#ue4-general

1 messages Β· Page 523 of 1

copper flicker
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not constantly

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the player does restart at the start of the level

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but his life... stays where it was last time

static viper
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and the stage?

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does that reset?

copper flicker
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I think.. I could change my mind about this

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πŸ˜„

static viper
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if the player is great

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and restarts...

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he could stack

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stack advantages

copper flicker
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nono, there's no stacking

static viper
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are there enemies?

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items?

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do they respawn?

copper flicker
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enemies yes

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they respawn

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the player's job is to stay away from them, and the game is all platforming and avoidance

static viper
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so no items

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but health

copper flicker
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no, it's a minimal game

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health yes

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πŸ˜„

static viper
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can the player regain healh?

copper flicker
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yes

static viper
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how does he do that

copper flicker
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in various ways, one is upgrading

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and the other one is Shrines

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like in Diablo

static viper
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and these upgrades are paid for in what

copper flicker
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well, I guess not that Various..

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umm.. the upgrades are 7 in total

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and happen one per stage

static viper
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so the upgrades are limited to the stage

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so you always get the same

copper flicker
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it's possible you don't get a life upgrade

radiant haven
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UE is crashing while trying to duplicate a map (never ha d that before)

static viper
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my question is

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can the player break the system by respawning at high health before the end of the level

copper flicker
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anyway, not sure where all this leads to..

static viper
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i am judging your game design

copper flicker
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ok

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ther is no high health

static viper
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bc i doubt your save system

copper flicker
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thx btw, for design feedback

static viper
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why cant you just stay simple and save per stage

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what does that change

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the only thing this system does is saving total progress.

copper flicker
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umm... moving from level to level, your life stays the same

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there is no regen

static viper
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so evtl

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you have low level

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abd thats bad

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low health*

copper flicker
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yeah

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but you will find shrines to refill

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it's more humane than a lot of old games with 1 life

static viper
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what are the downsides then to not saving every second?

copper flicker
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also, the focusis on movement and avoidance

static viper
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i would take advantage of this

copper flicker
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well... dunno how to save accurately

static viper
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what if you remake your design here

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and give the player a timer

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a timer on screen when it saves

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that way he has to be save every 5 seconds

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so

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he cant be in air

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or with enemy

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that would add gameplay

copper flicker
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nono, you're thinking of another game

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πŸ˜„

static viper
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and reduce your system problems

copper flicker
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this is more like a Path of Exile situation, where I have to make sure nobody is quitting with ALt F4 and saving their asses just in time..

static viper
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i never saw your game

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i cant judge if your issue is an actual gameplay issue just from text

copper flicker
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I know

static viper
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right now it sounds just weird.

copper flicker
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thx for trying to understand my problem tho

static viper
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yee np

copper flicker
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why wierd

static viper
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saving every second and less

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and then this constant alt f4 argument

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and this reference to poe

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i think your problem doesnt exist,

copper flicker
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can I message u?

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so we don't fill this chat to the point where other people will get angry..

static viper
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i fear you cant. not personal.

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we have a design chat

copper flicker
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ok

static viper
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if you want.

plush yew
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how do i check if a variable is null?

grim ore
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use an is valid check if using blueprints

plush yew
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erm, why is there a disable movement node but no enable movement node?

grim ore
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which node?

plush yew
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nvm i figured it out, should use set movement mode instead

grim ore
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either one works, disable is just a shortcut to set movement mode (None)

plush yew
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how do i detach from an attached to actor?

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nvm

broken stream
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HI guys, so when i use a day and night , the map newer turn dark at night time, its like its stil light if you understand, whay is that ?

grim ore
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skylight? ambient light? directional light?

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static lighting? stationary lighting?

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all of those could be the cause

real hound
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This seems stupid but why cant I put my cursor to world in my Character Controller?

grim ore
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?

real hound
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It just doesnt work. Using the topdown character template I moved the cursor to world stuff into the player controller, added a decal for it, put it on tick, and just nothing. Nothing I put in the player controller ends up being visible.

grim ore
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is it using that controller?

real hound
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Should be. Let me double check my project settings and gamemode.

grim ore
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run it, hit shift-f1 to get the controller, then check the world outliner for it

broken stream
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any tips on the seting for that

real hound
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Yep, its there, the decal is loaded into the world. I can see the box but its not interacting wit hthe world and its not following the cursor.

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Looks like the decal is stuck at position 0,0,0

grim ore
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@broken stream it would be specific for your level. a sky light for example always shows lighting so that won't help if you need it dark, the directional light will show light from the direction it is rotated so it would have to be up or turned down to hide the light, the sky sphere itself would need to be updated to a darker settings to make the sky changed to night.

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sounds like the code didnt move over correctly to the controller

broken stream
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okay thanks, i will look in to this

plush yew
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This is my blueprint for the koopa shell in super mario and I STILL haven't dealt with all of the edge cases

grim ore
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man.. almost can keep the Sequencer learn example at 30fps with raytrace shadows, AO, and GI... almost with my 2070s

neat forge
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How come when I change the skeletal mesh of player character from the mannequin to anything else (rigged with ue mannequin) it doesnt use the animations? What else do I have to change?

grim ore
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If you just changed the mesh part of the blueprint then the animation blueprint is probably not the correct one for that skeletal mesh (it would be targetting a different skeleton)

neat forge
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Ohhh alright

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Thanks

midnight sparrow
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Hi, again me.
I migrated my scene and the light builds is too fast and looks cheap. There is no GI happening.
It also happened to me after transfering project to another pc.
Any idea?

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Also the lightmass settings are still set same as they were before

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Dont mind me.. i even asked here for it like two weeks ago and forgot on it πŸ˜„

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I hope i will remember it the third time

calm widget
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At least it will be a well optimized game

midnight sparrow
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But lighting quality doesnt affects optimization the lightmaps still have the same resolution it will only build faster

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atleast i think

scarlet birch
warped tangle
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@scarlet birch gotcha, that's somewhat was I had in my mind trying to visualize what you were trying to do. Good stuff

glacial pecan
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@grim ore can't remember if I asked you before, but have you made a video on the gameplay ability system? I've watched several hour+ long streams of people trying to explain it, but they never seem to go into building block details, only finished specific examples

grim ore
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I have not. It's on my list but it's such a specific set of systems I am trying to get a valid generic example working

glacial pecan
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oooh, there's a group for it, thanks!

nova pier
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@grim ore any plans for creating new Niagra tutorials?

plush yew
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how do i make a material's texture spin around 360 degrees?

nova pier
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use a panner node in your material

inner cloak
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Is it me or is there an issue with dropping a bunch of MeshActor from main level to an Actor BP ? What i see is Mesh not being set in the BP

warped tangle
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Not following

inner cloak
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add a bunch of objects in a level ... then make a BP, and try to move the objects in the BP viewport ... the meshes will not be assigned

grim ore
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@nova pier at some point once I get some good experience with it πŸ™‚

warped tangle
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can you show something @inner cloak ...

inner cloak
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ya, gimme a minute

keen moss
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we have a project in unreal that suddenly has started crashing when trying to run in VR thru the editor, the window opens and immediately closes with no errors shown, is there a way to fix or find out what the issue is?

warped tangle
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did it previously work with the VR Preview?

keen moss
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yes

plush yew
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@nova pier isn't panner just for horizontal and vertical panning? not rotation?

warped tangle
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have you changed anything since the last time it worked?

keen moss
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we tried changing engine scalabilty from epic to medium and changed it back, we have restarted the engine and comptuer since and it still wont work

warped tangle
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@plush yew I think theres a rotate material node, different than the panner

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rotate about axis?

nova pier
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@plush yew is this what you're looking for?

