#ue4-general

1 messages ยท Page 461 of 1

grim ore
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if his was not empty and yours is/was then you did not find the correct one on your machine

plush yew
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but why would mine be empty his not

grim ore
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because the one you found is a default one that is not being used

plush yew
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its the same file

grim ore
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at this point tho this is support for the game maker so you should try their forums

urban gyro
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@plush yew you could try the SetInputMode function. UI only.

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I wonder would a server side cfg end up on a client ?

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you might be trying to do some tinkering on a file that cant do much

plush yew
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there are many .ini files inside the folder of .inis

grim ore
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if you look thru your windows machine you can find the same directy, my documents, in places such as one drive, public, and your personal folder. the same thing can be in more than one spot, the same file could be in more than one place but that does not mean they are the same file.

heavy ether
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@plush yew well, at the very base level, it seems that anything that receives tick, has an IsTickableWhenPaused()

plush yew
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and there are two files "game.ini , engine.ini" that are not blank, the rest is blank

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and in the case of my friend, there is the gameusersettings.ini file, which is not blank.

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hmm i see

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this is a steam game btw, idk if that changes anything

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@grim ore what should i do then?

urban gyro
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that ini just holds things like supported resolution, texture quality and basic settings

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cant u run the game and set these through a menu?

plush yew
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yes, i just want to change those stuff

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but the thing is

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the game doesnt offer much options through the menu

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and you can make your graphs worth to improve fps

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worse*

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through .ini

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worse than the menu ingame

urban gyro
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ur probably looking ath the wrong ini then

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like mathew said

plush yew
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no i know its not the wrong ini

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look an example

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thats the settings of a guy on reddit

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%localappdata%\TheChase\Saved\Config\WindowsNoEditor
GameUserSettings.ini > set the following under "ScalabilityGroups":
sg.ResolutionQuality=10.000000
sg.ViewDistanceQuality=0
sg.AntiAliasingQuality=0
sg.ShadowQuality=0
sg.PostProcessQuality=0
sg.TextureQuality=0
sg.EffectsQuality=0
sg.FoliageQuality=0

urban gyro
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if this is a steam game they got loads of duplicates in their folder structure

plush yew
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i followed the exact same folder

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path

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and those settings made his game look like this

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not that i want to play with those graphics, but its just an example of how it can be changed through the ini

urban gyro
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afaik there's more than one appdata folder

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logically thinking ur in the wrong file, since if your game operates like everyone elses, then there's nothing wrong with the cfg

plush yew
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well to make sure that im going to the right one

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shouldnt i just go to steam

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properties, local archives

urban gyro
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so most likely you're editing the wrong one

plush yew
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then i get the right folder through there

urban gyro
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dude this is a topic for that game's community hub

plush yew
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hmm

grim ore
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well local app data would be no where near the steam folder

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and like we said, support for the game this is general UE4 stuff

urban gyro
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its hidden in ur user

plush yew
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oh ok

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so about where to find the folder, mathew

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you explained above?

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what if instead of using steam to execute the game, i could just go to the directory that I made the changes and launch the .exe?

grim ore
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if you hit Windows Key + R , pasted in that exact folder, and hit enter it would take you to that exact folder. beyond that I dunno

urban gyro
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hey Mathew is fixing redirectors still a thing after moving? or is it done Auto now?

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cuz i can't see any with the filter on, and it takes a looong time to run it on the entire project

grim ore
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maaaan ๐Ÿ˜ฆ the oculus quest is like out of stock everywhere

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fixing redirectors is not automatic as far as I know

urban gyro
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pity

grim ore
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but if there was nothing to redirect you would get a clean move

urban gyro
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yeah saw an add for the quest, have no idea what the big deal is

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aight that xplains some things

grim ore
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yeah redirectors are the bane of UE4 lol. even having to manually add redirectors in .ini files feels dirty

urban gyro
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well, I never thought UE4 could tank my cpu on a simple cleanup

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there's's a time for everything i spose

grim ore
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the quest is a really good 6DOF VR headset that is completely stand alone. its a really really neato thing and I want one to dev on lol

plush yew
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dude im such a noob, it was the wrong directory like you said

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lol

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thank you very much guys for having the patience

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i appreciate that help

grim ore
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๐Ÿ˜ƒ

urban gyro
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is it still forward rendering only?

plush yew
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man ive been looking for a solution for 2 hours

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and its just about the right or wrong directory

grim ore
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I've got 44 stupid... not stupid... not stupid... unrealfest videos to watch still so I have plenty of time to help while watching lol

urban gyro
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thats not that bad @plush yew , try looking for a solution for 4 hours and realize there's a checkbox that solves the problem

grim ore
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I really don't know about that, its an android device so I think it might be forward in ES 3.1 but I dont know what vulkhan is

plush yew
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loool

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yeaa

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ty again, u rock guys

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now my game is looking like minecraft

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and i can have slightly better fps

grim ore
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yeah "Unreal Engine provides a forward shading renderer optimized for VR. " is what I find in the Oculus dev docs

urban gyro
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I heard there may be a new platform on the way

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yeah i know about that, i was curious if there was any movement on deferred

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or if its even on the cards

heavy ether
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... and there goes the creator drivers for this month also flaking out.

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guess i back date

grim ore
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I dont think so, I havent even see it at all mentioned just due to the high requirements of VR itself

urban gyro
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dunno i can't see it working without full motion control

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the tricks with the cage and all just seem super limiting

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maybe in a decade it'd be awesome to have the whole package ๐Ÿ˜ƒ

grim ore
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well the quest is nice because you can disable the guardian (cage) and map your own play area

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theres some videos of people literally mapping the entire house for a play space

urban gyro
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yeah, slaying a dragon in the kitchen sounds fun until you realize you just busted the 55 year old antique vase ๐Ÿ˜„

grim ore
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I am curious if we can get some AR/VR hybrid stuff worked out. the system uses cameras for the area sensing and turns on a pass thru for when you need it or go out of bounds. mapping your real world objects back into the headset as items would be interesting

urban gyro
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afaik the scan cams that are used to get rough imports of irl objects are way too complex to minituarize

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ud prolly need some crazy algorithm to approximate objects and guess what to "import" to the scene

grim ore
urban gyro
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at runtime no less ๐Ÿ˜„ unless i musenderstood

grim ore
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so you can define your "vase" as a box in the world so you can avoid it type stuff

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there are examples of AR recognition that can identify items based on shape size and appearance and tell you what it is pretty quickly, its getting faster with ML as well

urban gyro
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yeah that would actually help alot

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dunno sounds neat now that i think about it

grim ore
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it's ridiculous how advanced AR is becoming

urban gyro
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but then its like how much gear do u need to wear

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ive done ar and vr shooting galleries

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and i tell you after 30 minutes things start getting quite weird

grim ore
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heh

urban gyro
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i mean things like cover

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without physical boundary, is reallly bad

grim ore
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I did a VR shooting for a tutorial series and a game jam, that stuff is fun to watch other people play

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I really really like sense of scale in VR, like a tall shaft or building and looking up

urban gyro
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no i mean ive played it in a "vr club"

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ive only done some gimmicks in terms of projects

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was curious what design choices they made, and it turned out they were bad ๐Ÿ˜„

grim ore
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ah. I know someone that is invested in the Mobile popup and play VR stuff for events and such, those are interesting

urban gyro
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well that was much more deliberate

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basically vr paintball

grim ore
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ah well, I'll watch the websites every day to try and find one in stock local lol ๐Ÿ˜ƒ

urban gyro
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with constant respawn

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i wanted to see how vr would work in a massive hangar/warehouse

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it doesn't work very well

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atm

grim ore
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oculus had a demo last year of a 3v3 arena game setup with the quest's that worked fairly well

urban gyro
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havent seen that

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was the irl enviro setup to provide similar colisions to ingame?

grim ore
urban gyro
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ic

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thats pretty much it

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thats why i don't think vr would work very well for shooters

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i mean, broadly of course

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it would

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but I see VR as the pinacle of fighting games

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and simulators

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and maybe some RTS/TBS type deal

grim ore
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we just need holo chess from star wars and we are golden

urban gyro
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yes

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im honestly much more hyped for AR

grim ore
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the AR RTS stuff looks interesting when Apple shows it off

urban gyro
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cant wait to get my HUD

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first GUI skin will be Terminator

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i am sure of it

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with some gimmicky Matrix type filter to turn everything to green code for extra headache ๐Ÿ˜„

