#ue4-general

1 messages ยท Page 504 of 1

spark sonnet
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Why wont my character rotate when using Set actor rotation ?

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It rotates to the same rotation each no matter the input

magic scarab
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Hello everyone! I was curious to see if anyone would be interested in a plugin and a web application in which you plugin your game information and can get the statistics of any/all game servers running, send commands, and keep track of player data. Essentially it would be an MMO backend but it can be used for individual player hosted servers as well.

undone cape
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@spark sonnet u need to rotate the player controller or turn off Pawn controlled rotation

spark sonnet
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Nvm. I think I just had to tick use controller rotation

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Yeah. thanks figured it out @undone cape ๐Ÿ˜„

plush yew
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Where is the retarget manager? It's not in my window menu for the skeletal mesh

undone cape
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@spark sonnet had the same issue as well once and I was thinking I am crazy ๐Ÿ˜ so good you figured it out yourself you will never do this fault ever again believe me ๐Ÿ˜‚

spark sonnet
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Haha lets hope not ๐Ÿ˜ƒ

spark sonnet
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How can I make an actor move slowly towards another actor? Without using Ai move to

undone cape
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@spark sonnet find path to location synchronously

spark sonnet
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Oh. Does it need nav mesh bounds volume?

light thunder
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Can someone help me fix up this reference : C:\Program Files\Epic Games\UE_4.22\Engine\Plugins\VictoryBPPlugin\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs: warning: Referenced directory 'C:\Program Files\Epic Games\UE_4.22\Engine\Source\VictoryBPLibrary\Public' does not exist. The plugin works but when I updated it I manually installed it and probably chose the wrong file name

mighty relic
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I am so confused, I come from unity and exporting an fbx is simple but in unreal it separates all the objects I had from blender in unreal. Help please. How can I import my fbx file togther.

rotund scroll
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what do you mean it separates them?

light thunder
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you have to group them in the import options

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14
In UE, in the import window under the first tab "MESH", if you drop down the arrow to show more options, there's an option to "combine mesh" (by default it is unchecked). If checked, this will import the entire contents in the .FBX as a single static mesh.```
rotund scroll
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surely blender has an equivalent of a grouping or selection set as well

mighty relic
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Thanks I will give that a go. :3 I am used to unity just automatically detecting a collection.

light thunder
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This way you have options in case you want to have unique functionality programmed on your objects

undone cape
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@mighty relic if you import, expand all sections in the import settings . there is a point called "Combine mesh"

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@spark sonnet Yes

spark sonnet
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Then whats the differene between that and AI move to? @undone cape

mighty relic
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It worked thanks x but how do I apply the materials. Seems to be missing. I made it from a gradient I created in photoshop, will the gradient transfer?

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sorry for the trivial questions, just started on this and I am so confused with the UI and the system XD

undone cape
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@spark sonnet its mostly used for root motions in AIs. So you can control the movement yourself instead of relying on rhe pre made move to

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@mighty relic if you scroll to the end of the import setting window there are two ticks:
" Import Materials " &" Import Textures"

spark sonnet
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Ah ok. Thanks @undone cape

mighty relic
undone cape
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yep that s fine

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What sre your results in the conten mt browser?

mighty relic
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its all white

undone cape
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Alright the texture is there but it isnt applied in the materials.
Let me send you a video of how to setup a simple material. Would be too much to explain it by words ๐Ÿ˜

mighty relic
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Thank you @undone cape for your patience. Please look after me ^^ I appreciate your help.

undone cape
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No problem feel free to ask me anytime ๐Ÿ˜

mighty relic
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Thanks again, I am going through the video ^^ โค

brisk osprey
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Any1 experienced Light Proagation ?
I cant get it to work..

mighty relic
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Omg the look around with the mouse is so clunky, is it possible to change it?

plush yew
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@brisk osprey Light Propagation?

brisk osprey
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LPV yes

plush yew
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did you follow the wiki step by step?

brisk osprey
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Yes

plush yew
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on UE 4.9?

brisk osprey
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4.22 ?

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Oh

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its only 4.9

plush yew
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๐Ÿ‘Œ

brisk osprey
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Is it ?

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๐Ÿ˜ฎ

plush yew
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That's what it's labeled as

onyx cedar
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What directory do you all store stuff like saved games and other data? Is there a particular place, or just anywhere I fancy? Is there anywhere I absolutely shouldn't put files I'm writing to disk?

plush yew
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Never put them in the recycle bin

light thunder
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What would cause a packaged build to start the player in a different spot than the editor? before I package, it works fine, when I package, I think it's dropping me into the origin....why would packaging change this?

brisk osprey
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But Ambient Occlous is also labeled 4.9

plush yew
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Probably because the wiki is updated to that point

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check the wiki history for a 4.2 version

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@brisk osprey

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@onyx cedar put the save files somewhere sane

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Is there a way to merge static meshes into an instanced static mesh automatically that works with 4.20? VictoryPlugin only goes to 4.16 and won't rebuild for 4.20.

magic dune
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If anyone is good with UIs and Widgets, perhaps you could check my question in the UI>UMG channel regarding mouse cursor disappearing during UI Input mode

next pewter
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is there a dedicated help channel ?

dark depot
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here and any channel that matches the subject that you need help with

next pewter
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that facets i mean

spark moth
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Hey everyone!
I'm having a issue with the reverse node on my timeline, I assumed the way it worked was by reversing the value and outputting that but it doesn't seem to be the case.
I'm trying to add movement and then reverse that movement back to it's original location, the play from start node works fine and adds the correct amount of movement but when the reverse node is called it works in the exact same way the play node does and adds movement rather then subtract.
I tried doing just the reverse node rather then reverse from start but that didn't seem to help either.

grim ore
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what is the value of your "button compression" output?

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all reverse does is go backwards on the tracks inside the timeline, your math is probably causing the issue that you are doing to that output

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So if you are say going from 100 to 200 over 2 seconds, at 1 seconds in start and reverse will both output 150. The difference is start will go to 160 next while reverse will go to 140.

spark moth
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This is my timeline, it's just a vector track that adds a negative value over time, I thought it would change to a positive value on the reverse track.

grim ore
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lol

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nope all reverse does it literally reverse it. So Reverse from end will start at your end value and go backwards till the first value and stop

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to do what you want you would have to have fixed values inside of the timeline, say going from an X value of 100 to an X value of 200 and settings the location so when it reverses it is just doing the same thing backwards

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the other alternative might be to determine if it is going backwards and instead of using an ADD node you use the SUBTRACT node for the value coming out

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or multiply the output by -1 and still add it if going in reverse

spark moth
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The second option would be much better, this is on a blueprint that could be placed anywhere in the map so having fixed values isn't going to work very well.
How could you detect if it's going backwards though? Would it be a better option to just create a new timeline and call that one instead of using the reverse node?

grim ore
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it would certainly be easier to create a new timeline sure

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otherwise you can set a boolean before you start the reverse and check that boolean after your timeline update and then use the Add or Subtract appropriately

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creating a new time does mean having to keep track of 2 curves tho if you decide to change one

spark moth
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Yeah, that's true.
I'll try out the bool idea first and if it's not working i'll just create a new timeline, thanks a bunch!

grim ore
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ok I was trying to find the right function but you can skip all of that as well and use the Is Reversing function on the Timeline directly instead of using a separate boolean

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skip all of the separate boolean part

ripe tide
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Hello, did someone manage to use Chaos in 4.23?

grim ore
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as far as I know you still have to enable it in the source build

ripe tide
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I did all the steps required but I can't start the engine :/

light thunder
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Why do items keep getting cloned in my levels (static meshes) ....... this is ridiculous and extremely frustrating...you can tell they are there because there is the flickering of "dual" items occupying the same space

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they are static meshes

brave lark
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what are these meshes called in the engine files

light thunder
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it's like static mesh instances are doubling randomly

storm venture
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@brave lark SM_MatPreviewMesh_01

brave lark
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thanks, found it

grim ore
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@ripe tide did you build the editor itself? its the UE4 project on the right you can right click and build it

storm venture
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does anyone know if i can add rotations onto certain bones of a skeleton which is following a master pose?

light thunder
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Why the hell do the buildings copy onto themselves....this makes no sense, they are already placed, there's no construction stript or anything you can see there and then right underneath it is another copy....I updated from 4.19 to 4.22 (though this has happened before and NO ONE can explain why)

plush yew
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anyone know where to get cinema 4d its not on the site for me

light thunder
grim ore
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well the X coord isnt exactly the same, did you accidently try and move it with the ALT key down?

light thunder
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no, it's like there is a copy of the entire level, ontop of itself

grim ore
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definitely weird, its off by 50 as well which is weird

light thunder
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I'm going to check my 4.19 build and see if it is like that;.....what would it mean if updating to 4.22 is the culprit?

grim ore
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It shouldnt, but you can always duplicate the map then update and open the duplicate and see what happens

light thunder
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not a bad idea

idle haven
plush yew
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@idle haven You have to specify mp4

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in obs

idle haven
grim ore
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rotate your directional light and what happens?

plush yew
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It looks wet to me

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impressively wet

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๐Ÿ‘

idle haven
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but that wet is only on one side

plush yew
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have you never seen mud before?

