#ue4-general

1 messages Β· Page 467 of 1

next badger
teal tulip
#

what about a JSONX

#

Did someone here used the new Discord GameSDK for UE4 ?

wintry glade
#

good morning guys. I am working on a stream engine in UE4 to control my studio and trying to find what would be the best way to get in-game events from fortnite client and convert either to midi data or something similar. I am trying to create events on DMX robotic lights when something happens, for example when the player gets a kill, the lights will go nuts in the room.. or something.

#

I can't find what would be the best way to get live events from Fortnite client

teal tulip
#

Don't think you can get the game events ?

#

Other than with a injector thats illegal ?!

wintry glade
#

an injector is the opposite of what I am trying to do though. The client grabs event data from the network, that's all i need.

plush yew
#

seems like a similar issue to what I was experiencing but I didnt find a good resolution. I finally found the files that were causing my issue and had to re-migrate the project without the files. It was weird though because I couldn't find any references or anything even related to the files or why/where they were even being called

wintry glade
#

oh, nvidia's overlay is getting events from fortnite client. NVIDIA graphics get live events from fortnite to record a replay.

regal mulch
#

@plush yew Hm, yours looks like it's caused by a Particle Component?

#

And after a ServerTravel, ours is on alunch hm

#

Ours seems to happen on GarbageCollection

wintry glade
#

hmm does fortnite write live in-game events at the replay file? maybe I can read the data from that

wooden cypress
#

heya, just joined. a bit overwhelmed about the amount of channels, so not sure where to go with the questions I have

#

I have some about the .ini files, where should I go with these?

regal mulch
#

Could probably just post here

#

If it goes too much into one direction we can still redirect you

wooden cypress
#

okay, I have read that configuration files should be able to edit any property with the config type, but I have some integers that don't seem to change at all when editing the config file. Other values work just fine under the same section, so I'm not sure why that happens

regal mulch
#

I assume you defined this in C++?

#

Integers should indeed just work fine

wooden cypress
#

It's not my project but I'm trying to understand how things work, I have read the config documentation and it's not very clear by seeing the results

#

in the same class, there are several integers with config type, some seem to change the behaviour ingame, others don't

#

"config int lvl" vs "config int xp"

safe rose
#

You can do config variable in BP also

#

So is this in C++ or BP?

#

Also, how are you determining that it's not being properly set?

regal mulch
#

Well the base form of any config class/variable is this:

UCLASS(config=GameUserSettings)

Where GameUserSettings is the ini file you are targeting

And then each variable being defined like this:

/** Window PosX */
UPROPERTY(config)
int32 WindowPosX;
#

This is a direct copy/paste from a UE4 Engine file

wooden cypress
#

I think it's an older version of UE, not sure how to tell the difference in the code between bp and c++, looks like c++ to me

regal mulch
#

Blueprints is visual coding

safe rose
#

You'd know the diff instantly

wooden cypress
#

yes, the class has that "Config=", as I said, changing some of the keys in the .ini do change the values in-game

#

and both the keys/variables I mention have the config too

regal mulch
#

Not sure then. It should def work if the variables aren't changed somewhere else

wooden cypress
#

hmmm

#

I guess they might be changed by some function elsewhere in the project then, I'll check better

sleek spear
#

i want to make a character or pawn, like the default one where you float in the air, look with the mouse and move with the keys, how do i do that?

misty creek
#

Create a new BP in the content browser and select Spectator Pawn as the class it should inherit from.

sleek spear
#

@misty creek thanks, it works

topaz thunder
#

is there a section were i can ask for help or can i just say it here? (i just joined and can't find a help room)

misty creek
#

No problem. πŸ˜ƒ

#

That depends on what you need help with

topaz thunder
#

oh ok ❀ i recently started UE4 (from unity) and i found the "Post Processing" tab on player camara and when i change the things i can't seem to see the changes in preview is there a way to prevew Post Processing?

sleek spear
#

well, it is very hard to customize though, the spectator pawn @misty creek

misty creek
#

@topaz thunder There probably is a way to preview it, but I do not know how that is done. People is #graphics might have a better idea as to how that would work.

#

@sleek spear What are you trying to customize?

topaz thunder
#

Alright thanks for responding!

misty creek
#

Can't you just override the function you want to change?

#

Sorry I wasn't of more help

safe rose
#

Sigh... when you forget to disable VR plugins on new projects (or other projects that forget to do it) and they are all Non-VR projects and you hit Play... makes you wonder why Epic hasn't changed the default for that by now.

visual belfry
#

goes to do that on his most recent project 🀦

safe rose
#

It wouldn't be bad if it was instant

#

But Oculus App and Steam VR app are stupid

visual belfry
#

I don't have any vr software installed anymore, but yeah..

safe rose
#

They take 5-10 secs to load

maiden swift
#

^Part of why I started making my own project templates.

polar hawk
#

holy fuck that pink is bright

safe rose
#

PewPew

#

Get yours now

#

Yeah, I have a VR Project Template myself

#

But I guess I should do a Non-VR one

visual belfry
#

boosting a partnered server πŸ€”

polar hawk
#

we now get that sweet sweet higher voice bitrate for our bustling voice channels

safe rose
#

oh btw @maiden swift where's the animated icon?

#

just make it get smaller and bigger or loop around it self πŸ˜‰

visual belfry
#

make it morph into the unity logo

safe rose
#

^ rofl

polar hawk
#

just use this

safe rose
#

only server I know that has one

polar hawk
visual belfry
#

@polar hawk oh crap, now they're out of sync

visual belfry
#

destructive nod interference

safe rose
#

is the Playstation one

polar hawk
maiden swift
#

We're still sorting out how to best address server boosting. We didn't have much time to prepare before the feature went live for everyone.

safe rose
#

Well, I hope the color will be addressed

polar hawk
#

best address it by using my face as the logo

visual belfry
#

clearly we need more memeotes stat πŸ‘

safe rose
#

At the very least, give us a poll to choose what Color for Boosters

sage grotto
#

hey guys I have a question for you I want start learn UE4 but I dont know what I should choose blueprint or C++

#

thanks for help

plush yew
#

can anybody think of a way i can mirror a whole map without using planar reflections

#

so certain objects arent there but when you look at the ground you can see where they are

tall pendant
#

for smaller parts you could use the oldest trick to get reflections. mirror geometry.

#

its limited sure but still works

plush yew
#

yeah only issue is the floor is concrete with water ontop

tall pendant
#

should still work if you vertex paint the non reflection parts

#

i guess i could give it a go this weekend

sage grotto
#

Dizco can u help me

tall pendant
#

depends on what you want to achieve really

#

i'd say BP is fine for starters or artists

sage grotto
#

oh ok

#

thanks

plush yew
#

looks like its gonna be the only way really

tall pendant
#

aye.

plush yew
#

i was thinking about a giant scenecapture2d and then use "owner no see"

#

but that just seems like the biggest pain

heavy ether
#

@topaz thunder there are many possible points to adjust post processing at. Easiest way, IMO, is to drop a PostProcessVolume into your level, set the "Infinite Extent" property to true, then start playing. That should cover the world, and doesn't require that you have a player camera.

spare sun
#

isn't there an option to encode them or smth

slender vale
#

Tips and tricks on grass?

tall pendant
#

put it in a vaporizer

slender vale
#

Lol

#

I'm serious

tall pendant
#

So am i. πŸ˜„ For foliage you def. want to minimize overdraw. I'd say use meshes with a slightly higher polycount instead of just planes with translucent materials.

spare sun
#

theoretically it's possible to extract them from vram anyway no

calm widget
#

Does higher polycount reduce overdraw? I'm not sure how it works. I got MASSIVE overdraw on my grass

tall pendant
#

if you shape the geometry properly it does.

