#ue4-general

1 messages ยท Page 526 of 1

spice scarab
#

So... I had my "SpaceWar" ID for Steam working just fine a month ago or so...
o Checked how the achievements worked, worked even in shipped build.
o Felt confident and bought myself my own AppID for Steam so I could get working on Achievements and stuff.
o Changed the appID in DefaultEngine.ini in the SteamDevAppId=-section
o Steam overlay no longer pops up when running the game in standalone mode or as packaged game.
o Tried updating my steamworks and replaced all those ini files with new ones (both 32 and 64 bit)
o Changed the folder names from v139 to v146
o Now my game (blueprints project) tries to load Steam SDK 1.39 and fails every time.

Any way to resolve this? Saw ~15 posts about this in UE4AnswerHub and did everything (which is following the same official/semi-official tutorials I already did when I got SpaceWar working) but this time the problem just persists.

#

(in a nutshell)

#

Also tried reverting back to 1.39 but things are still not working.

tardy lily
#

So it would appear to be the case

midnight sparrow
#

Hey does it ever happen to you with GitHub that your commit doesnt download correctly. I can see all of my assets in the folder, but the scene looks exactly the same as before the update. The models are just nor placed in the scene.
Is there some way to re-download the update ?

scarlet birch
#

@tardy lily That just means it shutdown unexpectedly

#

It's a generic error

tardy lily
#

With no bugcode

#

That means hardware usually

valid steeple
#

@brazen cairn So I am wondering how/if I can adjust the texture tiling on the landscape. I looked in the material instance's parameters but could not seem to find the correct one (if there is one.)

#

@tardy lily try setting your Swarm Agent to standalone mode

scarlet birch
#

@valid steeple texture coordinate node

#

IIRC landscape has a slightly different node though, like landscape layer coordinate or something like that.

tardy lily
#

Managed to get it to build, ta guys. Now on to my ue4 issue, I've got an actor that when interacted with I want it to spawn a widget and add it to the viewport. It works fine locally but on dedicated it does nothing

#

Could anyone point me in the right direction for troubleshooting that, as I've tried everything. Get owning controller, get player controller neither worked

tiny coyote
#

how can I set the transparent part of an image to an color? (simple material on an plane)

brazen cairn
#

@valid steeple im trying to find a way as well, i think you have to do it within the base material

#

didnt try it though and wouldnt recommend

grim ore
#

@tardy lily widgets are local only, never on the server, so that is something to keep in mind. How are you trying to make this widget show up and what is it for?

light coyote
#

@tiny coyote i dont know your image specs, or in what mode you are using it

carmine lodge
#

Anyone using Rama's Melee Weapon System plugin on 4.22.3?

tiny coyote
#

I just want to have a logo (transparent, png) on a plane and I want the transparent background to be a color that I can set in the material

light coyote
#

Things you may do:
Use the alpha as a mask if there is a mask in it.
You can tint it yellow using the mask.

Maybe you can put it in a widget and put a background color.

All of this is very generic, i dont know the what or why for that
But i think the best thing you can do is just put it in photoshop, and do it there in 2 min.

#

Ahhh, ok

tiny coyote
#

ok, I will try this out

light coyote
#

No no

#

Easyest thing you can do is have 2 planes

#

Easy, im not saying is best

#

Just 2 planes really close, but not touching to avoid clipping

#

Make your color be a parameter.
Make an instance by right clickin on the material.
Open that material instance, and you can change the color while viewing it to see what you prefer.

#

So.. super simple color material, no textures needed,,, just press 1, 2 or 3 and click in the material bluprint to get a 1 value or 2 or 3 boxes.
For rougness, or metallic, you only need a 1 value box. Is just black and white.

#

You can convert to parameter by right clicking them, and that will enable you to tweak them in the instance of it without having to compile to se the changes.

tiny coyote
#

But how can I now put the transparent png over the color?

light coyote
#

You have 2 planes

#

One has the png, and one the color.

tiny coyote
#

is there not a solution with only one plane?

light coyote
#

You need to do the same thing.
But you need a mask to say to the material,,, only in this area, you will put my color parameter.

#

Take it to photoshop.
Select the logo.
Go to the alpha chanel.
Paint the mask in there while using the selection so that everything is ok.
White is where things can be done, in terms of the color you will add later,, and black will not do anything.
So you want the logo surface area to be pure black, and the rest of the image, pure white.

#

That mask you made in alpha chanel will not affect your logo color or anything.
Make sure you export in 32bit, because you now have 4 , 8 bit chanels,,, RedGreenBlue and Alpha

tiny coyote
#

ah ok, I will lok at the mask thing and try it out

#

thanks!

grim ore
#

Any <@&213101288538374145> here? I want to get public feedback on my next UE4 video series but I don't want to just drop the link to the Google Doc in here without an Okdoke from someone since I think it would be advertising?

scarlet birch
#

@grim ore If you DM a link, while you're waiting, I'll watch whatever you have while I work.

static viper
#

Is there a way to put media links like Twitter website into ue4 somehow?

#

is that a thing?

scarlet birch
#

Yes. YOu want like a button that opens a web client?

static viper
#

yee

#

some cool ads in my game

scarlet birch
#

"Launch URL"

static viper
#

worked unbelievably well

radiant haven
#

Can someone help me there

spice scarab
#

Nvm. Solved my own problem and found a new one. : )

valid steeple
#

@brazen cairn @scarlet birch That was my first thought as well but, I do not even see a LandscapeLayerCoords node in the base material

grim ore
#

@radiant haven nothing we can help you with, your get all actors is returning nothing

upper heart
#

@grim ore approved, thank you for asking

valid steeple
#

@brazen cairn @scarlet birch May have found it...

grim ore
#

@upper heart awesome ๐Ÿ™‚

brazen cairn
#

@valid steeple share a screen shot if you found it!

radiant haven
#

@grim ore can i fix it in any way

valid steeple
#

@brazen cairn will do...am messing with it now

radiant haven
#

well i cant get teh object when i use the Cast TO

brazen cairn
#

good luck

grim ore
#

If anyone is in giving feedback I am doing the outline/docs for my new "Intro to UE4" series to replace the 3 year old one I have https://t.co/5ZofeIDVMO It's a google doc with commenting enabled

radiant haven
grim ore
#

@radiant haven do you have any of those generator actors in your level?

radiant haven
#

only one thats why i used get all actors

grim ore
#

well it doesn't seem to agree you have even one, thats the error

#

it can't find any in the scene

#

so it's running before they are in the scene, or there are none in the scene

radiant haven
#

OMG I AM SO DUMP I FORGOT TO REPLACE THE OLD MESH WITH THE NEW BLUEPRINT

grim ore
#

๐Ÿ™‚ not dumb, it happens to everyone

radiant haven
#

aw thx mathew for your patience

#

well after this boolean (when activated) the Ai goes t oplayer with a specific Walk speed

#

should I do this in the BT or in the BP

#

where i already have the boolean

#

i already placed teh Branch

#

Cast TO AI---Get Player Location---Move To Player--- Set max WalkSpeed

grim ore
#

is the level you are opening a streaming level? if not you can't do anything after an open level node

radiant haven
#

^

#

no

#

its triggerd by an Overlap ...

grim ore
#

the Open Level node loads up the new level, nothing after that will really happen

radiant haven
#

well the open lvl is temporarly

#

htis open lvl is connected to a begin overlap and I want taht this actor that has the bgein overlap (AI) gets to the player

grim ore
#

when that open level node fires, it will start loading the next map and anything on this map will be gone and nothing else will execute. you might only want it open for a bit but the old level stops when you do that

light coyote
#

@grim ore
I like that you are doing a new series.
I watched tutorials, but what your chanel had that the others did not, and you must allways keep in my opinion regardless of whatever else you do,, is that you had videos explaining the nodes properly !
I learned some stuff here and there,, like i use this here, or that there.
But all of that came from videos like, lets do a pause menu,,, and they are many videos, lots are very very diffrent,, and it becomes apparent that in programming they are many ways of doing things,,, and that in most cases,, asking, how do i do this is just simply not a cuestion that can be answered well.

