#ue4-general
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i think the problem is more that you dont want to make a struct with both...
@crystal wind The music was to exaggerate the flicker
Dude i know it was awesome!
In my case I dont think it will be a problem. I just have a bunch of cosmetics, the clothings are skeletal, the weapons are static
I just want to be able to access both
so maybe an array of TSubClassOf
This is an interesting point actually.
@crystal wind Its Discord so I assumed it was all a troll 
Going to test out the theory now
Normally with blueprints you'd just make an actor that holds data for the things your equiping, the skeleton mesh, and everything else necessary for other logic to run.
@pulsar fractal How might I go about adding a mesh component? Like a static mesh?
But i get the feeling your trying to do this unconventional for... Performance reasons?
Sorry I might be misunderstanding a fair bit.
Ah that took me a couple hours on google give me a sec Erebus
Crap I got rid of the code >.<
I'm pretty sure the problem is "nearly bi-zero normals"
Basically you just store a pointer to the component inside the header, then inside the constructor you'd use something to initialize it (if you don't wish to do so in the bp). I think it was subobject something...
If you want it bp editable you can just expose it to blueprints and leave it be.
I might be brain farting and you might want to ask in cpp
Screwing around in the content browser, I found a right-click option to 'reimport'. But I have no idea where the UFO static mesh file is.
Samples, maybe?
mission failed
@fringe drift Depends, does the plane actor have bones where it moves or is it just a plane
I tried UE_4.22\Templates\TemplateResources\Standard\Flying\Content\Meshes - which is where ufo.uasset is located, but I cannot seem to find the file to reimport.
@fringe drift You dont need to reimport anything
@fringe drift In the top left of the blueprint there is a component tab where the Mesh Component should be, and in there is where youd set the Simulate Physics
The blueprint for FlyingPawn?
OH COOL! I found it!
So weird that it's checkable in one place and not another. Thank you!
@fringe drift Sorry I went out quick, thats awesome im glad you found it ๐
@fringe drift You can only change settings like this in the parent blueprint, because children of it just inherit the parent behavior. Also the Mesh is what actually handles the simulation of physics so thats the "Physics asset" you mentioned earlier
Yeah, I was thinking it had to be reloaded or something.
UATHelper: Packaging (Windows (64-bit)): ERROR: Failed to copy C:\Program Files\Epic Games\UE_4.22\Engine\Binaries\ThirdParty\libsndfile\Win64\libsndfile-1.dll to C:\Users\Peter\Desktop\Genesis\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\ThirdParty\libsndfile\Win64\libsndfile-1.dll
Anyone know why my build failed to this error D:
check the build log for hints
but check if you have free space on the receiving drive. Also check if the libsndfile-1.dll exist on disk and is read-only
Anyone familiar with Modo 12.2+ and Modo Bridge for UE?
For my laptop ?
Thanks
and the price?
I paid a lot , I dont remeber exactly but it was more than 1300 EUR
yee that sounds like it
look the machine isnt broken if you can play games.
the error you have is unlucky
I can play very well
alot of people talk about this issue
and its relevant to ue4 games
they have this issue since 4.9
and it is still an issue to this day
they dont exactly know why this happens
Okay and Can I do anything with it ?
the truth is
it might just work on the next best pc...
people have this issue even with rtx cards
and it seems to follow a pattern
but its not been spotted yet
you are really unlucky.
But earlier I can do some short games with ue4
are you sure you have the latest nvidea drivers?
have you uninstalled the engines?
also
"i uninstalled all drivers and software for my gpu then downloaded an older driver version and its not crashing anymore should try"
you have to try
there is some serious messup
I dont deleted it , but I had a reinstall button
Okay , thank you so much , I will try it one more !! Yesterday I updated windows
i feel sorry for you man.
this bug is not fair with new laptop
but i thing the machine is just fine
just some software glitches again
i have one too
but my ue4 does not crash when my gpu turns off
it just shuts off the monitor for a second or 10
You have a better luck :)
good for me
I will try it and I will write back ... thanks๐
I tried it with an older driver but it crashed ... I think I will give up ... ๐
Hey guys! So I am using simplygon to create lods for a project I am working on. And I am wondering if there's a way , where we can manipulate the number of materials based on the LODs. For example, Lod 0 has 3 materials. But I want to the rest of my LOD 1/2/3 to have 1 material instead of the default material. Is there any method or process to achieve this goal?
Hello
Does anyone know why i have this polygons all over my landscape
is there anyway to dock all open tabs in the editor? every time i start up the editor and "restore my open assets", they always start off undocked from the main level editor window. i just want them all to start docked in that main level editor window. or a quick shortcut to do just that. thanks.
@static viper I imstalled the 19.2 and I can use it without crash
Can you program with C in ue4?
only if you increment it
edit -> editor preferences -> under _User Interface_ -> Asset editor open location -> choose _Main Window_
@inland ravine
hey can anyone tell me how to make progress bars and buttons in widgets just solid blocks of colour without that black outline?
You can use an image over the button and make the button 0 opacity @azure shore
ah of course, thanks
yeah, I should have seen that for myself lol
also, can you change the max percentage? its a bit inconvenient working with maximum 1 and having to do the decimal stuff because my maths is very slow
1 is 100% so if you want your character to have 100 health you can just divide it by 100
yeah Ive been doing some maths but its actually for a dash cooldown thing, so Im trying to see if I can change the interval amount and stuff so its smoother
it goes up in 0.1 every 0.3 seconds right now so of course its not smooth so to smooth it I have to work that out Im just lazy
'To make the prograss bar move smoothly?
as in how it fills back up
is it bad to use an event tick with a very small delay to fill it up?
oh yes
I was thinking there was something else I just couldnt remember
I might be able to do that myself
I think this is something you would want
Then just hook the cooldowntime float variable to the progress bar percent
I dont really understand that from the image
I cant really see how its adding more back up
ok. First create a timeline
Shalome
just a question - I have it working fine currently with an event tick, but is that pretty bad to use event tick for small delays
ok Im gonna try to explain how the dash thing works, if Im making sense, theres a half way point on the bar, and if the bar percent is above half way you can do the dash, and each dash pushes it half way down, so basically its like you cant spam it but you can time it right to keep it going am I making sense
Im just saying this in case your way isnt set up for that
but it probably can be right
Ah ok. I understand
Well you could use what I sent, but we need to change some conditions and stuff
oh ok, I got that working to empty and refill the bar with a timeline
thanks, I should know what to do from here but Im not great with timelines
so play from start will reset to 0 whatever the case right so I need some other way of decreasing by 50%
I didnt like timelines before but now I've realised that they are pretty useful
yeah, great for any kinda transitions
Ive been meaning to see about setting them up for things like enemies turning to face you and stuff
so how do I sort of set the timeline position to like half way?
