#ue4-general

1 messages ยท Page 474 of 1

cloud cobalt
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I know next to nothing about that stuff but the Blueprint root is handled differently IIRC

wary wave
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it would mean spawning functions would have to handle blueprint classes separately from native classes

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(they use the same checking function)

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ooh, I think I might see the problem, it may be literally checking against AActor

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cheers!

primal prairie
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Hey everyone, we have an issue with downloading our projects from git and things like this. We get all of the assets in the windows file browser, but none of them are in the content/file viewer in engine, meaning we cant do anything. Any suggestions? We have tried verifying and doing stuff like that already ๐Ÿ˜ฆ

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yeah we are :/

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afaik

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yeah it should work for us too ๐Ÿ˜„

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it has done in the past

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i will try and push a full version of the files again from blank and see if thats any better

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thanks for the help ๐Ÿ˜ƒ

mossy mauve
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My sequencer is recording a completely different camera. How do i force it to export the camera im currently in? I tried deleting other cameras, but no luck. Thanks in advance.

proper crane
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Sorry, but I didn't really know how to explain this one

thorn topaz
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Does UE4 have a built in keyboard to enter text with a gamepad?

proper crane
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It's about the size of a player, but it doesn't scale down further

cloud cobalt
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@thorn topaz No

thorn topaz
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RIP

cloud cobalt
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Gamepad keyboards suck tbh

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And text input is rarely a core mechanic

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(And on consoles it's a system feature)

thorn topaz
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that's what I assumed

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thanks ๐Ÿ˜„

river scarab
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general question: anyone else miss the search in UE4 to do fuzzy searching for blueprint/method/files? I wonder if that is something that other ppl also miss.

plush yew
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does anybody know how to throw skeletal mesh physic objects into the air?

hidden aurora
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Maybe try simulate physics on

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Idk

regal mulch
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What can I do against cook warnings where it can't find a package that I'm not using anyway?

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Can I somehow find out where it's referenced?

buoyant socket
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everytime i use unreal it crashes after a while because it says the d3d device is lost

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closing geforce experience helps, but it still crashes, just takes more time

cloud cobalt
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Update your driver

buoyant socket
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i've updated my drivers so many times already

cloud cobalt
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Basically your driver keeps dying here, so it's either a driver issue or a hardware issue

buoyant socket
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but i'll do it again cause new ones came out like 3 weeks ago

sudden agate
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@regal mulch right click on your content folder -> fix Redirectors maybe?

regal mulch
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They are all fixed

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At least as far as that option goes

sudden agate
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sometimes Unreal likes to put blueprints into the Packaging folders under Project Settings. Take a look there

regal mulch
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Packaging only lists the 5 maps we currently use

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I'll try and see if one of them links something it shouldn't

thorn vector
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hi anyone here have use truesky before
im thinking of getting a license

sudden agate
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you need two Post Process Volumes

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One for the outer and an inner Post Process Volume that is contained in the outer.
In the Outer you set a Material Instance where you see the drops and in the inner you use an Instance where you dont see them

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Post Process Volumes blend the Parameters, not the Materials itself

plush yew
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Hi Unreal-Community! I actually have not much of experience with unreal but we have an internal project using TwinMotion. What I gathered so far is that it is based on Unreal. Apart from the great and easy ways to create scenes and content, would a skilled unreal developer still be able to utilize unreal scripting in such a project? (like I imagine the TwinMotion is "just" a layer on top of unreal, and you can still do lower level coding in it). Thank you for your help!

waxen abyss
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thankyou @sudden agate think i finally figured it out haha

cosmic coral
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Hi guys, quick question, i have attached a light component to the palyer charachter, which gets spawned in by the game blueprint, but the ligh does not render in the scene. any ideas why? when i just move a spotlight into the scene it works

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also my charachter is lit, despite me deleting all ligh/skydomes etc

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the background is black. can somebody explain it to me?

sturdy prairie
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Unusual question, perhaps. If you take a C++ character script and convert it to Blueprints, is there a way to see what's going on behind the scene? I was following a tutorial, and I'm a bit confused as to what is actually making the function calls and what is assigning them the variables -- I almost feel like I'd be happier if I had complete control over everything that was going on. ๐Ÿ˜›

gleaming narwhal
ember cypress
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๐Ÿ˜ฎ

cyan cargo
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How do you write in a .csv for Vectors and RGB (or RGBA) for use in Structures and Data Tables?

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I'm working with Structures and Data Tables for the first time, and just trying to get the variable formatting correct. Is there any online quick reference for this?

regal mulch
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You could have a variable of that type in your struct

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Make the DataTable

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And export the csv file from it

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Then check how it was formatted

visual belfry
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@grim ore looking at your render target thing from last night, does Find Collision UV require I have the setting in Project Settings?

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there's dirty and there's "change project settings" dirty ๐Ÿ˜ฆ

cyan cargo
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@regal mulch Sweet thanks, yeah I see it now

manic pawn
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did anyone investigate what this is about yet

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or how it was "fixed"

proper crane
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Anyone know why I cant scale my collision objects low enough?

frosty bloom
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I would be very interested to know more details regarding the question Zeblote posted as well

wary wave
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@manic pawn - I did a protoype game that did exactly that and noticed no problems ๐Ÿค”

manic pawn
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let's investigate

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wtf

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no 4.22.3 on github

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guess we wait then

grim ore
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@visual belfry yes that needs to be checked as it adds extra options to the engine. also if you do a line trace it has be be a complex trace not a simple trace in the trace options

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someone posted a C++ solution for it if you want to make a blueprint function library to add a node to do it against the material itself directly

visual belfry
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found alternate solution of making the interface more obtuse ๐Ÿ˜„

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it's Gameplay Value!

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weird model question, but is this just an optical illusion? in the first image I have a one sided material (w/ inside visible), in the second I have it set to two sided (so inside is hidden)... but it looks like a completely different mesh

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I guess it's consistent looking at the hex width on the Y axis minor ticks, but my head ๐Ÿคฆ

grim ore
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if that is a button it has a click event you would use in UMG

plush yew
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In gmod when you press some button, then the object that was binded does some action, I want to track which button the player presses

visual belfry
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same solution, you just have UMG report out to the game mode or controller or whatever you want to do ๐Ÿ˜ƒ

plush yew
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can i do it without widget focus?

grim ore
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the click event.... does that not do what you want?

plush yew
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Anyone else having issues patching todays hotfix?

grim ore
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it took a few minutes to get past initializing but it worked after that here

potent wing
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Guys i have a stupid question

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If i open unreal engine (and make game with it) through .exe instead of from epic launcher

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Is that a problem?

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Or is it fine?

cloud cobalt
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It's fine

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Plenty of approaches in UE4

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So put it in UE4

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Do a small additive material with the texture and you're good

sudden agate
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Make it additive

cloud cobalt
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Additive

honest vale
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so what's the problem

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you might want to add some sort of fresnel masking there to hide the edge faces or so

cloud cobalt
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So multiply it by 2 basically

sudden agate
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Power of two

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Depthfade

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Multiply your emissive by itself and put Depthfade into opacity

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Play around with fade distance

cloud cobalt
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Alternatively, you can do a better-looking, much costlier method by using volumetric lights

plush yew
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I have bind void on characterCPP OnAction. How now I can check when character OverlapBegin with collision (collision is in class switch trigger)?

