#ue4-general

1 messages ยท Page 529 of 1

low valve
#

@wary wing everything should have the same amount of layers, since its the same landscape from houdini engine

scarlet birch
#

I'd try changing it in begin play and see if it works, just in case it's an issue with something not being ready for the collision change.

grim ore
#

sooo... who here has compiled the chaos stuff in 4.23? Which branch/tag did you use. I am getting a weird compile error using 4.23 branch and 4.23 release tag ๐Ÿ˜ฆ

timid pilot
#

Can we use installed build for build / cook dedicated server?

wary wing
#

@low valve I believe the engine will help you out and build a cheaper variant of the landscape material if there's a segment where one or more layers aren't actually used

#

Under the hood, these layer nodes behave like a Static Switch Parameter node, which enables you to switch from using one part of the Material to using another. Each component of the Landscape has its own MaterialInstanceConstant created from the main Landscape Material, which is applied to just that component. If a particular layer is not used on a specific Landscape component, the subtree of nodes connected to the layer will be discarded. This reduces overall Material complexity, enabling the Material applied to the Landscape to contain any number of texture samples as long as the number of samples being used on any individual component never exceeds the maximum set by the shader model specifications (16 for SM 3.0).
Source: https://docs.unrealengine.com/en-US/Engine/Landscape/Materials/index.html#landscapelayerblendtechnicalinformation

Setting up materials to work with Landscape terrains.

grim ore
#

@timid pilot if you mean the Launcher version, no. You need the Source version for a dedicated server

wary wing
#

Haven't given Chaos a go yet, but on a related note I'm curious if anyone knows if in its current state it only does destruction, or whether it does general rigid body simulation (replacing PhysX) as well. Someone said on the forums a while ago that it was intended to replace all of PhysX rather than just the destruction bits, though I haven't seen a clear statement on that recently and all the buzz is around buildings crumbling

obsidian wasp
#

Can't get it to work Mike. But thanks for the tip. Are there any other ways to group stuff together for raytracing?

scarlet birch
#

@wary wing All anyone knows is it's in the plans for down the road, but it's not there yet.

wary wing
#

@obsidian wasp what do your mesh simple/complex collision shapes look like? Can you use it for other types of collisions, like can you stand on it?

#

Thanks Mike, figured that was probably the case

#

Good to have an answer on it though ๐Ÿ™‚

obsidian wasp
#

Haven't really gotten to any physics stuff other than the raytracing so far... But it does work for raytracing at least if I set the Default Response in my Project Settings to "Block". Give me a sec and I'll look into other types of collision ๐Ÿ™‚

#

Nope.

wary wing
#

Hmm. And if you turn on the collision view in the mesh viewer, what does it look like? Anything there?

obsidian wasp
#

Uhh, "Complex collision" shows a cyan outline two cyan triangles. "Simple collision" doesn't seem to show anything

wary wing
#

Ok cool. And that matches the shape of the mesh?

obsidian wasp
#

Yeah

wary wing
#

Try adding a box collision to it, for the simple collision

obsidian wasp
#

Thanks

#

You're the best

wary wing
#

Works?

obsidian wasp
#

Now it works ๐Ÿ™‚

wary wing
#

Yay!

#

๐Ÿ˜„

timid pilot
#

@grim ore there are some improvements into buildgraph, with Server support

#

But there is no doc

summer turret
#

is there a way to change pivot point on an asset? if i wanna rotate something it pivots on one end i wanna move that pivot to the center, is it possible?

wary wing
#

For a single actor in the level, you can use alt+middle click to set the pivot point

#

If you need to do it on all instances of a mesh or something... you could wrap it in a blueprint and offset that component from the DefaultSceneRoot

inner cloak
#

is it a bad thing to scale a model by -1 to get a mirror instance?

teal citrus
#

I had some compiler errors so I am trying to change my unreal engine to build with visual studio 2017 instead of 2015

#

I tried regedit on visual studio keys, tried changing editor settings in unreal..but still every time I go to package my project, it goes back to visual studio 14.0

scarlet birch
#

Can you just uninstall the older version of VS?

teal citrus
#

I can try, I was scared to because some other posts said that after doing that, UE gave them an error that they couldn't find VS because it was stuck on an old registry

scarlet birch
#

You can always reinstall it. I tried working with both 2017 and 2019 installed and it kept having issues with trying to use the wrong compiler or something else. I finally just uninstalled 2017 and it's been relatively fine since.

plain gazelle
#

Has Epic mentioned the issue with projects not downloading for 4.23? Have they even acknowledged it?

scarlet birch
#

It seemed like no matter how many places I seleceted 2019, something kept pointing to 2017

teal citrus
#

thanks mike I guess I will jump off the cliff and try ๐Ÿ˜„

scarlet birch
#

Good luck.

inner cloak
#

I recall setting UE4 from source a few years ago, was a pain !! lol

copper elk
#

Im getting these weird lines from my overlay any thoughts?

loud knoll
#

Not sure if anyone noticed but on the Ask A question part of the Epic site you cant select 4.23 as an Engine version just 4.23 Preview

#

I am posting bugs under preview but I am hoping they arent going to just ignore them

obtuse hare
#

Are there any basic tutorials that actually have you make something for UE4? If so, please @ me or PM me. (Trying to make an MMORPG like WoWish)

mossy nymph
#

You shoul not try to make a MMORPG witout funding and experienced team of 50, definitely no basic tutorials for that

obtuse hare
#

Sorry, I was just over simplifying it so I didn't have to explain

#

I'm looking for some basic tutorials to help me get started

#

The built in tutorials don't go very far

sharp urchin
#

I have changed the name of my level and now I have lost it (it does not appear in the search engine) can someone help me

copper elk
#

@sharp urchin try going into the folder of your project and open it from the folder that should launch the project and put it back in the search engine

mossy nymph
#

@obtuse hare maybe take one of Epic's example projects, study it a little then add start adding features to it

obtuse hare
#

@mossy nymph Alright, thanks! I'll give that a try

inner cloak
#

goes back into ignored mode

inner cloak
#

Any of you losing your static mesh assignments with blueprints ?

copper elk
inner cloak
#

what kind of overlay you doing ? is it just 2 meshes at about the same location ?

copper elk
#

no

inner cloak
#

ok UI stuff

#

not sure then !

#

Jeez, 6K connected with so few chatting

dry moon
#

Anyone know what FDynamicRHI_LockVertexBuffer_RenderThread would be doing causing 5ms of rendering

safe forge
#

hey

#

anyway to bake light in ue4 through vpn?

copper elk
timber river
#

hey uh, is there like one of those sample hallways with all the chaos physics features for the physics features? also maybe what are those hallways called?

next badger
safe forge
#

hey ty man!

timber river
#

nvm my dudes, they're called content examples

safe forge
#

is there any way to not use swarm?

#

just cause this ports thing is causing an issue ๐Ÿ˜ญ

#

@next badger

next badger
#

Swarm is the lightmass rendering manager

#

"this ports thing" - can you be specific?

regal mulch
#

@copper elk How about #umg and not spamming your question :P?

safe forge
#

Sure the problem is the ports are conflicting with other programs that are using said ports ๐Ÿ˜ญ

#

However i cant turn them off and i cant change the ports for the swarm agent.....

plain gazelle
#

Don't have multiple projects running.

copper elk
#

@regal mulch sorry

proud verge
#

Hi guys, iยดm having a difficult time with playing videos in UE 4.22, bassicaly they are precache, but they only play at normal speed if i play them at an empty level, if i play them at a game level with all assets, FPS drops to half and videos play ultra slow... no idea what to do, i already tried to pause the game while playing, but videos are still affected by game FPS and play slow, i simply used a widget, an "open source" node and thatยดs it, also tried with "Open playlist index" same problem. Please help!

safe forge
#

@next badger Sorry not sure if you saw the description

next badger
#

@safe forge yeah, weird thing, TCP 8009 is registered by IANA to NVME service, and UDP one is reserved for use

safe forge
#

is there any way around ๐Ÿ˜ญ

#

haha

#

thanks anyway ๐Ÿ™‚

low valve
#

im trying to make a cinematic sequence, but my sky sphere is not matching the position of my directional light. and i have to manually press refresh to get it to match it in viewport. how can i match this up?

grim ore
#

you can call that node in the skysphere to refresh it when you move the light

low valve
#

thanks @grim ore i read i could use 'event tick' to refresh it, when i click to edit the blueprint i cant find that node anywhere, am i in the wrong context?

grim ore
#

I dont know which blueprint you are in and refreshing it every frame seems un needed unless you are moving it every frame

#

but if it's not there you can just right click and type in event tick to add it

low valve
grim ore
#

you are in a function, you need to be in the main graph

azure shore
#

is there any way I can manually create navigation areas where its not?