You could just use a condition node. Get the cooldown variable. From that get a A greater than B. If A(cooldown) is greater than 0,5 return true
how is that different to using a branch?
It connects to the branch
so is it using the timeline position as the variable?
it already is only letting me activate it when its at half way which is what I wanted
all I need is when I press it it decreases by half way, rather than set to zero
ok great it doesnt even seem to be changing the actual variable now which I thought wasnt possible with how it was connected
is there no way to like "play from point" or something?
who am I kidding that wouldnt work anyway
I dont get it
does anyone know how to just subtract time in the timeline or something
I dont wanna play from start I want it to play from minus half the time back
The cooldown time
I tried something first that just made it go right to 0 but then I remembered that you set the new time and not the new value
god why am I struggling so MUCH with this
its now setting a new time but not relative to the current one
its setting it to the exact same position each time fgs
Did you make it as I did?
@azure shore I think you're misunderstanding how a timeline works in general. The way I learned about timeslines was to use printstrings and call in editor events to manually control the timeline during simulate. That way you can see what it does in different circumstances
ok well I set it up that exact way nothings going right
and that definitely worked for you
I'm a little out of the loop as I read through this late, can you give me a quick rundown of what you are trying to accomplish?
theres a dash bar and every time I hit the dash key it should go down by half way, but if the bar is above half way you can activate the dash
I just literally want to set the timeline time the same way as you would with a variable literally just current time subtract 0.5 (its total is 1 because its a progress bar)
why are you using a timeline for that? Using it for the cooldown resetting I understand, but why not have the cooldown be a separate piece function
I got it working just fine easily with event tick
I would use a timer for resetting the cooldown
Ive never even used that
at this rate I am just gonna revert to a bloody tick event because Ive been stressing over this so much for over an hour and a half
if i make a material in another game on unreal engine and open a diffrent game on unreal
can i move the texture to the other game?
with the shape material all of that
or it will already be there
general rule is get it working, then refactor it and make it better/more performant
well I havent gotten it working with timeline in the whole hour and a half
if you don't know what a timer is, you should learn. It's basically a tick that is far more controllable/customizable, and doesn't constantly tick eating resources
a timer is closer to tick than a timeline is
I dont even know how to add one
@olive hamlet right click the material in the project you made it in, migrate it to the new project, and it will bring all references with it
:D
@azure shore there are TONS of resources online. You need to learn how to use these things or you are going to get stuck again later on something. Don't rely on tick to solve all your problems
look in to set timer by function/by event
thats why Ive been trying with timeline
then theres pause and clear
how would i go about finding the nearest actor with a tag?
it just doesnt
you have to call the play event
setting time only sets it, you have to call play (not play from start)
Because you need to set the time and to do that you could do as I did in the picture I sent
I did exactly what you showed in the picture and nothing happened
Just do dashcooldown * the timeline time and then subtract
and in the screenshot that does play as well
are you actually calling the play event
with a sequence yes
no its the dash key
according to @spark sonnet s picture, it looks like the z key (I'm asuming dash) is what calls set new time. Something needs to call play
hang on - whats the values of the keyframes
Yes the beginplay event starts the play
Then the timeline loops each time it finishes
yeah I just ticked autoplay too and the dash key also plays it
Which is not the most optimal way to do it but it works
but I assume the keyframe values should be 0 and 1?
Yeah if you're just looping a timeline just use tick, there's no performance benefit other than potentially being able to call stop. A timer is much better for this
I dont, but you should do that. I forgot that existed within the timeline
what are the actual values of the keyframes
First key is 0 and 0
Time 0, value 0
The other one for me is 10 seconds and value 1
Send a screenshot of your code
Hold down 1 on your keyboard and left click anywhere
thanks
do you know where i can get MF_Random2
sorry ue4 froze about tne minutes ago and Ive been waiting since so
And what is that @olive hamlet ?
Is it in a tutorial?
yep
Is it not linked in the description?
no
Well then its difficult since thats just what the uploader named that texture
Or maybe its a starter texture?
he did say enable starter
Hello! Is there a way I can eject, and then possess a different pawn (preferably the currently selected one in the scene view) in the editor, for debugging purposes? I'd like to hop around different characters to check their movements after making changes.
You could set up a very simple blueprint for it
@azure shore if you're interested in another method, I just put one together that works far better than a timeline
ok yes please
Yeah I guess so, wouldn't be too tricky. Is there a way to get a button up on the editor toolbar to invoke a blueprint, or shall I just wire it up to an in-game control/debug menu?
Im trying to make my vehicle auto accelerate and brake. When itโs below 25kmph it should accelerate and when itโs above 35 it should brake.. the slow down works fine. After 35 it stops accelerating. Below 25 the accelerate function is called but the vehicle stops eventually. Iโm using simplewheeledvehiclecomponent. Applying drive torque and brake torque to all wheels.
i can?
