#ue4-general

1 messages ยท Page 463 of 1

carmine scroll
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and would have saved other things

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cause more issues than fix

wraith lark
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well that is a matter of opinion

latent fable
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where should i put firstperson blueprint? I've looked on google but cant find anything

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(sorry that im just stupid in general)

tough fossil
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Can I self teach my self c++

carmine scroll
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yeah?

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Will you? idk.

latent fable
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i am confused, i cant figure out why it wont work

ancient lotus
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is there no way to use non seamless travel with steam?

carmine scroll
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huh?

ancient lotus
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ive read online of people having issue using the online subsystem steam with non seamless travel. as a test i tried it and it causes the connected clients to crash but seamless travel works just fine

mossy nymph
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you should be able to use steam lobbies to keep players... connected

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and use hard travel

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i don't recommend the practice tho

latent fable
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@carmine scroll i've googled and tried what i can think of but i cant find out why it wont work

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or im just stupid

carmine scroll
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as I said. When you migrated the first person stuff. You didnt also migrate the FP game mode

azure shore
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right is there anything that actually stops lighting builds?

latent fable
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Oh sorry i didnt understand your wording

azure shore
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it sits on 0 and doesnt move

carmine scroll
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the cancel button @azure shore

latent fable
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where is the game mode located? sorry for being uh stupid

azure shore
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...

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I think I said that wrong

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its sitting on 0 as IF something is stopping it

carmine scroll
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its located where the first person blueprint is @latent fable

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it might just take time

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depending on the level

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and your pc

azure shore
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800 something unbuilt objects, is that expected to take a real long time?

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on a practically empty map with just a few objects its just a few seconds really

carmine scroll
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depends on lighting quality too

dense gate
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I got myself in a whirlpool and need some help, couldn't find anything in google

carmine scroll
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or its actually froze

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which

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I cant fix

azure shore
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I keep shadows on low if that means anything

dense gate
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I got a crash while moving through the map in the editor, after that all static meshes suddenly glitched out

carmine scroll
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oof

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restart unreal, still happening?

dense gate
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Yep

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Weirdly enough destructibles are perfectly fine

azure shore
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I've tried deleting unneeded folders, (build, intermediate etc) restarting unreal, restarting pc, NOTHING works, yet lighting builds still work fine on other maps

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it was working fine on this map too but suddenly it just STOPPED

carmine scroll
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so what happens when you play it now?

dense gate
carmine scroll
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wait what @azure shore

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what did you delete

versed spear
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delete all levels builtdata - close the project, open it and rebuild all levels

azure shore
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yeah and builtdata

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I only deleted that stuff that regenerates in the project files

carmine scroll
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dont go deleting whole folders lol

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anyways

azure shore
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thats all I was told really

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delete this and that folder

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I did make copies just in case

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argh its just a joke at this point

carmine scroll
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maybe

versed spear
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Close the editor and delete (or rename) the folder "Saved" from your project.

For example: "C:\Users[user_name]\Documents\Unreal Projects[project_name]\Saved"

Then open it back up and rebuild your lighting.

carmine scroll
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just maybe

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a RAM issue

azure shore
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tried that

carmine scroll
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also, what sizes are your lightmaps

azure shore
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tried all of this stuff

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where do I find where it shows the size?

carmine scroll
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lightmass volumes or in the settings for the lights? Cant remember

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I rarely touch them

azure shore
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oh, I dont even have a lightmass volume

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but literally it was fine the other day, then the next time I tried to build that same day it just refused

dense gate
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That was absolutely weird

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After a second complete system restart it's fixed

latent fable
carmine scroll
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Close the editor and delete (or rename) the folder "Saved" from your project.

For example: "C:\Users[user_name]\Documents\Unreal Projects[project_name]\Saved"

Then open it back up and rebuild your lighting.

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try what Mat said

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or mattox

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idk his name

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but that dude

azure shore
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yeah, I already did, sure Ill try again

carmine scroll
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delete that score nodee @latent fable

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and drag from the cast and search for Score

azure shore
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things like this really make me want to give up

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its so INFURIATING

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just BUILD THE DAMN LIGHTING

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OMG

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IT HEARD ME

surreal gyro
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OK so I went over to the Models resource and imported Giga Bowser's mesh, and he's on his back for some reason

kindred viper
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lazy giga bowser

carmine scroll
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to do with the import axis settings

surreal gyro
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Import axis?

carmine scroll
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I believe you can change the axis its imports the data on

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or that might be only for exporting

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but you can put it through a 3d software and rotate it correctly to see if thats the issue

azure shore
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ok wtf

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one single light build worked

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Im losing my mind here

dense gate
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There's an "Import Rotation" for both static and skeletal mesh imports

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I think adding 90 to the Y rot will work

carmine scroll
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yeah okay, I did think there was

surreal gyro
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@dense gate It's the X rot, not the Y

dense gate
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Ah, my bad

next badger
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@surreal gyro if you have no animations for his skeleton, you may have a tough time

surreal gyro
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@next badger Why

next badger
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the skeleton topology is quite different

azure shore
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this is ridiculous

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ue4 is just broken or somehting

fossil ore
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Hey guys I have a problem with IncrediBuild

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It looks like license expired... and I dont have new

next badger
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@fossil ore well, ask for the new one from IncrediBuild...

fossil ore
kindred viper
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cant you just use the live coding built in now?

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oh wait... that looks official ๐Ÿ˜„

next badger
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IB is for distributed building (with cache)...

kindred viper
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yeah I got confused for a moment

next badger
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actually makes no sense to use a free one

kindred viper
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I was thinking of Live++

fossil ore
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its just weird

kindred viper
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brainfart excuse me. room full of noisy kids ๐Ÿ˜„

next badger
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@fossil ore you don't need IB to build a project, if you want to use one - get a license

fossil ore
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so I can delete it?

next badger
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free one is useless, since it's limited to 4 or 5 cpu cores (i can't remember)

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and modern cpus are 8+

fossil ore
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Is this IncrediBuild (dont remember how I got it) is necessary part of UE4?

next badger
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no, this one is not

surreal gyro
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@next badger Wait, is there actually no way to make new animations for meshes directly inside UE4?

fossil ore
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What do you mean Air ?

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Static Mesh or Skeletal Mesh ?

plush yew
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Alright so I tried all the anti-aliasing options, non of them fixed anything. Its a very bricky model with material, no texture. I can understand why its looking like this but Im lost as to what to do about it

surreal gyro
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I mean, can I not make new animations for Giga Koopa's skeleton

next badger
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ue4 has embedded XGE engine in UBT pipeline, that can utilize IB, but you may just ignore it

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@surreal gyro there is AllRight Rig...the only way to animate in ue4

surreal gyro
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I'm guessing it's not very useful from the ellipsis

next badger
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it is very useful...but v.1 is meh...and v.2 is paid

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@plush yew your issue is not about aliasing, it's about normals...your mesh has no "smoothing groups"

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iirc you could generate SG when importing the mesh

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or, you just forgot to import them when imported the mesh

plush yew
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@next badger I'll check my default import settings

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@next badger Dont see such a thing. If I tell my modeler they're missing smoothing group, would he know what to do?

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or is it a ue4 thing

mint hill
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so im importing some models from blender but when i do it makes so many duplicates...

next badger
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@plush yew um, well, you just need to look on model in the editor (blender or whatever it is)...

