew
#

Looking for talent

#

I also need testers as my flatmates won't

fierce tulip
#

thats where siblings, neighbor kids, and parents come into play

#

disclaimer: asking parents if you can borrow their kids to play a game can be enough for them to call the police

ember cypress
#

Bribe your testers with food

#

Especially if you're in college -- it's a good incentive if you offer a slice or two of pizza.

grim ore
manic pawn
#

why does it keep changing the url to add ?sessionInvalidated=true

maiden swift
#

@grim ore Just posted about this in #unreal-news. There's a treasure trove of stuff there!

#

So many topics covered.

grim ore
#

need more time in the day to not work lol

worn sparrow
#

wonderful day today xD

tawdry maple
#

need help. everytime I shoot a destructible cube it flakkers. You can see for a short moment trough all cubes

obsidian nimbus
#

ehm looks like delay in culling or something

#

looks like the cube is supposed to be gone, but the next cube isnt there yet

tawdry maple
#

the cubes are all in a row

#

there are 50 cubes behind him

fringe iris
#

when i make my conveyor belt model use a material with the panner node it doesnt work properly. it either is not there or it isnt centered. did i do something wrong with my model or what?

obsidian nimbus
#

i dont know much about voxel stuff tho

fringe iris
#

should i post my model here?

#

?

obsidian nimbus
#

WIP or graphics

fringe iris
#

ok

light vigil
#

Hi guys, I am trying to deploy to ios but unrealdoesn't recognize itunes as installed (I installed it from apple, NOT from the windows store) - anyone know why this may be?

grim ore
#

deploy to ios from your windows machine? so package your project and play it on your IOS device? if so you need a macOS machine to do that

sullen wraith
#

what'd be a better option then text render for this

#

it just looks a bit odd in-game

#

and they get glitchy

grim ore
#

you can put UMG widgets on them so you can style the look if you want, beyond that images with text on them or a material with text.

rotund scroll
#

what's glitchy about them?

sullen wraith
#

sometimes they are completely black

#

they get weird with rotating

#

just overall not pleasant

rotund scroll
#

but you want to keep them in world space?

sullen wraith
#

I want them to be above the planets at all times

rotund scroll
#

are they billboards currently?

#

or 3d text renders?

sullen wraith
#

just rext render

rotund scroll
#

are you already using code to rotate them to face the camera always?

sullen wraith
#

what im using currently

rotund scroll
#

I don't have your code, but I do have a similar object that works. could you draw debug lines to check if your text is indeed facing the camera? because that could be why it shows up as glitchy

#

failing that I can give you the code I used for mine and see if that makes a difference

icy mulch
#

Does anyone have a isalnd height map

dusky vault
#

Hey, I've noticed that taking high res screenshot disables post processing, is there any way to have it capture the scene with it? besides of a regular screenshot

sacred sun
idle stump
#

I see in the UE4 Roadmap in Trello that "Curve editor revamp" is coming in 4.23. Does anyone have any screenshots/videos of this new editor? Or know what they changed?

zinc island
#

is it possible to export Blender Cycles Materials like glass or glow to unreal engine 1:1?

obsidian nimbus
#

dont think so, it should get closer with evee but not there yet i think

#

dont even know what colorramp translates to in unreal

sage tree
#

Has there been any more information since GDC about the 3Lateral Character systems that are supposed to be coming to UE4?

worthy flame
#

any of you have any good stuff on a good health system with bp?

grim ore
#

what kind of health system? there are a few basic ones on YouTube and there is an advanced health setup in the Action RPG Learn example

digital anchor
#

@opaque vector whats the problem

#

on a packaged build?

worthy flame
#

ex, health that has a starting health of 100 and max of 125 and if it gets something like a upgrade it can go up to 125 and it can regenerate and for damage. and that regeneration happens slowly over time. i saw a couple on yt, but i didnt find any that could help me

#

@grim ore

grim ore
#

what was wrong with the ones on youtube?

#

it sounds like you are looking for a couple things, you don't all need it from one tutorial

worthy flame
#

not really in depth, cant use them later

#

yeah im trying again from the tutorials to gather the info and select what i need

grim ore
#

the RPG Tutorial series from Virtus has all of these, have you seen it?

