#ue4-general

1 messages · Page 541 of 1

fierce tulip
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when porting Rad to switch (basically mobile) it was quite a challenge because the switch was not a thing when they started working on it.
If we preemptively would have focused on the possibility we would have saved so much time, even with just reiterating on materials.

tall pendant
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well, thats a given. Ofc it's going to take some work.

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some stuff in materials simply wont work on switch e.g

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e.g a -1 sqrt NaN

fierce tulip
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hehe fo sho

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I got the switch copy, and not sure if fixed but some of the explosions had the generic texture on it because problem :p

tall pendant
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hehe

fierce tulip
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as the vfx artist, it made my eye twitch

ember notch
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I would like Mobile Blueprint scripting

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like remote desktop that player can work with blueprints on mobile

tall pendant
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pretty sure you already can use bp's on mobile...

ember notch
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how?

tall pendant
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?

ember notch
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How to use Blueprints on mobile?

dim plover
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I guess you could just remote desktop from your cellphone.

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But wanting to use BPs on a touchscreen sounds not too pleasant.

ember notch
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Then use mouse and keyboard lol

hard quarry
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Hi guys, I want to use the ThirdPersonCharacter Model with a VR Headmounted Device. I deleted the old camera and sticked a new one to the head bone of the character. But it does not really stick to it, if I move arround in space than the camera moves away from the head. Does anyone know how to fix that?

tropic oracle
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you'll need to attach it to the bp spawnactor

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specifically on the camera root that is on that actor

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3rd person character with VR sounds disorienting

midnight bolt
split summit
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Hey guys, it seems IKinema Indie Runtime and Orion got killed off. Anyone have any news? I've been messaging them for a week without response.

harsh tiger
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how would i go about adding a cape to separate characters as a different skeleton mesh? I have my cape attached to the character. but when i press simulate, the cape just goes right through the character

next badger
scarlet birch
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@harsh tiger If you're using cloth you need to put a physic's asset and volumes on the character.

harsh tiger
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@scarlet birch thanks

scarlet birch
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np.

azure shore
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bit of a specific question, but would anyone know how to program something like a cannon that shoots the player out?

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I know of the launch character node

harsh tiger
scarlet birch
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yeah

harsh tiger
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still goes straight through

azure shore
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I just have to make sure its always accurate somehow

scarlet birch
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CAn you show it in the editor? Are you attaching it to a socket?

harsh tiger
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yeah the head

azure shore
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I picked a bad time

harsh tiger
scarlet birch
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@azure shore What's wrong with launch character? What's it not do that you want?

azure shore
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nothing wrong with it particularly, but I need some help with it

scarlet birch
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I had the same issue when I first put a cape on a character.

harsh tiger
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ive been trying to fix it for a while. cant find anything to make the cape collide with other things

scarlet birch
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I'm pretty sure it was fixed when I added physics volumes

ember notch
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Is Ubuntu good to run Unreal Engine 4 or should i use another Linux version?

harsh tiger
scarlet birch
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What is the purpose of that?

harsh tiger
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fuck knows haha. i think its the collision that comes in by default

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i got a error about the bone size being too small or something when first importing

scarlet birch
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I'd delete it and see if it works.

azure shore
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oh yeah I hate that thing, where you cant make bodies small enough

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like the minimum size is huge

harsh tiger
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should i use a cube or plane for this? im using a cube but i think a plane with a two sided material makes more sense

azure shore
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not too sure but I think lighting is different for planes and very thin cubes

scarlet birch
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Idk for sure. I haven't done a whole lot with the physics setup there and just muddle through it. But mine was a bunch of smaller rectangular boxes constrained to each other in the general shape of a hand fan when I did a cape.

harsh tiger
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that sounds cool

scarlet birch
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I'd just delete the physics asset on the cape and see if it works. But, that could be a stupid suggestion. IDk. It's what I'd do though.

harsh tiger
scarlet birch
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Are you sure you need a physics asset with cloth?

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It seems like it would be redundant.

harsh tiger
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im not too sure tbh. im just trying to wing it until it works or i give up haha

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i deleted it an its the same

scarlet birch
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You could try increasing the collision thickness for the cape

harsh tiger
scarlet birch
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Try adding a short delay to begin play on the character and then drag off from the cape mesh and call "Force Cloth next Update Teleport and Reset". Sometimes things get messed up with forces on the first few ticks.

harsh tiger
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can i see your cape physics asset please?

scarlet birch
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I can't share that project.

harsh tiger
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not even a screenshot of the details panel?

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cover the actual mesh if you need

scarlet birch
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I shared that.

keen cave
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I am trying to do a first person character and I base my self on the starter content one by copying the programs. The thing is, I can't manage to make my character look up and down. It looks like it has to do with the y mouse/trackpad capter because by changing the blueprints I can manage to look up and down my moving mouse left and right. Does anybody know what to do ?

harsh tiger
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ahh i've got to get ready now to go out. gonna have to leave it for now. thanks for the help though!

scarlet birch
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pitch

keen cave
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yea sry

fierce tulip
harsh tiger
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no animals were harmed during the development process 😂

keen cave
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could my problem have something to do with the camera positionning ?

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...

scarlet birch
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Unlikely. Look at the default Third person character. It has mouse look setup.

keen cave
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the mouse look setup is the same as for the First person character and the one I copied...

plush yew
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jkjk

open eagle
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I am trying to make a car mounted first person shooter and I was originally following a blueprint multiplayer networking tutorial and I am rather fluent in blueprint but then I found out about the ShooterGame template

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It is c++ based and has a replication graph which intimidates me

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Which should I follow? Should I do the shooter template and learn c++ which will take a while or should I just keep doing my own blueprint networking? If I could integrate blueprint in to shooterGame then that would be nice

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I just don't want to have to go change the repgraph for every gameplay mechanic I add

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I have a very small knowledge of c++

leaden mauve
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"jkjk"? .. So they were harmed? kappaross

keen cave
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does anybody knows what to do for my camera movement problem ?

open eagle
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I might know what do to but I'm busy rn

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I can help a lil later

keen cave
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ok, thx

next badger
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@keen cave does it triggering the event at all?

keen cave
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?

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how can I see it ?

next badger
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add a breakpoint on it

keen cave
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a breakpoint ?

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maybe a print string ?

next badger
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you may use print string if you prefer

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breakpoints are faster to use

keen cave
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I tryed it and it is detected

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I don't know about breakpoints

next badger
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well, since it's detecting it, check if value is set properly

keen cave
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oh ! what does it do

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where shall I check that ?

open eagle
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Does anybody know what I should do for my project

next badger
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on any node you want to check that it is being called...
like input axis events (events are red)

open eagle
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Should I go striaght to the c++ route and learn it slowly or should I stay with blueprint which I understand

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I don't know what to do

keen cave
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about the value, where do I check it ? On project settings ?

open eagle
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Because the I have no idea how the replication graph works

next badger
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replication is necessary for multiplayer

open eagle
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I know what

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That

next badger
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well, you told nothing about it being mp or not

open eagle
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I don't know if I should just use the blueprint based replication and networking which I am fluent in or I should use the ShooterTemplate and learn c++ slowly

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I am making a 10 player car mounted shooter

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I found a blueprint multiplayer tutorial

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And I understand it

next badger
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bp networing/replication is slightly limited

open eagle
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Do I have to add functions to the replication graph for ever gameplay mechanic I add)

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?

regal mulch
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Are you talking about the ReplicationGraph feature they added for Fortnite to allow up to 100 players?