#

obv. just adding more vertices won't reduce overdraw πŸ˜„

upbeat tendon
#

why can't i get the data table row by row number?

calm widget
#

Cool, got any reference what is proper for grass? I just got 4 planes rotated in a circle with a few segments through them.

upbeat tendon
#

seem the data table is more like a hashmap

wary wave
#

they don't have numbers, they have keys

visual belfry
#

yeah they literally are maps under the hood

upbeat tendon
#

ah well i will just make a quick update and add a key,

#

i guess it won't matter if i change things that way

dim dragon
#

Kind of a dumb question. How do you ensure two objects are aligned in a camera-view and both are in the middle of the screenish even if one object is significantly closer to the camera than the other (where parallax will make the camera closer to the nearfield object)? I've been experimenting with projecting world to screen and doing offset calculations accordingly but it makes this kinda yucky rubberbanding effect. https://blueprintue.com/blueprint/tet1d_i5/

sage tree
heavy ether
#

you'll want to bump that center display up enough to fit another display under it

dim dragon
heavy ether
dim dragon
#

Fuck yeah keyboard

heavy ether
#

i actually do have room illumination, but the displays make the phone overcompensate

dim dragon
#

Ye

heavy ether
#

USB Model M from around 1996 i think

dim dragon
#

Badass.

#

I love how I've got my desk all nice in this shot but truth be told its a sodding mess

#

Mine looks like yours w/ paper everywhere, notes, odd things here and there etc

#

PRODUCTIVITY IS MANY MONITORS, LOTS OF MESS AND A CHONKY KEYBOARD

#

lmao we even have the same webcam

#

uncanny

heavy ether
#

my mess is temporary, i hope. my household is in the process of moving our two side businesses out of our house, which will get rid of a ton of clutter, and then i'll care if i have junk

#

but since you pointed it out, i did just throw away the candy bar wrapper and napkin from lunch

#

πŸ˜ƒ

#

i questioned the usefulness of 4 monitors for quite a while, after i upgraded from 3, but once i got back into unreal, it became quite useful

hidden aurora
#

Damm the setup

heavy ether
#

i can't take a picture of it, but due to my job until recently involving smart tv functionality, i have 3 more regular sized displays to my left, and a pair of 50" displays to my right

mossy nymph
#

i find 3 is just right for the editor or VS, but then you need 4th for miscellaneous stuff

heavy ether
#

it looks like a tv manufacturer setup in my house. which is kinda what happened. unfortunately, i can't use these displays for much of anything

manic pawn
#

mfw everyone has more monitors than me

heavy ether
#

get productive, noob

#

(j/k)

manic pawn
heavy ether
#

"productive" .. i'm just doing compiling today.

manic pawn
#

your pc is very productive today

mossy nymph
#

i do kinda like large blocks of just compiling

#

tablet + TV + enjoying the nature

nocturne knot
#

anyone know if it's possible tolaunch a python script in ue4 from outside ue4 ? i.e from pycharm etc?

#

I tried with commandline, but that opens a new project πŸ˜›

#

if only could use commandline on current open project

mossy nymph
nocturne knot
#

I did ask if people used much pythonin there but channel seemed bit quiet so i tried to ask here seemed bit busier πŸ˜›

mossy nymph
#

ah πŸ˜ƒ

#

lower chance of useful answer here, as i am clearly demonstrating

woven flax
#

Hey quick question, anyone know how to change the default unreal engine grid scale? basically right now a 1 "meter" cube is 100 units across, and i would like to change the unreal grid system such that the same cube would be 1 unit across

wary wave
#

1 unit = 1cm in the physics engine

woven flax
#

i am aware, im asking how i can change that such that 1 unit = 1 meter instead

plush yew
#

how do you prevent your character from being shot far away?

#

like an abrupt movement of an object

hidden aurora
#

Trying to upgrade from 4.21 to 4.22

tender rose
#

@hidden aurora try deleting the intermediate, binaries, DerivedDataCache and Saved folders

#

and reopening the project

#

if you are using your custom built engine (built from source)

#

you should try rebuilding, or clean and rebuild (I know, quite a hassle)

#

Most of the time when I have seen this issue is when I am using my custom built engine, with a project that is also source (C++)

hidden aurora
#

How hard rebuild form source is it

tender rose
#

@hidden aurora thats's why ask, are you using your own custom built engine (from source) or just using the one from the launcher (installed binaries)

#

also, is your project c++ or blueprints?

hidden aurora
#

Im using default engine but the project isnt mine ivde downloaded it. I t was orignialy 4.15 but someone upgraded it to 4.21

#

UE4Editor.dll is modified i think

tender rose
#

on the project?

hidden aurora
wary barn
#

Hi all! I've got a question. I want to move all the assets(~100-150) in a level by a specific amount of units. Is there an easy way to do this?

heavy ether
#

select all, move them

wary barn
#

Yes, but that doesnt allow me to move them by a specific amount of units?

visual belfry
#

are you moving by 100 or 102.67321

#

the first case is pretty easy with selecting all and turning on grid snapping

rotund scroll
#

I can't remember if it works, but what you could try is addition in the movement box

visual belfry
#

I don't think it'll work when the box says Multiple Values

wary barn
#

yup that is my problem, otherwise it'd have been easy πŸ˜›

#

But I managed it by moving 1 ref object to the correct location

#

then moving the rest according to that ref object and changing the grid snap to 1 unit instead of 10

#

its now close enough

visual belfry
#

πŸ‘

wary barn
#

made it a case of not letting good enough turn into an enemy of perfect

grim ore
#

if you want to do this in the editor, this is a good use for the Editor Utility Widget πŸ˜ƒ

wary barn
#

I'll check it out! Thanks all for the answers!

plush yew
#

Still don't understand how to move the chain. :(
Did you guys have any tutorial to move gear like this?

spare sun
#

ur probably better off animating it separately, moving it link by link will be a pain

dim dragon
#

How do I get the bounding box for two actors or points where the points of the box is rotated to say, match a camera or an arbitrary rotation?

#

All I want to do is centre the camera on two objects, without which is in the nearfield and which is further away causing the camera to not centre them in screenspace blaaah...

cyan bough
#

Everything I look at says this is how you make the AI chase you. However the self node won't hook up where it's needs to. How do I write this now in 4.22?

mossy nymph
#

your simple AI has to inherit from AAIController in order for Self reference to be compatible with AIController pin

digital anchor
#

or from a pawn (assuming its a npc), and using GetController()

mossy nymph
#

assuming its possessed by AIController

#

yes

topaz thunder
#

you can see only a faint of the cracks

#

i want it to look like just the white and the cracks just on top of it withought being the slightest effected by the glow or whatever

digital anchor
#

multiply

topaz thunder
#

ill try that

#

wait how do i remove the little rope things that connect nodes?

#

i presumed its delete but it dosent do anything

digital anchor
#

alt + click the node's pin

topaz thunder
#

thank you sorry im super new xD

#

hmm the cracks seems to appear a bit blue but the cracks are wayyy more visable so thats something

#

(the cracks are all black but have a white background)

#

so im not sure why it appear a bit blue

next badger
#

@topaz thunder i think it's not blue, it's just your color is 1+ brightness, and due to color profile white above 100% is emitting bluish glow

topaz thunder
#

oh

#

can this be solved?

#

oh wait

#

one sec

#

u just told me what i had to do

#

sorry

#

and thanks so much!