Use snipping tool so its easier to see the nodes @vocal flume ๐
How many actors are there @harsh summit ?`
A grand total of two in this test scene, but will be around 10 by the end of the weekend
I should probably bite the bullet and make a debug menu, I'll need it for other things later anyway
This would be the code if you want to possess with blueprint @harsh summit
Overall Setup
@azure shore
this is called every time the "dash" key is pressed (I'm using the jump key for now, ignore that)
this is the timer function, it can be an event or a function. Either way works
thanks Ill try it if I can get back onto ue4 again
this way, you are only ticking when you actually need to tick
otherwise it clears the timer (stops the ticking). You don't need to put this type of functionality on tick
I set that all up but why doesnt it keep ticking
@warped tangle what plugin are you using for the bp lines .. i need that ๐ฎ
until it reaches 1
@hollow kestrel It's called like electronic nodes or something. It's paid, but omg is it worth it...
โค thanks
@azure shore I feel you, I didn't really start getting a handle on UE4 until I stopped relying on tutorials to show me how to do things, and started actually learning the nodes and what they do
yeah, I dont use tutorials so much now but Im often only doing simple things
So on something like this, what I just showed you, actually look at the execution flow and see if you can understand why it's doing what it's doing and how it could be improved
thank you so much, I think it works now and I also need to thank Sebb for sticking with me
yepyep
anyone have any experience with vehicles?
is there a way i could put the unreal engine starter content in a game that doesnt have it?
In my case, drive torque is applied the first time.. when it falls below 25 it is being applied but vehicle doesn't move
@olive hamlet at the top of the content browser is a big green Add button, at the top of that is features and content packs. The starter content is in the content packs tab
thanks
Hey everyon! o/ I have a problem - I was working on this ue4 project for a client, but he forgot to mention he was using an older version, so now I have all the work done in 4.22 and he needs to migrate all the work to a 4.19 proejct
however, when I change the version of the proejct and try to open it on version 4.19
it say's it couldn't open the .umap I worked on, because it was edited in a newer version
is there any way to downgrade the project or the .uassets and .umap to an older version? Any suggestions?
@olive hamlet google dude, instead of the snarky gif
@whole turtle I tried downgrading once...didn't work, and I stopped trying lol. Not sure if that's possible. I wonder if you could make a new project, and migrate the level to the older version?
Never tried migrating a level, so not sure
I tried the migration thing, and choose a Content folder from a clean new project of the old version and it spits the same error message, that the .umap was edited in a newer version :/
oh boy! that's bad news I guess
xD
will have to talk with the client and see it him upgrading the project is an option
yeah
but yeah idk lol kinda sticky situation
good luck man, don't envy you lol
๐
I'll search a bit deeper, see if there are any miracle answers in the forums or online
There's not. You'll have to manually move your changes to the old project or he will have to switch to 4.22.
easier to move to 4.22 if there is more work done in 4.22 than 4.19, why do people stick to old versions?
Why upgrade if you got all you need in one version @serene sorrel ?
Not every project can upgrade in fact it recommended not to change once your gams is started as that just adds to QA
bug fixes and other improvements?
They don't matter if your project is so large it takes a month to upgrade
i mean i can understand waiting some months to upgrade, to make sure most bugs are ironed out in a newer version. How much headaches are there moving forward usually?
couple api changes maybe?
If you have custom code it can be alot to get running again
And bug fixes don't always apply to you so it might notatter
plugins could be a pain if you rely on them but the good ones usually update.
In the end it ls a choice
yeah i havent upgraded a large project so havent had any bad experience with it
i can see situations where api doesnt change, and then something is "broken" even if it compiles fine in the newer version
that kinda shit can be hard to track down
It's just not worth the time or risk for some projects. Unless there's a feature you need or something. It's different if your starting a new project.
well, I guess I'll just talk to my client and see what he thinks is better for him, that I spend more time redoing this or if the project is OK to upgrade
I'm making an endless runner. I'm not following anything just making it up. At what distance would anyone who knows something about it recommend I teleport everything pack to 0,0,0.
@scarlet birch have you looked at that in engine feature that does it for you? or are you not using landscape
not sure if it applies to everything or not
If you're reffering to world origin shifting , I'm not sure it works the way most assume it does
some people in here think anything beyond 8KM (8000 units or so in UE) is the point where you shouldnt go beyond
yeah i dont know if it only applies to landscape or not, didnt go deep into it
8km is quite a bit more than 8000 UE units
yes you are right, ive seen landscape at 8KM size, which if its centred is 400000 units from origin, not look too bad
have you placed a scene at certain points from origin to see the effects?
I appreciate that you are trying to be helpful, but I'd rather just see if someone who knows something about it responds.
i feel like at 400K units though there will be issues with the accuracy, i didnt put a full scene in to look at the animation and such, just land scape. my advice to you is to build your game around the origin and not move in any direction. just do the shifting yourself
Again, I just want to know at what distance I should be concerned about loss of precision or physics issues.
its not just an unreal thing, if you look into 32bit float precision issues youll be looking at 40-50K units to be comfortable.
but again if you can make the shift at whatever the range is look smooth, you should just do it every frame anyhow
that ensures highest precision every frame, and ensures your "origin shifting" youll do is smooth
ie bug free
ive done it in unity myself, but havent tried in unreal, hopefully the physics engine works with that
my Import Options Window always pops up covered at the top, how can I stop that, or bring the window down?
Ok, I'm about to ask what is unmistakably going to be a newbie question (first day playing with UE4), but I'm still not 100% sure how UE4's file structure and naming conventions work.
I am close to being able to use the blueprint visual scripting system to make my own stuff. As far as actual C++ coding though, I'm much less close. I followed this tutorial:
https://wiki.unrealengine.com/6DOF_from_Flying_Template
I need to transfer the FlyingPawn out of the "MyProject4" pack (which is C++) into the "MyProject2" pack (which is in visual scripting). Is there some way to make a copy of this modified actor and put it into another pack, one where I can design the bulk of the game with blueprint visual scripting?
IF you are trying to add C++ code to a BP only project you will have to add a C++ class and convert it over into a BP/C++ project or rewrite that C++ code into Blueprint
@grim ore Do you know how heavy "Set World Origin Location" is? Is it possible to call every frame?
