#ue4-general

1 messages Β· Page 462 of 1

dark depot
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can you post an image

upper wasp
cerulean grail
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okay so for my compass issue, I have done this which seems to be a little bit better but the cardinals still dont want to stay on the compass

dark depot
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is the widget giving you the error because here you are checking the cast

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oh wait the box

cerulean grail
upper wasp
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I'm trying to end a text overlap of a sign when I walk away from the designated spot.

dark depot
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you need to use the is valid on the Widget if its the thing giving the error

upper wasp
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It's that widget

dark depot
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so the target for remove from parent is the same as the input on the is valid?

upper wasp
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I'm not very good at visual coding it seems.

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My sincere apologies

modern sinew
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how do you get to the construction script of a volume? I can't find it

dark depot
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you dont

modern sinew
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How does this thing work then?

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@dark depot

dark depot
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you add a physics volume into your world then in your water BP add a variable that you make editable and visible when placed in the world set the variable to the placed volume

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from there you have access to the volumes settings

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so you can match the size and everything else

modern sinew
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add a variable that you make editable and visible when placed in the world set the variable to the placed volume This is the confusing bit here

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found it I think

light seal
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So I have made a pick up system, to where the player can interact with items that have you know all the functions and stuff. However, it works with static meshes. So i can't use skeletal meshes i found online. So i found the convert to Static Mesh while looking in the blueprint for the skeletal mesh. Well when i use that static mesh, it doesn't work for the pick up system now. Any solution? It would be easier if i could show you a screen share of exactly what is happening

modern sinew
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@dark depot What's that special Get/IsValid there? I searched Get Is Valid and it didn't appear

dark depot
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we have already answered this

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right click and make the Get Valid

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i dont remember the exact words ue4 says

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explore the engine and you would find it

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its just a Get node with is valid built in

modern sinew
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would a normal IsValid work fine?

dark depot
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yeah but promoting to validated get is cleaner

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thats all

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instead of asking you should just try stuff

modern sinew
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sorry; anyway, I tried it and Swimming Mode still isn't working. I'll go fiddle around for a bit

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see if I can figure out what's messing it up

upper wasp
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Do I put the IsValid widget before the Remove from parent widget?

modern sinew
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sure

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if that's where you're getting the error

dark depot
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@upper wasp yes and make sure its the same input on both the image you shared before had different variables going into either

modern sinew
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Ok, @dark depot The reason it's not working is because the varible isn't referencing anything apparently, so I'm trying to figure out how to do that

dark depot
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set it to something

modern sinew
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"Editing this value in a Class Default Object is not allowed"

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Do I have to make an Instance?

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I can try that IG

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ok, that's not actually a thing you can do

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I'll try when I get back

dark depot
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its not that hard

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you are overthinking how this works

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Make a bp with a Physics Volume Variable

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set to instance editable

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when that bp iis placed in world you can now attach your physics volume to the bp

upper wasp
dark depot
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nope

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that is just checking if the cast is valid

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not sure what your not getting

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you need to check if that variable going into remove from parent is valid

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so you use the same "Dialog Widget" in both

cerulean grail
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anyone know why this float keeps putting out the desired number and 0? that 0 is messing up my render angle.

dark depot
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not sure but the note the editor has right there is telling you that you dont need to cast because you already have the reference from your get all actors of class

cerulean grail
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okay i fixed that. but why isn't this updating my render angle?

upper wasp
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I fixed it @dark depot thank you

dark depot
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did you set up the material slots in a 3d program correctly Proallday

onyx berry
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yes

cerulean grail
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i can tell the float is being referenced correctly but when put into the render angle nothing seems to change

dark depot
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@onyx berry go back and fix it

onyx berry
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does emissive not work for skeletal

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fix what?

dark depot
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oh wait you said it works on the same mesh right nvm

onyx berry
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yeah but its staic

dark depot
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emissive works on skeletal so i think its a mesh material issue

onyx berry
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Skeletal

cerulean grail
onyx berry
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Static

dark depot
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Christian for one i wouldnt be getting all actors of class on tick

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it might be that

cerulean grail
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how should i retrieve that variable from another blueprint?

dark depot
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while it loops all the actos

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plenty of ways

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interfaces

onyx berry
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the mesh mat is fine

cerulean grail
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this is a 3d widget btw

dark depot
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casting once at begin play and making a variable

cerulean grail
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this variable updates based on the rotation of the blueprint that its casting from

dark depot
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Not sure whats happening pro it should work then. I would say i would just unwrap that to be one material no need for 4

hardy flume
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This may be a stupid question, but how do I detect when a line trace stops hitting an object?

dark depot
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Christian having a variable to the Compass will allow you to see the changes still

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Dasher there is a on hit result you can use that to see if its hitting anything or not

hardy flume
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yeah I'm using Blocking Hit directly into a branch, but false never fires

dark depot
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then its hitting something

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might be a volume or something limit what channels/objects your tracing for

hardy flume
dark depot
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it looks gross is what it looks like

hardy flume
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gross? like poorly laid out or?

dark depot
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no need to cast to something if there isnt a blocking hit

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that is why you will never get a false on the blocking hit check

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because the cast check is already doing that

hardy flume
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ahh okay makes sense

dark depot
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i would also look into interfaces just in case project scope changes and it ends up not being just that one object you want this action to happen for

hardy flume
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interfaces?

dark depot
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its a way to talk between blueprints and use the same set of events on multiple BP's that you can make do anything

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they also have a nice youtube video called communicating with blueprints you can google

hardy flume
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ahh okay thanks, in a way its like learning a whole new language

cerulean grail
dark depot
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target needs to be set on the last one

cerulean grail
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how do i set that. oh okay sorry

dark depot
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you need to cast to it like before or however just do it on begin play instead of on tick

cerulean grail
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okay ill start posting in blueprints

dark depot
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@cerulean grail no at the for loop make the blue pin coming off a variable

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then you use that variable to set the target

cerulean grail
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Im sorry im lost again. im new to using interfaces. what variable would I use there?

dark depot
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wait are you casting to your interface?

cerulean grail
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ya the interface is bpi bearing

dark depot
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yeah thats not how it works

vague walrus
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https://i.imgur.com/tZEuvQv.png it works but it throws an error from time to time that brain component is not set. Also, my shooting npc seems to get ai controller deleted after trying to move

cerulean grail
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oh

dark depot
vague walrus
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Any other way to pause AI logic?

dark depot
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you add the interface to the actor you want to talk to you then send a message out to that actor

cerulean grail
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OHHH okay i was doing it backwards

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well okay so i have this in the widget with the interface added and an event from that interface.

dark depot
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so wherever you are making that widget make a variable of it so you can send a message

plush yew
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I'm trying to make just a basic icy platform where player friction and acceleration are reduced when the players stand on it. How would I go about putting the acceleration and friction back once they leave the platform

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is there like, an event for ending overlap?

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Alternatively I could make stepping on the platform trigger a loop that checks for overlap until the overlap is ended in which case the stats return to normal?

blissful trail
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can you cast to widgets inside of widgets >

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?

dim plover
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Yeah.

blissful trail
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how ?

dim plover
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I'm pretty sure it's exactly like how you would do it anywhere else.