#

i dident even notice i added color to basecolor o3o

next badger
#

also, try to set roughtness to 1

topaz thunder
#

how do i add a vector1?

next badger
#

to eliminate specular reflection

topaz thunder
#

i cannot seem to find it

next badger
#

just make 1 vector and plug it in the channel

plush yew
#

where the peeps

topaz thunder
#

oh that looks good

#

thanks again alexey!

soft thunder
#

where the peeps

cyan bough
#

@mossy nymph @digital anchor ty both

next badger
#

@topaz thunder to make nodes you could use hotkeys, like 1-4 and some of the letters

topaz thunder
#

oh that makes life much easier. Thanks a lot!

next badger
#

@topaz thunder also, right click is for opening a search popup

topaz thunder
#

i always press space thinking itll bring up the search popup but it just refreshes since in unity its spacebar to open it xD

#

(im from unity)

next badger
#

@topaz thunder yeah, seems my fault there...i always thought it's a space, it seems it just became a habit

topaz thunder
#

ikr

#

(not your fault)

#

the space bar being habit part

#

i fell you there

#

xD

next badger
#

i'm using Substance Designer...probably that;s the reason -_-

hidden aurora
#

Im currently attaching the rifle to a socket that is a child of the r hand. But how can i make the rifle to "sitck" the other hand so that it follows the animation

stoic moth
#

hello, about what size is normal for a 4k texture? looking at the Size Map for an asset of mine i get around 13 MiB for normal map and around 25-27 MiB for Albedo and same for the channel independent MetallicRoughnessOcclusion texture

#

if i dare export the texture out of UE4 it goes to 50 MiB (the albedo one for example)

tall pendant
#

~22mb is normal for an 4k (dxt5 compressed)

stoic moth
#

aha

honest vale
#

@hidden aurora use IK to put the hands where you want them

woven flax
#

hi everyone i could use some help here, i need to figure out how to call (from a c++ class) the unreal engine blueprint function from procedural mesh component that generates a box of a specified size, problem is i cant seem to find the file in which that function is defined, any help would be appriciated

autumn socket
#

on second thought i think imma stay away from uwp

ember notch
#

I have my own open world game see #work-in-progress

grizzled coyote
#

anyone else having problems with Blender shape keys not importing into UE4 4.22 and not showing up at all?

subtle bloom
honest vale
#

because you're probably using stock eye adaptation settings

grizzled coyote
subtle bloom
#

@grizzled coyote that's checked on already

forest solstice
#

@subtle bloom do you hve sky light lowered?

subtle bloom
#

I had the scene baked already that's why It wasn't changing

honest vale
#

check the eye adaption settings

#

by default the lower limit is really low

#

or just set the viewport exposure to something

willow void
#

Ive followed 3 or 4 different tutorials and the displacement ends up the same.. ripping apart my mesh. Ive also tried about 5 different textures with there displacements.. Could the problem be with the mesh itself ?

static raft
#

Hello! I've setup a packaged pixel streaming example (based on the third person example) on a AWS instance (G2.2xlarge). When I try to run the exe shortcut I'm getting this error:
Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 826]
Rendering thread exception:
Assertion failed: Result [File:D:\Build++UE4\Sync\Engine\Plugins\Experimental\PixelStreaming\Source\PixelStreaming\Private\NvVideoEncoder.cpp] [Line: 189]
Unable to create NvEnc API function list

#

I've installed the prerequisites. The packaged game works fine on my main computer where I have UE4 installed but for some reason it throws this error on the AWS instance.

next badger
#

@grizzled coyote are you talking about importing morph targets?

sullen wraith
#

am I able to select all of one actor in the editor, and replace all selected with a different one?

next badger
#

@sullen wraith yes, right click the selected actors and find "replace" (you need to select target actor in browser)

sullen wraith
#

ahh got it, didnt realise i had to select target in browser

#

legend!

sleek spear
#

in a spectator pawn, i want to add roll functionality but not just that camera roll (because if i roll only the camera, its very hard to control the character), i want the whole actor to roll, how do i do that?

hidden aurora
#

@honest vale thanks ill have a look

scarlet charm
#

anyone here experienced in C++ and Windows API?

sudden agate
#

UE doesnt support tiff? oo

#

which texture format should i use that contains 16f?

sleek spear
#

@sudden agate TGA

#

png also works

sudden agate
#

tga doesnt use 16 bits afaik, atleast the specification only states 32 bits for a single image pixel

#

and i dont liike png because of the Photoshop alpha shenanigans

#

(I am talking about 16 bits per channel btw)

flat idol
#

Raildex, imported heightmaps does use 16f afair. Probably higher resolution is also possible with tiffs. Are you sure you cannot import regular images with similar properties? Guess HDR images should be 16 bit as well per chan?

scarlet charm
#

so i cannot build or open my newly created C++ project with error
-waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.

#

any ideas for a solution?

hidden aurora
#

Im using FABRIK node to move the hand to the desired location

next badger
#

@scarlet charm lot of reasons, file is running, uac kicks in, not running as admin etc

#

generally this means "access denied" in windows

scarlet charm
#

ok

next badger
steep garnet
#

Hi! I would like to start learning 3d modelling, but I don't know from what tool to start. I've heard that blender, maya and 3ds max are best modelling tools that interact with gamedev. However, I'd like to know which one is better and which is the easiest one?

proven ivy
#

blender 2.8

next badger
#

@steep garnet max is easier...blender is free, maya is industry standard

#

both max and maya(not LT) are expensive af

tall pendant
#

Maya is mostly used in VFX and Animation tho. I'd consider max the industry standard for modelling.

#

then you have the odd birds like Modo and such. And ofc some even more specialized tools.

steep garnet
#

As I understand, if you learn one of these it won't be a problem to get into another one, yes?

proven ivy
#

no

next badger
#

My friend is in AAA, he says everyone uses maya. He was max user as well.

tall pendant
#

Yes. The principle is always the same.

proven ivy
#

if you learn on blender 2.79 you will have a gap to cover to adapt to other tools, but Blender 2.8 is close enough

tall pendant
#

@next badger Well, i was (still am) a Maya user aswell. So yeah it's used for modelling aswell in some places.

#

I'm still in the process of switching to Modo

proven ivy
#

maya was essentially created to cover rigging and animation

tall pendant
#

But max was No.1 in the Studios. granted i left years ago...things change quick in gamedev hehe

proven ivy
#

because max is not provided at modeling schools

next badger
#

yep, i've always used max when worked in studios, time has changed -_-

steep garnet
#

I've got a student license for 3ds max and maya. And not considering about money ..

#

Thanks for you answers!

next badger
#

you will be eventually...either buying one or using "sea rover's" version

scarlet charm
#

ok, so i took out the C++ source and readded and the error i get in engine is this,
An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.

#

just starting to learn C++, so that's why the many questions.

proven ivy
#

you need to clear the precompiled header

scarlet charm
#

ok.... how? open it in VS?

proven ivy
#

you need to delete the Inc folder in {ProjectName}/Intermediate/Build/Win64/UE4Editor/

scarlet charm
#

there is no "Inc" folder at that location.

proven ivy
#

? It should be there if you are compiling the sources

scarlet charm
#

well ue4 doesn't even compile the source, that's where the error comes in.

cloud cobalt
#

Is it a Github build ?

scarlet charm
#

ue4 says source compile error, or couldn't compile source code, or something like that

#

no its not

cloud cobalt
#

You can't rebuild launcher builds

proven ivy
#

I guess it's a project

scarlet charm
#

yes it is a project...

cloud cobalt
#

Did you make changes to the engine ?

scarlet charm
#

no

cloud cobalt
#

Okay, so what is your error ?