#

What you provided me at least,, is to know how can i create the pause menu i want, the way i want, by how my things are distributeded in my game, and how i want my game to be !

#

I could have done that in a sense,,, like get a node, start investigating,, but i was learning,, i dont really know what to test, or if the way im testing it is correct and i know for sure the conclusion of the test, etc..

#

You had videos with examples to freaking understand the whys of things,, and prooff with the tests you made.
My opinion is that that is what makes you @grim ore in terms of UE4 in youtube ๐Ÿ˜…

grim ore
#

welp the primary goal was to cover the nodes so that's what I try to do ๐Ÿ™‚

light coyote
#

As i as a beginer was not sure if i was wasting my time on investigating on something i didnt even know if it was the right thing to use.
You provide something that solves that problem.
I dont waste my time even if is not the thing i was looking to use,, because is a condensed video explaining it, and it cant get any better than that in terms of time.

grim ore
#

๐Ÿ™‚

light coyote
#

Im only angry of one thing

#

You never explained tomatoes

#

๐Ÿ˜…

grim ore
#

It's one of my kids when he was younger misreading tutorials ๐Ÿ™‚

light coyote
#

hahahaha

#

i was going to ask

#

thats great

abstract relic
#

Poor kid. No one will let him live that down ๐Ÿ˜œ

grim ore
#

he doesn't even remember or care lol

#

they were all "ooh we get to be in video games" for a day then back to watching crap on YouTube

static viper
#

you are?

#

i hope it contains owls

copper elk
#

can anyone help please?

#

my terrain has a reflection like texture of the sky and I cannot seem to be able to see the texture put on the terrain

#

the sky isnt my texture btw its just grass

light coyote
#

Do you have rougness to be 1 ?

copper elk
#

sec

static viper
#

show your material

#

i fear this is a glitch again

#

ue4 does this alot with landscape materials.

copper elk
light coyote
#

I said this cause intuition says that rougness at 0 means does not shine

#

but is the other way arround

#

my bad, it should be apparent on the material

static viper
#

no show the material inside

copper elk
#

its the material from the monthly Environment Set

#

here is the inside

static viper
#

you do know how to use landscape materials do you?

copper elk
#

yes

#

kinda

static viper
#

what means kinda

copper elk
#

I press create

static viper
#

what pack is that

copper elk
#

and I get this

#

"Environment Set"

static viper
#

that doesnt exist XD

#

i checked with search

#

twice

copper elk
#

are you sure about that? xd

copper elk
#

its literally called Environment Set

#

wdym

static viper
#

i have it

copper elk
#

ok so

#

so do I

#

its called "Environment Set"

static viper
#

so

copper elk
#

what are you trying to say?

static viper
#

did you google how to setup landscapes in ue4?

copper elk
#

no but I've done it before

#

its just this one time

static viper
#

well google it.

#

bc nothing is wrong.

copper elk
#

this happens in a new level

static viper
#

perfect

#

its working.

copper elk
#

care to elaborate

static viper
#

google how to setup landscapes in ue4.

copper elk
#

oh shi*

#

I forgot to set the info

static viper
#

you are literally coming here with a free package abnd on first site on error you collapse

ashen eagle
#

I'm spawning an actor which is the enemy bullet, that has a Projectile Movement component. It is working fine in either axis X and Z. However, I cant for the life of me figure out how to fire it towards the player, in 2D. Most amazing paint illustration attached.

copper elk
#

@static viper no

#

I've done this on another level

static viper
#

great-

copper elk
#

I just forgot that I had to set the info

static viper
#

good for you

copper elk
#

ok

#

so where did you get this from

static viper
#

@ashen eagle have you looked into "look at"

#

and "forward direction"

ashen eagle
#

Going to have a look right now, thanks .

static viper
#

in 2d it should be pretty easy to setup

copper elk
#

is there like a decent tutorial for a platformer

#

I find doing 3D games in UE much easier than 2D

ashen eagle
#

Exactl what I need. Thank you for your help @static viper . Here is a reference image in case anyone else is looking for a way.

valid steeple
#

@brazen cairn It appears the landscape tiling is handled in a Material Function named MF_LandscapeTilingAndDistance

#

Brushify -> Materials -> Landscape -> Functions

#

However, making it look the way I want is another question lol

#

I am leery of messing with that though. I think the MI_Landscape can be manipulated in the Global Tiling section...

covert ivy
#

I watched some FAQ forum. Apparently, It must do some manipulation on the root bone in blender but i didn't understand anything... ๐Ÿ˜

vivid narwhal
#

How do I add this "parent" node onto Begin Play after I've accidently deleted it? It's not coming up in the search bar

covert ivy
#

Somebody has already get this error and know how to fix it ?

vivid narwhal
#

Your skeleton tree needs to have only one root

grim ore
#

right click the purple node and it should show in the options @vivid narwhal

vivid narwhal
#

Thanks!

grim ore
#

@covert ivy there are quite a few videos and posts about fixing that as well as a plugin that might help

frozen oak
#

Does anyone here have experience with Databases in UE4? I could use some advice on what Database to pick. Our game is based on the popular game DnD, and will possibly feature a lot of user generated contend (all strings, floats, and ints) and we are using SpatialOS as our multiplayer platform. We'd like it to be scalable due to the small potential of a fairly big user base. The 2 I have seen mentioned most are SQLite and Firebase.

mint hill
#

Im using the third person template but i want to change how high the character jumps how do i change that?

grim ore
#

go to the character and type jump in the details panel, you can find it

mint hill
#

ok ty

grim ore
#

the exact one you want is the Jump Z Velocity under the Character Movement Component

mint hill
#

ok, but how do i change how fast the character falls because it kinda floats down like a feather

ancient otter
#

Is it possible to make a material in wich if you check a box it uses a normal map

#

but if you dont check it, it wont use a normal map?

#

(i will instance this material)

#

If so, how

grim ore
#

use a lerp or an if

#

or a static switch

ancient otter
#

i saw a true or false node

grim ore
#

@mint hill jumping with the Character uses force to push it up then gravity takes the rest. You can adjust the gravity if you want it to fall faster, increase it's mass so physics affects it more, or give it downwawrd force

ancient otter
#

yes the static switch

#

thanks

mint hill
#

ok ty

copper elk
#

In a terrain the squares are still visible

grim ore
#

black border around them?

copper elk
#

yes, I just need to rebuild right?

grim ore
#

yep

#

or switch to dynamic lighting to remove the error for now

copper elk
#

k thx

#

done it worked

#

is there a way to create something like this

#

this is from For Honor

#

and its called stances

#

its hard to explain but

#

basically you are unable to look around when you are locked on/ targeting an enemy and the direction that you move your mouse in is the direction that you will attack from if you press left click for example

mint hill
#

wait so what are you wanting?

grim ore
#

you can do what you want yes, it's lock on targeting

copper elk
#

I have the locking on

#

I just need the stances

grim ore
#

the UI can be a UMG widget with different images or animations and then you just code the rest

copper elk
#

can I check in blueprint which direction the mouse moves?

grim ore
#

you would have to do the math yourself but you can get the mouse position and compare it to the last position at a certain time yes

placid arrow
#

given a vector in world coordinate space, is there a way to get a square of the landscape's texture at that coordinate into a rendertarget, without using a render target capture 2D?

#

its for an automated minimap/radar

normal burrow
#

like the frustum?

placid arrow
#

basically, i want a 256x256 2D representation of the landscape the player pawn is stood on

#

i was doing it with a capture, but that is a massive FPS drain

fluid karma
#

hello

#

can anyone be my mentor for unreal engine 4?

tawdry wren
#

when i resize unreal engine. It crashes basically?

