#ue4-general

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slow hearth
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but nothing too big

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usually lots of source changes there though

grim ore
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they could do it but they don't, its just the way it's set up on the back end. Every version of an asset is kept separate because reasons heh

slow hearth
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I think they could save a ton of bandwidth by doing it

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for them and us

manic pawn
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marketplace delta updates would be useful

wary wave
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I worry that deltas would rapidly break down across multiple engine versions

slow hearth
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they already have something similar with the verify system

gleaming narwhal
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@wary wave From what I understand, Chris will show how we can generate the heightmap in editor (Using EUW) and generate the landscape from it

manic pawn
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why would the delta ever break

wary wave
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@gleaming narwhal - cheers!

manic pawn
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use something like hdiffpatch, not the in-engine delta

slow hearth
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^ that already will do a delta update

grim ore
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I would hate to have to do it because MP assets are not kept in one place, IE Kite Demo is not just 1 folder for all versions but separate plus you can migrate assets to multiple places and then you have the entire fact that people suck ๐Ÿ˜›

manic pawn
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that's not a delta update

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verify downloads all bad files in full

slow hearth
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ah ok

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I thought it was like steam's

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I guess no single file in engine is big enough to necessitate it

manic pawn
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though idk what you would use to create deltas for huge things like the engine that are several GB

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well it's more that you can't use delta updates for verify

slow hearth
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why? rsync would do it

manic pawn
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since it's indended to replace invalid files

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you can't have a delta from a version that never existed

slow hearth
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if you change one byte in a random file in a huge folder and do rsync with an unchanged copy it will find it and only send the block around that byte using a rolling hash algorithm thing (it will also send some other hash traffic to verify everything)

manic pawn
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ah

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that could indeed work

slow hearth
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but anyway for marketplace deltas it could precalculate all that like with a patch system and do a verify before patching

manic pawn
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but say you delete a byte instead, now the hash would fail for every block

slow hearth
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no delete would be fine

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it uses rolling hash

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so all the stuff shifted would still work

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it is similar to alignment algorithms in genetic/bioinformatics stuff

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A rolling hash (also known as recursive hashing or rolling checksum) is a hash function where the input is hashed in a window that moves through the input.
A few hash functions allow a rolling hash to be computed very quicklyโ€”the new hash value is rapidly calculated given o...

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that's how steam updates work too, I think the epic store now as well

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I'm not sure if they precompute the differences, or actually do something like rsync on every single user's update (maybe a mixture of both with caching based on some overall hash)

next badger
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are you sure launcher doesn't do all that?
what are those weird tiled charts that are filled with different colors when ue4 being updated?

slow hearth
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yeah it doesn't seem to do it (I'm downloading 4.23 kite demo now)

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The engine definitely has infrastructure around it though, you can see patch system does stuff with rolling hash:

Runtime/Online/BuildPatchServices/Private/BuildPatchUtil.h
43:      * @param ChunkHash      The chunk rolling hash value.
53:      * @param FileHash       The file hash value.
63:      * @param ChunkHash                     OUT     The chunk rolling hash value
68:      * Gets the file chunk GUID and file hash, from the filename, which is the new format.
71:      * @param FileHash                      OUT     The file chunk rolling hash value
148:     * Checks a file against SHA1 hashes. The function takes two so that it can return no match, match with Hash1, or match with Hash2, that way we can check the file for being the same as an old manifest or new manifest
162:     * Checks a file against SHA1 hashes. The function takes two so that it can return no match, match with Hash1, or match with Hash2, that way we can check the file for being the same as an old manifest or new manifest```
next badger
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the issue with content it's provided with Compressed.ddp , and that's a huge chunk of data

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@fading sandal holy f...remove it until it's not too late

slow hearth
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@next badger I think a lot of that ends up the same between versions though; at least for shipping builds a version update doesn't usually have a huge impact and delta compresses pretty well assets wise

next badger
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@fading sandal i'm sorry...you'll get better, i hope

grim ore
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eep

fierce tulip
grim ore
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he was dusted.... โณ

abstract relic
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Did you do it Luos ๐Ÿ˜œ

fierce tulip
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im not allowed to discuss moderation in public :p

abstract relic
fierce tulip
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but spamming nonsense on multiple channels and acting like wutido? yea.. can get you politely removed.

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oh god, I almost want that gif with my head on the doordude, and pfists head on the dude at the desk

abstract relic
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Well. Now you presented a challenge...

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After work though ๐Ÿ˜œ

fierce tulip
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i should learn how to shhh

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ill take myself out now.

abstract relic
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Would do it in aftereffect

plush yew
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how do I post when im looking for talent instead of lfw?

fierce tulip
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top right there is a pin icon, if you click on it you can find a detailed text outlining how to do it

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(in looking for talent)

slow hearth
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the vault cache could be stored in delta format as well, making people clear it less often

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finished downloading installing 4.23 kite demo..

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about to try out rsync on a copy.. dry-run apparently doesn't do the bandwidth total correctly

plush yew
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@regal mulch there is no option to get rid of the xyz axis on the bottom left right? just making sure i didnt look over it, working great other then that (and i know how i can fix it if there is no option)

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where's that gif from lol?

grim ore
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the toss them out one? Archer. Looks like season 9

regal mulch
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@plush yew you mean the thumbnail generator?