#

and how would I sort it for things like sliding doors, they navigation is created with a gap where the door is but of course once the door moves ai cant go through

#

I heard of a dynamic thing but I think its buggy

#

oh ok Im literally using dynamic and it doesnt work

plush yew
#

Hi ! Do you know why my NPC launch my character with a little delay (about 1s) while I have no delay in my code ?

azure shore
#

cus launch character is annoying

dim plover
#

Maybe the time between OnSeePawn is called.

azure shore
#

so does anyone know about my question

fleet inlet
#

Is there any #chaos related channel?

heavy notch
#

What is the difference between regular "Occlusion Culling" and mobile "Software Occlusion Culling"

I cannot find any answers online

next badger
#

@heavy notch Software Occlusion Culling is handled by CPU

fleet inlet
#

yaaa, forgot about it

next badger
heavy notch
#

@next badger thanks for the link, I couldn't find anything for some reason

next badger
#

cause they call it Query

azure shore
#

does anyone know why performance varies a lot between simulations?

#

I can hit play one time and it runs like shit, but then another time its super smooth

#

and it changes with every play test

next badger
#

use profiler, or insights if you're on 4.23

warped tangle
#

@azure shore is it better when you're looking in one direction, and worse in another?

azure shore
#

no literally the whole playtest

#

nothing changes it

#

just some plays run good, some run crap

#

so uh

#

as you can imagine it would be much more preferrable if they all ran good

next badger
#

or all ran bad...

#

consistency is the key

azure shore
#

well you know what I mean, I want them to run good

#

at least the game itself is fine, when in standalone it runs beautifully

next badger
#

sure, use profiler, get the data, analyze

azure shore
#

whats profiler...

next badger
#

i recommend to use standalone instance of frontend session

azure shore
#

but standalone takes like 10 minutes to launch

#

I cant exactly do that for every little play test lol

next badger
#

standalone UnrealFrontEnd.exe

azure shore
#

whats that?

next badger
#

read the link

azure shore
#

Im gonna be honest here if I used this profiler I wouldnt even know what to look at

warped tangle
#

research it dude....

azure shore
#

well the thing is, would it actually help me see why it runs different on different simulations

#

its all well and good seeing how its running and stuff but Id like a way for just every test to run well

warped tangle
#

lololol

azure shore
#

Im 99% sure its not anything Ive done in the project itself thats causing this

warped tangle
#

are you serious?

azure shore
#

what did I do

warped tangle
#

you don't think seeing why you're having performance issues is important? That's like 1/2 the game

azure shore
#

no like I said, it runs completely fine in standalone, how it should be, its the EDITOR tests that vary in performance

errant spire
#

Hi everyone, my character's are moving about randomly with no input. Does anyone have any idea what may be causing this?

azure shore
#

he got bored and went walkies

scarlet birch
#

@azure shore You can't test performance in PIE there's way too many things that can cause issues and PIE almost always runs slower than standalone. You can start by narrowing down whether the slow down is from rendering or the game thread

errant spire
#

More info, this only happens when certain weapons I have are out, which are derived from the same class

warm swift
#

I am doing a MultiLineTraceForObjects through a custom mesh made from a brush. The plan is to use the number of hits to detect whether or not I am inside of the shape (0 or even hits = outside, odd hits = inside).

I am failing to get more than one hit on this mesh.

I've returned multiple hits on a mesh before with this node, but it was a mesh made from a multi-mesh merge. Trouble with this method was multiple hits on overlapping edges of the smaller meshes that made up the larger shape. (hope that made sense).

Does anyone have any idea how I can make my brush-made shape return multiple hits like my merged-actor mesh did? Thank you in advance for any ideas.

dim plover
#

I think turning on Multi Body Overlap might work, but this relies on multiple bodies. And maybe CCD. I don't remember.

fervent raptor
#

Someone from Brazil Here?

lapis grotto
#

Hey everyone, Its my second day messing around with UE4, originally been working in blender so im getting used to the material workflow in UE4. Just wondering what's the easiest method for adding backgrounds/hdri?

abstract relic
#

You can apply your hdri in a post process volume

foggy cipher
#

does anyone know how to restore a corrupted game back to its original before corruption

abstract relic
#

Version control

foggy cipher
#

wheres that

normal burrow
lapis grotto
#

thanks, so skyspheres work too?

abstract relic
bold wyvern
#

Anyone know when the Paragon assets will be updated for 4.23?

lapis grotto
#

wow, thanks alot

#

@abstract relic

#

I kept seeing 15 min tutorials on youtube and couldnt believe it should take that long to load a HDR lol.

mint sequoia
#

@wary wave The bug report target is 4.23.1 which is good, I really thought they were gonna ignore it. Still such a mission going through their process. I miss answerhub reporting ๐Ÿ™‚

warm swift
#

MultiLineTraceForObject should return multiple hits, but it is not.

earnest cape
#

If that's one object then it'll only return once

warm swift
#

I figured that was the deal. Damn.

plush yew
#

hello everybody, can somebody recommend a tutorial, or give me a direction for what should i study to be able to create a game like Bust a Groove? is a rhythm dance game, i want to do a remake just for personal project

#

but i dont know exactly what should i look online, what kind of tutorial that should i look for

heavy shuttle
#

Hey guys !

#

Would anyone know how use the blui plugin ?

#

Got this error ๐Ÿ˜ถ

plush yew
#

omg this old monitor

heavy shuttle
#

Hehe ๐Ÿ˜… ๐Ÿ˜‚

#

Does anyone know how to integrate cef to ue4 ? My dead line is approaching ๐Ÿ˜… and I don't even know where to start. Any help would be much appreciated ๐Ÿ™‚

plush yew
#

i wish i could help you, but im still learning

#

good luck

heavy shuttle
#

Hehe me too bro ๐Ÿ˜…

opal hornet
#

i'm drawing such a blank on unit circle trig, which channel should i ask for help in?

plush yew
#

thats a sexy monitor

#

im still on a 40 inch tv

#

been like that for ages

rain moss
#

hey devs, how would we make a mulitplayer server with unreal engine 4?

#

if u kno then pls dm me or ping me

warped tangle
#

have you researched it at all? there's plenty of resources out there, some are a bit out of date but it will still get you going

static viper
#

and its full with pinned messages ^^

rain moss
#

oh

#

ok thx

echo zealot
#

HEY! I am looking for someone who can help me fix a few easy bugs in my multiplayer game... im still quite new to the unreal engine and especially to multiplayer so a pro should be able to fix it really quick. I offer 10 usd PayPal.

static viper
#

man 10 dollar are not even enough for an hour of my time XD

#

if they are easy bugs why dont you do it?

warped tangle
#

The only way you learn is to trace them down and solve them....

static viper
#

ah skip it

#

hes gone

#

XD

warped tangle
#

The number of people that don't want to even attempt to solve their own bugs is astounding....

heady drift
#

Hello good Morning. Does anyone know how to resolve this error in epic laucher installation?

bold wyvern
#

Anyone know when the Paragon assets will be updated for 4.23?

next badger
#

@bold wyvern do they need to be? just use 4.22 ones

tough marsh
#

how do I get a random spline point off a spline?

warped tangle
tough marsh
#

oh the random int in range node will work here I see thx

#

one more thing I have an array of splines how would I go about getting the closest one to me?

warped tangle
#

math

tough marsh
#

could I do something like get actor location and get splines locations and see which one is closest?

warped tangle
#

vector - vector, vector length gives you distance between

next badger
#

don't do "Get Actors of a Class" on tick tho

warped tangle
#

thats going to get the distance between the actor and the root of the spline, if you want to check between all points in all splines that's going to be a little more complicated and heavy

next badger
#

it's better to store pointers on all splines somewhere in the struct

warped tangle
#

he never said anything about doing a get all actors of class or a tick?

next badger
#

he needs to take a closest point among all splines in the scene...

warped tangle
#

He said he has an array of splines

next badger
#

oh, my bad -_-

#

what even i was talking about

tough marsh
#

idk but the get all of actors of class thing did give me an idea tho i could do get all actors of class once I lose sight of player and then say move to cloest spline relative to my ai

next badger
#

The issue with the closest splines. It's not the actor position that matters, but a point positions, or sometimes even interpolated curve position

warped tangle
#

better to have an array of those splines to reference rather than a get all actors of class every time. The only time I'd do a get all actors of class is if the splines are being added dynamically, but even then I would just add them to the array as they are generated

tough marsh
#

yeah sounds good i will have other splines that arent in the same class as well so that is a better idea

next badger
warped tangle
#

But again, as I mentioned earlier, getting the spline actors location is going to return the root. If you have say a long spline that wraps around part of the room, that may give you a bad result. To get the most precise result you would have to loop through every spline point of every spline and check the world locations against each other. That could get heavy depending on how many splines & points you have

next badger
#

map of all verts may help...just store vert position and spline pointer in the map

tough marsh
#

yeah im doing a 2d game and will have a lot of splines ๐Ÿ˜ฆ

next badger
#

but the issue with bezier still persist

tough marsh
#

bezier?

warped tangle
#

I wonder if a spline would return a hit on a sphere/box trace...