warped tangle
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@keen moss hmmmm.... haven't had that issue before, and I've tweaked engine scalability plently

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did it recompile all your shaders when you changed the scalability setting?

keen moss
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the only other thing we did was using a console command to up the max fps but again we restarted everything multiple times since

warped tangle
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you should still be able to package and run it I would assume

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wait, you tried to up the max fps?

keen moss
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even when we package it crashes on startup

warped tangle
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VR uses fixed fps

keen moss
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dont console commands reset on restart?

inner cloak
warped tangle
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@keen moss I'm assuming then you didn't do a beginplay execute console command or something like that then? You just entered it once?

keen moss
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yes using the ~ key

warped tangle
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I can't imagine that would persist

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and anyway, steam or whatever intermediary should run the HMD at it's target FPS regardless of your FPS setting in editor

keen moss
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is there a way to reset it? a console command?

warped tangle
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@inner cloak you have an empty actor

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@keen moss noooooooo idea

inner cloak
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hmmm ... having a problem to repro ... have to go home and will try again there !

keen moss
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is there a way to add a debug test to get errors?

warped tangle
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just out of curiosity, can you simulate/PIE without a crash?

rotund scroll
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generally you shouldn't crash using any of the tools of the editor

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but your mileage may vary depending on your setup

warped tangle
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VR is it's own fantastic beast

keen moss
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when we simulate is fails too

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we get a warning that the project name is more than 20 characters, but its been that way since the beginning, could that now be the issue?

warped tangle
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now, is the entire editor crashing, or just the play window?

keen moss
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just the play window

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the play window crashes when doing VR test

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the whole editor crashes if we do simulate

warped tangle
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do you get a crash report when you get the simulate crash?

keen moss
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we get a crash window with this

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You do not have any debugging symbols required to display the callstack for this crash.

rose quartz
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im getting this error: D:\Program Files\Epic Games\UE_4.22.3\Engine\Source\Editor\SwarmInterface\Private\SwarmInterface.cpp(21): fatal error C1083: Cannot open include file: 'metahost.h': No such file or directory what can i do about it?

warped tangle
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@keen moss you should have a crash report that's linked at the top of that crash window

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could give more context

keen moss
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ok let me check again

grim ore
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@rose quartz you need to install the correct SDK for your version of VS, are you using 2017 or 2019?

keen moss
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we istalled the debug stuff and now we get this

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let me get a closer screen grab

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this is the error

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Access violation - code c0000005 (first/second chance not available)

UE4Editor_UnrealEd!UEditorEngine::ToggleBetweenPIEandSIE() [d:\build++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:3496]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\build++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:2479]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\build++ue4\sync\engine\source\editor\unrealed\private\playlevel.cpp:1270]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1640]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3699]
UE4Editor!GuardedMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\launch.cpp:174]
UE4Editor!GuardedMainWrapper() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll

stoic cobalt
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any way to make an object invisible while still casting shadows?

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with raytracing

rose quartz
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2019

stoic cobalt
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i tried hidden shadow but it doesnt work still

rose quartz
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@grim ore I did install all sdk now and compiling now

grim ore
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you would want .net 4.6.2 then for 2019

keen moss
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@warped tangle any ideas?

warped tangle
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@keen moss Can you set up a blank project and see if it repros?

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same engine version

keen moss
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sure, let me do that, ive opened other projects in the same engine and tested it and there are no problems but i will try making a new blank project

plush yew
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how do you get the direction unit vector a character is facing?

warped tangle
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get forward vector

keen moss
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@warped tangle no issues with the new blank project

plush yew
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ah, was using the wrong forward vector function

warped tangle
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check your frame rate settings in project settings just to be sure something weird didn't happen there. I don't see it but who knows

keen moss
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what should the settings be?

warped tangle
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depends on your requirements, I usually leave mine at a fixed 90 targeting the vive

keen moss
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its for the rift

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but ok

warped tangle
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however, when I test with the Index at 80Hz 90Hz, etc (theres 4 I think), my fps defaults to the target platforms required framerate

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so the frame rate settings in engine SHOULDN'T matter. You could set 200 fixed and it would only give you 90 or whatever yours requires

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Rift is 90 right?

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I haven't touched one in ages

keen moss
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yes

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did the error report i pasted give any info?

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idk how to read those

warped tangle
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I'm assuming you tried quitting the editor, close out steamvr/oculus program and relaunch?

keen moss
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yes

warped tangle
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well it was an access violation which sounds like a nullptr to me

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did you recently add a variable pointing to another BP or something along those lines that might be unset?

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also, when you "get" references, do you validate them?

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also...is this C++ or BP?

keen moss
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everything is BP

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im am the artist on the project, we have another person who is in charge of coding, i apologize if i am not understading everything

warped tangle
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basically what I'm saying is it could be due to something is trying to reference something else (and maybe call a method or something along those lines), but the reference was never set.

keen moss
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ok i will see what i can find

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question from the coder: if the reference was never set, why does message log not give me any errors?

warped tangle
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Not sure, again, I haven't seen a crash like that on any of my BP only projects....I've seen plenty on code based projects. And it's 99.99999% a nullptr issue

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do you have multiple maps/levels? If so, does it crash on all levels?

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I suppose for ease of testing you can do the VR preview so you don't crash the editor, just the preview window (which is weird in and of itself)

keen moss
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we have one level with sublevels

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i can try the vr preview in the sublevels

pulsar fractal
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Is there a way to test multiplayer using server travel too? I can have multiple clients if I play in the viewport but I’ve been using standalone game because only that will allow me to use server travel. However I can’t get multiple windows of it to open to test multiplayer. Any advice? I hope I don’t have to package the game each time I want to do this

warped tangle
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yeah I'm pretty sure you have to package to test servertravel

keen moss
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@warped tangle all of the sublevels are crashing on load too, im out of ideas. going to have to go to a previous version and redo some work

warped tangle
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yeah next was going to be start removing things from the world that were recently added

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also check your gamemode/playercontroller and check your references, make sure things are being set

inland granite
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Any idea when 4.23 is released?

keen moss
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ugh im going to kill my coder, he added a verify entitlement check to the game mode, and on fail the game closes, and he forgot

warped tangle
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LOL

keen moss
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i guess the next questions is how do i solve the entitlement check problem

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FFS what a waste of time that was lol

warped tangle
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I don't think you can implement that until you are ready to publish

rancid wadi
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No ios channel so im posting it here, anyone encounter 4 tap console commands not working on ios13?

pulsar fractal
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Hey I’m packaging my game and just realized in the advanced settings that the list of Maps to package had nothing in it, should I cancel the build or will it then just cook every map?

keen moss
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@warped tangle thanks for putting up with all the questions, sorry it was a red herring

warped tangle
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@keen moss No worries lol, happens

quiet rampart
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Hey does anyone know why my game is compiling shaders everytime i open a stand alone play ?

cloud palm
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would I be able to use the paragon character in mobile game?
They are size are huge, each of them are around 2.6GB

olive hamlet
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aint that a betch

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camera is a tad bit crooked and it rotates to far when i try to fix it

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any fixes?

shy silo
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um the camera in the viewport rotated how do I fix this?

sonic pagoda
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super advanced question: how do you move a component in a blueprint up to reorder it

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@cloud palm you would have to do a shit ton of reductions in polygons which is do-able in engine with skeletal mesh reduction, and you'd also have to simplify all of those materials, depending on how many bones they have as well android es3.1 has a limit of 75 bones so if they have like a bunch of attachments all as bones, which sometimes they do, than you'd have to remove those in blender

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@pulsar fractal it will cook everything, unless you specify 1 map in that package settings, than it will only cook that 1

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its best to select only the maps you need

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because if you dont all of the content that is referenced by any other unused map gets packaged as well

pulsar fractal
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Thank you good man

sonic pagoda
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leading to an increased build size

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yw

split wedge
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Delay cannot be placed in function graph
is this new bug it was letting me collapse delays yesterday

olive hamlet
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when i play the camera keeps moving around what do i do to stop this?