#

Put the log here

#

(building from VS)

proven ivy
#

well try to delete .vs, Binaries, DerivedDataCache, Intermediate, and Saved folders

#

then right click projectname.uproject and generate visual studio project files

cloud cobalt
#

Wait a sec

#

What' the error first ?

proven ivy
#

then launch VS

scarlet charm
#

alright, her is my VS build error

cloud cobalt
#

The actual error in VS

#

Nah

#

Nt the error list window

#

Output log window

#

Should be around 20 lines

scarlet charm
#

1>------ Skipped Build: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
1>Project not selected to build for this solution configuration
2>------ Build started: Project: CinemaVR, Configuration: Development_Editor x64 ------
2>Creating makefile for CinemaVREditor (no existing makefile)
2>D:\Program Files\Epic Games\UE_4.22\Engine\Plugins\Marketplace\RunebergVRPlugin\Source\RunebergVRPlugin.Build.cs : warning : Referenced directory 'D:\Program Files\Epic Games\UE_4.22\Engine\Source\RunebergVRPlugin\Source\Public' does not exist.
2>Parsing headers for CinemaVREditor
2> Running UnrealHeaderTool "E:\Unreal Projects\CinemaVR\CinemaVR.uproject" "E:\Unreal Projects\CinemaVR\Intermediate\Build\Win64\CinemaVREditor\Development\CinemaVREditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
2>D:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/CuteCodeAccess/Source/CuteCodeAccess/Private/CuteCodeEditorSettings.h(18) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>D:/Program Files/Epic Games/UE_4.22/Engine/Plugins/Marketplace/CuteCodeAccess/Source/CuteCodeAccess/Private/CuteCodeEditorSettings.h(22) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Professional\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""D:\Program Files\Epic Games\UE_4.22\Engine\Build\BatchFiles\Build.bat" CinemaVREditor Win64 Development -Project="E:\Unreal Projects\CinemaVR\CinemaVR.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
2>Done building project "CinemaVR.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 1 skipped ==========

cloud cobalt
#

Thanks

#

CuteCodeEditorSettings.h(18) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.

#

^

#

Fix that

scarlet charm
#

yea, im using cute code accessor from the marketplace

cloud cobalt
#

Category=XXX in the UPROPERTY

#

Ask the author to fix it , if you're not a C++ dev

jade hawk
#

I have been following the inventory system tutorial from UnrealGamieDev. It's a bit outdated but I have managed to get the inventory stuff working, I know the inventory works from debug print stings. I moved on to creating the UI stuff. The way he casts the nodes just does not work in 4.22.2 I tired my best to recreate it using the nodes available. Any suggestions on where I went wrong? Im sure its happening from the slots panel array section which is where it differs greatly from the old 4.12 tutorial.

Thank in advance for any suggestions.

hidden aurora
versed spear
#

Anyone know how I can handle this tool tip widget issue I am having. I have an overlay that has a tool tip widget bound to it. The tool tip triggers when I hover over over the overlay. The issue I am having is that on Android I can not hover over the overlay so the tool tip does not get triggered. I would like to get rid of the binding and change to show the tool tip with a mouse up override. I just wish there was other options for the binding on the overlay but it only works when hovered.

#

If I remove the tool tip binding and call the get tool tip function from the mouse down override I am seeing the print fire then it calls the tool tip function but the tool tip is not showing.

flat idol
#

@hidden aurora It's called near clipping, and it's set to be 10.0 or something, which is why anything close to the cam will gets clipped. You can adjust the near clip to 1.0 but distant objects will start flashing etc. Also the left hand IK is kinda looks bad, you might want to adjust on that. Not related but noticed.

versed spear
#

lol my bad. I guess the binding on the overlay handles adding and removing the tooltip from the view port. I was able to just add add to viewport to the function and it works now.

lilac wedge
#

im trying to make a large space game and not too sure how to go about it. Problem im facing is the size of the map. I would like players to be able to fly from one solar system to an other but no sure if its possible to do. Instead would i have to have two solar systems in seprate levels and the player will have to load between the solar systems?

versed spear
#

That depends on how big your levels are if you want to split them up. You should be able to get away with big levels if you set up streaming levels right.

lilac wedge
#

I really could prefer everything to be on one map but this seems really unrealistic. I would like to make the solar systems as large as possible. Dont know if youve ever played no mans sky but i would like at least 3/4 solar systems on the same scale.

#

For the leveling streaming would you suggest having one solar system per level or one planet per level?

visual belfry
#

you could have each planet in a streaming level with its own skybox

#

unreal might break down at typical solar system scale (:

hidden aurora
#

@flat idol thanks, i know it looks bad but working with animations and weapons and ik is not easy

slender vale
#

LOL

rotund scroll
#

that is memeable

scarlet charm
#

who would like to assist myself in a small scale VR project?

rotund scroll
pallid flint
#

Thinking about making a Service, where you can store information on users and such for ue4 developers. Since man I keep getting contacted to help peole setup sweb servers for their games XD

high musk
#

quick question , how to change my keyboard to azerty inside of unreal ?

grizzled coyote
#

@next badger yes

#

anyone else having problems with Blender shape keys (morph targets) not importing into UE4 4.22 and not showing up at all?

bright plume
#

how to get calculate direction in anim bp to work?

grizzled coyote
#

any reason while UMG widgets would be flickering on mobile?

#

@plush yew sounds like some sort of bridge addon

wary wave
#

Houdini as an example has a bridge

bright plume
#

that doesnt work

wary wave
#

I don't know if Max/Maya has such a feature

ember notch
#

Do you want a joke: Unity

cloud cobalt
#

Uh, what ?

#

... but why

ember notch
#

Unity destroys my source code. I worked for a game 12h then unity destroys the code

#

...

cloud cobalt
#

That's great news, please go talk to Unity about it, no one cares.

ember notch
#

No unity is a joke and I don't want a troll engine πŸ˜›

cloud cobalt
#

Like, no one cares, this is a tech channel, not a "uNiTy Is TroLl"

#

Go spam elsewhere

ember notch
#

The reason is I made a game and I published to the Google play store and I said the game don't have ads one week later my app was removed from the Google play store reason: ads

cloud cobalt
#

Come back here if you have questions on UE4

#

Or answers to someone's questions on UE4

ember notch
#

Have somebody a idea how to make a weapon system like gta?

tall pendant
#

as if people in lounge would care for such a talk

river magnet
#

Hello everyone, if you would like to help me create an FPS multiplayer game like Skyrim

#

Please friend me and tell me

rotund scroll
#

nah, thanks though

river magnet
#

I’m trying to create a team

rotund scroll
#

only one way to find out

bitter iris
#

Is there any way of mass moving items into different folders and keeping links of materials etc?

rotund scroll
#

you can just do it and the editor keeps track of it via redirectors

#

you can then fix up the redirectors which will cause you to resave all assets, if you want

spark sonnet
#

How can I get a spline location? I am trying to make a car follow a spline :/

rotund scroll
#

use get transform at time

ancient otter
#

Hey guys

#

So im getting 2 weird problems

#

You can see it tilts depending on where i am looking for some reason (?)

rotund scroll
ancient otter
#

ok

bitter iris
#

@rotund scroll If I move static meshes into 1 folder will materials break?

rotund scroll
#

nothing should break

#

you might get redirectors

#

which aren't visible unless you filter for them

#

but nothing should break

bitter iris
#

ahh okay thanks

spark sonnet
#

What would be the target? For the get tranfsorm at time

bitter iris
#

need to sort out my modify list of assets as theyre scattered

rotund scroll
#

@spark sonnet the target is the spline itself obviously?

spark sonnet
#

yeah but how do I do that?

rotund scroll
#

did you not create a spline first?

spark sonnet
#

I did

rotund scroll
#

so.... what's the issue?

spark sonnet
#

a landscape spline right?

rotund scroll
#

no idea

#

I don't know if a landscape spline is different from a regular spline

spark sonnet
#

oh wait

#

I think im using the wrong thing

grizzled coyote
#

any reason why UMG widgets would be flickering on mobile?

rotund scroll
unreal spoke
#

How to move an active camera with blueprints? I'm actually changing the whoel transform (and printing it to check) but the camera doesn't move.