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i don't see the issue here

idle haven
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in 0:04 the material does not look wet

plush yew
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it looks plenty wet to me

idle haven
grim ore
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did you rotate the directional light in the scene and see what happens to the reflection

plush yew
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Don't hide your world outliner

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Put a PlanarReflectionComponent in.

idle haven
plush yew
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Put a PlanarReflectionComponent in.

idle haven
plush yew
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now play

dull oyster
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i ve tried to google it. Most ppl say that - move all ur objects little bit , that will reset data. Tried it, didint work. Some say, go reset swarm agent cache - i go to the folder where i have that swarm agent, i try to open it, even open as administrator and i cant open it, it just doesnt watn to launch

plush yew
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how did you manage this

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and why are you hiding your world outliner

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it looks like a very simple level

dull oyster
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u mean why i cut screenshot? i didint know that this edge will be important ;p

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ye my scene is small

plush yew
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remake the scene

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and build lights each step

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you did this somehow

dull oyster
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u mean deleting all objects and place them again or make a new project ?

plush yew
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what i'd do is i'd delete objects that i recently placed

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and build lights every time i delete an object

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but in your case i'd just make a new project

dull oyster
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ok thx

plush yew
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Everyone who uses this discord server should follow this video to set up and use OBS studio
That way we can share our problems in a competent fashion.

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grim ore
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not everyone can do that, Laptops with Optimus are a huge pain in the ass to try and get OBS recording the main display

plush yew
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Then they will fail.

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That isn't our problem.

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These are my favorite examples, but they are not the limit of the scope of the issue.

abstract relic
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Ignore silly questions. Youโ€™ll just become toxic

plush yew
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All questions are silly to the person who knows the answer.

onyx cedar
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So I've got modified version (4.22) of UE4 from Oculus that I compiled from scratch and am using for Oculus Quest development. Problem is I'm trying to add asset store content to the project, but it won't let me because it says that my version of UE4 is incompatible. Even though the content supports version 4.22. Is there anything I can do to get it to add the content to the project anyway?

plush yew
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Video representation of issues describes the issues in a way that incompetent individuals would require hours to accurately describe using only words.

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The person who knows the answer to problems can describe the problem in few words because they already understand the answer.

grim ore
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@onyx cedar open the content up in the supported version of the engine (4.22 launcher) then migrate out the assets to your other project. I have done some quest dev and the mainline branches worked fine for me, no need for the special Oculus branches as of 4.22

real hound
grim ore
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open the launcher, go the unreal engine section, go to the Learn tab

plush yew
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๐Ÿ˜›

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Hey this stylized rendering showcase is pretty good!

real hound
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Wiat so its already downloaded on my machine?

plush yew
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Nah, it's just free.,

real hound
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ah yeha gotcha

plush yew
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It's 200MB in the learning tab

real hound
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Woot. Thanks.

civic mantle
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omfg, why did i enter git add -A... someone... kill me!

real hound
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So I only wanted that example project to get to look at how they did their terrain material. I didnt expect it to do... everything. I mean. Holy shit.

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I thought it was just a simple layer blend for grass and rock based on normal angles

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Its running every type of terrain in the project

light thunder
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Ultra Dynamic sky, I updated the curve values I could find but don't know why this is happening

plush yew
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whats it look like as a video?

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that looks super janky

light thunder
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it just pops in and out

onyx cedar
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@grim ore I tried migrating the project to vanilla 4.22, but couldn't get it to build correctly for some reason.

autumn elbow
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@light thunder ur having a bad Unreal week, huh? LoL

light thunder
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have an international fire conference to showcase my simulator thursday and shit breaks, of course

autumn elbow
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Well there's your problem... u have paws

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What you simulating?

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Like a learning video?

light thunder
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Incident Command, Scene size up, Pump Hydraulics (fire truck),

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escape from fire simulator for kids

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I am the best developer in the firefighting world, which ranked with everyone else, puts me slightly above the grandma who just found out what unreal engine from her grandson playing fortnite

autumn elbow
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LoL

idle haven
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@plush yew that PlanarReflectionComponent did not help

light thunder
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Someone want to help me figure out how to turn this shit off? I've put branches that should stop this stuff from happening via a loading variable but it doesn't seem to be working

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I could use IsValid nodes but I don't want that later to setup me up for silent failures

plush yew
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then make it a loud failure

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isValid returns false, throw failure

light thunder
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good point

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it's a set by timer disorder problem I think .....

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variable is set to control the calculation of actors that are no longer going to be there

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yeah that did it....man, i still don't know why putting branches after that didn't fix some of those issues

plush yew
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which branches what issues

light thunder
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goddamn it still has problems

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pending kill....i don't know how else to control the garbage collection other than making a bool and giving it time to clear

plush yew
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where are you destroying this actor

light thunder
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right after that event

plush yew
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can you show me the blueprint?

light thunder
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some of these are redudant (like the destroy component, should not need if I destroy actor)

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this is on the same BP - it is a timer that calculates all the lines (the actor getting destroyed)

plush yew
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isValid doesnt fix anything by itself

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you need to set a whole new state for the machine if the actor is not valid

light thunder
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I'm not using it mainly, I'm using branches that stop all the calculations (or are supposed to)

plush yew
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youre immediately making the actor invalid

light thunder
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but before I do that, I set a boolean which the actor's calculations are based on

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basically, the math that has been running stops checking for the actor

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you know what, maybe a 1 second delay is in order

plush yew
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where is the actor TankFillPlaceholder referenced down the line?

light thunder
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give time for the iterations to finish

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that's not even important, that's a minor point that I can probably delete even

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still happening

plush yew
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why not delete tankfillplaceholder at the end?

light thunder
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ah I know what this is now

plush yew
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this would be easier to accomplish in c++...

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i still havent been able to find GPMToFillTank in your blueprint @light thunder

light thunder
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don't worry that wasn't the culprit

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i'm doublechecking now but I think i found the issue

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well shit

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Okay, I have these Valve actors, which the user opens up and they contain all the data blah blah..... the master panel gets the array of these valves (added to at their creation) and loops through to calculate all the values - there are a few control valves which are special cases (they aren't deleted)

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I'm saving valves to an array and loading them

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it's the loading from memory that is a problem

vague vigil
light thunder
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lol it's gotten better, but since I can't afford intellectual protection like patents , I make it so only I can comprehend my blueprints

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@plush yew the problem comes with loading the valves from the array....ah, I think I know what to do now

plush yew
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check each valve in the array every time its accessed?

light thunder
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which it spawns the valve, the valves are still sending their data once they spawn

plush yew
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i dont understand how you can destroy something and then ask for a reference for it

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unless youre referencing it by name

light thunder
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I'm not trying to

plush yew
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i mean to say that youre referencing this actor by name, not by array

light thunder
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that's at the beginning of a calculation sequence

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ignore the pins both being hooked up

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that boolean is set Before they are destroyed, then they get destroyed, then there's a 1 second delay, then the valves are spawned again, then the "loading" variable is set off

plush yew
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can you replace destroy actor with toggle visibility?

light thunder
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no, that will break reality

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basically, make sure I understand this

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if I have events referencing an actor

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if I put a boolean before those events, stopping them from running, there will be no errors becasue no reference is checked

plush yew
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correct

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it wont even evaluate those functions

light thunder
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so if I get errors before this delay is finished, i know I didn't set the boolean is the correct places/order

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because if they happen during (before the delay there) I know there is still some functions getting evaluated

plush yew
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correct

light thunder
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okay the errors come after, so it's a reference of the newly spawned actors that's the problem

plush yew
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i need to get back to work, good luck man!

light thunder
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thanks

light thunder
autumn elbow
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What's the best way to do object highlighting ?