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its annoying

still bronze
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How to add gravity to my charater's hair/tie/skirt (Hatsune Miku) ?
I want to add gravity to these part https://image.noelshack.com/fichiers...-hue-again.png
And i try to put the model part who have gravity for an another actor but i can't detach these, the model is in 1 part (optimised for MMD)

frail light
grim ore
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how is the image being show right now?

steel patio
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I guess your textures are too dark, maybe?

frail light
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hmm i think

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i just increased the LightSource Intensity

steel patio
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If you do that then you're not getting enough out of your textures and you're trying to compensate with too much direct lighting.
This will probably cause your assets to not look very good and probably breaks the entire PBR workflow.
I would suggest you compare your assets to some of the starter example content, use the advancedlighting test level to check your assets in there.

frail light
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anything else is good but this object is too dark

steel patio
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Then its your asset, not the lighting

frail light
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ah okey thanks :)

harsh tiger
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anyone know of a fix for this? character is invisible on mobile due to bone count?

warped tangle
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@harsh tiger pretty sure you're over the max bone count for mobile

olive hamlet
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may i ask a quick question?

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i assume it wont be hard

harsh tiger
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@warped tangle yep, an i got the character from iclone an my free trail has ended. fuck knows how im gonna fix it

warped tangle
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gonna have to remove bones in blender or similar program

harsh tiger
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bringing it into maya now

olive hamlet
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im trying to place a key frame but it wont place

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it keeps saying "Nothing to keyframe, or selected object can't be keyframed on this type of track."

warped tangle
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what are you trying to keyframe?

olive hamlet
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;-;

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a door

warped tangle
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in sequencer or what?

olive hamlet
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goes up and down

crystal wind
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Reading the above, it looks like the same thing high schools here use where you have a shared set of files between multiple school user accounts, each able to touch the same files

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It's ugly

olive hamlet
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i went to cinematics

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then to matinee

warped tangle
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man I haven't used matinee in a long time

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it is just a static mesh that you're trying to keyframe?

crystal wind
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@gaunt raptor If the system your using is like I mentioned, yeah avoid it like cancer. Cause that's basically what it is >.< Github works fine if you have a decent gitignore file and and follow the rules. Only one person per bp/level. Code files can be touched by multiple people though. If you have to change something someone else did make your own folder within the project with a copy of their work, and make your changes there.

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In short. Text/code files may be mergeable. Everything else CAN NOT therefore version control won't know how to deal with it.

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ALSO I've not tried it but there is "multi edit" if you've the time to play around with it. Where multiple people can edit the same level together realtime, while seeing changes that others make realtime as well. Like your sharing the exact same game world. Like halo forge did >.> Or garry's mod in a way but way more advanced.

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I've never met anyone that worked in a computer lab that was knowledgeable enough to actually setup projects correctly... Let alone teach accurately >.> Your going to have to do a lot of legwork yourself.

olive hamlet
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;-;

cloud palm
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Any tutorial to suggest for beginners that want to start learning make game character in blender?

olive hamlet
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"Nothing to keyframe, or selected object can't be keyframed on this type of track."

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WHERE DO I FIND THE TRACK VIEW !?!?!??!?!?!

grim ore
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IF you are trying to use matinee, stop and switch to sequencer.

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if you are just trying to move a door is that item a mesh or is it part of a blueprint?

olive hamlet
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its a cube i changes into a door in modes

grim ore
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sounds like just a static mesh actor then

olive hamlet
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i swapped it from static to movable so thats that

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idk what else to do it still wont place

grim ore
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the biggest issue is if you are using matinee, if you are use sequencer

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alternately look into using blueprint to do this stuff with timelines

warped tangle
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^^^

olive hamlet
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so i should swap from matinee

warped tangle
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yep

olive hamlet
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to level sequence?

warped tangle
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as stated, matinee is "legacy", it's been superceded

olive hamlet
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ah

grim ore
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its been about 3 years at this point

olive hamlet
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im making it where pressing a key opens and closes the door

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btw

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k lemme see dis

warped tangle
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That can be done easily with a timeline in a BP

grim ore
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blueprints would be the smarter way of doing that but you can use a sequence

olive hamlet
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thirdpersongamemode

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or thirdpersoncharacter

warped tangle
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you would need to make a new blueprint

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@grim ore have you played around with 4.23 yet?

plush yew
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anyone know how to enable world displacement in the materials nodes? i can't find the tessellation setting anywhere and the documentation doesn't say anything about it either

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there it is, under the details of the new material node, wish it told me that XD

olive hamlet
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how do i put sounds into unreal engine?

warped tangle
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ambient sound if you're placing it in the world, or you can do a play sound at location or play sound in a BP

olive hamlet
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like

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i download from the internet

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and put into unreal engine

warped tangle
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well yes you need to import the audio into UE4, then you have access to play it however you're trying to

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be aware that I believe WAV is the only supported format

plush yew
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@olive hamlet dont hesitate to post also on #audio if you have questions for us!

empty marlin
#

Hi all,
Does anyone know how to add the curve of different colors?
like screenshot.
I don't have any idea about this part.
Thanks for help.

weary basalt
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Its a Vector Curve asset, as opposed to simply a Float Curve

blissful trail
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idk if this is a bug but when you set the outline to 366 it crashes the engine

empty marlin
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@weary basalt
Do you know how to use it? (Vector Curve)

weary basalt
#

It works the same as every other curve asset? You just get 3 float outputs instead of 1.

dim arch
#

Hi, Does anyone know if UE4 currently supports variable-rate shading, or mesh shaders?

rose quartz
#

is tthere a way to add the Source Build unreal engine to the launcher?

dim arch
#

no

empty marlin
#

@weary basalt
Which class or struct I need?
FCurveViewModel?? FLinearColor??

warped tangle
#

@empty marlin It's a Vector, what are you trying to do with it

weary basalt
#

Please stop @ing me

#

You can simply ask here

empty marlin
#

ok

dim arch
#

This VRS video said it would be available in UE in Dec2018

#

looking at 4.23 there are no cvars to enable it, and no mention of it on google

empty marlin
#

Got it and I will try it and thanks.

rose quartz
#

How can i install plugins from launcher library to source build unreal engine

dim arch
#

copy them from your plugins directory for that engine, into the source version

#

or make a plugins folder in your project directory and put them there

rose quartz
#

but its not downloaded yet

dim arch
#

then generate the project .sln for your source engine

#

and rebuild

rose quartz
dim arch
#

I am guessing you want to use that plug for 4.23

rose quartz
#

4.22.3

dim arch
#

yea, then you have to download a launcher engine to install plugs to it

#

you cant link source builds to the launcher

#

without hacking it

rose quartz
#

also @ unreal git hub?

#

or is it in the build version

dim arch
#

the plugs are only available through the launcher, or if the developer has a link

rose quartz
#

oke but the launcher i mean

dim arch
#

the launcher source isnt available publicly

rose quartz
#

ow oke

dense patio
#

With the new 4.22 i have noticed something not happening before... our meshes are fading in and out... when close

#

like it jitters visible and not visible...

inner cloak
#

Hi guys!

#

Can anyone tell me if copying a staticmeshactor (from world outliner) to a blueprint viewport or blueprint component works properly for you in 4.22.3?