#

if not health and max health are just 2 variables. taking damage is just subtracting from the variable. regenerating health is on tick or on timer adding to your health until it gets to max.

worthy flame
#

yes i did

#

ive done them before

#

but it wasnt enough

grim ore
#

so out of that what is still missing?

worthy flame
#

nvm now im off to bed

plush yew
#

How do I make it so that if I have different input axis options set up they don't add so the character moves double speed if someone presses eg d and right

grim ore
#

when you add to your movement speed clamp the input. if you are doing something odd with movement speed like processing multiple axis at different times then character max walk speed or try and take all input and then process it separately so you can clamp it

plush yew
#

Ok thanks

zenith flower
#

into this:

#

I call it Advanced Video Settings*
*aka I've-lost-my-mind-but-im-at-peace Video Settings

#

its fully dynamic, if unreal ever updates or changes the scalability settings, I will have very very little work to do, if any

polar hawk
#

my god man

#

thats what scalability buckets are for

zenith flower
#

? I have those, as the general presets

#

that was easy, there are tons of examples out there

#

I have every sub-variable included, and even auto/show hide sub-dependent-variables

#

For example if VolumetricFog = 0, then all the r.VolumetricFog.* settings are hidden

#

Its about 80 console settings, with each button for each preset, and a tooltip that shows you what the actual value is.
On top of that, if multiple buttons share the same value, they all are "checked"
This way, if somevar@low = 1 and somevar@med = 1, if you press either of them, both get highlighted. This way you know that you won't make a difference if you choose one or the either

#

Which is why in the screen shot you see multiple selected buttons on the same line

pallid compass
#

can u pls

#

align that

#

Its making me shake with a fever

zenith flower
#

Align what?

#

The umg rows?

#

I can't they show hierarchy....

polar hawk
#

lol its a punchcard used to torture new programmers in the 60s

worn granite
#

Yeah you can

zenith flower
#

How? Or. what do you mean?

worn granite
#

@pallid compass yea?

pallid compass
#

thank fucking god

#

ty

#

gonna blow my brains out

#

show me that clean UI

worn granite
#

You just gotta set fill rules tbh

#

And justification

#

you can probably even go through and make it change the tabbing a bit to indicate hover/navigation state

#

p o l i s h

pallid compass
#

polish or die

zenith flower
#

I can't?
I generate each line independently. I would somehow have to at the very end, loop through everything, get the max "desired" size, and then re-set everything via fill value.....

#

ugh.... I guess....

worn granite
#

This is as dead as I'm willing to get on this hill

#

so you do you

zenith flower
#

?

worn granite
#

the expression

#

die on that hill

zenith flower
#

Sure, just not sure why you are saying it

worn granite
#

¯_(ツ)_/¯

zenith flower
next badger
#

@zenith flower align to right?

zenith flower
next badger
#

looks better

zenith flower
#

Took about 30 tries to get all the alignments right. (I have multiple base widgets)

#

@pallid compass Approve?

grim ore
#

that is cool looking, would be nice if there was a "display text" option available in the options for those cvars to make them prettier but alas 😦

zenith flower
#

You mean like a "Show friendly name" kind of thing?

grim ore
#

yep

#

built in tho so you wouldnt have to do it yourself

zenith flower
#

easy, I can just split "r."

#

and replace "." with " "

pallid compass
#

Layout does not look right at all

zenith flower
#

Only sub-categories shift

#

I re-named ultra to epic, to better fit the 4 or less idea

sullen wraith
#

@grim ore any chance you can put up a screenshot of your recently rendered fix?

grim ore
#

i dont have one but actors have a was recently rendered property you can check to see if its on the screen when you get the selected actors

manic pawn
#

isn't this a bit too many settings for a game

#

most players would either be scared of that menu or set everything to the absolute max

sullen wraith
#

probably under "advanced settings" zeb 😛

manic pawn
#

more like "basically a dev" settings

quasi orbit
#

hello folks :3

#

is there a way to get to game logs/information from a locally installed UE4 game? like default engine command line switches and similar

zenith flower
#

Also useful for in-game dev stuff

#

While, you could just console it, this way, i can see all the various values used. And don't have to look them up

manic pawn
#

makes sense

minor pulsar
#

What's the current best multi-user collaboration for unreal engine? Source control

weary basalt
#

Also Perforce IMO.

minor pulsar
#

Thank you DevilsD 😄 ill look into perforce

manic pawn
#

perforce good but unaffordable once team grows past 5 users

icy mulch
#

Does anyone know how to make a object fall in a mount time like the moon from majoras mask but I would like the sun to fall so how would I do that in unreal engine

split wedge
#

hello im trying to make it so when my character dies he loses exp and if he just leveled he can lose level, i got it to take exp away and take the level away but the exp comes back in viewport as negative number how can i fix that?

icy bone
#

anyone tried the nDisplay plugin yet?

sullen wraith
#

in multiplayer, host has no lag at all, everyone else has terrible fps lag, is there a way for me to find out where is causing it to lag?

limber torrent
#

Hi guys. Need help. I haven't used Unreal Engine engine for 5 years. How do you enable the vertices so I can see them in the corners of every mesh/prop in the editor? Pls @ me. TQ

radiant haven
#

could someone help me?