"
it doesn't seem very heavy, all the code does is set a FIntVector on the World Object
Nice to know, i did it all manually myself in unity
I don't know what else uses it but it all seems simple from what I saw
yeah ideally all the "objects" would be having double precision and the engine would just do all the visual origin setting for you, but maybe by 2025 ๐
also a fixed point option would be nice too
apparently that origin shifting isnt supported in multiplayer though?
Sorry, not sure if this is the right channel or not, but
was wondering if anyone could maybe work out what is going on here?
Running out of time before the deadline now and I can't for the life of me seem to get this working properly
exported a group of trees from Speedtree, imported into unreal
the first tree from each group is fine
every other tree in each group export has huge sections displayed as black (or at least much darker than it should be)
show
thing is, if I turn on fullbright or use dynamic lighting
it looks like this
all using the same materials
and (as far as I can tell) the UVs for the lightmaps should be fine
can't work out why the first one of each batch (far left) always looks fine
how are you exporting them
two seconds, I'll open my export settings
basically have all 3 trees open in order
they're all based off of the first, just randomised
hit export and use the above settings
then just imported to unreal through the content browser as you'd expect
and you say they look good in normal dynamic light settings?
Yeah, look fine with dynamic
second image is the exact same setup just with dynamic lighting instead of static
well that sounds like some uv issue
or vertex color
or flux normals
i only use dynamic light
so to me these trees are just fine
Ahh the issue is that when I'm not using baked lighting, the rest of the scene is suffering quite a bit
there's some pretty hard contrast between the interior and exterior lighting so having that baked indirect lighting makes a lot of difference
you could not tho.
(plus this is intended for VR deployment, so anything like using baked over dynamic to improve performance is preferable ๐ )
look baking vegetation is futile
how are the leaves gonna move?
or the grass
how are they gonna throw shadows
if you use stationary for the sun and exclude the trees you could have baked light for everything static and nice light for the trees
it works fine with the first one though, that's what I don't get
is there a way to add a static gif to a monitor moniter screen in unreal engine
i cant find it anywhere
And wait, you can exclude the trees from baked lighting??
The same trees also work FINE if I export them separately too
I'm assuming that if they're only using the same two materials, and no real need for an atlas (out of the two textures combined into an atlas, one isn't really even visible on the model)
exporting seperately isn't gonna adversely affect performance?
(although I don't quite know how the vertex colour works- my background is VFX, so a lot of how stuff works for game engines is kinda different to what I'm used to)
@olive hamlet theres ways to play back media
https://docs.unrealengine.com/en-US/Engine/MediaFramework/index.html
Working with Media Playback functionality in Unreal Engine 4.
someone already helped me
is it working
Is there some way to get blueprints to fold a "target" into the node itself, rather than requiring another node with a pointer to it
ie you have certain nodes which allow you to select a class, which is a drop down menu and you put in a class. But some things require a target and it looks a lot messier having to create a node and have a connection that way
...This is new ๐ (I don't need help) https://i.drowningdragons.io/ZKmqDq908.png
I don't think it's possible but can you place an additional mesh in the animation preview window ? I'd like to place a sphere while my model is in the middle of an animation to make my hitbox previewing easier (just place it in the viewport, shouldn't appear ingame)
@mint sequoia weird, i guess they use some generic string searching in places
@serene sorrel Its very easy to reproduce, just open a destructible mesh and import custom chunks, it'll dirty this engine/none file which saving causes this error
so you didnt specifically name it "none"
Indeed
Just solved my issue, doing it in the blueprint viewport while playing with the different values to get to the desired point of the anim, hitbox placement is straightforward then
I have a customization option in the menu.The player can pick between 3 classes. Each class has a completely different animation blueprint. Now i've figured out how to change animation dynamically in c++. But the issue is that, since the pawn is destroyed when traveling to the level, everything reverts to default values
I havent quite figured out a way to either keep the pawn alive during travel, or I guess change all the animations after the travel?
Not sure how to go about this
@fast finch I think this may help you https://wiki.unrealengine.com/Game_Instance,_Custom_Game_Instance_For_Inter-Level_Persistent_Data_Storage
Basically store your class info in a gameinstance
And then use it in the next level
The tutorial above is old though but GameInstance is probably the thing you need
I'm already using the game instance for lots of things, and I did consider it for this very thing. But I'm not sure what function in game instance would trigger after travel? @runic iron
Is there really no way to get overlap events with foliage?
Or rather, I could also call the game instance from the player begin play and get the info?
Since begin play runs after travel since player is recreated
Yes that's exactly it
Thank you, will try it out
Basically just see your gameinstance as a storage which won't be reset by level change
@runic iron thanks for the idea, it works now
Yup its all working now, a thousand thank yous
Not sure where I should ask this.. so I figured I'd ask here. But I'm trying to set the icons for my game. I have uploaded an .ICO file with all resolutions as the windows icon. And it works for the actual shortcut, but not for the window and taskbar icon which remains as the default Unreal icon. What must I do to make the icon work for everything?
Is it a bug? Or do I have to set some more things up in order for it to work?
I guess #packaging is the more appropriate channel?
@olive hamlet welcome to the club, would you like to buy a VIP membership?
what do you want from ui?
@static viper
uh
are you trying to open a level when the player clicks on a UI item?
like a button?
Because this is not it chief
@radiant haven what do you want from ui?
no
Hey guys! comming with the results of the issue I had yesterday (I had to downgrade a UE4 project to an ulder ue4 version)
so , luckily I had phew blueprint actors programmed and not too many materials, those I just 'copied watching the original (newerv version) of the project and did the same, copied the values etc
the worse would be the scene/static meshes and bplacing of objects in the map
but I've found that UE4 lets you copy-paste directly between 2 editor windows
so for the static meshes those get copy-pasted as empty actors, just have to plug in the static meshes to the correct empty objects
the lights just copy-pasted directly, those came in exact same values, settings and transforms
so yeah, now I know, whenever I work with a client I can't forget asking which UE4 version are they using, and if for any reason the downgrade is a must, just copy and paste the objects placed in the scene and fill in the SM slots
recently got a new mouse, when moving around in my blueprints (with right click) the speed is super fast for some reason?