#

a spline actor*

tough marsh
warped tangle
#

never used that, try it out. But you will still need to supply it a single spline

#

and to find that spline, you still need to find which spline has a point on it closest to you

tough marsh
#

yeah ig ill need to add all points then get closest point to me

warped tangle
#

I'm fairly certain that a sphere trace by object would work to narrow down which splines are closest

tough marsh
#

thats true hmm yeah i dont need anything to fancy

warped tangle
#

I haven't tried anything like this....but multisphere trace for objects looking for the spline actors. If the hit result array length is > 0 (more than 1 hit), then loop through each hit actor and maybe use that find location closest to world location, store those locations in an array, then loop through to see which one of those closest locations on the spline is the closest to the actor.

#

Or bypass half of that, just do the multisphere trace, and if the hit result struct > 0, get the length of the array, get a random int in range, and have it just pick a random spline within the radius of the trace

next badger
#

those cases will produce unexpected results

warped tangle
#

only if you are looking for the actual closest point in a spline....if you allow a level of randomness within an area, it should work fine

tough marsh
#

maybe splines just arent the way to go

#

for what im doing

next badger
#

@warped tangle yeah, but for case A if you looking for a spline that is closest to the one of the intersecting ones, which will you got?

warped tangle
#

Using the method I'm suggesting (not saying it will even work, this is all theory in my head). If you did a multisphere trace in a radius large enough that would overlap all 3 spline actors in your picture, you could just get a random index then get the closest point along that randomly picked spline and go there

#

Well, either way, you've got some stuff to try out now @tough marsh

#

If you do try the multisphere trace, let me know how that goes I'm curious if that actually would work lol

next badger
#

I think distance field method is faster, bur requires some programming

tough marsh
#

@warped tangle yeah that would work but in my case using a 2d space if i get a collection of splines within the sphere it may pull a spline from another room and go there which isnt all bad but the ai might not have the ability to even get to that room

warped tangle
#

Again it's going to be very dependent on your setup. You can either do the loop through method, or the trace method to reduce the number of chances, or do the trace then loop through (so if you get something in another room it'll still find the closest point). Tons of ways to peel this potato

tough marsh
#

thats true and thx for all of your help i will try that out and get back to you i hope it works out

warped tangle
#

yep

static viper
#

interesting

opaque salmon
#

I've got a destructible mesh w/ a glass material that looks just fine in editor but in standalone/packaged builds the glass is invisible, any tips on how to fix this?

strong crag
#

@opaque salmon Wish I could help, yet I'm nowhere near packaging anything.

#

I'm pretty much a noob at this. Good luck though.

#

So I've looked up something in the forums and this guy said the issue he had with destructible meshes with materials not showing up. This is what he said "If the material I use in the destructible mesh is based on a texture that has x and y axis tiling set to clamp, it's not rendered. The material renders fine on other meshes. I have to set it to Wrap for it to work on destructible meshes, and now, when it's rendered, I see some UV wrapping on the edge of the chunks, which I don't want." I don't know it that helps you @opaque salmon but there's that.

opaque salmon
#

I don't think that's it as this worked in several previous package builds

#

but I appreciate you looking that up ๐Ÿ‘

strong crag
#

Just like I say at work, any time I can help, I will. ๐Ÿ‘

#

I guess nobody else is on this channel, eh?

opaque salmon
#

it's early on saturday ๐Ÿคท

strong crag
#

Ahhh, I see.

#

Well, I'm a night owl, got off work a few hours ago, working midnight shift, so for me it's late. Lol!

#

Well, I honestly came here just to ask a question after more than an hour searching the Forums and Answer Hub for my question and quitting due to frustration and being tired.

#

I've thought about joining for months now. Been seeing this Discord server EVERYWHERE online.....sooo, yeah.

#

Here I am! Tada! looks around and hears crickets chirping Ok then. ๐Ÿ˜ถ

abstract relic
#

It gets quiet during the weekend. Well, the vets get quiet. Youโ€™ll see an influx of unanswered questions during this time. What we call the weekend warriors ๐Ÿ˜œ

strong crag
#

Hey! I resemble that remark! ๐Ÿ˜‰

#

Lol!

foggy cape
strong crag
#

Besides, I don't just play warrior on weekends, I also do it during the week too. ๐Ÿ‘

#

@foggy cape Looks nice.

foggy cape
#

@strong crag tk man

opaque salmon
#

ah, seems related to turning on support compute skincache from testing RTX, problem solved-ish

abstract relic
#

People also like to rudely use @everyone even though @everyone is disabled ๐Ÿ˜œ

strong crag
#

@opaque salmon Well that's good you kinda' solved your problem. Also, you said words.....about things. That's...good too. I guess.

foggy cape
#

@abstract relic yes is default ahahah

abstract relic
opaque salmon
#

yeah I have no idea what that means but it's required for RTX

strong crag
#

Well, at least you knew what it was or that it was a thing. I'm more lost than you. Lol!

#

Anyway, I didn't want to be rude and just jump in asking questions and then flying out the proverbial door.

#

So here it is. To all 2 of you talking to me: How do I go about moving where my Unreal Projects Folder is without using some external program like a linker or redirector-type-thing?

#

Also, when I do so, are there any additional steps I need to take so it will show up again, like deleting re-buildable folders or something?

plain gazelle
#

Do you want the launcher to know where its located?

abstract relic
#

You can move your project like you would any other folder.

strong crag
#

@plain gazelle Yeah, that'd probably be a good thing.

#

Lol!

plain gazelle
#

I don't think there is.

strong crag
#

Really? That's it? Just Copy Pasta?

#

It won't crash or complain it can't find it's behind with a flashlight in broad daylight or something silly like that?

abstract relic
#

No, it wonโ€™t cry

strong crag
#

Oh, that's good to know.

plain gazelle
#

It will work

strong crag
#

Btw, don't mind my silliness. I'm tired.

abstract relic
#

You just need to give it a directory. Nothing special

plain gazelle
#

What you do is move it, launch the laundher, launch the editor without a project, and click browse find your project and open it, it will be registered in the launcher also.

strong crag
#

I'll give it a shot. @plain gazelle Ok, thanks y'all.

abstract relic
#

Better yet, avoid the terrible launcher and open the project directly with itโ€™s exe

strong crag
#

Alright, that sounds like an idea there HighTilde.

warped tangle
#

does everybody not just have a shortcut to the project exe on their desktop? lol

#

I can't stand the launcher

plain gazelle
#

You want the launcher if you add market items.

#

In fact, when you create the project, you can put where you want from the beginning.

abstract relic
#

Yes but the less you touch the gross launcher, the happier youโ€™ll be ๐Ÿ˜œ

plain gazelle
#

Unless you want market items.

warped tangle
#

You need the launcher to add marketplace content, but you don't need to launch your project from the launcher....

abstract relic
#

Less =! Never

strong crag
#

Yeah @plain gazelle , well see, I was stupid and wasn't paying attention to where it was pathing to when I started the projects, then my SSD Boot Drive started filling up and I found out it was my UE4 Projects folder so I started a new one on my Storage Drive.

abstract relic
strong crag
#

Less not never. I see what you did there. ๐Ÿ‘

#

Is that a Content Pack you made HighTilde?

abstract relic
#

No. Itโ€™s simply a resource not a lot of new users are aware of.

warped tangle
#

grab it all every month. No reason not to

strong crag
#

Oh, yeah. I did see that. I passed it up though because I'm not looking to make anything those happy looking guys would fit into properly. Thanks for the link though.

#

I got all the free stuff o' the month I could for the last 3 months or so.

#

It's just collecting virtual dust in my HDD right now cuz I'm going thru some Udemy Tuts and YouTube Tuts that don't really require that stuff.

dense patio
#

Can anybody confirm, to use Chaos we have to build from engine code?... seems silly.... but its what google results are showing up saying.

warped tangle
#

they don't take up any space until you add them to a project/create a project

#

Yes, has to be from source right now

dense patio
#

no good.... k well i guess ill wait on using chaos

strong crag
#

Well, I copy-pasta'd the folders, went thru that diabolical launcher and it worked. Deleted the old folders, it got rid of the references in the launcher and all is right with the world.....for now.

warped tangle
#

brave man to delete a project right after copy pasting it...

strong crag
#

Thanks for the help.

#

Brave or stupid? nudges you in the side Eh? EH?

dense patio
#

@strong crag often the two go hand in hand

#

@warped tangle thanks for the confirmation

strong crag
#

Whadayatalkinabout?

warped tangle
#

ehhhhhhh could lean more to the right there....

strong crag
#

Lol!

abstract relic
#

Only stupid if youโ€™re not using source control ๐Ÿ˜œ

warped tangle
#

nobody controls me

strong crag
#

Well, then I'm leaning heavily towards stupid. Lmao!

#

It's only about 100 ish lines of C++. What's the worst that could happen?

regal mulch
#

Literally everything

warped tangle
#

LOL

abstract relic
#

Time to go find those binaries

warped tangle
#

I have a tried and true disaster recovery method

#

I call it the curl-up-in-a-ball-and-cry-a-lot method

#

I find deep heaving sobs can also speed the process up quite a bit

strong crag
#

@warped tangle You know, I've never tried that method before, but I may give it a shot, should the opportunity present itself. ๐Ÿ˜‰

#

Finding all kinds of insightful information here. I'm glad I joined! ๐Ÿ˜‚ Real talk though, thanks again.

warped tangle
#

lol

strong crag
#

Well, I can't seem to get a character to pop up on the screen when I hit play and I did a quick check of my maps and modes settings and all seems to be well there. shrugs Eh, I was taking a break from that to get the Basics of C++ from a PREVIOUS course in the series I decided to take AFTER this one.