#

pls

#

via speak

olive schooner
#

My shipping build has a really weird heisenbug... there is one particular spotlight (my character's flashlight source) that doesn't want to work. My dev build, in editor testing and launched project all work like a charm.

#

I have no clue how to start to debug it... The function that's supposed to turn on the flashlight is working because it signals my "tutorial widget"...

#

(btw kind of a cross-post, my co-dev posted yesterday in #packaging 😛 )

surreal sun
languid shard
#

D:

soft crescent
#

So our prototype has a tutorial which is controlled thru the animation blueprint system

#

Like it has just a norma state machine

olive schooner
#

Also, Epic giff first class state machines 😦

soft crescent
#

They have lol

#

It’s in the animation editor

wary wave
#

you can use state machines anywhere

#

you don't have to use the anim editor

soft crescent
#

wait what

#

How do we make one outside of it

wary wave
#

you need to set up a type and editor for it, but it's pretty simple from what I've seen

soft crescent
#

Ah ok

#

Yeah this is a prototype we have 9 days for so next time but if you could link me to somewhere I could read about this that’d be super cool @wary wave

wary wave
#

I don't think there are any articles on it

soft crescent
#

Docs? API?

wary wave
#

I wouldn't know where to look

soft crescent
#

So no wonder I hadn’t heard about that

iron merlin
#

Hey guys, do i need to download unrealVS to open unreal through visual studio?

cloud cobalt
#

No

iron merlin
#

Do i even need unrealVS? How do i open unreal through visual studio?

#

And it seems that i can't find my c++ class in content browser..

cloud cobalt
#

What do you want to achieve by "opening UE through VS" ?

#

Debugging it ? Just hit F5

#

If you want to use your code in UE, just build in the default conf (development editor) and start UE

iron merlin
#

Hmm i can't seems to find my c++ files in UE

cloud cobalt
#

C++ files don't exist in UE, classes exist

#

The compiled result of your C++ code is what will exist in UE4

iron merlin
cloud cobalt
#

Did you compile your code ?

#

C++ is a compiled language, you need to close UE4, compile in VS, open UE4 to see your new classes

iron merlin
#

@cloud cobalt How do i do that?

#

I created them in UE but it isn't shown.

cloud cobalt
#

Yes, because you need to compile your code. If you don't know what compiling is, I suggest looking at a C++ tutorial first, because C++ is extremely convoluted

#

This isn't Unity where your code is just a resource like any other

#

UE4 game code ends up as part of the actual UE4 editor

#

When you mess up, the editor doesn't start anymore, etc.

#

I'm happy to assist with C++ issues, but this is pretty much tutorial level.

iron merlin
#

Ahh yeah, i think the problem was that my visual studio isn't up to date.

#

I forgot to install C++ component for visual studio.. Thanks for the help!

soft crescent
#

we've come up with a new development rule, when you're printing debug strings make sure you put what is printing that string in the message

plush yew
#

hi

#

do you know BTS?

brittle gulch
#

Does someone here use Cloudscape seasons? I can't get the clouds showing in editor

proven ivy
#

the south korean band?

worthy flame
#

how to slowly increase a variable over time to a set value?

#

its not on a event tick, but on component begin overlap

plush yew
#

yes

#

I want to create a BTS MMORPG with a portfolio

#

I am building a server with boost c ++
It is a draft version.

#

MMORPG Monster Please give me some AI source?

crisp fable
#

hey dudes

#

you know how animations bob around and stuff

#

very technical, i know

#

but in first person, where should you put the actual camera? if i parent it to the head it will make people sick

#

and if i hover it in about the right spot, even if i turn the head mesh off, the torso is going to be all over the place

wary wave
#

traditionally the camera isn't attached to the character mesh

crisp fable
#

yeah i know

wary wave
#

you usually have a dedicated first person mesh (even if in 'full body' visibility), so that you don't run into these issues

crisp fable
#

perhaps even separate first person animations where the torso is relatively static

#

haha

#

actually im kind of doing that, in my animation blueprint i have a IsLocalPlayer variable that shrinks the head bone to 0

#

the other issue is the capsule - it needs to be big enough that the camera doesnt clip, but small enough that the player can fit through tight spaces

rustic imp
#

I made a build of my project, but it has a fatal error when I run the exe, are there any logs I can find where I could read the error?

#

nvm I think I found them

dire coral
#

GeorgeR: check out shootergame, its got seperate meshes for 1st and 3rd person

#

and yes it uses seperate anim bp and all that

fierce tulip
#

@maiden tartan cool pack! can you post it on #released instead? thank you

rustic imp
#

how can I debug an error that happens on game executable startup?