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@mint hill names are different, not dupes to me

dark depot
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@mint hill i imagine you have more then one component in your blender scene clean it up and if you are meant to have more then one then use merge meshes

mint hill
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ok ty

next badger
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@mint hill green one are materials, you could merge one

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@mint hill ofc depends on textures

dense gate
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Depending on the editor, even when you combine meshes it goes ham and separates them when importing

next badger
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@mint hill it is better not to merge the meshes (if you don't know what you are doing)

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since instanced meshes = less draw calls

plush yew
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Would you recommend after the map is complete, to merge all the meshes into one?

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does that reduce drawcalls?

dark depot
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no

plush yew
dark depot
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because then then everything has to be drawn

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that isnt what i meant when i said merge meshes people make their things up on multiple parts in blender etc and dont realize it will come into the editor as two objects

next badger
dense gate
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Quick reminder for y'all to check whether you've accidentally left tessellation on for something that shouldn't have it

plush yew
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Thanks alex, will watch it

dense gate
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Dropping that one in since I forgot mine for a material used a lot everywhere and it skyrocketed my performance

next badger
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@plush yew 4.22 now has automatic instancing (it just replaces everything similar by the instance)

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when you merge - no instances may be produced anymore

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since it's literally new mesh

dense gate
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TFW upgraded to 4.21 right before 4.22 previews started rolling out and currently too many things aren't supported for 4.22 yet GWaobaPePeCry

azure shore
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what does this mean exactly

next badger
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@azure shore means Swarm process failed to spawn, or firewall cut the link

plush yew
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To add to what alexey said, I think you need to compile unreal lightmass

next badger
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Swarm agent - app that calculates Lighmass

azure shore
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so like, what do I do

next badger
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check if swarm is running (generally has an icon in the tray)

azure shore
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yeah it is

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I have it open

next badger
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then check firewall not blocking it

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ue4 has to connect to it

azure shore
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ok all I did was clear stuff from its cache folder

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guess that was wrong or something

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yeah that was it

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still though

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lighting building is still broken

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0

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bloody

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percent

languid star
dense gate
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It usually stays on 0 for a while then ramps up in speed

dark depot
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timelines still exist @languid star

languid star
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I guess my question lies at how to create one

next badger
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yeah, timeline is kinda fundamental element

dark depot
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right click in a blueprint and type timeline

languid star
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I didnt get the add timeline option

azure shore
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nah Ive been leaving it on zero for ages

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absolute joke

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Ive been trying SO LONG

dark depot
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are you in a function or somewhere they are not supported

languid star
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EventGraph for animation

dense gate
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Only Event Graph can have time-based nodes

languid star
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These are the options i get

toxic rivet
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Does anyone have experience with building a client using the source code?

next badger
dense gate
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AnimBPs don't support time-based functions

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Try using a curve value node inside the anim graph

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I'm so lost in English right now

toxic rivet
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@next badger Would you be able to help me? I am running into a problem that I cant seem to solve

azure shore
dense gate
next badger
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@dense gate he was following tutorial...

rotund scroll
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nice, I always wanted to quantify holiness

dense gate
azure shore
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hey

dense gate
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Ah, wait

languid star
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I am fine with going off the tutorial

dense gate
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He adds the timeline inside the controller

languid star
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I am really just looking for a method to generate a sine wave

dense gate
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Whatever "Tree_MT_Controller" BP is

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Not the AnimBP

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I don't think there's anything you do in the AnimBP itself

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I don't think it's even opened in the vid

weary void
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um.... how do i get rid of this box that jsut appered, i cant use the contetn browser anymroe

dense gate
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Try pressing shift/alt/ctrl or drag the window around

weary void
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thx

languid star
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Yea. Now that I am looking at it, it looks as though he uses an actor blueprint instead of an animation blueprint

dense gate
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I don't know how you reached an AnimBP

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But it ain't that, chief

languid star
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Hahaha. Was trying to adapt an existing blueprint I had for dynamic skeletal animations with morph target animations

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The existing one I was using was a animation blueprint.

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Didn't know about the locked features to each one

weary void
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um... so why can't i fnd my player controller, its like it doesnot exist. Im using first person template

dense gate
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Well, you can always modify curve with a simple node, especially since you're doing a simple sine wave

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Something like this can be slotted into the animBP and adapted to modify the MorphTarget curve

languid star
next badger
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@weary void cause, it's not a BP class

dense gate
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Quick tip: Multiplying is faster than dividing a float

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So having X / 2 is slower than X * 0.5

weary void
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ahh thank yuo

languid star
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Fixed

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Interesting

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Now. An interesting component to this - if I decide to speed up the animation, the animation "frame" so-to-speak will skip based on the changed constant.

toxic rivet
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I can't seem to build a development client, It fails about server functions that are surrounded by WITH_SERVER_CODE
Anyone know why this would happen?

languid star
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So use DT to add to an accumulator?

dense gate
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That's the simplest solution

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Most optimized, IDK

languid star
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eh

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probably fine

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This thing is not scaling enough for me to care

rotund scroll
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if it's just for a limited time, an accumulating value doesn't really matter

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because amortization ayyy

dense gate
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And use that for the sine

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I've had some values accumulated so far that float inaccuracy kicks in

rotund scroll
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what have you been using them for

dense gate
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Curves for some animations mostly

rotund scroll
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although I get your point, I would love to have doubles for certain elements

dense gate
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I'm using exclusively BPs, so it's not really an option for me to use doubles

languid star
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That is my idea

rotund scroll
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I was referring to BPs not having doubles

dense gate
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Oh, for sure

azure shore
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I'm sick of this

dense gate
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But simply making a saw float did the job for me

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Especially since I feed it into a sine/cosine

azure shore
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I've been trying for TOO LONG to fix a problem that shouldnt fucking exist

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WHAT is WRONG with my damn lighting build?

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just SITS there on 0 percent

next badger
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@azure shore have you tested the empty project?

azure shore
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it worked fine the other day, its NOT just taking a long time because when it did work it was quick, I've tried everything suggested and I'm sick of it

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it works fine in other maps

dense gate
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Anything that could be doing lighting a dirty?

azure shore
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like what?

dense gate
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Lightmass importance volumes sometimes caused issues for me

azure shore
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I didnt even have one

dense gate
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Any more special lights from the RTX features?

next badger
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or some "infinite" settings

azure shore
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like what?

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Im sure Ive changed nothing since it was working

dense gate
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Try killing the swarm process

next badger
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@azure shore btw what the swarm log says?

azure shore
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but idk what else you might need to see

next badger
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@azure shore i have those too, those are not important

azure shore
dense gate
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I think that looks normal

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Something in the swarm-editor link is goofed

next badger
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@azure shore try to clean cache (in the menu)

azure shore
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yeah I keep doing that

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I got a single lighting build earlier but thats all Ive managed in two days

dense gate
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Might be a stupid question but is your HDD/SSD full?

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On 8 GB RAM I have no issues building an >1500 mesh instance map

azure shore
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I got 8gb ram too

next badger
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@azure shore try to go to settings and set the verbosity to Verbose

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@azure shore also take a look on Message log in ue4

dense gate
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Note: precomputed visibility is an option

next badger
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eh...it stores cache on C: -_-

azure shore
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which settings @next badger ?

next badger
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@azure shore swarm

azure shore
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ok

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yep still nothing

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NOTHING

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I hate unreal so much right now

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it literally works fine on any other map

lapis bronze
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I thought you needed a lightmass importance volume

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( could be wrong )

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all of my maps have one

azure shore
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nah, it was working fine without oen

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well I tried deleting like half the map and then it let me build

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do you think my pc is physically incapable or something

lapis bronze
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Im not sure, i used to have a problem baking similar to that

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i just deleted and recreated my light mass importance volumes

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or deleted my lighting data from the actual file folder

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and restarted

azure shore
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wheres the lighting data?

lapis bronze
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lemme find where it goes.. it usually sits next to the actual maps

azure shore
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do you mean builtdata?

lapis bronze
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Yeah

azure shore
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yeah I tried that

lapis bronze
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aw

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You using Unreal 4.22.2?

