#ue4-general
1 messages ยท Page 463 of 1
well that is a matter of opinion
where should i put firstperson blueprint? I've looked on google but cant find anything
(sorry that im just stupid in general)
Can I self teach my self c++
i am confused, i cant figure out why it wont work
is there no way to use non seamless travel with steam?
huh?
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
you should be able to use steam lobbies to keep players... connected
and use hard travel
i don't recommend the practice tho
@carmine scroll i've googled and tried what i can think of but i cant find out why it wont work
or im just stupid
as I said. When you migrated the first person stuff. You didnt also migrate the FP game mode
right is there anything that actually stops lighting builds?
Oh sorry i didnt understand your wording
it sits on 0 and doesnt move
the cancel button @azure shore
where is the game mode located? sorry for being uh stupid
its located where the first person blueprint is @latent fable
it might just take time
depending on the level
and your pc
800 something unbuilt objects, is that expected to take a real long time?
on a practically empty map with just a few objects its just a few seconds really
depends on lighting quality too
I got myself in a whirlpool and need some help, couldn't find anything in google
I keep shadows on low if that means anything
I got a crash while moving through the map in the editor, after that all static meshes suddenly glitched out
I've tried deleting unneeded folders, (build, intermediate etc) restarting unreal, restarting pc, NOTHING works, yet lighting builds still work fine on other maps
it was working fine on this map too but suddenly it just STOPPED
so what happens when you play it now?
Visual demonstration if this helps, it changes literally every frame
delete all levels builtdata - close the project, open it and rebuild all levels
thats all I was told really
delete this and that folder
I did make copies just in case
argh its just a joke at this point
maybe
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.
tried that
also, what sizes are your lightmaps
lightmass volumes or in the settings for the lights? Cant remember
I rarely touch them
oh, I dont even have a lightmass volume
but literally it was fine the other day, then the next time I tried to build that same day it just refused
does anyone know why this wont work
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.
try what Mat said
or mattox
idk his name
but that dude
yeah, I already did, sure Ill try again
delete that score nodee @latent fable
and drag from the cast and search for Score
things like this really make me want to give up
its so INFURIATING
just BUILD THE DAMN LIGHTING
OMG
IT HEARD ME
OK so I went over to the Models resource and imported Giga Bowser's mesh, and he's on his back for some reason
lazy giga bowser
to do with the import axis settings
Import axis?
I believe you can change the axis its imports the data on
or that might be only for exporting
but you can put it through a 3d software and rotate it correctly to see if thats the issue
There's an "Import Rotation" for both static and skeletal mesh imports
I think adding 90 to the Y rot will work
yeah okay, I did think there was
@dense gate It's the X rot, not the Y
Ah, my bad
@surreal gyro if you have no animations for his skeleton, you may have a tough time
@next badger Why
the skeleton topology is quite different
Hey guys I have a problem with IncrediBuild
It looks like license expired... and I dont have new
@fossil ore well, ask for the new one from IncrediBuild...
cant you just use the live coding built in now?
oh wait... that looks official ๐
IB is for distributed building (with cache)...
yeah I got confused for a moment
actually makes no sense to use a free one
I was thinking of Live++
its just weird
brainfart excuse me. room full of noisy kids ๐
@fossil ore you don't need IB to build a project, if you want to use one - get a license
so I can delete it?
free one is useless, since it's limited to 4 or 5 cpu cores (i can't remember)
and modern cpus are 8+
Is this IncrediBuild (dont remember how I got it) is necessary part of UE4?
no, this one is not
@next badger Wait, is there actually no way to make new animations for meshes directly inside UE4?
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
I mean, can I not make new animations for Giga Koopa's skeleton
ue4 has embedded XGE engine in UBT pipeline, that can utilize IB, but you may just ignore it
@surreal gyro there is AllRight Rig...the only way to animate in ue4
I'm guessing it's not very useful from the ellipsis
it is very useful...but v.1 is meh...and v.2 is paid
@plush yew your issue is not about aliasing, it's about normals...your mesh has no "smoothing groups"
iirc you could generate SG when importing the mesh
or, you just forgot to import them when imported the mesh
@next badger I'll check my default import settings
@next badger Dont see such a thing. If I tell my modeler they're missing smoothing group, would he know what to do?
or is it a ue4 thing
so im importing some models from blender but when i do it makes so many duplicates...
@plush yew um, well, you just need to look on model in the editor (blender or whatever it is)...