#

riuthamus, i kinda get the samething, it feels like another face is too close of the first face and they try to blend the colors

warped tangle
#

@dense patio check your near clip settings

dense patio
#

where is that setting at?

warped tangle
#

project settings I believe

dense patio
#

thanks for the help @warped tangle

#

k

warped tangle
#

I don't know if clip plane affects editor time or not, it may be play time only

dense patio
#

the odd part is it does it in game and out of game

warped tangle
#

well in game would suggest clip plane

dense patio
#

at the previous distance it was jittering

#

then move up and no problem..

warped tangle
#

is that before/after adjusting the clip plane?

dense patio
#

i set clip plane to 0

#

still same

#

no difference

wary wave
#

clip plane seems very unlikely

#

seems like bad bounds

dense patio
#

it looks like angle.... of the camera

#

does it'

#

it is 100% the angle of the camera

#

in relation to the object....

warped tangle
#

didn't know bounds could cause that

dense patio
#

how would i modify the bounds?

warped tangle
#

well go to the mesh your having an issue with, show -> bounds. curious now what your bounds look like

#

or click bounds on the toolbar

dense patio
#

its a rather small mesh but okay ill do that quick

#

no clue how bounds does this πŸ˜›

#

i have never modified bounds before, and never had this issue

#

so is this new to 4.22?

warped tangle
#

no, bounds are not new

dense patio
#

k, well this issue is 100% new πŸ˜› first time ever having it after 4+ years of use

#

and i have done nothing different, so very odd

#

how are those bounds?>

inner cloak
#

clip plane does not affect renderings from far, it just limit how far from the camera you will start seeing things, and personally i wish they allowed to clip from 0 but they clip at 10 units minimum

warped tangle
#

in the details pane of the static mesh, under general settings, are the positive/negative bounds extension all 0,0,0?

#

I don't think you can set clip to 0, but you can do small amount like .05

dense patio
#

his mesh is not having the same problem and its bound look similar

#

so... dont think its bounds

#

it only does it from a certain angle of the camera... so odd

warped tangle
#

does it disappear when your camera is somewhat flat

dense patio
#

yes

warped tangle
#

and reappear when you look from above?

dense patio
#

that is def it

warped tangle
#

sounds like ambershee was spot on

dense patio
#

okay, but how do i modify the bounds so that doesnt happen, and why does it happen with ONLY this model?

#

bounds on this are the same... and i dont ahve issues with it

#

its almost 5x that models size

warped tangle
#

never had the issue myself, so not sure. could try offsetting the bounds inboard and see if the problem persists

dense patio
#

what does that mean πŸ˜› sorry

#

this whole bounds thing is new to me.. never had this issue at all

civic hound
#

Bounds look ok for me...

warped tangle
#

a couple posts I see say the physics asset can affect this

#

check your physics asset for that mesh

dense patio
#

so out of all these meshes the ONLY thig different is the tank

#

physics might be it, since it does have that... but no clue how to "check it"

#

what am i looking for? lol

warped tangle
#

check it against one of your other ones and see if anything seems out of place

#

make sure the physics bodies look right

civic hound
#

Check min/ max draw size

dense patio
civic hound
#

sorry draw distance

dense patio
#

the physics asset is a square πŸ˜›

#

draw distance in the physics asset?

civic hound
#

they are in the actor settings

dense patio
#

so on the BP?

civic hound
dense patio
#

also seriously thank for the help here guys, this is blowing my mind

civic hound
#

it looks correct also

warped tangle
#

is that tank body a parent or child in the BP?

dense patio
#

so the skeletal mesh is a parrent

warped tangle
#

another couple posts say either increase the bounds scale (on the actor BP), or use attach parent bound

dense patio
#

so bounds scale works...

#

but why.... is this needed

#

set the scale to 2 and it has no issues... this is just so silly/odd

#

maybe because of how we combine the actors and meshes?

warped tangle
#

no clue

dense patio
#

thanks again guys for helping me!!!

warped tangle
#

yep

dense patio
#

FYI, dont set clipplane to 0...lmao nothing shows up

radiant haven
#

What is more popular(most used) mobile(IOS, Android) or PC/MAC for game publishing

cloud cobalt
#

@radiant haven Not sure what you're asking here.

tough relic
#

Has anyone got much experience with Swarm? I'm trying to set up 2 machines with it but one of them is stuck as "Available, Unassigned" and I can't get it to work for the life of me

midnight bolt
#

is it possible to bulk rotate actors, like lets say i want to rotate 100 actors by 90 degrees. if i parent them to cube, and rotate cube - the whole selection gets turned, instead of each actor separatly by 90. any ideas?

rose quartz
warped tangle
#

@rose quartz add a lightmass importance volume

dim plover
#

Do you need a source build to package for WindowsClient? Because I am unable to package for WindowsClient.

rose quartz
#

@warped tangle do i need to scale it to the whole map?

warped tangle
#

no the point of the volume is to specify the important part of your map

rose quartz
#

because i added it and didnt work

warped tangle
#

@midnight bolt one way is in the construction script, add a relative rotation via a variable or something like that. Although that doesn't exactly explicitly set the rotation

#

Epic did a live stream a while back about doing basically exactly what you are looking for via a bluetility

#

@rose quartz how big is your lightmass importance volume?

rose quartz
#

200x200x200

warped tangle
#

200m?

midnight bolt
#

@warped tangle if you would have a link that would be great. i'm not too sure what you're talking about

mighty field
#

@dim plover yes. Only source can build pure client and pure server builds

warped tangle
dim plover
#

Thanks, Neto. Always just thought it was for Server. I had thought that Client builds would be popular enough to be included in the launcher versions.

fast finch
#

In a single player game with locked levels & items which unlock with progression. Would you generally save such information locally in a file, or on something like the steam cloud?

wary wave
#

...you need local files for Steam cloud to work.

stoic cobalt
#

anyone knows how can i make my skeletal mesh work with physics

warped tangle
#

like to ragdoll? or what

stoic cobalt
#

nah nvm

#

i had to override physics asset

#

the simulate physics thing was greyed out

fast finch
#

@wary wave I meant more like, put them somewhere where a player cant themselves go to the file location and unlock all items?

wary wave
#

unless you want to host your entire games on dedicated servers, what you're asking for is impossible

#

at the same time, if it's a singleplayer game, why do you care?

#

the thing is, if the game is running locally, players can fiddle with it, and there's not really much you can do about that

fast finch
#

I dont really care, im just trying to learn. You saying basically most singelplayer games on steam, even the big ones operate this w ay?

wary wave
#

yup

fast finch
#

alright thx

serene birch
#

it's pretty simple, hosting the player inventory in a safe spot is easy

#

but updating it?

#

who has the authority to say "player now acquired a sword of infinity+1"

#

if you have the game client sent that network message, well anybody could cheat and craft those

#

might as well not bother!

#

but if it's not the client, you are actually in a "dedicated server" situation

cloud cobalt
#

@fast finch You basically need your game to be always-online with all of the game running on your own servers, like other people said. People will edit their saves to cheat in your game if you don't do that - but you probably don't really care.

fast finch
#

Yeah. With singleplayer games, if you buy it you own it, if you want to cheat that's your choice

cloud cobalt
#

Singleplayer or player-hosted.

wary wave
#

aye, it's possible to cheat in online games like Borderlands, or Deep Rock Galactic too

#

I've had a lot of fun with memory editing in Borderlands 2 multiplayer πŸ˜„

fast finch
#

Would creating an array of bool, size of the amount of levels, where each element is true or false depending on whether the level is unlocked or not be a smart way to go about this?