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Or just about generic replication?

open eagle
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I am talking about the ShooterGame repgraph

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I want to use the ShooterGame template as a framework for my game

regal mulch
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ShooterGame uses the Engine.

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ReplicationGraph is probably not at all available to BPs

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Neither is it completely bugfree.

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The only person that I know who used it says it's a shitshow.

open eagle
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What is?

regal mulch
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So if you don't plan on having 100 Players, don't touch the repGraph

open eagle
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I only have 10 Ayers

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Players

regal mulch
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Then normal relevancy stuff is enough. No need to touch the RepGraph stuff.

keen cave
open eagle
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I didn't want to touch the repgraph in the first place

regal mulch
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Well you are talking about it :D

open eagle
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I just wanted to use the shooterGame project as a framework for my game

regal mulch
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Feel free to do that

open eagle
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And ShooterGame is a multiplayer game that uses a c++ repgraph

next badger
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um...it does?

open eagle
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Yes

next badger
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afaik shooter game is 4.9 based, and repgraph is 4.20

open eagle
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Look in the source folder of it

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It has ShooterReplicationGraph.cpp

tall pendant
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dont they update shootergame?

next badger
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@tall pendant they could, but reimplementing it with BETA feature...

open eagle
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I want to just use the shooterGame pawn code and some of it's gameplay mechanics but it's all in c++

regal mulch
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ShootGame is actively updated with their network stuff

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It has the Replay stuff in it

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And most liekly also the RepGraph stuff

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Doesn't mean you have to use it though

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I would suggest you create your game from scratch

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And use shootergame for reference

open eagle
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That is what I was doing

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I am using bp

topaz thunder
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hello, im new to unreal engine and recently started messing around with material and was able to make some cool spiky thing, but it seems to only go to the top right by default. Is there a way to change the direction?

open eagle
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And I understand bp fine

topaz thunder
open eagle
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I just really like shooterGame and how a lot of the stuff is already set up

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I just want to integrate my BP stuff in to it

regal mulch
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You can do that too

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it's just complicated if SG does stuff you don't understand

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It's complex and by the standard of 4.23 probably not the cleanest

open eagle
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So should I just use some of it's assets and recreate their functionality in bp

regal mulch
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Well, let me say it like this: If you want to make a Multiplayer game similar to ShooterGame, you won't get around using C++ at some point.

open eagle
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So I can achieve a similar result and understand the code aswell

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Ok

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Isee

regal mulch
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Blueprints have, by far, not everything exposed that is required to make a fully working multiplayer game.

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At least not if it's something like shooterGame

scarlet birch
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If you just want to get going and learn C++ later. Read the guide he's put out there 2 to 20 times and install advanced sessions. It'll at least get you going.

regal mulch
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Yeah, just be aware you postpone c++

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You most likely won't get around it

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A singleplayer game can most likely be done in pure BPs

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Or a simple couch coop game

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But as soon as we talk internet and sessions and all of that, you are close to c++

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(or lan)

open eagle
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I found a pure blueprint multiplayer game tutorial

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I am following that for my game

scarlet birch
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It lets you separate some of the learning a bit. Anything you do in BP starts to give you some abstract understanding of the C++ stuff. So if you have no background in coding it can help to separate a little learning C++ from learning UE.

open eagle
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I am pretty good with bp

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I am pretty bad with c++

ember notch
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If I search a developer for my team on discord how much money they want?

open eagle
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Idk

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UDK

scarlet birch
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2 cheeseburgers per code block.

fierce tulip
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generally 1000 exposures/hour

regal mulch
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At least one pat on the back per commit.

fierce tulip
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but they have to be committed to their work

regal mulch
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At least 60 hours per week. Otherwise they won't get their pats.

loud knoll
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Anyone know how to fix this using Unreal 4.23
UATHelper: Cooking (Windows): LoadErrors: Warning: Linear color curves now accurately handle RGB values > 1. If you were relying on HSV clamping, please update CurveLinearColor_0
PackagingResults: Warning: Linear color curves now accurately handle RGB values > 1. If you were relying on HSV clamping, please update CurveLinearColor_0

regal mulch
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You read the warning/error and you do what the warning/error tells you.

hard quarry
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Does anyone know why the "Support global clip plane for Planar Reflections" is by default deactivated?

loud knoll
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@regal mulch yeah but this isn't my content it is something from the released version of the engine. I even went through every curve Epic send along and do not know where the settings are to change anything regarding the error.

regal mulch
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If this comes from Epic's Engine, then it would be reproducable in an empty project.

loud knoll
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it ias

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is

regal mulch
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Then file a bug report if it's blocking you.

loud knoll
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its not blocking me it is the only warning I have in the entire project I just will fix it myself then wait for Epic if I can so I can have a clean no warnings project.

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I already reported it when 4.23 was released

regal mulch
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Well if it's part of the actual engine code, you'd have to adjust the engine source for this

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If you have a custom engine already, go for it. But not sure if that's worth it if you are on a binary version

loud knoll
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yeah I am not willing create a custom version of the engine and repair it then have to carry that fix for every new version of the engine at this point. I would rather take all the changes until I am closer to shipping. I figured it was just an asset issue that I could fix quickly.

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Thanks for anwser

next badger
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@hard quarry any reason for it to be enabled?

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you aware that it requires 1.5 times more processing even while no mirrors exist in world?

plush yew
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Hey

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Can anyone see this/

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Discord is acting up?

fierce tulip
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we cant

plush yew
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Ok clearly no one can see this

fierce tulip
keen cave
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if anyone has an idea on how to fix my problem, please let me know

plush yew
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if i wanna make a real copy of the skysphere, to import in my project and alter, how should i go about it?

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i want this because it does not save my changes because its part of the engine

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i cant believe there are no results for this when i search 😦

sudden agate
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Just duplicate the sky to your content folder

plush yew
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whatever i try BP_Sunposition wont take my skysphere copy

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it will only take the original skysphere from the engine

sudden agate
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Duplicate sun position and adjust it

plush yew
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i did that and it wont work

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sky works fine but the BP_Sunposition will not take it

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Discord is back

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Hurray

azure shore
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why does one of my textures look super dark in game

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actually a lot do it

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anything specific that causes darkness?

dawn gull
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How do I use @plush yew for looking for work?

next badger
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read pinned message

dawn gull
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Ok thanks

plush yew
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i don’t know if this makes much sense but i feel like i’m walking before running in unreal. i finished the first hour and getting started tutorial which helped me get a really good grasp of where things are in the engine but i’m watching this melee combat tutorial right now and going “hey, i should actually learn how to create attack events and map inputs for them before i just use a character from the store with mapped attacks already”

it’s like i’m trying to find a balance between using assets and making sure i can create the basics of the gameplay logic that those assets are assigned to do

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does that make any sense or am i overthinking things?

plush yew
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imho its best to have a goal first, then buy carefully selected assets to reach that goal

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no need to buy assets to learn stuff, plenty of free stuff out there from epic and others

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ahh word! that's a really good way of seeing things, thanks!

restive silo
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I have a question about how to make a path in a vortex wormhole

plush yew
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i dont even know what a vortex wormhole is tbh lol

hard quarry
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@next badger No I did not know that, why does it need 50% more processing time? What exactly does this change?

plush yew
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whats the best way to make a full copy of the skysphere and the assets its using?