Anyone know how to see how the current breakpoint was hit? Debugging is really hard when the execution trace in the debug window looks like this:
Seems like an obvious thing for any IDE to have.
Maybe it's somewhere else?
I'm sorry if this is a stupid question or if it's been asked already. I think this would be the right chat for it but. I'm trying to find a way to make the third person camera feel more like a third person camera. The default one makes it feel as if I am moving the world around the character and makes the whole thing feel a little off. I'd appreciate any help on this.
My pc is i3, 8gb ram unreal build, cooked process is very slow,,,, want to upgrade my pc
What things I need to buy for better
How would i make a shipped c++ game legit for other windows user ?
When my friends try to start my game they always get a "virus" warning
(not sure if i should move this question better to #packaging )
How can I use Get Controlled Pawn with interface functions? I have an issue where the interface requires a target that it knows uses the interface, I cant just use a wildcard object. Is there a work around?
I have multiple different characters, that all use the same movement interface to take function calls from the Controller.
Has the two sided lighting option been deprecated in 4.22? A quick search of the codebase shows the flag isn't actually used for anything:
C:\dev\UE_4.22\Engine\Source\Editor\UnrealEd\Private\Lightmass\Lightmass.cpp(1741): NewElementData.bUseTwoSidedLighting = Primitive->LightmassSettings.bUseTwoSidedLighting;
C:\dev\UE_4.22\Engine\Source\Editor\UnrealEd\Private\Lightmass\Lightmass.cpp(1828): NewElementData.bUseTwoSidedLighting = LMSetting.bUseTwoSidedLighting;
C:\dev\UE_4.22\Engine\Source\Editor\UnrealEd\Private\Lightmass\Lightmass.cpp(1933): TempData.bUseTwoSidedLighting = PrimitiveSettings.bUseTwoSidedLighting;
C:\dev\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\EngineTypes.h(1566): uint32 bUseTwoSidedLighting:1;
C:\dev\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\EngineTypes.h(1609): bUseTwoSidedLighting = false;
C:\dev\UE_4.22\Engine\Source\Runtime\Engine\Classes\Engine\EngineTypes.h(1623): if ((A.bUseTwoSidedLighting != B.bUseTwoSidedLighting) ||
C:\dev\UE_4.22\Engine\Source\Runtime\Engine\Private\Polygon.cpp(28): bool Temp = Settings.bUseTwoSidedLighting;
C:\dev\UE_4.22\Engine\Source\Runtime\Engine\Private\Polygon.cpp(30): Settings.bUseTwoSidedLighting = Temp;
does anyone have advice to make the default skybox centres not so obvious?
@azure shore what do u mean?
you know how if you look directly up you can clearly see the centre
Ahh the pinch point
You can paint it out in Photoshop if it's not animating
Also try a skybox, instead of a sphere
You can try rotating the sphere so the poles are on its side
Hello, I got a question. Why would i need a normal map for my landscape? The shadows are dynamically generated with the heightmap, so whats the deal?
you don't need a normal map for anything, the normal map is just there to give it more detail and depth
hello, i have a general question, how can I print a list of two values - degrees / radians "27.9000" "0.4869" etc for every combination? what app can I use? some scripting? excel?
looking for a text form, .txt
hey, any idea why am i rolling instead of turning around ?
this is how a guy in the tutorial done it
np
How to change the cull distance so my player don't fall off the map in the dedicated server?
https://docs.unrealengine.com/en-US/Engine/Rendering/VisibilityCulling/CullDistanceVolume/index.html
An overview of how to use the Cull Distance Volume to cull Actors in your Levels as specified distances based on their size.
hey I have a question
how would i make level blueprint for when pawn enters actor in my case box trigger to execute command exit
ok one more question little game i made i wanted to show it to a friend but it said it needed visual studio.... yes i packaged project
how do i do that they don't need visual studio
when did it say it needed visual studio?
weird. I could see it asking for the requirements file but that would be included in the cooked/packaged game
well i normaly packaged moved it on usb and moved it to his pc and it required it
might need to bug that then, maybe show a screenshot. visual studio should not be required once it is packaged.
most likely the c++ redistributable
won't really help, we don't know what the message said about installing VS on this machine
but by default you should not need visual studio installed to run a packaged UE4 Game for Windows 64
it could be, did you change any of those?
nope
then nope it shouldnt be any of that
you can, doesn't mean anything I have them disabled lol
also can you help with this error
https://gyazo.com/0f1ae5f75b9659a25a93c0d8dd8d01f0
I would say the file name is waaaaay too long
here that's whole message
Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.```
Wtf this is kinda getting on my nerves
did you try renaming it?
yep
@glad anchor what type of asset is it referencing? blueprint,texture, ect?
@radiant haven it changes a few settings in terms of quality, set it to one or the other and you can adjust that in the project settings and it will give you more details. It's not a permanent thing it's a set of defaults/changes
neither, you will change the settings based on your project. If just starting then scalable will be "better" for performance
better is always relative, you could have an iphone 5 or a galaxy s10 and better in terms of quality or performance?
thx โค
and why does everyone choose the ThirdPersonTemplate?
and not FirstPerson...
because "everyone" is working on a third person game?
uhm ok
:d
lol
@grim ore my game is low poly but I want have shadows and good resolution
hello
can someone help me?
how can i copy a matineeactor, an object and a trigger box without needs to change my level blueprint? i have a problem
what is the problem?
