#ue4-general
1 messages · Page 490 of 1
is replication easier through BP or CPP? 😃
Are we talking about chaos :D?
Oh for PhysX yeah I think you can specify a way to handle the stepping of the physics system
although can't remember off the top of my head
@brittle tundra Doesn't really make a difference
replication in BP tend to become hard to read
Though given how complex replication is, tbh, I'd rather use C++ if you already are good with the language
Yeah
And I'm doing player replication on a planet
with a fake gravity ahah
I have no current documentation on C++ replication... and If I follow some tuto somewhere it never works 😃 deprecated stuff
C++ rep hasn't changed in years tbh
Mark property as replicated, add the lifetime function
Maybe add an UFUNCTION event on rep
any idea why a new collision type, by default set to block.. would not work as player?
the player doens't die, but oges thru the ground, controls don't work..
goes *
all fine with any other type
I think one of the main reasons my AI was slow.. was overlaps. I was using tags, not types
so every AI would check every other AI, and ask it if it is Player
2 collisions generating overlaps per AI
- 100+ AIs..
so that's 200 collisions * 100 objects.. 20k overlaps?
if all AIs are close enough
I imagined overlaps would be nothing to compute
if they don't trigger actual code
there are some reasons that might screw up collisions. for my actual project is was me, setting collision more than once, and the event that should only trigger sometimes, triggered every time in the false branch ^^
or maybe the objects are just set to ignore each other, check the collision object type too, not only it's value (mb blocking elements simply ignore vehicles for example)
i always prefer custom, and then setting it to block all
trust is good, control is better ;)
yeah, I wanna have a custom type called Player....
but it doesn't work for some obscure reason
😄
I'm pretty sure that,
the root component has to block the object type if you want a child component to also block that object type.
uh right, that thingie, i think the collision object actually needs to be root
didn't quite understand that yet. resulted in some unexpected behaviours for me too in the past
for example, i have an actor with a collision box (root) for the player, it just checks if the player hit the enemy or not, working fine af. got another collision sphere (not root), which i wanted to use for aggro range and stuff, and ... it did nothing ^^
might be me tho, not fully understanding the UE collision system yet, but i think having it as root fixes some probs
oh crap... let me see
well, the player's capsule is Root
and there is no other colision
the actor itself doesn't collide
ait, not that prob then, darn.
and again, I set it to Vehicle or anything BUT Player... and it works
what am I missing?
just drop in a cube, check if the player collides with it, and then compare the settings of the cube to your objects
mb you can figure it out, as said, collision could have some reason for it not to work. would just be guessing more from me now ^^
and if it still doesnt work, be happy, you are in the process of learning something :P (errors, main source for learning stuff)
yeah.. it's all fine for a simple cube
hm, there is also the enable physics setting, usualy you do not move with physics, people tend to like that option tho. if it's enabled, some movement types wont work. but you shouldn't drop through the world due to that.
simple solution would be just to add a cube with an invis material as collision blocker, but that's just a workaround, and you should find out what actually causes your prob now, or you will have it again sooner or later
this doesn't make any sense tho.. there should be some obscure setting somewhere that bugs it maybe?
but it's a super simple scenario
make new colision type, set to block
done
if my player is type Player, and everything blocks type Player..
oh wait, maybe it's some object in my world that blocks me O o
AMEN!
I had to update all the default collision settings
presets
I have a material that lerps between 4 different textures. At the moment the setup is texture 1+2 go into lerp node A. texture 3+4 go into lerp node B. A+B go into lerp node C to determine whether 12+ should be displayed or 3+4. Is there a more efficient/cleaner way of setting this up? Like, a node that let's you plug in multiple textures?
Sorry to interrupt but, would you guys recommend that I use gog or itch.io?
For posting my game
@dawn gull This is a bit like asking if you'd rather get a bike or a luxury car
You don't 'post a game' on GOG, it's up to them to pick you
itch.io & Steam are the only platforms where you can put whatever you want
It's $100, but you'll also get literally 500 more sales than Itch
Mmmmmmmmm
itch is fine really, it's free, you can set it to get 95% of revenue, it's great for betas etc
I've never bought a game on itch and don't know anyone who has
if you're going to sell the game, Steam is the only platform that matters
It is 100% now
Ah
95% of net price
Ok
Steam is 70% of net price
Oof
(55% of gross)
Eeeeeee
But really I think I actually have 300 times more sales on Steam than itch.io
Like, actual number
Would a good idea be to try and get myy game "selected" on got then have a backup
Because I can't do $ 100 for it yet Anne it is my first game
And it's gonna be for alpha
itch is fine for first games that (frankly put, no offense here) no one really wants to play anyway
Steam's a good experience, and you'll need it for serious games that you want to see sales for
Ok
But realistically even on Steam, many games sell 5 copies
Oof
If you start seeing people buy your game you can "invest" in a Steam version
Microtransactions don't really work on PC indie games
That's not an indie game
Ohhhhhhh
epic store should go "life" for indie devs this year too, or? just since you didn't mention it as plattform ;)
And that game made some 25 million free copies, so yeah, with these numbers, microtransactions work
Because indies usually make less than 1000 copies, and less than 1% of free players buy anything ever
Do the math
People also never, ever, buy skins in single-player games, or multiplayer games that don't have a large playerbase - because then, they have no one to show the skin to
That's not really a conversion rate really then
My game has almost only paid users, higher conversion rate there !