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preferably with the blueprints all pointing to the copied stuff instead of originals

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(because i have to make changes and they do not get saved for stuff that falls under engine and not the project)

grave nebula
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@next badger it requires 1.5 times more processing even while no mirrors exist in world? Where is the number from ?

thick herald
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India.

plush yew
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lol

next badger
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Infinity Blade Dungeons (next example however show no such drastic change)

azure shore
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vortex wormhole sounds like something theyd say in a science fiction film to sound smart like theyre talking about sciencey stuff

plush yew
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@azure shore i still wanna know what @restive silo meant though

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it sounded like it might be a cool problem

next badger
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i just remembered that i've heard/read that from Epic directly, the thing about Planar reflections consuming instructions even while no mirrors visible

astral marsh
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anyone knows why does this thing even happen

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like every project i create

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my camera comes like this

plush yew
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you mean it keeps looking down?

astral marsh
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no

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the camera set wrong

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when its set correctly on viewport

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its not facing towards

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it faces on other side

sudden agate
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i use planar reflections in conjunction with baked reflections.
For mirrors i configure the planar reflections to only render the character. the rest is just a static cubemap.

astral marsh
sudden agate
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your character is not rotated correctly

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it needs to point where the arrow is

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your mesh points to y forward, not x forward

astral marsh
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jesus why didnt i notice that

sudden agate
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change that in your app

astral marsh
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yep its fixed thanks man

plush yew
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lol its always something simple like that 🙂

sudden agate
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i recommend making your mesh point to x forward, it allows you to use local rotations for the mesh component correctly

plush yew
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hello

azure shore
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fnafgamer14...

plush yew
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so i need a modeler who can model in unreal engine 4

azure shore
plush yew
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well i need a modeler

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yeah you said that, we can read

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ok

sudden agate
plush yew
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thank u @sudden agate

sudden agate
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no one is gonna model for free

plush yew
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on a sidenote you generally dont model in UE4

sudden agate
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maybe read the channel's topic first

plush yew
sudden agate
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read the error

plush yew
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i dont have premission to send it anything in there

sudden agate
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maybe read the channel's topic first

plush yew
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weres that at

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@sudden agate Read it, just wondering if it's something important, I mean it's just a warning and based on the discussions I read it's nothing to "worry about" but that was 2+ years ago

sudden agate
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it just means it will have incorrect lightmaps on higher LODs unless the UVs are the same

plush yew
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wow

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so can anyone of u give me premission to do that

leaden mauve
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Dude, you read the description

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I'll help you out a bit

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It says Jobs looking for people. See pinned messages for instructions.

sudden agate
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reading doesnt seem to be a strength of some people

plush yew
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ok

leaden mauve
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In case you still can't find it, DM me and i'll send you a link to the pinned message, but it would be better for everyone if you learn how to navigate discord 😅

plush yew
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can u do send me the link i cant find it

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F

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@sudden agate Why am I getting the error if my LOD is on 0 though

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if it only applies to LOD 1+

sudden agate
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yes, lods have lightmap uvs aswell

next badger
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every channel has own pinned messages

plush yew
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how can i make a (conveniantly) copy of the skysphere (and the stuff it uses)?

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@sudden agate I know that, but no idea how that's supposed to help me fix this error?

next badger
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use migrate

plush yew
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aha, that does make a copy and not move?

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jsut doublechecking

sudden agate
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@plush yew UE doesnt like having different UV Lightmap layouts for LODs

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simple as that

plush yew
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I didn't do anything with lightmaps though, I legit just started a new project and added grass to it :d

next badger
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it makes a copy...

plush yew
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thanks i assumed it would move 🙂

plush yew
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its tellin me to answer questions and i did but hey are short

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@sudden agate engine assets cannot be migrated it tells me

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how can i make a copy of the skysphere (and the stuff it uses)? (Migrate does not work because it is part of the engine)

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i'm amazed this is so hard to find out o.O

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its like nobody ever altered a skysphere

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hey i anwered questions

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maybe its simpler to ask how do i migrate assets from the engine to the project? (so i can alter them and save my changes)

scarlet birch
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drag and drop

next badger
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you can't move engine assets like that

scarlet birch
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You can copy some things, like the default skysphere, to the project.

next badger
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but that won't fix the references

plush yew
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so in other words the engine assets are useless to me?

grave nebula
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@next badger Either you misinterpreted it or it was misworded. Clipping plane does add overhead, but nowhere near 1.5 times. Hell, you can't even measure it that way, for it affects just one part of a pipeline.

next badger
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i guess so, you have to remake one in the project

scarlet birch
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I must have missed something, I didn't see he was having an issue with that.

plush yew
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unless i want to go around and fix the objects all the assets point to since they are copied as well

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well i did remake one lol

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using the BP class they made for it

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but i cannot change that one since its not a copy

scarlet birch
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You can just copy that to a content folder and use it.

plush yew
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after having it point ot the right materials, and in the blueprints to the right meshes?

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if i copy it it will be material instances and whatever it does with the other stuff

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but everything will link to the old files part of the engine

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i could try and fix this manually but there must be a better way for this

next badger
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i assume there are no better way, i've replaced all the references manually...but i'm not always correct

summer turret
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how do i show outline of a building i wanna place on the ground? like rts games, you click on icon then you click on ground and you get a building in that area, i can do that but i want it to show outline of where the building will be on the ground

plush yew
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@next badger thats pretty un-userfriendly and annoying tbh lol

young mirage
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Is Chaos Physics only for destruction ? does it supports any standard rigid body physics like PhysX ?

next badger
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Chaos is replacement for physx, ue4 will be using Chaos for everything.

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no ETA tho...probably not 4.24

plush yew
next badger
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select a function in the bp -> look at properties window -> add output pin with a proper type

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then just use return node inside function

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just keep in mind, there are multiple types/classes of cameras

plush yew
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Got it, thanks 🙂

maiden sundial
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I'm not too sure if it's the right way.
I'm currently creating a animation BP for my enemies, but since i also use a behavior tree where i'd like to add like a attack task which would play the attack animation.
And since i can't set the animation BP via behavior tree i get the feeling i should not use it

young mirage
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Ideally behavior tree should only dictate high level commands with implementation specifics residing in the controller or pawn

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Imo^

light hornet
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Hey all. I was going through the components and collision tutorial on the Unreal website. Everything was going almost perfectly... except when I try to use multiple inputs (pressing w and d simultaneously, or s and moving the mouse, etc.) the camera breaks. Any ideas?

gentle moth
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What's the way of making textures look non-repetitive

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cause it's obvious that it's just 1 texture repeating over and over

next badger
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there are variety of techniques, overlays, uv distortion etc

grim ore
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Macro texture, micro textures, putting stuff on it. It depends on what this is going to be used for and where it is and what is around it.

gentle moth
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it's just simple wall in almost empty room

grim ore
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scale up the texture so it's not as obvious? use a different texture? find one with less repetitive tiling? use one of the above mentioned techniques, put a plant in front of it or a picture? etc.

pliant yoke
#

what is this white ball at the base of my object and how do I hide it

gentle moth
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it's root of scene

grim ore
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that is the default scene root

gentle moth
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it's not visible in editor, only here

grim ore
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replace it with a new scene component in the parent and it will disappear

tall pendant
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still wondering if Chaos will offer some next gen stuff tho

pliant yoke
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I just want to place the sprite on the dang origin and i can't see it

tall pendant
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i mean you should consider FEM nowadays

next badger
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@pliant yoke select root and uncheck "visible"

pliant yoke
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that doesn't do it

next badger
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then replace it on scene again

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not sure if it's a bug

hollow frost
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Hello there fellow Devs, I'm in the making of a sliding movement for my game, when I slide the position of the character get reset to the one prior to the slide

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I can't get this to work properly, any tips?

grim ore
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are you using root motion for the animations? is the animation driving the movement or are you just playing an animation in place and moving the character?

hollow frost
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I can send over a video if that helps any?

hollow frost
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No, wasn't using root motion, any help on how to implement it? I can send you some snippets of the code.