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Im trying to scroll up to catch up to your issue before asking too much haha

azure shore
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yeah, definitely 22. something

dense gate
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I'm using 4.21 so it might be an issue from 4.22

toxic rivet
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I can't seem to build a development client, It fails about server functions that are surrounded by WITH_SERVER_CODE
Anyone know why this would happen?

cyan bough
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Im working on a Cast timer for one of my skill. I want it to display the bar as a percent bar and count down based on my variables. For some reason my bar just flashes and does not count down. Any suggestions on what I am doing wrong?

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Yes I know they are division is wrong in the second it should be cast time devid by cast timer. I was checking that to make sure it was not the problem and grabbed that screen by mistake.

dense gate
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I assume that's an event tick that calls the sequence?

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In the first image

cyan bough
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yes thats correct and i set the timer in my skill starting

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opps wrong one

dense gate
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Do you really need the branches in the first image if you know what's going to happen?

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If there's something that can affect the countdown from outside the BP, aight

cyan bough
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Made it easier to break down using the sequence

dense gate
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Also I think the progress float should be Countdown รท Time, not the other way around

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I assume the countdown is the current cooldown in that case however

cyan bough
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Yeah i screen grabbed a test.

dense gate
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I personally have an "execless print X" pure function that accepts a float input, prints it, then returns the same float, has saved me a few headaches in debugging

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I'd work down my issue starting from the final product that isn't working, in this case the progress bar, then work down to what isn't working as intended through trial and error

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E.g. If the รท is wrong, the progress bar would show values commonly >1

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Then if it shows a constant 0, I'll see where the countdown isn't done right

cyan bough
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Ok thanks for the advice. Will go give it another try.

dense gate
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Also you can always enable debugging mode and start slomo testing things

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Hit the play button, type console command "t.OverrideFPS 500", start up your test, Shift-F1, pause, then debug

cyan bough
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Will give it a try ty so much for all the help.

azure shore
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is this bad

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no blue

deep basin
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so, the function GetMyPlayerIndex return -1, even though my controller is valid. how is that possible??

rotund scroll
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is there such a thing as an escape character for string in UE4?

plush yew
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@rotund scroll you mean like \n?

rotund scroll
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yea

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apparently you can just do shift enter for \n, but really if there's a page for what escape characters work/how they work in BP strings that'd be amazing

plush yew
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I mean

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\n works for me

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in ue4 too

rotund scroll
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it printed \n for me

plush yew
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I havent tried with blueprint, but in c++ it works correctly

rotund scroll
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unless there's an escape character for escaping BP into c++

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yeah I figured c++ would be standard

plush yew
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what if you just

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create a new print node when you need it to break

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does that work?

rotund scroll
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well like I said, shift enter works, so you can put in literal linebreaks

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I suppose they do have string builder for more advanced stuff like %d

dense gate
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There's a free marketplace plug in right now for rich text

rotund scroll
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it's all good I'm using it just for debug

dense gate
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"Format Text" is a beautiful node

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I see

deep basin
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where can I change the camera components collision settings? It seems my camera blocks my AIs projectiles, lul^^

plush yew
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@deep basin does it have a springarm component?

deep basin
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it does, yes

plush yew
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then just search for collision

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it has a probe channel

next badger
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@azure shore the black one is Skylight ?

deep basin
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and the probe channel is the equivalent to its collision preset?

plush yew
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dont see why it shouldnt be

deep basin
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oh i see

languid star
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Is there a way to pass in a bone transformation to a blueprint as a parameter? I want to find the location of the base of the bone and tip of the bone.

deep basin
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mhhhh, for some reason my camera still blocks bullets, even though projectiles are by default set to pass through..... any ideas?

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I just made the camera really small now... what a pain

plush yew
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@deep basin another solution would be to give your camera a tag

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And in the collision check function of the bullet

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Make sure the hit object is not a camera

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if(!HitComponent->ComponentHasTag("MyCamera")) // If the hit component is not of type camera, continue

meager zealot
#

Can somebody dm me if they know how to fix error UE4? Thanks

weary basalt
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Dont ask ppl to DM you, just ask your question.

meager zealot
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Kk

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How do you fix error UE4?

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Like error UE4 for fortnite?

weary basalt
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This is not a Fortnite Discord Server.

meager zealot
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Well just the error :T

versed spear
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uninstall ue4

weary basalt
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This is a Discord Server for the development of games using UE4. We do not fix errors with Fortnite, please go to one of the official platforms for Fortnite.

meager zealot
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Okay then

raw elk
#

Does anyone know why this is happening to my text in UMG? It looks fine in the UI editor, but in game, I get this.

rapid acorn
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My light build stays at 0 for a long time before running, anyone know what is being done while it's at 0?

azure shore
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mines just stuck at zero

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doesnt get off

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at all

versed spear
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@rapid acorn did you check other levels and see if they build fine?

rapid acorn
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@versed spear Lighting builds fine, but it spends about half the time at 0. I am just trying to understand if there is something being calculated before light build

grim ore
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Wootie McWooterson. Finally found an oculus quest in stock ๐Ÿ˜ƒ Now I can make some new VR videos

turbid mesa
#

Hey all, does anyone know why I wouldn't have the ability to see the raytracing debug view modes? I have raytracing enabled in the project and I have an RTX card but it just isn't there
Edit: actually it may have to do with my windows version, didn't realize windows had new updates that didn't pop up in windows update

dark depot
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@rapid acorn you can look at swarm to see what its doing

wind siren
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Anyone interested in trying my Demo to see if it works? I haven't tried it on another computer yet.

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I used to have two computers. Now I wish I still did.

vivid girder
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Why did they change Blueprint Macro Libraries to require a parent base class?

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seems like a bug

wind siren
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@grim ore You are a personal hero of mine.

grim ore
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๐Ÿ˜ƒ

wind siren
#

I go by Deep Fried Carp Lips on youtube, I suggested you make a patreon

grim ore
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@vivid girder when did they not have you require a parent base class?

weary basalt
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@vivid girder Its always been like that

vivid girder
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Oh, thought it was like BFLs

grim ore
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@wind siren I looked into patron but then I am beholden to the peoples and I was like "I can barely hold onto myself so I should really not do that" lol

vivid girder
#

What's the reason for a Library having a parent class?

wind siren
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If anyone would like to try my game demo, I'm planning to submit it for a Megagrant later this week, could use someone to verify it works on other PCs.

lapis bronze
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@plush yew you can use an anim notify in your animation BP to play a sound sure

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thats how footstep sfx are setup usually

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lemme screenshot how i have it setup

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So using my animNotify event in my animation BP

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(keep in mind this is a dirty way to do it)

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i have my physics materials trigger different sound effects for footsteps

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one for gravel, stone, wood, etc.