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or imagine Warhammer 40K in AR holy crap

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@grim ore dude Apple are planning an 8k resolution per eye....damn.

grim ore
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There is a new one, the HP Reverb, which is getting good mentions on the resolution but there has got to be a reasonable limit just due to the need to drive those displays

urban gyro
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yeah but apple's is an AR headset

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like where are they gonna fit all that hardware lol ๐Ÿ˜„ suposedly its 7nm but hey, glasses only give you so much room

plush yew
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Hey Everyone, is their anyone that could help me out with something in unreal

heavy ether
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probably all of us

cerulean sorrel
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@plush yew wut

static osprey
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Is there any convenient way to change the log verbosity of certain or all log groups in the editor?

rotund scroll
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pretty sure I've seen that option at some point, beats me where it was though

static osprey
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Haven't found anything like it anywhere. The Output Log just has options to disable messages/warnings/errors, or entires categories outright. I'm looking to increase it (to say, Verbose, or VeryVerbose) for certain levels. I do realize I can modify Engine.ini's [Core.Log], but that's a little annoying, and I'm not exactly sure which one the engine uses either.

dense patio
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<@&213101288538374145> who do I need to talk to about laucher crap? It won't let me change my email cause it keeps sending a verification code to a non existing email. I submit a ticket with the helpdesk and they said they sent emails to the non existing email.... It's a horrible loop and I can't sign up for or managey existing account due to this.

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I messaged the Twitter account and got no help either

upper heart
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We aren't affiliated with Epic Games. Their support is the correct place.

dense patio
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Bah, k well thier support is 0 help, time to post on the forum, thanks @upper heart

plush yew
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Im just starting out on Unreal Engine, is it only used for game design or can it be used like any other render tool like keyshot or 3ds for still image renders?

grim ore
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UE4 can be used for all of that yes, it supports high end rendering in real time as well as you can screenshot. If it's as good as a high end VRay render is subjective and based on your skills

plush yew
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I generally work in engineering projects, and unreal seemed interesting since it has RTX support and direct imports from inventor and solidworks also my keyshot license expired

grim ore
modern sinew
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nvm

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ok, the PostProcess says that if the parent has a volume it will stick to it, but it's not,

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I have it as the parent and idk what I'm doing wrong, but it's causing th effects even when I'm not in the box

wary wave
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there's a tick box called 'Unbound'

cursive dirge
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@worldly frigate it's part of content examples

modern sinew
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ok, it worked, thanks

wary wave
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it would really help you to learn how to search for solutions to your problems, because that should have been easy to find

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at some point, people in here are going to stop answering your questions

worldly frigate
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I did look into the content examples, didn't find it though.

cursive dirge
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@worldly frigate if I remember right, it's one one of those advanced material examples

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you need 4.22 version of content examples as well

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it's there, I've examined it ๐Ÿ˜„

worldly frigate
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I'll check it out, thanks!

modern sinew
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sorry :/

plush yew
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hi

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NOT Unreal Dedicated Server ์–ธ๋ฆฌ์–ผ ์ „์šฉ ๋ฐ๋””์ผ€์ดํŠธ ์„œ๋ฒ„ ์•„๋‹™๋‹ˆ๋‹ค Boost C++ Server A-Z develop ๋ถ€์ŠคํŠธ๋กœ ์ฒ˜์Œ๋ถ€ํ„ฐ ๋๊นŒ์ง€ ํ˜ผ์ž ์ž์ฒด ์„œ๋ฒ„ ๋งŒ๋“ค์—ˆ์Šต๋‹ˆ๋‹ค character eyesight(์‹œ์•ผ), move(์›€์ง์ž„ ๋™๊ธฐํ™”) test

โ–ถ Play video
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custom server developing

cursive dirge
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I actually went through all the material setups on that radial blur thing, it's pretty clever

plush yew
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can you tell me about monster A* AI?

dim merlin
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Hi, question: after updating to 4.22 my models in the editor become low quality after like 1 minute (low quality textures)

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anyone knows why this would happen?

cloud cobalt
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What does it look like ?

dim merlin
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all textures have nearly details, its like a very ugly lod

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can it be the auto lod does it?

cloud cobalt
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What does it look like though ?

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Is it in editor ?

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Does it happen in game ?

dim merlin
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its in e.g. static mesh editor, but also ingame

cloud cobalt
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In game outside editor, right ? Not PIE ?

dim merlin
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in PIE

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havent tested it in packaged game

cloud cobalt
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No packaging required, just test without the editor

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Right click uproject, launch

dim merlin
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aint happening there afiak

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i mostly debug from visual studio, see if it happens only then

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actually, when i press play in editor, i can notice its low quality for a second, then it updates

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is this some sort of autolod system ?

cloud cobalt
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What are you scalability settings like, and do you have the auto scalability editor feature enabled ?

dim merlin
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hhm scalability is 76% on high or 100% on epic

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not sure about auto scalability

ebon spade
honest vale
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because you have nothing in the world?

prisma ridge
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Add lighting or change mode to unlit

wary wave
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the world does look empty...

ebon spade
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That's not the world it's a viewport of a blueprint with a mesh targeted

honest vale
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you probably changed the viewport settings

leaden dust
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does CPU power affect intellisense parsing?

wary wave
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yes

sudden agate
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No, Intellisense is parsed on the GPU alex

wary wave
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unlikely

valid root
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Hi, Any idea what I'm missing here? I want to have the light source (Spot light) behind the door to actually be blocked by the door. The lights effect on volumetric fog is going through the door now..

latent moth
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Can the UE4 native subtitles used for videos?

valid root
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Oh.. apparently RayTracedDistanceField Shadows don't work with Cast Volumetric Shadow

thorn vector
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@plush yew is that a custom server u developing for mmo type game?

honest vale
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I always click on the wrong Library button

heavy hinge
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they are going to redesign the client dont worry

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but yea i some times click library on the side nav xD

plush yew
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NOT Unreal Dedicated Server ์–ธ๋ฆฌ์–ผ ์ „์šฉ ๋ฐ๋””์ผ€์ดํŠธ ์„œ๋ฒ„ ์•„๋‹™๋‹ˆ๋‹ค Boost C++ Server A-Z develop ๋ถ€์ŠคํŠธ๋กœ ์ฒ˜์Œ๋ถ€ํ„ฐ ๋๊นŒ์ง€ ํ˜ผ์ž ์ž์ฒด ์„œ๋ฒ„ ๋งŒ๋“ค์—ˆ์Šต๋‹ˆ๋‹ค character eyesight(์‹œ์•ผ), move(์›€์ง์ž„ ๋™๊ธฐํ™”) , chat(์ฑ„ํŒ…) ...

โ–ถ Play video
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test version 2

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mmorpg

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@thorn vector yes

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@thorn vector i need mmo ai help

cyan bough
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Could anyone recommend me a good guide for using SkeletalMeshActors blueprint with a character blueprint.

flat idol
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MatHatter, as far as i know Skeletal Mesh Actor is just a regular actor with a skeletal mesh component. For implementing your game characters you likely want to use the Character Actor instead.

heavy ether
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i was a bit surprised that the older version of that has over 600 installs ๐Ÿ˜ฎ

harsh tiger
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paragon characters look super dark, i tried to rebuild light but it done nothing. does anyone know how to fix?

cloud cobalt
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Are they static or movable meshes ?

harsh tiger
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just the skeleton mesh placed in the scene

honest vale
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what's the material like?

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metallic?

cyan bough
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Thanks but I am still lost. I have a char made in a skeletalmeshactor which I got from an assets purchsnce.
I have my actor which I can play already. I'm trying to move over the components from the skeletalmeshactor to my char actor.

I'm prob not even on the right track. I'm still building most stuff from guides. Any advice would be much appreciated.