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That documentation seems to not work for Mixamo meshes

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Just seems to support the default.

grim ore
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the documentation is agnostic

hollow frost
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Ok?

grim ore
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it shouldn't matter where they came from, the mixamo animations are fine if set up correctly

hollow frost
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So the skeleton and the mesh don't appear to have any options for root motion.

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I'm on v4.22

grim ore
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when you exported the animations from Mixamo did you choose in place as the option?

hollow frost
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there was no option for that.

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I've been using all of my animations just fine, and I've never seen any options to enable in place.

grim ore
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then it's going to be a root motion animation and you will have to adjust for that in the engine

pliant yoke
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thanks friends

hollow frost
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How would I go about doing that? I've had practically 0 tutorials as to how I can implement my Running Slide animation from Mixamo.

grim ore
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that page shows you the options and how you adjust for it

hollow frost
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Does anybody have the in place animation?

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I was unable to get it.

grim ore
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for a slide you would probably not use an in place animation

hollow frost
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Ok

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The root motion tab does not exist in 4.22, so I have to assume this is an earlier build.

next badger
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root motion is option for animation, not skeleton or mesh

hollow frost
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Ok

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Thank you

grim ore
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Root Motion can be enabled inside the Asset Details panel in the Animation Editor for your Animation Sequence.```
hollow frost
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Let me see if I can figure this out.

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Yeah, same result, checked the box and all

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Need any screenshots?

grim ore
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I don't know if there is any more help in this channel besides identifying the possible issue and suggesting fixes, #animation might be able to help in more detail

hollow frost
next badger
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just looked there, seems active

hollow frost
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Well they sure as hell can't answer a simple question about this root motion

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It's not easy to do this.

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It should be

grim ore
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maybe it's not simple and they can't fix it

hollow frost
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Then why would you suggest I go there if I can't be helped?

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No one has answered this question, and I've been looking for an answer for nearly 2 weeks now.

grim ore
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most of your "problems" so far have been due to you rushing thru this and not trying to understand what you are doing before doing it.,

next badger
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cause it's the proper place for those questions? otherwise - forums or answerhub
yet you have to provide detailed explanation of the issue

hollow frost
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Well, you've not asked for anything solid yet.

next badger
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you as well

hollow frost
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Mainly because I don't have a clue as to how this engine works

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And came here for help.

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I'm not an expert, or some kind of master coder.

next badger
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Mathew has a great channel, you may watch all of his videos for a start.

hollow frost
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I've been going off of no dedicated tutorials or anything solid.

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I may, but with his stance on my "problems" I may not care about his videos.

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Unless he's a miracle worker.

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Then I'll consider it.

next badger
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if you don't care nothing would help you...i guess

hollow frost
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I do care, I don't take lip from anybody.

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I've been desperately trying to get this feature working, but no.

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Nothing has worked.

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And I've been stuck for two weeks

next badger
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not quite sure what is feature?

hollow frost
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Sliding

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I want a Call of Duty slide in my game

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It should be something as simple as moving the character with a fancy animation

next badger
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good, have you implemented animation blueprint?

hollow frost
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Yes

next badger
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good, it does make transition in blendspace?

astral cedar
hollow frost
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It's just one animation, it shouldn't need an entire dedicated blendspace

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I was able to make a reload animation work without one

next badger
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go in to your slide animation, enable whole skeleton hierarchy and show a screenshot at the end of the slide

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this is how to show it

hollow frost
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Ok, one moment

next badger
hollow frost
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Looks like this

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I had to disable the root motion so it would display properly

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Otherwise, there was a spasm, and something that vaguely resembled the original animation

next badger
vast fossil
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so to my understanding, every object in the world outliner has the same vector direction in world space which cant be changed, right ?

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thats why gimbal lock occurs

next badger
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this has to be enabled

vast fossil
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can someone confirm ?

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or am I wrong ?

hollow frost
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I unticked it, but I've re ticked it

grim ore
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the problem is if he is using the mixamo slide animation is it is designed to be used with root motion and it's going to not drop into UE4.

next badger
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@vast fossil umm..what?

grim ore
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when root motion is set for it the character can no longer "drop" from the idle/stand position down to slide so the animation is off the ground when it's working in UE4

next badger
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@grim ore you see the red bone, it's root motion, so it should work

plush yew
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he unticked it just for the screenshot (he explained this)

vast fossil
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the transform in world space

grim ore
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I know it should and I just tested it

vast fossil
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for objects

hollow frost
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@plush yew Correct

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It was unticked

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With it ticked, there is no movement

next badger
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well, there should no be movement...you have to move the character

hollow frost
next badger
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can't you zoom properly? an select the root as well

grim ore
next badger
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so the root in the hip?

grim ore
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otherwise if you just use the anim as is it will move away from the root and capsule as expected

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yep the default animation drops the player down into the slide so when you use root motion with it the character will end up off the ground. It's the animation it's no intended to be used for UE4 so shrug

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and yes hips is the root

next badger
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oh, ok...well, nothing blender/maya can fix

grim ore
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I mean it works great if you don't use root motion but then the capsule doesnt move with it automatically so neither the camera etc.

next badger
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nonono...always use root motion in ue4...except for some movies/cinematics

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i definitely used mixamo animations before...can't remember any issues with root

grim ore
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it's dependent on the animation, quite a few of them have the "in place" checkbox which resolves this issue

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this is just one of those "trying to put a square peg in a round hole" problems

hollow frost
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It still resets back to the previous position

next badger
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it should not move at all

hollow frost
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Does anybody have this animation with the in place box?

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I'm unable to get it

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It just shows up then disappears

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I tried pressing it, but it just pressed the mirror instead

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I'm also unable to use blender for this, as it has not been a helpful tool

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And I don't own Maya, because I'd have to pay for that.

plush yew
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well use blender

hollow frost
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How?

plush yew
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you download it, install it, learn it, use it

hollow frost
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If it literally refuses to work?

abstract relic
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Find the root bone and delete all it’s keyframes

hollow frost
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I've attempted to download it numerous times, but it hasn't worked

plush yew
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thats extremely weird

meager copper
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I have this issue where I destroy actors but other code (BP) wants to act on it. so I have warnings about "pending kill". What is a good general solution to stop "other activity"?

hollow frost
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Then I gave up and went to the official site, then it worked but was very much prone to crashes

plush yew
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any errors or anything like that? we could use lounge for help with blender if you want

grim ore
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use the "Is Valid" node before you act on the BP that could be potentially destroyed/not valid

plush yew
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lol where did you get it from before the official site.... ?

hollow frost
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Steam

plush yew
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dont do that

meager copper
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@grim ore so just add that everywhere?

abstract relic
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You can do it from steam?