#

Then you'd save that information to file

#

And if it is, would you create that array in the game instance?

wary wave
#

more or less a save file is literally just a list of variables

#

how you recreate that game state tends to be more important

#

how you save it is the easy bit

fast finch
#

I guess just storing the highest unlocked level is smarter, because then you know everything above it is locked and everything under is it unlocked

#

Reading in a single variable seems pretty simple too

wary wave
#

if that's all you need, then sure

light coyote
#

Yes, what @wary wave means is that, if something is diffrent when level is loaded with save in mind than when it isnt,, anything at that state that can provoque conflict will have to be saved previously. So.. transform of various objects, an animation of some buiding breaking down should allready be broken obviously, etc...

plush yew
#

omg .___. something terrible happend
Im trying to open a level and i get this "serialization error : action needed corrupt data found, please vertiy your installation." and then ue crashes what do I do ??? pls help

wary wave
#

I'd probably start by using the launcher to verify your installation, as per the error message

light coyote
#

Is usefull to use struct variables, wich can store many variables, and variable tipes, and maybe call it Enviroment_State_Struct,,, Characters_State_Struct...etc... as an example,,, it obviously depends on the game, and the way things have been done and distributited, that will determine what is best to do

plush yew
#

I did that..it took forever and then the same thing happend 😦

wary wave
#

next thing to do is check the autosaves folder for a backup

#

if you don't have one, and aren't using version control, then you've managed to lose the file somehow

#

if you're not already using version control, consider this a pretty good example of why you should be

serene birch
#

we should greet any new user with a message of the genre "have you heard about our lord and savior git?"

#

proactivelly getting them into version control BEFORE they delete some file

wary wave
#

I use perforce for my own projects, but yes

#

still, not as bad as the person who came in here the other week with "I deleted this entire folder for some reason and now I can't open the editor"

static viper
#

thats one less of the competition

#

one that will never release a game

plush yew
#

oh i have not heard of it ..thank you for informing me πŸ˜„

tardy sapphire
#

Hey guys, Im trying to hide this text when I capture a movie from a sequencer.. cant find it anywhere -_-

plush yew
#

so there is nothing i can do to fix it ?

light coyote
#

@plush yew As @wary wave said,,, check in your project folder.
Ue makes full saves of your project just in case your project corrupts or whatever,,, you may have lost a day of work only.

static viper
#

what did you do prinzessin

#

i feel so obligated...

#

jezus christ

light coyote
#

That is why sometimes an unreal project takes so much space. You have multiple copys of the same project in different points in time.
And is why when you want to transport your project to a usb to take somewhere, deleting them is more than an option xD

#

Just kidding, is better to keep them, but they do take quite a bit of space.

wary wave
#

It only makes saves of the currently edited map (autosaves every ten minutes by default IIRC)

#

So a backup may exist in the autosaves folder

gray tundra
#

Is anyone familiar with the "High Resolution Screenshot" dialogue? I'm having a peculiar issue trying to use it.

plush yew
#

Needing company to release own game?

light coyote
#

@wary wave ahh, i thought it made it from the full project πŸ˜…

#

@gray tundra What is the issue ?

gray tundra
#

Hi, thanks for your reply.

static viper
#

@plush yew

plush yew
#

hahaha whats is that^^

gray tundra
#

I'm trying to use the RenderToTexture tool setup described in the docs, but when I enter the "ke * rendertextures" command, the High Resolution Screenshot dialogue unchecks "Include Buffer Visualization Targets".

static viper
#

what you mean?

#

company release game

plush yew
#

Thanks^^

static viper
#

thanks what

plush yew
#

my bad i understand it false^^ I finished my first game and want to release it for poublic do i need company

static viper
#

it really depends on alot XD

#

is your game big?

#

are people involved?

#

customer support?

plush yew
#

solo project

light coyote
#

@gray tundra check on the screenshots folder in your project folders, maybe resolution is good enough for you.
But dont go crazy on multiplier, goes up really quick i belive.

#

or what is it that you want to do ?

#

are you only concerned about resolution ? or are you looking for any particular thing in the screenshot ?

plush yew
#

@light coyote oh thanks ill try that

#

@static viper i wish i could tell you πŸ˜‰

gray tundra
#

I need to render the Decal Mask of the flipbook I'm rendering so I can manipulate the background.

static viper
#

you really cant @plush yew

#

bc you answer in long intervals

#

in which i save the world twice

#

and when you finally answer

#

i totally forgot what the issue was

gray tundra
light coyote
#

@gray tundra I read something about a post process material, but i dont really know what it can do. Give it a look, maybe it helps on your issue.
If not, and if i sort of understand what you mean,,, you can create a custom depth material. I think some of this will help on what you want to do.

gray tundra
#

Thanks for your time.

light coyote
#

@plush yew If you dont want to make money of it. You can find a solution, maybe they let you publish in certain bigger plataforms somehow. But if not, you can find a publisher, who may publish your game for free if you give them the rights. You can find somethiong for sure,,, depends on where mainly.

But if you want to make money, of course. You need some kind of type of society, some kind of company, some kind of juridic form,,, all i said is the same, in case you get confused while researching.

plush yew
#

haha sorry its bc im freaking out inbetween my answers ^^

light coyote
#

A company is literaly like a person in a sense. It has a name, and a identification number.
But as they are many diffrent companys, juridic forms or types of societys,,, whatever you want to call them,, and some have certain benefits, and others, other ones. You chose, and you have a market name, a market personality and rest of market knows the kind of person you are.

#

What i mean by this is that some present more risk to others, or to banks, and that may also play a role if you are intending to make money with your game.

plush yew
#

yo

#

my rtx is here hype !

#

but i cant raytrace on ue 4.23 preview

#

its says : Error: r.RayTracing is read only!

grim ore
#

DXR is turned on with the General -> Rendering -> Ray Tracing option in project settings, then you turn on Platform -> Windows -> Default RHI to DX12 then restart

cloud palm
#

can I use free model from CGtrader for commercial use if it is under the royalty free licenses.

#

what is a good size for mobile game, like 500MB?

fast finch
#

Depends on what you mean by good

#

Its 2019, size isnt much of an issue anymore

#

If your game is good, its good

#

Hearthstone on the phone for example is over 1gb

plush yew
#

@grim ore omg raytacing is so cool

#

my life is complete lmao ,)

robust tree
#

Hey @everyone that's I was working on for last 2 weeks. It is not actually gamedev but I use Unreal to make it. Enjoy! Switch on english subtitles! https://www.youtube.com/watch?v=YFKMMDM3oNI&feature=youtu.be

crisp gust
#

how can i fix this error?

keen moss
#

does anyone have any experience putting a game on the oculus store?

plush yew
#

@grim ore btw thanks alot it worked

crisp gust
#

how can i fix this?

lost ember
#

@crisp gust rename the folder

#

Unreal Engine - Multiplayer Survival Template is invalid because of the -

crisp gust
#

@lost ember ty its work now ❀

cloud palm
#

How can I change the LOD for my texture to limit the use of memory?

inland granite
#

If I use preview version and later it goes away from being preview. It only updates preview, not installing new 4.23?

#

So the transaction is smooth?

coral shoal
#

anyone know some good places to look for free to embed/use in a game fonts? a majority of "free for commercial use" fonts seem to exclude that usage in their terms.

fast finch
#

@coral shoal google fonts

#

all of them are free

coral shoal
#

Fancy, thanks

fast finch
#

np

maiden swift
#

@inland granite Yes. If you already have a 4.23 preview release installed, the stable version will show as an update to that.

jovial wraith
#

but because it uses collision between the player's character to avoid clipping through meshes, there's a bug that occurs if you pick up an object underneath you

#

hm, as I'm writing the question, I'm realizing that it should be possible to add an "is grabbed" boolean to the actor, and ignore the collision if that flag is checked

#

I'll try to figure out how to do that

cyan cargo
#

since mobile is slow: how can I get the position of the phone in a mobile AR session?

azure shore
#

hey, is there any way to fix the skysphere looking so obviously spherical?