#

I think I was having some issues anyway and was planning on restarting the course, sorta' so, no biggie.

warped tangle
#

check your world settings

#

make sure you didn't override the gamemode/default pawn there

strong crag
#

Yeah with the other Game Modes (there's a list) I could move around. No character mesh or anything. With MyGame(Mode) I get nada. sigh Btw, that's some clever naming there, eh?

#

Yeah I was having that problem BEFORE the copy-pastening.

abstract relic
#

Check your z kill height in the world setting

warped tangle
#

is there a default pawn selected in the project settings under gamemode?

#

it should actually be set in the gamemode itself

strong crag
#

Nah, it's -50000 or something. I'm also in the Sun Temple so I'm pretty sure the standard isn't something silly that will kill your dude on entrance.

#

It's something with the FPS Char. I can use my other Char BP's, even though the one doesn't move, he still spawns.

#

He just sits there looking ready to web someone and eat their insides but that's about it.

#

Like I said, I was taking a break to learn the basics of C++, like the words and stuff I was monkey-see-monkey-typing.

#

So, I'll get back to it later, when I got all that fancy coding voodoo down and try it again.

#

Anyway, it's been fun, y'all. I gotta go do adult-type important, non-game dev things.

#

So, hopefully, I'll see y'all soon.

#

Have a good one and happy Developing!

somber quail
#

Hey I'm having issues updating my project to 4.23, I'm getting this error and then the build fails:


3>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""E:\Epic Games\UE_4.23\Engine\Build\BatchFiles\Build.bat" EditorUtilitiesEditor Win64 Development -Project="P:\UnrealProjects\UE4_EditorUtilities 4.23\EditorUtilities.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.

3>Done building project "EditorUtilities.vcxproj" -- FAILED.```
grim ore
#

What is your line 137 in that file. The source I see should have no issues there and I just compiled 4.23 yesterday

somber quail
#

I've not changed any source. The only C++ I have in the project is a 10 line function library

plain gazelle
#

He's sexy and he knows it.

somber quail
#

This project started from binary UE4.22

#

When I create a copy via the launcher this is the message I get


Running E:/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="P:/UnrealProjects/UE4_EditorUtilities 4.23/EditorUtilities.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
Using 'git status' to determine working set for adaptive non-unity build (P:\UnrealProjects\UE4_EditorUtilities 4.23).
Creating makefile for EditorUtilitiesEditor (no existing makefile)
@progress push 5%
Parsing headers for EditorUtilitiesEditor
  Running UnrealHeaderTool "P:\UnrealProjects\UE4_EditorUtilities 4.23\EditorUtilities.uproject" "P:\UnrealProjects\UE4_EditorUtilities 4.23\Intermediate\Build\Win64\EditorUtilitiesEditor\Development\EditorUtilitiesEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for EditorUtilitiesEditor in 10.8501682 seconds
@progress pop
Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Building 14 actions with 8 processes...
  @progress 'Compiling C++ source code...' 0%
  @progress 'Compiling C++ source code...' 7%
  [1/14] Default.rc2
  @progress 'Compiling C++ source code...' 14%
  [2/14] Default.rc2
  @progress 'Compiling C++ source code...' 21%
  [3/14] SharedPCH.Engine.cpp
  E:\Epic Games\UE_4.23\Engine\Source\Runtime\SlateCore\Public\Fonts/SlateFontInfo.h(137): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int

#

stops at the same error, don;t know if there's anything else in that message that points towards the source of the issue

trim dew
#

maybe your visual studio is too old

#

my artist was on 15.6 when I was on 15.9 solidS

gaunt spire
#

Have you tried removing all the temp directory and rebuild things with 4.23?

somber quail
#

Yeah I deleted all generated files and tried again. In the process of updating visual studio

#

Updated and still getting the same issue

gaunt spire
#

I would go into file slatefontinfo.h on line 137 and confirm you have a type define there. To me the error is saying it is assuming a default data type of internet which C++ does not support. Then define the var or information there to the needed type explicitly.

somber quail
#

This is a binary release of the engine, I'm not fucking about with the engine source

gaunt spire
#

Did not mean to offend.

somber quail
#

No offense taken?

trim dew
#

do you use any slate or umg in your own code?

somber quail
#

I have an Editor Utility Widget but I can migrate that fine without issues

trim dew
#

I was just wondering if its trying to build that and its referencing a header such that it causes that

#

could be that you just need to reorder things so it is happy. usually that's more a problem with clang or gcc but you never know exuhzShrug

somber quail
#

I'll just create a new project and migrate everything over manually

echo zealot
#

@warped tangle I tried to solve them for a long time..

inner mountain
#

Hey guys, what is the correct channel to ask about navmesh+world composition issues? xD

fervent shale
#

I have a plugin I installed from the Marketplace. It comes with content, but for whatever reason, no new folders show up when I check "Show Plugin Content".
Do I need to copy the files to the project directory or should it just work?

dim plover
#

Should work if you enable the plugin. The plugin directory is in the Engine's plugins folder, under Marketplace, I think.

warped tangle
#

@fervent shale If the plugin is installed to engine, you need to show plugin content AND show engine content

fervent shale
#

oh, that worked, thanks

inner mountain
#

Is there any example/docs/tutorial about how to use navmesh with world composition / level streaming?

radiant haven
#

Hello. Android
Well I want to register my account as dev account, what are the rules/requirement

ashen eagle
#

Is there a reason as to why "Set Visibility" never gets called? Its as if my UI array is empty. I add the UI widget in my level blueprint. What am I doing wrong? Thanks for any input.

inner mountain
#

@ashen eagle

  1. you can set a breakpoint and see if it's empty
  2. this BeginPlay can be called before the one where you create the widget
  3. don't use level blueprint, like, ever (there are very few cases where it's needed)
grim ore
#

when is the Event Begin Play called in the first picture?

ashen eagle
#

Thanks guys, this was my train of thought as well. How would I know which event begin play gets called? How is this ordered? Sorry beginner to this.

inner mountain
#

@ashen eagle in general, you can not rely on the begin play order. It should be handled some other way (e.g. create the widget in the player controller and store the pointer, then get it from the player controler instead of Get All widget )

ashen eagle
#

@inner mountain Ok i understand. Thank you both for your input.

warped tangle
#

also, you need to see if component begin overlap is even firing. I can't tell you how many times I've had improper collision settings and that overlap isn't even firing and I'm wondering why nothing down the chain is doing what it's supposed to

inner mountain
#

ah yeah... Print String is the best helper ๐Ÿ˜„

warped tangle
#

I'm fighting a freegin overlap right now....doesn't want to fire no matter what I try

vague plume
#

@warped tangle do both components have overlap events enabled? best bet is to make a array of actors and set begin overlap to add the actor to the array and end overlap to remove it. works great for debugging. thats how i found out why my character was vaulting all over the place, it was vaulting over the hud.

warped tangle
#

yep they do

ashen eagle
#

@warped tangle Good call. overlap was firing, but it never advanced out of the loop. So i figured the overlap is working, but the array must have been empty. Thanks

warped tangle
#

you can watch an array right? another useful tool

#

right click -> watch this value

azure shore
#

right whys there this stupid glitch when I move a folder, the folder stays in place but is empty, then if I try to delete it it tries to delete everything that was originally in there, all the assets

static viper
#

right click the content folder

#

fix up redirections

#

then close the project

#

go to the folder you moved etc

#

and delete the empty folder

azure shore
#

thanks

#

right so why dont nav invokers seem to do anything at all

#

are they somehow disabled by default

placid arrow
#

i notice also hes still in his death pose, his limbs didnt actually go 'limp' as expected

vague plume
#

@warped tangle i usually set the value to public and select the actor after play starts and watch the array change from there.

warped tangle
#

I guess that works too

vague plume
#

@ashen eagle your trying to makwe it so that certain uis disappear when you get close to them?

#

also you should be able to โ€œadd to viewportโ€œ on your player character blueprint

ashen eagle
#

@vague plume I wanted to make it so that when my side scrolling camera enters a volume, a specific UI toggles. I made the recommended changes and added the UI to my character blueprint like you are mentioning. It is working fine this way. Thanks for checking in ๐Ÿ™‚

vague plume
#

if your trying to get a specific kind of object to disappear when you get close my suggestion would be to have them use a common parent class or impliment a common class or interface or have a common tag.

radiant haven
#

Hello. Android
Well I want to register my account as dev account, what are the rules/requirement

vague plume
#

you can use a cast node to filter certain object types in overlap events pretty easily.