plush yew
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yeah its on steam since a while now

grim ore
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anywhere you want to check to see if something you will be doing something with is valid, yes

abstract relic
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That’s insane

next badger
plush yew
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for like a few years now i think lol

next badger
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here you are

plush yew
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they recently got a sizeable donation too, dunno if you heard lol

abstract relic
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Of course

hollow frost
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I have no clue how to use Blender, I've not found any tutorials that are user friendly, or are not paid for.

next badger
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@grim ore there was no Root at all

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so ue generated it

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i;ve added root and added root motion to move under the char

hollow frost
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Thanks

plush yew
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youtube is full of insanely good blender tutorials

grim ore
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interesting, hips was the first bone tho right?

next badger
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so now when root motion is enabled it will stay in place

hollow frost
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Now to see if it works

next badger
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yep, hips were first bone

plush yew
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also there is #blender on freenode (or ##blender not sure)

next badger
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i need to learn blender

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i can't use maya for those things forever

plush yew
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blender is amazing but its steep to learn

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dunno about the new interface i sitll use 2.79

hollow frost
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Yeah, I've attempted to learn Blender 5 times now.

next badger
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imagine someone like me who worked in max for 16 years -_-

hollow frost
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I couldn't do it.

abstract relic
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Not even with their maya indie license?

hollow frost
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Every time

plush yew
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its easier if you already have previous experience

hollow frost
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I don't

plush yew
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and some people say the new GUI is much better

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but i learned the old one so i stick with that for now

hollow frost
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I barely had any experience when I was making my GameGuru game

plush yew
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i stuck with 2.49b for a loooong time too before learning the new UI that came after that 🙂

next badger
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why no python in maya indie? would be such a good deal

hollow frost
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I was just going off of Valve's GDD's

plush yew
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just being able to get around object and edit mode, move vertices, know some modifiers like decimate, ... is worth so much

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and theres many great plugins too

next badger
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for me main blender issue now is inability to work with custom normals

plush yew
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define custom normals

hollow frost
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Granted, I could do a lot of that, but my first game was mainly recycled assets, which was hella stressful to use due to its issues.

next badger
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and devs said - it's not a bug that blender destroys custom normal data, dont use it

abstract relic
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UI is so-so. Better in most ways, most of the functions are locked behind unnecessary buttons sequences though. Hot keys are a greater must now.

plush yew
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i almost only use hotkeys for 2.79 anyway

next badger
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@plush yew normals that are modified

plush yew
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blender should do that no problem?

next badger
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you can rotate normals, split them, merge

abstract relic
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Referring to pre 2.8 Sed?

next badger
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@plush yew blender can't

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2.81

abstract relic
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Most likely I’m mistaking your intent for something else. You can adjust normals now. Beyond simple recalcs

hollow frost
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Yeah, that slide animation has the same issue, but I can't move forward now.

next badger
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@abstract relic look at bug report, it was made just this month

plush yew
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one of the commenters says dont edit topology after editing normals

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problem solved

abstract relic
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Oh joy

plush yew
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or use an older version of blender that may not have this problem

hollow frost
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@next badger Any help?

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It just plays the animation over and over without moving

next badger
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@hollow frost what? you enabled root motion? right? it now should stay in place properly, not float

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it not supposed to move

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it's not how game characters move

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you move it...

hollow frost
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It should be like Call of Duty's slide, where you press the button, then it moves you.

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Like a dodge

next badger
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you should do it yourself, with some BP coding

hollow frost
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Or a roll

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I have no idea how to do that.

plush yew
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any news ?

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@next badger i remember when the FBX exporting was so bad i had to use the edgesplit modifier to force hard edges 😄 (in UDK)

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new preview ?

next badger
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@hollow frost @astral cedar gave you a tutorial

hollow frost
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Where?

abstract relic
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YouTube is a wonderful place 😜

plush yew
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rekt

hollow frost
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Ok, let me see here

plush yew
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dunno if he has something for this problem though but you can sure look

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not just BP stuff from what i saw

heady lynx
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Anyone with rudimentary knowledge of AI and a few minutes over to look at my problem in #gameplay-ai ?

hollow frost
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The anim instance will not connect to the target

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The one @astral cedar gave

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Any help?

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@next badger the tutorial does not work

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Yeah, that tutorial just completely broke the slide

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And the character too

next badger
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completely broke is very vague

meager copper
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hey. So I want to reuse my level for multiple "levels" meaning I want to to inject some variables to basically set difficulty. I try to make the variable "instance editable" and "expose on spawn" but I can't figure how to actually provide those values?

grim ore
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that is probably not going to work how you want it. Are you basically going to reload the level but "change" some stuff when it reloads?

vast fossil
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guys ive added a new c++ bp and its compiling for a half hour now , still at 200/1800

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is this normal ?

grim ore
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100% depends on your PC but if you just added a new C++ class that seems odd. Did you do this from the editor or from VS?

vast fossil
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VS

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so everytime when I add a new cpp blueprint, its gonna compile this long ?

grim ore
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oh.. as far as I know if you are adding new classes you should always do it thru the editor so it can compile and add it properly

vast fossil
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ive been following this tutorial

grim ore
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so no it shouldnt unless it is recompiling the entire thing. Adding a class thru the editor only takes a short amount of time last I did it

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yeah that is adding it thru the editor, not visual studio

vast fossil
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hmm

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I see, now im looking at VS stats

grim ore
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where do you see it showing 200/1800?

vast fossil
grim ore
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oh uh yeah that's compiling the project. if this is your first time then yep it might

vast fossil
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hmm

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and the second time it will be faster ?

grim ore
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it should be. are you compiling the project or the editor?

vast fossil
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the project I think

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I had to right click and rebuild

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according to the video

grim ore
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yeah project should be quite quick if its just the project modules

vast fossil
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I see

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thanks

cedar moon
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When writing code that relies on the implementation details of minimalAPI classes from the engine, how does one tell build tool how to link?

I want to extend ULevel

vast fossil
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whats is a hot recompile ? And how do I do it ?

modern sinew
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Is there any way to make a cone-shaped line trace? (like for an AI Line-of-sight) Or should I just call a bunch of traces?

grim ore
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hot recompile/hot reload is when you compile from the editor after making a change without shutting down VS

vast fossil
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ah

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oke

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ok I found out the rebuild compiles everything from scratch while build only the changed ones

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so next time I have to "build" when changing something

sleek spear
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in materials, can i blend between 2 values using as alpha whether something is lit or not?

vast fossil
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building total mintues took 56 min lol

plush yew
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Well i have a bad game design right if you can fly in the main menu screen 😂

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Right?

heady lynx
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Sounds like wonderful design

plush yew
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turn it into an easter egg

heady lynx
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I love it...every interaction where it's not expected is so cool

plush yew
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i remember seeing a presentation from a crysis dev waaaay back and he was saying how at one point when they added the tree chopping the AI (unexpectedly) got very confused thinking it was looking at a walking tree

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when they picked up a chopped palmtree top

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So first off I am running Nvidia 470 so the bare minimum, slows my development because material editing takes forever. First off my pc is pretty old and I don't know whether to update my graphics card, whether there might be compatibility issues or whether to just get a new PC. I am sure there are other issues that come with a very old computer eg chance of failure. If so what is a good pc for ue4 dev that is affordable, also would a laptop be possible? My budget is 600 GBP and I'll need lots of memory though of course I can buy extra (though don't know how to do that with a laptop)

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what CPU do you have?