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You have to put the Object you're trying to cast into the Object input.

blissful trail
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im trying to get a variable so what do i put in the float ?

whole quarry
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a float

vague walrus
whole quarry
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click on that > arrow thing

vague walrus
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search does not show anything

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there's no arrow thing

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it's supposed to be on the same level as paragoncrunch and murdock

whole quarry
vague walrus
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but I don't have anything else with 'paragon' in content browser

whole quarry
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click on that arrow that i put in that red circle

vague walrus
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I checked there

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searching for 'shin' gives empty results xD

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that's a ghost

whole quarry
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a different folder structure there..

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u sure you exported it

vague walrus
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okay, even if that was in different folder

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it should show up in search

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i just want to remove unused assets :D

modern sinew
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I keep getting this message "Editing in a Class Default Object is not allowed"; how do I make it allowed?

rain moss
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hey guys can i run unreal 4.15 with 2 gb graphics card and 8 gb ram??

dark depot
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Firefox panda.....

modern sinew
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Do you know how to fix my problem? Because it’s not referencing anything and I need it to

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Also I can look, but I have been

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WiFi is just slow :/

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Trying to fix that

dark depot
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whats the issue

modern sinew
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I was trying to follow that image and it wasn’t letting me set the variable to reference anything like in the image

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""Editing this value in a Class Default Object is not allowed"

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I'm trying to set the variable to a Physics Volume

potent wing
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@ me

dark depot
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@modern sinew you just make a variable in the Blueprint by hitting the plus sign next to variables then set it to physics volume object ref

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under variable types

modern sinew
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That's what it is @dark depot

dark depot
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so the thing is blue?

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what part is giving you the error

round hemlock
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I wonder if my optimization attempts make any sense, because my GPU is ancient and targeting 60 fps on high settings are not even possible, I mean I cannot play any new game on high settings.. lol

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I could bring it up to 50 fps / 20 ms at the bottlenecks. I think that should be fine.

modern sinew
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@dark depot attempting to set the Default Value

dark depot
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you let the variable be public and set it to the volume in editor

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place the blueprint in the world

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then if you set the variable right you will see it in the details and set it to the placed volume its not this hard

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if your still having issues with this maybe do some smaller things to learn more about the engine and how variables work before trying this

modern sinew
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well it won't let me set the variable is the problem

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There's no "public" option, but there is a "private" option which is unchecked

dark depot
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sorry i said public but what i meant was what i had said earlier you should have a instance editable checkbox

modern sinew
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that's checked, yes

lilac cobalt
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Hello

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I can't not drag and drrop image into content browser anymore

errant mist
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Hi guys! Has anyone issued significant UE4 performance downgrade after upgrading Windows? We've have our packaged project run about 50% slower after upgrading from win 1803 to 1903 and can't solve the problem (upgrading drivers etc. doesnt help)

modern sinew
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I don’t upgrade windows because Windows 10 is absolute garbage

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Does anyone know what the Swimming movement mode does? Because rn all it’s doing is slowing my movement (not my fall speed tho)

honest vale
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Windows 10 is great

magic ermine
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any on help me on dynamic lighting?

honest vale
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just ask

potent wing
magic ermine
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@honest vale 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?

honest vale
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that's due to the fact that shadow mapping (tech for doing realtime shadows) isn't 100% precise

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that's expected to happen

prime tulip
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I have a question: Is there a way to use Steam cloud save kind of like a protected client progress system (as you would with a regular database backend system) basically have the user's save file only saved online where the user can not access it and tamper with it as he would be able to on a locally saved file? This seems like something extremely handy and relatively simple for a platform like Steam to have. Was wondering if this perhaps already exists?

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it would make progression for smaller games much easier to implement

wary wave
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cloud saves are entirely optional

magic ermine
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@honest vale do you want to say that I can not fix it?

wary wave
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and it's just a backup of a local file

prime tulip
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hmm so the user can set wether or not to save on the cloud right?

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yeah that's what I thought

honest vale
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@magic ermine you can help it by making thicker walls and such

prime tulip
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would be handy though if there was a secondary save file system developers can select that stores the save files of a game only online and never locally

magic ermine
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@honest vale this is a simple example, I have a big model of train and this happend on inside my model.

wary wave
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people won't like a game that requires them to be online just to save it

pseudo swift
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Hi guys, simple question, maybe im stupid but i cant figure out to scale things up and down while maintaining proportions of for example a plane

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i tried changing world/relative scale, locking it, modifier keys etc

round hemlock
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uniform scaling it?

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the box in the middle of the three axis

pseudo swift
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yea but it changes the shape

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i have an A4 sized plane which i want to scale down and it changes into more of a horizontal rectangle

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it says the lock should prevent this but it doesnt

round hemlock
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do you hammer in the numbers in the details panel?

pseudo swift
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thats what i normally do but when working with decimals its a bit harder

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ideally i would just want to drag it, affecting all axis and keeping the aspect ratio

round hemlock
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maybe you dont hit the middle box correctly and it takes a side one?

pseudo swift
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i am :/ anyways, i can solve it by dividing the numbers in the details panels

round hemlock
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I know when you put in a non uniform number in the details scale panel and click on lock it will always scale in that ratio.

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maybe you locked something wrong?

pseudo swift
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i dont see how there's only one lock symbol next to the scale in the details panels

round hemlock
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thats what it locks it for all three axis

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if you put 1-1-2 and press lock it will scale in that ratio when you put numbers in afterwards

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but I dont know make a screenshot or something

pseudo swift
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im using a thirdparty tool called greenshot

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its really nice for quick captures

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it works as you say if I use 1-1-2, but when i use different numbers, my plane is currently: 0.2625 - 0.37125 - 1, then it doesnt maintain it

round hemlock
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hmm Im building light atm so I cant test it

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ohh man have you tried to turn off the scale snapping? maybe thats the problem.

pseudo swift
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where can i find that?

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you mean in the small icons

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omg ticking the preserve non uniform scale fixed it!

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thanks man πŸ˜ƒ

round hemlock
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lol

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no problem man

plush yew
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Hey there, I'm looking for some help regarding shaders and paper2D in ue4 when updating software, my issue regards lighting that doesn't seem to register / or disappears when updating the project to a newer version of ue4. It functioned in ue4.19 but onwards it doesn't display correctly. I've replicated all editor and project settings to no avail of the previous version

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I can provide screenshots if needed

versed spear
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I am still using 4.19.2 and I don't think I will ever be able to upgrade. UE4 devs like to waste our time by releasing unstable builds.

plush yew
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I can understand that, the builds seem to come out quite fast

versed spear
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Its like tweekers trying to make a game engine. They are never able to finish anything and do it correctly.

deep basin
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I did some camera interpolation where I always did the actual movement in tick, it worked fine, no probs but it kept me thinking - isn't there probably a better way?

rancid lynx
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does the foliage paint system place 2 instances in 1 place very often ? when i do sphere traces, its returning 2 foliage actors indexes, like 50 percent of the time.

ember notch
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I have replaced this skin with the standard skin

tardy sapphire
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There is currently no way to snap a terrain spline control point to the grid. CTRL-END does not work with spline points. The only way to get a control point on grid is to manually key in the values for all 3 axis for each control point.