I want make script like: when player was in sphere component (overlap begin in class switch trigger) and use bind OnAction: then do something

quick breach
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hi

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is there any chat where we speak about errors of UE?

hidden aurora
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What kind of errors?

quick breach
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Error when i launch my project in UE4 it instantly crash

hidden aurora
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Can you send an image of the error log

quick breach
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sure

hidden aurora
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It can be several reasons

worldly bluff
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can i run ue4.22.2 projects in ue4.16.3 ?

dark depot
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no

worldly bluff
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is the third person character class in a c++ project is in blueprints?

grim ore
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the base class for the character is in C++, there is a blueprint for it so it can be in the world as well

worldly bluff
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you mean can i have it coded in blueprints?

grim ore
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you can do it in blueprints, yes

worldly bluff
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does it come in c++ or blueprints

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i mean the one inside the blueprints folder

grim ore
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the Blueprint project is pure BP, the C++ project is both

subtle arch
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Hey guys, how can i change the size of this?, it is a score number value im getting for my hud, but i can't figure it out how to change the size of those numbers.

worldly bluff
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thanks MathewW

grim ore
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@subtle arch by HUD do you mean UMG widget or a HUD class object?

subtle arch
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@grim ore UMG widget if im not mistaken.

primal prairie
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you have to adjust the font size in the widget

grim ore
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^ , the text widget has the size variable

subtle arch
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Lol im noob, i was changing the size of the green rectangle, but the size option for the numbers was more at the bottom. Ty guys

feral canyon
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must I have VS 2017 installed to compile UE4.22.3 projects?

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I have VS2019 installed and I updated the compiler version from proj. settings and editor config

grim ore
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you can use 2017 or 2019 for 4.22

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just make sure the generate project files is ran correctly to target the correct version if you have both installed

feral canyon
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when I am trying to generate the project it gives me this

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UE compile button the same :/

grim ore
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was your project set to use 2017 or 2019?

feral canyon
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initially it was set for 2017. I updated the version from the project settings' toolchain and editor preferences' source code to 2019

grim ore
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damn ๐Ÿ˜ฆ it should work, something must be set weirdly

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I have both installed on this machine so I can't test it but my home machine has 2019 installed and I can compile projects and source in 4.22

feral canyon
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:/

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maybe some system variables were not properly set

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well fuck

grim ore
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the only solution someone suggested I can see is make a new BP project in 4.22, set your editor preferences for source code to 2019 and then try again

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"This worked creating a blueprint only project and changing the default settings to VS2019 solved the issue."

feral canyon
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I saw that as well, going to try it now

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still the same god damn issue ๐Ÿ˜ฆ

grim ore
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i know its weird but if you make a new C++ project in 4.22 does it work?

feral canyon
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tried that it won't work

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I have a VS2015 version installed

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temped to uninstall it

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but it's very weird because it was working fine

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I uninstalled 2017 just a few hours ago

grim ore
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my only other thought is you have been using 2017 this entire time without knowing it and your 2019 install is not correct, not the full c++ toolchain and such

feral canyon
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I can reinstall it I guess

grim ore
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I know that I have 2019 only at home and it does work

feral canyon
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well thanks a lot for taking the time and check with me

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really appreciate your videos ๐Ÿ˜ƒ surprised to see you here

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keep it up sir!

grim ore
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๐Ÿ˜ƒ

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hopefully you get it working, it might be the 2015 install but that seems really weird if so

feral canyon
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yeah very weird, will try to keep at it

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just hit a repair on VS
, see if that helps

loud knoll
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did you take any other windows 10 patches?

feral canyon
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nope

loud knoll
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MS always had that wierd order of install thing with the xbox including VS I always try to stay a few years behind

feral canyon
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๐Ÿ˜„ that's a smart thing to do lol

loud knoll
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Yeah still rocking windows 7 everything is smooth

silver crown
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Ye same with XP

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So smoooooth

feral canyon
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can anybody check their VS installed packages ?

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is it similar to mine or did I miss installing a C++ feature

loud knoll
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I just deleted my vista / xp OS's a few days ago, I could travel back in time with my boot managers

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I have tools that only ran on those OS's so I had to keep them around for a while

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My 3d Maya performance is stil higher using Windows 7 I have test windows 10

grim ore
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that looks fine here, my only difference is I have .net desktop dev installed due to a source build

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even if it wasnt tho UBT would complain when it was trying to compile about missing stuff, not the wrong version

feral canyon
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time for a clean install

loud knoll
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scrub it down like clearn all the enviro vars, reg, etc

shut minnow
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Anyone know how to clear the Message Log?

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Or the sessions?

feral canyon
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welp still the same issue so I am giving up and installing vs2017 back

loud knoll
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right click in the window and you should see a clear log option at the top

shut minnow
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@loud knoll Thanks man, ill give it a try

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@loud knoll No dice,

loud knoll
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output log?

shut minnow
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When I right click, nothinn happens

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Message log and output log are different

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It DID clear the output log, but the message log seems to be saving

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Under Play In Editor, Message Log

loud knoll
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you see the little clear button in the message log lower right corner?

shut minnow
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Nope

loud knoll
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that right corner area little tiny arrow?

wary wave
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fun speculation time, something I may attempt on the weekend

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for a multiplayer first person game, how would you consider implementing a wheelbarrow?

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most notably the movement behaviour

shut minnow
feral canyon
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@wary wave vehicle movement component kappa

wary wave
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D:

feral canyon
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wheelbarrows have torque, right?

sullen wraith
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how can i change my hand socket

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i need to change the parent socket

wary wave
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yeah, but it wouldn't be hugely significant, I don't think

loud knoll
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if I have a message in that window I see a clear button at the bottom right corner if I dont have a message I dont see that button, I have my windows undocked

shut minnow
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@loud knoll Ah yes the clear is there, however the editor still had an ass load of bugs (which I know I need to fix

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I mean the Play in Editor

grim ore
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@feral canyon weird question but did you try right clicking the .uproject and regenerating the solution files with only 2019 installed?

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it does seem to respect the settings in the editor. I switched it to 2017 and generated and got a solution file for 2017, I switched the editor to 2019 and generated again and got a solution file for 2019

feral canyon
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yes I did try that @grim ore

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I just installed VS2017 again and it works now

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thank you for checking

grim ore
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weird you had to do that, in the solution file for the project what version of VS does it show 15 or 16?

loud knoll
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@shut minnow So do you want to export that log so you can keep it or if you start the game again it should clear right?

feral canyon
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16 now

shut minnow
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@loud knoll No I don't plan on exporting it

grim ore
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yeah... weird......... .... ...

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lol

feral canyon
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๐Ÿ˜„

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yeah, it took me less to install VS2017

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who knows what that was

loud knoll
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@shut minnow are you trying to clear it while the game is still running?

shut minnow
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@loud knoll Nope, just it keeps staking after, as in I will PIE then once I hit escape, the message logs stack it seems, thus causing slowdown. Its like it's not per session, its like scooping up all sessions and stacking. Hard to explain

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I mean the easiest solution is to fix the bugs haha, but you know what I mean.

loud knoll
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oh I see every session it keeps that set of logs

fringe pivot
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would it be possible to copy the height data from a landscape and paste it in a different one?

shut minnow
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Indeed it does

grim ore
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@feral canyon now this is funny.... Im using 2019 and building source and have it set to 2019 in the sln file but half of the project is building with the 2017 toolchain and the other half with the 2019 toolchain lol

short onyx
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I'm curious if Chaos would be super great on VR or if it's gonna do too much lag ๐Ÿค”

plush yew
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hotfix has me in a failing update loop due to incompatible addons; they are unused and i cant even uninstall them or the engine version.

grim ore
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it would be fine on VR if you are using a dedicated headset and a powerful machine

short onyx
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Hey Mathew, love your work, use your vids everyday โค

grim ore
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anything is fine on VR if your machine is powerful enough lol ๐Ÿ˜ƒ

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@short onyx glad to hear ๐Ÿ˜ƒ

short onyx
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yeah but it cost more on the GC if you use VR, so i wait and see if it's gonna do too much or just enough to not lag x)

feral canyon
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lol @grim ore as long as it's compiling I guess you're good ๐Ÿ˜„

grim ore
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well it depends on the VR headset, some are 90fps some are 72fps some are 120fps. Hitting those numbers are not too hard on a high end rig for example.