#

basically sized up

barren citrus
#

Does unreal engine support packed primitives like in houdini? Is it possible for meshes to be packed while there are colliders on the restriction area?

plush yew
#

when are we getting lighting channel support for skylights ???

cloud palm
#

Why did the blocking volume not work at the side of it?

bold fog
#

@mint hill I don't know if this has been addressed yet, but in regard to jumping, do make sure you change the jump height (and gravity) attributes in the blueprint itself. What I mean is, go to the content browser, double-click the 3rd Person Example Character, go to Movement Component, and change the values there. If you change the values on an actor within the scene, if that actor dies and respawns, it will revert to the default jump height and gravity.

brazen cairn
#

@valid steeple thanks

honest ermine
#

Hey, so I'm trying to change the colour of an instance of a material. Is there an event graph I have access to?

abstract relic
#

You just need to make it a parameter in the parent mat.

honest ermine
#

Can you show me with screenshots?

#

The parent anyway.

abstract relic
scarlet birch
#

Your material is not setup to allow you to change the colors. It needs more than just a paramater

#

You need to do something like mask out the parts you want to be able to tint

abstract relic
#

Would multiply the texture with a vector 3

scarlet birch
#

Could do that, but probably won't look great.

abstract relic
#

Looks like they already have a grayscale

scarlet birch
#

Maybe use a hue shift? Any node you can use as a parameter should give you the option to make it one if you right click it.

bold fog
#

I was thinking hue shift as well

scarlet birch
#

If this is for a sky box, as far as I know, it would be better to make it unlit as well.

honest ermine
#

I figured it out.

#

Thanks.

#

But now I'm trying to fade to a colour over time.

scarlet birch
#

You can do that in a bp by lerping between values for the colors

honest ermine
#

Material bp?

scarlet birch
#

with a dynamic material instance

#

no actor BP

honest ermine
#

Okay.

#

I have a material, but I'm tinting it red.

scarlet birch
#

Why do you have it translucent?

honest ermine
#

I just want it that way.

#

Is that bad?

scarlet birch
#

Unnecessary overhead if it's a skybox

honest ermine
#

Meaning?

scarlet birch
#

It takes more to render for no gain

honest ermine
#

Oh okay.

#

I can change that later lol.

#

Easy fix.

#

But yeah, how would I lerp between materials?

scarlet birch
#

I ussually use a time line and the output from that into a vinterp node

#

err maybe that's not right,

bold fog
#

I could be wrong, but it appears like the red is being added to the material, rather than multiplied. Perhaps you would be better suited with a hue shift. The hue shift takes a percent, which is a Constant between 0 and 1 (1 being 100% (360 hue, effectively 0)).

honest ermine
#

@bold fog Yeah, I added it because that was the way I could get the right colour.

#

I was recommended to multiply the value, but that didn't get me what I wanted.

bold fog
#

Ah ok, np. It does depend on what you want. For me, I had a violet nebula seen through a cyan-blue sky, like your bluish stars seen through a red sky. So, without knowing what your exactly goal is, I can't really say, but as long as it's working for you, that's all that matters. I'd still give HueShift a go, though, at least just to gain some familiarity with it.

honest ermine
#

Trying it now, but it's not giving me what I want.

#

But yeah, back to lerping between textures...

scarlet birch
#

I'd take a few minutes and look at a few other sky materials.

runic narwhal
#

Is there a way to force unreal to use a layer mask that is larger than the heightmap resolution? I always get the "this is going to be clipped" warning if I try. Basically, I want to use something that's like 2048, but current heightmap res is 505x505, per landscape guide.

static viper
#

an ule โค ๐Ÿฆ‰

runic narwhal
#

๐Ÿ™‚

static viper
#

and one trick i do

#

is making a landscape that is double the size i need it

#

then scale it down by 0.5

#

that way you get double the polies

#

and the bounding box is stable

#

so the landscape cant glitch away

runic narwhal
#

Yeah, that's what I'm doing now.

static viper
#

me too

runic narwhal
#

I could go up a notch, I guess.

static viper
#

dont overdo it tho

#

the landscape shader has limits too

runic narwhal
#

It seems like such a simple option, but alas, no.

placid arrow
#

im trying to think of a way to map real in game position against the map, the position only needs to be approximate, but can't be rediculously off. i cant just use a grid, unless i somehow warp the grid, because their concept of the borders of things is out, just like real world medieval cartrography, i was thinking i could put marker points in the world and link them to 2D markers on the drawn map, and lerp between them. how would you go about it?

static viper
#

that map is pretty ok though

placid arrow
#

for landmarks, e.g. if i just want to say "the player is currently roughly in city X" its easy, but for wilderness...

static viper
#

its not complicated

#

you need some roads now

#

and then people could try to navigate

#

you know in the old days

#

there were no minimaps with realtime locations

#

people just had an image

#

and landmarks

placid arrow
#

yeah i dont want to make it too easy to navigate, my minimap function will only show POIs basically within visual range

#

its more for combat tracking

#

this isnt so much for minimap though

static viper
#

well your map is very very easy.

#

your map is so easy i know blindly already where togo

placid arrow
#

yeah its not exactly skyrim is it ๐Ÿ˜‰

static viper
#

thats your personal issue now XD

placid arrow
#

often you cant just walk in a straight line though

static viper
#

you want it harder

#

do it harder

#

i am sad that it is not like skyrim

#

this game looks like something cool...

#

like an rpg

placid arrow
#

it is an open world RPG

static viper
#

you know gothic was a good rpg.

placid arrow
#

the world isnt huge

static viper
#

maybe you should take 20 looks at it

#

this reminds me of gothic.

placid arrow
#

im going to go look up gothic

#

๐Ÿ™‚

static viper
#

oh ima download your game

#

i know i know its prolly very very early

#

art wise there is everything still todo

#

but the characters are stable

placid arrow
#

its extremely early

#

๐Ÿ™‚

#

you can walk around the map, i still need to place many major cities and POIs

#

the animations are a bit broken, the combat slightly janky

#

some locations have interesting encounters, hit T to bring up a teleport widget where you can jump to them, i recommend the desert of skulls, deathdrop pass, or just walk due north from the start location

static viper
#

thank good there is a teleport

placid arrow
#

yeah its needed for testing lol

#

if you didnt have it, walking diagonally from one corner of the map to the other (if you could, rivers etc are in the way) would take about 20 mins

#

@static viper i'd send you an invite for the official server, so you can contribute feedback but you've turned off DMs

#

๐Ÿ™‚

static viper
#

first i have to find out if its actually meaning full to me XD

#

its still downloading

placid arrow
#

it probably will be, eventually ๐Ÿ˜‰

static viper
#

its not quality statement XD

#

i just rarely join server

#

you can send now

golden condor
#

Do you guys have some experience with Google Speadsheets?

#

I am trying to do some systems design for an app but i am not sure why pasting values is kind of weird right now

placid arrow
#

@static viper sent ๐Ÿ™‚

static viper
#

i have to wait ten minutes. stay patient ๐Ÿ˜„

placid arrow
#

lol yeah

#

we had spambot problems, that setting seems to fix it

honest ermine
#

I have a custom BP which I made with two different actors, how do I set different materials to them individually?

bold fog
#

I believe you're going to want to double-click that actor in the content browser, then you want to click one of the (presumably) static mesh components, and give it a different material

mossy pike
#

Any complete unreal survival game tutorials? That are complete and teach you the whole thing (most tutorials end halfway thru randomly I saw on youtube)

cloud cobalt
#

Tutorials on making a full game are rare because no one really wants to make the same game

mossy pike
#

I honestly don't care what game it is tbh

cloud cobalt
#

The point is that "complete game tutorial" means "tutorial to make exactly one specific game"

mossy pike
#

ik

#

and I dont care what that game is

cloud cobalt
#

So no one does that, because it's pointless, and writing that tutorial means making a full complete game just for the sake of a tutorial, and such a game is like a year of work

mossy pike
#

any games that are open source then

cloud cobalt
#

You need to pick tutorials on large common game systems like inventories, settings menu, weapons, and put them together

ripe saffron
#

search for "virtus unreal engine 4" he has a youtube channel that goes from start to finish I think.... not watched them though.