#

with tags you can filter any kind of object between multiple of the same object types

ashen eagle
#

Ive basically added my UI to my player. And in the trigger box i cast to it -> get the ui -> and call the custom event in that UI. This works like it should. Not sure if most efficient, but it seems to do the job.

echo zealot
#

HEY! SOMEONE PLEASE HELP: How can i make the "blocking volume" ignoring collision for "gernade actors" so you can throw grenades through blocking volumes ment for the Player?

ashen eagle
#

@vague plume I'll investigate tags. Thanks for the recommendation.

warped tangle
#

@radiant haven #mobile , go over there

#

lol "gernade"

plush yew
#

I have a Filter Class (in violet) in my "Move To Actor" which change randomly on a Custom Event, between 2 Filter Class in an array. I would like to add a timer to make it change not when the Custom Event activate but when a time frequency (for example : every X seconds)

#

I never had used timer... Anyone have some indications on how to proceed ?

vague plume
#

@ashen eagle by casting if the object is of that class or contains that class in any way it will then execute the top exec. if the object isnt and its some random other object then it execs the bottom one. far quicker than using a branch to see if it equals an object and it gives you a few other options.

#

@echo zealot can you elaborate a bit? i think i know whqt your looking to do.

#

@plush yew best bet i would say is to have a saved into variable. on begin play set the value to the output of the random int node you have. then send the exec into a delay, then send that exec back into the set node from 2 steps ago.

spark sonnet
#

Hi. I have a main menu and a character customization tab which switches to a camera located in another place in the same level. Should I have it all as it is in the same level or have one level for each tab? Whats best performance wise?

vague plume
#

@spark sonnet no idea on this. you could theoretically group all the stuff in the level and change visability. no idea on performace impact there. i dont see how loading a level each time you switch tabs would be a good thing. (imagine someone spam clicking back and forth)

spark sonnet
#

Good point. I dont know how much it cost to load a new level, but it could be better than rendering something that you dont need to see at that moment

vague plume
#

if the scenes are different enough and character customization is rare enough id save have it be its own le vel that loads in, though if it can be added to the scene arleady active then id think it would be best as your not adding and removing shadows and lighting constantly.

spark sonnet
#

It would be a lot cleaner to have it in individual levels

vague plume
#

i know that for one of my levels from editor when i had a basic main menu it could take a while to load (very unoptimized level atm, just designed to look amazing for a trailer and to be optimized later)

#

@spark sonnet try this. take your level and make a duplictae of it and name it something else. then in the main menu just ahve a button swap between the two duplicate levels. that should give you a benchmark.

spark sonnet
#

That could be the best way to test it. Thanks

vague plume
#

no problem. if load times are an issue that you think they are too long then try the visability thing. could take a while to set up though. im sure theres a quick way to mass add tags to actors though. then just toggle visability of all actors with tag X.

summer turret
vague plume
#

remove?

#

as in delete it or make it drop?

summer turret
#

completely delete it

#

the weapon is always beside the left foot even when running

grim ore
#

the weapon is part of the mesh, you would have to remove it in a separate program

#

or possible put an invisible material on that part of the mesh but that wouldnt remove it

#

or maybe scale that bone down to 0

summer turret
#

oh wow nvm ill just use another character i guess

plush yew
#

Can I copy a function or a macro into a other blueprintmap?

gentle crypt
#

Hi How do i fix these cracks and my landscape? I ahve already enabled crack free displacement but it still somehow appears

dull oyster
#

What kind of lighting should be applied to the lamp like these ? It should be emmisive or just simple point light ? Cuz i applied emmisive material to it but it doesnt seems to be working, except for that shines little bit. But after baking light there is no light around it

#

even if the brightness is 500

grim ore
#

emissive does not contribute to light unless you tell it to, it's not meant to "light" up stuff

next badger
#

@dull oyster set a checkbox in a material that says use emissive with static lighting

dull oyster
#

@next badger @grim ore use emmisive for static lighting checkbox? Its checked

#

So thats what ppl use for lamps in unrea lengine? Emmisive lighting? Or point light? Cuz that one emmisive light doesnt seem like giving too much light ;p

grim ore
#

emissive is an effect, it is not meant to give off light. points lights would give off light

#

if you want lighting then you need to use lights

dull oyster
#

@grim ore ok thx ๐Ÿ™‚

tall pendant
#

however you do can use ems to light your environment when using lightmass

#

for dynamic lights you can try vxgi

#

*dynamic light from ems

next badger
#

come on PEOPLE

#

But after baking light there is no light around it

#

he was talking about lightmass

tall pendant
#

perhaps he could have read the docs tho? ๐Ÿค”

grim ore
#

I think the issue is his object is inside of another mesh perhaps so the lighting it is giving off is not on the outside. it's not the actual lamp that has like an emissive part of its texture map

next badger
#

one sided materials are generally transparent, i always place emissive ones inside

dull oyster
#

@grim ore ye , that mighht be the issue. But thanks anyway. Im gonna use point lights ๐Ÿ™‚

next badger
#

*transparent from inside

hoary silo
#

does anyone know how to fix this?

azure shore
#

it'd be great if closing tabs didnt freeze ue4 for like 5 whole minutes

wary wave
#

@hoary silo - that's not an error, it's an instruction. You cannot use that function inside a gameplay (runtime) blueprint

hoary silo
#

Oh

#

Is it possible to make it so I can use it in runtime?

wary wave
#

no

hoary silo
#

k

#

I get the "Bad Blueprint" error with that

grim ore
#

yep it's an editor blueprint for doing stuff in the editor, not to be used for gameplay

copper elk
#

Is there a way to make like daily rewards?

#

Because if u make a timer it'll restart everytime you launch the game and it wont work once the game is closed

next badger
#

@copper elk daily rewards generally server controlled, since it's easy to tamper with local time

#

one way to "emulate" it is to use NTP connection to verify time each time

copper elk
#

NTP?

next badger
mild sail
#

Hi all! Question for anyone who knows, on the Epic Megagrants application form, there is a field for "Link to project build." Anyone know what they are looking for there? A link to a github repo? Something more specific? Thanks for your help!

shadow flame
#

so i have an old uasset file and a uexp file that i would like to turn into an obj file,

i'm pretty sure i have to go though unreal engine to do that, but have been having trouble loading the two files into any project,

#

looked around on fourms and stuff and did the whole import by way of file explorer, that didn't seem to work, even tried adding the files to the engine folder so maybe unreal engine thinks they are default assets...

#

does anyone have experience with this? am i missing something fundamental here?

#

i appear to be unable to load files and i am unsure why

scarlet birch
#

@next badger Although, even with NTP if someone was really motivated they could redirect that and mess with it. Server side is definitely the way to go if you need to worry about cheating.

next badger
#

@scarlet birch i don't like solo games that require network connection (ofc this kind of games is weird to have daily rewards at all)

serene sorrel
#

just do daily rewards if they have connection (and can opt out) and can find your server

#

otherwise dont, maybe

scarlet birch
#

I mean if it's solo cheating probably doesn't matter, unless they're paying for stuff

#

I feel the same though. I hate games that make me connect for no reason

serene sorrel
#

most indie games i play these days have connections going out

#

without a way to opt out

next badger
#

also i was not the one who asked the question

serene sorrel
#

goes without saying the big games all have some form of online drm pretty much

scarlet birch
#

Sorry, I only tagged you because you brought up NTP after suggesting handling server side.

serene sorrel
#

yeah not that hard to HOSTS file to a local ntp server as @scarlet birch says

next badger
#

well, running a server, especially ue4 one costs money

#

https or socket is option too, but you still have to host it

serene sorrel
#

for a daily rewards you could just do your own more simple server though

#

if its "game based" rewards, then you'd need to find a way to auth that stuff, probably have to run a game server i guess

plush yew
scarlet birch
#

For just for handling stuff like that shouldn't cost much on AWS. I guess it just depends on effort vs reward.

plush yew
#

But I don't know how to switch behind the two (when the NPC see the player, it stops roaming and so chases the player)

scarlet birch
#

@plush yew You really should look at behavior trees. You don't have to use them for that, but it would likely get you going on it a lot faster.

#

I usually use AI perception for stuff like that and let the behavior be determined by if the AI can see the player, or how long since it last saw the player etc.

plush yew
#

Ok

#

I just saw some tutos where guys do this with behavior trees

#

and as I have not used this yet

#

I was wondering if we could do within this

#

but it's probably too complicated, you're right

#

I'll not be stubborn like the last time, haha ^^

#

let's go for behavior trees ! ๐Ÿ˜‹

mild sail
#

Hey Jorickan, how is your roam event getting called?

plush yew
#

@mild sail BeginPlay

mild sail
#

Something you could consider for switching from chasing to roaming would be to, within the On See Pawn flow, check the distance to the player or target, and if they move beyond a certain distance, turn pawn sensing off and call your roam event. Then within the roam event, check range to target again, and if the target comes within that range, turn pawn sensing back on

#

If these are only getting called from within beginplay, then you need a way to call Roam again, based on some kind of condition

plush yew
#

ue 4.23 is stuck at initializing 45%

#

high cpu usage ?

mild sail
#

@plush yew I'd suggest range-to-target, but you could also use a timer, or set up a volume that the NPC creature shouldn't leave, and tell it to stop sensing and start roaming if it leaves that volume

rocky mantle
#

is there a way to limit the speed of an actor launched by impulse? my problem is when it collides to a moving actor it gains speed.

plush yew
#

it happen after i switched to raytrace after restarting project.

azure shore
#

does anyone have advice for generally just getting things done quicker? for example map making takes me AGES to make each little room, and theyre supposed to be full length levels and I still havent even finished ONE

scarlet birch
#

@plush yew It's not that complicated you can use a branch and pick one behavior over the other. I just meant that a lot of the stuff you keep running into might be covered if you worked through some tutorials on AI and behavior trees.

mild sail
#

Tutorials definitely never hurt, ha

#

Well... much

plush yew
#

@mild sail Yeah I've just seen the answer of @mild sail ... It seems not that complicated

#

But I think it's time I start the behavior trees

#

so yep, let's go for it ...