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you can setup a way cleaner version of this im sure

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you know how to add the notify right

#

then you can find it as an event

#

yeah new notify, or if it exists already

#

Skeleton Notifies -> name of your footstep notify

#

its the same thing

#

no prob, i learned about this stuff awhile ago and its difficult to find an example not knowing what to search

#

use notifies to trigger stuff

#

dont use the built in functions like these

#

you should have all your footstep logic on your Anim BP

#

so here's me creating a New notify and linking it

#

here's another video, hope that clears it up

#

kewl

#

np mang! good luck

lapis bronze
#

weird
I think i had that happen also once, but i forgot what i did to fix it

#

but it was in 4.21 not 4.22

#

check the Window at the top

#

There's like viewports you can enable

#

try toggling them there

#

ah yeah thats it

#

shit happens

#

๐Ÿ˜ฆ

lusty carbon
#

Migrated BP_CommentaryBox into my VR project. it doesn't trigger with my VR pawn. help?

plush yew
#

good

lusty carbon
#

Migrated BP_CommentaryBox into my VR project. it doesn't trigger with my VR pawn. help?
im talking about this

it has proximity range and pops up when pawn overlaps. not triggering with my VRPawn
(I migrated it from the Architecture Vis example project by epic)

#

it does find my camera look direction though so it's always facing the player

flat gorge
#

I can't figure out what's causing the travel failure, ik it's the path of the level but everything seems to be in order and idk what else could possibly be going on

plush yew
#

@flat gorge You can't travel when the game is played in editor

#

you have to launch as standalone game

#

alternatively, go to the folder where your .uproject is, right click then launch

shell jacinth
#

hi Community i have a difficult question - Can someone tell me what the unreal engine PROJECT (not the engine directly) saves in the registry and where?
I could find this in the log: "UnrealBuildTool.VCEnvironment.SetupEnvironment(CppPlatform Platform) in D:\Build++UE4\Sync\Engine\Saved\CsTools........" But D:\ doesnt exist anymore so which file / config etc ask for D:\ ? ๐Ÿ˜ฎ

I had a hard drive problem and now my project dont find the Visual Studio Universal CRT and get an build error - But when i create a blank project it packages perfectly.
I moved my old project to my new hard drive and now Visual Studio and the engine is installed on K:\ because I:\ was defect. All runs perfectly now except that i can not package my old project anymore
I hope someone can help me :/

#

@plush yew Ok i try it thank you

#

Now i get many other errors, i try now to move all the files to a complete blank project...

amber rivet
#

Hello, I need some help

#

basicly I need help with the resolutions and screen stuff

#

Anyone?

shell jacinth
#

Yea i thought already that this will be a bigger problem.. the main problem is that the engine and visual studio were on another defect hard disc and i try no to change all the registry entries to my new disc so this is the problem.. the Computer things there is another disc which i removed a day ago because it was defect

shell jacinth
#

I found the problem... my visual studio is defect also after several new installations - this shit software dont uninstall all its components

flat idol
#

Check the logs what are the latest entries and crash

sage linden
#

I had an issue like that too, I used to use Sculptris and my projects never got exported

#

Not exactly the same issue but yeah something like that

safe furnace
#

@flat idol whatโ€™s the Log Location, as I canโ€™t see a log

flat idol
#

Saved/ in your project there will be logs.

safe furnace
#

๐Ÿ‘

plush yew
#

How to set auto possess player to player 0 after 5sec of game start

#

does anyone know the sqrMagnitude equivalent in ue4 c++?

deep basin
#

I still dont get how it is possible that my AI doesn't hit my player when the camera is tunred away. it is programmed to aim at the spine_02 bone of the player, yet when I face the camera 90ยฐ or more away from the enemy, he misses almost every shot. When I zoom oput the camera to a top down position this doesnt happen, so it must have to do with the camera position. any general ideas?

#

actually when I face the camera away completey and the enemy is not in sight, the bullets are not even generated so I think this has something to do with general engine settings??

#

are there any settings where I can say to increase the rules, when actors are created and when not? since in my game it can easily happen that the player is in a medium/ long range fight, turns away from the enemy and bullets stop spawning...

radiant haven
sonic pagoda
#

@radiant haven make sure you dont have 2 copies of the same project opened

#

map build is for built lighting

#

you can cancel it if all else fails

#

since you can always build ligthing

radiant haven
#

@sonic pagoda when i open my project "failed to save/load map......., when i compile or like this "failed to savemap"...

#

well can i just delerte it

sonic pagoda
#

you can delete the map build yes, just dont delete your map because that is your level

#

i would be careful though in any case, because if its failing to save / load something might be wrong

#

usually happens when you have 2 of the same project open... or you move maps around

deep basin
sage linden
#

Well it all looks good, ๐Ÿ‘

deep basin
#

not really, the player can't be hit if the camera is facing away from the enemy

pseudo swift
#

hello all, i cant figure out how to enable physics on a static mesh without having gravity affect it, i also do not wanna lock the position, is there a way to just have it act like a simple rigid body?

kindred viper
#

physics but no gravity?

pseudo swift
#

yea well collision without gravity

flat gorge
#

@plush yew thx, it really was the editors fault, now I just need to fix the menu when I press start it opens level

weary void
#

how do I set a movie?

#

i followed a tutorial and it didnt work

#

i went to project settings and clicked on movies and added my mp4 file to the array but when I launch game, it does not work

kindred viper
#

do you mean a launch movie?

#

if so, its probably the mp4 encoding, which needs to be exactly the same as the docs tell you

brisk sluice
#

guys, is OK use stationary lightning for trees?

weary void
#

oh okay

pseudo swift
radiant haven
#

why

kindred viper
#

paths wrong. cant find files. etc

radiant haven
#

which files i need

kindred viper
#

you tell me. its your project lol

weary void
#

@kindred viper I tried to find what the encoding needed to b but I cant find it, do you know what it is and how I do it?

radiant haven
#

well i broke my project thats why

kindred viper
weary void
#

thank you

#

how is this useful?

kindred viper
#

@radiant haven There isn't enough information there to say what it is exactly. But thats what the thing says

weary void
#

its just a table,

kindred viper
#

@weary void its the encoding rules for support

weary void
#

oh

#

how do i change the encoding rules of my mp4 file?

kindred viper
#

you re-encode it

#

what I tend to do, is get the Unreal Logo mp4 they use, then check what it is in VLC, then use that setting

weary void
#

oh okay

upbeat tendon
#

i was wondering what the best way of managing the work flow for updating character stats

#

i've created a website using hugo that generates a .json file of all the characters health etc, i would like some way to import this into the blueprints for each character

#

editing each character by hand doesn't seem to be the right solution

weary void
#

@kindred viper where do u get the unreal logo mp4?

kindred viper
#

well, I looked for it in one of the projects. Perhaps the content examples one

thick herald
#

Hey guys, I've spline based question. Where best to ask for help?

carmine scroll
#

Here is good to ask @thick herald

weary void
#

alright

thick herald
#

Hmm. I'll try to make sense. I'm using splines for a cave system. I can create a linear spline easy enough, I can spawn a 'room'. What I'd like to do is use the sockets on the static mesh to be the location that the room uses to aligned itself, and to in turn use the rooms sockets as start points for new splines.

pallid compass
#

Quick question, is there any way to create a base animation pose easily with out having to to create a motionless animation outside of the engine?

carmine scroll
#

You can move bones in an already made animation

pallid compass
#

I dont already have one,

carmine scroll
#

but I dont believe you can make one without using an external software

pallid compass
#

Need to generate one from scratch.

weary void
#

@kindred viper yea... i give up xD, i can't find that mp4 and even if i did I dunno how you find the settings or how I change the settings of the mp4 i am trying to use, this is alot of bloody hastle for one 10 second video

whole quarry
#

maybe the play anitmation doesnt seem to work because the animation from the animbp is triggered immediatly after it

#

on what? the anim bp?

weary void
#

@kindred viper so i founf out that my video does have all the correct settings

#

and i put it in my project folders, Then i went to project settings and went to the movies tab

#

i added my mp4 file to the array

#

and it jsut does not play

lapis bronze
#

@plush yew yeah it's kinda weird but there's a difference between a physics material and a physics material type