@mint hill names are different, not dupes to me
@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
ok ty
@mint hill green one are materials, you could merge one
@mint hill ofc depends on textures
Depending on the editor, even when you combine meshes it goes ham and separates them when importing
@mint hill it is better not to merge the meshes (if you don't know what you are doing)
since instanced meshes = less draw calls
Would you recommend after the map is complete, to merge all the meshes into one?
does that reduce drawcalls?
no
because then then everything has to be drawn
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
@plush yew https://www.youtube.com/watch?v=oMIbV2rQO4k
Download assets: http://cbr.sh/od53nz Learn how to render millions of polygons with Hierarchical Instanced Static Mesh in Unreal Engine 4. Optimize draw call...
Quick reminder for y'all to check whether you've accidentally left tessellation on for something that shouldn't have it
Thanks alex, will watch it
Dropping that one in since I forgot mine for a material used a lot everywhere and it skyrocketed my performance
@plush yew 4.22 now has automatic instancing (it just replaces everything similar by the instance)
when you merge - no instances may be produced anymore
since it's literally new mesh
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 
@azure shore means Swarm process failed to spawn, or firewall cut the link
To add to what alexey said, I think you need to compile unreal lightmass
Swarm agent - app that calculates Lighmass
so like, what do I do
check if swarm is running (generally has an icon in the tray)
ok all I did was clear stuff from its cache folder
guess that was wrong or something
yeah that was it
still though
lighting building is still broken
0
bloody
percent
Hey, I am trying to follow this tutorial on Morph Targets (https://youtu.be/haQBRXjQOJQ?t=104) The author adds a timeline, which is fine, but the feature doesn't appear to exist anymore?
In this Unreal Engine 4 tutorial I show how to import a Blender fbx file for using Morph Targets from the Blender Shape Keys. I import the fbx to UE 4.18 wit...
It usually stays on 0 for a while then ramps up in speed
timelines still exist @languid star
I guess my question lies at how to create one
yeah, timeline is kinda fundamental element
right click in a blueprint and type timeline
I didnt get the add timeline option
are you in a function or somewhere they are not supported
EventGraph for animation
Only Event Graph can have time-based nodes
Does anyone have experience with building a client using the source code?
@toxic rivet ofc, but better to ask on #engine-source
AnimBPs don't support time-based functions
Try using a curve value node inside the anim graph
I'm so lost in English right now
@next badger Would you be able to help me? I am running into a problem that I cant seem to solve
is this bad
A node like this
@dense gate he was following tutorial...
nice, I always wanted to quantify holiness

Ah, wait
I am fine with going off the tutorial
He adds the timeline inside the controller
I am really just looking for a method to generate a sine wave
Whatever "Tree_MT_Controller" BP is
Not the AnimBP
I don't think there's anything you do in the AnimBP itself
I don't think it's even opened in the vid
um.... how do i get rid of this box that jsut appered, i cant use the contetn browser anymroe
Try pressing shift/alt/ctrl or drag the window around
thx
Yea. Now that I am looking at it, it looks as though he uses an actor blueprint instead of an animation blueprint
Hahaha. Was trying to adapt an existing blueprint I had for dynamic skeletal animations with morph target animations
The existing one I was using was a animation blueprint.
Didn't know about the locked features to each one
um... so why can't i fnd my player controller, its like it doesnot exist. Im using first person template
Well, you can always modify curve with a simple node, especially since you're doing a simple sine wave
Something like this can be slotted into the animBP and adapted to modify the MorphTarget curve
Yea I went with this
@weary void cause, it's not a BP class
Quick tip: Multiplying is faster than dividing a float
So having X / 2 is slower than X * 0.5
ahh thank yuo
Fixed
Interesting
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.
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?
So use DT to add to an accumulator?
if it's just for a limited time, an accumulating value doesn't really matter
because amortization ayyy
You can always add a simple "saw" float like this
And use that for the sine
I've had some values accumulated so far that float inaccuracy kicks in
what have you been using them for
Curves for some animations mostly
although I get your point, I would love to have doubles for certain elements
I'm using exclusively BPs, so it's not really an option for me to use doubles
I was referring to BPs not having doubles
Oh, for sure
I'm sick of this
But simply making a saw float did the job for me
Especially since I feed it into a sine/cosine
I've been trying for TOO LONG to fix a problem that shouldnt fucking exist
WHAT is WRONG with my damn lighting build?
just SITS there on 0 percent
@azure shore have you tested the empty project?