#

thanks guys ๐Ÿ˜‰

mild sail
#

@azure shore There are a lot of ways to speed up workflow, but just for general level building, probably one solid way is to lay out the rooms for your level in a very barebones way first, and then fill them in with details and light them later.

snow vortex
#

Quick question, anyone know why the chaos demo doesn't open? It says to rebuild from source manually but I can't generate a VS project from it

azure shore
#

thanks for the advice, I guess I should try that

snow vortex
#

Hmm... looks like you still have to build the entire engine... seriously?

serene sorrel
#

yeah people complaining about that @snow vortex

grim ore
#

you need a source version of the engine with chaos enabled so yes, its in the instructions on the release notes and the marketplace page

#

and yes it sucks but it's a big change to the engine they don't want enabled by default right now

snow vortex
#

Oh hey! Fancy seeing you here, been subscribed for years

grim ore
#

yay ๐Ÿ™‚

snow vortex
#

Sad day... was planning on using Chaos in my senior project but I can't be having the whole team download and compile the whole engine, and school computers definitely won't let it fly

grim ore
#

ah bummer

#

tho needing to understand source control, versioning, and all the stuff associated with doing that seems like something that should be a part of school at some point

snow vortex
#

Oh sure, we use source control, it's just the fact that not everyone has 140gb on their computers/laptops and the school machines are locked down so you can't install anything not already installed or download past a certain size

#

And most of the computers wipe the data after each use that isn't contained in your limited partition

kind dew
#

anyone know why im getting those black lines near my torches(point lights)

marsh swallow
#

Anyone have experience with the Loading screen system plugin by Epic? can u customize things like the spinning circle and whatnot?

kind dew
#

i built the lighting and it got WAY worse wtf halpppp

shadow flame
#

hey is there anyway to open a uasset file someone sent me?

i tried just manually copying it into unreal content files but unreal just seems not to see the file

#

been browsing forums and whatnot and cant seem to find any reason why this might be happening

#

is there some documentation somewhere i could read to maybe figure out what is going wrong with this file?

marsh swallow
#

is it in the same directory structure it came from?

blissful trail
#

i get that when trying to package the project

marsh swallow
blissful trail
#

oh sry

#

should i resend it in packaging ?

marsh swallow
#

i would.

plush yew
#

how hard would it be to create a stick fight game in ue4?

chilly sigil
#

@plush yew depends on the scale of your project

radiant haven
#

How DO I make Swipe COntrolls to look around????

midnight bolt
#

hello, is it safe to remove _BuiltData ? my lighting is broke, i havent changed anything in my project, only worked on another level. one week later the map looks dark, rebuilding didnt help. if i remove BuildData and build again it might work properly?

ashen brook
#

That shouldn't be a problem @midnight bolt

lofty wave
#

Is it just me or is 4.23 lagging really much? ๐Ÿค”

midnight bolt
#

@ashen brook i removed it, rebuilt, but its still too dark

lofty wave
#

Try replacing the lighting

midnight bolt
#

such as? it used to be correct :/

ashen brook
#

What did you change since then?

midnight bolt
#

Nothing. It was fine, so i worked on another level

#

Other untouched levels are also bad now, but the project i migrate the level to after completion opens up fine

#

Maybe i modified some bp like lighting of lamp, but nothing to influence whole world

lofty wave
#

Yeah I had the same problem once

#

And I never found a solution...

midnight bolt
#

I guess I'll try copying everything to fresh level

lofty wave
#

But mybe its just bc im a noob

midnight bolt
#

We all are

#

Some are less

lofty wave
#

One question sneakerman

#

Does V4.23 lag for you?

#

@midnight bolt

midnight bolt
#

I have not used it enough. With 10 minutes i used, i haven't noticed anything wrong

#

I'm mainly on 4.21

lofty wave
#

Ok thanks

#

Idk why but when im editing a material UE just goes down to 3 fps

#

Before V4.23 it never did

midnight bolt
#

i mainly work with instances

lofty wave
#

And thats good

ashen brook
#

@midnight bolt a good tool to debug lighting issues is the lighting components toggles in the viewport show menu. See which part of lighting your issue is in.

midnight bolt
#

so like lightmap complexity?

#

i'm pasting now onto a new level, we'll see if the issue persists cause i really haven't changed anything

#

starting build, probably gonna take about 30 minutes

midnight bolt
#

@ashen brook still the same on new level :(

plush yew
#

too bad man

midnight bolt
plush yew
#

am getting flickering in the UI

#

when using latest ue 4.23

#

see

#

it happen during compiling shader after enabling raytrace.

plush yew
#

Good morning all, Simple question which im sure will not have a simple answer.
ive compiled 4.23 from source and its well over 60GB. is there a way besides deleting the intermediate folder that i can slim this down a bit?

dim merlin
#

Hi, after switching to 4.23, playing in PIE takes 10 seconds to load. with 4.22 it was like 2 seconds. Anyone knows how to fix that?

#

when i remove the landscape it all goes within less than a second..

cursive dirge
#

@plush yew you can wipe the ue4-deps folder from .git

#

of course next time you checkout or run setup, it will download those then again :p

#

but... if you work with source, better just get used to it taking a lot of space

#

for me it's like 100gb since my local repo is quite bloated

plush yew
#

@cursive dirge
Ya, i figure i could just compress it and run it from ISO hooray for FTK!

#

should be able to make it portable too ๐Ÿ™‚

burnt hull
#

if something is causing the editor to hang leading me to force quit it, how can i find out what the source problem is? are there logs generated for this?

plush yew
#

yoiu can generate, or store, or create your own categories

ashen brook
#

@midnight bolt no, I mean viewport show menu -> light components

#

There's direct light, skylight, specular, diffuse, etc

#

You can toggle them on and off individually to see where the issue might be

mint sequoia
#

Hmm been stuck coding so long I never tried out the auto lod tools, they're actually incredible, they do a better job automatically than I do by hand

#

Esp. when preserving vertex colors (of all things..)

plush yew
burnt hull
#

ty guys ill take a look at those

placid arrow
#

Is there such thing as a "plane trace"?

#

Like line trace but any Z is acceptable?

spark sonnet
#

You can use box trace @placid arrow

dim merlin
#

Hi, anyone has any advice on how to have more than 200 (maybe 1k) ai in a game? is there any plugin on marketplace with custom pathfinding maybe?

copper elk
#

how can I make it so however long E is pressed for, that gets multiplied by X and then its added to the health?

#

I have something like this already but I could get that to fully work as intended, instead I have it as when its released the health is added

#

but I want it more like progressive regeneration instead of it just changing from Y health to the amount set

light coyote
#

@copper elk One way you can do it, and you are pretty much there with what you have,, so you will know

#

Is to use the update of the timeline to Set Health

#

you know that

#

but how to make it progressive?

#

Lerp

#

Lerp node

#

Get a Lerp float node,, make the value in the timeline be from 0 to 1,, and use that 0 to 1 value as your alpha in the lerp node

#

In the update you will be seting the Health

plush yew
#

plz help

light coyote
#

@copper elk
Not this, but something like this.