#

Ah true, I haven't touched terrain yet actually lol

#

My whole game is basically static mesh dungeon blocka

radiant haven
#

UATHelper: Packaging (Android (ETC1)): LogInit: Display: -----------------------------------
UATHelper: Packaging (Android (ETC1)): LogInit: Display: CookResults: Error: Unable to cook package for platform because it is unable to be loaded: C:/Contasty/Saved/Cooked/Android_ETC1/Contasty2/Content/World/Materials/wall_mat.uasset

#

have some porblems

#

this is my texture

#

xD

#

well but still have this error

#

what is a sampler

#

oh

#

ok

#

yeah got only one

#

still have this message

#

FTW

pseudo swift
radiant haven
#

UATHelper: Packaging (Android (ETC1)): LogInit: Display: CookResults: Error: Unable to cook package for platform because it is unable to be loaded: C:/Contasty/Saved/Cooked/Android_ETC1/Contasty2/Content/World/Materials/wall_mat.uasset

gloomy sandal
#

What the poop is keeps crashing

#

This is exported tbg

#

It works fine on mac

#

but after upgrading to 4.22 the cooked windows version stopped working

radiant haven
#

this texture what did I made wrong

#

when i package it

rain moss
#

hey guys i need some guys who knows how to make a NPC enemy

versed spear
#

Is there a node I can use to iterate through an animation sequence? I am trying to clean up my animations. I'm using a project that uses a 3d character and its animations to create sprite sheets. The sprit sheet is not getting the right position for the animation so I would like to iterate through the animation so I can get the correct pose for the sprite sheet.

kindred viper
#

FlipBook node in a material is for spritesheets

versed spear
#

no I would like to stop on the first on the first key frame then run my function to add that keyframe to the sprite sheet then set the animation to the next keyframe. All I need to know is how to control the animation to stop on a specified key frame.

kindred viper
#

anim notifies.

versed spear
#

What? I am looking for a blueprint solution. I don't want to add notifies to the animation. I want to stop the animation on a keyframe in blueprint.

rotund scroll
#

you can add notifies in blueprint

versed spear
#

ok thx

deep basin
#

Sorry for spamming the channel, but my problem seems to be an engine issue, which I reported, for anyone curious, here is what caused a massive problem:
When referring to a character as an object and rotating towards it, the actor that is supposed to fulfill the rotation, will actually rotate towards the closest component it seems and not towards the root of the character. This results in AI that is supposed to rotate towards an object key where a character reference is stored in, to rotate towards its camera, if that camera is the closest point and not to the root of the character. I suppose this would happen with other components as well.

rotund scroll
#

they're just events that fire when the animation is at a certain time

versed spear
#

will it pause the animation on that key frame?

rotund scroll
#

not unless you instruct it to

#

it's just an event

#

like any other events

#

you can whatever you want with it

#

you can pause the animation

#

if you want to

versed spear
#

ok so I will use the notify to know when it is at that key frame then I pause the animation .

rotund scroll
#

you can do that

versed spear
#

cool I can figure out the rest just needed some direction.

rotund scroll
radiant haven
#

Has Someone much Experience with mobile

rotund scroll
#

nope. that's a can of worms I'm not keen on opening

versed spear
#

haha I am the same way with mobile. I wish everything would work like it does on pc. @radiant haven you are going to have to find another way to do what you want. There is no easy solution for lighting.

radiant haven
#

well, one thing I solved

#

that the material doesnt show up

#

but still looks like unlit

versed spear
#

People in graphics might be able to help. Show them what issues you are having with some pictures.

languid star
#

Can you not put a breakpoint in animation blueprints?

#

Is that feature disabled for animation blueprints?

elfin jacinth
#

Anyone available to try and login to the Academy site for me?

#

Someone just reported that it was not working and I am on the road

unborn matrix
#

tips to optimizing game thread?

#

I'm doing so much but im running some physical animations

#

so any tips are appreciated

elfin jacinth
#

K thanks

unborn matrix
#

yeah if I try and login to the page first

#

then login to academy it still freezes

#

mozzila firefox

wraith lark
#

It dont freeze at my end

kindred viper
#

Anyone have any info on the default markup for Rich Text Block? ie. I have a Datatable with a Default text asset entry. I want to set the size in markup like Default.TextStyle.Font.Size="96" etc. Having trouble with anything other than just the Row Name

#

I can't use a C++ decorator class either in this case

manic pawn
#

the default rich text does not support that

kindred viper
#

thats what I suspected.

#

now I hate it again

#

if I want to animate through font sizes and colours, I have to create data table entries for all of them

manic pawn
#

use AAA game engine in 2019

#

begin by making your own rich text widget

kindred viper
#

if I had decorator classes, I can live with it, but in pure blueprint, its a wall. I shall think of a different approach

manic pawn
#

decorators don't make sense for this

#

they're like for integrating an image into the text

#

they don't have access to the context they're being embedded in so you can't use them to change font parameters

kindred viper
#

I thought you could use them to mody the markup you use in the Text content. So you can apply font size changes through a <style Size="12" /> approach

manic pawn
#

and there's only a single level of markup

#

<bla>stuff<ble>stuff</>stuff</> does not work

pseudo swift
#

any1 know why sequencer doesnt record the transforms/rotation of bp car? it captures the movement fine but the wheels are static

kindred viper
manic pawn
#

an even better solution would be to rewrite the parser and stuff to support hierarchical markup

#

like our rich text widget handles <color="#ff0000">blah <b>blah</></> but it was a lot of work to get there

kindred viper
#

yeah at least the basics of html markup should have been entertained. It's kind of a given now that its simple and effective

#

I think Nick Darnell made this so it's probably done the way it is, because thats the ideal way within Slate for extensibility, but on a blueprint only level, Im kinda stuck

#

well, not stuck, just annoyed that my first, simple plan didn't goto plan ๐Ÿ˜„

manic pawn
#

animating the rich text does not seem efficient at all though

kindred viper
#

its not. but I dont need efficiency at this particular place

manic pawn
#

you would have to re-parse it every frame and rebuild all the text runs just to change the font size br_big_brain

elfin jacinth
#

@unborn matrix Can ou check again?

unborn matrix
#

still stuck

kindred viper
#

I had planned on the text being bound to update with the vars input. So when I animate the values, the text updates. Not great way at all if you need performance, but I don't so why not ๐Ÿ˜ƒ

gleaming lotus
#

Hey guys, trying to figure out how I can find a bug in my landscape material. Everytime I try and paint with the last material in my blend, the landscape just goes to the default grey material after its built. Any idea where I could be going wrong? This only occurs when I paint with the last material in the blend, and I've checked to make sure that it is correctly set up. Can someone give me some ideas of where I can look to find the bug?

ember notch
#

Can someone answer my question see #fab thanks

ancient lotus
#

both of those things you linked in marketplace are completely differnet

ember notch
#

I know

#

I donยดt know what is better for the price...

plush yew
#

Overwatch has a ''Reduce Buffering'' setting to reduce mouse input latency.
https://youtu.be/mzc2GtLaRiU

Does UE4 offer a similar option?
The recently released Splitgate: Arena Warfare has a significant amount of mouse input lag.
Would be great if Epic could fix it once and for all for all UE4 games that require a more responsive mouse "feel" such as shooter games.

ancient lotus
#

their not comparable for the price. they are literally 2 separate use cases, one is for entering a car and one is for leaving note things around in the editor. if you feel like you need either of them, buy it.

ember notch
#

@ancient lotus I updated the question

ancient lotus
#

responde

latent fable
#

Why has this texture appeared on my game all of a sudden? it wasnt therre before

#

(The "preview" thing

gleaming lotus
#

Build lighting ๐Ÿ˜ƒ

latent fable
#

Let me try it ๐Ÿ‘

gleaming lotus
#

It may take a while if you havent done it before

#

1034 unbuilt objects is quite a bit

latent fable
#

haha, it is taking aw hile

#

a while*

carmine scroll
#

You can also remove 'Preview marks'

#

with a viewport setting

gleaming lotus
#

Oh I never knew that lol

latent fable
#

I don't know why they even added the preview texture, looks like an anti piracy thing rather then an issue with unbuilt lighting lol

carmine scroll
#

Its under , Show > Visualise > Preview shadows

latent fable
#

thanks

gleaming lotus
#

To be honest thats a fair point, it is kinda pointless when you have that big red text in the corner

carmine scroll
#

no, it is to show what the lighting might look like when built

#

and the look will only be shown full once the computer can calculate it

#

hence, why its a preview

latent fable
#

Still, I bet alot of newbies (like me) have been really confused about iot.