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Anyone know how to get around it ?

radiant haven
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hello, wanna make a Material, that i can use as a Character in a 3d game, like baldis basics for example, my question is how do i do it i tried some tutorials buit noone worked

somber quail
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I'm having issues building the Oculus Branch of 4.22. How do I get past these errors?

gleaming lotus
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@somber quail Try running as administrator?

somber quail
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I'll give that a try, not had this issue with other builds though - just Oculus

lunar bobcat
radiant haven
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what to do

rustic imp
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restart your editor?

plush yew
rustic imp
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that's a very close close-up

grim ore
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yay holo lens 2 support for UE4 on github, now I just need a holo lens 2.... oh wait... lol πŸ˜ƒ

kindred viper
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I remember when my old hololens didn't show up because I never afforded the money to buy one. Good times πŸ˜„

grim ore
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I actually looked into it but man between this and thew new google glasses which are like not for normal people it's a bummer 😦

somber quail
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@gleaming lotus Reinstalling the Windows 8.1 SDK seemed to work - it told me I already had everthing but I forced a reinstall and the build went without a hitch.

*Thanks mods

upper heart
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np

somber quail
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After all that, you can't even use Oculus Audio on the Quest >.<

somber quail
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did you preview in editor with mobile shaders before building?

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Lighting and shader features are extremely limited on mobile

radiant haven
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uhhh how to solve this?

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@somber quail

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@somber quail Yes i done

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just used the Mobile Play thing

latent moth
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(ignore the missing widget in there, this is the master class)

somber quail
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go to settings > preview rendering level

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You won't get SSR on mobile, you'll need to rely on reflection captures and for that you need to enable high quality reflections in the material.

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@latent moth Did you try enabling "draw at desired size" and changing the draw size?

radiant haven
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worldsettings or projectsettings?

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@somber quail

latent moth
radiant haven
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whats this?

marble knot
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If anyone else uses VS Code, how do you configure it to attach instead of launch UE4?

plush yew
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figured i'd ask this once and for all: how the heck do i open the console? i use the output log console to type commands now, but they don't work if i open the game in a new window. i want to open the console in the new window. i've set a console key in the preferences. doesn't work.

sonic pagoda
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so when looking at this graph that total slate time is the bad guy... and i shoulbe looking for the things that take up more inclusive time?

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@manic pawn

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im using a compass like skyrim in the game that tracks enemies locations live and adds them to the compass and updates their position as they move around, thats why its abnormal, but i guess i just need to optimize it a lot more

frank escarp
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@sonic pagoda it counts editor slate

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widgets dont update at slate time, theyrun in the normal tick

flat idol
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The paint appears to be running just fine (relatively speaking) but the self takes rather long, 3-4 msec which is going to be the tick and related function calls where it is spending msot of the time.

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The slate prepass also long, tho i'm not familiar with that particular entry

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Are you running your measurements in standalone game mode?

sonic pagoda
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yes

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standalone 64bit windows

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i ran it live by adding the -messaging and by also using standalone front end with -messaging

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@frank escarp this is standalone, not in the editor

flat idol
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The frontend matters not its just a view for your recorded data

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The tick is taking too long, you can maybe reduce the number of operations or tick rate, or distribute the operations for multiple frames. Refactor the code.

light seal
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What is the best way i can start making my own clothing/armor? Are there apps i can use?

sonic pagoda
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ok thanks again

sudden agate
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@light seal blender, Maya, 3ds Max, zbrush

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Choose one

flat gorge
lapis bronze
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Did you move your maps around in file structure? or rename folders? @flat gorge

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make sure your default map is set in your project settings

flat gorge
lapis bronze
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Never used BPs to switch levels, so im probably useless here
But what are the expanded options on that BP?

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(the little arrow thingy)

flat gorge
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@lapis bronze so what do you suggest using then?

devout flint
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When I grab my gun, I have a Boolean get set to true. How can I make another blueprint access that boolean?

lapis bronze
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@flat gorge what does absolute mean there?

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I cant find anything on UE docs

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Does it mean absolute file name? if so you might want to uncheck it since you dont have .umap at the end of that

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nvm found this

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absolute shouldnt matter

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does your name include .umap at the end? if so try removing it

flat gorge
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I was just reading that xD

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erm no it doesnt

lapis bronze
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And for sure the map is located there?

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Open Level just opens a map 'by name' at that maps folder

devout flint
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@lapis bronze How can I make one blueprint trigger something in another?

lapis bronze
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@devout flint casting to the other object

devout flint
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ok thanks

lapis bronze
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@devout flint

devout flint
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thanks!

flat gorge
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@lapis bronze it was at different path

lapis bronze
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@flat gorge ah so you solved the issue? sweet

flat gorge
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@lapis bronze quick stupid question how can I change the path location?

lapis bronze
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For the Open Level function? you cant

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you should have all your maps in that folder anyways

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Game/FirstPersonBP/Maps/... is the default i think

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FirstPersonBP being the project name i believe?

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Have you not cooked the maps in your projects .ini files? Or might you have changed the default directory of the maps? If you have changed the default directory then move them from your folder into the content/maps/

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basically that error you got is because the Open Level function isn't finding your map in the default location

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thats really all there is to it

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i dont have unreal 4 at this PC otherwise i'd open it up to verify this

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but that seems right

flat gorge
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ok thx, Imma let you know if that works

lapis bronze
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yeah its content/<projectname>/maps

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I think im wrong, it shouldn't matter where the maps are located in your project

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as long as they're cooked by the project.ini

devout flint
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How do I make my blueprint BP_MotionController check if my variable HoldingRaygun is true? The variable originates from my blueprint BP_Raygun

radiant haven
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how to fix this mobile limited lightning and shaders??

devout flint
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you cant

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you have to get new shaders

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or make new ones

radiant haven
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WHAT????????`#

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can u tell me

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uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

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what i need to google

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that it looks like thishttps://cdn.discordapp.com/attachments/569625892540645376/584058789452578816/unknown.png

devout flint
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scotty I made it public but it is not in my other blueprint

radiant haven
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@plush yew is there anything that i can do?

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smth simple

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smth simple said

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ok wait

lapis bronze
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@devout flint I recommend watching a tutorial for how casting works
basically your BP_MotionController needs to cast at your BP_Raygun to get the variable HoldingRaygun

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Depending on how you spawned this BP_Raygun into the world during gameplay

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this could be as easy as getting the child object, casting to BP_Raygun class, getting that variable, setting it locally, and then you're done

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Like here, the current weapon was already stored previously when i equipped it

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so i had the actor as reference so i could cast to its class

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dragging off that 'blue' node there (the actor one) you can then start typing functions of that class, or variables to get them

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casting should only be used as a one-off event, as doing it every frame for example will kill your performance

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im using my weapon base variable name here as an example

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@devout flint thats all i can offer

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videos would be better :p

devout flint
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thanks pandan

lapis bronze
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np! if i was at home i could help more

devout flint
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@lapis bronze what would I put into the "object" pin?

lapis bronze
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Thats the trickiest part
Your BP_MotionController needs to have a reference to the gun somehow

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In my game, when i pick up a weapon from the ground, its added to my characters inventory

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basically its going to be different for every game, it depends on how you have it set up

devout flint
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Hmmm..... when I pick up the gun it gets "attatched" to the hand

lapis bronze
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You could make a funciton that finds that actor thats attached

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and store it

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then drag that stored actor reference into that object slot

devout flint
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hmmmm.... I am very new and should have started simpler. I dont know how to do that

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I am seeing ways to get attatched actors, but I can not hook them to the node

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@lapis bronze I see where it attaches it, how can I make it store the reference?