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for section purposes.

light thunder
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for what?

autumn elbow
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Say I have a Lego block, and I want to attach it to another Lego block. I would like the target block to highlight

light thunder
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oh, just swap out a material of it, one that glows, some of them even flex in and out

autumn elbow
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umm.. true..what if it's a material instance ? Then all with the material wil glow

light thunder
autumn elbow
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@magic dune ur target is different

magic dune
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its 2 diff projects, names are different

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but its following the same steps. i had an bug with the Widget Input UI making my mouse disappear in the first project

autumn elbow
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I mean the target is different

magic dune
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I am trying a new project to see if the bug persists

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let me check

autumn elbow
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One is looking for an Actor

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The other is looking for Pimitive Component

magic dune
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rgr that i see i will try and adjust

autumn elbow
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@light thunder I like that... seems cheap to process

light thunder
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@autumn elbow others will know more, but my understand is the main reason to use a Material instance is that you can change it quicker and fine tune it, without changing the "original" material

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I haven't performance tested it but yeah, it doens't seem to be expensive

autumn elbow
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Thx.. I'll give it ago

jovial venture
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my unreal engine keeps getting stuck on processing sections when importing an fbx

magic dune
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I was able to solve my cursor issue from earlier. There was an Event Tick linked to another Widget for a crosshair I made. It did not like UI Input Mode for another Widget

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as soon as I deactivated the crosshair widget the cursor works as intended

plush yew
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Can I do something with multiplayer where the client can smoothly disconnect from the host player and stay in their own game?

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I have one mission that has to be played alone because it's all very cutscene-y and there are really specific battles etc that have to happen alone

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Game is normally co-op

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Can I have the player disconnect from the host, open the next level and just transition in as if they hadn't left the host?

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How would I go about this?

undone cape
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@plush yew you would probably need to switch to the single player mission and during transition just disconnect from the host and close all connections. You can probably define within the level that no coop connections can be send through and it should disconnect from alone during this.

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during transition play a loading screen so you can disconnect correctly.
than load the level as you would do in singleplayer on client not server, that way every character will be loading in there own game

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so basically just open level without any entry in the option section. but dont forget to clear all connections in the begin play of the new level or after the open level node

arctic pecan
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Hello, I have this water material that changes colour into foam around objects that intersect it, it displays normally on my other PC but on the one I'm currently on the foam doesn't display where it touches landscape, do you have any ideas what might be happening?

plush yew
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Alright, thanks

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And then I guess just store the old connection info in the gameinstance so once multiplayer is allowed again have it try to automatically join up?

undone cape
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Yeah this could do it.

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but in worst case you may need to connect again to the host. Warframe is handling it that way and it is only less annoying than thought

plush yew
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Yeah, a lot of the stuff I'm doing in this game (more or less just a solo venture with some hands-off help from a friend) is a "test run" for a lot of the stuff that my team is doing in our co-op PvE shooter which is coincidentally pretty Warframe-esque in some ways

undone cape
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so let me know if this works the way I explained once you tested
I m curious about it as well but didnt had time to try this. was just a guess snd the approach i would probably try out first ๐Ÿ˜

plush yew
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I'll test it out when we get the multiplayer per level working as flawlessly as we want it to, then we'll implement stuff like this and I'll make a note to get back to you then

muted minnow
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I've got two animations for a skeleton mesh, I expect this blue print to stop animations, and then play the one I need... what ends up happening is that the animations are never stopped, so eventually both are playing instead.

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Is there a different way to stop an animation?

hoary onyx
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Yo I'm having a problem importing an animation/mesh from maya to unreal

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I'm getting an error that "The following bones are missing from the bind pose:"

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and "Mesh [Geometry have no name] in the fbx file is not reference by any hierarchy node."

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anyone here who knows that problem? : S

muted minnow
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Nevermind on mine... I'm not sure why my blueprint wasn't working, but I switched to an animation blue print + state machine and I'm getting better results.

undone cape
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@muted minnow thats what i wanted to suggest rn๐Ÿ˜ ๐Ÿ‘

hoary onyx
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Also when I import animations for that skeletal mesh they are all fucked up

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parts of the body randomly jumping around elsewhere

hoary onyx
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this is getting more and more weird

undone cape
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@hoary onyx seems to be a rigging issue itself.

hoary onyx
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but the animations work perfectly fine in Maya ๐Ÿ˜ฆ

undone cape
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Unreal has a specific bones hierarchy

hoary onyx
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it's quite a standard hierarchy

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if you ignore the multiple spine joints

undone cape
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but i believe its mostly an export issue.
Maya and 3ds max have always issue with exporting straight away, at least on my end.

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is this the mesh or just an animation which cause this issue?

hoary onyx
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I imported just the mesh first (which gave me all the errors) but everythin seemed fine (hadn't turned on the bone display thing)

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i then imported animation which didn't display properly

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(when importing the same file into a maya scene instead of unreal)

undone cape
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yes this seems to be an issue, but I am not so good with Autodesk software to help you out there sorry, I rather use specificly animation software to avoid this issues.

hoary onyx
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no worries; something is fishy and i gotta try and find out what ๐Ÿ˜„

fluid tide
plush yew
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hey, does anyone know if it's possible to load with a packged build from the Contentfolder instead of the pak files, or the otherway around, let the normal build load from pakfiles instead of the normal Content folder?

wary wave
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today's game is called "why are my spline meshes inside out?"

cursive dirge
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like, normals flipped?

wary wave
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feels like it yeah

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I was looking at it a few days ago and couldn't work it out

cursive dirge
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heh, sounds like mesh issue itself

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I've played a lot with spline meshes in past (not with recent versions) and never had that happen

wary wave
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well, I have a "blueprint actor" that you see before you place the object, and the actual placed object

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the blueprint actor seems to be fine, and uses more or less the same logic to generate the spline meshes

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the other actor is totally broken

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it's a pipe mesh, with bit of extra geometry at one end

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the pipe part is getting warped pretty badly, the additional geo is fine

amber girder
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Hi together.

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I have a question regarding UMG. How can i (reliably) calculate screen space coordinates to player widget coordinates so i can use SetMousePosition to 'undo' a mouse move and effectively lock the mouse cursor at a position?

hoary onyx
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Solved my previous problem but i'm here with a new one

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I'm getting confused with the socketing system

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how should i prepare objects for sockets so they are on the right spot immediately?

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I set it's pivot to the same place as the socket is in unreal

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so i assumed if i import it into unreal and place it on the socket i'll be good to go

plush yew
#

Hey. Is there a way to get the vehicle from the one template into another project?

radiant haven
#

@plush yew

plush yew
#

Ah cool thanks ๐Ÿ˜ƒ

radiant haven
#

np

undone cape
#

@hoary onyx nope it isnt. Each mesh has its own pivot. and if you inport a mesh which is has not his pivot at 0.0.0 it wont be at 0.0.0 in unreal.
if u add a socket and want to add this mesh then the pivot of the mesh will be at the sockets pivot.

hoary onyx
#

Figured that one out; in the 3D-programm place your pivot on the joint where you create socket

#

and then move the object to 0

undone cape
#

Yes that works too

hoary onyx
#

this way the relative distance between object and 0.0.0 is the same as object to socket

#

but i couldn't enable the sockets for my animations because i'm working on a limited unreal project unfortunately

#

it's not Game but an interactive turntable

#

so i don't have a pawn with blueprint to work with

#

or i do have some pawn but i can't edit it

#

at least the sockets are working int he anim previews that's good enough though ๐Ÿ˜„

undone cape
#

u can create a new pawn ๐Ÿคท

hoary onyx
#

the project is weird trust me ๐Ÿ˜„

#

i don't have a normal "scene"

#

everything is interlinked via blueprints somehow

undone cape
#

Sounds weird๐Ÿ˜‚

glacial pecan
#

how common/uncommon is it to use child actors?

wary wave
#

not very - they can be quite unreliable

glacial pecan
#

like, if I have a player pawn that I want to have a lot of floating UI around, it it ok to build that UI in a different actor and just add it to the pawn as a child actor?