Lerp Node:

A min Health
B max Health

alpha will go from min health to max health in whatever the timeline takes to finish

static viper
#

who are you talking too

light coyote
#

Me ? @copper elk xD

static viper
#

it was weird ๐Ÿ˜„

light coyote
#

XD

#

Sometimes i can get talking and talking,, then i realise its midnight and im sitting in a bench๐Ÿ˜…

static viper
#

hey its okl

light coyote
#

@plush yew I dont know about your issue,, but it may have to do with layers or something along those lines

plush yew
#

@light coyote i have flickering in the ui with latest ue 4.23

#

it went all black when selecting anything

light coyote
#

I dont know,, i still dont have 4.23 anyway

kind dew
#

any suggestions for a UI art pack?

eager vault
#

Hello, I'm currently working on a project where I'm using a point cloud taking from an DTM/LiDAR, importing it into a program called CloudCompare to clean it up and to export an height map which i'm gonna use as terrain in Unreal engine. I'm having some issues with the height map, it seems to have a different Z scale then the original point cloud. Is there anyone here who has any experience using a point cloud as a terrain in Unreal?

midnight sparrow
#

Any idea why does Mobile HDR over expose the Mobile Preview ??
When it was compiling shaders it looked fine, and then it turned out like this so i guess its some post processing but cant find what it is

shadow flame
radiant haven
#

Has someone experience wtih AI though BT??

light coyote
#

@eager vault No,, but if what you mean is that the terrain seems to be higher or flatter than original,,, that is because of the scale

#

make heightmap lighter or stronger accordengly

#

Contrast can also influence, but that sould not be the issue

#

@radiant haven BT ?

static viper
#

behavior tree

light coyote
#

Ahhh fuck xD

eager vault
#

Yes I know ๐Ÿ™‚ but there has to be a way to export a heightmap from CloudCompare without having to manually change the contrast untill it fits

midnight sparrow
#

@shadow flame it sometimes happened to me, that the files was just damaged. You may need to import the original ones again.

shadow flame
#

ok

radiant haven
#

@light coyote this does my AI do

#

its wiggeling

light coyote
#

@eager vault No no,, i mean,,, where ever you use the heightmap,, play with the scale value where ever you produce the terrain

#

The diffrence of the lowest part to the highest is proportional

eager vault
#

alright, so change the Z scale values in Unreal?

light coyote
#

yes, or scale, or strength or whatever is called

eager vault
#

hm alright, i'll try ๐Ÿ™‚ thanks

light coyote
#

@eager vault I mean that the height map is straightly related to the original geometry,, that diffrence in color of pixels ,,,, but only if you know the original height from Z=0 (Black) to Highest where Z=1(White),,, only then you can exactly recreate it

radiant haven
#

๐Ÿ˜ฆ

light coyote
#

If you dont know original height, you can only aproximate,, in the case that the strenght beeing 1 to 1 ratio is clearly not the same

#

@radiant haven I dont know, it moves wierd yes

#

What do you mean by wiggeling ?

radiant haven
#

small movements

static viper
#

it doesnt move weird to me

radiant haven
#

idk

static viper
#

it looks like the moveto is executed in long intervals.

radiant haven
#

wanna see my bt tasks AIController...

static viper
#

show me your ai move code

#

i hate and despise bt.

radiant haven
#

i got these which one?

static viper
#

where ever you move the ai

#

XD

azure shore
#

hey does anyone know why I cant select faces on geometry, only vertices and edges?

radiant haven
azure shore
#

well I can select single faces but the arrows,rotator thing stay at the centre

radiant haven
#

FindPlayerLocation

light coyote
#

I mean that it moves wierd yes,, but i dont see any problem
What i mean is that is not an EA animation of course xD

radiant haven
static viper
#

that is really useless and bizarre ๐Ÿ˜„

radiant haven
#

this block ive made is to showcase taht its moving weird

static viper
#

where is that moveto executed

azure shore
#

sorry if Im interrupting but does anyone know about that

radiant haven
#

because the AI itself is just a Billboard

plush yew
#

hey guys pepeDD

keen pawn
#

guys where is this destruction demo

#

ive heard its here somewhere

#

but i cant find it

plush yew
#

does anyone know if using a height map to vertex paint makes it better on low poly meshes

keen pawn
#

I have full demo all set up

#

as in demolition

azure shore
#

no one okay then

plush yew
light coyote
#

@azure shore Do you mean working with BSP ?

radiant haven
#

@static viper @light coyote pls help i have this problem over months now and some day its pisses me iff

static viper
#

ha ๐Ÿ˜„

#

my answer will hurt your ego

#

kick BT out

keen pawn
#

oh i got it

static viper
#

and do ai manually with blueprints

radiant haven
#

hmh

#

well my app is quiet finished the only pblm i have is this and i dont really want to change it :/

#

but when its easy the nok

static viper
#

yes maybe

#

but only for you

light coyote
#

I would say the opposite,, do everything on behaviour tree,,,
type on youtube what you are trying to do with the behaviour tree, and for sure someone has done a nice video about it.
What i mean is that unreal made the behaviour tree exclusively for that purpose.

static viper
#

it was hard work i can understand

#

but sitting a month on a problem is just useless

radiant haven
#

@light coyote I already tried... nothing found tell me/ show me the fix for this I can send u the Tutorial that ive used

azure shore
#

I think its bsp yeah

radiant haven
#

?

azure shore
#

when I drag in geometry cbeus

static viper
#

show me more of your BT stuff falki

azure shore
#

*cubes (my u keys really buggy)

radiant haven
static viper
#

click on the movto branch

#

show me the options

#

also

#

the chase player branch

#

show me the options

azure shore
#

oh, you literally press T, thanks guys

radiant haven
#

right options tap

static viper
#

show me root

radiant haven
#

root?

static viper
#

root

radiant haven
#

oh yeha

#

??

static viper
#

show me that asset there

#

double click that

radiant haven
static viper
#

ok this makes absolutly no sense

#

XD

radiant haven
#

???

tall pendant
#

why are you talking about black thongs ? ๐Ÿ˜„

light coyote
#

@azure shore No worries, i was looking it up for you

#

One thing at a time

static viper
#

falki is there any speed value in that bt?

#

anywhere?

#

XD

radiant haven
#

no

#

its in the AIController

static viper
#

show

radiant haven
#

its a bit more code so i give u this

static viper
#

i would love more code

radiant haven
static viper
#

no nothing

#

that ai you created would be a small page of blueprints...

#

a tiny amount

radiant haven
#

ok

light coyote
#

@radiant haven I used once or twice behaviour tree, i know a few things, cause i dont really remember,,,, but what i can tell you for sure is that you need to know exactly what the 3 main nodes that distribute flow, do
If you dont,, you may have problems.
I belive there was a funny story,, like one didnt stop in the case of something,, or that on stopped even if something else,,, they had a thing each,, and you want to know them well.
Im sure that if you know them 3 well, you can fix your problem in the BT, or understand where is coming from.

static viper
#

well what i see is that his moveto is only beeing executed every so or so seconds

radiant haven
#

@static viper GIve me the code and I can do it

static viper
#

nah

light coyote
#

ahhh

radiant haven
#

yeah

light coyote
#

wait

static viper
#

i am just making clear how much i hate BT

light coyote
#

you reminded me

radiant haven
#

thats why but idk whewre i can change this

static viper
#

i am totally useless here

radiant haven
#

nahh

light coyote
#

there was one that repeated and repeated untill it did what it should,, i belive sequence

#

And there was also a trick with a delay, wich i dont remember

radiant haven
#

wait ??

azure shore
#

oh ok thanks richard, sorry for being impatient

#

I often am tbh

radiant haven
azure shore
#

oh get well soon?

wary wave
#

<@&213101288538374145>

radiant haven
#

h

static viper
#

bye

radiant haven
#

๐Ÿค” ๐Ÿค”

wary wave
#

tagging everyone doesn't even do anything here so you're wasting your time

static viper
#

its deactivated ๐Ÿ˜„

radiant haven
#

๐Ÿคฆ

#

LMAOOOO

azure shore
#

oh dear

abstract relic
#

<@&213101288538374145>

radiant haven
#

why are ppl so DUMP

azure shore
#

calm down

static viper
#

at least he cant do any damage... ๐Ÿ˜„

azure shore
#

go outside

#

live your life

radiant haven
#

@plush yew U have no Hobby

azure shore
#

@plush yew @plush yew @plush yew @plush yew @plush yew @plush yew WHAT DO YOU WANT

wary wave
#

@everyone literally does nothing in this server

#

ยฏ_(ใƒ„)_/ยฏ

azure shore
#

lol

radiant haven
#

WE GO INTO THE CAREER CHAT

azure shore
#

I dont think he speaks english

radiant haven
#

@static viper CARREER chat

abstract relic
#

Man you are a screwed potato

wary wave
#

just block them and carry on

#

as an aside, the moron has their e-mail address in their Discord profile, so have fun

gaunt dawn
#

I Just want ร  guys to make me a dit que mincraft building๐Ÿ˜ญ

static viper
#

use career chat

next badger
#

We have some "special" kid here =))

static viper
#

everyone leave

wary wave
#

or just use the block button, as it was intended for

static viper
#

let him just do

light coyote
#

@plush yew Man, grow up

radiant haven
#

DUMP

light coyote
#

๐Ÿ˜‰

radiant haven
#

HES on Phone ๐Ÿ˜‚

static viper
#

it was fun

abstract relic
#

Youโ€™re not pinging anyone. Itโ€™s disabled ๐Ÿ˜œ

radiant haven
#

hehe

ashen brook
#

There

wary wave
#

thanks

ashen brook
#

That's enough of that

radiant haven
#

uff

static viper
#

very fun

#

very short...

#

nothing happened ๐Ÿ˜„

radiant haven
#

thank god

light coyote
#

@ashen brook omg, that much blue was making me sick

next badger
wary wave
#

yes

light coyote
#

@radiant haven Look up, i sent the 3 important nodes videos

radiant haven
#

ok

#

well i know these already

#

and I know what I am doing

#

BUT I cant tell u this prblm

light coyote
#

do you feel confident enough to say you know them well ?