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hell we ended up with Robo Recall running at 72fps on a mobile chipset in the Quest ๐Ÿ˜ƒ The engine if set up right can do wonders if you have the right people using it

short onyx
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PC VR Headset is not 100% based on your GC and max framerate of the inside screen ? ๐Ÿค”

grim ore
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the biggest issue with PC VR is hitting your min spec at the right FPS. there are tricks using VR to get it to down scale for example or reproduction for missing frames

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if you say screw it and build for high spec you can do a ton

short onyx
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Well, i guess i gonna go learn more about VR ๐Ÿคท

grim ore
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steam VR in particular has gotten a ton of updates in the last year its kinda neat. You can basically ramp up a game to higher quality in the settings of Steam VR if your machine can handle it which is nice.

short onyx
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Steam VR ? You mean Vive ? Or Index ?

grim ore
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and then the new FOV stuff in the quest to basically blur the edges with lower quality to give more performance is nice

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well Steam VR is a platform pretty much now, it can work with any headset out there that supports it so Oculus Rift/Rift S/Quest, some WMR devices, the Vive devices

sharp badger
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Any tips for speeding up a vehicle pawn? I've tried tons of variations of torque curves, RPMs, gear ratios, and mass but the vehicle is still very slow. I also tried adding a force or impulse but that was a bit unpredictable.

short onyx
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Oh the thing with the hub that you can only see in the vr headset and everything ?

grim ore
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yep but that is also the launcher for the steam VR set of games

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so compiled against the steam vr plugin/libraries basically

short onyx
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Oh ok ^^

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Good to know

grim ore
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yea it's a bit weird out there now for devices and compatibility but the quality is just getting better and better in terms of what you can push to the headsets

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and if you want to get really stupid you can just push your desktop to the devices at high quality lol

short onyx
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Yeah but the price now..... It go pretty up pretty fast x)

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Like the Index from Vavle that gonna come

loud knoll
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@shut minnow you got me I looked all over recreated it and I cant remove them either but I dont have any errors in my project right now so the log is only one ling but that stacking thing is building for me too

short onyx
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more then 1000$ (for the pack with the headset, controller and captor)

grim ore
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yeah the vive index is ridiculous but you have stuff like the quest and rift s at $400 and the new hp reverb around that proce

short onyx
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I think i gonna buy the Index, but i wait to see some real test to see if it's really worth the price

grim ore
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it probably will for what it is but it is ALOT

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I've had the vive, rift normal, and now have the rift S and Quest and the new stuff using inside out tracking so you don't need sensors is so much nicer

short onyx
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I only have tested the Vive, it's really good and i like the controller

grim ore
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the Quest is my new favourite to dev on now. Completely wireless even pushing to the device from UE4.

short onyx
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I wish i could test all of them :/

plush yew
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Yo hello guys

grim ore
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Ahoy

fringe pivot
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What skeletal mesh setting cause the player bounce when jumping over it?

grim ore
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player bouncing off another player?

fringe pivot
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no, it's not another player

grim ore
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so its bouncing off another object? it shouldnt by itself unless your collision is odd on the other object

fringe pivot
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it's an animal from an assets pack, weird.

grim ore
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there is a Can Character Step Up On settings on collision components under collision that might be of use

fringe pivot
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well I don't want the player to walk through it, I just want to remove the bounce

grim ore
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I know that setting will toss one character off another so it might be that

scenic mantle
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hey guys

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any one there ?

kindred viper
grim ore
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nope, I think everyone is out to lunch

scenic mantle
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i guess so

proper crane
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Finally back from first exam, gonna try to solve that uh... Issue of not being able to shrink enough

scenic mantle
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so lucky that finished college i never gonna miss that again XD

proper crane
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I don't see any tab on the right where I can see how large my capsule is

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I have all the usual settings, but nothing for scale

manic pawn
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idk what a contact offset is, maybe that's what was causing things to jump?

wary wave
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who knows

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I didn't notice anything wrong, haha

manic pawn
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this change is very strange

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now it's not max but +

proper crane
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Yeah, so, I got a slight issue

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I added collision to some bones in my physics asset

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I clicked simulate, and...

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One of the arms went rogue

short onyx
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pretty long arm right here

proper crane
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Why did this happen?

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I haven't seen a tutorial where only one of the collision objects actually stick to the mesh, and one of them stretches the mesh's arm like a torture device

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And this is why I like to get people to help me resolve things like size before I follow documentation

grim ore
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the bone fell off because you now have physics on it and nothing to hold it onto, that is what constraints are for

proper crane
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That's strange when the first bone seems to work fine

feral canyon
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how do you guys difftool a blueprint ? ๐Ÿค”

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is there an option to make the BP human readable ?

grim ore
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there is a diff tool in the editor but its meh. You can copy any blueprint nodes and paste them in plain text into notepad but that's not human readable.

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and blueprints are human readable as is,it's pretty pictures

feral canyon
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well I mean in git, how would one review BP code?

grim ore
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you wouldn't ๐Ÿ˜ฆ

feral canyon
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ah damn

grim ore
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there is an option for making blueprints text assets instead of binary but I have no experience with it and I have not heard much about it

feral canyon
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yeah that sounds more to what I am searching

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in Unity we can make .prefabs human readable

versed spear
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I am trying to clean up my cast to nodes. I placed the casts in the Begin play node and made references. The problem I am have is that when I take out the cast to from the code and use the references it does not work the same. I am trying to avoid cast to every frame. Any ideas ?

grim ore
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yeah unity has the text serialization option but it's not really a thing for UE4

feral canyon
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I understand. thanks!

grim ore
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try the saving them as text option, I think it's in the editor settings, but I tried it once and got confused as it just duplicated the binary asset as text and kept both and I gave up lol

feral canyon
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oh let me see

grim ore
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yeah Editor Preferences -> General - Experimental -> Text Asset Format Support

feral canyon
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oh yeah you have to manually rigthclick on it and export it as a text asset

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and creates a .utextasset for that blueprint.

grim ore
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yep hence the confusion on my part lol

feral canyon
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well i'll see how they do it when I'll change jobs ๐Ÿ˜„

grim ore
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only thing I could think is these are meant to be shared but not used

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yeah Looking thru the source it just exports out the blueprint to json for some reason

supple totem
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hi all, I'm trying to get the 4.22.3 update from the epic store..., but the icon just says "queued" This is even after rebooting system. Any thoughts?

versed spear
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ah I had to make a reference of the components not the cast to pin

visual belfry
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are input events (such as axis firing every tick) guaranteed to be in a certain order vs Event Tick?

proper crane
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"Switch the Physics Asset Editor to Constraints Mode using the Constraints button" This isn't where it shows in the pic, where is it?

wary wave
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no guarantee of ordering

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but input events should be before event tick

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there are actually multiple stages in a 'tick'

visual belfry
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yeah, it sounds like they're triggered in player controller tick, so whenever that pops off in relation to other actors with input enabled ๐Ÿ˜ฆ

wary wave
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unless you're expecting input to be valid for a single frame only, this probably isn't going to be a problem?

visual belfry
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no it won't be a huge problem

wary wave
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there's also tick prerequisites if you need them

visual belfry
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I was just moving the effects of my inputs over to event tick and wanted to understand the exact implications

wary wave
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it is possible to specify if an actor is dependent on another

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not much implication at all, I wouldn't expect a tangible difference

proper crane
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"You need to make constraint files" But it doesn't tell me where to do it

grim ore
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Where does it say this at?

proper crane
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"Switch the Physics Asset Editor to Constraints Mode using the Constraints button" in documentation

grim ore
#

yes which page?

proper crane
grim ore
#

yep I had a feeling that was the issue, this is the older version of the tools before they overhauled them. This documentation is not going to work in a newer version

#

now when you open the physics asset it opens the new editor and it's all displayed on that one screen. the same rules still apply you just can see and edit the constraints easier

#

you can right click any physics body in the skeleton tree to add a constraint. if you click on any constraint the details panel for it opens with the options.

proper crane
#

This is why I don't like using documentation

grim ore
#

It's no more or less accurate than videos

proper crane
#

I'm not sure what You mean by "you can right click any physics body in the skeleton tree to add a constraint"