#

cause you can attach your VS to the build, but no way I can do that before it boots up

honest vale
#

You could do some weird full body IK smoothing with real 1st person anim systems where you attach camera to head 😛

dire coral
#

run it from VS itself

honest vale
#

probably

dire coral
#

set VS to "debug game editor" and then press debug

runic iron
#

Hello guys, sorry if I'm off topic but I didn't find any really suitable channel. I wanted to know : do you think that the new GameplayAbilities would be a good choice for a BTA game ? Or should I stick to a more traditionnal approach ?

dire coral
#

and it'll launch in debug

#

BTA?

runic iron
#

Beat them all, like Devil May Cry/Bayonetta !

honest vale
#

yes

#

I don't see why not

pallid compass
#

GAS is not

#

new at all

#

its like 5 years old

runic iron
#

I'm a bit worried with the compatibility with anim notifies and such because I heavily rely on it for my combo system

honest vale
#

watch the vid

pallid compass
#

If your not super familiar with c++ then dont even think about it

runic iron
#

thanks for the link
Oh ok, I didn't know about that before lol

#

I'm good with c++, coding won't be a problem

honest vale
#

with GAS you need to worry less about replication

#

and it seems like a rather simple system based on that vid 🤔

pallid compass
#

It is quite the opposite as simple.

runic iron
#

I'll watch it asap ! Thanks a lot for the help !

plush yew
#

Does anyone know what R1 L2 and corresponding Xbox buttons correspond to in 'gamepad' input in ue4

wary wave
#

trigger / shoulder

plush yew
#

Ok but I see only trigger has an 'axis' option, will shoulder work in axis mapping?

#

Also does this also apply to PS4 (and/or PS3 and lower)

dire coral
#

If epic actually documented the GAS, I might use it.. but honestly, I'd rather not touch anything with UI that Epic design until its been through at least 1000 iterations 😉

wary wave
#

I don't think any gamepad has an axial shoulder

scarlet birch
#

Does 4.22 crash a lot for many people? I've tried source and binary several times now and the rate of crashes and bugs on even fresh projects has rendered it unusable for me. Is this the norm? or is it generally stable?

wary wave
#

Ps3 / Ps4 has axial triggers though

dire coral
#

Been reasonably stable for me

#

so far

plush yew
#

I wanted to use L1 R2 etc to move a crosshair replacing the mouse on other platforms

wary wave
#

I'm not sure you ever really want to do that

#

that seems like it would be very hard to control

plush yew
#

It's not in every level just if you want some UI information

fierce tulip
#

i'd use the analogue

cloud cobalt
#

If you're porting mouse cursor to console without remaking your entire UI from scratch, use the sticks like Destiny does

#

though it's best to remake the entire UI from scratch too

scarlet birch
#

PS4 you can also use motion tracking and the touch pad

cloud cobalt
#

Yup

#

Though i'd keep those as additional fine input

#

I've literally never used the touchpad on the dualshock

scarlet birch
#

Yeah, I use it but not often and wouldn't want to have to use it constantly

plush yew
#

I'll use right stick

plush yew
#

Why does quixel brige give me Error could not send data over port when i click export

#

bridge

plush yew
#

Or is there somewhere else you can get realistic assets

abstract relic
#

Substance designer is generally preferred

plush yew
#

Ah nice ty very much

sullen wraith
#

if you wish to add dlc to your game, is that another product submission fee from steam?

cloud cobalt
#

No.

surreal tundra
#

everyyhing works except my normal map

abstract relic
surreal tundra
#

anyone know anything about this?

cloud cobalt
#

So what's the problem with the normal map ?

mellow turret
#

when editing a game mode, can default pawn class used be a pawn class that inherited from the defined default pawn class or does it need to be that specific defined default pawn class

surreal tundra
#

first off it looks strange in the preview

#

either if its on normal or hdr

#

and when applied to the model, it just messes up the texture

#

this is sampler type linear color and textures hdr

#

and this is sampler type normal and textures normal

#

either way it looks broken

#

but both the base color and the specular look great

#

this is with basecolor and specular

fierce tulip
#

you cant really flip a normal map and expect it to work. and it almost looks like its trying to bake both sides of the mouse to one half since you are flipping uv's and overlaying em

abstract relic
#

It looks like a bad bake honestly

fierce tulip
#

that as well hehe

#

4k texture for a tiny mouse hehe

abstract relic
#

as I use overlapping uvs all the time for my normals

serene birch
#

the normalmap texture is used for both sides? as in mirror?

surreal tundra
#

hmm okay, any solutions to this? i just got it from my modeler and its for film so it has to be high res, she said this was the best solution as we couldnt get fur to work

abstract relic
#

Shush sparkle man 😜

serene birch
#

you'll need to mirror the normal if you are on the wrong side triangles

surreal tundra
#

no its not flipped, its one texture per side

serene birch
#

ah

fierce tulip
#

expensive much for a mouse

serene birch
#

yes they look strange for normalmaps

surreal tundra
#

its the main character for a film luos

fierce tulip
#

that thing could get away with a tiny 512/512 texture

#

ahh

serene birch
#

the second texture isn't imported in "normal map" mode btw

fierce tulip
#

could have said that beforehand, unless I missed it

surreal tundra
#

no i know, but the top example is with normal map mode

#

but they both look as bad 😦

fierce tulip
#

still though, better to keep it one normal map, both sides on one texture.