#

and solved. That was working but I didn't have that camera activated.

bitter iris
#

when packaging, is there a way to only package whats in use?

plush yew
#

You can migrate your project

bitter iris
#

?

plush yew
#

Per level

bitter iris
#

so if i migrate the map itll transfer all items used?

plush yew
#

It's kind of like copy and paste to empty project. Migrate map copies only the dependencies if each map

#

hi, is there a way to create a new movement mode, i got the basics walk, crouch, fly, swim etc. but i want to create another. Is there a way to do that? if someone knows a tutorial or a something else, please tell me, that would be grateful.

bitter iris
#

must be an actual method rather than that

plush yew
#

You also need to reconfigure project settings and plugins

#

Well it doesn't take long

#

Just select all maps and migrate

visual belfry
#

@bitter iris in packaging there's an option for Cook Only Maps

#

Set the maps you use further down and it'll only packaged referenced assets

dawn vessel
#

There’s definitely a way. Otherwise you’d see every developer’s game include content that shouldn’t be in the files yet, e.g future DLC.

plush yew
#

Well i don't understand packaging very well but I don't see the issue with just migrating unless I am miss ing something which could well be the case. I thought the main catch was needing to redo project settings. Ignore me if I'm not helpful

bitter iris
#

You're helpful just wondering if theres an actual way in packaging settings or something

regal mulch
#

Well yeah, you can specific what to package in your packaging settings lol

#

If in doubt go through the unreal frontend

#

You don't have to migrate your project

#

And you also shouldn't :D

plush yew
#

Why not?

rotund scroll
#

plenty of things can go wrong during migrations

#

that was meta

regal mulch
#

I can barely think of a reason to migrate code. The packaging stuff you mentioned is 100% not one of them.

rotund scroll
#

there could be cases where some wonk from an early ue4 version persists or comes back in a newer version, migration could kill issues like that... but at a cost

regal mulch
#

Only reason I would migrate stuff is if I have some standalone setup of Actor or Asset in general

#

And I want to move that from one project to another cause I don't want to recode it

rotund scroll
#

I would copy the code instead in those cases

bitter iris
#

So if i have things in separate folders, what then? i meant like package in use items not specific folders

regal mulch
#

Copying the code can take lots of time

rotund scroll
#

so can migration πŸ˜„

regal mulch
#

Not really true

rotund scroll
#

depends on the dependencies

regal mulch
#

If it's a closed system of Actors that reference each other it's totally fine

#

Or if it's a material with some material functions and textures etc.

rotund scroll
#

well yeah but the complexity gets exponential real quick

regal mulch
#

If it's just an actor with 2 events, yeah copy paste.
But a clean actor is most likely having functions and you can't just copy paste those, you need to create them at least with inputs and outputs

rotund scroll
#

unless I'm missing some shortcut of ensuring that the migration is solved for all dependencies

dawn vessel
#

In the project settings, there’s a Directories not to cook you can use

#

But this requires you to put stuff cleanly in separate folders you don’t want to cook

bitter iris
#

hmm annoying lol

regal mulch
#

:P Keep your project organized

dawn vessel
#

So like a Test folder, put all junk in there. Put the folder into the Do not cook

bitter iris
#

but i like my messy content

#

LOL

dawn vessel
regal mulch
#

We always have a DEV folder with crap no one needs.
And if assets aren't used anymore they get removed from the project

bitter iris
#

so theres no physical way of doing all used , i have to manually put them in a folder

rotund scroll
#

dev folders don't get cooked, do they?

visual belfry
#

Like I mentioned before Cook Only Maps will chase down actual in use items after you specify which maps to include @bitter iris

regal mulch
#

Yop

dawn vessel
#

That could do it yeah

polar hawk
#

oh man

dawn vessel
bitter iris
#

@visual belfry ill give it ago

polar hawk
#

fuck thats the best emoji

bitter iris
#

πŸ˜‚

polar hawk
#

fuck I just had to add that to like 4 servers and my office server

gleaming creek
#

It's like that dancing parrot one on steroids

rotund scroll
#

that's some dedication

plush yew
#

hello

#

Hello

#

google didn't get me a good answer on this, so I was hoping someone here could help me answer this question... with all the new AAA games coming out with modern/AZDO/multithreaded command buffer batching & everything else being done on the GPU, is there any developer engine (ue4 included) that has official plans for implementing a pipeline in that regard?

spark sonnet
#

Is there a way to make the vehiclemovement a bit more realistic?

rotund scroll
#

painstakingly animating it yourself

spark sonnet
#

I mean the mechnics not the animation

#

Now it feels like its driving on ice

rotund scroll
#

isn't there a vehicle movement component? maybe take a look at that and see if there's any modifiers for acceleration and decceleration

spark sonnet
#

yeah im using that i just dont know what to change yet

rotund scroll
#

experiment with the values

#

I know nothing about vehicles but that's what I would do

spark sonnet
#

Im trying πŸ˜„

hidden aurora
bitter iris
#

On the main menu, if I click singleplayer, how would I put a loading screen to cover the stall after hitting the SP button?

past zenith
#

I'm trying to make my player ship flicker with i-frames when it collides with an obstacle

#

I have attempted to use a few different methods, to little avail, but the current one I'm trying is a for loop

paper kernel
#

forloop doesn't go backward

wary wave
#

^

past zenith
#

am dumb

#

I figured it detect which direction I was pointing it in

azure shore
#

ok I found something interesting

#

with my ai monsters, if you're on a platform they can't reach, they'll run around in circles like crazy, but if you click out of the viewport you know how it goes to like 1fps, well they throw themselves off they edge of the platform theyre on

past zenith
#

Am I correctly using the modulo operation to create an oscillating effect?

#

I've changed the blueprint to use Set Actor Hidden in Game

#

Actually, nevermind. This is an ancillary game function, I need to focus on other things first

#

I do have a rather pressing question, that being how should I make bullets?

#

Would that be pawns?

indigo fractal
#

Is anyone able to help me with an issue I'm having with my project with the visual coding? I'm fairly newer to UE4 coming from Unity, I can screenshare also

tribal pebble
#

uhh does anyone know if you can bake UE4 effects and send them over to blender?

#

like Fire Explosions , Auras Magic

#

ecc

#

cuz Blender is crap big crap with FX

spark sonnet
#

Whats the problem @indigo fractal ?

indigo fractal
#

So I tried to make a grid space system, and mind you i'm fairly new to c++/visual coding so I used set transform if tranform is equal to something like this

#

but sometimes when i say press w and it moves me to the next space, it will skip a space or even all of them

#

but it works on some other spaces randomly even though the cody is literally copy pasted

#

@spark sonnet

spark sonnet
#

try a Do once node

#

@indigo fractal

indigo fractal
#

How does this work?

spark sonnet
#

Then it will only do the task once each time you press the button

indigo fractal
#

ok, do i need any pins in reset or start closed?

spark sonnet
#

you could hook released to reset

indigo fractal
#

ok so

#

I would do it after the set actor location or between setactorlocation and the branch?

spark sonnet
#

after the branch

#

would work if you put it before the branch too I think

indigo fractal
#

ok let me try that

#

Didn't work for me, the issue is pretty weird so like

spark sonnet
#

oh

indigo fractal
#

for example i only changed the S key

#

then my w started skipping to another space, which was working perfect before i changed the s keys

#

it's very weird

#

i can screen share if you want

spark sonnet
#

maybe the space value is too high?

#

I cant talk right now its 3 in the morning πŸ˜ƒ

indigo fractal
#

oh ok

#

idk what you mean by space value

spark sonnet
#

the variable called space

indigo fractal
#

oh

spark sonnet
#

space0, space2

indigo fractal
#

that's just a transform

#

it's my janky way of making a gridspace

spark sonnet
#

so if its executing that task once it should move exactly one grid?

indigo fractal
#

yes

spark sonnet
#

then the do once should work

indigo fractal
#

but sometimes when i edit something it just stops working in other places

spark sonnet
#

could you send a screenshot again

indigo fractal
#

yeah

#

for reference

#

here is one grid space, my default space

#

here is the entire grid in order

spark sonnet
#

try adding a do once node before the branches and nothing on reset

indigo fractal
#

ok

#

here is the right order btw, my bad

#

That didn't work for me either XD

spark sonnet
#

Oh. Well then I dont know. Sorry. Maybe someone else here knows @indigo fractal

indigo fractal
#

It's all good, thank you for trying @spark sonnet

sullen wraith
#

im really not sure why, but its not rotating

#

am i missing something

spark sonnet
#

is it not possible to line trace a component that is within my player blueprint?

surreal gyro
#

Does anyone know a place where there's a Sonic FBX. I can't find one anywhere

dark depot
#

Blender has a built in Sonic fbx

surreal gyro
#

what?