#

hmm... ok, so what would be the preferred approach to the above scenario?

wary wave
#

spawning the actor manually, probably

glacial pecan
#

kinda defeats the purpose of the visual editor it seems...

quaint swift
#

Hello guys! I wonder if UE4 is good for mobile development if my game is purely 2D and really light weight?

glacial pecan
#

@quaint swift if you need blueprints, then Unreal, if you want heaps of 2d features and community support, Unity

#

but that's just my opinion

quaint swift
#

Hmmm I wouldnt say my game is too feature demanding ...

#

I never used Unity before so I'm not sure which 2d feature are exclusive in Unity

cloud cobalt
#

UE4 isn't really good for 2D

#

The 2D support is just not great and the base size is around 50MB with lots of effort

#

Unity is used to ship literally tens of thousands of 2D games, it's a pretty safe option

mighty relic
#

anyone know how i can change the control of looking around etc in unreal engine? i just find the wasd/arrows so unintutive in terms of up and down zooms it in and out instead of panning around the viewport

mighty relic
#

and i cannot navigate using wasd in the viewport v.v

light coyote
#

You can plug a gamepad, or you are not looking for that ?

next badger
#

you also could pan with mmb, and zoom(move) with alt+rmb

native cradle
#

Has anyone worked with Facebook Online SubSystem?

mighty relic
#

Thanks. Also when I drop the directional light why does it say preview on the ground?

next badger
#

@mighty relic "preview" is lightmap preview...it's gone once lighting is built

mighty relic
#

@next badger oh yeah it worked, thank you ๐Ÿ˜ƒ

#

its weird coming from unity to unreal lol

#

everything has to be built

next badger
mighty relic
#

when it's built btw is it baking it, is that what's happening?

next badger
#

@mighty relic yes, ue4 has 2 lighting ways...static and dynamic (also, stationary is somewhere between)...static is baked, called Lightmass

native cradle
#

thanks @next badger I'm looking into purchasing this. But the support on their discord server has been rather thing as of late.

It would help if someone has worked with it using the UE4 subsystem, without the plugin

light coyote
#

When you biuld light maps, if you had a box or something, the shadow would stay where the box used to be,, that is why, no dinamic objects(that move or will move) have to be on the scene when you biuld lights

next badger
#

@light coyote no, you just need to set the object to a dynamic one... (movable/stationary)

native cradle
#

Would take a look at it, thanks!

light coyote
#

@next badger yes, but you can transform position of a stationary object via blueprint

next badger
#

@light coyote yes, but stationary objects do not produce lightmaps (or affect them)

light coyote
#

you are telling the object if it will or not be afected dynamicaly

#

Stationary objects do afect lightmaps, all types do

wary wave
#

no, Alexey is correct

#

stationary objects don't contribute to, nor do they have lightmaps

light coyote
wary wave
#

they are dynamically lit, statically shadowed

next badger
#

@light coyote your cube is static...

light coyote
#

This is a build with directional light as stationary, and box as stationary aswell

wary wave
#

that cube is static

light coyote
#

i moved it to show the resoult

wary wave
#

in your screenshot it is static

mighty relic
#

does anyone know a good toon shader without the outlines?

next badger
light coyote
#

That is exactly why they do affect lightmaps

wary wave
#

static != stationary

#

static objects affect lightmaps and can have lightmaps, stationary objects do not affect lightmaps and do not have them

light coyote
#

XD

#

i got them mixed up,,, im actualy spanish

wary wave
#

lol

#

glad we got there in the end :p

light coyote
#

Well i actualy didnt know that,,, but when you where saying stationary, i was thinking on static

#

And im like, of course they do, ive built tons and they do xD

next badger
light coyote
#

@mighty relic no, check a youtube tut see if you can not do whatever makes the outlines

wary wave
#

yeah, the key difference between static and stationary is the lightmaps

#

both have static shadows, but only static has static lightmaps

#

they are not named sensibly, I must admit

mighty relic
#

@next badger thanks I will give that a go

#

btw I am really struggling to make an unlit object cast a shadow

#

is there a work around it?

#

but now shadow v.v

#

it looks too flat

cloud cobalt
#

Unlit objects aren't shadowed

next badger
#

@mighty relic the issue is not about casting a shadow, it's about receiving one

wary wave
#

assuming it's unlit

#

it might be emissive

#

ah my bad, reading fail - yeah, an unlit object receives neither lighting nor shadowing

#

you can however cast a shadow with an invisible dummy object

serene birch
#

stationary feels more like a term that applies to light sources than objects that cast shadows I guess

mighty relic
#

ok i will work on figuring that out @next badger ty

quartz reef
#

Hey, so i'm trying to make an endless runner. My Character should walk forward in a straight line but the camera should be movable to the left and to the right, at the moment my character always follows the cameras direction thus not moving in a straight forward line. Someone know how to fix it?

fallen flower
#

@quartz reef take a look at the 3d platformer sample

quartz reef
#

@fallen flower I'm using the 3rd Person Template and put the camera into First person view. In the Camera itself i checked the box for camera options -> use pawn control rotation and also in the ThirdPersonCharacter Pawn -> Use Controller Rotation Yaw

#

Also in the Third Person Template if you move the camera and press w the character will always follow the camera, which i dont want.

fallen flower
#

@quartz reef You should find a tutorial or something. If you're having trouble with something this simple, are you sure you're ready to do this yourself? I don't want you to get frustrated.

#

Anyway, in the thirdpersoncharacter character blueprint look for the moveforward event and feed it the level's forward vector

#

@quartz reef

keen pawn
#

my dudes

#

why is this

#

we cant work it out

#

is it because landscape cant be copied over?

serene birch
#

funky stuff for sure, looks like something didn't copy deep enough when you copied the landscape ๐Ÿ˜ƒ

#

try to assign a "material instance" to the landscape and not a "material" maybe

#

the engine will automatically make a "material instance" for you out of the "material" that cannot actually be used directly

#

this might be what's throwing it off

wary wave
#

it's a generated material instance

#

so it doesn't matter what the parent is

#

this is more likely happening because something has been physically moved

ruby folio
#

Currently. My modular city assets wall pieces include the interior "plane" as well as the exterior. I can't decide if I should split them.
The way it is currently is really quick to snap a building together and have a complete shell of a building.
But I am thinking about LOD's and culling.
LOD 1 could have the interior piece removed. You would only see the exterior when far away anyway.

keen pawn
#

we have found a pretty simple workaround

#

we just removed the landscape before copying

#

and it all copies fine

#

luckily our landscape floor is flat

#

so not really helpful if its complex and you need to copy

next badger
#

@mighty relic i've managed to make a material that has shadows yet looks unlit

ruby folio
#

@next badger Someone was asking me about that the other day.
Can you not just set it to unlit, create a fake shadow in the material? Colour overlay using a mask?

next badger
ruby folio
next badger
#

yeah, but your one relates on shadow vector...
it's a popular solution, nothing wrong with it

#

unlit has no self shadowing

ruby folio
#

Ahh yeah

next badger
serene birch
#

I find it strange you need that normal input at all

#

is it because of "Tangent space Normal - off" ?

novel summit
#

Hey guys

#

I've been using unreal engine for about 2 years now but have never really worried about textures

#

I'm making a big game and now I have to worry about textures XD

#

This is what I have so far but the textures if you look closely are very bad, could someone help me with displacement and getting rid of tiling?

light coyote
#

Textures look prety good

next badger
#

@serene birch if you switch tangent space to off and plug 0.0.1 it will flatten the normals against the screen (if my knowledge is not failing me)

novel summit
#

The assets look good but the hill side and grass material looks bad

serene birch
#

ah yeah

#

but that doesn't make it unlit?

#

more like "weirdlit" ๐Ÿ˜›

#

isn't it possible in UE4 to have an invisible object draw a shadow btw?

#

you could also trick it that way, by having two objects

next badger
#

@serene birch unlit is - rough, no specular, flat against screen...so yeah mostly unlit with shadows

light coyote
#

In photosho, put your textures and go to the filter tab, scroll down to other, press displacement

novel summit
#

I don't have Photoshop XD

serene birch
#

still doesn't really make it unlit I guess

novel summit
#

Is there a way to get it for free? Or an alternative

serene birch
#

like you'll still have dependencies on the hemisphรจre of the sky illuminating

light coyote
next badger
#

in krita you just enable tiling...

light coyote
#

this generates a cross in the middle wich you can use clone tampon or any other means to clear,,,, and once the texture has no clear cut, is tileable

novel summit
#

I have no idea what any of this means XD

next badger
#

@novel summit same here -_-

novel summit
#

can we go to dms?

light coyote
#

@novel summit are you asking for this or only how to tile tileable textures in unreal ?

next badger
#

Document management system ?