#

It really does speak true that a picture is worth a thousand words

#

and a gif is worth about 40 or more pictures

grim ore
#

in this case if the gif or picture was 3 years old like the documentation for this asset which is now out of date then no it would be of the same value

proper crane
#

Well, You got me there, but I just don't see where I can add constraints other than the constraints profile that seems to do jackshit when I create or delete one

grim ore
little warren
#

guys question about interfaces, shouldn't interface mean if you implement it you HAVE to implement the methods in the interface ?

grim ore
#

you can also edit and change any existing constraints type and connections using the graph in the bottom left

#

@little warren no, for UE4 if you are using a Blueprint Interface a non returning function interface event does not have to be implemented. If you want it force implemented add a return value to the interface event and it will show up automatically empty

little warren
#

@grim ore I'm not trying to use it with blueprints, just C++

#

I have the interface implemented but am not implementing the method in it and I'm getting no compile errors

proper crane
#

So, should I link bones together that are connected?

grim ore
#

ah gotcha, yeah I don't believe it has to be implemented you just override it if you want to

little warren
#

damn thats really weird

hidden aurora
#

Blueprint Function libraries are so ******* useful

grim ore
#

I know I keep saying this but you really should do it. Look at how the default TPP character and asset is set up for a proper example

proper crane
#

If there's anything disturbingly interesting, connecting two bones that are far apart resulted in a sort of elastic rope bond

#

Alright, looking at the third person example just makes more questions

#

in my physics asset, adding a constraint from one bone to another would make a constraint object in both bones

#

But in this example, only one bone has the object

visual belfry
#

when you remove, if it's still referenced somewhere it won't be destroyed if that's what you're thinking

#

if it's not still referenced, AFAIK it does get destroyed

#

why not use something like Widget Switcher?

#

I've had bigger farts taking up memory than one off widgets ๐Ÿ˜ƒ

#

I thought maybe you were doing notification popups and worried it'd build up over time

warped silo
#

Are there any console commands for getting the name of the currently loaded level?

still moth
#

aah, i havent been here for a while

grim ore
#

just keep in mind widgets are not destroyed immediately and can stack in memory till the next garbage collection

#

for widgets they normally stick around about 60 seconds

sonic pagoda
#

got a really bad bug, set actor tick enabled to false during run time does not work

grim ore
#

you can watch it in the editor when testing, watch the # of widgrets available in the debug drop down then wait and watch them disappear

proper crane
#

This a good direction?

sonic pagoda
#

damn, really bad bug

#

oh wow, just in time

proper crane
#

...

sonic pagoda
#

was referring to another bug

proper crane
#

Ah

sonic pagoda
#

so setting actor tick enabled to false actually does work. the problem is if you had something runnning on tick that function never gets disabled

#

or de-registered , whatever you call it... and so it ticks forever

#

even though its set to not tick

#

funky

#

@grim ore tell me if im crazy, but if you have some time, set an actor to print a string on event tick, and then have a delay on begin play that after 5 seconds disabled tick (set actor tick enabled[false]) of course you know the node since you have a tutorial on it lol

#

and watch that print string still fire

proper crane
#

And while someone's at testing things, they should also find out whether Tony Hawk is latino

#

I'm not sure if it's just a spray tan

grim ore
#

@sonic pagoda so tick -> print string -> delay -> disable tick?

next badger
#

@sonic pagoda when you SetActorTickEnabled it just disables the onTick event callback, basically not triggering anything every frame...if it was triggered - it still will be running

sonic pagoda
#

run the delay off begin play

grim ore
#

oh yeah gotcha

#

might as well print if tick is enabled lol

sonic pagoda
#

@next badger so how does one disable the tick event lol ... this is terrible for actor pooling

grim ore
#

nope works fine here

sonic pagoda
#

no

#

you are missing the point

#

you disabled the tick

#

you got that right

#

but the event tick itself

#

is still firing

#

so just print a string like hello

next badger
#

tick event is the core engine mechanic

sonic pagoda
#

a workaround i guess is to just not use tick if it needs to be disabled at runtime, and just use a timer instead

lapis bronze
#

even if you have tick enabled on an actor, if nothing is connected to it.. its not firing.

sonic pagoda
#

thats not what im saying

#

im saying, if you have a tick and you have an event firing off of it, even if you disable tick at runtime, that event continues firing

sonic pagoda
#

so after 1 second

#

you get nothing?

#

or you get false?

grim ore
#

the first screenshot you can see the prints ending

lapis bronze
#

hm well if what you say is actually true that might be a bug

grim ore
#

so yeah I get it working as expected, disable tick stops the tick from firing again

sonic pagoda
#

how about

#

you start with tick disabled (on the actor settings)

#

and then enable it at runtime

#

and then disable it

next badger
#

@grim ore the better example will probably making an event that was fired by the ticking actor, and another one has logic that printing string on that event

grim ore
#

well the event would only fire when the tick fires so it should be the same result

#

ill try the enable/disable thingy but I expect the same result

#

yep, nothing for a second, then enable tick and I get prints, then prints for a second, then no more

#

i mean the tick is just an event it either fires or it doesnt I would assume

next badger
#

i wonder how your log looks when printing the string 90 times a second =))

sonic pagoda
#

okay thank you... i must be doing something wrong again.. though... my code is awfully similar to yours, just a lot more things since its for gameplay

grim ore
#

full of print strings ๐Ÿ˜›

#

maybe something else is re enabling it? test it with is enabled like I did

visual belfry
#

same results, mine starts after 1s, then stops after 1s

#

you aren't doing any crazy delay loops are you ๐Ÿค”

sonic pagoda
#

its a" simple "actor pool...

#

its just like, before returning to pool, disable tick

#

i will debug further, maybe the pull from pool event is getting fired more than once....

next badger
#

also, components using own tick queue

visual belfry
#

and the side effects you're seeing are directly from what's attached to event tick?

sonic pagoda
#

yes

#

im simulating gravity

#

and i get warnings telling me about adding force, which shows me that ive disabled physics before sending it back to the pool

#

but its still running the add force event on tick

next badger
#

@sonic pagoda what's your ticking group?

sonic pagoda
#

pre physics

#

yeah i just tested what you guys tested myself (on an empty bp) lol... and it does work as expected... idk ill figure it out,.. thanks all

proper crane
#

Uh, I do like where my rigidbody is going, but I don't get why even though all constraints and shit have the same settings, that only one bone is not falling through the floor

#

I'm just confused

next badger
#

don't forget to set up the substepping for physics, otherwise it will be framerate dependent

proper crane
#

I just fuckin said rigidbody...

#

Physics Asset

elfin jacinth
#

Hey all - is anyone having an issue updating to 4.22.3?

grim ore
#

a few people have today, they say its stuck in queued. no problems here personally

proper crane
#

"Convert selected constraint to Ball-And-Socket, Hinge, Prismatic, or Skeletal" Uh... where's the documentation on this?

elfin jacinth
#

Thanks, Mat. I'm trying to track this down.

sonic pagoda
#

I am

#

having that update issue

visual belfry
#

@sonic pagoda works for me..

sonic pagoda
#

yea

#

it works

#

i tried again(regarding the tick thing)

visual belfry
#

retconned ๐Ÿ˜›

grim ore
#

I know for me it felts like it was initializing for longer than normal but it updated fine after that

sonic pagoda
#

i was having an issue with the launcher... where it also said there was an update, and then i pressed that and it just didnt restart

#

had to restart windows and all

next badger
#

@elfin jacinth tell the devs we want a legend for Operations chart in the downloads tab ๐Ÿ˜ƒ

visual belfry
#

what if it's just a panning texture

#

high tech hourglass

visual belfry
gusty dune
#

Has anyone got a moment to help out with a casting problem?

visual belfry
#

yes, why else would we be on the internet

gusty dune
#

The memes?

visual belfry
#

I.... fair point

gusty dune
#

:3

#

I'm trying to cast to a sword my character has equipped, to turn the box collision on and off

#

But don't know what to use as a reference in the cast

#

At the moment it's just a wildcard

visual belfry
#

huh?