Screens below

honest vale
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you need reflection capture actors on the level too

harsh tiger
cloud cobalt
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@harsh tiger They are either movable, stationary or static, and this information is crucial to lighting debug

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Looks live Movable here, so the rebuilding of lighting has no effect

harsh tiger
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i understand that mate, but it doesnt say under transform

cloud cobalt
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That's normal

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Look in the BP, mate

harsh tiger
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it isn't a bp and the light source is stationary

cyan bough
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Humm or not stupid fucking android beta lol

cloud cobalt
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I don't care about the source

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I was asking you whether your mesh is stationary, movable or static.

harsh tiger
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it doesnt say

wary wave
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select the mesh component

harsh tiger
cloud cobalt
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Doesn't matter, it has the orange symbol so it's movable (IIRC)

cyan bough
harsh tiger
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yeah the orange circle is there

wary wave
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yeah, looks like Skeletal Meshes do not have mobility options

harsh tiger
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^

wary wave
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but it makes sense that it would be movable

cloud cobalt
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This is important because movable objects don't get static lighting, so they don't get indirect lighting

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Not until raytracing is here

harsh tiger
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something strange with this character skin is his materials dont compile and have a error with them

cloud cobalt
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Well, open the materials and fix the errors ๐Ÿ˜›

harsh tiger
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it shouldnt have errors though so not sure what happened

cloud cobalt
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That's hard to say until you've checked what the errors are

harsh tiger
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i'll just use a different skin, only doing a prototype atm anyway

heavy ether
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ue2 mmo? o.O well, if you want to contribute to that vsc extension, i'm definitely willing to maintain it. i don't really have the time at any foreseeable point in the future to do much improvement to it myself .. though i'd love to see it gain intellisense for the language, not just highlighting.

urban gyro
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Is there anyone here who has experience with networks?

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I've got a curious case

slim oxide
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I def need to do a good upgrade to my PC, but I would love to do a short film w UE4

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3gb gpu, ryzen 3 and 8gb ram won't really do well to that end lol

flat idol
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You can work in editor with low scaling settings for most of the time that should keep your project requirements at low. Once you export the movie it will be working a bit longer but that matters not.

dim night
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Is this where I'd ask questions referring to unreal engine?
Or where?

flat idol
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If theres a specific category your question then you can choose the channels on the left pane to find the suitable place

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Discord tutorial 101

dim night
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I know how discord work haha

I just am not sure where my question would best apply

plush yew
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hello there. I'm a student in a video games design class and i was wondering if anyone can help me will finding the "use complex collision as simple" on Unreal 4.22. I need it to finish a game, but the data is no where to be found. Anyone have an answer? or should i look somewhere else?

slim oxide
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nice, thanks Robert

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I am completely new to this, not even kidding

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all I know right now is that Unreal Engine exists lol

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got an online course to follow to get more understanding from it

plush yew
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The video tutorial says i need to use that but he uses an older version of Unreal 4. The version 4.22 doesn

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doesn't*

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I've looked everywhere for the thing that is needed but it seems that they have removed it...

crude vessel
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I can't seem to find an answer for this, is there anything in UE4 that can help approximate sound reflections off surfaces? Obviously I'm getting a lot of search results for visual reflections.

heavy ether
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@plush yew what's it do?

plush yew
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it gives my instance actor physics

radiant haven
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has someone an idea how do i make this 2d character like baldis basics?????

flat idol
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Its a setting in the mesh editor, usually the setting is "Default". You can also adjust this in project settings that will enable this for all mesh. Not recommended to use complex collisions tho. Generate a simple collision shape instead.

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The auto convex tool produces rather good results for most cases

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But a primitive shape is most prefered - performance wise

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@crude vessel i dont think ue4 has such feature by default, it usually is a feature of an external library (steam for instance) that can do this kind of task for you. You can generate reflections for a static environment (eq prebuilt map) but for dynamic scenes i don't think you have much use. Don't take my word for it, never used it before.

plush yew
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the top one is the video

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and the bottom one is my version

heavy ether
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yeah i did some googling, and i'm seeing where it shows the setting when you hover over a static mesh, but i'm not seeing it as an assignable setting. if it's purpose is to allow for complex collisions to act as your physics shape, that's a bad idea.

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oh, there it is

flat idol
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Yes it is a mesh editor feature/setting, as i just explained earlier. It was never been exposed as an actor / component setting.

heavy ether
crude vessel
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Thank you @flat idol

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I was thinking of situations in a ai hearing sense when a simple spherical check may not be as accurate as I'd like.

plush yew
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may is ask, what version are you running Eric?

flat idol
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Yeah i dont think AI would support anything like that, but you can write your own sense feature which may be doing some multiple line traces or something.

heavy ether
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@plush yew 4.22.2 .. it's in the static mesh properties, i found it when i searched "collision"

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it's not in the staticmeshactor or staticmeshcomponent instances

plush yew
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well, I'll see what i can do. but i have to go. Have a great day!

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Heya. Is there a way to turn off the inherited blue arrow on a character in the editor?

flat idol
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Turn Visible off

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Ah its not showing the settings. Go into constructor script, grab a reference to the arrow and set the visibility in there. It should work i guess

mental hollow
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@radiant haven I think you can create them with paper flipbooks from paper 2d plug-in on the engine

surreal tundra
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anybody knows why these black dots are there?

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and how to get rid of them?

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ue 4.22 raytrace

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has never seen this before on a material, the material is just blue basecolor

plush yew
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@flat idol Thank you!

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Just want it for the occasional screenshot.

light vigil
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Hi everyone, I have a question about something that has been stumping me for a few days now.

What is the right event/callback to begin doing logic in multiplayer that ensures all of the client's pawns have been made and their controllers have possessed them? The timing is inconsistent, and I often need to put in arbitrary delays on begin play and other similar events to make sure everything works

radiant haven
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Know someone how to get smth from the World Outliner into thee COntentbrowser?

wary wave
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eh?

radiant haven
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I created a box

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i sized it how i want it now

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i need it as a mesh in a bp

flat idol
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Actor merge tool can produce you a new mesh i think

radiant haven
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show me

wary wave
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you can literally just convert it to a BP

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but also, you should probably follow some basic tutorials

radiant haven
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how

wary wave
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just google it

radiant haven
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uh nothing found

silver crown
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rofl

wary wave
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cached version should still work though

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Epic is not exactly doing well with just about any of their online stuff right now ๐Ÿ˜

brazen forum
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h guys. I was wondering. When using inheritence with actors is the super constructor called automaticly in the child constructor?

wary wave
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it is not

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well, it is in C++

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in BP the construction script is automatically generated if you directly create a BP as a child

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otherwise if it's just an 'Actor' there is no call to the super and it must be manually added if you reparent the class later

flat gorge
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Hi guys I have made automated platform, that moves from left to right, but I can't make it to loop infinitely, it does loop once and stops (I have used spline)

radiant haven
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someone here helping me pickups

flat gorge
#

@radiant haven normal health pickups?

radiant haven
#

HUD shows u how much u picked up, when u picked all up u won

#

indie horror game

#

like every one

forest solstice
#

So I made a kill counter, but whoever dies gets the kill point XD. Now I'm 1 week into unreal so I've no idea what I did wrong, but maybe one you do. Picture as reference

bright aspen
#

in Editor Preferences, under Color Vision deficiency there's an option to turn on a filter for the editor, it is very useful for seeing things like boolean values (I'm red blind). However, it tints the actual game play window as well. Is there a way to make it affect only the editor and not the game's window?

grim ore
#

probably not ๐Ÿ˜ฆ it's intended to be a way to test how your project will look under those conditions

bright aspen
#

Is there a way to just change the color of certain variable types without editing the whole editor?

cloud cobalt
#

It's probably implemented as a global thing on top of everything

#

Much simpler that way

grim ore
#

Editor Preferences -> Content Editors - Graph Editors -> Pin Colors -> Boolean Pin Type Color

bright aspen
#

thanks so much

crisp arrow
#

Trying to import a .po file for a translation of a project I've inherited. I don't have much experience with the Localization Dashboard, but it reports 0 words after I hit "count words". When I import .po files for other languages (or the native one) it still reports 0. Does anyone have any experience with this?

ember hull
#

Hello, is there anyway possible, to save all, level deleted actors etc.. while playing p.i.e ?

heavy ether
wary wave
#

lol

grim ore
#

41 UnrealFest videos left to watch... I don't know if I will finish these before Unrealfest 2020 lol

#

so much good stuff tho, seeing other peoples code style and work makes me feel better about how I am doing it ๐Ÿ˜ƒ

heavy ether
#

... is it possible to put a template level somewhere that it will allow me to use when I hit "New Level"?

wary wave
#

A) Yes.
B) Buggered if I remember how.

grim ore
#

or make an editor utility widget and use the create level from template node ๐Ÿ˜›

heavy ether
#

... after fixing some bugs in the Unity->Unreal conversion process, i'm really surprised. Unfortunately, I can't show off much .. but.. i think i can get away with this.

deep basin
#

I have a very weird problem. Suddenly, my project stops loading at around 90%, if I had it open once and closed it down. The only solution to the problem is to restart the pc. Anyone encountered a similar problem or has an idea what that might be?

obsidian nimbus
#

usually projects boot up faster the 2nd time

#

no idea

heavy ether
#

isn't 90% around plugin initialization?

deep basin
#

I am not using any plugins beside the stuff that is already in the engine

#

and I havent add any since

dry shuttle
#

can someone point me to the right room for getting help with respawning foliage after it is harvested.

deep basin
#

I just checked the log and there are no errors, only a warning which doesn't sound like it should lead to that behavior.... in any case, here is the warning part, maybe I am wrong??