(the game's paid)
What is the game called
My point is, I've never heard of a free-to-play indie game doing well on PC
My game is not going to be free to play
robocraft maybe
f
it's free to play and doing well
Yeah, that'd be one example
Anyway, the general idea for indies is a modest price point that is consistent with the size, quality and genre of the game
If you're doing a game like Minecraft, other than the stupidity of that, you shouldn't sell it at a higher price than Minecraft
If you're doing a mobile-style puzzle game for PC, you probably can't sell it at double-digit prices
My First Card Game™ - $59.99
TBH, pricing can be be quite creative and whatever works for you, works for you
"15 bucks little man, put that shit, in ma hand!" worked for notch, decency.
but then, i guess none of us is notch ^^
I was thinking $5.00...
did it start that low? damn, remembering wrong then :)
uh you. yea 5 bucks is legit
tho there are cheaper games too, 5 bucks is something where people actually expect abit
deliver it, and you are set ^^
I have a much cheaper idea for the gaming idiots
$4.99
it makes people think it is cheaper
or mark green ^^
Lol
When google asks if your app could unintentallionaly appeal to children under 13 what do you say?
Hi, is there a way to change the inventory widget without creating a new one? Like the player has 2 buttons on the inventory if he presses the second button it goes to a different invetory menu with different stuff.
Hi everyone, is there a way to use Code:Blocks as an IDE with UE4 without needing to close and reopen editor every time we change a piece of code? I'm asking because I'm used to Code:Blocks for coding since I started learning coding years ago.
If it's too complicated I will stick with VS but was wondering if it was possible
somewhat new to unreal, is this a good idea. I found some functionality in the market place (blueprints) I want to use in one of my projects. should I merge the two projects?
would this be the best method to merge them
https://wiki.unrealengine.com/Migrate_content_between_projects
or just copy/paste the folders
yeah I was just going to copy/paste the directories into my current project via file explorer
so weird thing. Move to Location or Actor.. duplicated, is trouble
no, don't do it via explorer if you can avoid it..
hmm okay.
I do it via explorer sometimes.. but then I have to fix things
anyway, I'm sure there are better ways
maybe ill trim the fat out of the one im transferring over then to avoid conflicts
Move to Location or Actor.. duplicated creates errors. but not always.. so I don't get this. also, even weirder, I duplicated, disabled the previous, and enabled the duplicate.. whcih doesn't work
like there cannot be 2 moves in the same flow
I mean, I don't want that, I want a selector or branch
oh wow... crazy times. I think it needed a delay first
why??
I feel like I'm doing stupid stuff when I use a delay of 0 sec
Hey guys we are trying to create a realtime renderer using unreal engine. In short we want to use unreal with a more simplified interface that only allows us to use it like a render engine.
Such as Lumion, twinmotion etc
with the focus on VR archviz generation
is it possible? 🤔
Bom dia. Algum BR?
@gilded osprey Probably not a great idea
thats a stupid idea
I don't know about stupid, but the renderer isn't all that good by itself
It's quite inflexible
is there a room here to report a possible bug?
No
We're not the engine's developers here
Use the bug report page
This channel is for getting help on your problems, not reporting bugs
(Also it's usually not a bug)
ok thanks
ha ha ... 'it's usually not a bug'. [Stranger 2019]
I guess you're right, but a lot of bugs come from Unreal being dense and all over the place and not always intuitive or easy to use..
it looks and feels like many engines in one
like every window was designed by someone else, who was not communicating with the others
I'm not claiming it's intuitive to use, just that it's usually not a bug
true
Go to build lighting only
Can't build because of a map check error.
Error: Map needs lighting rebuilt.
🤔
Does the log say anything ?
A whole lotta warnings but only one error.
So what's the log ?
Everything?
I have about 300 map check warnings, those aren't important right
Only about overridden materials
Just the end of the log after you pressed build
Oh right, one moment
MapCheck: Map check complete: 1 Error(s), 313 Warning(s), took 166.97ms to complete.
LogSlate: FSceneViewport::OnFocusLost() reason 2
MapCheck: New page: Map Check
LogSlate: FSceneViewport::OnFocusLost() reason 2
LightingResults: New page: Lighting Build - Jul 12, 2019, 5:36:20 PM
LogSwarmInterface: [OpenConnection] Registering TCP channel ...
LogSwarmInterface: [OpenConnection] Connecting to agent ...
LogSwarmInterface: [TryOpenConnection] Testing the Agent
LogSwarmInterface: [TryOpenConnection] Opening Connection to Agent
LogSwarmInterface: [TryOpenConnection] Local Process ID is 16580
LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED
LogEditorBuildUtils: Build time 0:00
LogStaticLightingSystem: Warning: Failed to build lighting!!! Lighting build failed. Swarm failed to kick off. Compile Unreal Lightmass.
DumpUnbuiltLightIteractions```
"Swarm failed to kick off. Compile Unreal Lightmass."
That's the real error here
If you're running from source, compile Lightmass
If not, check permissions etc
From source meaning from code editor? This is in the UE4 editor itself.
From UE4 source code
Github
If you're using a launcher build, it's probably a permission issue
I checked my firewall and SwarmAgent.exe is already allowed there.
And this really is a launcher build of the engine, right ?
Well that's weird. What happens if you trey to run UnrealSwarp directly ?
You mean SwarmAgent.exe ?
I'm running Swarm Coordinator now.
Nothing shows up. That's weird.
Even though there are three instances of Swarm Agents running 😅
Did you get it to run before or is it the first time ?
I don't remember getting this many problems while trying to build lighting.
Oh this is very weird
Apparently this project cloned itself, and now it is on version Other instead of 4.21
having an issue where when i hold right click in blueprint editor to pan it zooms and I cant drag pff nodes
i think this is UE4s main feature, isnt it ?
trying toset up a basic project since 4h
3.9 are the engine compiling or baking random shit i didnt want it to do
I think thats some initial setup
can someone explain to me how in the world this is possible...
both objects are at scale 1
Unit testing related question: Should I make unit tests for each function separatelly, or group them by eg class?
I merged my current project into one of the monthly free projects because i wanted to use some functionality it has. for some reason I cannot select my items from my previous project with mouse. they wont interact
i use to be able to carry items and move them around. also click a book to open it
what should i be looking for that would have blocked or overwritten that
Man that could be caused by anything
interaction
blueprint wont even activate from my previous project
it wont compile?
you talking about the player's bp or an objects?
object
ah gotcha
trying to pickup a box
using an interface?