#

in my maps youll only really see the sky when you look directly up from maps that are entirely inside, but by default you can clearly see the centre

#

even just rotating the sky texture would work for now if thats even possible

hallow radish
#

Anyone know how to do a reptilian type shapshoft I know it's easy to program change between skeletal meshes but I need to add some kind of effect of morph between the meshes

neat forge
#

Im using brushify and it says "Texture streaming pool over budget" at the top left in red, why is that? How do I fix that?

noble finch
#

hey, unreal has a certain texture pool size, and it's being exceeded. You can increase it though... or alternatively lower texture resolution of the assets loaded in your project. Brushify uses 2048 textures for the landscape, of course, the more paint layers you put down, the more textures will be loaded, so you have to consider that. As well as any other assets/objects/AI/player etc in your world... they all take up texture memory.

If memory budget isn't a huge issue on your target hardware then just increase r.Streaming.PoolSize

mint sequoia
#

Does anyone know how expensive world aligned textures are?

#

I did some googling but all they say is its a few times more expensive than a regular texture but without any context

#

W/e, I'll just use them until they cause issues, which they probably wont

mighty field
#

WorldAligned needs to read the input textures 3 times and blend the result

#

@mint sequoia

mint sequoia
#

Ah

#

Not too bad then I guess

#

So long as its used appropriately and not a lot πŸ˜„

#

Nothing better when it comes to making walls blend together nicely

velvet oyster
#

Is there any way or library that can have UE4 games/apps control windows features such as restarting the pc and the audio mixer? (change volume, mute volume)

dense finch
#

is there a way to make it so that when I open UE4 every day, the restored content goes in the regular window and not it's own separate popup?

gleaming creek
#

Would also like to know that

#

It's so annoying to have to drag everything out of its sub window and back into the main window

#

Though the better question is why they still haven't fixed the bug that the secondary windows are always-on-top of the primary after all these years

#

@dense finch Actually, setting the asset editor open location to "Main Window" instead of default seems to do it

#

In editor preferences

mighty field
#

@gleaming creek Mind blown

marsh swallow
#

How might one go about literally drowing out all other sounds and overriding with underwater sounds?

dense finch
#

@gleaming creek you rock, thanks!

#

@marsh swallow I am guessing you have a global variable that lowers all other volume and only allows specific ones to come through

#

I haven't played around with the audio engine yet, but I am assuming adjusting volume on each sound instance is pretty easy

marsh swallow
#

well you have volume classes

#

and u can assign sounds to classes

#

i do know keeping track of sounds playing can be a huge pain. For everything else UE4 does amazing, referencing the sounds is cumbersome imo

dense finch
#

yeah, I see there are some volume multiplier nodes and adjust volume functions. I guess you need one of those in each audio component, then call them all to minimize when underwater

grim ore
#

I would think you could use a sound mix override at some point to do the change, I just don't know if you can make a mix sound like underwater. Or do you mean a completely new set of sound waves?

marsh swallow
#

well ideally we just lower/muffle the sounds outside of the water and play a new sound wave while under water

#

i mean so long as i make all sounds under SFX Sound Class i can control them all with the Mixer

#

i never thought about using the mixer. but then again i plan on implimenting FMOD. Would i still be using the UE4 mixer?

final swift
#

What's causing this to occur? Normally, my textures appear lighter but the whole material turns out fine. This particular instance, the floor material is just as light as the node.

hearty cosmos
#

If any game devs need a mocap system, I have 2 xsens awindas up for a lowball price on ebay, I used em in and out of UE4 seamlessly

warped tangle
#

how much you selling them for?

#

is awinda the full body suit or the strap based

#

@hearty cosmos

hearty cosmos
#

like $1500USD each, on auction right now, its the strap based one

warped tangle
#

yeah I have that one

hearty cosmos
#

oh nice

plush yew
#

Very confused, When I import an FBX from blender some objects that were part of the static mesh are slightly inaccurate like these bolts. In blender it is perfectly resting on the surface of another object. In URE4 it is clipping into the boot. Any fix?

warped tangle
#

it should be noted that anybody that buys that would need a license as well correct

plush yew
hearty cosmos
#

yeah I put that in the listing

warped tangle
#

do you have a buy it now price, or a low price that you're willing to let it go for?

hearty cosmos
#

theres some guy bidding on them right now

#

ends in 3 days

warped tangle
#

aait

hearty cosmos
#

buy it now is $6000 canadian

warped tangle
#

is that for both?

#

or each

hearty cosmos
#

for both

#

which is a pretty good price because I paid $5000 CAD for my 2nd system 1 year ago

#

(from some game dev on ebay)

#

the only reason im selling is because I switched to full hand animation

#

and need the money so I dont have to get a full time job so I can focus on my project alex

#

I know its kind of weird selling them because you have to buy the subscription which is like minimum $2700USD, thats why I'm selling them pretty low

iron merlin
#

@magic knot Maybe no smooth?

cloud cobalt
#

Looks like motion blur or TAA

iron merlin
#

Hey guys, i would like to ask when creating a combat system, should i bother to create a animation template/blueprint for my tech art guy? I have no knowledge on ue4 animation template/blueprint.

#

Would it be efficient if i work with them to create animation blueprint?

crystal wind
#

I've spent a week just figuring out the process.

#

The hard part is surprisingly stuff like melee.

magic knot
#

@iron merlin @cloud cobalt but in old ue4 version my menu working fine

crystal wind
#

If it's in blueprints... A lot of stuff is gonna change >.<

iron merlin
#

I only use blueprint D:

cloud cobalt
#

@magic knot What's old UE4?

iron merlin
#

My combat system basically passes a string to animator as an identifier/condition for animation. Do you think this is efficient? It's just that i don't know how to setup animation blueprint. Should i take my time to learn animation blueprint or let my tech art guy handle it?

crystal wind
#

It's... Special.

iron merlin
#

@crystal wind Are you replying to me ? o.o

crystal wind
#

If your going to try helping him in any way with animations, it'll be helpful to learn that stuff. Unless you can do it entirely in code.

#

And yes.

#

AnimBP's are quirky >.>

iron merlin
#

I have no knowledge in cpp btw. So it will be blueprint only.

crystal wind
#

They depend on state machines, and... Require special attention to share data with the character bp.

cloud cobalt
#

@iron merlin Animation blueprint is the interface between behavior and animation, it's a pretty great tool

crystal wind
#

Yeah if your doing this in blueprints, i'd recommend taking a few days to learn the basics yourself. There's models and animations you can play with.

cloud cobalt
#

It's the interface so both artist and programmer would use it

iron merlin
#

Let me show u how i did it. Correct me if i'm doing it badly because i'm not good..

crystal wind
#

There's tutorials for this as well. The one ue4 provides is alright to start with.

#

Neither am I honestly.

iron merlin
crystal wind
#

I do know that just doing simple walking/running/strafing is the easy part. Doing different animations "on command" such as melee/block is the hard bits.

iron merlin
#

Ah i'm not the handling locomotion πŸ˜… I don't know how the other guy did the locomotion

crystal wind
#

Especially when you have a variety of weapons in the mix.

cloud cobalt
#

Mostly, here's how you want to do this

#

The behavior should expose a state

#

Is jumping, current target is there, 1.34s since attack started

#

Then the artist needs to use this information to blend animation components together

crystal wind
#

IsBlocking, IsSwinging, IsAimingBow, IsAimingFirearm. I find this messy >.>

iron merlin
#

@cloud cobalt By behavior, do you mean my combat system?

#

It's a combat controller.

cloud cobalt
#

I mean the Blueprint or C++ side of things

#

Typically Pawn

crystal wind
#

The mechanics should change state variables.