#

just drag the equipped item variable into the cast box, yeah?

sonic pagoda
#

where is your sword josh

#

is it in your character bp?

#

what you should be doing, is once equipped, you save the reference of that sword to your character

#

so that you can use that reference instead of casting

gusty dune
#

I may be a bit slow at the moment, apologies

#

My sword is a separate actor, I spawn the actor and attach it to the character on equipping it

sonic pagoda
#

take some pics, windows+shift+s and ctrl v onto here

#

where are you spawning the sword from

#

from inside the character bp?

gusty dune
#

I am, yeah

sonic pagoda
#

if thats the case then after spawning the sword, that little blue circle node, promote that to a variable, and boom you have your sword reference, that you can use anytime

#

right click, promote to variable

#

and then use that variable, you dont need to cast anymore since you have a reference to the actual object

gusty dune
#

๐Ÿ˜ฎ

#

Hmm, I can't find the function in the sword anymore as it's a generic reference now though

proper crane
#

Alright, I copied the properties from 3rd person... example thing and my physics constraints are still falling through the floor

#

... yay...

grim ore
#

if you promote it after you spawn it, it should be a specific reference to that object and class

sonic pagoda
#

josh - drag off sword reference now, get box collision

gusty dune
#

I'm being an idiot here I think, sorry about this

#

Right I see what went wrong

#

That only works if it's from a specific actor, not one from a class that's a variable as well

#

My bad, thank you for the help, much appreciated ๐Ÿ˜„

grim ore
#

ah yes it wont know the class you want to spawn that way

#

so in that case you would cast the output variable to the right class or look into using interfaces to talk to the item generically and tell it to do stuff

gusty dune
#

That's a relief it can still be used with a variable, I was hoping to have a few different weapon types

#

Thank you

grim ore
#

for different weapons either use a base parent class like weapon and make children out of the types so you can still cast to the parent class and work with it or use a blueprint interface which is intended to work with things generically like that.

#

in the end of course there is a way to make it work, we just have to figure it out ๐Ÿ˜ƒ

proper crane
#

This seems like the exact same issue that the blueprint had

#

Not sure why the leg tips pop out at the instant of simulation, or why they have no collision

gusty dune
#

That physics asset looks scary

proper crane
#

It does some weird shit that I can't explain

#

no one simulation the same

#

I mean, one time, the limbs started multiplying themselves for some fucking reason, I'm starting to think any program I download is just cursed

gusty dune
#

Did you make the model yourself?

proper crane
#

Yes

#

It is intended for a scary game

#

Horror... Would be a generous term

#

It's... not very serious, clearly, when I'm trying to make a physics asset for a goddamn ant wearing a fedora

gusty dune
#

ahaha

#

I love it already

#

Probably a daft suggestion,. but have you tried importing the model with less limbs, then adding them one by one to see if it's possible to pinpoint the issue?

proper crane
#

I don't think limbs are the issue

#

Limbs don't create collision

#

All the collision in this thing refuses to keep it from falling through the floor

#

It's basically a public hanging where the only collision item actually working is his neck

gusty dune
#

But I thought with physics assets objects will push other objects if they occupy the same space, it happened with me when I had too many AI. In the end if too many collided they would launch through the walls and floor

proper crane
#

Well, i was told again and again to use the "3rd person example", and in that physics asset, there are overlapping colliders, so Your guess is as good as mine

#

So it's either not that, or there's some super secret setting I'm missing

#

Cause I also copied all the applicable properties

gusty dune
#

Hmm

#

Is my general expression trying to understand this

#

Sorry Allen, I'm not too familiar with physics in engine yet

proper crane
#

To say the least, either: The "3rd person example" is fucking useless, or there's an important setting that neither the documentation or other people have mentioned

#

Like, uh... I thought all collision was supposed to uh, collide with things, but just like with blueprint, uh, only one collision object is uh, colliding

#

There's no settings for the objects collision in here, so I'm not sure what I can do

potent wing
#

@gusty dune for a second i thought that doggo was made inside unreal engine

#

OML am so stupid

proper crane
#

I been trying to do this shit for 8 hours a day for the past 3 days

gusty dune
#

I wouldn't even know where to point you for advice on all limbs except the head going limp

#

An exorcist that specilises in UE4?

proper crane
#

The head is the only one that works!

next badger
#

@proper crane can you show how simulate looks?

proper crane
#

The last image I shared was how it looks

next badger
#

oh...i see now

proper crane
#

It's basically hangman but with a giant ant

#

This is not the time to laugh

gusty dune
#

Could you show a screenshot of the settings of the head and then two of the limbs please

next badger
#

@proper crane is collision response checked for all of them?

proper crane
#

I do not have a setting called Collision Response

#

Oh, the meshes

#

Yes

#

It is checked

next badger
#

hmmm...it's spelled reponse for some reason

proper crane
#

I fucking edited the message, don't rip into me

#

I saw my mistake

next badger
#

@proper crane no, i mean...in ue4...

proper crane
#

Yes Alexey, my "Collision Reponce" is checked in all collision objects

#

But when those capsules drop, they drop through the damn floor

#

blocks would have been funnier, but I probably shouldn't be making jokes

#

The capsules, uh, descend much farther than they should

next badger
#

when collision is enabled they should not penetrate the floor at all...

proper crane
#

What'd I say? Cursed. Just anything I touch

#

Name a game, If I've played it, I've crashed it by pure chance

#

It took me four days to beat outlast because I just kept doing the wrong things and getting into places I shouldn't have

#

But in all serious action... What is going on here?

next badger
#

@proper crane could you make a copy, and delete all the colliders in it except one? then compare 2 copies, the one that have part that falls through the floor and one that does not

proper crane
#

Cause I've been here for 28 hours in the past three days trying to make this physics asset, I've neglected Malixille, and now I'm getting someone else confused.

#

So, I deleted the head collision that was working before

#

And now it seems a different object I can't pin point is now the one collider that's working

next badger
proper crane
#

I'll move if You can help me summarize this shit, cause I don't know how to explain it as this point

#

It went from "How do I make a collider I can physically animate" to "Why does everyone's solution just cause a different problem"

#

It's not even a different one, this is the same one

#

Honestly, I can't even figure out which one is the working one anymore

potent wing
#

If the it was working before, then try to copy the blueprint from autosave folder

#

And paste it into your project

proper crane
#

I did not say the blueprint was working

#

I said my Physics Asset had the same issue that the people told me Blueprint would have if I tried this

potent wing
#

Ahh i see

next badger
#

What about the scale of the mesh?

proper crane
#

Pardon?

potent wing
#

I mean its sad man like you have this problem for 3 days and have not fixed it yet, wish you luck allen

proper crane
#

Ah, I thought HTE was some code

next badger
#

Ue4 tends to break on heavily scaled objects

proper crane
#

Scaled up or down?

next badger
#

both ways -_-

#

1000 is bad, and 0.001 too

proper crane
#

Uh, well, I didn't scale my mesh, but it was imported big

#

And, These capsules are pretty fucking big, so I can't see why there would be an issue

#

I mean, they are kinda scaled down to where they can no longer be scaled, but You could fit more than one player inside of the collider at this point

next badger
#

you are using body creation for the skeleton?

proper crane
#

The skeleton is imported

sonic pagoda
#

it could be self collision

#

if you havent chcked the Phat tutorial by epic games

#

i had to watch it twice at least

proper crane
#

When You're using Unity, You learn to not use dev tutorials

#

That mental indent will carry with almost any software afterword

sonic pagoda
#

not the case with unreal engine, you have to read the documentation

proper crane
#

I've already seen the documentation be outdated

next badger
#

@proper crane the body creation tool is the one that generates collision from the skeleton

#

well, you need to select the bones you want to have the colliders

proper crane
#

Where do I do that?