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Elite Samsung

heady lynx
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@plush yew I'm running on an ASUS rog 860m laptop and it works fine. My HD is NOT an SSD but that would probably help it go faster for a small investment

plush yew
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there is no such thing, its either intel or AMD

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and its important to give advice on wether to update or not

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I'm a noob at hardware. Says Samsung on disc drive that's why I said it

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task manager -> performance tab at top, then look top right

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AMD X2 555 Processor, 3200 MHz 2cores

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yeah not worth pairing a new GPU with that

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600 pounds is not much but you can find a good older second hand system for it probably

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could go up 700 not much more

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Nothing more

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if you go that route you need to bring someone who knows their stuff though

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About laptops anything affordable that's ue4 compatible

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Or stick to desktop

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i bought my last 2 computers second hand, and one for a family member too a while back

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im still using a 2500K with a GTX1070

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you can find something like that for very cheap here

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oops sorry i mean 970!

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lol

grim ore
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2nd hand ftw. got a 2600 with a 1050ti cheap I use at work 🙂

plush yew
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2600K ?

grim ore
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non k

plush yew
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What does that actually mean

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my 2500K runs at 4Ghz in the summer and 4.2 in the winter 🙂

grim ore
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stock here but a little bit nicer than a pentium J series cpu 😉

plush yew
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K means unlocked multiplier so you can overclock it really well (if you know what you are doing and cool it well)

grim ore
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yeah I had a 5820k at home for the last 3 years before I upgraded. That was no 2nd hand and was super not cheap lol

plush yew
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Best option then I guess

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well bring someone who knows you will at least get what is advertized and whatnot

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and use common sense

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And how about laptops you think that's a no go for ue4?

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also make sure you can actually go to their house

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Yeah I take ages to decide anything

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to see it working and whatnot

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laptops and anything gaming related is bad

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especially on a budget second hand desktop is probably best

grim ore
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laptop will work but if you are on a budget you won't get near what you would in a desktop.

plush yew
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That's what I guessed, ty

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lots more stuff to consider for laptops as well, some run like crap because they run them at lower TDP

grim ore
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2nd hand 7th gen i7 with like 1060's are getting cheap now for laptops but for the same price you can get a nice ryzen and a better GPU so it's a tossup

plush yew
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2500Ks with mainboard, case, ram, ... go for like 250EUR here now lol

autumn trout
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👀

grim ore
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depends on the goal

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an event that runs 3 times would do it but it wouldnt be really any less code

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technically a timeline that fires off an event pulse would be 3? nodes less lol

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and if you collapsed the arrows 1->getworldtransform->spawnactor node into a function or macro it would clean that up as well

autumn trout
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Let's say I want to run 100 times how I do it

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I don't mind using event trick

humble stratus
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Is there a way to disable the Epic Games launcher auto minimize/maximize when opening/closing projects? I just can't take it anymore.

plush yew
thin tendon
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I have a weird issue with the foliage painter. When I add my trees to the density scaling, they appear to vanish like they are supposed to (on lower settings). But they are actually still there and it creates invisible trees. Anyone know how to fix this?

autumn trout
plush yew
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my brain hurts

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someone showed another way in #blueprint btw @autumn trout

autumn trout
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@plush yew xd I will try your style

plush yew
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look at his too its about the same amount of nodes and does the same

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jsut use whatever uses less CPU i would say 🙂

autumn trout
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you are right

plush yew
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im not saying yours is wrong btw if it works it works :-p

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if you find a lot of difference in cpu let us know though

autumn trout
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How do I check the CPU?

plush yew
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nvm its not important just curious 🙂

autumn trout
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Okay I'll try

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@plush yew Thanks for help

plush yew
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np yw

plush yew
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I just had a thought while looking at my units who are only animated from the waist up. The whole reason I split the skeleton into top/bottom was because if the lower spine gyrated while running the entire upper body would gyrate as well, which looked really goofy. I could just put an aim offset on the spine, right? That way by the time the chain got up to the chest/shoulders the skeleton wouldn't be flopping around?

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I've had aim offset stuff for a while to get the player's head to follow the camera but I could probably use it to stabilize the spine as well

crude vessel
#

Why the hell can't I undo in the physics editor 😦

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I accidentally hit generate all bodies and it destroyed my physics object for my character

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and uh, Mirror dosen't work properly, this workflow is kicking my ass.

plush yew
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mirror not working is what gets me every time. its been a while and maybe I missed it but if we at least had values that we could manually enter to mirror it'd be so much better

crude vessel
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I don't understand how I'm suppose to do this if it's just breaking on me and I can't even undo, I lost like so much work just now due to a mis click

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I can't even find a good write up on the constraints

plush yew
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Yeah I thought it'd be something quick and easy I could set up in a session but once I saw I couldn't get a perfect mirror/ set coordinates I dipped out. The constraints seemed pretty decent though. I wish I had the writeup I followed but I was able to get a grasp on the constraints pretty quickly for a basic humanoid model

stray sandal
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hi i'm doing a vr building game and i cant find out how you would do a ui that opens up when you press a button and it shows the parts you can use to build. and if you see a part you want you just grab it and it adds the part to your hand.

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it can be a simple cube for all i care

soft crescent
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thats a lot of different components

stray sandal
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how would i do it then?

soft crescent
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not just ui, do you have a system for adding the part to your hand

stray sandal
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nope

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completly fresh

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and new to unreal engine

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full of ideas and dont know how to make them reality

soft crescent
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no one here will be able to walk you through it completely, because what you're describing is an interaction consisting of multiple components, player logic to pick up the object, ui widgets that handle data for pickup/can display visuals, the entire definition of what a pickup is as well

#

make breakout first before you get too ambitious

stray sandal
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thats kind of what i'm

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doing

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i made it so i can move

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i can look and walk around

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and now i just need to spawn an object

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by grabing it in a ui

soft crescent
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well theres a lot of ways to do that, i'd probably do the whole player picking up item thing first tho

stray sandal
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how?

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i can already pick up cubes

soft crescent
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idk enough about your project, what you currently have and what you currently know to really answer that

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just try your best to get something working, learn how to piece together the information you need bit by bit to solve a problem instead of asking people how to tackle a whole huge thing

stray sandal
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jack all on both when it comes to what i have layed out and when it comes to knowing about UE. but when it comes to the game i want should i try and do something else?

soft crescent
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just try and make pong first or breakout

stray sandal
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breakout?

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pong?

soft crescent
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...you know what pong is right?

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it's the classic arcade game

stray sandal
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the table version or the old school game

soft crescent
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probably one of the first commercial video games i think

stray sandal
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oh that

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yes

soft crescent
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if you can emulate pong entirely, score system, other paddle doing stuff

stray sandal
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welp

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not gonna lie

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pong sounds kinda doll to what i'm trying to do

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but i guess its alot more complicated with what i want to do then i first thoult

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isnt it?

soft crescent
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it always is, since you're just starting out, your projections of what is a complicated thing to take on/out of your depth are not at all based in reality

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as you start making small things and solving problems that are common to many games, you will get better at figuring out how to tackle your own ideas

stray sandal
#

alright then

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just figured since i see a lot vr world building games with the same thing figured it would be at least a tutorial video

thin tendon
#

Does Ue4 have some kind of caps in place preventing your game from using a certain percentage of what the GPU can handle? Is there a way to over ride this?

jolly maple
#

how do I convert my blender work to unreal

plush yew
#

I've got a feeling that a question that large is going to be more reliably answered by several youtube tutorials than a discord forum

plush yew
#

but you can definitely still try

tall pendant
#

exporting meshes is not a issue. materials, lights however..probably not possible to export them.