I havent gotten to working with objects on my project yet so idk if i can help much lol
im guessing merging wasnt the best option
probably better to isolate the functions you need before merging
yeah ill probably try that next
noone knows about why one object in my scene is only half as big despite having the same dimensions?
hmmm does box collider and billboard size use radius perhaps rather than diameter?
OK so I am sorry if this is considered spam (I asked late last night and wanted to ask again incase there is now someone that can hopefully help me) When I am painting on my landscape only whole squares will be filled (image above) making these really jagged edges is there anyway to fix this. Under Landscape > paint, I have the paint tool selected with a circle brush and a smooth falloff I use tool strength .1 to .3 and with any brush size or fall off the results are the same , In my layer blend i have tried setting it to both LB Weight Blend and LB height Blend for both my normal and Regular textures but nothing seems to work again any help would be greatly appreciated.
@plush yew try reimporting it
@boreal topaz tried that already
@boreal topaz clicks won't register on objects or something else?
idk much about landscapes in Unreal but it looks like its just a low res splat map or something? @vocal snow
ok, last dilemma for today. I hope..
so I'm drawing a line trace by CHANEL....
sometimes it hits/ sometimes it misses
and the out hit is zero
any idea why?....
mean it misses on a simple flat plane
Trace complex being enabled and no complex collision on the object?
nope, I do have complex colisions on my objects... maybe not on the test plane
but most hits do register correctly
Any reason you aren't using the out hit Boolean to check for hits?
I need the location
let me check..
btw, I tested with simple trace as well
same
I gotcha, I just mean check if you got something then get the location if you did
oh you mean the fail test to be a bool?
That's normally how it works. The hit is good or bad and then if good you do whatever.
it doesn't work well I think
which bool shoud I use?
I tried both blocking hit and overlap
both fail miserably
😄
It sounds like it's something with your collision then and less with line Trace itself
meaning they won't show a failed hit, but the results of the overlap will be zero
if you're un break the out hit result you'll find you get a Boolean for if it hit or not and then the hit result itself is the Boolean if it hit or not is what you check against
I just test this on a simple plane
hey
Stupid speech to text
does anyone know how to check if a position is inside a capsule?
Collapse the hit result struct back to normal on the line Trace
ok.. but the options are the same after break hit result
what's wierd is that visually the lines do what I expect
@primal prairie Low res splat map? Ill look into this thanks I really hope this is the case and that its fixable
when i crouch-walk towards the edge of a platform it doesn't fall off, is there a way i can make it so?
nvm, found it
hmm, i've enabled "can walk off ledges while crouching" and yet it still gets caught up on the edge sometimes?
Return Value is if movement occured. This is usually true if Time is non zero and preconditions didn't failed: eg running function on component before it was initialized.
For the very most of the time (until you make something very unusual, like trying to move actor before it was created), you can ignore this value and use other booleans, or Time itself only.
is there a way to remove UEs interface and make a useable one ?
so much space waste
and weirdness
Is there a tut outside for this or a menu on the store?
Because i guess the menu stuff overhelme me a bit.
look on youtube, there should be plenty
But several ways - that doesnt bring me to a result. One way, the empty-main menu world and on the other, the "all-in-one"-widget. Hm.
then take what you can from the tutorials and try on your own
that's how everyone starts
Launcher just logged me out, and I've been waiting 10 minutes for the security verification email.... >.<
There needs to be a button to resend, smh..
I fixed my lighting issue
Hi, quick question. say I have a stack of skulls set up with physics, so when I hit play they fall where they may, make a nice natural pile. How do I save that end result, the locations of all the objects, so that next time they start out that way?
@elder crater do you want them to still be phsyx objects or turn it into a static mesh
Still physx objects
you could capture the locations and then spawn them in those locations
you need to store the transform for every skull then spawn each one using that data
I think there's a way to just hit play in the editor and then save the locations of certain objects
But I haven't dug that up
How would I rotate something relative to the camera instead of using it's absolute rotation? (By that I mean, if you right click and drag left, it will always turn left no matter it's current orientation)
actually ima go ask in blueprints
@loud knoll This is what I was looking for https://docs.unrealengine.com/en-US/Engine/UI/LevelEditor/InEditorTesting/KeepSimulationChanges/index.html
Updates Actor properties from the simulated or in-game state.
although it only seemed to work once
oh that is interesting never used it
The first time I used it, it saved my pile nicely. But when I made some adjustments and tried it again it just says no properties were copied
if you can call it from a bp and then put them to sleep maybe it will reduce the overhead
I always try to design physx use to be quick and hope to delete the items or worse case sleep them.
an alternative to 'keep simulation changes' seems to be to copy the objects during the simulation and paste them after. Looks like they're fully 'settled' this way
anyone playing with 4.23 preview have any thoughts on it?
my AIs spawn sometimes.. don't spawn sometimes.. I tell them to NOT avoid collisions and just friggin spawn.. neah. they do whatever they want
there's some hidden nonsense in this engine that tries to do all sorts of stuff automatically..
I just don't understand it
maybe cuz it's not my code..
O o
i tried to spawn them with Spawn from AI. and with Spawn from Class
both have some sort of insane intelligent behavior.. that doesn't let me spawn reliably
😖
@copper flicker
The character class has its own protections against spawning inside objects too
where are you spawning them
how to make this engine useable for developing a game
everyone keeps telling me this is the best
but so far i havent seen much except loading bars
do u work on a atari?
yes
its more likely a faulty windows installation or maybe a broken hard drive
it takes 15min to start everytime, 5min to load a empty scene, 15min to compile shaders until i can do the first moves
"empty scene"
its on a raid of 2 M.2 Nvme ssds
hmm
this is capable of 5gb/s
i would check with task manager see if u can spot a bottleneck
im runnin on a ssd
and its quite fast
maybe overheated?