#

@dark depot

visual belfry
#

That's where I got mine

ashen brook
#

Note to self: don't hit compile on a complex blueprint that you have a lot of instances of in the current level...

dark depot
#

Darn I forgot to check back I was going to tell the guy to make it

grave spruce
#

get velocity -> vector length -> Total > 1200

sullen wraith
#

i realiesd the issue i was going over >1200

#

when it was -1200

#

so i had to go <-1200

mint sequoia
#

Sigh sequencer is so awful

#

It just changed my camera without me changing it

#

Now all the work I did is ruined

#

Just after I got it looking right

#

Just has all these weird little issues

#

Otherwise it would be good

sharp pelican
#

Hello

#

I'm new to UE4 :3

#

So i'll probally be here a lot

grim ore
#

πŸ˜ƒ

next badger
#

@ashen brook sorry, but how then? make new level?

ashen brook
#

Yes

#

Make an empty level, make your class changes, reload the other level

#

Save minutes of compile time

next badger
#

so, compile time increasing when it's in the level?

ashen brook
#

Yeah, the more active instances there are

next badger
#

TY for the tip

ashen brook
#

It's odd because that makes no sense, but here we are ;)

#

Just Blueprint things

indigo fractal
#

Does anyone have an idea on my question from earlier?

#

or that can join my screenshare i can show there too

slender vale
#

I need help really badly please. I got some really nice grass, and this guy showed me what my grass I made looks like, and mine is SUPER FUZZY compared to his clear grass.

plush yew
#

Is there any way to keep the store page private on steam?

#

So no one can see it

plush yew
#

How would I replicate a line by trace channel line?

ancient lotus
#

@plush yew you would just have a multicast function with your like trace code inside it, then call it from the server

ancient lotus
#

when your player dies, just have it change your light(whatever light your using as your sun), for example rotating it changes the time of day, if its facing straight up its night time, straight down is full day time. make sure the light is set to moveable and not static

slender vale
#

IT'S A MIRACLE

ancient lotus
#

what is it suppose to look like lol

slender vale
#

@ancient lotus I spent hours on looking how to fix this!

ancient lotus
#

what was the fix

slender vale
#

Well

#

it didn't fix it.

#

But it made it harder to see.

#

@ancient lotus

ancient lotus
#

looks better atleast, still fuzzy

blissful trail
#

why does this take sooo long

subtle bloom
#

Anyone know why all my assets disappeared after I saved the project?

whole quarry
#

u sure you opened the right project?

ember notch
whole quarry
#

Widgets, textboxes, variables etc

velvet finch
#

is there something we can do to make shaders compile faster?

#

apart from the default open a UE project and let it compile?

cloud cobalt
#

Better CPU

subtle bloom
sudden agate
#

why should it?

wary wave
#

I recall there used to be that option

#

might not be necessary any more

thorn vector
#

hi anyone know any tutorial on Gaea?i used this for level creation

terse skiff
#

Quick q, I have an instanced static mesh of a 1cm x 1cm x 1cm cube, with one material for each face. However, when I apply a Paper2D Texture to each face, I get a single colour per face rather than a texture. Does anyone know what's causing that so I can read the docs?

#

I made sure to enable "Used with Instanced Static Meshes"

paper kernel
#

@terse skiff you need to determine it by UV map

#

or, alternatively do a tri-planar projection

stray smelt
#

dunno if this is the best way, but; i've tried to make a blueprint where i can set different values for day/night. The question: Can I group the day-components by some sensible root actor? or do I just need to add some invisible actor to fill that role?

#

it's just for making it easier to read when editing the blueprint. E.g. all DAY-actors will appear under some "DAY" root. no practical purpose other than that

terse skiff
#

@paper kernel thank you!

stray smelt
#

seems like the scene component is a good fit for that. problem solved i guess

hidden tendon
#

My editor is stuck where I can't drag and drop files into the content browser, not the thing where you have to wait a bit before releasing the mouse button. It has the "no" symbol. Thanks.

#

If anyone has any ideas, much appreciated.

brittle gulch
wary wave
#

are you sure the asset can actually bend more?

spark sonnet
#

Maybe it doesnt support that file? What kind of file is it @hidden tendon ?

versed spear
#

Is there a command that clears the amount of ram unreal is using. When I first open my project everything is fine. The more I use UE4 the worse it gets. If I restart unreal everything is fine again until I use it for a bit then ram gets full again.

#

Because my ram is getting full I notice that my hard drive has more issue than anything but I have seen the disk issue corollate with when my ram is getting full. I understand that as I load maps and use assets that they are being loaded into ram but I hope there is a way to clear that.

#

Right now just opened UE4 ram is sitting at 78%. After using it for awhile and loading different maps it will get to 90+ %. This is when my hard drive starts to max out and things start freezing UE4 because they take so long to load/save/do anything.

serene birch
#

how much RAM do you have in your computer?

plush yew
#

When I tried build development server, win 64 I got this error

grim ore
#

did you right click your uproject and point it to the source version of your engine?

plush yew
#

How do you mean

#

Should I change to Source build?

grim ore
#

at some point the instructions should have told you to make sure your project is using the source version of the engine for it's engine. You right click the .uproject and switch unreal engine version

plush yew
#

Ohhh ye

grim ore
#

otherwise it's still pointing to a launcher version which does not have the server code in it

plush yew
#

The told how to change if u got a BP project, But I don't think that the told me to change the version

#

Maybe I just missed it

#

Thanks

cloud eagle
versed spear
#

@serene birch I have 8 gig of ram and I know that is not enough but I was hoping there was a way to free up the ram once it got out of hand.

thick herald
#

I have an Asset Manager question (at least I think that's what I should be using) I have a folder which contains static meshes, it's only used during the design of a level ie for the editor not runtime. I'd like to be able to essentially get the static mesh and do 'things' in a blueprint.

I can obviously do this manually, but I'm trying to streamline things and make it more user friendly. Is asset manager the right thing to be using here, or am I off the mark? Any help or pointers are greatly appreciated.

plush yew
#

this aint goodo

hidden tendon
#

@spark sonnet I can't drag and drop ANY file into the browser, I've tried jpg, png, obj, fbx...

spark sonnet
#

oh. Have you tried using the import button @hidden tendon ?

hidden tendon
#

@spark sonnet Yes, that works but I am still interested in figuring this out for the sake of convenience

spark sonnet
#

Yeah its weird

#

I guess you've also tried restarting?

brave nacelle
#

hello, can anyone help me make a base decal material?

#

the problem i have is i need for it to be able to be switched from opaque to translucent in the instance

#

on*

hidden tendon
#

@brave nacelle You should be able to change that in the parent material unless I musunderstand

rotund scroll
#

alpha mask ? alpha erosion? ask in #graphics perhaps

brave nacelle
#

allright

azure shore
#

hey, if I use one of these, is it possible to move around the texture on surfaces in the world?