#

properly horizontally aligned even

surreal tundra
#

okay, my modeler said that this would give better results, but she isn't right then?

fierce tulip
#

that depends on what she focusses on. but you can see yourself the results are not right hehe

abstract relic
#

She baked it improperly

minor pulsar
#

:0

surreal tundra
#

hmm okay

#

do you think the other ones are baked properly? since they look good?

languid shard
#

4.22.2 is out lads

abstract relic
#

Looks like. I’d add a roughness too. Gets better results.

soft crescent
#

release notes for 4.22.2

#

?

kindred mountain
surreal tundra
#

hmm okay, thank you so much!

fierce tulip
#

still no cascade fixes

#

<_<

soft crescent
#

do they still update cascade?

kindred viper
#

but a nice list for a nominal update

#

I kind of want to get it, but I really can't be arsed rebuilding the engine today. Its too sunny 😄

fierce tulip
#

they dont update it, but do promise to fix stuff, only to not fix it (time pressure?)

kindred viper
#

will Cascade stay in the forseeable engine releases or is the plan to entirely remove it once Niagara has enough legitimacy?

soft crescent
#

nah they wont remove it, if there were a ue5 thats probably when they'd not include it

kindred viper
#

it seems like a crazy situation to be in co-development on what can work together, but one is meant to replace the other

#

but then it would make sense for transition purposes

fierce tulip
#

not co-development. itll just be around for a year or two and then depreciated

kindred viper
#

hows your niagara skills coming along?

sullen wraith
#

@grim ore I tried recently rendered, and its still selecting things outside the box :\

rustic imp
#

I've set up CI for out project that makes automatic builds, any suggestions on how to spread those builds to other pcs easily for testing?

kindred viper
#

kind of a networking issue really. You could batch it, powershell pipe it, etc

copper charm
#

how can i set up a particle system emitter to destroy a destructible mesh? I have a flamethrower emitter that collides with the destructible mesh, but I want to add a constant force that applies to the area of effect

fierce tulip
#

please politely wait for the answer and dont spam it in other channels

abstract relic
#

Making your own game engine basically?

sullen wraith
#

you'd essentially need to do a lot of branch logic

#

if "string" ==

#

etc etc

#

and come up with your own logic for what would "pass"

woeful furnace
#

Nigg

cloud cobalt
#

It's important to nail the scope for such a project first

#

If you understand well the limits of what you want to give the player, it can be pretty easy

copper charm
#

sorry about the spam just kinda encapsulated a lot of topics

cloud cobalt
#

You should look at the games from Shenzen IO's dev

#

pretty much that kind of stuff

#

I would look for something like LLVM, but much smaller and meant for interpreting, not compiling

#

Like a generic language interpreter that doesn't take source code as an input

#

Lua is a common language to embed in games but it's clearly meant to be written in text

#

And the language is just quite bad for modern standards

plush yew
#

where would be a good place to learn the basics of unreal? I've never rly coded too much before

safe rose
#

@grim ore As far as you know, Is there a "quick start" to just getting people familiar with UMG, but they don't need to do a single bit of blueprints. All I can see are things that have to do with logic implementation, but nothing that's just "UI Art" related (like DPI, anchoring, etc) focused.

#

But more of a step by step

#

Seems like this is too hard for some newbs and non-programmer types

grim ore
#

I dont think there is that I have seen. so more of the ui/layout side and less of function. so just one covering form?

#

technically that link has it all it's just in separate sections, no real "hey lets learn this in a learnable fashion" tho

hollow briar
#

what a loveli update

#

cant open project, nice %)

safe rose
#

Right, exactly @grim ore , it would be nice to just have something straight up, step by step, like the Editor overview I guess, but for UMG Editor

grim ore
#

yep I could see that being useful, a real artist to cover it would be nice lol.

#

I wonder if I could do that in a series, like UMG How To but for the art side. covering those sections that are in the docs in video form as a quick start

sleek willow
#

how many polys can ue4 handle before slowing down to much ?