[2019.05.29-22.11.42:329][  0]MapCheck: New page: Map Check
[2019.05.29-22.11.42:329][  0]LightingResults: New page: Lighting Build
[2019.05.29-22.11.42:522][  0]LogBlueprint: Warning: [Compiler Ue4ASP_Character] InputAction Event references unknown Action 'Jump' for  InputAction Jump
[2019.05.29-22.11.42:538][  0]LogBlueprint: Warning: [Compiler Ue4ASP_Character] [0008,54] Compile of Ue4ASP_Character successful, but with 1 Warning(s) [in 48 ms] (/Game/AnimStarterPack/Ue4ASP_Character.Ue4ASP_Character)```
mellow turret
#

is it necessary at all to manually destroy emitters if they already have a true "auto destroy" parameter? im seeing someone doing it so I'm kind of confused : D

deep basin
#

mhhhh, maybe if you create them rapidly and need to destroy them earlier than the auto-destroy will to free up memory faster, besides that I don't really see a reason

grim ore
#

It's probably not needed but better safe than sorry for performance probably can't hurt. Like if your auto destroy is set to 4 seconds and you only need 2 seconds. It's also maybe just keeping things consistent as you never know for sure if that particle is going to destroy itself.

mellow turret
#

I guess that makes sense, since it's using the gameplay ability system, it spawns the emitter on a handler event and destroying it on the remove event

flat idol
#

Particle emitters have this pooling feature that should be better than destroying and creating them all the time.

mellow turret
#

is sphere overlap actors node the best way to get actors in an area?

grim ore
#

sounds like an easy way sure

#

Dunno about best because we don't know any other parts of your project but It's probably a good way

mellow turret
#

it's for a gameplay ability, click and damage enemies in a radius....

deep basin
#

uff does anyone know what the editor is typically loading at around 93 - 94%? is it anything particle related? since my particles did also break....

spiral island
#

is global illumination and realtime ray traced shadows broken in 4.22? I set the environment variables and all but the post process volume and such don't seem to work

pulsar fractal
#

Hey guys, any advice for a basic moment code where if you jump while moving forward you continue to move forward?

lapis bronze
#

The default Player Controller has behavior like that, worth looking at that

#

you can also define if you want air control or not

pulsar fractal
#

Thank you, I was trying to learn how the actually code would work, I think I figured it out though. Thank you for the PC insight, Iโ€™m still getting used to when to use it

heavy ether
#

@pulsar fractal you do it by not changing the forward velocity ๐Ÿ˜„

mellow turret
#

I have a gameplay cue (from the gameplay ability system) that spawns an emitter, however if the ability that displays that cue has "instant" duration, the particle doesn't spawn (or i guess it spawns but only for an instant), how does this work... shouldn't the particle be spawned regardless of the ability being instant? I mean, the ability may end but I'm not explicitly telling it to destroy the particle...

thorn topaz
#

So we turned on World Composition and now we are getting the "Nav Mesh needs to be rebuilt" message on screen. I assume it's related to World Composition. Any suggestions on how to fix it?

near trout
#

Is it possible to scale an entire mesh with its armature post-import to UE4?

plush yew
#

hhhhhhhhhhiiiiiiiiiiiiiii

light seal
#

So i am having a problem with placing a newly made Base Interactable. It sticks to 0,0 and does not want to move no matter how much i drag it. Any particular reason it would be doing this??

#

Actually no, anytime i go to move anything it just doesn't let me. Everything in the level is like static now? Is there a setting i can fix?

plush yew
#

lately how many players have people been able to get in these dedicated servers with ue4?

modern sinew
#

Am I doing this wrong? It's getting to the print statements just fine, but it's not entering swimming mode

thorn lichen
#

Is this a specular or a subsurface map? this game asset's texture suffix is "_S" but it looks like one of those 3-in-1 RGB maps

lapis bronze
#

@thorn lichen Might have specular/roughness/metalness stored on R/G/B channels or something like that

#

Or roughness/metalness/AO

#

its a really efficient way to store that stuff anyhow

leaden dust
#

Attachment in c++ is not for me to understand

#

I don't know what it does

#

sometimes EAttachmentRule::KeepRelative works and sometimes for the same thing it doesnt

#

I don't know WTH SnapToTarget does

real mantle
#

Hi there. Is there any way to downgrade to 4.22.1? After updating to 4.22.2 the editor crashes rendering with RTX and I have to finish a job for tomorrow (panic!)

tall pendant
#

IIRC there is not.

hidden viper
#

Unreal Crashes after building lighting at 71%, what should i look for? I dont know how to debug this. (Is this the correct channel?) plz @hidden viper me

cinder iron
#

@real mantle subversions are backwards compatible.

#

so if you have a 4.22.1 snapshot in your hard drive you can still open your project with 4.22.1

#

if you don't then you can go to github and download 4.22.1 and compile it yourself

real mantle
#

No, I updated

cinder iron
#

okay then you have to go to github and dl 4.22.1

real mantle
#

Oh ok will have to do that then

#

Thanks

cinder iron
#

okay so... you know more or less how to proceed?

real mantle
#

Yes , I guess haha I did around 4.10, I guess is still the same ?

#

So I have to do it from git instead of downloading from the web

#

Ok will try that way

cinder iron
#

using tags you can get 4.22.1

#

directly

real mantle
#

Ohhh hahah amazing

#

Thanks man

cinder iron
#

good luck with that job! :D

real mantle
#

Life saver

#

:D

pseudo swift
#

how do i change the target to a primitive component in my get overlapping actors node?

grave nebula
#

Node wants an actor. You are giving it a collision box.

pseudo swift
#

yes but on the tutorial they have the same node but the target is a compontent instead

#

how can I change it from an actor?

tough mango
#

hi, so just started, and idk where to begin. Any pointers?

#

ive done unity for my course, but coming into ue4 is a little overwhelming

kindred viper
#

learn it in chinese because for some reason, Epic thinks im chinese now

tough mango
#

ty, i just cut the ch part out of the url and lo & behold, english lel

#

can you do all your animation and asset creation stuff in ue4 or do you have to import from maya/blender/etc?

limpid turret
#

i have no idea whats happened since it was working fine yesterday and has only happened once i woke up. But whenever i exit out of playing my build it crashes the whole of unreal engine

flat idol
#

Arceah did you start using replication graph?

limpid turret
#

no

flat idol
#

Understood

plush yew
#

ubuntu bicycle

limpid turret
#

what

radiant haven
kindred viper
#

yup. its kick ass

trim silo
#

Does anyone have any links to tutorials on how to setup a quadruped character animations using rootmotion etc?

flat idol
#

You mean setting up the entire locomotion with rootmotions? That may not going to work out for you well in many cases. But its ok to use root motion from montages, for action type of things.

rotund monolith
#

Guy, i have a question, i have a project but i am not sure how should i plant it.

#

It is like a library, with books, and each book is an interactive book.

#

How i should to handle the library and each book?

#

i'm thinking in two ways, use a full 3D game, i willbuy a plugin, or use HUD mixed with 3D.
When i click in the book it begins to be readed, we can move pages, and some pages will be in 3D.

trim silo
#

Yeah, well basically i want smooth animations like in this video here

#

i've followed this guys tutorial, ive made the movement and it works fine

#

but i'm having trouble with Setting up jumping animations etc

#

so i can run and jump smoothly

#

or jump in place

flat idol
#

You can find mesh for the book, or even an entire library type of environment. The books can be moved by many different means, if its a VR you can move them by your numby hands or use timeline based animations for flying them in the air. You can have an actor in your game (shelf) that has an array of actors for the individual books, and the play can open a book of his choosing. You can later optimize on these ideas further.

ember cypress
#

@kindred viper -- was it originally in english for you?

kindred viper
#

yeah im in the UK. but it keeps redirecting me

ember cypress
#

To the Chinese website, from the english one?

flat idol
#

Valefor you can use the jump on the character and play inplace anim sequences for that, the rest can be ran from root motions. But dont plan on multiplayer features with anim graphs like this. While it is doable in single player, still the root motion is not ideal for movements.

trim silo
#

The game will be single player so it should be fine

fringe pivot
#

Why is that this doesn't work with objects references but does work with classes references?

flat idol
#

CMC is very good for moving a character, whereas root motions are only "fake movement" so interaction with the world can be challenging. But since its a single player it may not be very hard to go with this model. It just not ideal thats all.