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
it works fine in other maps
Anything that could be doing lighting a dirty?
like what?
Lightmass importance volumes sometimes caused issues for me
I didnt even have one
Any more special lights from the RTX features?
or some "infinite" settings
Try killing the swarm process
@azure shore btw what the swarm log says?
@azure shore i have those too, those are not important
it ends like this
@azure shore try to clean cache (in the menu)
yeah I keep doing that
I got a single lighting build earlier but thats all Ive managed in two days
Might be a stupid question but is your HDD/SSD full?
On 8 GB RAM I have no issues building an >1500 mesh instance map
I got 8gb ram too
@azure shore try to go to settings and set the verbosity to Verbose
@azure shore also take a look on Message log in ue4
eh...it stores cache on C: -_-
which settings @next badger ?
ok
yep still nothing
NOTHING
I hate unreal so much right now
it literally works fine on any other map
I thought you needed a lightmass importance volume
( could be wrong )
all of my maps have one
nah, it was working fine without oen
well I tried deleting like half the map and then it let me build
do you think my pc is physically incapable or something
Im not sure, i used to have a problem baking similar to that
i just deleted and recreated my light mass importance volumes
or deleted my lighting data from the actual file folder
and restarted
wheres the lighting data?
lemme find where it goes.. it usually sits next to the actual maps
do you mean builtdata?
Yeah
yeah I tried that
aw
You using Unreal 4.22.2?
Im trying to scroll up to catch up to your issue before asking too much haha
yeah, definitely 22. something
I'm using 4.21 so it might be an issue from 4.22
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?
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?
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.
Do you really need the branches in the first image if you know what's going to happen?
If there's something that can affect the countdown from outside the BP, aight
Made it easier to break down using the sequence
Also I think the progress float should be Countdown รท Time, not the other way around
I assume the countdown is the current cooldown in that case however
Yeah i screen grabbed a test.
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
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
E.g. If the รท is wrong, the progress bar would show values commonly >1
Then if it shows a constant 0, I'll see where the countdown isn't done right
Ok thanks for the advice. Will go give it another try.
Also you can always enable debugging mode and start slomo testing things
Hit the play button, type console command "t.OverrideFPS 500", start up your test, Shift-F1, pause, then debug
Will give it a try ty so much for all the help.
so, the function GetMyPlayerIndex return -1, even though my controller is valid. how is that possible??
is there such a thing as an escape character for string in UE4?
@rotund scroll you mean like \n?
yea
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
it printed \n for me
I havent tried with blueprint, but in c++ it works correctly
unless there's an escape character for escaping BP into c++
yeah I figured c++ would be standard
well like I said, shift enter works, so you can put in literal linebreaks
I suppose they do have string builder for more advanced stuff like %d
There's a free marketplace plug in right now for rich text
it's all good I'm using it just for debug
where can I change the camera components collision settings? It seems my camera blocks my AIs projectiles, lul^^
@deep basin does it have a springarm component?
it does, yes
@azure shore the black one is Skylight ?
and the probe channel is the equivalent to its collision preset?
dont see why it shouldnt be
oh i see
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.
mhhhh, for some reason my camera still blocks bullets, even though projectiles are by default set to pass through..... any ideas?
I just made the camera really small now... what a pain
@deep basin another solution would be to give your camera a tag
And in the collision check function of the bullet
Make sure the hit object is not a camera
if(!HitComponent->ComponentHasTag("MyCamera")) // If the hit component is not of type camera, continue
Can somebody dm me if they know how to fix error UE4? Thanks
Dont ask ppl to DM you, just ask your question.
This is not a Fortnite Discord Server.
Well just the error :T
uninstall ue4
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.
Okay then
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.
My light build stays at 0 for a long time before running, anyone know what is being done while it's at 0?
@rapid acorn did you check other levels and see if they build fine?
@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
Wootie McWooterson. Finally found an oculus quest in stock ๐ Now I can make some new VR videos
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
@rapid acorn you can look at swarm to see what its doing
Anyone interested in trying my Demo to see if it works? I haven't tried it on another computer yet.
I used to have two computers. Now I wish I still did.
Why did they change Blueprint Macro Libraries to require a parent base class?
seems like a bug
@grim ore You are a personal hero of mine.
๐
I go by Deep Fried Carp Lips on youtube, I suggested you make a patreon
@vivid girder when did they not have you require a parent base class?