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Afaik it shouldn't add that to the saved texture

plush yew
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@regal mulch it does add that for me

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@regal mulch but it only does so when my asset is behind it, when i try to fill the camera view so to speak

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it doesnt show it if it just has background behind it

slow hearth
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hmm well almost no rsync speedup =/ (edit: I'm wrong.. apparently rsyncing local files implies '-W' ...)

timid pilot
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Hi, How using GenerateProjectFiles.bat with custom path engine ?

grim ore
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Generate Project Files should be in the root of the downloaded engine folder isnt it?

timid pilot
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yes, But it's a Engine build from source

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ie LocalBuilds

grim ore
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yes if it's in the root of the downloaded engine it will find the engine for the folder it is in and create the sln file

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is it not working when you run it?

timid pilot
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I run GenerateProjectFiles.bat from the Binaries engine, LocalBuilds

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I get A game project path was not specified, which is required when generating project files using an installed build or passing -game on the command line

grim ore
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what does your folder look like where it is installed? where your source is

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and did you run the setup script as well to download the required files as well?

timid pilot
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I clone from source, use Buildgraph to build Rocket Engine (rocket is into LocalBuilds) and run GenerateProjectFiles into rocket folder

grim ore
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ah, I can't help anymore maybe try #engine-source ? I don't use buildgraph when I build source

atomic onyx
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The reason I asked if it would be worth to develop product demonstration app is because I had 2 requests lately one of which was for a really good payment. So I thought that maybe making it a business that specialises in such thing could get more such products

gilded igloo
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hey guys, so I wanna add a menu to my game that behaves as follows: when I do something (for example press P), I want to add a sort of animation that just drags the menu from the left of my screen to the center of my screen. I know how to do it but its really not elegant, anyone got any suggestions? even if they are not super elegant I promise you its better than my solution.

How do I even approach such thing?

grim ore
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are you using UMG for your menu?

gilded igloo
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ya

grim ore
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You have the animation system built into UMG, you can use that to create the animation. Alternately use a timeline in the event graph and move it.

gilded igloo
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ill look into that, thx!

grim ore
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if I had to do it and wanted to make sure it was resolution independent my first thought would be to do it in code with a timeline. I could anchor the menu to the left side of the screen however I need it and then in code when I wanted to move it I could change the anchor to the middle along with the alignment to center then use a timeline to lerp from the original position to the new position over time. This should allow it to always go from the fixed left position to the middle regardless of screen size or shape. Never tried it tho soo....

plush yew
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does UMG has a lot of issues with different screen sizes?

grim ore
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it doesn't if you set i up right

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but most people dont do that lol

plush yew
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i didnt use it yet but i'm going to have to shortly

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i wish i could just use html and css lol

grim ore
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it's less of issue and more of you need to design it well and take the time just like with html and css

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You could try using Coherent UI

plush yew
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googles it

grim ore
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I guess it's been rebranded to gameface but same thing

plush yew
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nice ill keep that bookmarked in case umg is too hard

grim ore
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I see mainstream games using it so it can't be too bad

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UMG works alot like XAML which I am used to from C# so it was an easy pickup for me

plush yew
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even does javascript i saw

grim ore
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yep yep if you are from that background it's worth a look for a real game

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I want to say there was another free solution similar to it was well but that was years ago

gilded igloo
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MathewW ur a genius. Helped me a ton, thx!

grim ore
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yay

mint sequoia
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How do I make it so only the actor details show up in the details panel, and not every single component as well (until selected)? Notice how both the meshes and this state machine show up when only the actor is selected https://i.drowningdragons.io/6mzAI3oMl.png

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Is everyone else having this issue too?

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Must be some categories set wrong because I made a test BP and it didn't do it

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Seems to happen with anything I make in C++

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I can't search for it on google because all the results from people who can't get them to show up when created in c++ plague the results

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K got it (I guess), had to set them to VisibleDefaultsOnly

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Now they work the same as if added in BP

slow hearth
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ok.. rsync results between 4.23 and 4.21 kite demo, using --no-whole-file to prevent issue from before where local rsyncs imply --whole-file:

sent 4,319,635,035 bytes received 19,760,281 bytes 3,893,580.36 bytes/sec total size is 30,196,428,192 speedup is 6.96

so it only needed to send around 4GB instead of 24 that marketplace sends

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Compressed.ddp was also about 4GB bigger in 4.23, so that may explain that part (maybe they added a new platform or something?)

regal mulch
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@plush yew you are actively exporting it as a texture?

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I'll let Celeste have a look at it when she has time

plush yew
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@regal mulch yeah just "generate content selection" with some materials selected, (i did change the mesh used for materials to a cube) and i fill the frame of the camera with one side of the cube, but its not a big issue, i can fix it by cropping them all the same way, just thought i'd ask if there is an option or something already available

sacred crater
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Hi, creator here :)

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What engine version are you using? I made it in 4.20 i believe, maybe its a version thing in 4.22?

fierce tulip
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sends million of fuzzy llamas to Cel

sacred crater
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sends millions of furry alpacas to yoes

fierce tulip
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omg, you know how expensive it is to feed all of them

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you monster :p

plush yew
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@sacred crater 4.21.1-0+++UE4+Release-4.21 (VXGI)

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and i did change the mesh used for materials to a cube instead of sphere

polar hawk
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vxgi branch?