#

If you can do this with inplace then that may be a better choice for the longer run.

kindred viper
#

@ember cypress yeah.

ember cypress
#

Ok.

flat idol
#

Pshycho i think it because it prevents you to reference an object which doesnt exists (not instanced in editor just yet). Referencing them as classes is your better choice, and you can spawn the pickup obejcts or evaluate the logic with those.

kindred viper
#

if I try goto any other url manually, it just rewrites me back

ember cypress
#

Like, the whole website in Chinese? Not just Academy?

kindred viper
#

everything

flat idol
#

clear the cookies

ember cypress
#

I can swap with URL changing

kindred viper
#

clear the cookies is probably gonna fix it but then I didn't write the cookie, so its still their issue ๐Ÿ˜ƒ

flat idol
#

i see your point. yes epic games is unable to create web related stuff. it is just beyond their capabilities.

kindred viper
#

well it started doing it once the downtime was over, so I presume its just a bug

#

perhaps a conflicting cookie

#

clearing cookies did fix it, but now I lost all my cookie settings so bah humbug to whoever caused that

fringe pivot
#

@flat idol QFT, the "login you in" thing at UE forums makes me sick, among another million issues with their web/forum/marketplace

flat idol
#

do not rage. just accept it.

kindred viper
#

yeah the relogging issue is crazy bad for me. Every time I search I am logging out and in again

#

if its for the security of the end user I could understand, but I can't see that purpose on a docs site

flat idol
#

There is no doc site. It is an illusion.

blissful trail
#

where do i go to ask for help on ue4 related stuff

fringe pivot
#

you don't need to authenticate the user every time their load a page, that's a horrible implementation, that's it

#

@blissful trail just ask

blissful trail
#

i did in the multiplayer thing

fringe pivot
#

cool

ember cypress
#

Ah, cool. Glad you got that fixed, @kindred viper

#

Thanks for digging into it a lil

#

Creative.

#

I haven't dove into big open world stuff like that yet.

#

Oh I would love to make an MMO or Openworld RPG but that is a scope my busy time does not allow.

#

I'll stick with just playing FFXIV

somber quail
#

So I restarted my project and now the editor is hung on 83%, supposedly waiting for shader compiles (there were no shaders that needed compiling?) but the workers aren't getting any CPU allocation. What's going on?

blissful trail
#

ive been trying to fix it myself for almost 6h

#

its not possessing player 1 its showing player 2's screen

#

how do i check ?

pine warren
#

Hello I am planning to make a visual novel but instead of 2d i want to mkae all characters and environment in 3d but i am unable to find tutorial for aniem look shader i have seen some cell shading but they are not that good ?? help plz..

surreal tundra
#

there are shader tutorials on youtube or marketplace

#

a bunch

#

cel shader tutorials*

pine warren
#

yes but they dont give that aniem look they look weird

surreal tundra
#

yea u need to tweak them

#

i would suggest make it in as few colors aspossible

#

and remove all image textures

#

use only colors

#

you could even render it unlit

#

so you dont have to worry about lighting

pine warren
#

yes i will make environemnt and characters in few unlit colors but some games like KURTZPEL they look damn beautiful in anime style

flat idol
#

You can probably keep the normal texture thats for the additional details

gleaming lotus
#

I just downloaded a project from github, opened it on UE4 and it's asking me to try and rebuild from source. I do recall doing this before but completely forgot what it actually is. Could someone quickly remind me what I need to do please?

flat idol
#

unlit colors won't look good they wont produce you shadowed areas

surreal tundra
#

anyone has a wild shader for me? i used pointcloud rendering in an old project and would want something similar now but cant find anything

#

some kind of video synthesizer look or whatever

pine warren
#

i saw this tutorial but their is no edge detection

flat idol
#

edge detection is going to be a postprocess effect

#

i mean if you mean edge strokes

#

around the character etc

pine warren
#

yess thanks i will try thnx for help

#

let me complete the amusemnet park then i will show you ( I only have to texture normals and colors right no need to go for metalic roughness righ??)

flat idol
#

set the rougness to 1 so you can get rid of the shiny surfaces it will look paper-pale

pine warren
#

@flat idol thnx mate your are a life saver

surreal tundra
#

is there something like this in ue4?

blissful trail
#

:/

misty creek
flat idol
#

The second video is only dots, the first one is using actual ascii character. I think i have seen that before, somebody on the marketpace will sell it. Years ago.

surreal tundra
#

ah that ones nice!

#

yes found this one

flat idol
#

nice work, never actually know how to do this :) magic.

somber quail
#

I fixed my loading hand issue (and various slow shader complining issues) by turning off XGEShaderCompiling

#

No more useless shadercompilers not doing anything but locking up projects

blissful trail
#

oof i cant seam to make it owrk ๐Ÿ˜ฆ

#

wait does this thing matter ?

#

thats for player 2's

#

player 1 is 0 and its second thing is 2

radiant haven
#

@plush yew thx

blissful trail
#

damn it didn't fix it

#

also i cant send code it will take a heap of pictures

#

should i show code for sprint

#

thats in the level blueprint

plush yew
#

are you getting by player controller or getting by pawn?

#

like i am

#

?

blissful trail
#

wat animations ???

#

im not sure if i should have mentioned this but it also does it when i press the square and the circle buttons

#

and the dpad i think

#

action

#

i have circle set to reload and square set to drop weapon

#

dpad switches between weapons

gleaming lotus
#

I'm running into issues whilst trying to open a project from github. It says I need to rebuild from source. I'm trying to figure out how to properly download a project from git but I cannot figure out how. I tried rebuilding project files / deleting intermediate and saved folders.

blissful trail
#

i couldn't find any controls with the same thing

plush yew
#

is there anything referncing that action that's not your blueprint logic?

blissful trail
#

lemme check

#

wait if i have say input sprint on Player 1 character blueprint and player 2 character blueprint us that bad ?

#

ye i will

#

it still happens

#

:<

#

ye ive been trying to get this working for 7h now :/

#

i just changed the thing in the main character now i cant sprint on controller

tawdry maple
blissful trail
#

how do i spawn player 2 in the world blueprint

misty creek
blissful trail
#

im using local multiplayer lol

potent jackal
#

Super easy question for everyone, My Project.Build.cs file has new include directories using System.IO. But on my other C++ files it won't see the directories, and they don't appear in properties under Nmake, and clean/rebuild isn't fixing it. What am I doing wrong?

#

TLDR how do I make Build.cs include the new things I added

misty creek
#

I know you are using local multiplayer. That page I linked is for testing multiplayer.

blissful trail
#

i mean like splitscreen multiplayer

plush yew
#

Hi all

blissful trail
#

finally i fixed the sprinting

#

im an idiot lol

urban gyro
#

Is game instance the only way to make 2 game modes communicate?

#

Is game instance the only way to make 2 game modes communicate?

#

like for asymmetric gameplay, what architecture would be best to use?

#

1 game instance 2 game modes or 3 game modes? Same question for states.

#

i have to go out for a bit, plz tag me with an answer if you have an idea

cloud eagle
#

is anyone know why 4.22 ver is darker than 4.21 (lighting and shadows) all tones are darker ?

gleaming lotus
#

Check your scene exposures?

cloud eagle
#

yeah fixed it already, but thx

gleaming lotus
#

I'm running into issues whilst trying to open a project from github. It says I need to rebuild from source. I'm trying to figure out how to properly download a project from git but I cannot figure out how. I tried rebuilding project files / deleting intermediate and saved folders.

sonic pagoda
#

how does one interpret a graph like this .. how do i know what was in that task graph?

#

probably shouldnt be trying to profile from PIE but i just wanted a preliminary look at the data

sick escarp
#

How do I recover a blueprint that's autosaved?