@vivid girder Its always been like that
Oh, thought it was like BFLs
@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
What's the reason for a Library having a parent class?
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.
@plush yew you can use an anim notify in your animation BP to play a sound sure
thats how footstep sfx are setup usually
lemme screenshot how i have it setup
So using my animNotify event in my animation BP
(keep in mind this is a dirty way to do it)
i have my physics materials trigger different sound effects for footsteps
one for gravel, stone, wood, etc.
you can setup a way cleaner version of this im sure
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
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
๐ฆ
Migrated BP_CommentaryBox into my VR project. it doesn't trigger with my VR pawn. help?
good
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
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
@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
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:\ ? ๐ฎ
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...
Hello, I need some help
basicly I need help with the resolutions and screen stuff
Anyone?
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
I found the problem... my visual studio is defect also after several new installations - this shit software dont uninstall all its components
Check the logs what are the latest entries and crash
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
@flat idol whatโs the Log Location, as I canโt see a log
Saved/ in your project there will be logs.
๐
How to set auto possess player to player 0 after 5sec of game start
does anyone know the sqrMagnitude equivalent in ue4 c++?
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...
for what is this Map_build_data
@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
@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
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
Camera facing the enemy, everything works
https://i.gyazo.com/9c1a68fd8154141703b7f529b50b0379.mp4
Camera facing away, no bullets are hitting, when checking for hit event they hit the barricade the AI is behind.
https://i.gyazo.com/c8a3bd064d14fcaca941303fe0bea9ad.mp4
anyone any ideas??
Well it all looks good, ๐
not really, the player can't be hit if the camera is facing away from the enemy
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?
physics but no gravity?
yea well collision without gravity
@plush yew thx, it really was the editors fault, now I just need to fix the menu when I press start it opens level
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
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
guys, is OK use stationary lightning for trees?
oh okay
this black plane in the middle is a cube from ue i scaled down, is there a way to fix the collision so that it follows the thin resized cube instead of the default blue box area?]
paths wrong. cant find files. etc
which files i need
you tell me. its your project lol
@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?
well i broke my project thats why
Technical information regarding Media Framework in Unreal Engine 4.
@radiant haven There isn't enough information there to say what it is exactly. But thats what the thing says
its just a table,
@weary void its the encoding rules for support
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
oh okay
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
@kindred viper where do u get the unreal logo mp4?
well, I looked for it in one of the projects. Perhaps the content examples one
Hey guys, I've spline based question. Where best to ask for help?
Here is good to ask @thick herald
alright
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.
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?
You can move bones in an already made animation
I dont already have one,
but I dont believe you can make one without using an external software
Need to generate one from scratch.
@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
maybe the play anitmation doesnt seem to work because the animation from the animbp is triggered immediatly after it
on what? the anim bp?
@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
@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
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
anybody know why my car is not moving after its been captured with the sequence recorder? got this working on another map
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
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
hey guys i need some guys who knows how to make a NPC enemy
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.
FlipBook node in a material is for spritesheets
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.
anim notifies.
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.
you can add notifies in blueprint
ok thx
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.
they're just events that fire when the animation is at a certain time
will it pause the animation on that key frame?
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
ok so I will use the notify to know when it is at that key frame then I pause the animation .
you can do that
cool I can figure out the rest just needed some direction.
Notifies are a system for setting up and receiving events in Animation Sequences to perform external actions.
Has Someone much Experience with mobile
nope. that's a can of worms I'm not keen on opening
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.
well, one thing I solved
that the material doesnt show up
but still looks like unlit
People in graphics might be able to help. Show them what issues you are having with some pictures.
Can you not put a breakpoint in animation blueprints?
Is that feature disabled for animation blueprints?
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
tips to optimizing game thread?
I'm doing so much but im running some physical animations
so any tips are appreciated
oh dang @elfin jacinth https://accounts.epicgames.com/login/index?client_id=17ce2d2864834898ab71847859286c81&response_type=code&state=academy-login
It freezes me on this page
K thanks
yeah if I try and login to the page first
then login to academy it still freezes
mozzila firefox
It dont freeze at my end
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
the default rich text does not support that
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
if I had decorator classes, I can live with it, but in pure blueprint, its a wall. I shall think of a different approach
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
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
and there's only a single level of markup
<bla>stuff<ble>stuff</>stuff</> does not work
any1 know why sequencer doesnt record the transforms/rotation of bp car? it captures the movement fine but the wheels are static
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1536690-inline-styling-decorator-for-rich-text-block This seems to have the right idea
Hey cool people,
When I upgraded my project to 4.20 I realized that the experimental RichTextBlock in the engine (that I was using via this discontinued plugin
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
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 ๐
animating the rich text does not seem efficient at all though
its not. but I dont need efficiency at this particular place
you would have to re-parse it every frame and rebuild all the text runs just to change the font size 
@unborn matrix Can ou check again?
still stuck
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 ๐
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?
both of those things you linked in marketplace are completely differnet
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.