#

Y'know, like, only showing me the window, and not location, kinda like just not showing me the tool

next badger
#

in the physics asset editor

proper crane
#

How do I do this?

#

I mean, I don't see an apply button

next badger
#

the green button "Generate All Bodies"

proper crane
#

Not in the image, but I see it in my overlay

#

How is this better?

sonic pagoda
#

if those collision volumes are self colliding without proper constraints its going to turn into a helicopter

next badger
#

@proper crane but does it collide?

sonic pagoda
#

i havent messed with this stuff in a while, i gotta tell you, download some patience and watch the phat tutorial and replicate everything they say, 1 for 1

proper crane
#

@sonic pagoda You were wrong'

#

The auto generated bodies were the helicopter

#

I honestly can't tell if it collides, cause it just dun team rocket the fuck out of here

sonic pagoda
#

lol

gusty dune
#

This interface call (to a teleporter actor) wants a reference and I can't figure out what reference wouldwork

#

Any ideas?

proper crane
#

These sphere jokes are the only thing keeping me sane, this is really fucking painful to try to solve

hidden aurora
#

You need to specify a target

proper crane
#

@next badger Your suggestion... Kinda made it worse

#

That thing... I'm not sure how to answer

gusty dune
#

But there's only one teleporter, how would I specificy that as a reference?

proper crane
#

Nah, nah, I'ma record this for ya

gusty dune
#

@hidden aurora what should the target be?

sonic pagoda
#

@gusty dune you need those references again

#

you cant just call functions on other actors

proper crane
sonic pagoda
#

without referencing them

proper crane
#

THIS is the result of your suggestion

gusty dune
#

I've been up way too long with too much caffeine XD

#

I thought you don't need a reference when using an interface

proper crane
#

Yall just look at this ant... It's worth it

sonic pagoda
#

that reminds of how the term bug came about

potent wing
#

@gusty dune can you send a screenshot where this event going?

gusty dune
#

Yeah sure thing

#

First to the interface

#

Then to the Teleporter actor

#

The Teleporter actor is just placed in the world, not attached to anything

sonic pagoda
#

press T , run a line trace from your actor forward, on the hit you take the actor and then run the interface event on it

proper crane
sonic pagoda
proper crane
#

Good news: The collision works
Bad news: It's killing my GTX, and RUN

#

Just watch this clip...

gusty dune
#

Ah see that would work if I was near the Teleporter

sonic pagoda
#

you need a reference

potent wing
#

Okay the ant is...

gusty dune
#

Otherwise it would be an Event Dispatcher?

sonic pagoda
#

can not call functions on objects without a reference, unless you bind a delegate

#

yes

gusty dune
#

Thanks for your assistance this evening ๐Ÿ˜„

#

I finished my second year of university last week, and am trying to get into the fun stuff in UE4 again

sonic pagoda
#

congratulations

proper crane
#

@potent wing Beautiful, say it

#

No, but seriously, burn it in a fucking fire, can someone help me with this?

#

Ent go fell

potent wing
#

Its beautiful man

#

I like it :D

proper crane
#

Can someone help me solve this?

#

I do not want to go into a fourth day of this

#

That'd raise the total work to... 38 hours

potent wing
#

Damn man i feel you

#

Im really sorry but im not really good on this things

visual belfry
#

The main problem is your character falling through the world?

#

Except for the head?

proper crane
#

Yes

#

If I delete the head, than it will be a different random piece of the hierarchy

#

Basically, it only allows one collison object to collide with things

potent wing
#

Guys, if i download a font which it says is "Free commercial use" does that mean i can use it on my game and sell it? What about royalty free? What is the difference between royalty free and free commercial use?

next badger
#

@proper crane btw, since your collision capsules are huge, have you increased linear tolerance?

proper crane
#

What's that?

next badger
#

@proper crane Projection Linear Tolerance, is the value that determines how hard capsules connected

#

it should be around 5-10% of the size

proper crane
#

I don't know the size

low trail
next badger
proper crane
#

I only see radius and length

#

Would calculating the volume of a capsule with cylinder Pythagorean theorem work?

next badger
#

@low trail you don't need to, it's just a template for preview

#

@low trail main info shown in the lower left corner

proper crane
#

I don't really see any scale

next badger
#

capsule radius, capsule length

proper crane
#

I don't really know any formula for that

next badger
#

just set tolerance to 5% of the length

proper crane
#

Ah

#

I don't know where Tolerance is

next badger
#

in the constraint settings

proper crane
#

Linear?

winged crypt
#

Has anyone here used the free 'prototype weapons' pack from the marketplace?

next badger
#

@proper crane yep, angular is generally 180

proper crane
#

I'm assuming i do "<Length>*0.05"

next badger
#

well, for mannequin it is 5, and the capsule overall size is aroun 30-40

#

nope, 35 is the largest one

proper crane
#

I hope You know You can do math inside of the tabs where you set things like scale number

#
  • is multiplication
next badger
#

well, i'm not sure where it will take length, since it's a variable of a capsule, not a constraint

proper crane
#

Well, it seems like the most efficient way to turn the length into 5% of its number

next badger
visual belfry
#

@potent wing always always always try to find a license

#

was looking at several fonts the other day that were licensed for creating documents but not shipping as part of an application ๐Ÿค”

next badger
#

@potent wing um...if you will use ue4 - just convert the font in to Distance Field, and ship the game without the font

#

distance fields are textures, so it's ok to ship even commercial ones

proper crane
potent wing
#

But that way im still using its fonts right?

proper crane
#

And this is the size of my ent boy

visual belfry
#

very much still using the font, just not in the most technical sense ๐Ÿ™„

potent wing
#

Correct

#

And how do i find the license?

visual belfry
#

where did you find the font? for example google fonts will pack the license file in the .zip as well as mention it on the page

potent wing
#

On 1001 font dot com i think

#

Theres a notepad with EULA in jt

visual belfry
#

yup thats it

potent wing
#

I still dont understand

next badger
#

Texture is a byproduct of a font, as logo, or pamphlet

potent wing
#

What does this do EULA .text do?

proper crane
#

Give You legal leverage

visual belfry
#

it should tell you how you're able to use the font

potent wing
#

"... May be downloaded and used free of charge for both personal and commercial use..."

visual belfry
#

does it add any other restrictions?

#

you're probably good to go, but I don't know what you're looking at so your judgement is best ๐Ÿ˜ƒ

potent wing
#

Im not allowed to modified the font

proper crane
#

Yeah, I changed the linear tolerance to 5% of the cylinders length, and it hasn't done a thing

potent wing
#

Ah yeah i think im good to go

versed spear
#

lol why would a variable type of my character that is not even being used would cause compile errors when nativizing. Unreal never amazes me with what it can put me through.

next badger
#

@proper crane well...then the scale is the only path i see

proper crane
#

I'm not sure what to do with scale, all these collision objects are definitely bigger than your player

potent wing
#

Also i have a question here, so i have 2 level, 1 is a test level and the other one is main menu. How do i delete player start and my player character when im playing at main menu level? Because i keep getting errors

visual belfry
#

I have a separate game mode for my main menu, do you?

potent wing
#

I dont, how do i do that?

visual belfry
#

maybe you have some logic in there expecting to spawn a player, etc

potent wing
#

Yep im good to go

#

I simply create a blank game mode

#

And just insert it in

#

Thanks

#

1-year unreal engine experience, still have sooo much to learn

next badger
#

i think, gamjam pack has a menu etc with proper setup

potent wing
#

Im wonder how pro are you if you are using unreal for years and years

proper crane
#

Do You know any place I could scale the mesh down?

next badger
#

you are not...I've asked some Epic devs...they are only know parts of it

#

I wonder how much Victor knows

#

@proper crane yes, import settings...but you need to reimport mesh after you change them

potent wing
#

Victor burgos?

next badger
#

Lerp

proper crane
#

Alright, but I'm keeping this current import in case this problem is bigger than meets the eye

#

after about 38 hours, it's starting to get to me

#

Or... 30?

next badger
#

well, have fun...nap time for me

true vector
#

when in the editor, i click validate assets, on the content folder. it finds 28 that cannot be validated, and i feel its throwing a break in visual studios

narrow lagoon
#

Hey guys! Has Epic announce which date UE 4.23 release?

grim ore
#

requirements for what? UE4 then you should be ok for low/med

potent wing
#

I think so

plush yew
#

ue4

#

alright thanks

narrow lagoon
#

Require for bug fix. This fix is target on UE 4.23. Hope I don't need to rollback to UE4.21๐Ÿ˜ญ , if UE 4.23 release recently

versed spear
#

If I cast and make a reference to a variable from the cast does that reference change base on what it is getting set to or do I need to recast to get the new value of the variable?