61°
quite allright
check if u see if its 100% ue engine
maybe there is something else on background
it is 100% ue editor
Hello, all. How can external contractors provide all assets (Materials, Material Instances, etc.) for a deliverable without giving them direct access to my project? If they make their own project to create a mesh, materials, material instances, and blueprints, how can they export all of those such that I can add them to my project with all of the correct references?
The "Migrate" option requires that both projects are on the same computer
its using all 32threads of my cpu lol
But UE4 projects are not what I would call "light-weight", so uploading, downloading, opening, and migrating is a very heavy process, imo
wow
Is there a better way to receive assets from contractors (including Materials and whatnot)?
post :0
gandalf is ue4 only causing a issue or u have some other weird stuff going on
I've placed a PDF in the content folder - What do I need to do to have Unreal execute a command to actually open that PDF (like if you clicked a hyperlink to a local file)
I'm looking for the local address I guess
Can you use local commands, like C:, like you can in the windows explorer bar?
everything else is perfectly fine
Hi, anyone here building for IOS using windows (c++)?
@lapis bronze I fixed it.. I think. I was spawning a cylinder with variable scale.. I had to spawn in mid air, and then teleport on the ground, plus half height of the cyl
but if I dare to spawn too low.. I risk not being able to spawn a large creature
ah i see
on the other hand, I can spawn on tree tops.. and roofs..
acidentally
I will have to think about this, it's just a matter of design I guess
I'll have some areas where it's safe to spawn
btw, can I add procedurally some objects that keep the navmesh from generating on rooftops?
and anything that has to have collision, but not be navmesh
well, anyway, for another day
night night
getting this on the epic games launcher, havent changed the file locations from the usual programs/epic games/unreal on C drive... any ideas?
(umpy thing from trying to install)
path probably his more constrained now for various reasons (though they should be able to ignore that issue mostly)
just install it in some folder in the root of your drive
ah yeah! this is odd, because the error appears on already installed engines. for updates
Hey guys. Any ideas on why the Join sessions node fails in one widget blueprint but works in another? I havent changed anything but it still only works in one of them
hey anyone can help me how do i make crafting system
rn im stuck on how to make them
rn im able to do linetrace and press z key to interact
the onmly thing is the ui and the crafting system mechanic istelf
i know it just bunch of array and such but im at lost here and really need help
thats a deep question
the ui i can do bvut the crafting itself i dont know how to implement yet
Hi, is there a way to change the inventory widget without creating a new one? Because if i create a new one, and then i open the 2 Tab of my inventory, the 1 tab of the inventory its still open.
Can anyone advise - how do I package a project so that the file I have in my content folder can be used as a hyperlink to the relative folder? I have a PDF and am opening it by using it as a local hyperlink, I'm just not sure of the correct syntax to use for the launch URL
Hey - thanks to those of you guys that tried to help me out with my lighting error last night! You did set me on the right track and now the lighting looks smoother than it ever has! 😁
I could use a bit of help figuring something out in animation
@proper crane Is it blender related?
No
But Blender servers generally don't like it when You mention exporting to UE4 anyway
if i wanted a plugin that would turn the last 5 seconds of gameplay into an animated gif which can then be shared to social media, is there an existing plugin for that to save me creating it myself?
They really hate me there. They threaten to ban me when I put pictures of my discord bot in the memes channel
last 5 seconds is important, not next 5 seconds, because the game doesnt know that someones about to do something awesome till after theyve done it
The problem is in an Animation blueprint
What specifically is the issue
is this file type a uproject?
no idea from that @plush yew
i advise turning on file extensions by default, and showing hidden/system files on dev machines.
iirc uproject icons are blue, though
its a .exe
I almost have given up trying to upload to steam despite paying a deposit what a mistake
when the tutorial says to edit .txt that for me are read only
are you using steamcmd?
yes
ok
so you need to edit 2 files, the app_build_nnnn.vdf and the depot_build_nnn.vdf, yes?
I undownloaded sdk and steamcmd and reinstalled
if you cant write to them, you should set the permissions on that whole dir to be writeable by your user
i have all mine in a dir called c:\steamworks_sdk, those two files are under: c:\steamworks_sdk\tools\ContentBuilder\scripts
the entire c:\steamworks_sdk is read/write full access to my username
not editable
hmm, no security tab?
thats inside a zip file
you need to extract the zip file to your C: drive
also, once youve extracted it, youll need to change that name, app_build_1000 isnt correct, the 1000 should be your app id as in steamworks
it does take a little while to get all this setup, but once youve done it, its a simple matter of clicking a batch file (at least it is for me now) to deploy my cooked project up to steam
I didn't know about the extraction thing I knew there was something wrong
now the path is C:\sdk\sdk
I know to rename them and stuff it was the fact stuff was read only was confusing me
the most important thing to set is the "buildoutput" line in the app_build file, which says where your cooked project is
do you mean where the sdk cooks it? or where UE4 has cooked it
that's the input right?
where ue4 cooked it
can i pm you? i'll show you mine as examples
it'll save you a few minutes, just be sure to customise the paths and the app id
yes thanks
Hey guys, can someone tell me the best starter options for the movement of a paper 2d character, or maybe show a tutorial explaining what each thing controls? I wanna get the movement to feel nice but its weird
I've create a map that procedurally generates in game via event graph. I'm having some issue capturing sequencer footage because I can't see the generated map without playing. Is there a way around this?
edit
Simulate appears to do the job
the issue I mentioned. Is detailed in #animation
Has anyone tried 4.23 preview 1 yet?
How do i limit the speed of my character when going diagonal ?
Is there a way to disable a component, but not delete ???
noob question: i have a boolean in the character blueprint that triggers a transition in the animation state machine. is there a way i can use a notify instead? my problem with the boolean is that i have to set it back somehow or it wont work a second time.