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woah ho ho ho ho

plush yew
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is the VXGI branch not liked here?

sacred crater
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@plush yew hmm, i never tested the 4.21 engine but i heard others used it, and didn't get the issue. I'm not directly sure what would cause it, technically it uses the same method as normal unreal engine Screenshots, so worth testing if you get it in normal Screenshots with and without green mask

plush yew
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@sacred crater thats really odd, everything works fine indeed, and this is not a big problem, i can just make my screenshots too big with edges, then crop em all automagically, also it does not do this if the mesh is not behind the xyz icon thingy it seemed

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@sacred crater could also be nobody else noticed it since most people probably dont fill the camera frame

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@polar hawk is the VXGI branch not liked in here?

polar hawk
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I have no knowledge or authority to speak on the behalf of everyone else here

umbral sentinel
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Heya

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Can someone help me through beginner stuff?

ashen brook
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best just to ask your questions ๐Ÿ™‚

umbral sentinel
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Okay

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Do I have to make everything myself or is there like a marketplace where some people have stuff you can use for free?

ashen brook
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yes, there is a marketplace

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every month there are some free assets, and some others are permanently free

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just check out the free category ๐Ÿ™‚

umbral sentinel
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Yay! Thanks!

sacred crater
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Hmm, then im not sure, I'd have to test it to see what could be

plush yew
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@sacred crater yeah don't bother i can crop them, just wanted to make sure i did not miss an option or something, thanks a bunch of the plugin it saved a loooot of time

umbral sentinel
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Does "Free for the Month" mean that I can't use it after the month or is it like PS-Plus where I now own that thing?

fierce tulip
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better even

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as you need ps+ to play em

ashen brook
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@umbral sentinel it means you can acquire it now for free, but then it's yours forever

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if you don't get it during the month that it's free, it'll cost you

umbral sentinel
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Okay, thanks!

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How does the stuff I got get inserted?

ashen brook
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in the epic launcher, go to unreal engine -> library and scroll down to the bottom

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that's where your owned marketplace content is listed

umbral sentinel
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Thank you

plush yew
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thanks for reminding me there is new free stuff ๐Ÿ™‚

grizzled hornet
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Im sorry guys, wasnt there a place in the editor where you could specify what world settings to use for the level?

ancient lotus
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at the top click settings, then check world settings and a new box should appear with the world settings for that level

grizzled hornet
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And if I want to override the world settings class? Do I just cast the world settings to my class?

plush yew
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Anyone here with experience in outline on trace? Checked the videos and tutorials but all of them only support components, while I need this on the whole actor

ashen brook
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never heard of that being done @grizzled hornet - sounds like an engine modification. What do you want to override the world settings for, exactly?

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Most world-specific data is usually just as easily kept in placed actors or info actors

grizzled hornet
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I need to add a few things which are level specific

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Like store pointers to some actors and a few level settings

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Well the world settings class is an actor

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It is just spawned during play

warm junco
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anyone got any good optimization tricks for open world maps?

atomic onyx
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does someone know how to upload a build to steam using steam cmd ?

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uploading from the website is for less than 250mb or something..

next badger
ashen brook
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@grizzled hornet that sounds like something a placed actor would be ideal for

regal mulch
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If it's level specific then the levelScriptActor is the better choice

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Or otherwise known as the infamous LevelBlueprint

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If you have your own cpp class of it you can reparent your levels and expose settings to all of them at once

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We for example have a boolean in it that says if the level uses dynamic gravity or just -z

crude vessel
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UE4 big brains i need a simple question answered.. specifically for the physics object editor but in general .. is there a way to do precise aka numeric input on an objects XYZ coordinate and rotation ? I understand they want you to use the Gnomon, but it's kind of hard to troubleshoot some stuff without being able to see the numeric coordinate info

plush yew
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still wont let me

next badger
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@crude vessel look under Body Setup in the details tab

crude vessel
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I'll check that out, thanks!

plush yew
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Everything freakin works

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looks sweet

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reminds me of rust with those mushrooms lol

visual pawn
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I chose a game project that apparently no one on the interweb done anything similar, or they have done it but dont have a vid tutorial of it ๐Ÿค”

carmine spruce
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Is it possible to put an emun in a struct?

plush yew
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you mean enum?

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matinee rotation or Event Tick rotation?

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@plush yew That's the point ๐Ÿ˜„ Mix of RUST and Ark

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@plush yew good luck lol

warped tangle
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lol @visual pawn are you trying to pick a project based on there being a tutorial showing you how to do it? What's the point then?

golden hollow
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where do I go for help on a project?

warped tangle
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youtube, here if you have a specific question, google, unreal forums/answer hub

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try to keep the questions in the relevant channel here, unless you're just not sure where to put it then you can ask in this channel

golden hollow
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okay, I'm having a physics related problem

warped tangle
golden hollow
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thank you

warped tangle
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happy hunting

safe rose
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Anyone have any editor crashes in 4.23 when saving certain blueprints?

sand sparrow
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Anybody know how I can easily bring in this design I created in at marvelous designer into unreal engine on my character?

plush yew
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anything specific i can search for to learn how to dynamically alter an UMG UI? (generating buttons from a list for example)

grim ore
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nothing really special about that, create new widgets and add them to a panel or other parent

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just keeping track of it all and altering it as needed is the real work

sly coyote
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whoops wrong chat sorry

plush yew
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thats why i start simple

next badger
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@sand sparrow no, you won't be able to do that easily, you have to skin the mesh to follow the skeleton, and for that you need to work in maya or blender

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also i assume your mesh is very dense, so you have to make retopo and bake the textures

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*if it's a game project

stiff spoke
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Hello

open eagle
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Hey

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I'm trying to build ue4 from source

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It keeps saying I don't have any vs installation but I do

stiff spoke
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You can't help me?

open eagle
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Sorry no

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Does anyone know how to fix visual studio now found

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Not found

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It can't find my VS installation

plush yew
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how do you open the sln? ๐Ÿ˜’

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i had a lot of issues as well i ended up removing visual studio and starting clean

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who can code

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in clickteam really good

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and make cutscens really good

twilit forge
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hey im curious on how to post things for looking for work and looking for hire

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i dont have permision to type anything

warped tangle
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@twilit forge look at the pinned stuff

twilit forge
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on where lol @warped tangle

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@warped tangle wait!

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i see it

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thanks fam

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you a legend

warped tangle
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damn right

storm mason
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Anyone know of a UE4 equivalent of Unity's ProBuilder?