#

Nvm I just misinterpreted the text

blissful trail
#

when casting tho a character what do i need to do ?

stray smelt
#

I'm creating decals in a construction script with a bool (render decals yes/no). I was not able to delete them once they had been placed in the world. I tried now to use "get all actors of class: worldsettings" and then get array of component class (decalcomponent) then destroy them.

it works but only deletes like half of them? i assume I'm misunderstanding how data is saved in the world settings class?

little warren
#

Hi, for animation, is it possible to set a state in C++? I know I can add conditions and stuff, but I want to set the state from C++ without any connections in and out of the state
I want to do this with the death animation
Seems like this would be a good idea but I'm not sure

manic pawn
#

@sonic pagoda wait for event means that thread was doing nothing

#

hitch must be caused elsewhere

sonic pagoda
#

Why that spike on the graph though?

manic pawn
#

check game thread

safe rose
#

There was a decent blog post somewhere, can't find it now though

#

There was a decent blog post somewhere, can't find it now though

little warren
#

@safe rose Thanks I checked both of these links out, the first one isn't really related, and the second one he is using C++ for the state transition conditions

#

What I'm looking for is to set the current state without any condition

grim ore
#

@stray smelt the biggest issue I can see is you are walking thru an array and deleting items from that array while walking thru it which is a no no. This ends up with your array changing order while you are going thru it and so yes you will end up not going thru them all

little warren
#

something like the Any state transition in Unity

stray smelt
#

@grim ore what is best practice?

grim ore
#

dont make changes to an array order while looping over it, so make a copy of the array and work on it then put the changes back into the original or do something else but dont make changes to the order while going over it

stray smelt
#

ok nice, that's what I'm trying to do now. Thanks!

mellow turret
#

anyone knows why a particle emitted in a GameplayCue played inside an instant ability doesn't play (im not telling to destroy it anywhere)? only if the ability has a duration it actually spawns the particle

ivory lava
#

is there any way to make collision on runtime generated spline meshes work on android?

rancid lynx
#

does the foliage paint tool spam extra instances even when you use the "single instance mode"? when i use a sphere trace, its returning 2 meshes at a time, even if i only place one instance in single instance mode. what am i missing?

latent moth
pallid talon
#

Is it normal for selected objects in "Lightmap Density" view to appear solid pink? This makes it impossible to visualize its resolution color.

grim ore
#

yes that is normal, just don't select stuff if you want to see the resolution color?

latent moth
#

same if gondola goes slowly... no issues

safe rose
#

@latent moth check your collision settings

#

Specifically, if fast-paced, you may want to try enabling CCD

#

Otherwise, not knowing exactly how your logic/details are for your collisions, everyone's just going to be guessing

latent moth
#

Already enabled CCD... thanks anyway ๐Ÿ˜ƒ

forest solstice
#

Hi anybody know why my character movement is off when running DEDI PIE, but not when DEDI Standalone or Listening PIE?

#

It feels like rubberbanding in Dedicated PIE

wary wave
#

I don't think that's new

coral patio
#

Hey guys! I'm just doing an Art test for a company I want to work at and just want to render a chair on flat color but also with a shadow (about like the picture I rendered in Substance Painter but done in Unreal). However, I'm struggling with setting that up to work correctly. I'd need somebody to guide me via screen share :/ I'd highly appreciate any help!!

wary wave
#

it always happens when you select multiple meshes with different materials

coral patio
#

Is there a way to make an object invisible but other objects can still cast shadows on it? I managed to create a monochromatic background and would like to have a floor that's basically invisible but the chair should still be able to cast shadows on it. Or is there an easier way of doing this..? >__>

#

I really need some help here .__.

grave nebula
#

@coral patio No. Yes, but no.

hidden aurora
#

@random heron My mind blew up when i saw the photos you posted, that is just amazing im speechless

azure shore
#

hey so I was wondering, is it normal to hear a sort of popping in my headphones whilst playing in my ue4 project? the ambient sound in the background makes this popping

random heron
#

thanks for the kind words โค @hidden aurora we just posted another weapon on our social media, I'll be placing them in #work-in-progress soon!

azure shore
#

oh, I dont hear it anywhere else, just ue4

#

would it be ok in standalone?

#

oh...

#

yeah I'll try that it just takes so long to load

#

kinda concerning how long map changes take too

#

feel like I need to do something about it but idk if I can

#

would it help?

#

oh yeah sorry I distracted myself I was still thinking of the sound thing

#

yeah I do use a lot of lights

#

but I think for my sorta themes its sorta necessary

#

oh, how do I do that?

#

oh, yeah thats another bad thing I'm doing, all my lights are dynamic because I find it generally looks better

#

when I set to stationary and rebuild lighting it messes it all up, then I have to change it slightly, then rebuild again, the whole process takes way too long

#

stupid question time; if you set a light back to static but dont rebuild, will it still sort of treat it as dynamic? because it doesnt make it look different until I rebuild

rotund scroll
#

probably yes

#

I think all lights are dynamic until you rebuild

#

then they get set to static

#

but as soon as you move them etc. they will be dynamic again

azure shore
#

yeah

#

quite a pain

#

one thing I also noticed is how with shadow quality set to low, lights actually go through walls

#

but I kinda need low shadows, considering my pc isnt exactly powerful

#

low shadows seem to be pretty helpful but yeah if you have a light literally inside an object it will still shine the area outside it

#

no I dont mean that

#

like any kind of solid object or wall, if a lights inside or behind or whatever, you can still see the light where you shouldnt be able to

#

with low shadows

rotund scroll
#

it's not low shadows

azure shore
#

so I actually have lights placed inside spotlights (spotlight meshes) and lamps and stuff, and when I set to cinematic shadows the whole room is pitch black

rotund scroll
#

it's brushes mostly

#

and low quality light builds

azure shore
#

wdym? low shadows is what makes light clip

rotund scroll
#

low shadows shouldn't make anything clip

#

except for shadows

azure shore
#

oh yeah, it is the builds sorry

rotund scroll
#

they have nothing to do with how light propagates through space

azure shore
#

dynamic unbuilt lights do it

#

well I'm kind of stuck here then

#

if I just want a lamp on a wall, I'd put the light inside that, with dynamic lights and low shadows this is fine, but then the light can be seen behind walls, but if I set to static and build, the whole room is black

#

its a real pain and I dont know any options here

rotund scroll
#

if you put light inside of something, the light can't propagate anywhere

#

hence why you get a black room

#

dynamic lights are less precise so they might still propagate

#

just move your light outside of the lamp bulb

azure shore
#

but, to where?

rotund scroll
#

where the light is supposed to shine

#

I mean

azure shore
#

the tiny gap between the bulb and lamp shade?

#

it seems either option has big problems

#

dynamic would be just about acceptable if it wasnt so costly for load times

rotund scroll
#

below the bulb obviously

azure shore
#

well, wouldnt there be a big bright patch on the wall that would look displaced?

rotund scroll
#

why don't you try it instead of theorycrafting

azure shore
#

yeah I am actually, it just takes so long to build that Im typing in between

#

another problem is I cant even run cinematic shadows, which means I have to playtest with low, then I get the wrong idea of how it all looks

rotund scroll
#

upgrade your pc then

azure shore
#

yeah, right

#

so Im kinda out of options then?

rotund scroll
#

I don't know what kind of answer you expected?

azure shore
#

good point

urban gyro
#

Sentura, got a sec?

rotund scroll
#

what's up

urban gyro
#

nvm i think i figured it out

#

needed an idea for class hierarchy

#

im just trying to avoid a situation where i might have to refactor a lotta classes ๐Ÿ˜›

grim ore
#

line trace each tick -> see what you hit -> check and see if the actor it hits uses an interface that you create like CanInteractWith or something similar -> if it does then animate your cursor or whatever you want. Track during all of this what you last hit so when the cursor goes somewhere else (not the same as the last hit) you can shrink the cursor

urban gyro
#

just make sure to trace against collision channels and not visible or ull tank pretty quick

mellow turret
#

anyone know the difference between gameplay cue events "On Active", "while active", and "executed" ?

urban gyro
#

just a guess but its probably "when called" "while running" and "execution complete"

mellow turret
#

i guess i could test executed with a delay, let me see

azure shore
#

I must have misunderstood you because the whole room is black still

lilac cobalt
#

heelo

#

I can't drag and drop image from local disk into content browser anymore

safe rose
#

GIF?