#

but I think you are better off learning in chunks like Stranger suggested

mossy pike
#

I have no idea how to merge tutorials thoi

#

as in put inventory tutorial with weapons tutorial together

#

sometimes it breaks things

cloud cobalt
#

If you can't merge them, it means you didn't understand them

#

Tutorials are about understanding, not copying

ripe saffron
#

well you need to get to know the engine

mossy pike
#

but they teach you how to make something, not how to merge them

cloud cobalt
#

If you can't merge them, it means you didn't understand the details of the architecture you used

#

You can't make a real game by copypasting stuff from the Internet - you need to actually understand every single line of code in your game

ripe saffron
#

I totally agree with Stranger ... for me I had to understand how unreal "thinks".

cloud cobalt
#

It's not even just an Unreal problem, it's a "you need to know why your code is like it is" problem

#

Doing a survival game is not easy, it doesn't take three months

#

You need to understand your project in depth

barren citrus
#

Guys is there a way to have packed prims in unreal or is there a better way to save vertex data

ripe saffron
#

I think if you bring packed prims through an hda they come in as instances I believe. Pretty sure you cant bring in packed prims as packed prims though.

plush yew
#

Is there anybody that ever published an app on google play?

#

If yes, how long did it take to show up the average rating in play store?

#

...and the reviews?

rocky mantle
#

hi guys, just want to ask for an idea how to merge actors i am trying to simulate a magnet and make two object to be one.

bold fog
#

I assume you want this to be an event which could occur for multiple different actor classes? Because, if there's one specific object which is magnetic to one other specific object, you could simply manually create a third "combined" actor.

#

I don't know of any way to merge actors in-game, but maybe you could "attach to" in-game like you can in the editor. If there isn't a feature like that, you could try writing your own -- I don't know if your magnet rotates, but if it doesn't, your task isn't too difficult: you could just trigger an event when the object in question collides with the magnet, and save its position offset as a Vector 3, then force its position to constantly be that of the magnet offset by that Vector 3.

mild pulsar
#

Hey guys are there any performance benchmarks on UE4?

#

Something like this but on UE4 respectively.

static viper
#

there is one very good

#

its the particles demo for ue4

#

you can find it in the learn tab

#

it shows you your fps

#

and its great stuff

#

not fully optimized easier

#

if you get 60 fps there you are ready

#

@mild pulsar

rocky mantle
#

thank you very much Avnox, i kinda want to rotate and move the magnet as well and it is what i am trying to figure out as my current magnet does attract other actors but i am not able to snap their position to the magnet.

mild pulsar
#

@static viper Cool thanks, I'll look into it. I mean I can work in UE4, I already made some little projects for myself.
But now I'd like to have GPU-limited and CPU-limited benchmarks on UE4, because most games are on UE4, to test timers(HPET, TSC and all that):
https://www.youtube.com/watch?v=EG4g9XlKw5w

Hi everyone! Here is a Timers Timer Resolution HPET Video. INTELLIGENT STANDBY LIST CLEANER Set timer resolution to 0.5ms https://www.wagnardsoft.com/content...

โ–ถ Play video
static viper
#

yes but the ue4 demos are better for testing really

#

they are not optimized

#

and just made to look good

#

i cant send you my game yet

#

but once that is out we have a new benchmark,.

green phoenix
#

Hi everybody, I have a question relating the uvs in unreal engine, I was wondering if is it possible to scale uvs like I show in the image. I work with automatic generated meshes and I'm not able to modify the uvs by hand, so I'm looking for a way to do it in unreal engine.

cloud cobalt
#

UE doesn't have an UV editor, so you can't change that. You can multiply the UV coordinates provided by the UV map in the material, just like you showed here

#

Doing what you did in the material modifies the UV used to sample textures in that particular material

green phoenix
#

yeah, so I can't do anything about it right? I wanted to change the uv size so it doesn't tile that much since the uv space used is so small :/

next cloak
#

hey people, anybody using CLion here?

cloud cobalt
#

@green phoenix You can do exactly what you did

#

Scale the UV in material

regal mulch
#

Is there any proper documentation on what Left, Left Pad, Left Chop and the Right version of it are doing?

#

They are so confusingly commented

#

Guess Source code -.-

cloud cobalt
#

Don't think so

wary wave
#

left chop returns the given characters on the left hand side of the string, removing the rest

#

left pad I assume adds the given number of additional characters

#

(on the left)

regal mulch
#

I want custom_type_name to be come "type"
So currently I do a find on the first _, then a RightChop on the found index +1, which should give type_name.
Then I find _ again on type_name, and doing a Left on found Index - 1

dim merlin
#

Hi, how to enable culling on characters / ai ?

green phoenix
#

@cloud cobalt Thank you! I managed to make it

plush yew
#

there a way to have 2 views at once like two cameras in ue4 without having to resort to high resolution render targets???

supple totem
#

Hm there is splitscreen so in theory yea

wary wave
#

splitscreen is no different to render targets

#

(nor would two cameras be, tbh)

supple totem
#

Hmm, interesting

wary wave
#

splitscreen is at least natively implemented though, so it's a bit better than straight up using a render target

#

(but it's also limited)

regal mulch
#

If I define a ParentStruct : FTableRowBase
And then a few ChildStruct : ParentStruct (in c++).
And I create DataTables of ChildStruct.
Would I be abel to use GetDataTableRow (BP) and use the ParentStruct?

turbid wolf
#

Hey fam, not sure where this question belongs. At work, I have two Titan RTX SLI, but when force AFR my editor crashes on startup. Am I tripping or is Titan SLI not compatible with UE4?

glacial pecan
#

I migrated a level from a 4.23 project to a 4.22 project, but almost nothing got copied over (mostly empty folders)

#

why is that?

#

hmm... tried again, and now the content copied over, but doesn't show up in the content browser

static viper
#

you cant go back

#

you can always go forward

silk lantern
#

hey guys im new to unreal im trying to make a RPG game for learning purposes
i was wondering which class i should use to store data of my character stats like skill levels and character stats like agility , strength ,...
i heard using actor or pawn classes causes it to reset every time i change level so i cant use them also i dont want to make game state class too complicated
any suggestions?

#

i'm using c++ btw trying to avoid BP as much as possible

static viper
#

this depends on things

#

like is it a multiplayer?

#

will it ever?

#

you could store nearly all stats in the gamemode

#

that way everything in the entire game can access them

silk lantern
#

no its singleplayer just trying to learn stuff

static viper
#

i store my player vars in the player

#

you should introduce yourself fast to gamemode

#

its really a great thing.

glacial pecan
#

@silk lantern download Epic's ActionRPG sample project from the marketplace and look at how they did it (or google GAS)

#

@silk lantern also, gameinstance doesn't reset between levels

silk lantern
#

allright thanks guys

glacial pecan
#

@static viper everything but one blueprint migrated over in the end, and I had a 4.22 backup of that, so I opened 4.23 and 4.22 at the same time and just copied and pasted the nodes over

#

seems to work ๐Ÿ˜›

static viper
#

mh

#

shouldnt

#

mh

#

but glad it worked

#

if it actually works

potent wing
#

Hi everyone, how do i upgrade my unrel engine from 4.21 to 4.22? Also, how do i downgrade a project from 4.22 to 4.21? Thanks in advance

cloud cobalt
#

You can't downgrade projects

#

if you need to, you need to revert changes made since you moved from 4.21 to 4.22 and restart from there

#

As to the upgrade, just install the new engine, launch it, and pick your project

static viper
#

well

cloud cobalt
#

Make sure to use version control to avoid surprises

static viper
#

apparently you can downgrade

#

XD

#

eobat somehow did that

#

dont know if his project has blown up yet...