@dark sparrow I'm having the same problem, but a setup similar to this one seems to work with changing the bool (though, I haven't really been able to figure out if my issue is in this, or in the animation BP...), anyway, this kind of setup seems to activate the bool if the velocity of the character is higher than 0
I can't really say for certain if this works, but it just might if You're certain the issue is the bool. I have yet to either get a response or figure it out myself in the past six hours
Can someone help? I'm stuck in a free-fly mode
Hello. I hope this is the right place to ask questions about the Unreal Engine. I'm a bit of a newbie and thinking of using the Engine for personal fun / learning and enjoyment. I like to make myself a 2D Space game. I think the correct term is Paper 2D? As in 1 texture for the ship, 1 texture for a station. Not too complex especially for us with no graphic skills hehe.
I'm wondering if Unreal is suited for this these days I know a few years it was not as much from what I heard. I'm more of a hands on visual learner so trying use say Unity or another engine with a scripting language / programming language tends to be harder for me brain to handle and learn.
Thanks
For 2D you will want to make your graphics power of 2. You will want to learn how texture streaming works in Unreal Engine. Paper 2D has been left to collect dust so you will be limited in some aspects. There is no way to control mip map levels and your sprites will be blurry the first time they load into memory. There are hacky ways to get around this by loading sprites behind loading screens when loading a new map.
Im just going to reinstall windows 10, hopefully that fixes that UE problem
since people dont wanna help
Yes
What character blue print are you using? First person? Check your project settings and world settings. Make sure they are all set up right.
Made my own
did you set it as the default in world settings?
No only in project settings
check your world settings for that map
make sure you have a player start in that map search player start in the top left and add one to the map if you don't have one
I do
your screenshot shows you as the default player, so that is why you can fly. it's your project not windows.
and it is using game mode base which means you are not using your custom game mode if you have one which means the default pawn will spawn and not your custom one
Could someone help me get IK controls and a proper setup for animations with the default ue4 skeleton?
I can't figure out how to get this working in Maya
Ah
and ARTv1 doesn't seem to work with 4.22
But I already set my custom gamede and pawn in that gamemode @grim ore
Is it working with 4.22?
@grim ore
gamenode*
@plush yew show me your custom game mode that you are using?
I cant I have to reinstall
okdoke
bit of a different question: what do you all recommend i should do to get over the initial intimidation of the engine? everything is really overwhelming 😅
watch the youtube videos from epic games
they have a nice tutorial series
and learn each one of these stuff step by step 😛
Yea there is a lot. There are some important things to start with UMG, Actors and AI. Learn functions and variable types. Then learn how to set and get those variables from any blueprint. Use your player controller to hold important logic/variables that you need to load every time a new map is loaded that way it is all in one place and you don't have to set to much information in other places.
design your game around functions and use tick only when needed. your functions can have input and output pins. Use those so that you can pass variable values easily to other bluprints.
When accessing blueprints from another blueprint you will need to use a cast to node. It is best to make a reference variable of the type you are casting to that way you don't get in that habit of putting casts to everywhere instead you can use the reference made from the first cast to that you use. You can set these cast to and references up in the begin play of you actor blueprints
first upgrade to 4.22
OK, I found an annoying one.... Is there a way to list all the actors that implement a Interface? ... other than get a list at runtime ?
I find it really annoying that I can't see which Blueprint is using which interface
especially when I have child classes
Yea i agree. I dislike interface. Going to have to keep track of that some way to make things easy on yourself.
LoL
Another annoying thing....
Why doesn't a component have a DISABLE ?
I think all components should have a disable.
All Nodes should have a ByPass
yea.. I was testing something that had a Physics Constraint Component, and I wanted to turn it off for just a second to test something... couldn't do it
add and remove will reset all the settings I setup on the component
LoL
yep 😛
Thats no way to live
meh just have to write a function to handle that but i understand
I used Nuke for several years now... and they have node based construction down! Its done so well.
when i came over to Unreal, i felt like it was soooo lacking...
it is unreal fails unrealy
I get that its a pretty complex piece of software, but a little UI improvements here and there would be awesome
I hated working with it but it is fast to makes stuff with
Yea... Give and Take I guess.
I went to unity for a month and came running back to Unreal
LoL
I just got used to the workflow here
haha never tried unity but i hear its better for what i do 2D
I mostly have issues with the texture streamer in ue
You know what else... TOOLTIP... It doesn't work on components
hmm only umg?
i would like to put my mouse over something, and have the tooltip popup.
Something like... "Don't touch this shit! It will break everything!!"
There is a hacky way im sure
well it would be like a line trace from your mouse to the world based on camera angle and would hit the component.
yea you would call the ui function on hit result
lol well yea you could not use that tooltip you would make your own 😛
I mean I want it to show here...
ah
see that balloon...
it needs to have the tooltip i set on the left side
like notes
its a sticky note
i see what your saying its an editor thing
yea yea
so I know what that physics constraint is doing
just a nothing system 😃
noting*
yea can dedicate a section in the blueprint for you notes haha
that dont work 😄
but...meh.. life
I'm sure they are somewhere
It's hard to offer help with Unreal.
I've seen some of the questions here... LoL.. It requires a sample scene to be sent.
uploaded.. else to send help without seeing things is very difficult
Is there a node that lets you choose which pin to execute based on an index
I swear there is one and I am just really stupid and tired
Like if the index is 4, then it runs the 5th execution pin
Enum?
welp in a day I made a minecraft style building system with the 2 blocks that were in the original CaveGame
tomorrow ima make world generation somehow
lol rip loading times
Can we see? @hushed hare
I was not at all productive today. After work, I came home to work on my VR project, and did nothing useful
I was limited to like 5 seconds so its not much of a demonstration
but it is a simple mechanic
so there isn't much to demonstrate
nice... how did you make a hole?
right click
Each block is an actor
which
is bad
if I decide to go anywhere other than just messing around with this project
having each block as it's own actor is very bad
why is it bad?