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would love to have some level design tools that isn't a barebones BSP. I don't mind if it's still BSP, just need something that is an asset rather than a bottleneck

sudden agate
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Mesh Tool

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@storm mason

storm mason
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I've looked at this and it's decent, but lacks a bevel/chamfer and/or a cut function

sudden agate
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UE has built-in geometry tools, too. They need to be activated and aren't that advanced

storm mason
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Ah, I'll look into those too

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real bummer that Probuilder isn't going to happen for ue4, it looked fantastic

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thanks!

storm mason
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eh, from what I'm finding the geometry tools in unreal are just the default feature-limited BSP tools that I was hoping to find an alternative for

storm mason
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reading up on geo tools and it's not looking bright, looks like since 4.23 it's been removed?

plush yew
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Where can I learn how to make stylized models?

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or where can I get the models for free?

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thanks in advance

twilit ocean
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anyone know how to convert ue4stats to csv files beside using unrealfrontend ?

plush yew
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Well, I saw that there is stylized material in Substance Painter, I think I can make models in Zbrush

tall pendant
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depends on how much exp you have tho

plush yew
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Is there anyone here who is familiar with aim offsets?

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no problem, just set the value
, nt exp = 9999 ...

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jokes apart

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stylized in what way?

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@plush yew

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I don't work with textures too much, only models, sorry

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@plush yew Ok

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I want to make a game with satisfactory graphics, I want to make a game with satisfactory graphics, like Fortnite's

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2x

gaunt raptor
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Creating a cinematic in UE4 - if i have 5 different levels with shots in each - can i play that as one big sequence ? or do i have to go back and load the next map everytime ! Im guessing its possible im just not sure what its called - so maybe someone can quickly point me in the right direction ?

dim merlin
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Hi, is there any other way to preload assets to be spawned at runtime rather then including them in the map?

cursive dirge
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@storm mason yeah, the new geo tools got canned, no idea why

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also probuilder is definitely not happening on ue4 since Unity acquired the company making it ๐Ÿ˜„

plush yew
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<@&213101288538374145> u can remove my LFT posting. @humble stratus just helped me with my texture (:. Big thanks to Michael!

fierce tulip
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done!

plush yew
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hi everyone, do any of you have experience crash with the new 4.23? Everytime i open the engine for 30min-1h, it'll crash even tho i'm not doing anything

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this does not happen to me when i'm using the 4.21.2

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or older

atomic onyx
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anyone knows of crouching animations with completely free copyrights?

dense gate
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On the marketplace, check out "Mobility Starter - MoCap Pack"

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It's 6 EUR (I assume 7~8 USD) and is free to use as long as you own the pack

atomic onyx
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I want to use them in my stealth template on the ue4 marketplace

dense gate
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Are you looking for it to be entirely free?

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It's a one-time purchase and has no royalties required beyond that

fierce tulip
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he cannot put mp stuff onto the mp

atomic onyx
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I don't think I can resell them tho, that's why I asked

dense gate
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Ah

atomic onyx
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I'll probably have to find an animator

dense gate
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Is crouching required and can you instead make it with slow walk and fast walk/run?

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At least for a demo, having a difference between slow/fast walk is enough

atomic onyx
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What? I want to use the crouching animations and they are a must in my template

dense gate
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If it's a must, then aight

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But if you had the option to use slow/fast walk instead using the free assets, I'd do that

atomic onyx
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Yes, I will use those but there's no free crouching anims anyway

dense gate
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Just technically speaking, wouldn't crouching be the same as a slow walk, just making the character hitbox shorter?

atomic onyx
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Not really, crouching animations are quite different unfortunately.

dense gate
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I meant in terms of the stealth implementation, not the animation

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As in, it produces the same (low/none) level of noise compared to the normal walk/run

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Though if your example map explicitly has "crouch" spot it might be tricky

visual pawn
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Maximo?

atomic onyx
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I think they don't allow reselling those animations in templates too

visual pawn
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aaah yeah... you can use it in your game but you cannot redistribute/sell the figures and animations

gilded igloo
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Hey guys! so I have a lotta buttons on my UMG, is there a way to create a single event that activates when any of the buttons is pressed?

dense gate
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Have all the buttons in an array and check for whether one of them is pressed?

gilded igloo
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How do I do that?

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Can I have an array of events?

dense gate
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Don't think so

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But create a new variable of array of widgets, add every button to it and per tick check whether at least one of them is pressed

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Though I'd assume there would always be 1 or 0 pressed buttons

gilded igloo
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ye

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thats a good Idea, but i think ill just use each of the buttons events...

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Thank u so much though man!

dense gate
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Depends on what you need more and how many buttons you have

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But if all of them are "standardized" you might as well create a child widget that has a button that does the specific event when you press it

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E.g. make a sound

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And replace all the default buttons with that widget

gilded igloo
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thats a nice idea! ye... im not that advanced yet, but ill remember that! thx!

dense gate
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Always strive to make something standard if you use it a lot, makes it a lot easier to change simply the BP that applies to every item rather than edit every item separately

midnight bolt
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Hello - is there some option/plugin to make 'demonstration' level with all my assets placed for preview?