:d
and anything in the level blueprint is part of that level, it cannot go to another level
i want to duplicate the matineeactor the object and the trigger box, but when i do that when i go to a trigger box the first matineeactor and the object only move down
matinee will not work like that and it has been replaced and you don't want to use matinee like that in the first place
you want to use a blueprint that you can duplicate that does all of that inside
I guess if you really want to do it you have 5 matinee actors in the level you can select one at a time, then right click in your level blueprint and add a reference to them
then do the same for your overlap events for each trigger and hook them all up separately and it might work
you need all 5 matinee actors and all 10 overlap events in the level blueprint
and the easy way? im noob in UE4
how did you do the first one? do the same for the rest
do 1 what? you have 5 triggers you need this 5 times
5 triggers (10 events) and 5 matinee all different
i need to change the name, i only have 2 matinee
I saw 5 matinee in the outliner
and I see 5 of them in your screenshot
I am guessing you duplicated them but they are still hooked up to the wrong buttons to go up and down
you have to do it 5 different times or learn blueprints and make 1 button to use
Matinee is old, it is replaced with Sequencer. Matinee is not supposed to be used like this. Level Blueprints are a bad place to do this.
https://learn.unrealengine.com/home or the documenation https://docs.unrealengine.com/en-US/Engine/Blueprints/index.html or Youtube
@old elbow are you trying to get multiple mantinees to perform similar actions within one triggerbox area? (and are having trouble getting multiple working at once)
i think i know exactly what the issue is
[] Multibody Overlap โ-> [X] Multibody Overlap (on the trigger box)
let me know if that works.
also that blueprint isnt checking to see what actor is overlapping the trigger box.
drag the matinee actor then do == then the bool output to an if/branch. then take only one overlap start and onerlap end. connect the overlap start to the branch. connect the true exec out to whatever you need to do for that matinee actor. connect the false to another branch and test == like the first branch with another matinee actor. for the end iverlap you can copy the logic part (== and branches) and connect the end overlap to the first branch and have each true output do what you want for that matinee. the final false should be left empty unless you want something to happen when anything that isnt listed by any == checks enters or exits the trigger box
directx is needed to run alot of things. steam typically will do alot of the install for you when a game needs something you donโt have yet. this is pretty normal if im not mistaken
Please someone join general voice!
does that someone need to have specific knowledge?
Its not you, its us
im at work still. my shift should change out either right now or in half an hour. depends on when the next person comes in for their shift
so ill hop in then if your still in
does anyone have any advice for making my own skyboxes from scratch or would it be something thats just way beyond my ability
That shows you how to texure it
You can, is a good practice.
You need a 360 image.
You can make one with a panoramic image, with an option in photoshop that i cant remember the name of, but it spherifizes it. You can then blend the cut with photoshop tools to make it seamless.
You need half a sphere and the 360 sky image.
Its better to take a little bit more than half of the sphere,, but the idea is to mapp it as one single piece, no cuts,, and use relax to make it the best evenness possible.
Use that image, with that 3d model with that mapping and you have a sky dome, wich i personaly preffer to a skybox. @azure shore
Wrong @ ;p
My bad xD
@azure shore
If you only want the image, search for 360 sky images in mrGoogle
but thats what Im saying, I need to make it myself
so I guess actually this is literally down to being an amazing artist
so randomly generated noise it is
It should be possible to do that too @azure shore
If you have to paint it yourself, paint with the idea of a pannoramic image.
Look at the proportions of a panoramic sky image.
Because 360 images are distorted when viewed in flat surfaces.
couldn't find any good tutorial on this topic so i tried to do it on my own. i found a solution and i wanted to share it so there is a sound video that might...
Maybe this is what you are looking for @azure shore ?
yeah Im just shit at art
You can make the material inside UE4
well, I think Im even worse with materials tbh
There are many great tutorials out there. He shows how he made his in the tutorial I sent
@azure shore
Do you have to paint it as a homework or something ?
What is it you have to do ?
@azure shore instead of directly painting a 360 image, build your sky in the engine using meshes then use a cube scene capture to save it into a texture.
So you can mix a cylinder with a panoramic texture, planes with clouds, maybe some planes with painted stuff like mountains and trees with alpha on top. Basically, make it 3d then snap a 360 picture of it.
oh wow
still, Id have to draw the textures for each cloud and everything which would be easier to overlap them in my drawing program anyway
You could reuse a few clouds
You could also simply block some rough shape of your sky box using meshes, export the 360 image and paint on top of it, so things will be in the correct places with the correct distortion
@grim ore i finished ๐ thx for all your help
oo thats cool
@azure shore your image would need to look kinda like this to work: http://paulbourke.net/miscellaneous/cubemaps/sph2.jpg
Just paint a rectangle and sperify image in phoyoshop and use half a sphere as a mesh
That image has two circle distortions cause is a 360 top and botom image
Floor and sky
does anyone know of Spacescape
you can make skyboxes on that, but it doesnt put them together, so I have no idea how to do that myself
it just gives you each face as a seperate image
for example I made this noise thing as a skybox but it exported each face seperately
and it seems impossible to fit them together
oh
Man
logically its just a puzzle but I cant get my head round it
I cant do that
think I could somehow distort one of those images into one?
and Im sure if that program exported it properly as a uv thingey it would be very easy
I thought, and if you have to actualy paint it,, there is a flaw on what i said,, you can completly freely paint in a rectangle,, still you would have to paint with some distorsion in mind on the top
Nevermind
Skybox xD
Or import, half a sphere with sides flipped to be the inside, to substance painter,,, and... experiment there :)
There you are painting straight in to the sky model
No distortion of any kind
And i wont bother anymore with my persistence on using a dome,, srry
๐ ๐
thats fine, just complicated stuff so
Is too much information at the begining,, the more you know the easyer everything becomes
yeah, I guess that goes for everything
I'll just try here. Anyone who has experience with ArmorPaint? ๐
This is gonna take a lot of explaining but... I did this to UE4's developer console, and I love it.
(the game I'm working on is played within a virtual unix-like OS)
I've been following a tutorial to move a vehicle along a spline. The tutorial works but the guy doesn't speak or explain anything. Its a silent follow along video. I've finished it and would like to know what is actually happening. Can anyone explain me what is happening in this part?