#

And those variables are what's used.

cloud cobalt
#

You get the current state of the Pawn in the Blueprint side of the anim Blueprint, store into variables

#

You can have some logic in there - for example storing the time since a state changed, etc

#

Then in the ABP still, but in the anim graph, your artist can use the variables

crystal wind
#

They have to copy every variable before usage though and that's just... Eww >.<

#

Could be worse I guess.

cloud cobalt
#

Using variables is very important because it's both much cleaner, and much faster

iron merlin
#

Sorry i don't understand any of these because i have 0 knowledge on ue4 animation stuff. πŸ˜…

cloud cobalt
#

Let's make it simple then

crystal wind
#

Sorry for complicating the subject.

cloud cobalt
#

Anim Blueprint has a Blueprint graph, and an Anim graph

#

The Blueprint graph runs on the same processor core as your game code (Blueprint is code)

#

It's where programmers work

#

The Anim graph is what the artist uses, using the programmer-provided data from the Blueprint graph, to drive the animation

#

It runs on another processor core, independently

#

Here's how this goes : your artist will say "I need to know if I'm attacking, and how long it's been since the attack started"

#

You'll create a boolean variable in the ABP, which will automatically be shared between both graphs

#

And a float time variable

#

The programmer controls the variables to keep the anim graph informed, and the anim graph uses the data

plush yew
crystal wind
#

Since he's dealing with the anim graph I think all you'll need to do is provide state variables in your Pawn/character blueprint. At least that's one way.

iron merlin
#

@cloud cobalt I can't really use a boolean for attack sequence like attack1, attack2. Why does artist need to know how long it's been since the attack started?

#

@plush yew Your model backface?

crystal wind
#

You pretty much have to use variables to store that stuff. FOr attack "sequences" you can use an enum to explain which attack is active.

iron merlin
#

@crystal wind I try not to flood the character blueprint as i'm doing combat controller in an actor component

crystal wind
#

As long as the animBP can get a hold of it somehow that's fine.

#

You need variable states somewhere though.

plush yew
#

@iron merlin What do you mean by backface?

crystal wind
#

UE4 only draws one side of a polygon.

#

Not both.

plush yew
#

ah, well this is the blender front view, and half the front faces are shown

iron merlin
#

Wait so i have to create variables in blueprint graph for my artists?

rustic imp
#

you can expose c++ variables to blueprint

crystal wind
#

I don't think he wishes to use c++ though

iron merlin
crystal wind
#

BP variables work perfectly fine.

iron merlin
#

I can't do c++ lool

crystal wind
#

There a list like that if it's accessible as a variable is perfect ^-^

iron merlin
#

I don't wanna learn c++ because i don't have time to do it. UE4 makes learning for c++ harder..

crystal wind
#

Honestly your not wrong about that last part.

plush yew
#

How do I make unreal draw the correct side of my polygon?

crystal wind
#

I think the mesh was made incorrectly honestly.

#

There's another channel called graphics that'd better explain what may be wrong.

iron merlin
#

@plush yew Backface culling. It should be invisible in your 3d software as well.

plush yew
#

I do see the texture on the inside, however it is not invisible in blender,very wierd

iron merlin
#

Anyway guys so u guys think that i should create anim bp for my tech artist?

#

because when i try to create one, it requires bone or something.

crystal wind
#

My opinion is na. As long as they have someplace to get your variables(states) it's fine.

iron merlin
#

@crystal wind Ah okay thanks!

#

Thanks @cloud cobalt and @crystal wind for explaining how animation bp works. I have a clearer idea on how to modify my system to fit it.

crystal wind
#

I'm not the most experienced but that's my perspective haven gotten this far. You can ask them if they are comfortable and/or able to get the states you setup. And again it can be stored in a component, the characterBP, it doesn't matter so long as it is accessible. I believe animBP has access to the mesh and the actor that is using said mesh.

#

And if your component is accessible through that actor then it's perfectly fine ^-^

plush yew
#

@iron merlin Applying 2 sided material worked, so somehow I put the faces on backwards in blender? xD

crystal wind
#

Correct.

iron merlin
#

@plush yew Yes

#

@crystal wind Ah i see

#

I know characterBP has access to animator its using.

crystal wind
#

If i fucked up in that advice or your having trouble feel free to come back. 3D isn't my specialty as a programmer.

iron merlin
#

Alright

#

I asked this because they say that if i'm creating a system, i should be creating a template for them like animation, user interface and etc. Then it will be considered as a system.

#

Thanks guys! πŸ˜„

crystal wind
#

Welcome ^-^

rose horizon
obtuse nest
#

Does anyone use the geometry tools within Unreal, other than landscape builder?

inner cloak
#

Not sure if that would work for you but i use Mesh Tools by Mary Nate from the Marketplace

#

and Greetings everyone !

dusty latch
#

Hi ! Can you help me , why crash the unreal engine 4 22.3 or 21.2 at all time after 30 second ?

south ridge
#

There may be an error. Try to eliminate the error

#

:V

dusty latch
#

okay , but I dont know the error

south ridge
#

I don't know it either. You have a better view of your computer than we do. What's the crash log? What's in the log?

dusty latch
#

is it crash log ?

south ridge
#

Almost. The error message there tells you what to do next (get debugging symbols)

dusty latch
south ridge
#

That's what the error message implies

dusty latch
#

Okay , thank you

south ridge
#

It's not going to fix the problem, just going to help in figuring out what the problem is

dusty latch
#

okay

cedar snow
#

i'am using the topdown template and get these warnings in my log

LogLinker: Warning: Failed to load '/Game/TopDownCPP/TopDownOverview': Can't find file.
LogLinker: Warning: Failed to load '/Game/TopDownCPP/TopDownOverview': Can't find file.
LogUObjectGlobals: Warning: Failed to find object 'Class /Game/TopDownCPP/TopDownOverview.TopDownOverview_C'

any idea on how to get rid of them?

#

checked code and ini files; didn't find anything referencing that file

manic pawn
#

I had this before

#

the fixβ„’ was to go into AppData\Local\UnrealEngine\4.22\Saved\Config\Windows\EditorSettings.ini and remove the reference to a tutorial that doesn't exist

real hound
static viper
#

man that code is chaotic

real hound
#

Haha yeah, trying to modify some stuff to get some kinda character spawning behavior like Rust but where when you die you become a ghost. My issue right now is with the camera. I dont know where this squished floating chracter bug came from though lol

regal mulch
#

Anyone an idea why on a Windows Server instance, the "WindowsMoviePlayer" Plugin would fail at

HRESULT Hr = MFStartup(MF_VERSION);
check(SUCCEEDED(Hr));
cedar snow
#

@manic pawn thanks that did the trick πŸ˜…

#

also very surprising location

manic pawn
#

indeed

#

it took me ages to find it

inner cloak
#

Greetings, i'm trying to create a piston system and according to info i could gather i have to set the collision box on the parts, but when i try to set collision box, it does not assign it 😦

cedar snow
#

i will also have a look at the ue4 folders in appdata now

real hound
#

Fixed that weird bug, some with the transform scale on spawn. The other weird thing is its double spawning characters. I changed the default character to none, thinking maybe it was the gamemode. Still getting double spawn

manic pawn
#

theres a ton of ancient trash in there

cedar snow
#

that's what i'am afraid/hoping to find

#

my C is only a 512gb drive and has barely any space left

inner cloak
#

you have other drives ?

cedar snow
#

haha yes

inner cloak
#

i believe you can moves the files to a different disk

cedar snow
#

it's not that easy

#

most of it is programs, their installed stuff and windows

inner cloak
#

just move the project files, no ?

cedar snow
#

ah those are already on the other disks

inner cloak
#

ok, so you just have too many apps on the c drive ?

cedar snow
#

yep

inner cloak
#

then maybe a little bit of uninstall from C, install to D (or E or F etc) ?

inner cloak
#

lol

#

Can i create a static mesh collision box for a part from UE4 ?