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like select them, and place 5 in a row etc

dark rose
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how to activate code editor window in 4.23?

crude vessel
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I'm still using 4.22, I'm still learning, is there any reason to upgrade to 4.23, I hear a lot of bugs and compatibility issues.

dense gate
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I'll tell you that it's not worth unless there's a specific feature that's only present there

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And you want that feature

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Otherwise, stick to 22

crude vessel
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I mean I'd like to try chaos, but I don't NEED it

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And I suspect most assets I want to use are set up for maybe 4.22

serene birch
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if you are still learning and aren't really making a project

crude vessel
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Yes

serene birch
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upgrading to 4.23 doesn't really matter

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you can, or cannot do it

crude vessel
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I'm making a project to learn

dense gate
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Chaos currently doesn't support collisions with most things to my knowledge

crude vessel
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But I've heard people talk about bugs in 4.23 that scares me off

dense gate
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It's really immature and the only collision is with itself and a floor

crude vessel
#

Because I'm so new I wouldn't know it's a bug and just think I'm doing something wrong

#

Yeha maybe I'll wait for the next major release

#

I love new features, but I don't want to be biting off more than I can chew

tame delta
#

If I want to reuse assets (meshes, material, actors...etc) in a bunch of different project, do I have to go with a plugin?

dense gate
#

I personally had an issue with arrays of structs, but managed to work around it, after I contacted support they told me it's fixed in .24

tame delta
#

Specifically I want to reuse them so that if I edit them somewhere, the changes propagate to all my other projects

#

I'm currently piggy backing on some boilerplate plugin, but I feel like I'd rather clean that up sooner than later

next badger
#

Chaos is not in 4.23 in general sense.

visual pawn
#

How does one setup a vehicle in UE4? ๐Ÿค”
Like i want to make a ship...or a box, on water, that you can enter and control from a top down perspective

#

yet i cant find anything on the subject on YT or online...i might be just phrasing the thing wrong....

next badger
#

there are tutorials on that topic

plush yew
#

@dense gate i had an issue as well on 4.21, got around it too

next badger
visual pawn
#

Ok...Does learning how to setup a car or a multi wheeled vehicle translate to implementing it onto a ship? ๐Ÿค”

dense gate
#

A ship should be significantly easier no?

visual pawn
#

Well...yes and no? It doesnt have wheels yeah, but arent the physics different than a car on the road?

next badger
dense gate
#

I think it can be done with a floating object and air friction

#

Ye

#

To move forward, apply force with direction forward and have the air friction set to a realistic to water

visual pawn
#

plus i would need to remove the side to side movement, yeah?

#

ill try it out

dense gate
#

I mean, just unbind the event

#

Remove the InputAxisRight or whatever it was in the default

#

Or rebind it to add angular torque

mental shell
#

"LogPlayLevel: Error: ERROR: Android toolchain NDK r18c not supported; please use NDK r14b to NDK r18b (NDK r14b recommended)"

#

I downloaded r18b from nvidia codeworks

plush yew
midnight bolt
#

is there any way to copy blueprints between levels? i can copy staticmeshactor ctrl+c ctrl+v between UE windows from the same project, but blueprints dont seem to do anything?

wary wing
#

Right click on the BP and select Asset Actions->Migrate

#

Oh wait

#

Levels

#

Not projects

#

That should work

#

Just like things in your level?

#

Are the blueprints compiled in both editor instances?

midnight bolt
#

yes

#

i opened the same project in two windows, two different levels as i was working on some stuff

#

staticmeshes copy paste with no problems

#

but selected blueprints are not moved through

#

i could probably replace them with temp mesh and then replace with blueprint but thats not very optimal

#

im on 4.21

fierce tulip
#

opening the same project twice can cause quite some odd bugs

#

even corruption

#

(when editing stuff and what not)

midnight bolt
#

i have done that only for work on the level itself. i cant modify anything about meshes, materials when one project is opened twice, but it worked so far

#

i had complete level, but decided to keep geometry on one level to see how lighting will work and it was faster this way

#

now i want to merge it all, but blueprints dont copy paste

fierce tulip
#

pfoe, good luck

midnight bolt
#

done

#

that was lots of right clicking and remembering names though

limber sphinx
#

Anyone know how you would do the outside of the gameworld like this where its just nothing and only shows the inside of the room...

fierce tulip
#

easiest way is prolly a big plane

limber sphinx
#

hmm you really think thats what they did?

fierce tulip
#

iunno

limber sphinx
#

i wonder if its not inside a sphere?

#

could control lighting better that way

grim ore
#

@mental shell if you are still having the NDK error, follow the instructions on the website for android and use the included codeworks installer that comes with the engine to make sure you have a compatible one

#

@plush yew If you are still having this problem, the coordinate toggle to the right of the move/rotate/scale button at the top right of the viewport is what sets that. In your screenshots I can see its set to world for translate (move) and local for scale. The World icon and the Box icon are World space and Local space

plush yew
#

@grim ore omg! thank u so much for that! U have no idea how much that helps

uncut osprey
#

My menus and red warnings jitter around in the editor

#

Is that a known thing?

grim ore
#

it might be if you have DPI scaling on or another program that adjusts the menus such as MSI afterburner or another overlay

gilded igloo
#

Hey guys, So I made a UMG with an entering animation. when I want to use an exiting animation im just reversing the entering animation.
so when im pressing P I want to instantly get to the start of the animation, any Ideas of how to do it?

grim ore
#

how are you playing the animation?

gilded igloo
#

with the PlayAnimation node ๐Ÿ™‚

grim ore
#

im assuming using the Play Mode -> Reverse option? If so plug in the Get End Time into the Start at Time from the same animation and it should work?

#

I know play animation reverse causes it to start from the current point which seems to not be what you want

gilded igloo
#

ye...

#

I want to get right to the end

grim ore
#

you could set it to the end or try what I suggested above

gilded igloo
#

how do I set it to the end?