I understand the get actor location part but pretty much clueless after that
Does it work?
yes it does
I did too but the one you're showing is the macro created within the vehicle blueprint.. the one im showing is the even graph from the spline blueprint
Oh, right
@light coyote sorry for the ping but Im gonna have to try your method, what did you mean?
its a bit of a nightmare whatever I try I think I just dont have the ability
ok you know what, is it really bad and obvious to use default skyboxes in ue4 games
Any idea how to make interactive 360 video? I mean just something like, the sequence plays and stops on the last frame - then some menu apears and you could choose what video it will play next (like if you are turning left or right or so)
but it has to be rendered, not realtime
right Im really stressing over skyboxes now the default ue4 ones look really ugly if you try to do much with them
I have been gone for a month working double shifts can someone tell me what the newest version of unreal is
hey my UWP project (for Xbox One) is getting an error when launching (For some reason [GAME NAME] has taken too long to load (0x8027025a)). I have set it as a game from app and restarted many times, repackaged the game and uploaded it to my xbox and im still getting the same error, any help please?
why my material looks 'wrong'?
Hey Everyone, I'm having a huge issue with my Player State. So I just threw together a simple OnPostLogin on the GameMode so the players will assign to a team as they come in. I call a function "AssignPlayersTeam" on the Game Mode. From the Player controller i get the player state, Cast to my Custom playerstate, Get my player Properties, and Set Team. But whenever i run a print string on Team it just prints 0 as the team and never actually changes. I will post the coding following this message for anyone who can help. Thank You.
This Last Image is the PlayerPropertiesMacro
Anyone find/have resources/tutorials on game project management ?
From Script to Screen kinda thing would be nice.
does anyone have an example of player/ai controllers controlling a generic pawn? the documentation talks a lot about how you might want to put player input into the PC, so not on the pawn, but all of the rest of the documentation just puts input on the pawn
@hollow narwhal I put my Player Inputs on the Player Character and if i have a button for respawning (Or any button that will be used while you don't have a player character) i would place that Input Action on the Player Controller.
yea i know how to set it up on the pawn, what i want to do is put inputs on the player controller as suggested
not really sure how to communicate between them though
communicate between who? Controller and Character ?
a pawn, but yea
right, i worked that out already, the question is how do i pass information between those two in a way that is controller-agnostic? so a player or ai controller tells the pawn , for example, 'yaw input is 0.5'
the more i read the documentation the more it seems the answer is 'just put input on the pawn' ๐
yea that would mean i'd need to cast to all possible controllers which seems sort of awkward
I'm a bit confused. Do you mean multiple Characters? if you have multiple characters, cast to the base character
Give us an example of what you are trying to achieve ?
Hey @autumn elbow You wouldn't happen to have any suggestions on my Playerstate problem i mentioned above do you?
Ok 1 sec let me try
put a break just before where the Array is added to
Looks like in your Get All Players function
What's get all players returning?
Ok..now follow that back up the tree
Thank you so much!
ALWAYS put a condition node before using values . I make that mistake ALWAYS. LOL
I always assume values are correct.
Lol right.. i need to make a habit of it but like you said i assume stuff is correct too haha
For every function I make , I have a bool called debug. This prints out all the evaluated values
It's normal, live and learn ๐
Also... good habit is to hookup a print or something to the False of casts and conditions. Will save you hours, if not days of searching for problems
That 1 i have learned, Been burned to many times on casts failing. I thought the function library was working properly cause it worked elsewhere though so that was something i was completely overlooking. Thanks Again lol
Hmm is there a way to have a clump of meshes that follow 1 single skeletal mesh? I'd like 1 grass to be simulated and all the rest just copy it to fake additional at low/no cost
I guess it's just going to come down to having several clumps in one skeletal mesh
Wouldn't mind a nicer way though
HISMs and ISMs are a pain. -_-
Still struggling to figure out why I can't set their collision responses at runtime. Haven't found any guidance online.
how are you trying to set it?
Umm that doesn't really have anything to do with what I asked @static viper
I'm well aware of what HISMs are for ๐
they generate many body instances so the normal way probably doesn't work
I want to have a single simulated strand + several others that simply follow along, almost like vertex animation based off it
its not really sure what you want really
That's what they do by default
I've gotten the perf cost way down but simulating lots of grass on lower end platforms like the switch will be bad https://i.drowningdragons.io/vCIc9CYRH.mp4
Well w/e
They don't have to be dynamic
Says who
Do a OnCollision, bend away from player
It's cheaper than simulation
I think I can get the cost down enough
Kk
I'll just do several blades per mesh for now, the only thing I lose is that the rotation pivot of the outer blades will be wrong (unless I add more joints which.. nope)
Ehh??
ohh I see...you mean rig
I think my way is much cheaper. It's 1 blade, 1 skeleton ... just a bit of Vector math
also try skeletal controls in the animation blueprint
might be even cheaper
1 sec... there's a vid for it ...
Look through this playlist... but the one I'm talking about is 'Spring Controller'
I'm familiar with it
Coolz
Are any of you folks familiar with the limitations of HISMs?
Like, say, setting collision responses and materials at runtime?
What are you trying to do?
I'm trying to set collision responses and materials on a HISM component in a blueprint actor, at runtime.
And even though the properties are being set, the different responses aren't reflected in game.
Per object?
No, all the instances of the HISM can be the same.
And I'm aware of that limitation.
For example, if I set it from Block to Overlap or Ignore, it still blocks my pawn.
i am sure you have tried everything already
Here's a simplified example from a test actor I made. When I play, the collision doesn't change.
But if I log the HISM's collision response to the screen, it reports that the value is indeed being set correctly.
So I'm really left scratching my head.
have you tried to just set collision off?
I'm not trying to change a mesh.
And I'm not using the cast because that's my player character. I don't need any data from it.
I just need to check if that's what's overlapping the trigger volume, which works fine.
i feel like the answer is in that hism node
@static viper Anyways, yes I can disable collision entirely and that works, but I need it to work with overlapping.
I have other code that checks for overlaps when the player can walk through it.
So unfortunately turning collision off isn't an option.
yee that was never the idea
the idea was to find out if your code is bogus
and since it works
its not
Yeah, that's why I tried that already. Checking to make sure I'm not missing something obvious. ๐
Interesting problem.. lol.. gooosh...you're making me want to boot up my laptop lol
I've tried a lot of stuff and I'm just not sure where to go since Unreal is telling me all the properties are exactly what I want them to be.