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wait I think I found it

radiant haven
#

can someone help me with Mobile Game Problem

kindred viper
#

sorry I only know about stationary game problems

radiant haven
#

normal look

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ES look

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complete lighning and shaders messed up

kindred viper
#

yeah im not sure about lighting stuff myself. there is a #mobile channel but I dont know how alive it is

grim ore
#

you are going to have to redo your materials for mobile or use mobile switches to allow them to work "correctly" on both

#

we can't just guess at why it is not working ,we cannot see your shader setup or your project setup so we can't tell you what to change or fix or adjust to get your desired look or even if it is possible.

dark depot
#

mobile also supports fog/lighting differently

grim ore
devout flint
#

Yeah. But like matthew said we cant help you using screenshots of the game.

#

Why does this work, but not this (wait after the first post more screenshots are coming

#

First screenshot fires a bullet when I pick up the gun, the second should make it fire when the left grip is used, but doesnt

grim ore
#

have you tried debugging, is attached actor actually valid? the first one sets attached actor but is it actually set when you call the second one?

devout flint
#

@grim ore I do not know what exactly you mean by debugging. It stays attatched to the hand as I move my hand around...

grim ore
#

so grab actor is called before the grip button is called?

devout flint
#

yes

grim ore
#

so when grab actor is called the first time you play it fires it, so when you pick it up the first time it fires?

devout flint
#

Yes

#

oh old screenshot it is trigger for the second one now

grim ore
#

then it might be code in the Fire that is causing it. debugging is when you check to see what is happening when it happens by using breakpoints or printing out results. you need to see if Fire is actually being called. press the F9 key on the Fire node (it should make a red circle show up) then test it again. If it does fire it will Pause the game and stop right there. If it never stops, then that part never happens.

#

you can then go backwards checking to see if the cast works or even if the grip left is working

#

and this is assuming both of those screenshots are in the same blueprint

devout flint
#

thanks, that is nice to know. And yes they are

grim ore
#

the other way is to put print strings when stuff happens but I assume this is VR and print really does not work well in VR

devout flint
#

yeah this is vr

#

the trigger on is in the main event graph, is that ok?

grim ore
#

it should be fine. The main issue was if the Attached Actor variable was the same one in both screenshots and it should be if this is the same blueprint

devout flint
#

yep, same blueprint and same actor

#

yup fire is never called

grim ore
#

then either the attached actor is bad or null or the fire action is never called. F9 on the Input Action for trigger and see if it stops there

devout flint
#

hmmm..... never called

grim ore
#

you can easily test it just to make sure, unhook your stuff you have now and hook up a Quit Game node and see if the game quits when you pull the trigger lol

#

if not then yeah you have an issue with that input never firing

#

does this blueprint have other input that works btw? are we sure this blueprint can take input in from the player

lapis bronze
#

as mathewW said, debugging it one step at a time is key
if you change everything every test you'll never know the culprit

devout flint
#

@grim ore It does not seem too... it has functions that other things that get inputs call. The thing is if I put it in the BP_raygun, it does not work there

#

someone told me it was because the motioncontroller controlls it

grim ore
#

your raygun is probably not set to accept input so that makes sense

#

but if this is set to take input (your input events in the project settings or hard coded input actions / axis events) then that should fire if that action is done

#

maybe check your input settings for the project and make sure that input action is set to the correct button

#

this is assuming you are using inputs in your project and not just hard coding an input button itself

#

if you are using input actions in the project settings, maybe add another key like the 5 key on the keyboard in addition to the trigger, and then press that key on the keyboard to see if it is firing that event in your blueprint. if it does then your input is not set up in the project settings correctly for the trigger. if it doesnt work then your input action node is bad or incorrect.

devout flint
#

I think I might see the solution I'll ping you after I check it

grim ore
#

yay

near trout
#

Triggering a shooting animation - a full auto one in particular - would it be best to do via an Animation Montage or through the animation blueprint like most other animations are set up?

devout flint
#

I got it! Thanks for all the help everyone

lapis bronze
#

sweeet

bright aspen
#

There's something weird happening on my screen

#

why is this ticking up?

#

the game isnt running

#

I dont remember it ticking up like a clock before

#

is there some setting I hit on accident?

lapis bronze
#

simulate at the top of the window

#

@bright aspen

bright aspen
#

thanks

#

Is there a way to create a useless "placeholder" node in a blueprint for organizational purposes?

heavy ether
#

well now i understand why people are complaining about the lighting being totally broke when using streaming levels. argh.

grim ore
#

@bright aspen a comment or a reroute node should work

autumn socket
#

Is there a way to make a mesh look unlit in a lit environment?

heavy ether
#

it seems that the static lighting is randomly missing when switching between streaming levels

autumn socket
#

I'm new to Unreal and I'm not quite sure why the texture is a little bit pale in a lit environment, can someone help me

heavy ether
#

nope persistent world is pitch black and empty, just contains a bunch of streaming levels that we switch back and forth in and out

latent fable
autumn socket
#

I will try that thanks

next badger
#

@autumn socket to use this type of texturing you have to:

  • set material to unlit
    or
  • set material roughness to 1
heavy ether
#

.... and i think i just lost every damn thing i've done today. fk.

next badger
heavy ether
#

nope stuff is there after i crashed and restarted. whew.

latent fable
#

@next badger Oh πŸ˜„ i'm blind. I'll watch the vid now. thanks

heavy ether
#

i tried to see what would happen if i made all the levels visible in the permanent level, then built lighting.. and what i ended up with was a bunch of levels with nothing in them at all. then the editor crashed.

latent fable
#

good ideas 101

grim ore
#

did you try loading them all into the permanent level like you expect, then making the sub level you want to build lighting on the current level (double click), then build lighting on it?

heavy ether
#

@plush yew lol the current Nvidia drivers crash 100% with UE

#

so far, all i end up with after the first level loaded is dynamic lights, which is not going to be good for a demo on monday of combining dynamic and statics. πŸ˜„

#

when i try to do it @grim ore way, it complains that only one skylight can be used

lapis bronze
#

maybe you have to delete the skylights from the other streaming levels

autumn socket
lapis bronze
#

@autumn socket nope, thats right

autumn socket
plush yew
#

Unreal Engine 4 Documentation only shows up in Chinese. I cannot find the documentation for VR motion controllers.

lapis bronze
#

@autumn socket im confused on what you're asking but

#

if the material is unlit, doesnt matter what the viewport mode is in

#

it will be unlit

#

that model preview, is it even using the right material?

#

check on the right side

heavy ether
#

@lapis bronze that might be an answer, but it doesn't really solve the problem. it should load my lightmaps.

lapis bronze
#

Not sure 😦

latent fable
#

does anyone know why it always prints 1

#

when i pick these up

autumn socket
#

@lapis bronze The Texture in lit mode is kinda pale in lit mode, I was wondering how I can make it look unlit in a lit environment

latent fable
#

instead of it going up by 1 each time

digital anchor
#

youre never setting it

#

only reading

heavy ether
#

i think my answer is going to be re-writing the level streaming to just load the levels instead. at least until this problem has a solution that works right

latent fable
#

@digital anchor oh yes thanks

lapis bronze
#

@autumn socket It should already, that's why i was asking if your preview mesh is using the right material.