#

I assume that I would need to recast to get the new value of the variable .

#

I guess a work around would be making a variable in the blueprint that I need the value in and cast to that blueprint and set the variable that way I can get the cast out of the tick and it is still updated to the correct value.

grim ore
#

probably 2 months for 4.23

zealous cloak
#

hi good morning

potent wing
#

Hi good afternoon

woeful sparrow
#

hiiii

storm venture
#

is it overkill to have a hierarchy of blueprints like:
BP_Suppressor_01 is a child of BP_Muzzle_Master is a child of BP_Equipment_Attachment is a child of BP_Equipment_Master is a child of BP_Item_Master?

modern sleet
#

Hello guys, could anyone help me with setting up the team enviroment for UE4 develop?
My question is, what is your experince with git so far and where do you store content (models, textures, etc..). Thank you for any input

magic knot
#

PackagingResults: Error: Cook failed.
PackagingResults: Error: Unknown Cook Failure

#

build error

dark depot
#

are you asking for help?

plush yew
#

did the hotfix disconnect every god damn blueprint entry node from the rest of the function for anyone else?

#

oh fucking hell why did i update

#

everything is broken

#

thanks epic

potent wing
#

guys urgent, if i try to download an assest from the unreal marketplace on different computer, is that okay? if i downloaded on the second computer. can i like copy that assets file and paste it into my main computer?

storm venture
#

@potent wing from what i've heard, you can download it and use it as much as you want, the only issue is if you distribute it to someone else who is not on the team of whatever project you're working on, which is not allowed obviously

#

so if the asset you're downloading from a different computer is downloaded using your epic account, that's fine, if it's someone else's epic account, they would have to be on your "team" for it to be okay

potent wing
#

oh i see

#

there also 1 thing

#

i cannot downloaded it

#

beacause i dont have project to add

#

is there other way around?

#

also ue is not installed here

storm venture
#

sorry im not too sure, perhaps it's already stored in the local cache?

potent wing
#

thanks for the answer man

dark depot
#

not sure why you would want assets from the store without ue4 since they are uasset files

wary wave
#

indeed, would be largely useless

potent wing
#

i mean im on different pc (Internet cafe PC) i cannot download it at home because i dont have wifi

wary wave
#

right

potent wing
#

i could use my mobile data but its very limited

wary wave
#

then the best bet is to create a project on the internet cafe PC, then move the entire project onto something like a USB stick

potent wing
#

thats what im planning to do

wary wave
#

but if you don't have UE installed, it may be a problem

potent wing
#

but the problem is theres no UE instlled so i cannot create a project

#

that

#

XD

#

might as well download a free project and make it as a container

storm venture
#

i wonder if you could make an empty file with the .uproject extension and place it within a fake projects folder?

potent wing
#

you could?

storm venture
#

im not sure, just throwing ideas around, haha

wary wave
#

I think you'd need a legit project file

#

the rest is probably unimportant

#

will want a directory structure, but the content probably isn't read

potent wing
#

remind me what is the directory of unreal project?

dark depot
#

well i imagine it would just be looking for a content folder but i havent tested anything like this so idk

storm venture
#

So i was messing around with it and it looks like you need the project to be recognized by your launcher before you can add things from your vault to it, which means the project needs to be created or opened at some point i believe

potent wing
#

fuck

#

which mean i cannnot do shit?

wary wave
#

seems that way

potent wing
#

fuck i really need the assets

#

i still cannot find a way

wary wave
#

you're not going to be able to do it this way

potent wing
#

fuck me

#

i have a question

#

how do you check an assets's file size from the marketplace?

wary wave
#

You can't, I don't think?

cloud cobalt
#

You can't really

#

Especially the final ingame size

#

Since that's platform dependent

potent wing
#

just the download size

#

i was meant to say download size... sorry

cloud cobalt
#

Don't think you can know that, no.

potent wing
#

because i wanted to know how many mbs that i needed to download this assets, if its low enought, i can download them at my home

cloud cobalt
#

Email the author

potent wing
#

i got 12GB of mobile data per month and its only 4 days, now i only have 1,8 GB because of downloading many assets from the marketplace

dark depot
#

your best best would be to ask somewhere with wifi to let you download ue4 i think

cloud cobalt
#

UE4 development is bandwidth intensive, you'll need to download more than 12GB later on when you're debugging issues

plush yew
#

Hi, i am sorry to ask this again (did so yesterday, and thought it is an easy question, but nobody answered so maybe its a stupid question?) We have an internal project using TwinMotion. What I gathered so far is that it is based on Unreal. Would a unreal developer be able to utilize unreal scripting in such a TwinMotion project? (like I imagine the TwinMotion is a layer on top of unreal, and you can still do normal unreal coding with it?). Thank you for your help!

potent wing
#

wait

#

actually

#

i can create a project from the epic launcher

cloud cobalt
#

@plush yew You'll need to ask TwinMotion devs or users

#

It's not really a stupid question but people here are going to be using UE4 and have no idea what TM does or how

potent wing
#

i can actually create a project from the learn section of unreal engine, lets hope i can add the assets into that project

#

I ACTUALLY CAN!!! XDD

cloud cobalt
#

Well yeah

regal mulch
#

Anyone know how the EditorUtilityLibrary is linked to the EditorUtilityWidget?
I would like to add a function to the system but I don't quite see how I can add my own library :x

plush yew
#

thank you @cloud cobalt will do

regal mulch
#

Guess extending from EditorUtilityWidget would be a way >.>

lusty carbon
#

How can I trigger a door to open in my sequence at a specific time?

regal mulch
#

Also, freaking VS 2019 gets slower and slower and slower and then just crashes + restarts every now and then.

#

-_-

dim merlin
#

Hi, my terrain seems to bright (on serveral projects) anyone knows i should build lightning if having dynamic only?

#

or whatelse it could be?

serene birch
#

if you still have some "built lightning" left maybe you'll need to rebuild it to clear that but I'm not sure that's your problem

normal jolt
#

Hey fellas.
Can anyone recommend some really good articles (and such stuff) on optimisation and working with lighting in particular?

errant lintel
#

Hey there, curious to know if someone already made an intensive usage of Datatable to know if it can easily handle something like 100,000+ rows or I should use an another filesystem

wary wave
#

You can use it for a lot of rows definitely, but at that extreme I would probably consider an entirely different system

#

100k+ is an awful lot

#

you're into database territory

errant lintel
#

@wary wave yeah I will go for sqlite I guess

#

thanks ๐Ÿ˜„

wary wave
#

I prefer two separate objects

#

no need for a skeleton when all it does is rotate

#

I don't see why not

#

just seems more flexible not to

waxen abyss
#

does anyone know how to make a Gaussian Blur as a post process material?

cloud cobalt
#

They are a few examples on the forums

#

You'll need a custom node with HLSL

#

Do note that UE4 has a gaussian blur already in Slate/UMG if you want to blur full-screen or rectangular shapes

waxen abyss
#

which option is better do you think?

cloud cobalt
#

Well, what do you want to do this for ?

errant dagger
#

unreal editor doesn't see visual studio (already installed)

#

is it possible to fix it without reinstalling the vs from scratch?

cloud cobalt
#

What do you mean by "doesn't see" ?

fringe pivot
#

Does anyone know a way to replicate height data from a landscape to another?

errant dagger
cloud cobalt
#

So, do you have VS2017 installed with the C++ component & Win10 SDK ?