Whats the alternative with this kinda design?
hahaha
I don't know how they did it
me either
they use voxels
world generation was a lot easier than I thought though
I just generated an 8x8 world
ez
just up the size now
google is your friend
frig
a 16x16x16 world was a bad idea
why did I do this
I just said why it would be a bad idea
and I did it anyways
wait
unreal has auto optimization
bruh
I can see the actors respawning when I turn fast enough
thats pretty epic
you are going to hit the limit pretty quick if you are using actors
yeah ik
I am just messing around
I know how much voxel plugins cost and its certainly not cheap enough for me
anything above $1 is too much for me
learn to write your own
ok nut
From where should i learn unreal engine i am a beginner
Matthew wadstein on YouTube
Dear everybody - Know someone shortcut for "use selected asser from content browser" ?please?
its the tiny arrow next to the tiny spyglass in editor
to the right of a variable/pin that takes an asset
I am totally new to unreal can anyone explain me the pricing system of unreal multiplayer networking
🤔
Thanks for considering Unreal Engine 4 for your development needs. here you will find a list of common questions answered to make informed decisions with little guesswork.
Speech description Composition, Light, Story. We will have a look of some examples of how you can tell a story or set a mood for your scene using lights and ...
can anyone help me and my friend with game idea's ?
Hey Pro's. I look for the right keyword to combine my Mainmenu world (and the widgets) to switch into a new world (char selection, with game instance and a own widget) with switching the game mode so i can look in the documentation. Can somebody help me out?
Unreal 4? Wow i must have missed Unreal 3 ... 
already the fourth game in the series. thats dang neat.
Uff. I meaned, switching a pawn/char via blueprint.
Has anyone bought something from Synty Studios's site?
Hi, is there a way (inside a widget) to click on a button and then text appear on a specific box?
found a way, thanks anyway
one more thing about text boxes. What do i do to make the text go down when he reaches the border of the text box?
ye i thought of that, but i think there's a better way to do it
probably*
Anyone knows how's UE4 doing with P2P networking? Google search only provides me answers "think about the cheating" (Which is not really a problem for me at this point)
Is there any project or plugin available for this?
👀
@plush yew Not supported
It simply isn't a thing
However UE4 does support listen servers
And that works perfectly fine, provided you're not running 10 players on that, and if cheating isn't an issue and won't ever be
Yeah i was afraid of this
was hoping there's some works done in this area hah
listen servers are pretty much the same thing as running dedicated servers from the networking point of view
I'd probably have to implement my own thing for this 🤔
🤔 what do you mean not running 10 players on that?
@plush yew They're the same except they run on a shitty PC with a shitty network connections
It's common to have like, a few Mbps upload speed
@manic pawn I mean don't run a Battle Royale game with a listen server
10 might be fine, but more than that ?
someone hosted a listen server with 50 players for my game and it worked mostly fine except for the replication with all default settings being 
I mean, it works fine if the host has a perfect connection, but every lag spike gets you 49 pissed of players
@cloud cobalt i know
a nice P2P setup would allow to run larger amount of players to play together. And if someone is cheating the players could detect these things themselves disconnect from him.
it's just i don't really need any server authorized networking here
I'll see what i find
Yeah, UE4 doesn't have anything for that
Except if some third-party product sells that
that would have to be a huge 3rd party product because you couldn't use any of the standard replication stuff 🤔
Use Continuous Goal Tracking on Move to Location or Actor .. is it bugged? Or how does it work?
Cuz it doesn't seem to do anything
If I use Actor, the goal will be tracked continuously by default
If I use Location, it won't track continuously
What do i do to make the text go down when he reaches the border of the text box?
found it, Thank anyway
Blueprints are awesome
They should charge BPs on the number of nodes called per hour
Is there any way to do a live collaboration with a friend?
So that we can both be in the same "world" and edit at the same time?
What does one go to ask questions about stuff
It's best to ask here and get directed to the proper channel if you are unsure.
all of a sudden a bp class of mine is failing to save, any idieas for what might cause this?
Well im an idiot
I know why i was stuck as a spectator. I didnt have a spring arm or camera in my char bp class -_-
what exactly causes a breakpoint to go off, becasue I have one on a node that I know fires every time, but it only breaks sometimes
@cloud cobalt After one week, I think I finally managed to fix the Swarm failed to Kick off. Rebuild Lightmass error.
By running Unreal... in administrator mode.
Pretty good 10/10 
Cool !
😫 💦

I'm going through a course, teacher started editing static mesh and he doesn't have background:
he's set it to wireframe
You can adjust your preview scene in Preview Scene Setting
Thanks it worked 
I am looking for someone to playtest my game. I only require that you allow me to watch you play through discord 😃
how does Hot Reload work? my understanding is it works like this: click Build inside VS, after the build finishes, a Hot Reload Complete! box pops up and I can click Play. should it work this way? because if yes… then it doesn't :/
Use live++ for hot reload
Only Enums/Structs becomes hot reloaded as far as I know and that heppens when you use the compile from the editor functionality
Whenever I edit Enums/Structs I restart UE
What would be the best way to access a widget that I use in multiple other widgets easily? Atm I'm thinking about using an interface
ugh i randomly got this error for a shader im working on
and it was fine before 🤔 anyone got any clue what could be the cause? 🤔
maybe just copy and paste all nodes to a new one and see if it works
can somebody recommend a RPG turn based tutorial for Unreal engine?
https://www.youtube.com/watch?v=nsodCYKt_G8 something like this, with animation transactions
A quick look at a turn-based battle system I made in Unreal Engine 4 inspired heavily by Persona 5. Most visual and audio assets were either provided for fre...
maybe just copy and paste all nodes to a new one and see if it works it's aint the node system
it's usf and c++
@primal prairie
oh no clue then
it was working like 30 minutes ago
ask in c++ ?