#

roughly obviously

broken stream
#

good day

#

so it gets 10 points, but i take out 9 of them so its 1 point, but i like to take out 9.5 so it's .5 points instead of 1

#

how will i do somthing like that

harsh tiger
#

@grim ore Hello mate, I just watched your new video https://www.youtube.com/watch?v=jZZRulZLcqQ

an i was wondering what is the purpose of this? Can you not just click the save all button an get the same result? the same thing applies for creating new levels using a template. could you not just duplicate a map in the content browser and change the name?

i'm sure there is more to it but i just dont see it haha.

What is the Save Current Level node for Editor Utility Widgets in Unreal Engine 4

▶ Play video
grim ore
#

this is for automating things more than just conveinence. You could create a new level, import a CSV file with some level layout information, spawn in the level, then save it out. This would let you create/edit/manipulate level design in another program and then automate the creation/update of it in the engine @harsh tiger

kindred viper
#

plus it saves you the hell of going into the really shady editor plugin stuff 😄

grim ore
#

and think of this more of a general purpose engine, maybe you have some CAD drawings of a machine part you could easily reproduce it in the engine in pieces rather than an FBX file and bring in other things like text and other things not normally in an fbx file in terms of layout out a scene

#

I love source control but when you forget to sync the files between work and home your gonna have an unproductive day lol

mellow turret
#

is it possible to use pawns that inherit from the default pawn class defined in the game mode or only the specific default defined is usable?

scarlet birch
#

You can use whatever pawn you want. A default is simply that.

bright root
#

had this problem with 4.22 . various random artefacts on the edges of transparency anyone else encountered this? i cannot figure it out.

broken stream
#

@grim ore Hi sorry to ping you, but do you know what i can do to my question ?

grim ore
#

@broken stream you have to change to using Floats instead of integers. a float will let you use a decimal point.

broken stream
#

o i see, well let me do that

grim ore
#

@mellow turret if you mean the Default Pawn, it's just a class in the engine. You can create a new blueprint, then open the list at the bottom and search for Default Pawn and use it as your parent class when making your new class

broken stream
#

thanks man, dont know way i did not think of that..

lost ember
#

4.22 update?

bright root
#

yeah, now 22.2 same assets etc are fine in .21 or .20

serene birch
#

patching 4.22.2 was a lot faster than the usual UE patches

#

is that their "improved" delta patching the store added recently?

sand sentinel
#

@icy bone yes, we are using nDisplay on 4.21 and have tested 4.22 (improved) and are happy with it so far. For max frame rates, you'll want to have quadro and quadro sync.

lusty carbon
#

how come I have sunlight leaking in a sealed environment when bake?

#

wall made of zero thickness planar modules

cloud cobalt
#

Can you show the lightmap density view

lusty carbon
cloud cobalt
#

Old Lightmass or GPU Lightmass ?

lusty carbon
#

built in one

#

did you rest your case stranger?

cloud cobalt
#

I haven't used Lightmass in a decade

#

So I really can't help

#

Moving back to static lighting after Helium Rain, but I only use GPULM

lusty carbon
#

could it be because im using planar modules? should I give the walls some thickness?

grim ore
#

are they edge to edge for the edges? if they are try making the outside walls longer so they completely cover that edge with overlap

#

also adding a thicker wall probably couldn't hurt, there is quite a few posts online about this stuff 😦

cloud cobalt
#

Using Lightmass it's probably best to plan for an additional outside wall

#

LM just sucks

lusty carbon
#

A question about modular building that's been bugging me for a while now. should the modules overlap to maintain the grid, like in instance #2 ? or do they need to snap like #1? thanks!!

cloud cobalt
#

1 all the way

#

Think about rotations, scaling...

lusty carbon
#

either way I keep finding myself off the grid

#

it's killing me

cloud cobalt
#

Like, I'd do the walls 256 wide and 512 high for example, and have the origin in the bottom left corner

#

That way you can design and stay on the grid all the time

lusty carbon
#

that's the case with my origin. always to one of the corners

hidden tendon
#

Does anyone know why in an empty level the GPU and Frame spike in my unit graph on mouse up? Also I get bad stutters when I move the camera with the mouse button held down. Something about the mouse is really messing things up.

mellow turret
#

this would call the jump function with the jump z value that is defined before the set node? or would it somehow use the value set after the function call?

tawdry maple
#

does anybody has a tutorial for 2event hit replication"

regal mulch
#

EventHit, if the Actor is replicated, already calls on everyone and doesn't require replication

tawdry maple
#

but why doesnt replicate the directins of the bullets

#

it always only shoot straight

harsh tiger
#

@mellow turret put the set jump z node first

hidden tendon
#

Does anyone know why using WASD Only When a Mouse Button is Pressed is causing my camera movement to stutter really badly? If I use WASD without the mouse button it is fine.

rotund scroll
#

what are you doing on mouse click?