#

Based on what youve said, its not. Check the right side of that preview window

autumn socket
#

what should I look for?

latent fable
#

@digital anchor

#

is this right

lapis bronze
#

looks right

latent fable
#

it always says 1

grim ore
#

@heavy ether that is correct and since the skylight is more of a global thing which I assume is the same for all levels just keep the one in the persistent or disable all the others if baking it uniquely for your individual streamed level

heavy ether
#

it's not the same for all levels. And even if it were, i don't really want to have to go through and build all the levels through the persistent level, that's just a mess

lapis bronze
#

sorry its on the left

#

its possible your preview mesh is using the old materials

autumn socket
#

:)) I was wondering

lapis bronze
#

not your new ones you made

autumn socket
#

actually I just modified the current materials

lapis bronze
#

you might want to triple check that

#

unlit materials always show up as unlit

#

thats just how they work

#

can you screenshot your UnityChan material pls

autumn socket
lapis bronze
#

like the actual material graph...

autumn socket
#

oh

#

my bad

lapis bronze
#

also it looks like she uses like 30 materials

#

so you'd have to make them all unlit

#

maybe thats why you aren't seeing a difference

#

you only did it to 1

autumn socket
lapis bronze
#

yeah that one is correct

#

but that's only one of her many-many materials

autumn socket
#

yes I was testing with one

lapis bronze
#

which one is that? i cant tell

autumn socket
#

its the body

#

just below the neck

#

and it doesnt seems to be like this

lapis bronze
#

press "isolate"

autumn socket
lapis bronze
#

to verify its actually being used

#

i know a lot of those anime models have like 50 materials and like half of them are unused

#

no idea how that happens.. MMD i guess? I used to work on VRChat so

#

this screenshot you posted earlier

#

seems like its already working

#

that washed out might just be the post effects actually

#

@autumn socket

#

i think its the post effects

surreal gyro
#

Is there any place where you can get, like free toolkits?

autumn socket
#

I'm listening

#

what do u mean by post effects

lapis bronze
#

project settings under rendering

#

turn off bloom, auto exposure

#

but yeah you're right its not the same

#

it should be though

#

now its got me angry

autumn socket
#

relax :))

#

I think imma take a crash course about how this material thingy work first

#

u guiz know any good one?

#

or would the documentation suffice

lapis bronze
#

unreal likes to have a shit load of post effects running by default

#

so i'd look up examples of cell-shaded games in unreal

#

see how they did it

#

seems to be exclusive to unlit shading

autumn socket
#

I figure it's something like that

#

here is where I got it from

#

in case your curiosity leave you restless

#

big thank anyway

chilly sigil
#

There's already a Unity-chan, when will we get Unreal-chan?

lapis bronze
#

found some people with the same issue as you

#

there's a jank work-around in there if you're interested

#

but im sure there's a better way

#

if this helps

#

i can AT LEAST confirm its post processing bs

autumn socket
#

ye its the post processing

kindred viper
#

Anyone have a good tool for making Spritesheets from image sequences? I tried a few and they all had issues.

next badger
#

@kindred viper ImageJ

#

it's Java based, but has a lot of settings

frail sail
#

the playerstates can save data on server before disconnect? GWqlabsGarThink

shell jacinth
#

Hi, i must install Visual Studio for my UE4.22.2 Project (again...), can someone tell me if i should install VS2017 (i had this before) or better VS2019 ?
thanks πŸ˜ƒ

mellow turret
#

if I initialize an attribute set (from the gameplay ability plugin) with a csv data table, the max and min value will handle clampling automatically or do I still need to clamp manually after modifications?

next badger
frail sail
#

letme see

#

thanks

next badger
#

@shell jacinth few people using 2019 already, should be ok

#

but 4.22 is built with 2017

ember notch
#

When will come the new free for the month assets?

shell jacinth
#

@next badger Mhh yea then i use VS2017 again, my Hard drive broke down 2 days ago and there was my VS2017 installation -.- Thanks for your answer!

next badger
#

well...next month

#

just to be clear, it's not even 1st june in the US

frail sail
#

@next badger its worked thanks mate love

autumn socket
#

you guys have any idea for disabling post processing for one actor only πŸ˜ƒ ?

rotund scroll
#

depends on which actor

autumn socket
#

a character

rotund scroll
#

does that actor happen to be the player character?

autumn socket
#

yus

rotund scroll
#

so, you want post processing for everything else, just not the player character?

autumn socket
#

for now, yes

rotund scroll
#

here ya go

next badger
#

@autumn socket it's not possible, you only could disable the PP material by embedding the custom depth pass, but that won't affect all other PP effects

#

PP material != PP effects

#

i think there was a way to overwrite the PP buffer with pre PP pass, but not sure if that's true for current UE

rotund scroll
#

I mean you could set the render to render an unpp pp after the pp effect at the cost of an extra AA

autumn socket
#

sry if I reply late, I'm having trouble processing all this terminology

rotund scroll
#

pp = post processing

#

AA = anti alias

next badger
#

@rotund scroll yeah, it may completely kill TAA or be killed with by one ...depends on settings

#

that's the reason i prefer MSAA...

surreal gyro
#

Is there any place where you can get, like free toolkits?

next badger
#

@surreal gyro what is "free toolkit" ?

surreal gyro
#

like, a template

#

@next badger

bitter iris
next badger
#

@surreal gyro for what?

#

@bitter iris use GPU profiler, it will tell you exactly what Prepass and Basepass are

bitter iris
#

oh

surreal gyro
#

@next badger I was thinking of RPG

next badger
bitter iris
#

thank you

surreal gyro
#

Is it performance heavy on your computer even trying to open it? @next badger Cause that's what happened last time I tried it. I had to restart my computer

next badger
#

@bitter iris ahahahah...umm...you could try session frontend

lapis bronze
#

@autumn socket tbh i'd just multiply your emissive channel until it looks close

#

making a post processing mask for your character just.. it just looks like shit to be frank

bitter iris
#

@next badger session front end in command?

next badger
#

@surreal gyro not as heavy as Kite example

autumn socket
#

@lapis bronze lul ye thanks

surreal gyro
#

@next badger Kite example?

next badger
strong fossil
#

where is material chat?

weary basalt
strong fossil
#

thanks

next badger
#

@bitter iris window -> dev tools -> session frontend -> profiler

bitter iris
#

@next badger what am i looking for here never used this

ancient lotus
#

alrighty weird issue. so i have 2 game modes, one for the lobby level and one for the game level. both the lobby level and the game level are the exact same as of right now. both of the game modes are even the same, but they use different game states. both game modes have the third person character set as the default pawn. when i play on the game level with the game game mode, my third person character spawns for each player just fine. when i do the same for the lobby game mode on the lobby game level, no character spawns at all and im just able to fly around. this happens regardless of the game state and i have narrowed it down to the game mode. i cannot figure out what is causing this issue, if i changes the lobby game levels game mode to use the game game mode it works just fine and my third person character spawns. nothing at all is different between them that would be causing this that i can see

next badger
#

@ancient lotus what are the world setting for game mode in lobby level?

grim ore
#

both those BP seem to have custom parents, not inheriting from the normal game mode or game mode base, perhaps that is an issue?

ancient lotus
#

their coming from my own c++ game mode, however the code inside is literally just 2 functions to detect when a player joins/leaves. ill comment it all out but nothing should interfere

#

......ok now their spawning, wtf hang on

#

alright for whatever reason, just including the postlogin function is causing this

#

just having this function seems to be the cause

void ALobbyGameMode::PostLogin(APlayerController* NewPlayer)
{
    UE_LOG(LogTemp, Warning, TEXT("NEW PLAYER"));
    //if (GS)
    //{
    //    ++GS->CurrentPlayerCount;
    //    UE_LOG(LogTemp, Warning, TEXT("Current Players: %d"), GS->CurrentPlayerCount);
    //}
}
visual belfry
#

you forgot to call parent

#

Super::PostLogin(NewPlayer)

ancient lotus
#

that actually fixed it

#

thank you

grim ore
#

yay we win

ancient lotus
#

lol

bitter iris
#

whats the thing called that gives you the ability to view textures, sizes, file sizes etc