#

its not advised.

cloud cobalt
#

You can downgrade as long as you understand the assets saved under VN can't be opened with V N-1

#

Source changes are easy to revert

#

If any

#

Assets, not so much

regal mulch
#

They had a backup version and copy pasted a node from new to old editor.

#

That's not downgrading.

glacial pecan
#

I misspoke, because I didn't manage to get my levels migrated

#

ahh... back to 4.22... with 4.22 bugs...

#

well, at least I can launch my build, so there's that

potent wing
#

Do i need to completely download ue4.22 which size like what? 10 gigs? Do i really need to download that much?

#

I mean why cant we just download a patch or somelike

#

Imagine playing a game where you need to download the whole file everytime there's an update

static viper
#

you dont download that much

#

but it unpacks into that much

#

i had that alot

#

ue4 wanted to download so much

#

but then it went faster then expected...

#

bc it downloads a bit

#

then unpacks

#

then downloads again

#

it repeats that until its done

#

it seems like a very careful made process to ensure that the folder is installed correctly

wary wave
#

4.22 is way more than 10Gb, surely? So yes you would need to download that much?

#

debugging symbols alone are probably that much

static viper
#

10.8 gb

#

without debuggin symbols

#

the symbols are 24

#

24 gb

regal mulch
#

If I define a ParentStruct : FTableRowBase
And then a few ChildStruct : ParentStruct (in c++).
And I create DataTables of ChildStruct.
Would I be abel to use GetDataTableRow (BP) and use the ParentStruct?
To answer this: Yes, but not with the standard BP node, as it automatically assumes and forces the child struct.
If you however make a quick c++ function that calls FindRow<ParentStruct> it works.

mossy nymph
#

debug symbols are ~2GB download

#

they get large when they unpack

static viper
#

23.8

#

18gb

#

debuggin symbols only 20gb

regal mulch
#

You can't look at your current Engine

#

You need to look at a freshly downloaded one if at all

#

My 4.22 is 40GBs big. That's cause there is other shizzle saved in that by now

static viper
#

oh my 23 is fresh

#

i only created just one project with it

#

which lasted all of a few minutes

#

lets look at the favorite

regal mulch
#

I would assume the Plugin Binaries of the Engine is the biggest part

static viper
#

4.21 30gb

#

with everything except mobile and html

placid arrow
#

is autosave supposed to break the ability to undo?

#

i cant undo something i did by mistake because: "can't undo past: map saved"... uh i didnt save it, autosave did!

wary wave
#

it's annoying, yes

#

the undo functionality is pretty unreliable these days, so I would err on the side of caution

placid arrow
#

is it worth turning off autosave?

#

it has several annoying qualities; thats one, interrupting work to save a huge map while youre busy is another

wary wave
#

if it's causing you problems, then you could consider it

#

if you're like me and save manually frequently, then it has less value

maiden swift
#

Alternatively, you can also set a longer autosave interval so it doesn't happen as often.

mossy nymph
#

or autosaving stuff you didn't change, which makes the next commit somewhat annoying

#

first steps for me after installing the engine: enable EQS and Live++, disable Autosave and AutoCompile new c++ classes ๐Ÿ˜„

plush yew
tiny coyote
#

Quick stupid question: How can I make a material less reflective? I dont mean the roughness value!

serene birch
#

roughness is the most "realistic" way to do it in PBR

#

but sometimes you need unrealistic stuff so put a Specular lower than 0.5 which is the default

tiny coyote
#

ah ok, thanks!

serene birch
#

a non specular metal is something SUPER weird though so I suppose you want to apply that to a non metallic material?

spring sleet
#

I opened unreal and then I found that all levels are empty-rendered like that tho It have all assets in it, even though when i create a new level it's empy-rendered

grim ore
#

did you change any settings like the near clip plane?

spring sleet
#

ok my bad I set Near-Clip-Plane to -1 that caused render issues

radiant haven
#

OwO

crisp arrow
#

what are some common issues that can cause games to lock up when returning from alt+tab?

#

(and maybe more importantly, does anyone have any suggestions for debugging those issues?)

crisp arrow
#

when I run the project I'm working on in Fullscreen mode and alt+tab out, everything seems to soft lock, and I can't alt+tab back into it, particularly if it's loading something.

tiny coyote
#

can I increase the bloom effect on a specific emissive material without increasing the overall bloom?

tiny coyote
#

or can I add bloom only to emission shaders?

normal burrow
#

pretty sure that its just a function of light. if you throw more light at a bright surface or make something more emissive it will bloom stronger.

tiny coyote
#

but than the surface becomes white

#

btw its not a question of how realistic this would be.

static viper
#

if its a material

#

yes

#

not

#

you can only change how much bloom it emits

#

but not the details

native creek
#

If I export a skeletal mesh from UE4 to blender, is it going to stay the same or is there any change to it ? (Like for instance the "roll")

radiant haven
#

Is tehre a font website for commercial use?

static viper
#

yes

#

but you can also use the common websites

#

and search for

#

commercial free

radiant haven
#

dafont?

static viper
#

most fonts are open for use.

radiant haven
#

wait

#

are the google fonts commercial?

static viper
#

you have to find out.

#

you need to understand how this works yourself

#

it will tell you if its commercial free

light coyote
#

considering they are fonts, and are from google, ill be amazad if they are not free, and also royalty free

#

if they are not, please say

radiant haven
#

well ive got a trigger in my map want to use a branch the condition is when i overlapped an other trigger (paper) well I got the option taht i can make the Overlap part in the bp where the branch is or i can make it in the actor

light coyote
#

If it will only happen once, or only in that level,, level BP

#

If same thing will happen on onther maps, o will repeat across,,, character

trim quail
#

All of Google Fonts are Free to Use..

#

There are a few Commercial Varients of the Google Fonts as well.. so, download from Google Fonts & you are safe.

#

๐Ÿ˜œ ๐Ÿ˜œ ๐Ÿ˜œ

light coyote
#

@radiant haven if they are actualy two bp,,, maybe beter to put it in the one who is not the actor,,,,, but if you are going to have 1 million of them, then is probably better to have the code in the character. It tend to depend xD

#

@trim quail you mean by variant that google has some fonts on sale? or that someone has done a variant and has them for sale ?

trim quail
#

Well.. as far as I know. Some Font Family are not Fully Available on Google Fonts. The ones that are on Google Fonts are Free to use. The rest are Commercial & not free to use.

#

For those specific Family you can search by name in any Commercial Font Stores.

#

Anyone have any news on the 4.23 Release Date?

#

I was hoping it be released by now.. ๐Ÿคช๐Ÿคช๐Ÿคช

real hound
#

Is there a way to take Get Controlled Pawn, check if it uses an interface and then us that pawn reference as the target for an interface call? Specifically that doesnt not involved casting to a movement interface? It seems ridiculous to need to do a cast to every tick when I am adding a movement input.

radiant haven
#

@light coyote already fixed it thx

#

well when i touch the screen the camera makes weird moves(only if i touch it)

light coyote
#

nicee

radiant haven
#

i dont want it

#

like did u ever played a 3d game on mobile

#

that dont uses a virtualjoystick

#

u use your finger and u drag

#

and when u touch your screen

#

the camera doesnt make weird turns

plush yew
#

So Iโ€™m watching beginner fundamentals on pluralsight is there any online references that are good for unreal engine 4

radiant haven
#

ok

plush yew
#

Any good references out there?

grim ore
#

the documentation is a good reference, anything specific you need?

radiant haven
#

has someone experience with touch input?

light coyote
#

@radiant haven I have only played one or two games on smartphones ๐Ÿ˜…
So i dont really know what you mean.
But by what i hear, im gessing finger touch moves camera view ?
So for an action that involves dragging, is still trying to do other things?