#

it*

carmine scroll
#

maybe, but none the less, it wont be removed

#

so ๐Ÿ˜›

latent fable
#

Does anyone know how to set the default spawn point in unreal? It just comes up with respawn points and stuff when i search it up

grave nebula
#

Maybe use a dedicated forum section instead of shady site ?

plush yew
#

That has been done before and no one replied to the thread.

gleaming lotus
#

Epic literally has a process for taking in feedback to gather how many of people want what.

plush yew
#

Seems like it isnt very efficient then

carmine scroll
#

Use a 'Player Start' @latent fable

plush yew
#

Mouse input latency has been plaguing UE games since 2007.

carmine scroll
#

has it?

#

I've never noticed

#

like, ever

plush yew
#

We had settings to work around this with UE3 thx to "onethreadframelag 0" but that doesnt work anymore with UE4.

carmine scroll
#

is it really a big thing?

#

It doesnt seem like something I've ever experienced

#

or anything thats had a big enough impact for me to care about

grave nebula
#

Unfortunately, in current realities of universal engine, performing game logic on start of the frame, while rendering in the end of the same frame is unrealistic. @plush yew

plush yew
#

What would be a possible solution?

#

Stick to an older engine?

#

Id Tech 3, Source (HL2), etc.?

#

Can't Vulkan and DX12 help?

#

Like, what can be done about it?

grave nebula
#

Generally, or applicable to UE4?

plush yew
#

Both

grave nebula
#

Generally, you want an engine without dedicated rendering thread

plush yew
#

Would you have examples? This is really not my area of expertise.

#

Are Id Tech 3 and Source examples of this?

#

Would it be possible to modify UE4 to not have a dedicated rendering thread?

latent fable
#

@carmine scroll thanks

carmine scroll
#

np

radiant haven
#

what to do "3) Set up a Lightmass Importance Volume that encompasses your entire visible game scene " ??????

carmine scroll
#

should be an option in the settings to make it cover the whole level

#

so it wont have any bounds

#

same for post process volume

rotund scroll
#

there isnt, but it's a big box

#

just cover your level

#

it literally says that

plush yew
#

@grave nebula
In CSGO players can turn off Multicore Rendering, is this a solution?

carmine scroll
#

there isnt? Post pro does, so I'd assume lightmass did

rotund scroll
#

post processing volume uses the renderer directly, whereas lightmass adheres to the scene

carmine scroll
#

thats fair enough, just assumed, thats all.

radiant haven
#

i mean the word "encompasses"

#

what does that mean

carmine scroll
#

^

rotund scroll
#

what the man is saying is google it first

#

it really isn't hard

carmine scroll
#

username is for a good reason lol.

#

๐Ÿ˜…

grave nebula
#

@plush yew Yes, Unreal Engine can be rewritten for that. Likely, that will cost you the same, as developing your own engine from scratch.

plush yew
#

But would benefit all future UE4 games.

#

No?

grave nebula
#

nope

#

current culture trend is to deal with input latency in favor of better visuals.

plush yew
#

If I would want to learn how to change this, where would I need to look in the code

#

I have a background in programming, not this kind of programming

latent fable
#

I have show engine content enabled but can't see the engine content folder in content browser

grave nebula
#

You are safe letting it go for now.

plush yew
#

lol

carmine scroll
#

restart unreal @latent fable

latent fable
#

@carmine scroll okay

carmine scroll
#

or you didnt correctly enable it

#

should be visible as soon as

#

actually should be visible by default

#

but yeah

grave nebula
#

@plush yew I mean, I do get your pain and remember times when shooter games did not take eternity to react to your action, but reality is harsh and current games have 4 times higher input latency than first shooters.

plush yew
#

Yeah I know.
And Im willing to fix it myself.
I just need leads

latent fable
#

@carmine scroll where is the engine content folder?

carmine scroll
#

click on the folder next to 'Content'

rotund scroll
#

@plush yew I think the point is that this is something so fundamental to the engine that you "trying to fix it" would likely break the engine

carmine scroll
#

and select engine content

latent fable
#

ah, thanks

carmine scroll
#

np

plush yew
#

@rotund scroll
Yeah, Im aware of this situation.

#

But for me it's either change it or dont make games

#

I just cannot stand this input lag at all

#

I'd rather stop playing games.

#

Or fix it

rotund scroll
#

I would suggest going back to old engines then

plush yew
#

Fine

radiant haven
next badger
#

can you actually feel the latency of 10ms?

plush yew
#

It's not 10ms.
It's 22-60ms

next badger
#

at what fps?

plush yew
#

Quake 3 had 8ms

#

Even if I run UE4 with 800fps, it is still there

#

technically, UE4 displays 1ms

#

120fps, 6-8ms

#

I don't know how UE4 does it but, it's like there is massive amount of input lag by default no matter what the frame rate is

#

60fps is like 12ms I think with STAT FPS

#

Not sure how accurate that is

#

The UT dev team said that input-to-photon...
Quake 3 Arena had 8ms and UT Pre-Alpha has 22ms.

grave nebula
#

@next badger Yes Alexey, you can. Perceptional difference between UT4 and UT2004 input is huge.

plush yew
#

If you go play Splitgate or Overwatch there is massive amount of input lag when you move the mouse, notably left, right

next badger
#

@grave nebula ok, i'm just not that kind of gamer...probably it won't matter for me

latent fable
plush yew
#

Overwatch isnt made with UE4, but the same concept applies

rotund scroll
grave nebula
#

won't matter for anything that is not a borderline cyber sport.

latent fable
#

Thanks ๐Ÿ˜ƒ

rotund scroll
#

I know for SFV they managed to get the input latency down

#

from 8ms to 5ms

#

and that is ue4

plush yew
#

Yeah I think it's related to the Low Input Latency page I linked earlier

rotund scroll
#

but they have a very specific game context

plush yew
#

And to be honest, I dont understand half of it

#

RHI thing

grave nebula
#

nope, you can't achieve that kind of input latency with UE4, the number is off.

plush yew
rotund scroll
#

@grave nebula well they did apparently. I haven't checked it myself to be fair, but I'm certain they wouldn't just lie in their patch notes

#

patch notes to the public

#

that is

grave nebula
#

it is around 70 ms

#

not 7

plush yew
#

70ms sounds like Splitgate

rotund scroll
#

ah that's frames, fair

next badger
#

um...isnt monitors around 3-5 ms persistence now?

plush yew
#

no idea, my gaming monitor claims 1ms

#

who knows ๐Ÿ˜ฆ

rotund scroll
#

monitor refresh rate goes on top of input lag

next badger
#

240hz?