#

ofc providing more information would help people to better understand your question

plush yew
#

Im looking for somebody who could help me to slightly edit this landscape texture. The problem are the stones in the texture. I need them to be a bit brighter / more sandy like the ground below them. If anybody has experience with editing textures, I would greatly appreciate if u could lend a hand.

thin tendon
#

@plush yew You could try blending it with another texture on the material. Something that is brighter and sandier

plush yew
#

@thin tendon How would I go on about doin that?

thin tendon
#

With a lerp or a multiply pretty sure. Give me a sec I will look for an example

white urchin
#

does anyone know how to solve this problem?

#

i have python installed and its in system path

cloud cobalt
#

Looks like your plugin is missing an UE4 module called 'PythonConsole'

#

Not compiled for that version maybe idk

#

Ask the plugin developer

white urchin
#

quixel

#

i dont think that is the problem

thin tendon
#

@plush yew The multiply coming out of the sand texture here is setting the strength at which I want it to show

obtuse yoke
#

How can you use unreal editing real time collaboration from distance like me and my friend want to work but we are from different cities

#

How can we use unreal multy editing user

white urchin
#

i cant open unreal engine 4 at all

#

i uninstalled bridge

#

is there anyway to disable the plugin outside?

meager copper
#

@grim ore thanks for answer, sorry I had to go to bed. yes I want to load first time and then reload again and again the same level, and give the "constructor" of the level some input. but on "open level" I can't see how to add my input args

plush yew
#

Why do i get this error

#

and how do i fix it

white urchin
#

ok ill just reinstall ue4

flat gorge
#

can any one help with the mouse cursor problem? I am trying to make it so it shows in the pause menu but it's not working
I'm making it inside the character bp

fallen marten
#

guys - does anyone know what causes the editor to crash when a navmesh bounds is dragged into the scene? just upgraded to 4.21 and got hit with this lovely BS

#

@flat gorge after the add to viewport node, add a set visibility node and connect your widget reference to it. Set to visible

midnight gate
#

ugh i need help pls

#

can someone help me with coding ui for first person

#

eveything works but when i click on start it opens the level but its paused completly for some reason and i cant do shit

#

i cant even go to the paused menu that i coded for the level

fallen marten
#

Go through all your begin play nodes in the player, the controller, the game mode and see if anything is pausing it

#

Oh and check your level BP

#

Past that more info is needed to help

plush yew
#

Hello everyone, So i'm having a problem with the destructible mesh. in the editor, When i hit a destructible mesh, Everything works fine, But after building the game, For some reason the destructible mesh doesn't have collision. Anyone knows why?

midnight gate
#

ah thank you

#

adding player contrler fixed it

fallen marten
#

Glad that helped 🙂

plush yew
#

Is there a way to reduce loading time when a packaged game is opened for the first time?

midnight bolt
#

whoah, am i the only one who can't use drag and drop in windows when UE is doing something, like importing textures?

#

that's a terrible bug

meager copper
#

can I make the play button start on my "main menu map/level" regardless of which level is currently loaded?

hoary silo
#

I have parented my characters hands to IK bones and now they are disconnected from the arms and I cant figure out a way to get them back together

#

Im using blender

plush yew
#

Is there something like "switch on type"?

void interactWithEntity(Actor Object) 
{
    switch(Object.type)
    {
        case Object.Bush
            ... break;
        case Object.Tree
            ... break;
    }
}
#

in blueprints

hoary silo
plush yew
#

I want to have an interaction system aka. if you interact with trees you chop them down, if you interact with doors you open them etc.

#

not sure what the best approach to this would be

hoary silo
#

Make individual blueprints for your trees and doors

plush yew
#

I guess the best would be to have an "interact()" function in each object?

#

and just go object.interact()

hoary silo
#

Idk, i dont really know C++

plush yew
#

I mean, I am using blueprints

hoary silo
#

Oh i see what you mean now

plush yew
#

yup, basically:

#

this is meant to "harvest" the bush

hoary silo
#

you could break the hit result, and cast to your tree or door

plush yew
#

shouldn't the line be green though?

#

considering it's a "hit"?

hoary silo
#

Yeah

#

your bush has no collision

#

you want one of those checked, what ever channel your using v

plush yew
#

I guess it would be better to use a LineTraceForObjects then?

#

and just make an array of object that can be interacted with?

hoary silo
#

It wouldnt really matter

#

And the event can be harvest or something which when calling it will run the code

plush yew
#

oh nice, thanks!

#

But won't this be a serious pain if I have to cast to every interactable object type?

#

like, if I have 1000 objects, I'll need 1000 casts?

next badger
#

@hoary silo IK bones are for different purpose, don't use them for meshes

hoary silo
#

@next badger ?

next badger
#

parented my characters hands to IK bones <-

hoary silo
#

Oh

midnight bolt
#

is there a LOD Group settings like small prop, when using bulk edit via property matrix? i cant find it

upper iris
#

Big curious question... I don't need to know how to do it but is it possible.... If you had a blending material that made all vertical angles like 90 degrees to a 100 degrees one material and all level or flat surfaces another matieral?

next badger
#

you just need to type it

#

like SmallProp

midnight bolt
#

Ah, i was expecting a drop menu

next badger
#

@upper iris sorry, your question makes little sense, try to split it to parts and ask again

#

yeah, some settings that use dropdowns are typed in bulk edit, most common i use is collision preset

ember notch
#

Is it a good idea to use 4.23?

#

?

manic pawn
#

no

ember notch
#

@manic pawn and why?

manic pawn
#

it's .0

#

it'll be a good idea once they released one or two patches

ember notch
#

Should I use 4.22.3 or 4.22.1?

manic pawn
#

always the latest patch

meager copper
#

find reference (meaning usage of a function/element) is a useful tool. in UE4 it seems very limited. like it cant find usage outside of the current blue print. Is this a true limitation or just my experience? is there a "find global usage of this"?

regal mulch
#

Just tick the find in all blueprints checkbox

#

It's top right of the search box in a bp

#

@meager copper

plush yew
#

Any idea how I prevent ue4 windows to always be on top?

#

The red window is always in front even if I click on the tab behind it

meager copper
#

@regal mulch ah nice. thanks

regal mulch
#

@plush yew move all tabs to the back window

plush yew
#

@regal mulch I know that is a "solution", did a bit of googling and found out there is no way to prevent sub windows from being "always in front", we should add this tbh

#

I'm addicted to alt-tabbing

runic iron
#

@plush yew What I do is put all tabs back as Cedric says and then navigate using CTRL+TAB or CTRL+SHIFT+TAB

plush yew
#

yup, realized I have to do that too, but with multiple monitors alt-tab would be way better

runic iron
#

yeah for sure !

radiant haven
#

DOes someone know smth about Physics???

runic iron
radiant haven
#

oh thx

halcyon flame
#

can anyone tell me how to save objects that you spawn during PIE or actual play to a level? I want to make a complex pawn/PC/level editor GM for building levels

what is the word for this? I can't seem to find it

grim ore
#

You could try using the Save Game object to save those things to reload later but out of the box there is no real level editing supported.

halcyon flame
#

@grim ore what's the functionality gap with SaveGameObject?

grim ore
#

it's got restrictions on what it can save or load, serialize and de serialize basically. If you wanted to do this properly you would look into extending the engine with some custom c++ code to write out to something like JSON files or another method that lets you save out objects completely in a much more efficient manner

halcyon flame
#

thanks dude

midnight bolt
#

is anyone here using the LevelDesignTools via bluetility?