Ex of what i mean is that,,, if you create a pause widget and make it appear on screen,, and have a button that when clicked does something else like open another menu,,, when you do so,, it works, but, the character shots,,, as an example only, you may put a branch and bolean on the shoting so wen in the menu,, bolean stops it

#

Is something like that the issue ?

radiant haven
#

when i touch

#

the camera move strange

light coyote
#

look at what touch related thing does the camera have

#

send nudes

#

i mean

#

screenshots

#

๐Ÿ˜…

radiant haven
#

this fast cam movement is my finger

#

thats my problem

#

its not staying still

#

instead it centers itself

#

or what els

#

e

light coyote
#

bfff

gaunt raptor
#

how r u setting the camera yaw and pitch

light coyote
#

i dont really know what is going on there, and i never done any touch input

#

yeah, send bp screenshots

#

someone here may be able to help

radiant haven
#

followed this video

light coyote
#

i dont understand what the float operations are for

radiant haven
#

i only understand this half

light coyote
#

what is before your brach,, tick?

radiant haven
#

ye

light coyote
#

what i notice then

#

is that when you use an add,,, is not like i set this amount of movement from this and this

#

you are adding that amount every time you do it

radiant haven
#

ok well if u can improve this code then tell me

light coyote
#

so,, i dont know for sure,, but try just to add a float ammount and play with those values,, see what happens

#

dont delete it

#

just put it asside

#

and put some value,, maybe 5,, if nothing is apparent 100 or whatever

radiant haven
#

can u show me a picture ?

light coyote
#

just unplug the 2 floats you have

radiant haven
#

the last ones?

light coyote
#

in the 2 add controller inputs

radiant haven
light coyote
#

create 2 new float variables,, test_1 ,, test_2 or whatever(you will delete them if you dont get anything out of this)

#

you can leave those set or unplug

radiant haven
#

can u show it me in teh blueprint

light coyote
#

Sorry i was not thinking properly

#

This is what i meant

#

i just replicated what you have

#

and added what i meant

radiant haven
#

so i can copy this what u done?

light coyote
#

of course

#

i dont freaking care

#

i dont know if it works xD

#

the value is for you to test

#

wait

radiant haven
#

ok

light coyote
#

XD

radiant haven
#

ill wait

#

what????

#

what nmow?รŸ

#

:3

light coyote
#

im thinking it makes no sense xD

radiant haven
#

ok

#

then

#

lmaoooo

light coyote
#

The thing is that i dont know how it works.
Never used it.
Idont know if this touch state represents a 0 in the middle of the screen,, so therefore you have positive and negative numbers
or if the 0 is on the bottom left of screen and all are positive,, or noe of this

#

best thing you can do is plug a print to the event tick and start experimenting

#

what size of values,,, probably fom 0 to 1

#

and what the hell do those things do

#

i never used them yet

radiant haven
#

Ok richard thats waht u could learn for future

#

๐Ÿ˜„

light coyote
#

When my time comes to use them i will have to yes, somehow

radiant haven
#

if u do nt make mobile games

#

then never

light coyote
#

i will one day do something

shell harbor
#

Does the RTX in Unreal support the fallback layer, and work for GTX1050TI?

radiant haven
#

idk

cloud cobalt
#

@shell harbor UE4 doesn't implement RTX

radiant haven
#

is there a node that makes

#

Go To Actor

cloud cobalt
#

UE4 implements the DXR API in DX12

#

What happens next is up to the driver, not Unreal

#

And GTX 10xx don't use the fallback layer

#

That would be AMD GPUs, or previous Nvidia GPUs - no idea why UE4 doesn't support them

shell harbor
#

yeah, I was asking because when I enable RTX on my GPU, it is just stuck at 45% until I delete the configs

#

thank you!

cloud cobalt
#

UE stuck at 45% = recompiling shaders, completely normal

#

Wait 30min / 1h

#

UE stuck at 45% = recompiling shaders, completely normal

shell harbor
#

will try that, if it does not work on my gpu (gtx1050ti) I won't use it, I just wanted to test it out ๐Ÿ˜›
Thanks again!

cloud cobalt
#

IIRC the 1050 doesn't have it though

#

So, I get why you asked about the fallback layer

#

But AFAIK, that's not on UE4 side

shell harbor
#

yeah, it is a good card, but when testing these things out, it is hard.
but will try what you said, maybe it will work

#

(also, am I in the right channel for asking this?)

mossy nymph
#

if you had to ask that question, yes ๐Ÿ™‚

shell harbor
#

also, when it is stuck at 45%, CPU usesage is not higher then 0.5%, so it looks just stuck right?

shadow void
#

Does anyone know why do these actors show up diferentelly? They are duplicates of BP_EnemyCharger, also the two enemies don't show up as a class

regal mulch
#

Why do you duplicate Blueprints?

#

Or are they children?

#

Cause inheritance should take care of this

placid arrow
#

ok, so i have a third person character that works fine and can walk around the landscape. never been a problem. but now i have a new area which is just a simple cube, and on command i teleport the user there to testing. the area is navigable with a navmesh, not that it should matter, but velocities i put into the charactermovement are ignored. the character judders and has to be fandangled about, like its colliding and trying to depenetrate, but i cant see anything it could be colliding with and its hit/overlap events arent firing.

#

what would cause this behaviour?

#

the minute i teleport away from this area, it resolves the issue.

midnight sparrow
#

Hi, im getting this crappy shadows from my STATIC directional light, any idea how to get rid of it?
Im building preview quality for now, it might be caused by that, but its building pretty long so i would like to solve it right away if needed ๐Ÿ˜„

#

Do you get those from preview quality always? :]

dry moon
#

Anyone know why RotateAboutAxis Y Axis inverts the normal faces?

#

Normal without it:

#

Trying to rotate Y:

azure shore
#

is it me or does lighting unbuild sometimes when you load back up a project?

#

I could swear sometimes the last thing I do before quitting is building, but I come back and its unbuilt

azure shore
#

also, whats the most effective way to preview how built lighting would look without actually building the whole map lighting? or is that even possible?

#

because of course as I go on building the map light builds get longer and longer

toxic sentinel
#

If anyone give a guide how to make a race car please dm me

placid arrow
#

@azure shore I don't know if this helps but I gave up on static baked lighting years ago

#

It was slowing down my workflow significantly

#

Modern cards seem ok with dynamic lighting

#

But don't take me at face value, try it out ๐Ÿ˜

azure shore
#

oh, I guess I could use more dynamic, but one map I was making almost entirely with them, and now I cant even run it

#

my pcs actually not good, so my game is very cheap to run

#

"resource-light"? would that be the right term to use?

molten bobcat
#

Hello! anybody has insights on how to make a scrollable box that contains dynamic buttons?
making it is simple but the hit test stops at the first child (the wrap box) and not extends to the buttons

#

so it scrolls only if i drag over the background but not if i'm holding a button etc

#

i tried changing the visibility properties but if i use the Hit Test Invisible i can no longer press the buttons while i can scroll freely... is this a limitation of the engine or am i missing something?

calm widget
#

Anyone got some random fun ideas for blueprint? Or maybe c++? I wanna do something simple but weird, but i cant think of much this late hah.

azure shore
#

I have an idea that I thought of once, what about you know like sound waves or blocks that go up and down to sounds of music, how about that but 3d and with collision?

#

idk if its possible or too hard or too easy, no idea lol

#

also I have a pretty specific question, anyone know how I would make this decal transparent?