#

cant remember what its called

hidden aurora
#

Inside unreal? Or external

grim ore
#

there is the property matrix for editing multiple items, or there is the uh disk size one lol

#

size map that lets you see disk/memory sizes for selected objects

versed spear
#

Looking at the Notification of UE4 Project Release Form. Do I need my own website for the Product URL or can I use something else?

visual belfry
#

@bitter iris Size Map maybe? right click on a map and select that option

bitter iris
#

i found it in stats

#

erm is there a way to automatically change texture sizes in ue4 or is it a manual job

#

was thinking via property matrix but dunno

ancient lotus
#

question, from my understanding, performing a seamless travel to another level will keep your character and its information the same as its just a direct carry over to a new level instead of creating a new fresh character on the newly loaded level. does this mean that other things such as the gamemode will also transfer to the new level as well? or is it just the players character

past oak
#

anyone know why ue4 crashes when the player goes below a certain depth?

ancient lotus
#

thank you

hollow junco
#

hello, im new to using unreal engine and i downloaded a plugin hud for an arpg im making and can't figure out how to make it work. the level that came with it is just a demo and idk where to go from there.

safe rose
#

Once you've read through everything, come back and ask for help, or if you are stuck on something in the docs

hollow junco
#

so i downloaded 4k full gui/ui and im just not sure how to use it i tried to get ahold of the creater but no luck. i added to my project but not sure what to do to make it work

devout flint
#

Is it better for performance to convert BSPs to static meshes?

dark depot
#

@devout flint 1000% better then BSP

devout flint
#

thanks man

#

a kids got to know these things

devout flint
#

Are assets not ever actually called/placed exported with the game?

modern sinew
#

anyone know what Swimming mode does? because it's not doing anything for me. Thinking of just writing my own controls for swimming

sudden agate
#

you need a physics volume with "IsWaterVolume" ticked

modern sinew
#

I do

#

i have that

leaden dust
#

Can I spawn stuff in Init()?

devout flint
#

Looking at this I do not know where to plug in the lerp. Could someone please help?

modern sinew
#

@sudden agate I have a physics volume with that ticked and still it doesn't do anythign

leaden dust
#

Anybody have any idea how to mount paks at runtime

#

since asset registry seems to only work with the main release pak

#

and ignores the dlc paks

devout flint
#

Sorry I can not help you, but what is on your head?

#

@plush yew I know you have your own problem right now, but could you he;p me reduce my terrain repetitivity?

dark depot
#

Au you just have to set landscape Coord size and if you want to lerp more textures use masks download some of the content examples from the learn tab of the launcher

#

yeah that is somewhat why i recommend the stylized example in the learn tab for most people it has a very basic setup

devout flint
#

Where is this learn tab?

#

oh launcher

#

nvm

dark depot
#

yep lots of great content in there

devout flint
#

how so I set landscape Coord size?

dark depot
#

you plug it into the UV area of the texture in your material

devout flint
#

I see no such thing

dark depot
devout flint
#

thanks

radiant haven
#

Can someone Help me with a big lightning mobile issue

dark depot
#

this the same issue you posted yesterday? or was that someone else

devout flint
#

him again

dark depot
#

not really we mathewW posted a link about features not supported on mobile

#

i have shipped 2 mobile games πŸ˜‰

devout flint
#

topic you have to play around with your lighting

dark depot
#

yeah lighting sucks on mobile πŸ˜„

leaden dust
#

how does get asset return Uobject?

#

If I am wrong please correct me, but isn't a uobject any instantiated object?

#

And if I am just checking the asset registry how does it return Uobject

sudden agate
#

Assets are uobjects

devout flint
#

@plush yew Why cant you just move the player?

#

I dont know why it wouldnt work, but as you have seen im a total noob

#

woah

#

well I really gtg ttyl

ember notch
#
ember notch
#

?

autumn socket
#

Hmmm so a player controller is used for player control, what do we do with the Character's event graph?

#

Checking for environmental interaction and stuffs like that?

plush yew
#

how can I make an object capable of emitting a light of its own?

tall pendant
#

by using the emissive channel on its material? πŸ€”

#

also check the "Use Emissive for Static Lighting" flag

plush yew
#

it works, ty very much πŸ˜ƒ

radiant haven
#

need help have lighning/shader issues with ES

plush yew
#

i have tried to make a first person game but i cant get buttons to work how do i get a actor in the scene that senses when the mouse is over it and clicks

versed spear
#

Looking at the Notification of UE4 Project Release Form. Do I need my own website for the Product URL or can I use something else?

deep basin
#

I have a very weird problem. I made a projectile actor, but it only hits my player character when he is moving, when he is standing still, it simply passes through him and no hit event triggered

#

any ideas what that might cause?

versed spear
#

did you try the CCD check box ?

deep basin
#

CCD?

versed spear
#

under your collision settings you should see it if you expand that section.

deep basin
#

ah in project settings

versed spear
#

naw in your actor collision for your projectile

deep basin
#

cant find a setting called ccd

#

only in project settings, in my projectile actor it can't be found, even when searching over the input field

versed spear
deep basin
#

I don't even see this physics tab .... maybe because my root is not my collision sphere.. I changed that up and recompile now, maybe it helps (doubt it though)

versed spear
#

yea the setting would be on your collision sphere

deep basin
#

yes, but its not there.

#

the only difference i can find to the epic created projectile is the root component

#

so to rule that out I deleted the scene root

versed spear
#

there should be a arrow at the bottom of the collision area to expand it so you can see the ccd setting

deep basin
#

mhhh, so at least I know that getting that setting back might be a step towards the solution

versed spear
#

let me pull my game up and look at my projectiles.

deep basin
#

the funny thing is the projectile does not get blocked by any static object, it is not only flying through my player when he is not moving but also through mehses in the world

versed spear
#

thats good because we should be able to narrow it down based on that

deep basin
#

lol, removing the scene component solved it!

#

I have NO idea why though

#

okay, so what did I learn now - don't use a default scene root on a projectile????

#

weird

versed spear
#

well ill show you mine and you can go from there it might help

deep basin
#

yeah you have the setting....

#

thats pretty werid

#

in the preset one I have it too, and it is not something that needs to be enabled in cpp first. Mhhhhh guess I'll take it that it works now, still it would be more satisfying to know why xP

#

but it could be worse

versed spear
#

as long as you can do what you want it to do then you should be good. I use the overlap to trigger taking hp away from the monster.

jovial berry
#

Sometimes the components will do some voodoo stuff occasionally. I remember one of my characters didn't have any move or rotation tools for the component until when I deleted it and added it again.

versed spear
#

thats unreal engine for you πŸ˜„

deep basin
#

yeah I had that with other stuff too... I made components in cpp, added them, made them customizable via blueprint and the details tab was just blank, until i recompiled the whole project and created all the derived blueprints again ... what a joy^^

jovial berry
#

oof

versed spear
#

what version of the engine you both using?

#

I am staying on 4.19.2

deep basin
#

4.21.2

versed spear
#

brave soul you are πŸ˜›

jovial berry
#

Yeah i'm using 4.21.2 too since my Uni uses that version.

versed spear
#

cool I'm afraid to change because I'm targeting mobile and have heard there are a few bugs but I don't know because I have not tried.