#

because it sounds like you're doing something really heavy lifting cpu wise when clicking the mouse button

mellow turret
#

That graph is from the documentation so I was confused

rotund scroll
#

jump velocity is only taken into account when actually jumping

hidden tendon
#

It is an empty scene, I right click so I can move the camera. Bascially the simplest thing you can do.

#

If I add a landscape, the stuttering gets really bad in the foreground, not so bad in the distance. It only happens with the WASD mode that requires mouse click, If I switch to the other mode it is silky smooth but that isn't really an option because I need to be able to look around lol

rotund scroll
#

so you mean in editor?

hidden tendon
#

Yes

rotund scroll
#

test if your graphics drivers are up to date

#

if that's good, then reinstall the engine version

hidden tendon
#

I already did all of that two days ago

rotund scroll
#

have you tried other engine version as well?

hidden tendon
#

Yep, thats where I am at. I think I need to reinstall UE.

#

I just updated today to 4.22.2

rotund scroll
#

I would try other engine version as well to see if you have the same problem

#

if you do, it's more likely than not an issue with your graphics card or cpu

hidden tendon
#

It was working fine until the other day, I had a crash during a save. Could that have screwed the engine up?

rotund scroll
#

beats me

#

I guess anything is possible these days

#

maybe there was some corruption taking place

hidden tendon
#

Yep, looks like I am going to have to nuke it from orbit and start with a fresh install.

rotund scroll
#

like if you were really unlucky and an autosave was happening at the same time

#

of an object of importance

#

idk just spitballing here

hidden tendon
#

I had a power outage in the middle of the save

rotund scroll
#

most likely a corruption then

hidden tendon
#

I lost the level but looks like it might be corrupted like you said

storm venture
digital anchor
#

umg doesnt have anti aliasing

real pasture
coral patio
#

Guys, how do I set a certain range of frames to render in the matinee/render settings? I'm trying to render a .avi directly with Unreal but the problem is that it never finishes rendering after the animation is done and keeps on just adding black frames, effectively creating an infinite playblast which is useless to me.. Of course I can also just render out an image sequence and then put it together in Photoshop to get an .mp4 but the problem with that is that my Photoshop always literally takes about 2 hours for rendering and I want to create playblasts for about 10 animations..

short onyx
#

I don't really know where to put that question so there it is :
Why all my shadow don't show up anymore when i'm in Ortho view with the cam of the player ?

#

🤔

#

ok wtf

#

soo, no dynamique shadow in Ortho 😐

lament star
#

yeah, that's so disappointing

split wedge
#

Hello so I got my character to lose experience and level on dying to enemies if the experience is in range of losing a level, I got the experience for next level to change to previous level also. My question is that when my character loses a level the experience is negative now, how can I fix that?

split wedge
#

Cool thanks I'll that a shot :)

native cradle
#

Hi guys, I have a general question

#

Should GameMode contain logic?

#

I am designing a turn based game. Should we design a separate combat system to handle that or will it be fine to go ahead and write our logic for it in our gamemode

fierce tulip
#

id make a seperate blueprint, but im not a coder/blueprinter.
depending on either you might wanna ask in #blueprint or #cpp

abstract relic
#

Game mode is server side only.

dim plover
#

If I have a lot of items that are dropped and I want to play a Timeline on them. Would it be significantly better for performance to drive that Timeline in a manager class vs. have each item drive their own Timeline?

zinc island
#

is there a video to export blender eevee materials 1:1 to unreal engine?

#

or did i need to set up the materials manually in unreal engine 4?

split wedge
#

Ok so now my problem is how would I set it up so that this function will set the current experience to be the new current experience it is after the character down levels let's say 400/800 and he loses 500 so that would put him at 300/400 on previous level

abstract relic
#

Manually. Blender and unreal have different render engine

zinc island
#

@abstract relic also with the new Eevee engine? :/

abstract relic
#

Why would it?

hidden tendon
#

Hey guys, does anyone know why my green components are all flashing with r.VisualizeOccludedPrimitives ? I think this is the source of my stutter. It gets better when I switch over to HZB occlusion but it's still there. The green boxes flash even if the camera isn't moving like it can't decide to cull or not

tardy fossil
#

apologies for spam and stupid question...
is there a way i can "edit" a texture object ? (mask it and feed it that way)

paper kernel
#

apart from material parameters, dont think so

#

but you can use pretty much any image-of-sort as material parameter

real mantle
#

Hi guys. How do you manage source control?
Is blueprint diffing really a thing? Is there any way to diff Maps?
Do you usually do lock file policies when someone is working in something or you do rebase override merges?
Did you find using feature branching a pain when dealing with Blueprints and other assets?
I'm happy to hear your experiences

cyan bough
#

Is there a node to enable physics on anctor? For example on death I want them to slump over onto the ground in a pile as opposed to just using the destroy actor and and effect.