#

like literally just as it is but less opaque

calm widget
#

Great idea, but that sounds too complicated for a simple mind like me

azure shore
#

ah ok

calm widget
#

hm

#

Cant you just multiply that after by .5 or so?

azure shore
#

not sure, Ill try it

#

I tried multiply but with the actual value I wanted lol, Im not being very smart

#

oh that was literally it, thanks lol

calm widget
#

Sometimes with these things it just needs time to click and you realize how silly it seems after haha. I dont even know if what i said make any sense

azure shore
#

yeah, I can be stressing over problems for ages without realising its a really simple fix often

calm widget
#

And when it's not a simple fix your hair starts falling out, im pretty much bald

azure shore
#

hah yeah, Im always hopeful its a simple fix, then if its not I gotta spend hours learning something new and getting annoyed I cant learn it well

calm widget
#

Just gotta keep at it, the harder it is to learn the better the feeling when you know how to do it

azure shore
#

yeah definitely, I know so much more than I did a year ago, I remember when I had to get up a tutorial for almost everything I wanted to do, but how else do you learn I guess

calm widget
#

You could always do like me, ferociously clicking random things until strange stuff happens, then sit quietly for a few minutes pondering on how you ended up where you're at

azure shore
#

yeah, I do end up doing that sometimes...

placid arrow
#

is there an event for when a level is streamed into the world?

#

it seems begin plan occurs immediately on game start, even if that level isnt streamed in yet

azure shore
#

I think theres on created or something like that?

covert ivy
#

Hi

#

Anyone could explain me what does "Persistent Level" mean in UE ? And what does this hierarchy mean, please ?

#

I've just click on Levels > "Add existing...", then click on my other map and I have this...

#

But what does it mean ?

warped tangle
covert ivy
#

@warped tangle Precisely, I was just reading this page, lol ! ^^ It explains how add level, add actors in level and all... But it does not explain what is "persistent level" exactly... Hence my question...

warped tangle
#

persistent level is just that, it is persistent. It never goes away

#

you can add sublevels. Many people split up static meshes on to one level, dynamic on another, lighting on a third, etc

#

you can also load them at runtime or set always loaded

polar hawk
#

@calm widget make a pooling system for me and @wary wave

calm widget
#

Hey, i'm not sure what that means?

covert ivy
#

Mh ok... So it's not necessary, if understand well ? ... For example, I have a game with 2 levels (maybe many more, later) and the 2 must just follow each others... So there no need to create a persistent level and this hierarchy, right ? ๐Ÿค”

warped tangle
#

you theoretically could use the level hierarchy, or just have 2 separate levels and load the second after the first

#

I know the sublevels get used more to separate assets/jobs out for teams. Makes it easier to collaborate

trim dew
#

if you don't use sublevels it has no meaning. every level is a persistent level in that design

covert ivy
#

@warped tangle ...and maybe to transfer actors of one level to another, isn't ? Because I didn't manage to transfer earlier... And now that I've just make this sublevel, it's possible...

#

( Moving Actors Between Levels is explained in the doc too but there is just 3 lines about this... )

warped tangle
#

Yes using that system will allow you to move actors between levels, you could alternatively just build your main level out, duplicate it, and adjust as needed. It all comes down to your use case

covert ivy
#

@trim dew Yeah I don't get exaclty what this term of "persistent level" means in UE terminology... ๐Ÿค”

warped tangle
#

If, for instance, your environment doesn't change between the 2 levels, but certain gameplay elements do, you may want to have your environment on the persistent level and have "level" assets spread across sublevels

covert ivy
#

( moreover, english is not my native langage ๐Ÿ˜ )

warped tangle
#

@covert ivy Again, every map you have/make IS by definition a persistent level.

trim dew
#

it means the one level to rule them all when you have sublevels. you can load and unload sublevels but you can't unload the persistent level

warped tangle
#

You can choose to add sublevels, or not

trim dew
#

basically if you don't use sublevels, don't worry about it. if you do, thats where you stick things you never unload

warped tangle
#

^^^

covert ivy
#

Ok, I think It's more clear now... thank you guys, you're nice

#

and just

#

lastly..

warped tangle
#

aww shucks

covert ivy
#

If I want to copy/paste actors from a level to another within add sublevel, is it possible or not ?

#

I've try but didn't manage it

warped tangle
#

you can always duplicate the actor and use "Move Selected Actors To Level" per the documentation

covert ivy
#

( the image in the documentation )

warped tangle
#

You can only move actors like that between levels in that type of hierarchy. If you're asking about moving actors between 2 separate levels, then no, they have to be in that hierarchy.

covert ivy
#

Ok ! It's clear !

#

And by the way, I've just understand why my copy/paste didn't work...

#

It's because I was selecting the folder instead of the files... So that's why... ๐Ÿ˜† (it was copy/pasting only an empty folder...)

#

Thank you again guys ! ๐Ÿ˜‰

warped tangle
#

yep

honest ermine
#

Hey, so I'm using the side scroller template, but I want to rotate the axes where characters can move along.

#

How do I do that?

warped tangle
#

I haven't used the side scroller template, but the template stuff is usually fairly well commented. You could jump in and see what exactly is constraining the axis, then make the changes from there

next badger
#

@warped tangle @covert ivy You actually can copy actors, close the level (open another) and paste the actors there

warped tangle
#

I figured he was asking about moving actors like shown in the documentation

next badger
#

by right clicking?

warped tangle
#

the way you move an actor to a sublevel

next badger
#

oh...that would be weird thing to do, since you can't see where it will be placed

warped tangle
#

๐Ÿคท not sure I understand what he's trying to do but yeah

short sorrel
#

Hi guys first day using Unreal. Im making a game for a project im working on and I need some help understanding how a few things work compared to unity.

I currently have a BP that just makes a cube with a light on it the toggles on or off depending on whether the mouse is hovering. How would I go about making it so when I click the mouse on the object it will spawn a character (well for now just a cube)

#

idk if this helps at all

warped tangle
#

there should be an on clicked event

short sorrel
#

Yea im using on clicked for changing the light color on clicked but how do you spawn a new object

#

These are supposed to create troops

warped tangle
#

you'll probably want to use spawn actor from class

#

you're going to need an actor BP to spawn, and a location

short sorrel
warped tangle
#

there are many many ways

#

you could hard code the location right there (not great)

#

you could use the "Touched Component" input on the OnClicked event, and add a certain value in a certain axis to spawn it in the direction you want to spawn it

short sorrel
#

okay let me try that!

warped tangle
#

youll want to add a value to one of the axis so it doesn't spawn inside your cube

#

that will work great for 1 spawn, but then after that you're going to have overlapping spawns

#

so you may want to look in to something like a box trace or sphere trace by channel and use that to find a clear point on the ground to spawn something. That's a bit more complex

#

could also somewhat cheat and use "Random Float In Range" in both X and Y to give you an artificial spread of spawning

short sorrel
#

They will auto walk forward when spawned so hopefully wont have too much of a issue

#

What is the name of the one connecting worldLocation and makeTransformation?

warped tangle
#

thats a vector + vector node

#

you can drag off the get world location node and type + vector and you'll see it

short sorrel
#

Thanks, I can use unity just fine so im just trying to wrap my head around a few thinsg

warped tangle
#

Welcome to the light side

#

or dark side if you prefer

#

either way, better side

#

lol

short sorrel
#

Its a lot more daunting ill say that much. But I can see how it becomes a lot easier once I understand hwo things work

warped tangle
#

It's extremely powerful when you get a hang of it

#

stick with it

short sorrel
#

Yea well Im planning to try get to the point that im competent with it haha

astral tartan
#

trying to make a material with 2 normals

#

can anyone assist?

vocal flume
#

Does anyone have experience with simple wheeled vehicle component?

#

Iโ€™m speeding up by setting drive torque on the wheels and braking by setting brake torque but braking seems to be permanent. Letโ€™s say if I set a brake torque of 5000 in all the wheels, Iโ€™m not able to accelerate after that.

#

Are these the only way to accelerate and brake with this component?

warped tangle
#

@astral tartan like to switch between 2 normals?

astral tartan
#

no i figured it out

#

thanks though

warped tangle
#

yep

astral tartan
#

my normal is just fucked

#

i understand how to combine 2 normals now

warped tangle
#

lol there ya go

astral tartan
#

but the normal i baked in blender seems fucked somehow

#

so i get to figure that out now ๐Ÿ™ƒ

short sorrel
#

is it possible to set global variables that can be accessed in the inspector like in unity?