As far as Unreal's concerned, everything's peachy keen. lol
What's the collision type on your character and on the hism
Before I go further, worth noting: this code works perfectly if it's a regular static mesh component.
@autumn elbow My character's preset is Pawn, the HISM's preset is BlockAllDynamic.
I have a similar blueprint that works perfectly but uses a static mesh component instead. The only difference with this blueprint is exchanging the static mesh component for a HISM.
what are these hism exaclty
Hold on.. booting up
In this case a procedurally-generated staircase.
No, it's just a simple staircase. 15 step instances arranged with some math in the construction script.
thats odd
Curious ... why change the response on the stairs?
Honestly, it was a regular ISM before. That didn't work either, so I changed it to HISM as part of troubleshooting what's wrong once I found out that HISM's are better if you want to destroy/transform/change the instances at runtime.
if thats so then my idea would work
you could regenerate the stairs
with new settings
dont know where your overlap happens
@gilded snow Please don't share random Discord invites here.
@autumn elbow I have a mechanic that makes some actors only exist in a parallel dimension. When the player switches to the opposite dimension of the stairs, they can't interact with them.
So they can walk through them.
Gotcha... sounds cool
I'll show you if need be. It's easier to illustrate in motion.
Sure.. Visual would be lovely
@gilded snow This is not a place for advertising.
@autumn elbow Here's the mechanic in action. I want my HISM stairs to do this.
i am not useful anymore :c
Well that was a weird troll moment.
The functionality is a component, which allows me to add it to any blueprint actor. So I just copied the component and exchanged the Static Mesh Component references for ISM references, then HISM when that didn't work.
my unreal crashed lol
Well, I'm calling it a night. If anyone has ideas for a solution, feel free to mention or DM me. G'night! o/
I am new to Unreal engine, any tips before I dive in? I am mainly just gonna be messing around and watching tutorials right now.
Also, anyone have any idea about unreal engine installing?
Its at 8.89Gigs out of 8.89Gigs installed. But its still on 82 percent and wont move foward.
@mossy pike There might be a separte "Install Dependencies" window that's waiting for your permission. Tell it OK to continue. (I might be thinking of building/running from source ??)
theres no other window
Does the task manager show heavy activity, either CPU or disk? That's how I tell if a program is still working or is just being dumb.
@maiden swift hope this works. All Channels didn't work for me either, so I tried just disabling it. Report it as a bug. An alternative is to wrap the bounds of your stairs with a invisible box which can set collision all to overlap if you really want to use that node for a callback.
@silver shadow
Task manager just shows what it is normally
About 40% CPU
and 30% disk
well like 45% and 30%
๐คท๐ปโโ๏ธ
no idea?
wait
The installer just went up 1 percent
idk tbh
its done but its not at the same time
its at 92 now
was 82 originally
just being slow even though its done
its glitched or something
I guess
@maiden swift I've had similar issues in the past with ISMs. I also had issues with created meshes not affecting the Navmesh. What solved that for me was manually calling RegisterComponent(). There's another call that's something like reregister all components, I had to call that one to get it to work right. I created a C++ class actor that just exposed the reregister components to BP and then parented the BP with the ISMs to that and reregistered everything whenever I made changes to the ISMs. That fixed it for me, but after updating to 4.22 it didn't seem that was necessary anymore.
Any tips for a new Unreal Engine user?
Pick a set of tutorials and work through them from start to finish. Repeat.
@maiden swift I'm DMing a link to the code I used for that. I'm not sure if it will help or not, but it worked for me when I had a similar issue.
Launching for the first time!
guys can anyone help me, i want my AI to start chasing me as soon as the game starts within the level BP
i cant figure it out
Best way is to use a behaviour tree
Look it up on google
There is a node that does just that
but thats someting i have to do it in the AI's bp right?
i already have a behavoir tree set up
but i dont know how to call the tree in the level BP
like how you can call a function
Well look in there,, there should be a move at node i belive is called
1 sec ill send screenshot
I havent used it a lot, and i know what you mean,, but im blank right now and im having a coffe elswere xD,, i i had the pc i could look it up
nvm its empty oof
Ok xD
its only this f
I belive it autamitacally does its thing
i tried looking it up on google but i dont think im searching for the correct keywords
You only have to create the desired behavior by manly distributing the conditions of the AI with the 3 main tipes of nodes that distribute the flow
Right click inside,, you will see that they are not many things
How do I use the Behavior Tree to create simple basic AI in Unreal Engine 4. We cover from a blank scene creating everything we need to have an AI chase down...
He has loads of usefull stuff
3 main are selector, sequence, and another one i dont remember the name of
parallel ?
In terms of distribution of behaviours
I think so yes
They should all 3 be together
Look for a tutorial thst explains each zo you know what they are for
yeah ok thanks
do you guys know of a reason why my key press event isnt being activated but my release is?
its for left mouse click
no im not holding, sometimes it will work for a couple clicks but most of the time it wont
it basically spawns an actor then sets a bool which an event tick uses
Check that input action in project settings, under inputs,, or in editor preferences, one of the 2,,, maybe there is samething funny going on there
mh that node
get is in combat
i wanna see that
no
scrap that
scrap everything.
just a getter
yee unplug the branch
and instead put a print node there
and plug into pressed
see if that works
i wanna see if the event is generally broken
and then we look into the inputs
maybe your mouse is broken
hardware issue
yee your code is fucked
XD
that bad
show me the get in combat node
and show me what equipment is
That is wierd xD
nono
its literally just return bool
and is equip even valid?
put the white ?isvalid node where the print was
and attach equipment
go
okay so i did the is valid statement with a print if its not valid and its always valid
for equipment
Wait
That bool is your own variable right ?
You are not setting it
Dont you have to set it or it will keep its state ?
did you try it yet
i have to use the Get is in Combat function
Yes
Hi
its not a default variable
Please does anyone know how i can do the ik and and for a first person shooter. With a third person mesh
@static viper thanks
show from where the variable comes from