#

it works for me on one pc, but on the other one i get error

halcyon flame
#

I'm using custom ones with editor widgets

midnight bolt
halcyon flame
#

looks like you need to refresh some nodes for starters

midnight bolt
#

can you guide me?

halcyon flame
#

a bit

midnight bolt
#

would be great

halcyon flame
#

do you have that option set where it jumps to the node causing the error when you compile?

#

that should show you which GetSelectedLevelActors nodes have an issue

midnight bolt
#

i'm newbie with the blueprints, i just find it strange that it worked directly on other pc

#

and im uising it in a clean project

halcyon flame
#

just make a new GetSelectedLevelActors node for each of those and wire them back up

#

sometimes it's easier to just fix something than wonder why it's wrong.

midnight bolt
#

i dont have that one

halcyon flame
#

just standard advice, uncheck GetSelectedLevelActors

#

I mean uncheck Context Sensitive

#

but there's an option in your engine that isn't ticked which allows you to use blutility/level blueprints

#

I mean blutility/editor widgets

#

sorry I'm distracted

midnight bolt
#

i tried context on off before, same result. how do i enable that?

halcyon flame
#

there's something you need to tick somewhere to get access to those nodes

midnight bolt
#

gonna try to find it...

halcyon flame
#

I can find it

#

one sec

#

it might be
Editor Preferences -> Experimental -> Blutility

midnight bolt
#

i dont see blutility there

halcyon flame
#

Editor Scripting -> Level Utility

#

that's the category of nodes you want access to

#

and ?I think you need to install the Editor Scripting Utilities plugin

midnight bolt
#

that would be extremely strange, i literally installed 4.23 on other pc and placed uasset and it just works

halcyon flame
#

you're positive you never enabled this one plugin on the editor that it's working on?

midnight bolt
#

yes, it was on a cloud pc that i use for various tests

#

but ill see the link you provided

halcyon flame
#

don't know what to tell you. enabling that plugin should allow access to that node category I described (which contains the erroneous nodes that need to be refreshed/replaced)

#

let me know if that doesn't work. I'm going to step away from the machine for about 30 minutes though.

midnight bolt
#

@halcyon flame it works now! thank you so much! it was about editor scripting utilities, but i'm 100% confident i have done the same steps on two pcs. strange, but it works. have a great evening

halcyon flame
#

yw man. enable the same plugin on the other machine|image to ensure you don't have any other issues

#

does that asset you linked have a page describing it? I'd like to see what it can do

midnight bolt
#

that's pretty much all

#

i wanted something to add random rotation, or add +value to existing rotations

halcyon flame
#

oh it's the basic one they provided

#

got it

meager copper
#

can you do a "Switch on 'the type of castable BP that collided'" ? What I mean is a select/switch alternative to doing a series of Cast to X, if failed Cast to Y, if failed Cast to Z

potent bay
#

hello everyone, i have a weird problem , i have packaged my project which only plays videos in sequence given the input from arduino, on my pc it works normally but on the target pc videos don't play , i checked a lot of answerhub posts for this one but none of the solutions are working for me 😦

Also i installed all the codecs i have on my workstation and still nothing

halcyon flame
#

@meager copper I don't think so. you have a few different options. if the possibilities share a parent class, you can give them a Class enum variable and then just cast to the parent class and find out which class it is, then switch off that. you could also implement and interface for all objects that can possibly collide or need to respond to a collision, then call the same event on an agnostic object, passing object B a reference to object A. you can then have each different kind of B call a different function in the interface back to A with its reference

meager copper
#

hm.. i already have them on interface. and this is the pointwhere I want them to do different things. but thanks for the ideas

sudden agate
#

There is no other choice than adding a method to the interface or cast to the specific classes

plush yew
#

Hey guys, i'm new and having some issues with "orientation" when following a 2d side scroller tutorial for UE4, if anyone could nudge me in the right direction i would really appreciate it
my 2d sprites that i extracted are apparently facing to the right, so i cant see them with the viewport on "front"unless i change their rotation -90.
does anybody have any idea what is causing this?

I started from the 2D side scroller template and didnt really do anything except changing the character sprite and importing some tile sprite which i now want to use.
I booted up a new project with this 2d side scroller template to make sure and indeed, the template is "built to face right instead of front".

Is this normal behaviour? are all 2d sprites always facing the right? does this affect the eventual product and can i change all my sprites to face front as in the official ue4 tutorial here: https://www.youtube.com/watch?v=cCl1DHhIYeY&t=1382s

#

Around 39 minutes in the vid you can see him place blocks without having issues with orientation

sleek spear
#

in materials, can i blend between 2 values using as alpha whether something is lit or not?

plush yew
#

does unreal have any kind of functionality for sound synthesis? like synthesizers?

#

say i wanted to trigger some samples, does it have midi integration of any sort?

#

if anyone has info, @ me, id be greatly appreciative for any documentation or tips

#

Any way to get rid of those white spheres? quite annoying

orchid marsh
warped tangle
#

@plush yew add a scene component, then make the scene component the root component

plush yew
#

@warped tangle Thanks ❤

warped tangle
#

you'll get used to doing that like....all the time lol

plain bluff
#

guys,Ray tracing in 4.23 is working on GeForce 900 Series ?

tall pendant
#

no.

plain bluff
#

Ray tracing enabled only on 10 and RTX series ?

plush yew
#

@orchid marsh nice, ill check this out

#

Was there a change to destructables?

#

Havent used it for like 1.5-2 years

warped tangle
#

the DM system is relatively unchanged. The new Chaos system is obviously....well new. So completely new system.

short drift
#

Anyone got any idea how i can bring my material closer to crystal like

#

also brining up my emissive map

next badger
upper iris
#

@next badger sorry ill try again,

Let's say I Have a mesh or a set of meshes and I want one material but I want all angle that are between 80 to 10. Degrees vertically to have a texture and then the flat parts horizontal to be masked and have another texture but be fully percedural so any mesh it will work with, for example how respawn do their rocks for landscapes

next badger
#

but I want all angle that are between 80 to 10
Does this makes sense to you? cause it's not to me

#

Shorter sentences may help. One statement at a time.

#

you may be asking about world aligned normals/UVs...not sure

short drift
#

Hi Alexey, can i use a normal albedo map for subsurface?

next badger
#

yes, but, i can't say it's a good choice

#

for ss you better use BW blurred AO map, or density map

#

either way, sss looks better when it's blurry, you may try using MIP offset

#

it's a cheap way to make blurry texture in shader

short drift
#

Sorry bump warp?

next badger
#

bump warp?

short drift
#

sorry what's BW and MIP?

#

black white?

next badger
#

B/W (black-white)

#

MIP is actual term for multiscale textures (multum in parvo)

short drift
#

I need to go get a venti for this

#

my brain is about to explode

vast fossil
#

is it possibe to attach a socket to a pawn instead of character ? Im asking because in the pawn bp there is an option in details "parent socket"