#

i know concept is simple,, but one of them i belive had a thing to it

#

long time since i used them, and i did not use them much

radiant haven
#

hmmm

#

and what do u wanna ask?

tall pendant
#

@next badger I wish discord would just not show "X Blocked Messages" at all

wary wave
#

or just a little banner right at the top

#

rather than for every message (which defies the entire point)

tall pendant
#

yep

light coyote
#

@radiant haven I actualy doing a project and came here to not think of my own things im trying to solve, and help with what i can,, i dont want to get in to the BT right now xD,, my brain hurts xD

vital jackal
#

if my third person character is facing forwards and an input of mine adds 180 degrees (z rotation) and it turns right what could be the problem? my head is being done in cause I have the exact same bp setup in another project and there it works fine but here something is messing up the rotations, I've tried checking the class defaults and all and everything is the same

#

if I add 0 degrees it turns left if facing forwards

#

so weird

#

isn't the default when facing forwards 0 degrees?

spark sonnet
#

Are you setting the rotation or adding rotation?

vital jackal
#

ok I am very stupid

#

I'm setting

spark sonnet
#

๐Ÿ™‚

vital jackal
#

instead of adding

#

kill me

#

and apparently I never found this bug on the old project cause I just tested and it has the same

#

I am so dumb

#

๐Ÿคฆ

#

thanks mate

spark sonnet
#

No problem

radiant haven
#

@light coyote whaaa

dim plover
#

Anyone have any good set ups for doing level metadata that doesn't include,
Dragging objects into the level/map or having to subclass GameMode for each map?

summer turret
#

guys how do i teleport a guy towards a direction he is facing? Right now i have it setup so my guy can teleport on the x axis when i press space, but i want to teleport him towards the direction hes facing. how would i do this?

spark sonnet
#

Get the actors forward vector @summer turret

summer turret
#

it just teleports the guy to the ground

spark sonnet
#

You need to get actor location + (forward vector x + float)

summer turret
#

im sorry lol but this still doesnt work

#

appreciate the help though

spark sonnet
#

Try multiplying instead of adding

summer turret
#

that did it thanks man

spark sonnet
#

Np

light coyote
#

@summer turret

hoary silo
#

does anyone know where to get a noise plugin for blueprints?

summer turret
#

thats smart you used timeline for the multiplication i used lerp to setactorlocation for no reason lol

glacial pecan
#

already did "fix redirectors" wherever I could...

dense knot
#

hello

#

im trying to package a project. does anyone know how to fix "LogWindows: Error: begin: stack for UAT"?

next badger
#

error is above this message

#

or below (between)

plush yew
#

how the fake i can fix the messed up UI ๐Ÿ˜ญ

next badger
#

why you need to fake a fix?

plush yew
#

Can you faking help me plz ?

dense knot
#

"UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 971]
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: Shader Compiling thread exception:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: Assertion failed: bDeletedOutput [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 1269]
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: Failed to delete C:/Users/Cody/AppData/Local/Temp/UnrealShaderWorkingDir/9D6150DC4DDE685798E8FBA88C502E4E/2/WorkerOutputOnly.out!
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (32-bit)): LogWindows: Error: end: stack for UAT
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 971]
PackagingResults: Error: Shader Compiling thread exception:
PackagingResults: Error: Assertion failed: bDeletedOutput [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 1269]
PackagingResults: Error: Failed to delete C:/Users/Cody/AppData/Local/Temp/UnrealShaderWorkingDir/9D6150DC4DDE685798E8FBA88C502E4E/2/WorkerOutputOnly.out!"

#

that is what it gave me

coral shoal
#

on packaged games how would someone make the game's settings save in appdata rather than the game's folder?

dawn gull
#

Hello, I am using a plugin called the VictoryPlugin, and I am using nvidia flex with it, but it was made for normal UE4. I ran it, and it said to compile the plugin. So I did, and then it failed. It always fails. And then why I try to manually delete the folder for the VictoryPlugin, and run it it says the project requires it! How do I fix this? I don't need the plugin.

next badger
#

@plush yew you have the latest drivers installed? (this is generally caused by -dx12)

#

@dawn gull open your .uproject in notepad and delete the plugin from there

dawn gull
#

@next badger Thank you so much! ๐Ÿ˜

next badger
#

or change it from "enabled" to false

dawn gull
#

Ok I'll do disabled

#

I mean false

next badger
#

yeah, sorry, typo

dawn gull
#

Np

safe forge
#

Hey dudes

#

anyway to blend between two materials with like a fading in effect between them using BP?

abstract relic
mighty field
#

@coral shoal make a shipping build. Those save to appdata, while development builds save to project location

coral shoal
#

hmm, Shipping builds disable the console though, it seemed like Mordhau (a popular ue4 game) had stuff saving to appdata while retaining the console. I also saw debug text once, so maybe they ship development builds and somehow got stuff saving to appdata anyways

safe forge
#

@abstract relic Hey thanks for the help man, thats not quite what im looking for tho

#

when i say blending i mean more merging from 1 material to another over time

scarlet birch
#

Do it within a single material.

#

What he posted is relevant if you do it with layers.

#

You create a dynamic material instance and use parameters to change between them.

#

scroll down to where it talks about "Instancing Layered Materials"

safe forge
#

right on thanks! ๐Ÿ˜‰

mighty field
#

@coral shoal you can create a shipping build with logging using the github version, by adding UEBuildConfiguration.bUseLoggingInShipping = true to your target.cs file

plain gazelle
#

Running the ShooterGame (4.22 stock ported to 4.23) in the editor and it periodically locks up, how, if possible, would I be able to see whats locking it up?

#

Its the Highrise level that locks up, I didn't notice anything in the Sanctuary level.

#

Ok, now the whole editor is locked up.

#

It locked up when I went to Build everything.

#

Nevermind its still building.

icy mulch
#

Hey why is my skybox like this

next badger
#

@icy mulch like what? you have a box that has 6 material slots...one is definitely doesn't match

opaque plover
#

Guys is there any plugin to use AdMob rewarded videos? except UniversalMobileAds.

tropic oracle
#

been searching docs and google for a bit without luck. Anyone have a good c++ reference on how to set up actor components or interfaces which can broadcast to each other? Looking to detach dependency on delegates to blueprints and use c++ instead fully

#

or proper methodology to find and use an ActorComponent function that is on a known Actor

#

ah, this is probably better in programming section. Apologies

woven cliff
unreal comet
#

Anyone had issues with 4.23 not adding the ".zip" when trying to zip up a project?

stone dagger
#

Does world origin shifting still need unique server side stuff to work in multiplayer?

velvet kite
#

hello, im following some tutorials and they are a bit old. im attempting to add branch points on the animation montage but the ui on the tutorial video is not the same as the current version. how do i acces the branch points?

dim arch
#

uh so II am using async load map in BP but its still freezing the game thread

weak swift
#

Hi Guys, Is it possible to use BehaviourTree component in main player character? I need to setup auto movements for main player character. First I have tried with SimpleMoveTo from server, but the movement looks very shaky if the player role is ROLE_AutonomousProxy

#

Any ideas?

royal cobalt
#

Hey, is it possible to pause 'building distance mesh fields'? Engine goes super slow when it's building

keen parcel
#

How to stop editor child window from becoming transparent when going to full-screen/size?

dim merlin
#

Hi, anyone has any advice on how to have more than 200 (maybe 1k) ai in a game? is there any plugin on marketplace with custom pathfinding maybe?

wary wave
#

you're not likely to get a plugin to do that

#

you'll need to roll an AI like that completely custom for your game

static viper
#

there is crowdcontrol in ue4 tho

#

that way you can easily have 1000s of dumb npcs walking across paths

#

with avoidence

wary wave
#

the UE4 crowd actor is borderline useless for gameplay purposes, it's basically a load of skeletal meshes with no real behaviour and no collision

#

but I guess it depends on what your needs are

static viper
#

thats what i saud ๐Ÿ˜„

#

well i guess he goes for assassincs creed stuff

#

or hitman

wary wave
#

then it's useless

static viper
#

i mean ue4 already proved that it can render 200 complex ai characters...

#

with ease.

#

and for rts games its much different

rugged lake
#

I'm pretty new to Unreal but I've got a strange thing happening. I've been editing my level, and I must have done something to mess up my player start location because now every time I press Play my camera teleports far away from my level and falls. I've tried deleting and replacing the player start location back in the level, i've tried telling play to play at my camera's location (same result, teleported super far away) and i've checked and recompiles all my collisions and they seem to be working just fine, and if i place a collision under the spot it keeps spawning my player camera that works fine to stop me falling, too - it's just in completely the wrong location and I can't seem to figure out why

static viper
#

yes

#

wait

#

waiiit

#

wait

#

i know what that is

rugged lake
#

I cant see anything in the scene that would make me spawn where it's spawning, and it's nowhere near 0,0,0

static viper
#

i had that too

rugged lake
#

๐Ÿ˜ฎ You do??

static viper
#

give up and close the editor for now

#

what did i do

#

i cant remember

rugged lake
#

nooooo lol

static viper
#

it was really stupid