#

for example if I have black and white tiles, I have to have the world positions perfect or else it'll loop at the sides, so it would be really convenient if I could move the texture itself

next badger
#

@cloud eagle depends on your shader, generally clamp is enough

spark sonnet
#

Is there a way to get actor tag and print it?

rotund scroll
#

print it how

next badger
#

@hidden tendon make sure you are running ue4 as admin

rotund scroll
#

as a string?

next badger
#

@hidden tendon UAC prevents drag and drop between apps that has different authority levels

spark sonnet
#

Yeah. I am trying to show the name of the object im looking at

azure shore
#

ok so - anyone?

hidden tendon
#

@next badger Thanks, that was the first thing I tried but no luck even as admin.

cloud eagle
#

@next badger CLAMP Ρ‚ΡƒΡ‚ Π½Π΅ ΠΌΠΎΠΆΠ΅Ρ‚ 😦

rotund scroll
#

if you drag out your object and write get name you'll have your options for that

#

if you want tags it should be the same

#

just get tag

spark sonnet
next badger
#

@azure shore yes, this node may allow you to drag texture in the world, but you have to have BP that will feed the parameters in to it

rotund scroll
#

then that means whatever you're hitting has no tags

#

you can try get name instead to see what it actually hits

spark sonnet
#

ok ill try that

rotund scroll
#

also you're using hit component

#

not hit actor

azure shore
#

oh, how would that work s-ed?

rotund scroll
#

so if the actor has no components, it won't show up anything

spark sonnet
#

ok its not hitting the components but it works with another line trace i have

next badger
#

@azure shore you need to make a bp that will have a control, like gizmo box, then you make a dynamic material instance, then you feed the transfroms from the gizmo to that DMI parameter etc...

azure shore
#

oh I wouldnt know where to start with that then...

spark sonnet
#

nvm figured it out. Forgot to uncheck ignore self

next badger
#

@azure shore learn dynamic material instances

#

@cloud eagle as i've said, it depends...you have not posted a shader graph, so no one could tell...also #graphics for that kind of questions

cloud eagle
limpid surge
#

Not sure which channel to ask this in, but: Anyone notice a weird pulsing "chug" when moving the camera in-game in a deployed build? Even with a blank project if I pull the camera up, look down at the grid platform, and move it side to side, it "pulses" visually.

topaz thunder
#

is there a way to like import fbx with the materials/textures already attached?

ember notch
#

How I do that he stops all sounds and plays only 1?

plush yew
#

Is there a way to up the poly count for basic shapes like floors and walls as i have materials with very detailed tessellation/displacement maps, but when i place my material on my floor or wall its just jagged and weird im guessing its just the floor doesnt have a high enough poly count as when i place the mat on a sphere it looks much better...?

next badger
#

@cloud eagle and, why can't you clamp?

cloud eagle
#

i used clamp on macro textures

limpid surge
next badger
#

@plush yew GPU tesselation is for that, however it not magical

#

@cloud eagle i need to see the graph...looks like you've clamped the UV's

high musk
#

Guys , how can i change the pawn to move with zqsd instead of wasd i couldn't find the setting under edit->editor preference ->keyboard shortcuts

plush yew
#

@next badger So im guessing i need a PN triangle mesh if so we're can i get this or whatevs

next badger
#

@topaz thunder No. FBX will be imported with materials attached, but without textures, exception is diffuse only materials

topaz thunder
#

ah alright thanks!

next badger
#

@plush yew it's just how the models are made, either with smoothing groups, or without one...in PN Triangles mode it will use SG to move the tesselated verts accordingly, but for texture displacement it's fine to use flat

plush yew
#

Do you know of a tutorial to get flat or change a mesh to flat?

#

Like does unreal have already made meshes i can use or?

next badger
#

@plush yew you probably have to make meshes for your needs...

plush yew
#

Yeah i'll have to learn, but where abouts is the tessellation under

next badger
#

also, tesselation is a dx11 feature, so keep in mind it may not work for all users/builds

ember notch
next badger
#

@ember notch uncheck the context sensitive search

ember notch
#

i still donΒ΄t see the delay function

next badger
#

maybe you're in Construction script

ember notch
#

How can i activate it?

prisma crest
#

Hey guys, I have a simple game design I want to work on but have no idea where to start. Any recommendations? Like do I start with the art, level design, etc. I just don't know what to do.

maiden sundial
#

How should i move my 20gb project from my HDD to my SSD without getting problems ?

prisma crest
#

Shit, I don't even mind working on it with someone

gilded igloo
#

I would recommend to start by watching tutorials, so u understand what you are doing, at least on basic levels, and after that just start playing with it. do rly small projects just to learn and evolve.

#

I think its rly good to work with a friend so u dont get frustrated. find anyone that wants it and learn together.

prisma crest
#

I would love to. But none of my friends are dedicated.

gilded igloo
#

ye, mine nither

prisma crest
#

I have already done plenty of tutorials. But it feels harder to work on something I thought up myself

gilded igloo
#

start by doing the really easy stuff. even if it seems too easy.

#

it will build ur comfidance

#

and teach you much better

prisma crest
#

You wana work on it with me?

scarlet charm
#

anyone here good with C++? if so, DM me.

gilded igloo
#

I can help u learn, but i wont work on this project with u all the way, i got my own project πŸ˜ƒ

#

speaking of - I need some help... I created a white laser beam particle system and i want to add a filter to its color, so through the filter there will only be Green laser, anyone have any idea how can i do dat?

vapid narwhal
#

I am looking for ways to blend separate (skeletal) meshes together. Ray marching seems to be the way to go, but I can't really figure out how to approach that best and if it even is the right approach. I'd much appreciate DMs if someone has a better approach or some resources about ray marching :>

spark sonnet
#

All the other animations works fine

safe rose
#

Seems like a feature to me not a bug

spark sonnet
#

haha

safe rose
#

But uh, you need to let us know a bit more info

#

Is that when you import it into unreal?

#

Is the FBX being exported correctly AFAYK ?

spark sonnet
#

Yes I imported it from mixamo just like all the other animations

safe rose
#

Ah mixamo anims

visual belfry
#

this is my hole

spark sonnet
#

Yeah im just using mixamo anims before making them myself

safe rose
#

@spark sonnet I'm assuming all mixamo animations are doing this?

#

Cause they are all broken

spark sonnet
#

No its just this one

safe rose
#

In UE4 by default

spark sonnet
safe rose
#

Open it in Maya/Blender, w/e?

spark sonnet
#

This is using the same skeleton and everythng

safe rose
#

See if it downloaded correctly

spark sonnet
#

I dont have maya

safe rose
#

download blender

spark sonnet
#

I have blender

halcyon flame
#

does anyone know how to use the "Get Level Viewport Camera Info" node? I don't know how to get a reference to PlacedEditorUtilityBase

spark sonnet
#

But I dont know how to use it πŸ˜ƒ

prisma crest
#

@visual belfry That was a weird read

visual belfry
#

@prisma crest lol. the image above it reminded me of it...

#

drr drr drr

prisma crest
#

LOL

#

im weak

plush yew
#

How do I get a log on my dedicated server?, As I would like to see info on it

#

Fixed it, Nevermind

radiant haven
#

can someone show me a cubemap

plush yew
#

After I've made a dedicated server, Do I still have to package the game?

#

?