#

otherwise, just make sure it's in the center of a folder

#

you should see a + sign

#

Not sure if there are some image file formats that UE4 doesn't take either

modern sinew
#

Does swimming mode do anything? because my code is going through the "set movement mode", but I can't tell any difference

#

It's getting to those print statements, but nothing is happening

grim ore
#

do you have any water volumes set up for them to try and swim in?

steady owl
#

When you do a linetrace with complex collision, while it avoids simple collision in general, would it still hit the physics asset of a skeletal mesh vs the actual mesh itself?

#

I've seen most shooter games use hitboxes that are similar to physics asset collision, but still would have a complex trace other than that ( to shoot accurately around the world geo)

#

Or is there no such thing as complex collision for skeletal meshes by default (always uses the physics asset if per poly collision is false)?

azure shore
#

great, so, my lighting builds arent working now...

#

why does it just stay on 0%?

safe rose
azure shore
#

no actually, thanks I'll have a look

#

well, there doesnt seem to be anything about why lighting builds would stick at 0

grim ore
#

did you allow/block the editor or lightmass from acessing the network?

#

Lightmass needs local network access to access the local machine at the minimum and if it's blocked by the firewall it can do that

radiant haven
#

hello

azure shore
#

nah the light building was working just fine a few minutes ago

#

now its just refusing

grim ore
#

๐Ÿ˜ฆ

steady owl
#

Should a capsulecomponent for a character ever really need a Query and Physics collision object type? I'm trying to think of any situation where physics would be needed

#

Asking if Query only would be fine vs Query and Physics

azure shore
#

its safe to delete builtdata right?

grim ore
#

should be, I've never had an issue

azure shore
#

ok, cus Ive got like 5 of one level lol

#

you can delete intermediate files right?

grim ore
#

@plush yew I got to admit that is trippy, the wrapping output to input, but it works. I am sure there is a good reason why but really.... odd

#

intermediate in the folder? for a source/cpp project, yep

#

I am guessing the output node of the setter would always have to have a reference to that value, it's not just the result of the input being set, so that is why it would work. The add node gets the "default" input from the setter which is basically just the current value at the time of getting it before it's set which takes place right after in the flow lol

#

would make it hell on wheels for smoothly managing the zoom in and out but good info to learn

azure shore
#

yeah well lighting build has just screwed itself

#

still refusing

grim ore
#

try taking the output of your ADD, before you plug it into the set length, and use a clamp instead to clamp it between the values you want (min/max). it should clean it up

azure shore
#

this is so stressful

#

^^ ok sorry I sent that before your message mathew

grim ore
#

nah I saw your stuff @azure shore , I just have no idea why ๐Ÿ˜ฆ

#

does it build on a new blank map?

azure shore
#

idk, I'll try it

grim ore
#

it would atleast eliminate the map as the issue

#

or the cause lol

azure shore
#

ah ok, it worked on another map

grim ore
#

you can try deleting the old lightmaps but I doubt that is the issue (world settings in the map -> lightmass -> force no precomputed) checked then build

#

have you tried opening up the swarm agent that should be in the bottom right and seeing what it says?

azure shore
#

nah the thing you suggested didnt work mathew but how do I open swarm agent?

grim ore
#

swarm should be in your taskbar, orangeish icon, if it was loaded and trying to run

#

usually with the icons on the bottom right

azure shore
#

ah yeah, I see it

grim ore
#

@plush yew you should pretty much have the same numbers in both, the min and the max for your arm

#

I tested it here, works fine. I did 250 for min and 500 for max for both and no issues

azure shore
#

so is there anything useful in there?

grim ore
#

yep, you need the same numbers. the min is how low you want to zoom in and the max is how far out you want to zoom in. both clamps should be the same

#

@azure shore well the log should show any errors, or if it's running just really slowly

azure shore
#

I wouldnt know what Im looking for to be honest

grim ore
#

yep you put in a number and it makes sure it's in the min<->max range based on which side it is closest to

#

@azure shore well does it show that it is trying to connect and such? in the Log part of the Swarm Agent.

azure shore
#

according to forums deleting Saved folder seems to fix it somehow

grim ore
#

it might but you will lose any custom configs like input

#

but I guess they might be thinking one of your configs is causing it so lol

azure shore
#

thats not as in actual game control inputs is it?

grim ore
#

its your input settings in the project settings, so yeah the Space Key = Jump mapping and such

azure shore
#

crap

#

well I guess I could just put it back right?

grim ore
#

yes or just copy that folder out of there for backup, delete the original, see if it helps and if not put it back lol

azure shore
#

well, still nothing

#

800 something unbuilt objects, still it shouldnt stick on 0 for long right?

#

this is really frustrating me

#

and its just this one map

#

it was literally working just earlier

spark sonnet
#

Whats the best way to get nearest pawn from player with blueprints?

grave osprey
devout flint
#

anyone kbow what this means?

magic ermine
#

Hi,

I am using UE4 4.21 and we are some lighting bug issues. Turn on dynamic lighting and add simple cube for black scene, next add point light above cube. Add two side material for cube. enable lit viewoprt and move the camera inside cube and we are some light inside cube. Please write me why? What I make wrong?

cloud eagle
#

hey everyone, is here anybody who can help and clarify smth...i'm lost a bit, i use4.22 version and it should use auto instancing but can anyone help me, will it work while i'm using different different bps with same meshes in it, or same bps (but with static meshes in it) ?

modern sinew
#

Anyone know why this isn't working? It's getting to the print statements when I want them to, but it's not changing the movement mode

#

although it's printing the print statements 3 times each, which is wierd

grim ore
#

do you have any swimming volumes set up to swim in?

modern sinew
#

Is that a specific object?

#

I assume from what your saying, that it is?

#

can't find it in Add Component

grim ore
#

It would be a physics volume

modern sinew
#

There's animation, Constraint, handle, and thruster, nothing called a "physics volume"

#

Currently I have two planes, a box collision, and a PostProcess thing

dark depot
#

its not a component you can add

#

you add it in editor and then you can attach

modern sinew
#

Well then how do I make it part of a Blueprint Class? I'm trying to make Water all one object

dark depot
#

also unless you print t he enum of movement mode how are you knowing its not changing

dark depot
#

there might be a faster way but i just add my water bp and a physics volume then attach it by a public variable in the BP and use that to set its size

#

its a semi lazy way you could look into what physics volumes do and just recreate that

grim ore
#

I like that idea with linking the 2 together ๐Ÿ˜ƒ go go construction script

#

I wonder if you could somehow parent it

#

oh cool beans you can attach to actor ๐Ÿ˜ƒ

modern sinew
#

How

#

Iโ€™ll check when I get back

grim ore
#

use the atach to actor node

modern sinew
#

In blueprints? Or?

vague walrus
#

asynchronous stuff is sometimes making me angry

grim ore
#

its not clean but https://i.imgur.com/5nxlPkc.png in the construction script of a generic BP Actor lets it connect to the water volume I put in the level and then move it wherever. Can also resize it if you want using a public variable and blah blah magic

#

it's a little setup but it's "technically" one thing lol

modern sinew
#

Neat

vague walrus
#

sometime between 1 and 2 'Unit Target' dies, causing 3 to throw error that 'Unit Target' is undefined, because after dying Unit Target is set to null

modern sinew
#

Because I donโ€™t like that the tutorial for water made it out of like 4 separate objects

grim ore
#

well it's kinda normal, volumes are part of the world and not really meant to be part of a blueprint as a component so shrug

dark depot
#

Red then experiment what we just said/showed is less then 4

modern sinew
#

Ok

dark depot
#

dev is always about playing around and coming up with solutions sometimes it needs a couple steps for things to work

modern sinew
#

Yeah I set it up as a blueprint class to put those other ones all in one

grim ore
#

@vague walrus use a validated getter then or a is valid check before using the variable?

modern sinew
#

Iโ€™m getting better at all this, just not great

vague walrus
#

@grim ore are there validated getters built-in or should I create my own?

grim ore
#

right click a getter and selected convert to validated get at the bottom

vague walrus
#

I see

#

it requires exec path

grim ore
#

yep it has to check to see if it's valid and return back yes or no

vague walrus
#

would have to change whole tree and I already added screens in thesis xP

#

hmm

#

or is get and setactorrotation kind of 'bound' so they are executed at the same moment

grim ore
#

it should happen one after the other in the same frame yes

#

i think your problem is your unit is being destroyed on the way to the location so once it is destroyed before finishing your complete fires off and tries to rotate it?