What is up with unreal engine crashing when maps are duplicated?
i need some help with the save game nodes. i have my set up working flawless in the editor and on mobile. but when i created a 64 bit windows build. the game doesnt load the save after closing and opening the game. whereas it does on mobile an in the editor
@rotund scroll
and when are you setting the reference?
event beginplay
when hud creates
and in the game mode as well
@lunar ferry hot reload works by rebuilding all the classes after code compilation. Exchanging data from old instance in memory to new instance. Using it properly is really a landmine field especially with native structs used in blueprints.
When it doesn't work, you'd need to describe how its not working really.. But it could perhaps be indicative of something improper probably.
You use live++ when you don't change headers at all (essentially). So it does no reloading of types or anything (thus why you can't change the layout of types one bit!) It just compiles and replaces things in memory without restarting editor.
Both of these are prone to issues though.
@normal burrow ok, thanks! UE "Compile" is faster for me than VS "Build" right anyway, so just going to use that. also will look into live++, thanks!
Yep, your better off just closing editor down to make changes. But live++ is a life saver for things like making sure you call atan2 with the right arguments 😄
yeah but inside which class is this
so you are creating the hud class... inside your hud?
@plush yew The dangerous part about tutorials is that you have quite a high risk of learning bad habits
The tutorial that I followed did a lot of things on tick that didn't need to be done through tick
oh i know why this is not valid
Hud does not have time to create reference
i found this by this:
The upside of tutorials is you can fix the bad habits later, often those habits will reveal why they are bad later on. The tick issue being a notorious one even in UE4 live training. Knowing the logic makes it much easier to recreate and move as appropriate, and when it's time using delegates etc will be a known option imo.
Where do I go on this server to get help?
depends what you need help wit
making this material not looking repetitive
@stark kindle get a seamless texture
I'm not sure what that is, I'm very new to UEl and downloaded this material off of Quixel
I'm posting this again because nobody was able to help me with this issue
I came back to my projexct, first time from few months and my nav mesh doesnt work
I have navMesh bounds volume but AI can't move
I already tried replacing navMesh bounds volume
I followed a tutorial on making seamless texture, not what I'm looking for; the general pattern of the texture is still there
@harsh tiger
@stark kindle https://www.youtube.com/watch?v=X4aXXm8km3w that might help
www.Tesla-Dev.com In this tutorial we will take a look at how we can Scale textures and materials.
I think I want to make game development with unreal my life but i get demotivated all the time 😦
Yeah I feel kinda same, stayinh motiwated in early part of creating process when you don't see results yet is hard task.
Yeah you're also trying to make game dev your life @gentle moth ?
Who here isn't trying to? I'm making my first game
whats it about?
@harsh tiger Im not trying to scale my material
what scares you?
idk it could be enemy, jumpscare or something long-term like building the tension or whole game atmosphere, creepy music
then do that, if that clearly will scare you then its bound to scare others
i like the building tension of a scary feel
Yeah what I mean is that now I'm in the process of making AI for game and I don't want to make eveyrthing like animations, models, programming etc at once
I mean, I believe that to make something scary the tone, setting, lighting all have to work together to form an eerie scene
dont make it all at once then...do it one by one
or do everything in an order for one certain AI
Sure, these things works best together and only then game could be scary if there is proper lighting, level design etc
@sick escarp is because for me is the best way to learn, with something that I really want to do
If I have to read a book, or learn the basics and etc, I loose interesting very easy
Yeah I understand but be careful about the way they do stuff
Yeah I know
It's easy to think that what you see someone do in a tutorial is a good way of solving the problem
Yeah
How do I move the pivot with the mesh when using Physics
Where the hell are ARTv1 tools?
I hit install, and nothing happens
anyone have a copy of this?
I need it, and I've been unable to download it for 2 months now.
Hey!
Im currently working on my mechanics, and my game will have a phone. How should i take these step ? Should i start with animation ?
There is huge space between wall and navmesh, I tried changing agent radius but there is no efect on navmesh
Is it thirdperson @quiet rampart ?
no, first person
Singleplayer?
yup
Then you can just make a simple animations where he reaches for his pocket maybe?
then shows the phone
i have already made a very simple animation, it is working. But then, i want that when the phone is up, the mouse stop moving the camera and move the thumb instead
ah cool
Pretty harsh tho... XD
You can use bone transformation maybe
for now, i can bring the phone, the mouse doesnt control the camera... but i cant find out how to switch the control
yeah but im very beggin in animation blueprint and skeletal...
*beginner
yeah
You can make it do that when the button for opening your phone is clicked
yeah this is what i am trying to do XD
So if phone button is press do this if not do this
Im gonna try to make it now so I can show you
When my phone is up, the mouse doesnt control the camera anymore, when he's down... the mouse control the camera again
Mind going in private chat for not spaming this channel ?
Yes sure 😄
i dont understand why this is still on the marketplace
if you can't install or download
have you tried artv2? and did you verify it doesnt show as a plugin for that version on the library page?
I'm trying ARTv2, so I'll see how it goes, but they really should retire ArtV1, if they aren't going to allow you to download it anymore
It wasn't obvious to me that there was even a v2, I had to google the issue of not being able to download it & someone in a thread mentioned v2.
and V2 isnt new either, it says it was last updated 2 years ago, so I'm baffled why either it isn't in the marketplace by now.
Anyway, its annoying because, I need it for the dummy rig to generate a UE4 skeleton for characters
And the alternative (doing it in Max) seems to be a nightmare 😮
it looks like it's not an issue with the plugin and Epic but might be on your side, https://i.imgur.com/C1F7DMc.png
I just installed 4.21.2 and the artv1 plugin without issue
so... does inherited events not work?