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.
@ancient lotus I updated the question
responde
Why has this texture appeared on my game all of a sudden? it wasnt therre before
(The "preview" thing
Build lighting ๐
Let me try it ๐
It may take a while if you havent done it before
1034 unbuilt objects is quite a bit
Oh I never knew that lol
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
Its under , Show > Visualise > Preview shadows
thanks
To be honest thats a fair point, it is kinda pointless when you have that big red text in the corner
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
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
Maybe use a dedicated forum section instead of shady site ?
That has been done before and no one replied to the thread.
Epic literally has a process for taking in feedback to gather how many of people want what.
Seems like it isnt very efficient then
Use a 'Player Start' @latent fable
Mouse input latency has been plaguing UE games since 2007.
We had settings to work around this with UE3 thx to "onethreadframelag 0" but that doesnt work anymore with UE4.
Modifies the way thread syncing is performed to greatly reduce input latency.
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
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
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?
Generally, or applicable to UE4?
Both
Generally, you want an engine without dedicated rendering thread
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?
@carmine scroll thanks
np
what to do "3) Set up a Lightmass Importance Volume that encompasses your entire visible game scene " ??????
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
@grave nebula
In CSGO players can turn off Multicore Rendering, is this a solution?
there isnt? Post pro does, so I'd assume lightmass did
post processing volume uses the renderer directly, whereas lightmass adheres to the scene
thats fair enough, just assumed, thats all.
^
@plush yew Yes, Unreal Engine can be rewritten for that. Likely, that will cost you the same, as developing your own engine from scratch.
nope
current culture trend is to deal with input latency in favor of better visuals.
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
I have show engine content enabled but can't see the engine content folder in content browser
You are safe letting it go for now.
lol
restart unreal @latent fable
@carmine scroll okay
or you didnt correctly enable it
should be visible as soon as
actually should be visible by default
but yeah
@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.
Yeah I know.
And Im willing to fix it myself.
I just need leads
@carmine scroll where is the engine content folder?
click on the folder next to 'Content'
@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
and select engine content
ah, thanks
np
@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
I would suggest going back to old engines then
Fine
can someone help me here:
can you actually feel the latency of 10ms?
It's not 10ms.
It's 22-60ms
at what fps?
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.
@next badger Yes Alexey, you can. Perceptional difference between UT4 and UT2004 input is huge.
If you go play Splitgate or Overwatch there is massive amount of input lag when you move the mouse, notably left, right
@grave nebula ok, i'm just not that kind of gamer...probably it won't matter for me
https://gyazo.com/40601be235be146aaacfd51621f06f56
Does anyone know how to make the texture loop and not stretch when I change the size of the actor?
Overwatch isnt made with UE4, but the same concept applies
won't matter for anything that is not a borderline cyber sport.
Thanks ๐
I know for SFV they managed to get the input latency down
from 8ms to 5ms
and that is ue4
Yeah I think it's related to the Low Input Latency page I linked earlier
but they have a very specific game context
nope, you can't achieve that kind of input latency with UE4, the number is off.
Modifies the way thread syncing is performed to greatly reduce input latency.
@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
70ms sounds like Splitgate
ah that's frames, fair
um...isnt monitors around 3-5 ms persistence now?
monitor refresh rate goes on top of input lag
they are in the sense that you have to wait for the monitor to update for you to see anything
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
even though you could probably make the argument that 1ms is negligible
@rotund scroll well, yes, the delay is there but relation is different...
monitor only decides the lowest amount of perceived input lag you can get
and refresh rate raises that amount in case of vsync
Obviously, the input lag is more obvious when you have to aim at opponents that can actually challenge your aim.