#

Deadline Monotonic Scheduling?

novel summit
#

What?

#

@light coyote can we talk in dms?

light coyote
#

@novel summit can you rephrase your question with more detail ?

#

Se this

novel summit
#

I'm trying to make a hill texture and grass texture that will be automaticly placed depending on the height of the turrain. I need the textures to not have that tiling look and they need displacement to look realistic

#

I already did the automatic placement

light coyote
#

Now im going to displace it.
In other words, i am going to cut it in half verticaly, and swap them.
Cut in half verticaly, and swap them.

novel summit
#

Cut what in half

light coyote
#

Do you see any ugly cuts in terms of repetition of the texture ?
Or any cuts?
If so show cuts

novel summit
#

I don't know what we are doing

#

I don't have Photoshop either

grim ore
#

Show a screenshot of the exact issue so it is very clear to everyone what you mean by tiling

light coyote
grim ore
#

Tiling means different things to people, he needs to clearly show what he means by it. Even with a tiling texture it can still have patterns due to the tiling texture itself having a pattern in it.

light coyote
#

@grim ore wtf !!!!

#

Is you man

grim ore
#

๐Ÿ˜ƒ

light coyote
#

Thanks for your videos

grim ore
#

Glad you find them useful!

light coyote
#

They where very helpfull to me

next badger
#

@grim ore there's only one way i know to remove repetitions, w/o using low frequency layering - wang tiles

grim ore
#

yep we dont know if he wants macro/micro texture variation to break up something like a large grass landscape or if it's an actual bad texture

novel summit
#

@grim ore I just need to let the shaders compile then i can send a screenshot

light coyote
#

His textures look like real images, that is why i thoght what i was trying to explais, was what he was looking for

novel summit
#

I mean ground textures under the grass

#

it tiles and you can see it in the distnace

#

distance

grim ore
#

looks like a little bit of both, you are going to need to fix the original texture probably as it has very visible seams and you need some common advanced stuff to tile and break up the 1 texture

novel summit
#

how do i do that tho XD Im very new to all of this

#

i mostly worked on mechanics first

grim ore
#

keep in mind something like that could look fine if each tile is huge and the player cannot see the variation unless they are up high, and most games are like this they just hide it lol

novel summit
#

well thats the problem

#

you can go on tall hills in my game

grim ore
#

grass, rocks, trees, houses, buildings

light coyote
#

You can do several things.

The texture turns bigger by distance, but not in an obvious manner, but to reduce tiling.

Mix other grass textures, maybe even 3 or 4, to break eavenness aswell.

Reduce the contrast in the original image from the things that really scream at the repetition.

novel summit
#

how do i do all that

grim ore
#

but hell if you take any game all the way back to a high vantage point and remove all the clutter it's going to look like crap lol

novel summit
#

has anyone here ever used brushify?

light coyote
#

XD

grim ore
#

There is a Procedural Nature Pack volume 1 that is in the permanently free section of the marketplace, might be a start for getting something better looking

novel summit
#

I already have that

ruby folio
#

@novel summit I wouldnt.
Take a look at the mountain landscape demo and the kite demo landscape materials. They both do a good job of removing repetitive looking textures in the distance as well as up close.

light coyote
#

-Reduce the contrast in the original image from the things that really scream at the repetition

Photoshop or similar program

-Mix other grass textures, maybe even 3 or 4, to break eavenness aswell.

Look up on google for multilayer material, or something along those lines.
There is more than one way to do this.

-The texture turns bigger by distance, but not in an obvious manner, but to reduce tiling.

I have to look it up, i cant remember.
Had it in a project but i deleted it.
I thought i would remember it.

ruby folio
#

Also, use material functions and save yourself from redoing everything.

umbral comet
#

Hello, general question, do ue4 Data Assets function similairly to Scriptable Assets from unity?

next badger
#

@grim ore side question, do you know the magic number normal [0.22,0.22,1.0] for flat shading?

novel summit
#

@ruby folio what is material functions

grim ore
#

@next badger I do not, It's art related so I can barely tell the color blue from purple half the time and I can never find brown lol

next badger
#

@grim ore wait, you're color blind?

dim plover
#

Colorblind bros.

umbral comet
light coyote
#

I think this shows a bit how to do it.
As usual, there are more than one single way of doing things, and or, simpler, or more complex

#

@grim ore Hope you dont mix bool with string ๐Ÿ˜ƒ

#

Pinki reddy

novel summit
#

@grim ore Can we talk in Dms?

light coyote
#

what is dms?

#

ahhh

digital anchor
#

can i start a -game client with DebugGame config?

#

(for now im switching the dlls)

worthy ginkgo
#

Hey! I am switching from Unity to Unreal and the Coordinates are quite confusing. This is what I've understood so far: Left-Handed System, Positive X-Axis is Forward, Positive Z is Up and Positive Y is Right. Is this correct or Am I wrong?

#

Because I am trying to generate Planes using Procedural Mesh Component and the X and Y Axes areFlipped.

next badger
worthy ginkgo
#

Thanks! I must be doing something wrong then.

serene birch
#

cleary the ones in the bottom right cell are the True Right Way

next badger
#

@worthy ginkgo for procedural meshes vertex numbering matters...

serene birch
#

(that's my RTS roots that show)

next badger
#

i.e. order of vertices added in to array will define the normal

worthy ginkgo
#

@next badger Yeah. I am checking those. Weirdly, If i multiply the Y Coordinates by -1, then all seems fixed.

serene birch
#

well if you don't provide a normal it's normal

grim ore
#

so wacky question is there any way to get a prop/static mesh into the Animation Editor in the engine? I am trying to animate sitting in a chair but I want the chair so I can use it to target lol

serene birch
#

you also need to know the winding of your polygon ๐Ÿ˜ƒ

worthy ginkgo
#

@serene birch I am doing Clockwise. I hope its the Right way in Unreal as well.

serene birch
#

the array is missing that info

#

adding it would require it to go 3D though ๐Ÿ˜„

next badger
#

@grim ore yes, you may add a sm to a root

serene birch
#

pretty sure UE4 will compute normals for you if you don't provide them

grim ore
#

oh yeah lol that might work thanks @next badger

#

except the rotation of the bone to add it to is...... rotated wrong lol

#

and you can't seem to adjust the preview meshes.. damned... good idea gone bad

next badger
#

@grim ore you may add a virtual bone, or a socket and add a preview mesh to it

#

socket ofc can be edited

grim ore
#

ah temp socket, smart!

worthy ginkgo
#

Okay. Looks like I should use X for vertical Axis and Y for Horizontal Axis. ๐Ÿค”

light coyote
#

In case anyone is intrested, this is an easy way to parallax your difuse

#

TexCords is only to chose the tiling if needed.
Value 0.5 under texure is just a value in betwen 0 and 1 to chose amount of offset,, you need normal map plugged, and the smaller the value, the greater the effect

#

I may be wrong on something, but this is from an old project, where tessellation was a mess, but it works

next badger
#

um, yeah, that's exactly how bump offset is used...even in docs

light coyote
#

I only showed the top cause if you se the rest of the mess is amazing XD

#

This was on my first year learning, forgoten all about it

plush yew
#

how do i make my character jump higher by holding the jump button?

civic mantle
#

either you charge up a stat while pressing the jump button and add it to jump power. or incase you mean mario style (jump higher WHILE pressed, no charge before) it gets abit more complicated

#

first one is the easy solution ;)

#

or maybe not, if you use basic unreal projects and character, there is a jump and stop jump function ^^

autumn elbow
#

I'm basically rounding the rotator values to the nearest 90

heady frost
#

If I were you I would put the rounding nodes into a function

#

then you can just pass a rotator in and get the altered one out in what looks like a single node

autumn elbow
#

true.. but that's just hiding nodes.. lol

#

if there are built-in nodes to do what I am manually doing, I'd rather use that.