#

is there a node for this?

grim ore
#

so when you are playing an animation forward or reverse the time flips

gilded igloo
#

ye

grim ore
#

so play forward , 0 is the start. play reverse, 0 is the "start" which is the end point

gilded igloo
#

genius!!

grim ore
#

so if you leave the start at time at 0.0 it should snap to the end and start playing backwards

gilded igloo
#

thank u so much man, helped a tan

grim ore
#

Can anyone think of any assets that come with the engine, or any of the learn tab content, that has some "good" starter assets. I need to find a couple assets that would be nice to have in a "starter" pack to use for content pack/feature pack examples. Stuff beyond the normal "Starter Pack" like sized assets or common stuff that might be nice to have when you make a new project or level. I really want to be lazy and not have to mock up anything myself lol

#

as an example meshes that are sized out to human proportions with matching materials that show height are something I tend to see as useful "starter" content but I don't think anything epic provides has that right now ๐Ÿ˜ฆ

tepid knot
#

Hey does anybody know how can be steam microtransactions be used in unreal,I mean microtransactions via steam in unreal?

regal mulch
#

Needs C++

#

Or a Plugin if there is one that supports it.

tepid knot
#

Ok

tall pendant
#

what do you want to sell as mtx?

uncut osprey
#

Is there a way to put a delay on the editor tooptips?

atomic onyx
#

Would a Stealth Template on the marketplace be something useful for people? ๐Ÿ™‚

cloud cobalt
#

Competition's always good though

atomic onyx
#

Hm, seems like a different play style though.

#

I'm going for a hitman like gameplay mechanics

#

Also, everything has already been created anyways (almost)

#

It's all about competition in the end

deft temple
#

does anyone know what port needs to be open in order to send data to Unreal Insights?

tepid knot
#

@tall pendant I want to sell skins for the game

midnight bolt
#

does anyone have the latest free UE free monthly nature-flower pack installed? i want to get the cannabis plant 3d model, but the download is huuuge and slow for me

grim ore
#

even if we had it we can't give it to you because it's still under license from Epic for use by the person who owns the content and has purchased it. There is no way we can guarantee you are licensed so if we gave it to you it would be piracy. The act of you logging into your account and downloading it from your account is what is needed to make sure this license it good

midnight bolt
#

i see. i do have it on my account. i will just wait it out then

grim ore
#

yep it's a bummer it even applies to the "free" stuff epic gives out in the engine such as the mannequin. I can't share projects with the mannequin freely because I cannot guarantee that the person getting the project is not bound to the EULA that Epic wants. It's a pain in the rear for content developers and educators lol

next badger
#

this plant was weird thing to include imo

midnight bolt
#

it's a plant, lets not demonize anything here

plush yew
#

can anyone help me?

#

anyone

next badger
#

you need to ask the actual question

plush yew
#

ok

amber tangle
#

Ok - question for all you folks: does anyone have any freaking idea how steam passes the "language" parameter to the game on launch?
I'm not able to capture it with any of the user environment stuff I've tried so far, like get current culture, get language, get default language, etc

plush yew
sudden agate
plush yew
#

ok

amber tangle
#

All of these return en_US regardless of steam language setting - which one is steam passing?

amber tangle
#

Anyone? Anyone? It's weird to me that these all work when I set windows defaults, but regardless of what I set the steam game language to, it gets en_US

#

I'm sure most of us who distribute in UE4 are using Steam in some way?

dense gate
#

Isn't en_US the game's localization?

amber tangle
#

Yup

dense gate
#

As in, the download itself rather than Steam

amber tangle
#

in my game, we're fully localized, so if I launch it in a different language it runs in that one (for the locales we support)

#

The steam API seemed to suggest fully localized depots, but that seems a bit excessive?

dense gate
#

Apparently there's a way to get the language if you add a function to OnlineSubsystemSteam, but that was 3 years ago

#

Need to check if it's integrated in the current version

amber tangle
#

Hmm, I'll see if that's still accessible. I saw that one, but it didn't seem to return anything. Maybe I was doing that wrong

dense gate
#

You should be easily able to add that to the source and hopefully it only recompiles the plugin rather than the whole engine

amber tangle
#

Oh man, an engine recompile would suck. I'll see if I can get to that

dense gate
#

Usually having only the plugin changed doesn't recompile the engine, but I've misclicked a few times that caused me to recompile the whole thing again

#

Wasn't fun, so make sure you're clicking everything correctly

amber tangle
#

lol - I did that with the UMG button method once

grim ore
#

sigh random question, anyone know why the "New Level Template" feature is broken in 4.23? I can't get it to notice any new levels in the engine

dense gate
#

Have you tried saving the level?

#

Usually unless you save, the new level is lost

grim ore
#

not a level in the project but when you click New Level in the file menu you can add your own template levels. It seems to not notice them in 4.23

dense gate
#

Ah

grim ore
#

and I think it has to do with breaking apart the ini files per platform

dense gate
#

Haven't tried that one before so can't confirm

grim ore
#

sigh I got it figured out. For reference for anyone with this issue in 4.23 and New Level/Add Level template issues. 4.23 reads the Engine.ini file from the Saved folder from the PROJECT once it has been created so any changes to the templates in the ENGINE will not show up in projects after they are created. I don't know if this is a bug or intended changes (seems... odd) due to the new per platform settings

manic pawn
#

huh

#

the only thing it should read from the engine folder is BaseEngine.ini and the platform ones

dense gate
#

I think it's more intended to have a template only for the certain project

grim ore
#

it does read the BaseEngine.ini file, that is where the new level templates are referenced

#

the issue is .23 ignores that on project load now and uses the Engine.ini file from the Saved folder in the project for certain things and one of those is the new level templates lol

amber tangle
#

Ha! I did find that if I use "get default" instead of "get current" locale then it will take the OS setting despite Steam.

plush yew
#

Hi apa khabar everyone ๐Ÿ˜

grim ore
#

Heya

plush yew
#

I have ue4 4.21.2 and 4.23 but the 4.23 crashes alot, do you know why is this happening?