pine sand
#

hi

#

I need help

#

I wanna figure out how to get a character into the vr preset

mellow turret
#

Set View Target with Blend Set the view target blending with variable control
This node just changes the camera being used and the "variable control" means the variables that define how to blend from one camera to the next?

kindred viper
#

@real mantle 1. Perforce but Git is well used too. 2. Yes but its more of a manual affair. The blueprint Diff tool lets you see changes side by side so you can move what you want around. 3. Lock everything is my rule, but then you may have cases with level design where that is not a problem. 4. A good starting setup wins all. If you have branches and distribution between your coders and artists all setup, its plain sailing, until its not 😄 #software

real mantle
#

thanks Marc for sharing 😄

deep citrus
#

There's a Blueprint Diff tool? Ooh, I have to take a look at that!

gentle ivy
#

yeah its under file->source control->diff I think

deep citrus
#

Thanks!

real mantle
#

does it work only for blueprints or also for things like Behavior Trees , Anim blueprints, Maps, etc?

austere hinge
#

Iam planning to buy i9 9900k tboost 5.0 ghz

Is this good for building light in unreal engine?
It has 8 core 16 Threads

scarlet birch
#

is something changed with the editor viewport in 4.22. On a character blueprint I'm seeing the mesh preview not change in the editor when materials are changed on the mesh. I'm also seeing things like spring arm offsets not updating after being changed. The only fix seems to be to close the BP and reopen it.

sly lily
#

Anu deep, I'm running 4.3ghz on a 6 core and I m doing fine. I got a Intel 8700k

#

I can oc with it upto 5.2ghz, guess I hit the silicone lottery though.

#

But on average I'm guessing 4.3ghz is its regular oc range

plush yew
#

i use i5-2500 HAHAHAHA

#

How about ryzen?

#

ryzen is cheaper than Intel

austere hinge
#

@sly lily how much time it is taking to build light

sly lily
#

I guess it depends on how much light you have to build

#

This is one level, took about 5-9 mins

fading tendon
#

Hello All. I am having trouble with my installation. Is there anyone that could help me please?

sly lily
#

You installing in epic launcher?

fading tendon
#

I am initializing and Unreal Engine 4.22.2 . It is stuck at 45%. I read that this is a common problem and I have tried all the troubleshooting steps I can find.

#

Everyone said turn off the firewall.

#

So I did.

#

it looks like it's trying to work.

sly lily
#

How long does it sit?

fading tendon
#

I waited 2 hours the first time, and then I restarted it and its been another 2 hours

#

I restarted it once in between and waited about 45 minutes actually, this is the 3rd restart

sly lily
#

Are you loading a project or installing unreal?

fading tendon
#

I'm just trying to install unreal for the first time.

sly lily
#

Cant really read it on my phone.

#

Okay, do you have older versions?

fading tendon
#

I heard the first time opening it can take 30ish minutes for the initialization

#

No, I havent ever installed UE before

sly lily
#

Yeah, mine took a while. But not that long, what's your pc specs?

fading tendon
#

Lol probably not good enough.

sly lily
#

Do you have a graphics card?

#

With dx11 support?

fading tendon
#

I have a i7 latitude e6440

#

is that why?

sly lily
#

Dell right?

fading tendon
#

Yes. Thanks for the help BTW

sly lily
#

Aight lemme check the specs right quick

fading tendon
#

Cool

#

brb, ganna put my daughter to bed

iron linden
#

Quick question; If I remove bones in a Skeletal Meshes LOD and I have blueprint animation "Transform(Modify) Bone" nodes that affect those same bones, do those nodes get skipped in the animation blueprint for the further LODs where the bones are removed? I assume they do (much like normal animations), but would like to have a little confirmation before I spend too much time redesigning something that might hinge on the answer to that question.

sly lily
#

I'm not much of a software person, but if I was in your position, I would build it from their source code in worse case scenario

#

I dont see any problems installing, but running it might be a bit slow

fading tendon
#

Hmm, its weird because in the help forums they said that the CPU should be at near 100% while its initializing, and to just be patient

sly lily
#

Yeah, like I said, you should have no problem installing, so it may be a software issue.

fading tendon
#

I can tell its working becasue the .exe's are changing, both near 30% always

#

between like 30-33%

sly lily
#

Is windows up to date?

fading tendon
#

Yeah it is.

#

They dont have a help line or anything do they?

#

lol