heady frost
#

I don't think the combine rotators with (0, 0, 0) is actually necessary

#

or the break rotator node if you right click on the rotator pin and click split struct

wary wave
#

also you could make the rotator, then multiply it by 'test'

#

same with dividing the rotator before separating the components to round them

heady frost
#

yeah good idea

wary wave
#

you might be able to just call the GridSnap function and ignore this entire function?

heady frost
#

well I'll be damned

plush yew
#

@civic mantle thanks

cloud palm
#

Hi everyone

civic mantle
#

np

autumn elbow
#

GridSnap you say... leme check

#

Thx

cloud palm
#

If I use a lots of blueprint nods in a game, would it has worse performance at the end?

wary wave
#

not sure if it's exposed to bp, but it does exist

visual belfry
#

@cloud palm depends on how you use them ๐Ÿ˜ƒ

cloud palm
#

kk

#

thx

autumn elbow
#

i saw it somewhere before...

grim ore
#

@cloud palm it will be worse performance than no nodes for sure!

visual belfry
#

technically it'll be worse than C++, but objectively not enough to matter

cloud palm
#

Is anyone experience in making level games?

grim ore
cloud palm
#

I am really confuse on how I should make my levels( game levels)

#

Do I suppose make them in separate maps or just in one large map that include every single level.

dark depot
#

depends on the game really

cloud palm
#

For example, many game consist of levels such as flappy bird

civic mantle
#

but usualy you'd go for multiple maps and load/unload em on the go. one big map has the potential to end in lag, unless you do a fighting game or something small

#

(map wise small ofc)

cloud palm
#

If I want to make a game like flappy bird, and I want to make for example 50 levels. Do i make all those 50 levels inside one map or each of them is separate?

visual belfry
#

try both approaches, see which works for you best ๐Ÿ˜ƒ

cloud palm
#

kk

dark depot
#

different levels and you can load levels in

#

when everything is one level that means everything has to be loaded

cloud palm
#

yea, that is what I was thinking about

dark depot
#

for something small it might not matter much but in the end it will

true leaf
#

Hey so when I load into my multiplayer server level the camera looks all weird like it renders a frame from 0,0,0 .. underground . Before snapping to the first camera from the level bp

#

How can I fix that

cloud palm
#

so I make them in separate small level, and load them when I need them

#

But how can I load them tho

#

Do I link them to my main menu

true leaf
#

It's your choice . You can also make them all in one level. And make it procedural .. that is how I'd do it dude. One unreal level

#

For flappy bird

#

Flappy bird is real low key

#

The levels are just built from pregenerated data which is computed automatically

#

Not hand placed on different loaded 'levels'

cloud palm
#

How? can u do that in blueprint

true leaf
#

It's not super easy but basically it involves placing actors using bp

#

And loops

cloud palm
#

I ask that on unreal answerhub, and people told me it is really hard to make those bp

true leaf
#

And data structures , perhaps loaded from csv or something

cloud palm
#

So that blueprint will basically generate level itself

true leaf
#

Yes by spawning actors

#

Any actors. Walls monsters anything. At coordinates you specify

#

From a csv or other database

#

Or algo

cloud palm
#

damn that is sick

#

Do u know how to make them

true leaf
#

Make what

cloud palm
#

Those blueprint

true leaf
#

Just use the Spawn Actor block

#

In a blueprint

cloud palm
#

kk

true leaf
#

And then use the For Loop

#

Pretty simple

cloud palm
#

Let me try

true leaf
#

Just keep building around that bit by bit

cloud palm
#

thx

true leaf
#

Np also you can save the actor refs and then remove them later

#

To go to the next 'level'

cloud palm
#

kk

true leaf
#

Youd take the output of 'spawn actor' and add it to a big array variable. Yeah.. you'll figure it out lol

#

Oh .. One thing you will also want to do later is to be able to hand-place actors and run a BP script in the editor that exports a CSV or database of their locations . That's possible too . So you can build a layout then, export the csv so you aren't making the CSV files by hand ๐Ÿค” i think blutility can do that but I've never used it

#

That would be sick lol

#

But if you generate only based on a deterministic algo you can skip all that and that's prob how flappy Bird does it.

#

Thinking more Id honestly just try to gen levels based only on an algorithm, not CSV data. If you can.

autumn elbow
#

@wary wave @heady frost All that in one node. Great call on the snap to grid, Ambershee

wary wave
#

nice

ornate hamlet
#

Just wondering, what problem were timelines made to solve? You can't drive them with external variables so I guess nothing that should in any way ever change or interact in any way with anything...doors?

#

was it made to make door blueprints?

wary wave
#

it's just a fancy wrapper for using curves

heady frost
#

why do you do combine rotators and not make rotator?

ornate hamlet
#

but you can't actually drive them with variables so why not just use lerps or interp

#

ive just answered my own question...

autumn elbow
#

Alot cleaner, Thx

cunning siren
#

So I'm binding a mouse camera lookup on the playerinputcomponent. How would the syntax look to clamp it to 45 degrees up and down?

#

......this, &Class::AddControllerPitchInput

autumn elbow
cunning siren
#

I understand that lol. I don't understand the syntax inside the bindaxis command

brisk osprey
cunning siren
#

Snapping?

brisk osprey
#

It was all good a second ago ๐Ÿ˜ฆ

#

Oh

#

I just moved on the camera a bit

#

it stopped

spark sonnet
#

Is there no way to get nearest actor to another actor?

plush yew
#

Well you want to exclude bstuff like skysphere right so if you can narrow the set of actors down use get all actors of class once or more

spark sonnet
#

The get all actors is no problem but how can I distinguish who is closest to my actor? With blueprints

plush yew
#

Work out gistance for each

#

Find dmallest

#

Get index

wary wave
#

given most games have thousands of concurrent actors, this would not be adviseable

#

you should probably avoid being in this situation in the first place

spark sonnet
#

Lets say within a radius then from the main actor

dawn gull
#

Hey, Is there a way to rename a project? I can't do a brand new one and move stuff, so I need to rename it so the compilations say my project name

#

please tag me

plush yew
#

Yes that's what I said surely you can narrow it down somewhat

#

@dawn gull there's a good tutorial for that

dawn gull
#

What is the video link or doc link?

plush yew
dawn gull
#

thanks

plush yew
#

@spark sonnet you want to get all actors in a certain radius and then find which is the closest? want to make sure i understand before i work it out.

spark sonnet
#

Yes. For example main actor surrounded by 5 actors and want to focus on the nearest one. So it needs to figure out which of the actors are closest

loud knoll
#

you guys see that talk about the things to avoid and use from an engineer from an EU team? Was a youtube talk posted on reddit yesterday?

#

play at 1.25 speed and you can get through it faster

plush yew
#

@spark sonnet should write a function to determine the closest, have BP call that function. shouldnt be too hard once you have your max radius to search (this will be a constant), get all actors in that radius, use the Pythagorean theorem on each actor to determine its distance from the center, find the smallest distance and have the function output that actor. or am i missing something?

autumn elbow
#

@spark sonnet use a sphere collision and the distance node

spark sonnet
#

I know how to get all the actors and get the distance, but how would I make a blueprint to determine which of them is closest?

plush yew
#

@spark sonnet Pythagrean theorem

spark sonnet
#

Is there a find lowest variable or something ? ๐Ÿ˜„

plush yew
#

you are given an x and y or x and z and you need to find the hypotenuse. I am assuming NIIK's sphere collision does that in 3D for you. but a sphere might pick up something in the air or underground i am guessing.

spark sonnet
#

Ok but we now have actor 1, 2, 3 ,4 and 5 and their distances to the main actor. How does the code know which of them is the lowest?

plush yew
#

I am a fan of switch statements, but most people i think use if/then. maybe there is a built in function in UE4.

spark sonnet
#

There would be many If's then, wouldnt it?

plush yew
#

that is why i am not a fan

#

its too buggy to go that route

#

i think niik had it better

autumn elbow
#

use the distance node and sort

spark sonnet
#

I think I found something

#

Woulnt this work?