#

im on 4.22.3

cedar snow
#

if part == mesh then you can create collisions in the ue4 mesh editor

inner cloak
#

by mesh you mean staticmesh or staticmeshactor ?

cedar snow
#

mesh asset

inner cloak
#

but it does not want to set it !

cedar snow
#

have you checked out the collision menu at the top?

#

have only needed it once and if that doesn't work for you..

inner cloak
#

I did, i tried to set simple or complex collision .. does not stick 😦

empty nacelle
#

how do i video game

cedar snow
#

not the visibility button

inner cloak
#

lord of cheese, you need a mouse and some cheese !

cedar snow
#

the actual drop-down "Collision"

inner cloak
#

i know, i click on the collision dropdown and tried with both option (simple or complex), then i save the model and when i close and reopen it and look at collision, nothing is ticked !

cedar snow
inner cloak
#

uh ? where is that ?

cedar snow
#

lol read my messages ^ πŸ˜›

inner cloak
#

bah .. confusing .. lol

#

thanks a lot !

cedar snow
#

np

dusty latch
south ridge
#

Try updating your drivers

#

@dusty latch and yes, this is the crash log (well, callstack)

static viper
#

what engine version is this?

dusty latch
#

21.2

static viper
#

and whenever does this appear?

#

in detail pls.

dusty latch
#

I try the 22.3 ,but that is the case

#

After I try to move the camera in the viewport at the third person character

static viper
#

well if that is all

dusty latch
#

I click on something and it crash

static viper
#

then indeed your drivers might be broken ^^

dusty latch
#

what can I do whit this ?

static viper
#

check your gpu drivers ^^

dusty latch
#

okay

#

I reinstalled my driver but it crashed

static viper
#

and

#

what are you opening with the editor?

#

is this a new project?

#

can you give a screen before you click an actor

#

i wanna see

dusty latch
#

no , it was the same project

static viper
#

pls show

dusty latch
#

okay

#

I cannot click on viewport because it crashed

#

I only clicked on edit at third person character

static viper
#

can you list your pc specs

pulsar fractal
#

Hey, I just packaged a game and after all 32 hours of it it failed due to not enough space on the disk for it (Yes, I know its too big). Nevertheless, is since the only part that failed was the part where it had to write the packaged content to my harddrive; is there a way to only do this step or will I have to redo the entire process? Thanks

static viper
#

yes and no

#

if you packaged for the first time you will experience the package cooker

#

this one will check if there has been stuff changed and or packed before

#

that way the second build always gets alot faster.

#

like

#

alot

#

packaging a game 32 hours is very execissive tho...

#

what da hell is in that game

pulsar fractal
#

Okay, thats great news.. so i just have to start the process the exact same way as the first time without making changes to the game?

static viper
#

you can make changes

#

the packages are small

wary wave
#

....32 hours?

pulsar fractal
#

And lol first of all my processor pretty much exploded its nasty

#

Yes make your jokes its okay

static viper
#

dont come yelling when it doesnt work

#

XD

pulsar fractal
#

Also I do have garbage assets still

#

haha i totally understand i should get a new one

#

'I was just curious

#

But anyways

#

I set it to package to my desktop, but after all that it took up all of my remaining hard drive space and I can't find where it actually exported to delete it

#

(Another mistake I set it to export to my SSD D:)

static viper
#

if a package fails

#

it will auto delete.

pulsar fractal
#

hmmmm

static viper
#

you only can find history about it from a log.

pulsar fractal
#

I wonder why im -30GB since i started the build that is strange

static viper
#

well

#

clear your bin

#

XD

proper crane
#

This is a... weird issue

static viper
#

i love it weird

pulsar fractal
#

I think it's time for some spring cleaning of my computer

static viper
#

and rough

#

hit me

proper crane
#

Place the light on one side of the mesh, the opposite end lights up

static viper
#

show

proper crane
static viper
#

james bond is real

#

and your light is not movable.

#

this error wouldnt be there if they were.

proper crane
#

I don't get what You mean by not movable

static viper
#

i thought this was supposed to be weird

#

in your details panel.

#

click movable.

#

for both lights.

proper crane
#

What is it supposed to do?

static viper
#

fix your glitching

proper crane
#

it did not

static viper
#

it did

#

you are just not knowing enough about light ^^

#

i see 3 lights in room one

#

and 1 you move

#

and one unbuilt light object

#

all lights are stationary

#

well except lamp

#

lamp is the only good actor in this story

vast fossil
#

guys quick question. I downloaded a project online with some templates. Im trying to understand the nodes, and I see alot of arrays in the variable section but they all have 0 array elements in default value.

proper crane
#

It's more about the walls...

vast fossil
#

how can I find the link ?

static viper
#

your floor is also black

proper crane
#

and ceiling

static viper
#

well that was always black anyways...

proper crane
#

I mean, that's not what the textures are

static viper
#

read up on this allen.

pulsar fractal
#

@vast fossil in any blueprint you can go do Ctrl+F and in the Find Content bar type the name of the variable, then click the binoculars to searchall of the content for where the variable is, then you can see from there where items are put into that array

vast fossil
#

thanks ill take a look

obtuse nest
#

Anyone know why my objects pulsating when I have them selected with vertices on

proper crane
#

I'm pretty sure it's a problem with the mesh...

static viper
#

i wanna see pulsating

obtuse nest
#

they're just standard brush objects from UE

proper crane
#

what

static viper
#

show me herncabret

fringe drift
#

This is my first day playing with UE4, and I'm using the flying template, following a youtube tutorial. But I need to simulate physics on the FlyingPawn's plane mesh. The check mark is greyed out.

An internet search & the unreal engine forums indicated that for simulate physics to become checkable, it needs a physics asset. And that unreal can do that upon importing the asset.

How do I go about re-importing the UFO mesh?

obtuse nest
static viper
#

z fighting

#

there seems to be a second sphere below

#

or whatever that thing is

obtuse nest
#

There's only one

#

Same happens for cubes that are just dragged in

static viper
#

what cubes

obtuse nest
#

its whenever I select it

#

standard primitives

static viper
#

is that an issue with selection?

obtuse nest
#

I was thinking itd be graphic related somehow though its just a sample scene and my GPU is good

pulsar fractal
#

@fringe drift im not familiar with that template, but in the FlyingPawn plane you should just have to have a Mesh component added and in there you can select simulate physics

obtuse nest
#

because its any geometry that I bring in from the UE4 geometry panel

static viper
#

yee they are not really good tools

#

bsp does this

obtuse nest
#

ah ok just a bsp issue

#

I was only using them for following tutorials but damnnnn the flickering is a headache

crystal wind
#

Ahahahaha

#

Dude seriously nice audio you've got there with the video showcasing a bug/problem. That's just over the top awesome.

fast finch
#

Boys and girls

#

Is there a type of class that can hold both a skeletal and static mesh?

#

So I dont need to create seperate arrays for each

#

maybe just a UObject?

crystal wind
#

Isn't a skeletal mesh also responsible for holding the static mesh which the skeleton belongs to?

static viper
#

a skeletal mesh is an asset which combines all the main assets

#

like the skeleton materials animbp.

#

that means it has no relation to static meshes

crystal wind
#

Ah woops.

fast finch
#

But in theory

#

If I make an array of UObject

static viper
#

that is the theory

fast finch
#

I can fill it with both

#

right?

crystal wind
#

You'll end up with an array of pointers.