Are you in the right folder?
these are the only two folders specified
Nevermind... it works
The previous picture says 4.21, and the explorer shows 4.22.
right folder now
the official docs say its supposed to be under Extra
but when googling, sometime a year ago, people say it was moved to "marketplace"
well, now its in neither
Hopefully V2 works without problems cause it says its still in alpha
but they really should pull V1 off the marketplace
does anyone know if it's possible to add components to an entire class via blueprint? this is for editor widget functionality
it's easy enough to Add Static Mesh Component, but that only applies to a particular instance...
https://i.imgur.com/hoQVy6G.png @undone sinew its showing up for me here
I removed it from my 4.21 and re installed it and it showed up, dunno about yours 😦
so you have your engines installed on C and D?
Maybe restart the launcher or enable debug logging in the launcher?
Seems like a launcher issue, just refusing to download.
can't really tell epic to remove it tho if it does work for people
then i guess a bug fix
😛
but, i know ive had this issue for 2 months now
I tried to download it in the past for 4.16
and my launcher got reinstalled
Because of Unreal Studio
so, i know its not that
maybe its the drive letter
but thats dumb
nuke your launcher, nuke your engines (you have them in multiple places on multiple drives), and restart
nuke them?
do you mean uninstall everything?
if so, heck no, its 9:20 pm, maybe tomorrow.
xD
maybe the launcher logging will help
would be nice to find a simple download link xD
to throw into my browser
and just skip the damn marketplace
😄
I'm trying V2 as we speak, then bed time
Guys, do not work with @frank iron he says that he's working on the game, but when you ask for a screenshot or something, he literally says "Sorry I got nothing" and then leaves.
Context?
yeah it looks like they are trying to replace v1 with v2 anyways
@grim ore btw, thank you for helping
I appreciate it
I'm fucking tired as hell xD
not much help since we couldnt fix it for you lol
😃
I couldn't sleep at all last night, and I had to lift 150 pavers, 50 sandbags, the following morning
And now I gotta see if I can get a UE4 skeleton applied to this character model, so I can give some good news to my coder 😛
Retargetting didn't workout too well
retargetting is sooo fragile 😦
Yeah, it seems to screw up with the wrists
or the shoulders
it just does not compensate for proportion differences very well
and the manican's proportions are so, odd
I'm second guessing myself here. Am I correct that the joint placement on this should be closer to these red marks?
he has the body of the T800* in Terminator
Unreal Array.. How do I get first index ?
I see Last Index, but not way to choose index 0
Is there a way to do something like have a sprite, but add thickness to it to make it 3D? Like a cardboard cutout of something?
Nevermind.. got it.. GET
put the sprite on a mesh
@civic saddle It's no longer a sprite if you add dimension. It's a model. So yeah, you can make a model of it. It could be as simple as extruding a plane in the shape of the sprite . Then texturing the sides with the carboard or whatever.
You might be able to do it with a shader or something as well.
Mhm, I for sure could with a model, I was make my workflow much easier if I could really just add an extra dimension to a sprite, haha
This has the best answer I've found so far
I just haven't even touched the programming side of Unreal engine yet, lol, trying to figure out a decently still challenging to make first game going from making some pretty decent stuff in Unity
I like making pretty original stuff not using other people's models, but models take so much time, haha
Not that what I'm looking for would take forever
It'd be fairly fast to model it, would suck to do it for each frame. If I was going to do something like that I'd probably try and break it up and animate like if it was dragon bones or spriter.
idk
The approach from that stackexhange seems interesting.
Whats the best way to attach 2 objects together at a snappoint ?
I'm having an issue where everytime I restart my project, my Data Table is no longer able to find my structure
I am not renaming the struct or making any changes to it
Have you refreshed the nodes that reference it
I've had something similar happen and a refresh worked
@signal sun
Nothing currently references it
@hushed hare , nevermind, it was being referenced somewhere I wasn't aware in a static way. I've added a mechanism of lazy loading and it doesn't hate me anymore. Thanks!
It's so cool that you can edit collision in engine, haha
Is there any built in method one should use to kill the player or it's 100% handled by the user?
is it possible to make the player always facing the mouse location ?
Is it possible to like remove every single thing related to UE and completely make a fresh install...? Like no traces or anything left behind?
I've been trying to export for android and used the android sdk and other things(related to android) from the launcher while installing the engine... but I accidentally deleted few files related to the android sdk... and since then I couldn't export on android... so I tried removing all the files related to android export like sdk, ndk, ant etc... and tried to make a reinstall through nvpack...
*it never exports it just keeps cooking an empty project forever...
:(
So I tried reinstalling after removing everything I could find related to the engine... and then tried to reinstall the android export stff from the launcher again... but looks like it downloads only half of the files...
*sowwy for a this really lengthy message...I've tried almost everything.. reinstalling over 7 times... but I can't figure out...
Is there a way to zoom in screen space like you can in 3ds Max?
I think you can do it with a numpad if youre on a Windows keyboard
@plush yew use verify
What's new in 4.22 guys
4.22 or 4.23? 🤔
That in progress?
PREVIEW!
Preview 1 of the upcoming 4.23 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community
if you mean 4.22: https://www.unrealengine.com/en-US/blog/unreal-engine-4-22-released
Does anyone know why there seems to be an inconsistency between the docs and the engine, in reference to component/section sizes?: https://docs.unrealengine.com/en-US/Engine/Landscape/TechnicalGuide/index.html
Technical Settings for Landscape.
The docs refer to them as 126x126, whilst the engine is 127x127
docs refers to the number of quads
while in engine it shows the amount of vertices
number of vertices is the number of quads + 1
for example, if you have two quads side by side the total number of vertices on the long side is three
@next badgerI tried verifying...
It now says you have missing components and read the quick start guide...
after verifying... and it says android is installed already...
:(
but android SDK is not a part of UE4