#

Or Min(float)

plush yew
#

that is probably what the min function does yes

spark sonnet
#

Or maybe not ๐Ÿค”

plush yew
#

go with NIIK's first, seems like it has already been solved

#

although writing your own should always be better performance wise

spark sonnet
#

Thanks I'll check both

autumn elbow
#

Coolz

plush yew
#

one thing i will add is that if you ever do run into a time you are going to run a function with a float, especially many times, truncate it first.

gentle crypt
spark sonnet
#

Ok so it works but not on the first actor

#

Nvm works now! Thanks!

autumn elbow
#

Coolz

spark sonnet
#

But AI move to wont work

#

With the nearest actor being target actor or location

steady owl
#

How does a game like Rocket League just work with PS4 controllers without the likes of DS4 needed?

#

Xbox controllers work fine out of the box with UE4 builds for me but not PS4 without DS4

crisp arrow
#

Excuse my rudeness, but if anyone with any experience dealing with packaging bugs could try to help me out over in #packaging I'd appreciate the heck out of it โค

untold ravine
#

I saw that epic bought the skookumscript company a little while ago, which was then sunset - anybody know if/when a new scripting language is coming?

weary basalt
#

No word at all. But yes they did buy them out.

#

Word on the street was that they are in charge of doing feasibility studies for possible scripting languages to be integrated with UE4.

untold ravine
#

Yeah no mention in any roadmaps I could find, but figured something like that

ancient otter
#

I am going to die

#

lol

#

ue4 is crashing when trying to import an asset with a python script

golden jungle
#

hello

#

someone help

#

ok so its not jus tme, UE4 keeps crashing

plush yew
#

yeah but it can crash for all kinds of reasons. ๐Ÿ˜ƒ

autumn elbow
#

how about this?

ancient otter
#

Hey guys

#

Opening a obj file crashes ue4

#

lol

#

Any fix?

abstract relic
#

Use fbx

jovial venture
#

my unreal engine gets stuck on processing sections when importing a FBX file

autumn elbow
#

@ancient otter hmm.. just check obj.. for the first time. Works for me.

jovial venture
#

same for obj apparently

ancient otter
#

I opened in c4d

#

I think its brkoken

#

Broken*

#

So, problem solved

jovial venture
#

@ancient otter im getting the same problem

autumn elbow
#

The obj itself?

ancient otter
#

No, for me is only that ibj

#

Obj*

#

So im good

autumn elbow
#

ok cool

jovial venture
#

its obj and fbx for me

autumn elbow
#

@jovial venture how dense is the poly count?

jovial venture
#

wait the processing sections went away

#

and im not sure, is 19,000 dense?

autumn elbow
#

no, but it will take a min

jovial venture
#

its making progress

autumn elbow
#

i imported a tree once and it took like 2 hours

jovial venture
#

...

autumn elbow
#

it was in the millions of polys

#

lol

#

so.. the importer does take time

jovial venture
#

yeah

#

i got it

#

and its a skeletal mesh like i need it

#

thanks

onyx cedar
autumn elbow
#

just curious... why obj, and not fbx?

burnt hatch
#

unreal is the first engine I've used where making a full game actually feels plausible on my own

#

especially the terrain editor and stuff omg

#

having fine-tuned control is great, but it saves so much time

normal burrow
jovial venture
#

I was able to finally after extensive trial and error get the model into ue4 as a skeletal mesh, though for future reference... is there a way to import the textures on the material also? I had to make all of them from scratch again

honest vale
#

redo the materials

#

I mean, UE 4 will never look the same as other third party 3d apps rendering wise

#

though I think .fbx should allow for importing the materials also ๐Ÿค”

#

it just creates a simple material and plugs the textures into appropriate slots, that's it

last sky
#

Hey guys! Could someone provide me with some information on animation re targeting and use with sockets. I've recently downloaded a animation combat pack which includes the blueprint configurations but I'm having a hard time figuring out how I would use that information with a new mesh. I cant access any of the sword animation in play, though unwielded animations work. I believe the blue prints are failing to call on any socket information to drive the animations. Not sure on what the work flow would be to get my new mesh that socket information to call on.

last sky
#

Found an answer! Have to copy the sockets from the mannequin over to my mesh than update the animation montages.

midnight sparrow
#

Hey guys, i would like to create some sublevels, but i cant see any option to.
In every video the guy just has an option to create a sublevel when he right clicks.
How am i supposed to create one? Thanks :]

honest vale
#

the way you make normal levels

#

top left corner of editor, under file -> new level

#

or something

midnight sparrow
#

yea, but i want a sublevel so i would see it in levels window and i could organize my project

#

but my actual goal was to add just new objects to the layer and bake lighting for only that objects. However im not even sure if its a good way to do it

plush yew
#

how do i put c4d anims in ue4?

cloud cobalt
#

Export to FBX, import in UE4

plush yew
#

i done that

#

but i dont see no anims?

#

oh

#

When exporting FBX, make sure to select, Tracks and if its non skeletal mesh then "bake all frames"

#

would that help

#

i got it

#

i forgot to tick import anim

junior solstice
honest vale
#

input enabled on the character?

dawn gull
#

Hey @plush yew that game kinda looks like Journey

plush yew
#

@honest vale fixed it

#

@dawn gull apart from the red robe, i dont think journey has tree covered ruins and platforming

#

but thank you, the atmosphere of journey is an inspiration

dawn gull
#

Cool

#

Good luck! ๐Ÿ˜ƒ

lusty carbon
#

Why is it that when I package my game the map won't load any more when clicked the button?

#

I got this menu. the tutorial is a new level I migrated from another project. I click it and it loads the same menu level again

#

To whom it may concern I fixed it : Had to include the levels in the list in Project Settings -> Packaging -> "List of maps to include [] "

rustic imp
#

anyone know why my mesh doesn't show in the custom stencil buffer visualization even after turning on the custom depth rendering and giving a stencil value?

rustic imp
#

ah didn't know it had to be enabled in project settings

plush yew
#

Hello everyone ! Does anyone has already used OpenXR with Unreal Engine and can explain me how to set it up in the unreal platform?

rustic imp
#

is there a way to use different materials on different platforms easily?

cloud cobalt
#

I'm not sure about that, at least easily.

#

There is a graphics feature level switch in materials

#

And a quality switch

novel summit
#

Can i have a server invite link?

cloud cobalt
#

Right click the icon

novel summit
#

I'm on mobile XD

#

Wait i got it

#

Found it on Google

dawn gull
#

Hey, I am making a b a l l character and I need help with the capsule. I can't get it to the right size. It won't let me. Any advice? :I

#

Please tag me

cloud cobalt
#

What's the problem ?

dawn gull
#

It won't get right to the correct size, so it looks like it is floating @cloud cobalt

wary wave
#

just make it smaller?

cloud cobalt
#

Have you tried reducing the radius ?

wary wave
#

^

#

capsule half height cannot be smaller than the radius

#

(mathematical impossibility)

light coyote
#

They are two main things to consider as far as i know

#

sorry

dawn gull
#

@cloud cobalt As I said, it won't let me reduce the size of the capsule anymore

cloud cobalt
#

Which size ?

#

The radius, or half height?

dawn gull
#

Both

light coyote
#

@midnight sparrow this is for him, i didnt se all the msg latter :/

dawn gull
#

It's a sphere

wary wave
#

make the radius smaller.

#

then make the height smaller

dawn gull
#

And as I said, it won't let me lower the sizes

wary wave
#

capsules don't roll

cloud cobalt
#

So you can't set the radius to like 40 ?

dawn gull
#

@cloud cobalt exactly

#

@wary wave the capsule rolls in my project

wary wave
#

capsules should never be expected to roll, ever

#

they are axis aligned

dawn gull
#

wait, my bad the mesh rolls

wary wave
#

it is possible to rotate them, but weird behaviour can happen in unexpected places

dawn gull
#

but it looks like it is floating and I can't get it to lower

#

Ahhhh I have to go be back later tight schedule

wary wave
#

damn, was sure I had a video of the capsule being rotated causing weird physics problems, but it must have been a gif the last time it came up on here

dawn gull
#

I am using the static mesh :I

light coyote
#

@midnight sparrow
as far as i know.

Sublevels are just like regular levels.
Any level can become a sublevel.
Any level can become a persistent one.

What you want to do is open the levels window.
Whatever level you have open at that moment, will be the only level in the levels window.
Now you can drag other levels from your content in there.
When you do that, they sort of become sublevels.