#

And did you reboot after installing that ?

errant dagger
#

all by docs

#

and only by official docs

cloud cobalt
#

So you did install C++ support in VS 2017 ?

errant dagger
#

its worked yesterday , I think some soft like ccleaner remove some ue4 or VS stuff

#

vs2017 community was installed by ue4 official docs

cloud cobalt
#

I'm just trying to make sure you installed a C++ compiler too ๐Ÿ˜ƒ

#

VS 2017 defaults to not having one

errant dagger
#

I did it many time since 2015

cloud cobalt
#

Try the "modify" option in the VS installer (it's installed with VS) to confirm you have the required components

#

If you do have them, then yeah, your "cleanup" tools might just have wrecked the system as they usually do

errant dagger
#

all components is already here

cloud cobalt
#

Probably need to reinstall then - and uninstall ccleaner

errant dagger
#

vs installer doesn't see installed vs too!

#

but vs is right here

#

I can build the engine from source

cloud cobalt
#

Remove ccleaner and reinstall VS ๐Ÿคท

errant dagger
#

it looks like last resort

#

)

plush yew
#

Hello guys. Are "On clicked" events (widget blueprints) also working on mobile devices?

#

If des, is it enabled by default?

serene birch
#

ccleaner, more like cdestroyer

dim plover
#

I use CCleaner. Is that bad/dangerous?

deep basin
#

anyone ever encountered the problem that you start up your editor and the engine has cleared all project settings? gamemode reset to default ... and the worst part ... all collision channels deleted??

cloud cobalt
#

@dim plover "cleanup tools", especially those that affect registry, rely on assumptions that are generally true but not always

#

Removing "unused" registry entries is a classic thing that's completely pointless and can cause extreme harm

hoary silo
#

I was wondering how I could control one camera, while looking through another

#

Im trying to create an aiming system for a true first person character

fringe pivot
#

Are DefaultGameUserSettings.ini values supposed to work when you launch the game from the editor (standalone) or just with the packaged game?

hoary silo
#

looks like packaged

fringe pivot
#

Can't make them work with the former

potent kraken
#

Hello ma dudes, google is seriously no help and I'm getting upsetti here so thought I'd ask here ๐Ÿ˜ƒ So is there any way to distort a post process material by its UVs or something? You know how you can distort a texture map by running a noise or something through its UV input

#

Is there a way to do this for post process materials? Specifically I have produced an outline by edge detection and I wan to make it wobbly, is it possible and if so, any ideas?

whole quarry
#

@potent kraken you mean normal maps?

cloud cobalt
#

@fringe pivot It's for packaged games.

wary wave
#

it would be exactly the same as you would with a normal material

cloud cobalt
#

Should work in editor, but only as a default for the ini

potent kraken
#

@whole quarry I'm talking about post process materials.
@wary wave Thing is with the texture maps, the have a UV input right?

wary wave
#

so do post process

potent kraken
#

But PP materials just produce a float that you plug into the emmisive

#

Wheres that? :0

wary wave
#

screen space 0-1

#

that is your UV coordinate set

potent kraken
#

Thought so, but how do I use that to distort my outline result? It literally spits out a float that I have to connect to emissive

whole quarry
#

you can use normal maps in post processing?

cloud cobalt
#

Normal maps are just textures

whole quarry
#

well... ye..

fringe pivot
#

@cloud cobalt ok thanks, it would be a paint to test stuff that way.

potent kraken
#

Are you saying I can use normal maps to somehow distort my post process effect? If so could you get a bit more into it?

whole quarry
#

yes, you can... just google normal and post processing

cloud cobalt
#

Normal maps encode a direction, so you might read the normal map to get that direction, and use this for distorsion

#

Like altering the screen UVs

potent kraken
#

Alright lets say I do alter the screen UVs, where do I plug that in then x_x Again sorry for the spam bois but Ive been at it for so long now

cloud cobalt
#

Well, PP materials usually read from the previous PP input and then output emissive color

#

So change the PP input UV

whole quarry
#

there is a normal pin in the meterial

cloud cobalt
#

Not for PP mats there isn't.

potent kraken
#

Thats my badboi right now, just spits out a float value I plug to the material, cant see how I can mess with the UVs

cloud cobalt
#

You have "UV" input on every scene depth.

potent kraken
#

I did meddle with it quite a lot and it didn't seem the way to go, as when I do, it will mess up with the edge detection algorithm. But if you believe thats the way ill def look into that more

cloud cobalt
#

So you could, like, use the R and G channel in a normal map, subtract 0.5 & multiply by two to get a [-1, 1] value for X and Y distorsion

#

And then you can multiply that by a constant and add it to the UV

#

Done

#

Constant would be the distorsion radius in pixels

#

You can do much better but it's a rough outline

potent kraken
#

Are you familiar with the outline/edge detection code?
It has multiple SceneTexture nodes, not 100% sure where I should do the addition

#

But I'll try again and follow your message, see if it gets me somewhere new ๐Ÿ˜ƒ

cloud cobalt
#

Everywhere

#

Like, you want to physically map the screen to an UV grid that's not a plain rectangular grid

#

Somewhere you probably have a TextureCoordinate node - plug the logic between that and the rest

potent kraken
#

Yes I do actually, huh

#

lets see how that works ๐Ÿ˜ƒ Cheers my dude!

#

I feel theres hope again

#

MATERIALS ARE BUILT ON HOPE

cloud cobalt
#

Materials are mostly built on trickery and craftmanship

still moth
#

hey people

potent kraken
#

@cloud cobalt You madman i love u

#

godbless

#

good sir

cloud cobalt
#

Sounds like it worked !

potent kraken
#

It did! I just have to play with the settings of the texture and all that

#

for a smooth deformation but BOI it happened

#

Thank you very much ๐Ÿ˜ƒ

cloud cobalt
#

np

#

Looking good

visual belfry
#

/o\ opened up my project this morning and started getting these errors in the log (it won't load all the way):
[2019.06.20-14.53.33:251][ 0]LogLinker: Warning: Can't find file '/Script/SixDOFMovement'
that is a plugin I'm using and it is in my projects plugins directory... recompiling didn't help ๐Ÿค”

karmic basalt
#

When profiling a VR project, is the FPS Histogram accurate? Even on an empty project, the highest I have seen the FPS go is 62 which is unexpected considering my workstation.

wary wave
#

62 is the standard cap for the engine

#

I would actually expect it to report 45

#

(45x2)

karmic basalt
#

Ok, so FPS should be doubled when profiling VR?

#

So that rating is actually a 124 FPS?

tiny pier
#

Is there a way I can spawn particles in a ring? So I'd have like a pipe of particles. A hollow cylinder. Rather than just in a box, or on a plane, or a line, or a point.

sudden agate
#

I don't have to manually unbind delegates/Event Dispatchers, wenn I destroy the listener, right?

small goblet
#

Quick question.... Wasn't there a site that allowed to copy and paste Blueprints onto it so that show it on the UE forums?

wary wave
dim merlin
#

Hi guys, is there any known issue or even bug that landscape materials (like grass) are really to bright in 4.22 ?

#

am really looking for this since this morning, so rlly need help

pallid talon
#

Any PyCharm users out there? My "import unreal" module line is broken on my *.py file. The Module is missing. How do I get PyCharm to recognize "import unreal" ?

serene birch
#

depends on path/modules

pallid talon
#

@serene birch Is it possible to add a path for the Unreal Engine module? Do you know where the path would be?

serene birch
#

I don't use PyCharm but I bet you can ๐Ÿ˜ƒ

#

hmm, that seems difficult

pallid talon
#

Well I know how to include a module, but I can't find a source for Unreal....