#

@rotund scroll they are not related

rotund scroll
#

they are in the sense that you have to wait for the monitor to update for you to see anything

plush yew
#

The only FPS that came out in recent years that didnt have significant amount of input lag was DOOM 2016

#

but I havent touch that game in a while... I could be wrong

rotund scroll
#

even though you could probably make the argument that 1ms is negligible

next badger
#

@rotund scroll well, yes, the delay is there but relation is different...

spare sun
#

monitor only decides the lowest amount of perceived input lag you can get

#

and refresh rate raises that amount in case of vsync

plush yew
#

Obviously, the input lag is more obvious when you have to aim at opponents that can actually challenge your aim.

next badger
#

@spare sun well, for someone who uses 1ms gaming display vsync is probably around 144hz or more

spare sun
#

if ur playing without vsync, ur gonna perceive less input lag simply due to newest frames being displayed albeit with tearing

plush yew
#

I use MG248Q, 144Hz, 1ms and G502 mouse with 1000Hz polling rate.

spare sun
#

but the 1ms doesnt necessarily go on top

next badger
#

having 8ms input lag...and ping 60

rotund scroll
#

@next badger the relation isn't any more different than it in the end affects the end user, so perceived input lag and input lag might as well be the same thing

plush yew
#

I was wondering if players were getting the same amount of input lag with High End PCs.

rotund scroll
#

true it doesn't necessarily go on top because you might be lucky, but worst case

plush yew
#

I compare the input lag with UE4 games to driving a boat.

#

๐Ÿ˜…

#

If I dont touch the mouse. When I start moving it there is a weird thing happening, when the mouse is continuously in motion and I do circular movements it's fine, but to go back and forth left and right or doing flickshots and stopping at X moment doesnt work well

#

Reminds me of Killzone 2 on PS3

rotund scroll
#

have you checked how much inherent input lag your input device has?

plush yew
#

I don't know how to do that.
I just know that with CSSource I can't tell if there is any.
But in other games it's quite massive.

spare sun
#

cs:s doesn't have as much postprocessing I believe

#

and you can get quite higher fps there

next badger
#

not much people generally optimizing input lag....since ue4 is not widely used for competitive games (well, except FN)

plush yew
#

yeah, I do have to disable post processing with any game

#

it does add

#

not sure if it's just how it is
or if it's just what I need to do with my hardware

#

Does it behave like that with a high end pc as well?

rotund scroll
#

you should be able to check the input lag on your input device on the brand of the device's website

next badger
#

works fine in VR for me

#

and that's probably best example of input lag

plush yew
#

Is there a difference between input latency and ''baseline input latency''?

vagrant flax
#

Hello all, hope you can guide me in the right direction, I'm trying to create a blacklight effect that makes certain materials visible when the blacklight is shined on them, is this possible ?

rotund scroll
#

because you'd need materials that react to light

vagrant flax
#

Ah, thanks

burnt vault
#

Quick question is there a script that can tell my how large my Max file is including textures etc. Iโ€™m trying to determine what RTX card I can get.

grim juniper
#

I'm trying to make an alpha brush, but it won't let me put the heightmap I've imported into the texture slot. Does the texture need specific properties or something?

#

oops, I was on pattern instead of alpha... Either way it still doesn't let me select my texture

devout flint
#

How do I close a blueprint without saving it?

versed spear
#

maybe a verify would work.

devout flint
#

me?

versed spear
#

yea

devout flint
#

how do I do that?

versed spear
#

right click the blueprint and under asset action do reload it will tell you it was not saved and you will lose the changes

cinder iron
#

does the session front-end hitch on open for you all aswell?

#

or is it just me?

devout flint
#

thanks

#

and vor idk what you mean

cinder iron
#

lag

versed spear
#

is there a reason why unreal maxes out disk when closing the project?

spare sun
#

because it's saving maybe

grim juniper
#

I can use a png I made in paint as a landscape brush, but not a specially made heightmap as a landscape brush? GWsetmyxPeepoWeird

grim juniper
#

It works if I import it into paint and then save it out, but I think it loses some data that way

slim crater
#

anyone here who can help with a terrain material?

idle stump
#

Curve Editor: is there any way to scale a keyframe/tangents? AKA "weighted tangents"? I found some old post from 2016 saying it's a "planned feature" but I still can't find how to do it. If not, is that coming in 4.23? I read on the Trello that they are redesigning the curve editor.

jade cobalt
#

How does an open-world TPS John Wick game based off of the movies story sound?

slim crater
#

@plush yew hey sorry, Im creating a terrain material and the layers panel is consistently empty.

#

I was able to get the terrain to show the materials by first placing the material during creation and creating the layer info files from there. otherwise it was always empty

grim ore
#

@idle stump weighted tangents exist in the animation editor, not in the curve editor yet. in 4.23 the curve editor is updated but I can't tell if they are in the main curve editor yet

wind siren
#

Hey Mathew, I'm watching one of your UMG tutorials and I'm wondering... where did "Tomatoes?!" come from?

grim ore
#

out of randomness, was a play on words for Tutorial with one of my kids trying to read it and saying it wrong

wind siren
#

nice! love it

#

reminds me of one of those interactive kids books where they're supposed to click on the next part of the story, and it saays something funny if you pick the wrong one. "The blue car drove very fast. They drove it to the..." A. Store. B. Beach. C. Tomatoes.

weary basalt
#

@jade cobalt Sounds like a lawsuit waiting to happen

jade cobalt
#

its a good thing I'm gonna try to get the licensing for it then ๐Ÿ˜ƒ

grim ore
idle stump
#

@grim ore Nice! Thanks for looking into it.

grim ore
#

yep yep, was a good question as I did a video on the weighted curves and was super confused when you asked when it was being added... I never noticed they only added it to the animation tracks lol

idle stump
#

Yeah, specifically I was just trying to use it in Niagara

grim ore
#

is it just a normal float curve in there?

idle stump
#

I believe so

grim ore
#

to the master branch!

idle stump
#

You can edit a curve directly within Niagara or import a curve asset

slim crater
#

thanks for the help

grim ore
#

ah crap my master branch has a corrupted niagara lol. well If it's a curve asset (the ones you get when you do like new -> misc -> curve and select a type, then yes it will support weighted with the new editor

wind siren
#

do I have this right: An event dispatcher is useful when (1) You need one-to-many communication, (2) you need one side of the conversation to not necessarily know about the other (but not both sides - i.e., one side must know about the other, not both necessarily)

grim ore
#

uhh... nope lol. It's an art thing and I am not an artist. It's a FX editor more than just a particle editor

#

uses modules that are c++ or BP based and it can directly access stuff now, not just like HLSL shader stuff but stuff like mesh info and things not just in the gpu

idle stump
#

Niagara is kind of unintuitive to use, but 4.23 says they are improving it a lot. I wonder if that's when it will be enabled by default?

grim ore
#

I think so. I really don't know I am not an artist and there are so many buttons in the niagara editor ๐Ÿ˜ฆ

#

but I know the modules have inputs and outputs that you can modify at runtime

#

it looks and feels like it would be awesome if you know what you are doing

tawdry wren
#
UE4Editor_Core!rml::internal::isLargeObject<0>() [l:\dev\partner-intel\engine\source\thirdparty\inteltbb\inteltbb-4.4u3\src\tbbmalloc\frontend.cpp:2424]
UE4Editor_Core!rml::internal::internalFree() [l:\dev\partner-intel\engine\source\thirdparty\inteltbb\inteltbb-4.4u3\src\tbbmalloc\frontend.cpp:2594]
UE4Editor_Core!FMemory::Free() [d:\build\++ue4\sync\engine\source\runtime\core\public\hal\fmemory.inl:76]
UE4Editor_RenderCore!FPendingCleanupObjects::~FPendingCleanupObjects() [d:\build\++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:1280]
UE4Editor!FPendingCleanupObjects::`scalar deleting destructor'()
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3890]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:174]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll```
#

any reason why my editor is crashing by just loading up a BP or playing basically a empty level

idle stump
#

The whole module list flows top to bottom, but there are weird module dependencies where sometimes things have to go after other things. The UI for that is pretty nice. It tells you when you are missing a module that you need.