#

last time I tried 4.20 my whole ui lost all the pictures it uses.

carmine scroll
#

For projects targeting a set platform, i stick to one version. Otherwise, its not a baf thing to change

#

Bad *

versed spear
#

Yea maybe everything will be ironed out by the time I get to it πŸ˜ƒ

jovial berry
#

yea

versed spear
#

still noone knows the answer to my question 😦

carmine scroll
#

Whats the question

radiant haven
#

need help

versed spear
#

on the release form it says I need a product url. my domain expired so can I use social media or something free until I can buy a domain again?

radiant haven
#

mobile lighning

carmine scroll
#

Yes

#

You can

#

But i highly recommend to buy a domain for it

versed spear
#

ok good that makes me happy

#

yea I will thx alexander

carmine scroll
#

Np

radiant haven
#

Without ES Preview

carmine scroll
#

So whats your issue falk?

radiant haven
#

Wanna looks like this up

#

UE automaticly reduces my lighning/sshadows

#

and now it looks so crappy

#

cant let it

jovial berry
#

something with the build settings maybe?

radiant haven
#

idk tell me, wanna make a mobile game

carmine scroll
#

It will be either settings with the build

#

Or

#

You cant have amazing lighting because its linited by the mobiles hardware

radiant haven
#

YES IT IS

#

BUT

#

the mobile UE games

#

made it as well

#

and their lighning is good

#

so, how to

versed spear
#

I don't think thats what Falk wants to hear.

carmine scroll
#

Are you using post processing ?

#

And what is the lighting type, and is it built?

radiant haven
#

@carmine scroll yes

#

Chamelion and a PostProcessVolume (only for an material)

carmine scroll
#

Oh, your using a marketplace post pro

#

Idk what i can do help with that

versed spear
#

I think it comes down to researching unreal engine and mobile. One thing I have found during my research is that unreal engine sucks at mobile. With the right methods you may be able to achieve the right look you want but it will take a lot of voodoo to get it to that point.

jovial berry
#

Yeah not many systems would work well normally on phone than they would on desktop, simply because phones don't have good GPUs to handle much of the graphical power. For mobile games it's pretty much what Mattxor has mentioned in regards to voodoo to how your player sees things.

carmine scroll
#

Well actually, unreal can do well at mobile games. But it does struggle with graphics.

jovial berry
#

yup

plush yew
#

do LOD's work with the foliage tool?

tall ridge
#

why is there a unreal engine chat in fortnite?

jovial berry
#

because fortnite is made with unreal engine

mint hill
#

so i just downloaded some .fbx objects and put them in a folder but their not showing in the engine

limpid turret
#

i have absolutely no idea why, but none of my nav meshs will generate navigation in this project no matter the set up
it works fine in other projects, but this one just doesnt generate navigation
i even copied a nav mesh from the other project just to see if my settings for it was wrong but it still did nothing

#

@mint hill you have to actually import them. not just put them in the folder

mint hill
#

oh :/

#

ty

radiant haven
ember notch
#

Free for the month items are very nice :D

plush yew
rugged bolt
#

Hi guys new guy here! I'm trying to follow a tutorial and i'm not getting the purple points on the corners of the cube to extrude with... it won't even let me select a face....

jovial berry
#

Did you add the geometry shape to the level or is it the basic cube from the left panel of the editor?

#

the geometry cube should look like a grey checker cube

#

Once you have selected a face on the shape, you should then have the option to extrude.

rugged bolt
#

damn silly me!

#

I added the basic one instead of the geometry cube hahahah

jovial berry
#

ah lol

rugged bolt
#

Thank you very much @jovial berry

jovial berry
#

No problem πŸ‘

gleaming lotus
#

Its literally just a basic obj, no custom collision

jovial berry
#

I believe that is for when generating collision for the bones of the skeletal mesh

#

you can set up your collision after importing the model by double clicking on it

#

once in the model viewer, you should then have some options under the "collision" tab to mess around with.

rotund scroll
#

anyone an UMG expert?

radiant haven
#

Anyone an MOBILE expert

gleaming lotus
#

@jovial berry Yeah, thats what I ususally do - it just gets a bit time consuming when importing a collection of 20 or so models

#

was hoping it could do it automatically in the import

jovial berry
#

Yeah by the looks of it, it doesn't seem you can atm. You can, however, use custom collision if you have that set up in your 3d modelling software, which the naming convention for collision is "UCX_YourMeshName"

#

@gleaming lotus

gleaming lotus
#

Thanks, I appreciate it! I think I'll just stick to manually generating the collisions. I will check out this video for future use though πŸ˜„

jovial berry
#

Cool and no probs πŸ‘

halcyon flame
#

does anyone have any particular tips for updating the engine? anything in particular that would get lost with an update if I weren't careful?

also does anyone know if I can copy my editor settings to the new engine version?

#

@rotund scroll by no means an expert but what's your question?

versed spear
#

When updating the engine, it might be best to update your project in stages if your a few version away from your target. Make a backup of your project and use the backup when updating that way if all else fails you can revert back to the version everything is working on.

mint hill
#

is there a way to change the key to exit play mode?

jovial berry
#

editor preferences -> keyboard shortcuts

versed spear
mint hill
#

ty

ancient lotus
#

ok im having the weirdest issue that just suddenly came about. i have a little text printed at the top of the screen to show the player count for the lobby. this reads the values for the current and max players from my c++ gamestate. in my game mode i have the postlogin function so add to the current players value thats in the gamestate each time a player connects

void ALobbyGameMode::PostLogin(APlayerController* NewPlayer)
{
    Super::PostLogin(NewPlayer);
    if (GS)
    {
        ++GS->CurrentPlayerCount;//this changes the value shown in the log below, but not in the text at the top of the screen
        UE_LOG(LogTemp, Warning, TEXT("Current Players: %d"), GS->CurrentPlayerCount);
    }
}

and heres the function in the gamestate that creates the FString for the player counter at the top

FString ALobbyGameState::GetCurrentToMaxPlayerCount()
{
    return FString::FromInt(CurrentPlayerCount) + "/" + FString::FromInt(MaxPlayerCount) + " Players";
}

now for the issue. the default value for MaxPlayerCount is 5 and CurrentPlayerCount is 0. when the postlogin function runs it does changes the CurrentPlayerCount value when i print it to the log(see postlogin function), but it does not change the text at the top of the screen as it remains 0. so the value changes but it doesnt update the text. if i change the GetCurrentToMaxPlayerCount function to increment CurrentMaxPlayerCount each time its called like this the value shown in the text increases rapidly

FString ALobbyGameState::GetCurrentToMaxPlayerCount()
{
    CurrentPlayerCount++;//this changes the value shown in the text
    return FString::FromInt(CurrentPlayerCount) + "/" + FString::FromInt(MaxPlayerCount) + " Players";
}

its almost as if the text in the widget is using a different gamestate all together. even if i change all the values in the gamestate from the gamemode at startplay the values for the text that are shown still show 0/5 Players

plush yew
#

@ancient lotus You're changing the CurrentPlayerCount variable on the server only, not on the client

#

The clients have no clue of any of this

#

Since game mode ONLY runs on the server, when you modify the value there, it will only modify it on the server