I want to have one script for spawners but depending on whether or not its red or blue team (boolean) it fires positive x or negative X. But I dont wanna make two seperate scripts

empty nacelle
#

nvm figured it out im an idiot lmao

short sorrel
#

ignore me I forgot to compile, im just a idiot haha

honest ermine
#

I want to create an area where enemies can spawn anywhere in that area. How do I do that?

thorn vector
#

where exactly do i get ue4 4.23 there isnt one in the tag section only preview

static viper
#

its not out yet

static viper
#

its not out yet

trim dew
#

I felt super Jebaited, it say preview 8 again

thorn vector
#

but in the launcher its already out

static viper
#

lets put that to th test

thorn vector
#

ouh shit

#

couple hours ago there no preview 8

static viper
#

its not out yet.

mild pulsar
#

Hey guys how to move Epic Games launcher and installed games from it to another drive without uninstalling and then redownloading everything?

static viper
#

for your own danger tho XD

#

at your own risk

#

you can move the games by hand

mild pulsar
#

I bought SSD and would like to move Epic Games launcher and installed UE4 SDKs there. I understand I can uninstall everything then install on SSD from scratch but I'd prefer to not redownload everything

static viper
#

then uninstall them

#

then when you reinstall with new path it will recognize the data

#

and try to verify it

mild pulsar
#

So if I uninstall Epic games launcher then install it on SSD and move UE_2.21 for example in a Games folder, launcher will pick it up?

static viper
#

i did it before

#

but its at your own risk ^^

mild pulsar
#

What do you mean at my own risk?

static viper
#

that i didnt tell you anything.

#

and if your pcs blows to bits i will suddenly dissapear

mild pulsar
#

ahaha

#

Yeah I know it's on my own risk, as always

#

What about launcher itself? Is there a way to move it without reinstalling?

static viper
#

no

#

that you need to kill manually

mild pulsar
#

Ok at least export all settings, like back it up from appData?

static viper
#

i think it will ask you

#

that way you can decide to only delete the launcher

#

but not the user data

mild pulsar
#

Cool, thanks GWcmeisterPeepoLove

honest ermine
#

Okay, so my question wasn't answered before, so I hope you don't mind if I post it again:

I want to create an area where enemies can spawn anywhere in that area. How do I do that?

static viper
#

they will tell you about a node that gets random locations in an area

#

that way you can loop it :3

#

have fun

honest ermine
#

Cheers dude.

#

Also, love the name.

static viper
#

ceiling spooder

bold fog
#

๐Ÿ˜‚

static viper
#

ceiling spooder doesnt need todo anything

fervent apex
#

How do I find the squad sdk?

static viper
#

on the squad discord.

spring sleet
#

why print string function doesn't work in dedicated server build ?

regal mulch
#

@fervent apex It's a bit hidden:

  • Open the Epic Games Launcher (Unreal Engine Launcher, whatever you wanna call it).
  • Go to "Store" on the left side.
  • Scroll completely to the bottom.
  • Locate "Squad Editor"
#

But for support for the Squad Editor you should visit the squad discord as mentioned

trim dew
#

@spring sleet dedicated servers have no screen to print to.

regal mulch
#

The Log Part of it should work however

trim dew
#

if you want to write to the log you need to use the logging system

fervent apex
#

Already found it, thanks though!

glacial pecan
civic mantle
#

i think you can add a custom event to the end of the sequence, and refer to it in BPs then

#

or maybe they finally added the endsequence event, but last time i checked, they had not ;)

bold ridge
#

yeah you can bind a custom event to the level sequence's "OnStop" event

civic mantle
#

uh onstop is working now? wasnt sure bout that one, was the 2nd one i meant ^^

glacial pecan
#

but that's not what I want

#

at some point I played the sequence to the end

#

I just want to check for that

#

the sequence player knows its position

#

why can't I just ask it?

#

or rather, what I really want it to play it in reverse if it is at the end... perhaps there's an even easier way?

polar viper
#

Who's best for basic tutorials? I've been playing around with it for my honors degree.

I know how to import files from max etc.

I figured out how to do complicated collisions (kinda) and I understand the lighting

glacial pecan
#

youtube's best for basic tutorials ๐Ÿ™‚

polar viper
#

What youtuber? ๐Ÿ˜†

#

The only reason im using ue is because my lecturer talked me into using it

#

Especially for rendering......... nothing bad happened last year........

#

Only 2 weeks and 20 computers were used for the 40 second animation.................

bold ridge
#

@glacial pecan what if you bind event to "OnFinished" then do a PlayReverse?

glacial pecan
#

in my case, I'd have to bind the event and just set my own boolean... oh well, sure, I guess

#

but damn it feels convoluted

#

the info is right there!

shadow void
#

@regal mulch I wanted to make two enemies with different stats, is there a better way to do it

molten bobcat
#

any kind soul willing to take a look at the posts in #umg ? lol

glacial pecan
#

this worked to check if the sequence has played, btw... it's just the equal that didn't work

#

I must learn to never, ever do equal

#

always less than or greater than

#

but hooooooly shit, I seriously need to tweak defaultengine.ini in order to get all level sequences to keep their state when they've finished playing?

#

๐Ÿคข

dim arch
#

theres a flag in the sequencer asset

static viper
#

there is "equal then less" and "equal or more" tho

#

=>

#

=<

wary wave
#

yeah, the flag is the engine ini is a default setting, but each sequence can be set to have the opposite

#

it all depends on how your project wants to use sequencer that you might change the default

tardy sapphire
#

My Unreal buttons started going invisible guys wtf!!!

#

None of the gizmos show up, and some other buttons

dim arch
#

press G

tardy sapphire
#

Project name, etc, when I wanna rename a file, filename is invisible

#

Look around the screenshot, world outliner text is invisible

#

A lot of stuff are

dim arch
#

which version is this? 422?

tardy sapphire
#

4.21

#

It just randomly started happening

#

Restarted PC, no help

dim arch
#

weird, did your PC crash with unreal open?

tardy sapphire
#

I had some Unreal crashes

dim arch
#

check the session frontend log

tardy sapphire
#

But no PC crash

dim arch
#

its possible it was corrupted during a crash, happene to me a Few times

tardy sapphire
#

What do I do?

dim arch
#

try making a new project, if its fixed its project specific, otherwise its the engiine

tardy sapphire
#

I am verifying the engine now in the Launcher, let's see

dim arch
#

try verifying the engine in the launcher, if it still doesnt work, try reinstalling, if its still broken its probably OS/Engine issue

tardy sapphire
#

O God it would suck to reinstall -_-

static viper
#

oh lord

#

what did you do

#

jezus christ

#

your ue4 is messed up ๐Ÿ˜„

tardy sapphire
#

Yea mannn its having a heart attack

thin tendon
#

Is it possible to have a plane object. That is invisible to the player. Does not collide with anything. But AI can use it as a navigation plane?

tardy sapphire
#

Yes it is

#

Just uncheck renderer and set up the collision layers

thin tendon
#

Thanks mate ๐Ÿ˜„

static viper
#

jemboy does this project have any plugins?

#

if you create a new blank project it should look normal

#

meaning that your engine is fine

tardy sapphire
#

It has a bunch of plugins but, the problem didnt occur before

#

I had a bunch of crashes

#

It may be because of that

static viper
#

yee but what about the blank project.

tardy sapphire
#

Verifying the engine installation now, gotta wait a minute for that to finish ๐Ÿ™‚

#

Ok verifying didnt help haha

#

Blank project looks good

#

But my normal project is still bugged

#

.>

static viper
#

well then you have bad plugins ^^

#

or badbugs

tardy sapphire
#

It cant be

#

Plugins worked for many days without bugs

#

Why now

tardy sapphire
#

I just said I had a number of crashes