The weird thing to me is, inside of a module, like setting a variable, it sort of flows bottom to top. IDK it's hard to wrap your head around.

grim ore
#

^ that's the issue I have with it and the fact that I don't understand enough art to even know what I should be trying to do with it lol

#

but there are so many things that are just "fuck it let's make it a variable and set/gettable" for every option

#

hey you want the color to be random? sure lets make a random vector. You want just the R to be random but from a stream and in a range? sure why not

#

you want that range to actually be driven by another variable like lifetime of the object? sure why not

wind siren
#

Learning unreal is interesting because it's a AAA engine, so it has tools for the bleeding-edge, hardcore, world class developers... and also tools for solo indies.

grim ore
#

@tawdry wren since it's a rendering crash all I could think of it making sure drivers are up to date and you meet the min specs

#

and if you are using nvidia, don't have the latest drivers as they crash lol...

tawdry wren
#

@onyx zinc i have a 580 RX 8gb 32Gb of ram and a ryzen 5 1600x

#

Man i can blink and this mf editor will crash

#

50 shades of crashes over here

#

ye i haven't updated my drivers since i gotten the card

#

prolly it

#

my driver update is 18.9.3 on radeon

#

new is 19.4.1

#

ye installing

#

is there any other settings i need? @plush yew

#

well if you find out or remember please DM me @plush yew would greatly appreciate it

#

is 4.22.2 stable?

versed spear
#

no

tawdry wren
#

figured so

versed spear
#

I use 4.19.2. It has been stable for what I am using it for.

#

yea my inventory system images were all messed up after upgrading so I just stayed with 4.19.2

tawdry wren
#

Updated it @plush yew and still getting

#

I have 2

#

ye

#

but i've disabled

#

almost all my code

versed spear
#

I'm not having any luck with this animation stuff. ๐Ÿ˜ฆ

surreal viper
#

any idea what a CPU Stall is waiting for in TG_EndPhysics / ReleaseTickGroupBlock/GameTaskGraphStalls?
the listed calling functions are on pool threads which didn't do anything in the whole frame, and yet the stall takes 4.3 ms ๐Ÿค” ๐Ÿ”ซ any idea how to figure out what's going on?

restive vine
#

how to apply mixamo animation into the default maniquen in unreal engine 4??

#

there are different skeleton types for different animations so its really hard since they are not compatible

plush yew
#

Hello everybody! I am currently working on a voxel based survival game(no not a minecraft ripoff) and have been dealing with lighting issues. The problem is on mobile I can not use dynamic lights due to the limitations of ue4. So I looked into using fake dynamic lights with particles however it did not create the effect I was hoping for. I was wondering if there would be a way in runtime if you were to say place a light on a block with a light strength of 7 it would detect the 7 blocks within that radius and apply a different light value for each block and multiply the material with the light value to give off an effect for lighting. I am also open to other ideas if anyone has a suggestion. Thanks!

somber quail
#

Have you looked at render targets? Could have a master material that uses a spheremask to draw to the render target and overlay the diffuse with an orange colour to fake lighting. Wouldn't support multiple lights though.

wary wave
#

render target on a mobile device D:

languid shard
#

@wary wave dont check VRChat

#

its loaded with RTs

wary wave
#

does it even run?

languid shard
#

kinda

#

never running at max framerate tho

#

and RTs are using somewhere between 25 and 50% full res

#

mostly used with mirrors

lusty carbon
#

What is a good way to make a end game fade out screen to black and text "Thanks for playing bla bla" ?

carmine scroll
#

theres a fade to black node

#

easiest way I can think of

#

or make a black screen in the end game UI and make it fade in

#

either works

lusty carbon
#

how about a level sequencer?

#

not sure if I can display text over it tough

carmine scroll
#

You can always make it so that once the screen is faded to black, to then add the text to screen via a widget

lusty carbon
#

is it a valid way to go then?

carmine scroll
#

yes, I suppose so

lusty carbon
#

it fades to black but when the sequence is done it shows the screen again lol

#

how do I keep it black?

carmine scroll
#

I've not used sequencer much

#

but I dont think its good for what you want to do

#

I would animate that in the widget

#

or something like that

thorn topaz
#

Is there a way to tell if an actor was spawned vs placed via editor?

cinder iron
#

@frank escarp maybe you know this...... do you know any way to send input to different game viewports with just GEngine and GEditor? Basically I am in a context agnostic to the ULocalPlayers. It's for functional testing.

frank escarp
#

nope

cinder iron
#

It seems to be impossible... hopefully it is not

frank escarp
#

no such thing as impossible in C++

cinder iron
#

yeah. I know. I just don't want to go beyond the ue4 api.

grim juniper
#

Do the custom landscape brushes not support 16-bit textures? It let's me drag my 16-bit textures into the box for it, but doesn't actually change it to that texture. It works just fine for normal textures, but then I has stepping from not having enough bit depth... This has been confusing me all day...

pseudo swift
grim juniper
#

And so I'm getting this extremely noticeable stepping that could be easily avoided if it'd just use the higher precision texture...

pseudo swift
#

my wheels spawn at root instead of given bone locations, any ideas?

autumn socket
#

So I am trying to get Player Controller in a transition between animation states

#

and I'm getting "Node Result uses potentially thread-unsafe call Get UnityChan Controller . Disable threaded update or use a thread-safe call. Function may need BlueprintThreadSafe metadata adding. "

#

what should I do

honest vale
#

like, in the anim graph?

autumn socket
#

yes

#

I'm quite unsure what these thread things mean and their impact as well as the common practice when dealing with them

#

the documentation isn't written in layman term either

honest vale
#

if I recall correctly, you should read the variable in in the anim graph update phase and cache the value there

#

and then inside the blends and such use the cached value

pseudo swift
#

i know my wheel issue has to do with scaling but i tried everything exporting from blender and they are still placed in the root position, no one has vechicle experience?

honest vale
#

the part that looks like blueprints anyway

latent fable
#

Does anyone know how to add a texture to the landscape layers?

honest vale
#

inside your landscape material

whole quarry
#

^

honest vale
#

read the basic landscape tutorials on docs

autumn socket
#

@honest vale thanks

ember notch
#

Can someone answer my question in #fab thanks

carmine scroll
#

@latent fable You'll need to make a landscape Mat. This will contain the layers for your terrain. Its pretty easy to setup as well, so should find some great tutorials out there.

pseudo swift
somber quail
#

Custom modelled collision?

pseudo swift
#

yea the car model is a custom one

#

i just need to drop a ragdoll inside the car with physics

#

so in order for the body to collide with the seats it would be good if the collisions were a bit better

somber quail
#

i mean use a custom mesh for the collision rather than auto generated

pseudo swift
#

i would need to prepare that in blender or something right?

somber quail
#

yeah

pseudo swift
#

or do you recommend just adding shapes

#

would that also work?

somber quail
#

either works

pseudo swift
#

alright thanks alot, i will try replacing the hull with simple shapes following the shape of the seats etc.

#

let see how it works out

cinder iron
#

you can use complex as simple

#

and adjust the complexity of the complex generated colli

#

but it's better going custom

carmine scroll
#

not great for draw calls @cinder iron

somber quail
#

yeah that can be danmgerous

cinder iron
#

you didn't let me finish xD