#

so CurrentPlayerCount needs to be replicated

ancient lotus
#

@plush yew i thought all gamestate variables are replicated? that doesnt make much sense considering it was working earlier yesterday but not today

plush yew
#

GameState itself is replicated, but the variables you create arent automatically replicated

ancient lotus
#

ah

plush yew
#

It just means that both server and client can access the gamestate

#

But what inside the gamestate can be accessed by the client is up to you

ancient lotus
#

i see what your saying now. i missunderstood the gamestate :/ thank you that explains alot

plush yew
#

you're very welcome

rotund scroll
#

@halcyon flame I got a query in #umg if you could take a look

mint hill
#

so im following a tutorial and it seems like they changed the look of this block, do i have everything that would work the same now?

ancient lotus
#

it should work all the same

mint hill
#

ok ty

umbral patrol
#

What is the maximum int64 value in UE4.22? I have a C++ ufunction which takes an int64 as a parameter but when putting the value 574661303034183690 into the blueprint parameter, it reformats to 574661303034183680

manic pawn
#

the max value of int64 is a lot higher than that

#

you should make a bug report

worn granite
#

That's cause even if you follow virtus to the letter, it's not the best way to do the thing ayy

umbral patrol
#

Update: Looks like any number with values in the last 6 significant digits of an int64 in blueprint will have a rounding error

#

500000000000100000 auto-corrects to 500000000000099968 but 500000000001000000 does not change

mint hill
#

now thats weird

manic pawn
#

that's definitely a bug

umbral patrol
#

bug submitted

rose tapir
#

looking for help trying to make the logic behind cricket (darts) in udk 3 can any 1 help feel free to dm me

tall pendant
#

i'd say getting help for udk/ue3 needs more luck than anything else by now

mint hill
#

so i just completed a tutorial on how to make a pause menu, but for some reason i cant see my cursor when im in it (the pause menu) but they can?

languid star
#

I am trying to export blend targets from blender to unreal engine. I have the import morph targets selected when importing, but nothing.

#

Under blender's export settings, I have all the animation settings checked.

#

I am exporting as FBX 7.4 binary

ancient lotus
#

set show mouse cursor to true when the menu gets opened

mint hill
#

ok ty

mint raptor
plush yew
wheat venture
#

@plush yew I'm no expert, but it looks like a misconfiguration of the anti-aliasing. You might wanna look into that

lilac wedge
#

Anyone got 2 mins to chat. I got a problem with a moving platform. I would prefer over mic as it's a little difficult to explain the problem

plush yew
#

@wheat venture thank you, will look into it

ancient lotus
#

@lilac wedge not sure if ill be able to help but ill give it a shot

halcyon flame
#

@versed spear indeed. is there anything that will be deleted by the update? I know new engine code will be, so that needs to be copied. anything else have a similar concern?

mint hill
#

so i just downloaded an asset but the origin is messed up (not sure if its called that), how can i fix this?

halcyon flame
#

@mint hill personally I would handle that in Blender. unless this was a Marketplace asset (?)

mint hill
#

would i just look up on how to move the origin of an object in blender?

#

but i found it on sketchfab

deep basin
#

Is there a possibility to make certain actors ignore others when colliding? I have AI enemies and even though they don't damage each other, they block each others bullets. for gameplay purposes I would prefere them to have their bullets pass through each other and don't even create a hit event in the first place.

potent violet
#

@deep basin check out collision channels

halcyon flame
#

@mint hill moving the origin in Blender is trivial, and learning how to do that will be really helpful

deep basin
#

can i create a new channel in project settings?

potent violet
#

@deep basin yup you can make custom channels

halcyon flame
#

@mint hill I can tell you the basics,

I don't know the name of this toolbar, but the second one on the right (the left one on the right...) which you open with the little '+', there's a section called 3D Cursor, use that to set the cursor location, then select the mesh you want to change the origin for, and with Ctrl+Shift+Alt C you can 'Set Origin to 3D Cursor'

alternatively in edit mode, you could set the cursor to a particular vertex, or to the center of some vertices (Set 3D Cursor to Geometry) if you wanted to go that route

potent violet
#

@deep basin search collision channels on YouTube. There's quite a few tutorials on it

deep basin
#

thanls

mint hill
#

@halcyon flame awesome thank you!

hidden aurora
#

Does anyone knows about a flat/minimalistic UI for unreal, if so please let me know thanks

carmine scroll
#

@hidden aurora what do you mean?

#

in terms of buttons, or what?

latent fable
#

How do i put the first person character controller into my game? I've started working on a game but i used 3rd person character controller, but want to switch to 1st person.

halcyon flame
#

@latent fable you could create a new project with the 1st person content and then port over the controller

latent fable
#

@halcyon flame How do i port over the controller? I'm an unreal noob lol

halcyon flame
#

@latent fable find it in the content browser, right click, then Asset Actions -> Migrate and select your main project

#

(I'm closing Discord soon btw)

latent fable
#

on the 1st person default game

carmine scroll
#

click ok

halcyon flame
#

@latent fable you'll also need to change the default player controller in your game mode, and there might be more to it than that. depending on how much you've done it might be easier to port your created assets over to the new 1st Person project.

and yes, that's correct, those are all the things upon which the 1st person controller depends

carmine scroll
#

good point ^

#

or, if you wanna have fun learning, since your new. Learn how to make your own first person in the 3rd person BP. Its actually quite simple, and very good for learning new things.

latent fable
#

Ok, i have the first person controller in my game, but i dont know how to "change the default player controller in your game mode"

carmine scroll
#

you'll need to open the 3rd person game mode

#

or in the world settings

#

I think you can change there

halcyon flame
#

do some Googling, the answer will be easier that way. change the pawn too.

latent fable
#

im confused

#

lol

#

im a really big noob at unreal

carmine scroll
#

please google it first lol

latent fable
#

like just started yesterday

#

yeah i will

carmine scroll
#

if you get stuck during a google, then we can help

#

but I dont wanna type it all first lol

hidden aurora
#

@carmine scroll A complete theme

latent fable
#

@carmine scroll Im in the project settings but i dont see a first person mode
under maps and modes

#

@halcyon flame

carmine scroll
#

its not in maps and modes

latent fable
#

oh

#

on the video i found it said it is

#

unless i misunderstood

carmine scroll
#

you can change it via world settings, or in the content browser, in the same location as the third person bp

versed spear
#

What defines commercial sale? If my game is free but has in app purchases does it still fall under commercial sale?

carmine scroll
#

No

#

unless the in app purchase, allows you to buy something you downloaded online that requires non commercial use

#

its a grey area for different things

#

but yeah

versed spear
#

ok all the assests for sale are just skins for my charaecters.

hidden aurora
#

I do not have the math knowledge to solve this problem: I want to use the elapsed time float as input for the progress bar, but if the elapsed is bigger than 1 it doesnt works

versed spear
carmine scroll
#

huh

#

your referencing the bible?

versed spear
#

yes

carmine scroll
#

and want to know if its commercial ?

#

πŸ˜‚

#

yes you can ref the bible

#

no issues there

latent fable
carmine scroll
#

change game mode override

#

to the first person game mode

latent fable
#

its not there

carmine scroll
#

what is there then?

latent fable
#

cant use my screenshot software it closes the selection menu so i just used prntscrn

#

prtscn*

devout flint
#

Is there a way to get my project back to how it was yesterday even though I did not make a backup myself?

carmine scroll
#

it didnt import the first person one properly then @latent fable

#

No @devout flint

devout flint
#

darn

latent fable
#

it looks normal

#

i think

#

i dont really know what normal looks like

wraith lark
#

@carmine scroll , it depends on, how much of the save folder that is left ofcourse, if most of the save folder is there, then it should be possibul

carmine scroll
#

it wouldnt have saved it all