#

is it becoz its not stable yet?

runic iron
#

Unless there's a feature you really need you should wait for further updates yeah

plush yew
#

when i first use the 4.23 its keep crashing, but now its chill for almost 1 hour now

runic iron
#

First versions of a new version are always somewhat unstable

plush yew
#

but i just worried if its crash again, i'm in mid of level designing, i dont want it to crash when i've put so many stuff in the level and i forget to save it you know ๐Ÿ˜…

#

yeah i've used 4.18-4.21.2 but its not usually crash even tho i'm not doing anything ๐Ÿ˜†

#

i think i'm gonna wait till hotfix release

amber tangle
#

I would

#

we're not even looking at 4.23 yet, despite it having some tools we'd like access to.

midnight gate
#

help me pls

plush yew
#

yeah i'm just change to 4.23 becoz i thought that maybe it have something fixed from the older version you know

midnight gate
#

my player spawns in difrent place than i put it in

#

mjy character is here

#

it spawns on the other side help

#

why does it spawn where im looking

#

and not where i set it to

amber tangle
#

You mean it spawns at wherever you were, not where your char is? Is it spawning at 0,0,0 by any chance?

#

Is 'auto possess' set?

plush yew
#

๐Ÿค” usually this happen to me when i didn't set the player start or the player start is at the wrong location

#

yeah you should check the auto possess

midnight gate
#

i have no idea what is auto possess

#

where do i check it

#

how do i set player start? i have a my own made first person charcacter

plush yew
midnight gate
#

is this in the project settings?

plush yew
#

no, its in the character blueprint

midnight gate
#

ah i found it thank you

plush yew
#

๐Ÿ˜ Tak ada masalah (No Problem)

midnight gate
#

i like this server now :3

#

people are helpful

plush yew
#

you didn't like it before? ๐Ÿ˜ฆ

runic iron
plush yew
#

yeah! good intel @runic iron ๐Ÿ˜ ๐Ÿ‘

midnight gate
#

@plush yew no i just never really tried being active here

#

ah yes default player start workes perfectly

#

thank you

plush yew
#

@midnight gate if the player start is set up well, but your character is still spawning at where you looking at, go with Dimy sugestion ๐Ÿ˜

#

oh good

#

๐Ÿ‘

midnight gate
#

eveyrhting works perfectly

#

nice so in only a week i did a user interface with pause and unpause coin system and you get scores for that and now my player works and moves aswell thank you

#

now does anyone know how to win the game when i get enough score?

#

and open a next level

visual pawn
#

Im getting this error when i was trying to follow a tutorial. Apparently the tutorial is from a older UE4 version, but i dont know how to fix this, could someone tell me what is wrong and how to fix it?

Trying to make a hover car thingy

dense gate
#

Set up a widget where you win, spawn it once you have enough score, have one of the buttons call a map change

#

What components are on the BP? @visual pawn

#

As in, CharacterrMovement, CapsuleCollision, etc

plush yew
#

the component must be a "primitive component"

dense gate
#

You should get the main collision component (usually capsule collision) and apply a force to that

visual pawn
#

i can grab you a screen shot from the whole BP if that helps

dense gate
#

Not the BP, the components on it

visual pawn
#

This? The ParentComponent is set as a Primitive component. TraceLenght is set to Float, and HoverForce aswell

dense gate
#

Then drag the ParentComponent into the Target input

#

And that should fix your issue

midnight gate
#

@dense gate yes i know how to set that stuff up but how do i make a create widget when i get enough score?

runic iron
#

@midnight gate All the rules of the game should go into a game mode. Have it check when you have the desired number of coins and make it switch levels
If you want to load another map that you did on ue4 as is without any tricks like streaming or asynchronous loading, just use the open level function with the map name

dense gate
#

Have a button inside, spawn it once a condition is met

visual pawn
#

Ok, There is no error now... BUT all hell went loose ๐Ÿ˜… dammit

midnight gate
#

i have the win and lose screen created

dense gate
#

Check for a condition every frame, second, or from an event

midnight gate
#

i juts need to plug it into "hey you got enough coins let me pop the win screen for ya"

visual pawn
runic iron
#

I'd do it with an event sent by the game mode

#

with mehteh's method

#

Avoid tick whenever possible

midnight gate
#

thank you humans

dense gate
#

Usually when your character picks up a coin, you'd call an event on the gamemode for "total coins update" and after checking if you meet the coin amount criteria, you'd send an event to the character that then calls an event on your controller to display a widget

midnight gate
#

thank you

dense gate
#

Though if you're doing singleplayer only most of this can be done inside the similar blueprints to get used to it

#

As in, only have communication between character and gamemode

midnight gate
#

its a full single player

dense gate
#

Ye, I'm making multiplayer so that's how it goes for me

#

For singleplayer you can simplify things

runic iron
#

@visual pawn looks like you have a null component somewhere

dense gate
#

If you have a simple child BP from an Actor, it usually tends to only have a main SceneComponent/ParentComponent

visual pawn
#

@runic iron not really sure where...

dense gate
#

Make sure you have at least some collision, like a capsule or box

#

Or even a mesh that has at least some simple collision

visual pawn
#

Something here is screwing up. Once i hit play and have this window open for simulation, there is activity from "Even BeginPlay" to "Init Component" but it cuts of there

dense gate
#

I don't know how the hover example works so can't help you unless I see the BP for it

snow vortex
#

Hey all, just wondering why exactly stationary lights can only have 4 overlapping? Seems a simple question but I can't find an answer. Is it just for performance?

visual pawn
#

I can send you a link to the vid im trying to learn from, would that help?

dense gate
#

Perhaps

#

Also, have you tried having an object that's Z locked?