vague walrus
#

It's not really destroyed, it's dead on the ground but it still exists. My units are constantly checking if their targets (Unit Target) bool isAlive is true, if not - Unit Target is set to 'unset'

#

because if they have target - they will (well, depending on unit class) attack it

#

and attacking a corpse is a sin :D

#

wish there was an event for variable value change with a possibility to break code execution in tick event, no matter where it is at the moment

#

hmm, wait a second

#

it shouldn't happen

#

therefore, Unit Target is set to 0 before the rest of the code is done

#

so it should not pass through isValid at all, because it's 0

dark depot
#

that is why you have a isvalid

untold osprey
vague walrus
#

@dark depot there is check for isValid

lapis bronze
#

@untold osprey greybar is 1 pixel longer

vague walrus
#

the bottom code goes in place of 'parent tick' of top one

untold osprey
#

@lapis bronze thanks

vague walrus
#

therefore Unit Target is set to 0 and then is checked if it's valid

dark depot
#

yeah but you were gettting the error because it then tried to rotate and wasnt valid

vague walrus
#

but it should not go to that node

untold osprey
dark depot
#

it shouldnt... the tick after

#

@untold osprey you can look at their size by clicking on them

#

just make it match

vague walrus
#

But i execute parent code before that code

untold osprey
#

oh

vague walrus
#

@dark depot does it mean that no matter where I put call to parent node it will be executed after child code?

dark depot
#

it should matter i would imagine i would have to play around to see whats happening to be honest

vague walrus
#

so there should not be error

#

unless ticks are going constantly, even if code is not yet finished

dark depot
#

tick runs every tick it doesnt care

#

it doesnt wait for the last tick to execute

vague walrus
#

ok, then it can throw an error

#

wish I could break tick execution if if next tick I detect something xP

dark depot
#

just dont use tick

vague walrus
#

don't know other methods

dark depot
#

then you have p[lenty of time ๐Ÿ˜„

#

or use isValid

vague walrus
#

that would make my code blocks even longer, they would not fit on screenshots

#

to prevent it i'd have to use tick to control end state machine

#

everything is baaad :C

#

I should have done it with pure c++, would be easier xd

#

hmm

dark depot
#

or just turn off tick when you know your getting rid of the object ref

vague walrus
#

@dark depot and if in code, after target dies, maybe i stop logic of ai?

rotund scroll
#

or use T I M E R S

dark depot
#

^

#

yeah really i would switch to timers where you can

vague walrus
#

not, that would work only for the one doing last hit, all surrounding ones will still get errors

#

haven't used them ever :(

#

and my deadlike is today so it's too late

dark depot
#

well read the docs

rotund scroll
#

they're really easy to set up

dark depot
#

well deal with errors then

rotund scroll
#

I mean it's a single node

dark depot
#

and then read the docs

#

Mathew already showed how to solve it tho

vague walrus
#

if I deal with errors i don't have to read the docs :P

dark depot
#

just add a isvalid before the rotate

vague walrus
#

I turn up this project and I'm certainly done with UE :P

#

oh if that was only the one place where it can get errors

#

I have more classes :D

#

and 40 pages of descriptions with screenshots aready

plush yew
#

life has no meaning

#

why do you even try

vague walrus
#

promised to someone i won't end it when they are still alive :)

#

hard to keep that promise but i'm trying

#

will go a completely other way around

#

I will make player immortal, as of the point of this game is to demonstrate AIs, so there's no point of dying anyways. Boom, no target clearing, no errors. xP

plush yew
#

this server has limited slots you know?

#

there is a point in death, everyone will eventually become food. there is no foodchain, its all in a loop.

vague walrus
#

Okay, I'll quit the moment I finish working on this project, won't take precious slots

plush yew
#

in contrast to life death actually has meaning. I think that's better this way. Its just another obstacle in evolution to find your own meaning.

#

@vague walrus pls don't kill yourself

#

shit

#

shit

#

shit

#

whatamigonnado.txt

#

why is it easier to make people want to kill themselves than actually stay alive?

#

okay this is the wrong chat for such discussions

#

i am a complete beginner, does anyone recommend any good tutorials for visual scripting or just learning the engine in general that arent hours long

vague walrus
#

@weary basalt are you here?

brazen forum
#

guys what is the newest version of unreal tournament and where can I download the source project?

vague walrus
#

maybe @grim ore then. I have parent class with event On Component Overlap with some code in it. I created child class and wanted to check one condition and then call parent code. I've been told to that it's impossible and i should wrap parent code in a function, and then add check in child class, so I did, but apparently.. they are both executed. Both parent and child.

#

I get both strings printed when going nearby child class object...

#

@weary basalt said it won't happen

weary basalt
#

What?

cerulean grail
#

Hello, I need help making a 6dof compass that will be held in VR. I have the cardinal working to where it always points north, but I'm having a lot of trouble getting the cardinals to stay on the compass itself when rotating. The problem is, whenever the compass is rotated and the z axis comes into play, the cardinals are set to stay at 0 z and this causes issues. I'm not sure how to lock it down to the compass but still find north.

plush yew
#

Get the projection of 'north' on the plane perpendicular to the compass local z axis

cerulean grail
#

okay thanks ill see if i can give this a try.

#

okay sorry ive never done this before I can't figure out exactly how to do it

blissful trail
#

does anyone know a good tutorial how to create online multiplayer ?

cerulean grail
#

so im completely unsure how Im supposed to take the projection on the plane and turn that into a z rotator for the child component

robust hearth
#

amyone wanna make a game with me i know some c++ and i can put 4 days a week of dedacation

#

full days

#

dm me if so

near trout
#

Anyone have any ideas as to why my imported animations are failing to show at all, even though the mesh itself is fine? Here is a single-frame animation with no movement on the mesh, it seems to show up fine:

#

and then I try to view an animation that actually has bone movement, and nothing shows at all.

dark depot
#

are you using blender i know that has some bone scaling issues if you dont rename the armature

near trout
#

I am, and I made sure to rename the armature

dark depot
#

im going to imagine its there but 100 times smaller

#

i think there are some other steps also

near trout
#

I exported a few dozen times with a million combinations of settings, and I actually can't find it at all in the previewer

#

its not translated off somewhere, so if it is there, it's literally to small to be rendered

modern sinew
#

@grim ore I can't find the construction script for it, how?

upper wasp
#

Anybody know how to fix this runtime error I'm getting? Blueprint Runtime Error: "Accessed None trying to read property

modern sinew
#

I'm having that same problem ยฏ_(ใƒ„)_/ยฏ

upper wasp
#

Glad to hear I'm not the only one

misty creek
#

Check to see if it is valid before you call it

dark depot
#

look up is valid

modern sinew
blissful trail
#

how do i get online multiplayer working ?

modern sinew
#

That's my error

dark depot
#

its because you are getting a hit result and its null

#

so

#

Add is valid

modern sinew
#

but of course it will be null if I'm not looking at anything

dark depot
#

so

#

and that is what its telling you

#

it cant do things to nothing

#

so Isvalid will stop it from continuing

modern sinew
#

well the branch only goes forward if it has a certain tag

misty creek
#

If it is NULL it can't reference Thirdperson

modern sinew
#

so shouldn't that stop it

dark depot
#

nope

modern sinew
#

where do I put isvalid then?

#

before the branch? after?

dark depot
#

click the error

#

see what its complaining about

modern sinew
#

the branch after the line trace

dark depot
#

so its the Bool for the branch or another variable you are asking for there

#

from there you can figure it out

#

play around learn

modern sinew
#

ok that worked

dark depot
#

yeah its because you are using actor has tag but if there is no actor it cant test that

robust hearth
#

anyone wanna make a game with me i know some c++ and i can put 4 days a week of dedacation
full days
dm me if so

dark depot
#

Purple you can posted this already no need to spam also #looking-for-talent is where most people are going to direct you to

upper wasp
#

Can somebody talk with me in PM with IsValid please

dark depot
#

no need to PM what do you neeed to know

#

^just walked him into how to fix it should be the same for you

upper wasp
#

Okay it's reading accessed none trying to read property widget

vague walrus
#

is it possible to check if pawn can generate a path to a location in event graph?

dark depot
#

Thunder then click on it and then add a isvalid

vague walrus
#

i want to pause logic if player is in place without reach

upper wasp
#

I have added an isvalid

dark depot
#

did it work?

upper wasp
#

It still persists.