What you are esentialy doing now, making a level, be a child of another level.
That means that when you open the level that has child levels asiciated to it, you have the option to, during game, use load stream level node, and load them without having to actualy open them.
This means that if you have a building with many things, you can create new empthy levels, and select what stuff you want on each one, so you are not, for example, having loaded in memory a full flor of the building, or the eexterior walls of the building, that you are never going to see. you can load them, and unload them when ever you want, via blueprint.

dawn gull
#

Big text time

light coyote
#

The persistent level is whatever level is open at that moment.
you use the child levels asociated to it to optimize performance.
The more optimized, the better.
If you dont have other things in memory thet you are never going to see, means you can have more of what you will,, like higher res textures.

spark sonnet
#

How can I add a spline point to my spline actor? Right clicking it doesnt work

ember cypress
#

Ctrl + Drag off the last spline point?

light coyote
#

You can delete levels from the levels window, and you will still have them in your content, dont worry, you dont actualy delete them.

spark sonnet
#

It just ignores that and moves. So there is always just two points

fallen flower
#

Does anyone here use nsight?

amber girder
#

Is there any 'easy' way to rename an existing ue4 project?

plush yew
#

Rename the uproject file

amber girder
#

does that also change the output exe name?

plush yew
#

Idk but i would creatw a new project and migrate all the levels to only have needed xontent then package

#

Create

#

Content

amber girder
#

kk, thx

plush yew
#

But it probably does change the exe name

amber girder
#

i'll try

crisp arrow
#

hey everyone, when I attempt to export my game and run it, I get this message

The UE4-Project Game has crashed and will close
---------------------------
LowLevelFatalError [File:D:\Engine\Source\Runtime\Engine\Private\Materials\MaterialShared.cpp] [Line: 1622] 
Failed to find shader map for default material WorldGridMaterial!  Please make sure cooking was successful.```
#

this just started happening yesterday

#

but everything was fine before

#

I made some slight changes to defaultengine.ini that should be completely unrelated

#

it's really stressing me out because I was supposed to hand this project off yesterday

amber girder
#

@plush yew doesnt change the exe name ๐Ÿ˜ฆ w/e, have to migrate anyway

cloud cobalt
#

We did change our game name over here.

#

You need to rename everything

#

Basically search replace across every file in folder

#

I mean, the source file names or class names don't need to be renamed

midnight sparrow
#

Has anyone of you ever done interior scene with good looking dynamic lighting including GI? Im tired of baking over and over, but i wasnt able to get GI realtime

cloud cobalt
#

Anything else does

#

@midnight sparrow There's no dynamic GI worth anything right now, except raytracing

midnight sparrow
#

Thanks for straight forward answer atleast i dont have to keep trying to find out ๐Ÿ˜„

#

What about baking only lightmaps for a single object? So i wouldnt have to rebuild whole scene

cloud cobalt
#

Nah

midnight sparrow
#

also not possible ? ๐Ÿ˜ฆ ๐Ÿ˜„

cloud cobalt
#

Do get GPU Lightmass if you're on a supported version and have a NVidia GPU

#

It's 10x faster and looks better

#

And it's free

midnight sparrow
#

cool its a plugin?

cloud cobalt
#

More like a zip file

#

You'll override the regular Lightmass with it

midnight sparrow
#

That might help me alot thanks ๐Ÿ˜ƒ

plush yew
#

@amber girder The exe will run much better if you migrate to a new project anyways. So youre better of doing that

cloud cobalt
#

Why would it run better ?

plush yew
#

It doesent pqckage any unneesed files

#

Package

cloud cobalt
#

There's no need to migrate to solve that

plush yew
#

Unnecessary

cloud cobalt
#

You can just fill in the list of levels you wish to package, and unneeded files will be removed at packaging

plush yew
#

Oh yeah, forgot about that

cloud cobalt
#

Plus, useless files don't make your game run slower in any way

#

It makes your game bigger to download the first time, and take up more place on disk

#

That's it

plush yew
#

Well it takes way longer to package

radiant haven
#

Why is a Billboard not visible in game

cloud cobalt
#

Not even that longer since cooking is cached

#

And again, there's a setting for that

#

There's no need to migrate anything

plush yew
#

Ok then

radiant haven
#

**How to import a png file?

#

mine has white border

amber girder
#

export the pic with alpha enabled?

radiant haven
#

do u mean from ps ?

amber girder
#

yes. and if you have a white background layer, remove it

midnight sparrow
#

its fast as fuck.
Befofore the baking took like 15 minutes and now 15 seconds ๐Ÿ˜„

#

That gpu light mass

radiant haven
#

cant

#

ok i got it

amber girder
#

๐Ÿ˜ƒ

radiant haven
#

well and billboard+

#

its NOT VISIBLE INGAME

#

๐Ÿ˜ญ

midnight sparrow
#

@plush yew Hey you said, that exe file of GPU lightmass works better. How did you mean it? I noticed that there is alot of shadow bleeed which didnt happen before i installed it.

merry gazelle
#

I had the idea to use BP random seed to generate a secret redeemable coupon code by chance. I'm worried hackers might be able to break up the compiled files and somehow gain access to the code, is this possible and is there a good solution?

FYI my map is procedural and if the player reaches a specific seed they gain the code

plush yew
#

@midnight sparrow no no no i wasn't talking to you.

#

I dont know anything about that

midnight sparrow
#

oh alright ๐Ÿ˜„

#

then @cloud cobalt are you still here ?

#

did you experienced a problems with gpu lightmass?

#

its fast, but looks terrible ๐Ÿ˜„

cloud cobalt
#

It usually looks drastically better

#

You still need good lightmaps

midnight sparrow
#

/cry

plush yew
#

LogBlueprint: Error: [Compiler LinePuzzle] The property associated with Inside Puzzle could not be found in '/Game/Blueprints/Puzzles/LinePuzzle.LinePuzzle_C' LogBlueprint: Error: [Compiler LinePuzzle] The property associated with Line Puzzle could not be found in '/Game/Blueprints/Puzzles/LinePuzzle.LinePuzzle_C' LogBlueprint: Error: [Compiler LinePuzzle] The property associated with Puzzle Activate could not be found in '/Game/Blueprints/Puzzles/LinePuzzle.LinePuzzle_C' LoadErrors: Failed to load /Game/Enviroment/Props/None.Material_1 Referenced by Cylinderholder_low LoadErrors: Failed to load /Game/Enviroment/Props/None.Material_1 Referenced by Cylinderholder_low LoadErrors: Failed to load /Game/Enviroment/architecture/None.Material_0 Referenced by steps LoadErrors: Failed to load /Game/Enviroment/architecture/None.Material_0 Referenced by steps LoadErrors: Failed to load /Game/Enviroment/architecture/None.Material_0 Referenced by pillar LoadErrors: Failed to load /Game/Enviroment/architecture/None.Material_0 Referenced by pillar MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.586ms to complete. LoadErrors: New page: Loading map: ending.umap MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.102ms to complete. SourceControl: Error: Updated 0 paths from the index LogOutputDevice: Error: === Handled ensure: === LogOutputDevice: Error: Ensure condition failed: false [File:D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\KismetDebugUtilities.cpp] [Line: 1156] LogOutputDevice: Error: Error: Invalid (but non-null) property associated with pin; cannot get variable value LogOutputDevice: Error: Stack: LogOutputDevice: Error: [Callstack] 0x00007ff895cbc0c9 UE4Editor-UnrealEd.dll!UnknownFunction []

#

whats causing my packaging to fail?

grim ore
#

have you opened up the LinePuzzle Blueprint and hit compile to see the errors?

plush yew
#

I deleted that file a long time ago @grim ore

grim ore
#

well the game doesn't seem to think so, maybe delete your intermediate and binaries folder in your project directory and try again

plush yew
#

Will give it a shot

grim ore
#

it's possible another blueprint is referencing it as well still so you can always use the blueprint find to look for linepuzzle and see what it comes back with.

spark moth
#

Hello, I seem to be having another issue with timelines.
I'm attempting to move a cube 10 units upwards in the Z direction using a timeline.
I added a vector curve that lasts 1 second with a value of 10, I thought that would be all there was too it.
It moved way too far and way too fast so I slowed the time to 3 seconds, I thought this would mean that it takes 3 seconds for it to move 10 units. Apparently that's not the case.
I left the value at 10 but when switching from 1 second to 3 seconds it seemed to move the cube at the same super fast speed however it will continue to move for the time specified.
Am I misunderstanding how the curves work or am I doing something wrong?