@spare sun well, for someone who uses 1ms gaming display vsync is probably around 144hz or more
if ur playing without vsync, ur gonna perceive less input lag simply due to newest frames being displayed albeit with tearing
I use MG248Q, 144Hz, 1ms and G502 mouse with 1000Hz polling rate.
but the 1ms doesnt necessarily go on top
having 8ms input lag...and ping 60
@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
I was wondering if players were getting the same amount of input lag with High End PCs.
true it doesn't necessarily go on top because you might be lucky, but worst case
I compare the input lag with UE4 games to driving a boat.
๐
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
have you checked how much inherent input lag your input device has?
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.
cs:s doesn't have as much postprocessing I believe
and you can get quite higher fps there
not much people generally optimizing input lag....since ue4 is not widely used for competitive games (well, except FN)
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?
you should be able to check the input lag on your input device on the brand of the device's website
Is there a difference between input latency and ''baseline input latency''?
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 ?
Ah, thanks
Quick question is there a script that can tell my how large my Max file is including textures etc. Iโm trying to determine what RTX card I can get.
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
How do I close a blueprint without saving it?
maybe a verify would work.
me?
yea
how do I do that?
right click the blueprint and under asset action do reload it will tell you it was not saved and you will lose the changes
lag
is there a reason why unreal maxes out disk when closing the project?
because it's saving maybe
I can use a png I made in paint as a landscape brush, but not a specially made heightmap as a landscape brush? 
It works if I import it into paint and then save it out, but I think it loses some data that way
like it has a bunch of stepping when it should be smooth
anyone here who can help with a terrain material?
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.
How does an open-world TPS John Wick game based off of the movies story sound?
@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
@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
Hey Mathew, I'm watching one of your UMG tutorials and I'm wondering... where did "Tomatoes?!" come from?
out of randomness, was a play on words for Tutorial with one of my kids trying to read it and saying it wrong
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.
@jade cobalt Sounds like a lawsuit waiting to happen
its a good thing I'm gonna try to get the licensing for it then ๐
@idle stump it does look like the latest 4.23 master branch has weighted tangents on normal curves https://i.imgur.com/0Yh9s9T.png
@grim ore Nice! Thanks for looking into it.
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
Yeah, specifically I was just trying to use it in Niagara
is it just a normal float curve in there?
I believe so
to the master branch!
You can edit a curve directly within Niagara or import a curve asset
thanks for the help
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
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)
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
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?
I think so. I really don't know I am not an artist and there are so many buttons in the niagara editor ๐ฆ
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
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
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.
^ 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
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.
@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...
@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?
no
figured so
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
Updated it @plush yew and still getting
I have 2
ye
but i've disabled
almost all my code
I'm not having any luck with this animation stuff. ๐ฆ
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 ๐ค ๐ซ any idea how to figure out what's going on?
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
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!
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.
render target on a mobile device D:
does it even run?
kinda
never running at max framerate tho
and RTs are using somewhere between 25 and 50% full res
mostly used with mirrors
What is a good way to make a end game fade out screen to black and text "Thanks for playing bla bla" ?
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
how about a level sequencer?
Example of how you can fade in/out your Level Sequence with the Fade Track.
not sure if I can display text over it tough
You can always make it so that once the screen is faded to black, to then add the text to screen via a widget
is it a valid way to go then?
yes, I suppose so
it fades to black but when the sequence is done it shows the screen again lol
how do I keep it black?
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
Is there a way to tell if an actor was spawned vs placed via editor?
@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.
nope
It seems to be impossible... hopefully it is not
no such thing as impossible in C++
yeah. I know. I just don't want to go beyond the ue4 api.
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...
This texture works fine
this one doesn't
anyone who can help me with why my collision boxes for my wheels are in the wrong place, i linked the wheelBP with my car BP
And so I'm getting this extremely noticeable stepping that could be easily avoided if it'd just use the higher precision texture...
my wheels spawn at root instead of given bone locations, any ideas?
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
like, in the anim graph?
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
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
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?
the part that looks like blueprints anyway
inside your landscape material
^
read the basic landscape tutorials on docs
How to create Materials to be used for your Landscape.
@honest vale thanks
@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.
is there a way i can generate more accurate collision hulls than this? I maxed out the settings but i need it to be even more refined, this seems to work with static meshes but i don't know why it is lower resolution with skeletal ones
Custom modelled collision?
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
i mean use a custom mesh for the collision rather than auto generated
i would need to prepare that in blender or something right?
yeah
either works
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
you can use complex as simple
and adjust the complexity of the complex generated colli
but it's better going custom
not great for draw calls @cinder iron
yeah that can be danmgerous
you didn't let me finish xD