#

My question?

radiant haven
#

@gilded igloo no i mean a sky

#

a night sky

#

i watched some tut and they all had a cubemap

gilded igloo
#

lol

radiant haven
#

yes

#

how did you made it?

plush yew
gilded igloo
#

I need some help... I created a white laser beam particle system and i want to add a filter to its color (by filter I mean a different mesh, like a transparent one), so through the filter there will only be Green laser, anyone have any idea how can i do dat?

forest solstice
plush yew
#

If i create a dedicated server and can launch it, Do i also have to package the game?

sudden agate
#

@forest solstice what is the start and what is the end point of your trace?

forest solstice
#

strat ^

#

end^

#

@sudden agate

safe rose
#

@forest solstice Did you try to simplify all this yet?

forest solstice
#

Well, no, it's from the weaponcomponents pack

safe rose
#

ah, Marketplace crap

forest solstice
#

the pack I bought from market place but it full of issues

safe rose
#

πŸ˜ƒ

forest solstice
#

I've solved liek 4 now, but this one is very horrific to fix

safe rose
#

Yeah, you should just do a simple line trace from sractch imho

#

the problem is obviously the end point bool select

forest solstice
#

yee but I'm like 2 weeks into unreal so no idea how to do that XD thats why I bought the pack

safe rose
#

?

forest solstice
#

oo well that's a good start

safe rose
#

it takes all of 10 secs to set up a line trace though

#

Also

forest solstice
#

Ooo

safe rose
#

you should learn how to Debug BP at least

#

so you can troubleshoot it more in depth

#

but for now. making it easy

#

Move that pin up one

#

I'm assuming this has to do more with how the physics asset is set up

#

But no clue without looking at the rest of the logic

#

failing that, for whatever reason

forest solstice
#

Ooo I could show you if you have the time and want of course via teamviewer

safe rose
#

just use the same input

#

nope

forest solstice
#

oke that's fine

#

moved it one pin up but same results

safe rose
#

and learn to debug

#

Specifically, look for why the vector end point is being changed

#

after that

radiant haven
forest solstice
#

your screenshot you want me to put enpoint into select vector A

safe rose
#

I don't see how you are doing that yellow debug actually either

#

put them both

forest solstice
#

oo I can show

safe rose
#

in a/b

#

no, don't care

forest solstice
safe rose
#

If that doesn't solve the issue, then the line trace isn't the problem

#

first one anyway

#

my heart skipped a few beats

#

use the line trace debug

#

but as you can see

#

or maybe you don't

forest solstice
#

well that sovles it in the sense that it's now off aim everywhere not just character

safe rose
#

you are using different ways to calculate the end point

#

yeah

#

so, that's good then

forest solstice
#

yee thats good

safe rose
#

The thing is

#

You are doing some offset

#

well, you aren't

#

that pack is

forest solstice
#

yee thanks for help, now I can figure out what is offstting it

#

or I will start from scratch

safe rose
#

truthfully the issue is, you are doing two different things

#

You debug is using a different end point than the actual line trace end point logic πŸ˜ƒ

forest solstice
#

oo

safe rose
#

essentially, you should choose the one you want πŸ˜ƒ

#

there, you are using Trace End Point

#

here you are using either Impact Point or Hit Location now

#

Also, make sure nothing is changing when you call "ApplyImpactDmg"

#

which is probably feeding some hit result

forest solstice
#

alright gonna try to do something with it πŸ˜„

#

thanks for the info and time

peak acorn
#

how can i make an actor public
or

#

alter values if its variables

#

using some other actor when an acton in performed

severe glen
#

guys is projectile destroy itself?

peak acorn
#

u can make it destroy upon collision

#

i want to increase value of a variable in another actor when a switch is pressed,how can i do so?

severe glen
#

what do you mean by another object?

peak acorn
#

actor*

thorn vector
#

anyone here can help me make minimap like the one in fornite or any br game

#

i watched some tutorials on it and i got the basic down with the render target thing

little warren
#

hi guys question about blueprints

#

if you set Can Blueprints Tick by default to false

#

can you set a single blueprint to tick?

visual belfry
#

Yes

little warren
#

how?

#

can't find any option to do that

brittle gulch
#

Some of you are familiar with speedtree over here? I want to delete some specific nodes for certain LODs, but there's this confusing "weight" slider, I don't get how it works at all

amber tangle
#

Question about overlap - I have a function that spawns an item as long as it's not overlapping. Trouble is, it only seems to be able to detect items that were placed on the map by hand, not items spawned recently. GetOverlapping always returns null - unless I save/load the game, then it detects everything. Any ideas what's going on there?

#

It's almost like the new items aren't having time to register or something

#

This never sees anything overlap anything created recently (in the last few seconds)

blissful trail
#

it took almost 5h to compile all shaders

gilded igloo
#

Damn

amber tangle
#

Ok, it's definitely some sort of timing thing. If I pull it out of the same function that spawns it, it works fine. It's gotta be a timing thing

#

so for now, I have it on begin play for the spawned item

versed spear
#

So no way to limit the amount of ram the editor uses?

gilded igloo
#

Guys I really need some help... I created a white laser beam particle system and i want to add a filter to its color (by filter I mean a different mesh, like a transparent one), so through the filter there will only be Green laser, anyone have any idea how can i do dat?

rotund scroll
versed spear
#

I have a 3.0 usb stick that I am going to try and use for ready boost. Anyone think that will help with ram issues?

abstract relic
#

That’d be just as effective as downloading more ram

spark sonnet
upbeat tendon
#

how can i tell if i am in dedicated server mode?

merry gazelle
#

Guys what was that news about UE opening up their servers to Devs? I remember something along these lines a few months back

blissful trail
spark sonnet
#

Whats not working?

blissful trail
#

its meant to randomly hide or show an effect

versed spear
#

The link you sent me lol

spark sonnet
#

πŸ˜ƒ

blissful trail
#

right as the game starts

spark sonnet
#

And whats not working with it @blissful trail ?

blissful trail
#

it doesn't hide it

spark sonnet
#

can you use deactivate instead?

#

or set visibility

blissful trail
#

ill try them

#

nope

#

neither worked 😦

spark sonnet
#

Hmm

#

So its always raining?

blissful trail
#

yup

hidden aurora
#

Thats on begin play

#

Shouldnt it be on t ick?

blissful trail
#

yeah i just wanna get it working first

spark sonnet
#

But that means it always goes to true?

blissful trail
spark sonnet
#

What if you just make it never activate, Then it wont activate right?

blissful trail
#

yeah but im trying to get it to have a chance of activating

spark sonnet
#

Yeah but then it means its always going to True

blissful trail
#

now i put a tick and a delay and it turns on at the start then turns off but doesnt turn on again

vague vigil
#

probably because you're using == with a float

blissful trail
#

what should i use ?

hidden aurora
#

What do you want to achieve?

blissful trail
#

idk anymore

hidden aurora
#

Lmao

mint vine
#

Please I need quick Answer how to change the location of "Follow Camera"

remote kayak
#

Help support us on our game, or become a developer!

#

Developer slots left : 3

vocal anchor
#

hi

#

can help me with something

#

??

weary basalt
#

@remote kayak We do not allow Discord Server Links, please read the #old-rules

remote kayak
#

sorry

blissful trail
#

why would you send a server link ? its basically a rule not to on 99% of discord servers

vocal anchor
#

hey how i can change name of keyboard's key??

#

i dont know :/

spark sonnet
#

What are you developing @remote kayak ?

#

In unreal engine @vocal anchor ?

remote kayak
#

Our team is working on a Open world multiplayer survival game with a stylized art style to it

#

@spark sonnet

spark sonnet
#

What makes your game special compared to all the other survival games out there @remote kayak ?

remote kayak
#

Most zombie survival games, or survival games in general always look realistic, and there is not many other games out there with stylized texturing and models

#

I think its a new and different approach to survival games

#

And this game will feature very in-depth customization

spark sonnet
#

So its just the art style thats different?

#

l like the idea but I dont see how this would be a hit

remote kayak
#

For example look at the game Dauntless

abstract relic
#

How does art make any difference

remote kayak
#

With the stylized texturing and models, it grabbed lots of attention

remote kayak
#

no, thats low poly

#

High tide

abstract relic
#

I speak as an artist. Visuals doesn’t make gameplay.

remote kayak
#

I know

spark sonnet
#

You need some different mechanics or something new

remote kayak
#

But it is something you look at most of the time

#

Sebb

#

Customization will take things to another level

spark sonnet
#

It is

remote kayak
#

Making a weapon from complete scratch and naming it yours

spark sonnet
#

But that wont make a whole game

remote kayak
#

I know