#

I think it'd make sense for your physics

#

Lemme check real quick

visual pawn
dense gate
#

Oof 4.7

visual pawn
#

yeah...

dense gate
#

I think locking by axis was added in 4.11 or 12, not entirely sure tho

#

For a component, in the details window, Physics, Constraints, you can choose "Lock Position" for a certain axis

visual pawn
#

๐Ÿคฆ I havent put "simulate physics" on the mesh...so now, i dont have any errors popping up...which is good ๐Ÿค”

dense gate
visual pawn
#

nope...still something wrong

#

Right, i found a newer tutorial...im gonna see how its been done there and maybe ill find a way to understand what ive done wrong

dense gate
#

For the Cube: Simulate Physics, lock Z axis, plop in level

#

Make sure it won't be immediately colliding with something

hollow anchor
#

Just stumped by line trace for visibility, if the pawn is moving around the trace fails.. standing still hits. ๐Ÿค”

dense gate
#

To add "air friction" change the linear and angular damping values under Physics tab for the cube

#

To something like 1

warped tangle
#

@hollow anchor what? post screenshots or something

dense gate
#

If you want to add some player controls, have a force be applied per tick while control is held

#

Might as well disable gravity to make physics a tiny bit less performance impacting since you're Z locking anyway

#

If you want to add some waves, you can add a timeline that simulates "waving" but that's for later

uncut osprey
#

Anyone know any good references for the "finding the ground ahead" problem? The one where you sweep/raycast ahead to find terrain. I'm wondering if there's anything that goes into the edge cases/bugs one can run into

visual pawn
#

Yeah, waves will be the last step xD first i want to nail this hover thingy

dense gate
#

@uncut osprey I had a similar problem to fix while creating a "sliding" projectile for a MOBA, but I dunno how much it'd be of help since it's sphere only

#

I'd predict the highest position the object would be in, trace to the lowest it could be (with an angle tolerance, simple sin/cos stuff) and take the location and set the projectile's location there

#

Tends to work well, stopping at curves that are too steep, but can create "surfing" in some cases where the projectile is launched from the side of a ramp/slope

uncut osprey
#

tries to imagine what this surfing looked like

dense gate
#

An example, the projectile has an angle tolerance and stops at the 50 degree slope, but if launched from the side it keeps on

#

Since effectively the slope it's moving at isn't over the tolerance

#

But you can fix that with checking the normals as I'm only taking the hit location in mind as it actually provides extra gameplay in my case

#

I'm doing line traces, but you can use practically any trace

#

Ignore the FPS counter in the top right as I'm on a 6 year old laptop

warped tangle
#

are you....line tracing down from a capsule/sphere trace?

dense gate
#

It's line tracing from the highest predicted location to the lowest predicted location

#

Basically, a sinD of the angle tolerance times delta tick time times velocity

warped tangle
#

wasn't the question lol

dense gate
#

I'm not sure what you were asking then

#

The line trace is first, the sphere trace is after to check for collisions

#

Since at the end of the day it's a projectle that hits stuff

hollow anchor
dense gate
#

Add a Make Array to Actors to Ignore and have the Self input into it

warped tangle
#

Is your intended behavior for it to hit or not hit?

hollow anchor
#

ok, you think its the actor that might be in the way of trace sometomes, its possible

dense gate
#

Since you say it fails while standing, my guess is the interp on the movement makes it work correctly

hollow anchor
#

its success standing, it seemed to fail a lot while moving. But i need to check the ignore first

warped tangle
#

Again, what exactly is the intended behavior here?

dense gate
warped tangle
#

@dense gate self is ignored....that's redundant

dense gate
#

From the BP my guess is whether there's a certain object in front, like an item or interactible

#

It's had some issues for me where some components aren't properly ignored

#

Though might be a personal convention I've had when that was a thing

warped tangle
#

Haven't had that issue before

#

@hollow anchor some context would be nice here. It's not clear what the intended functionality is

hollow anchor
#

yes i added the self as ignored array, no change

#

ok context is rather simple, its a "grenade" that traces from self to the player pawn. I used the direction vector to be sure the distance is always sufficient, actor location as endpoint is even worse in terms of hits

dense gate
#

Wouldn't it be easier if you checked for VectorLength first?

#

As in, VecLength(PawnLoc - GrenadeLoc) >= 1000

#

Unless you want to make sure you have line of sight also

hollow anchor
#

i have a lot of working calculations on the angle and distance, they are seperate. This is pure LOS

warped tangle
#

there's a has los node

#

can't remember what it's called, but it's there

dense gate
#

Perhaps a trace for objects would be better to check for WorldStatic and WorldDynamic on the way to the player

warped tangle
#

or just launch the sumbitch and see what happens lol

dense gate
hollow anchor
#

oh.. thanks guys, this has escaped my google efforts ! For some reason this LOS always returns true so far.

visual pawn
#

making a boat is harder than i thought it would be ๐Ÿ˜…

plush yew
#

yoyo check this

trim trail
#

hey, I wanted to check vod of today's epic stream, but it's not up yet on youtube, is it just a youtube thing, or? I know I can check vod on twitch already, but I need auto captioning

visual pawn
#

I recon they just need time to upload it. Since it is not instant when uploading a vid on youtube, it just takes time.

next badger
#

it's on YT as well

#

no CC yet, cause it's a stream recap

trim trail
#

@visual pawn it was a youtube stream though, i thought its kinda automatically uploaded as it goes live

#

thanks @next badger i just wanted to use youtube auto captioning, but seems this option isnt currently available. I wonder whats the pattern with auto captioning on youtube, some vids have it, some dont

next badger
#

it requires time to generate those

grim ore
#

It;s an option to enable it, it takes time, and traditionally Epic has in house captioning that they do afterwards

trim trail
#

oh, i see

next badger
#

on one of the streams Victor mentioned that CCs can be opened side by side with video, is it possible?

trim trail
#

i was aware of employer who does hand made captions, used to be only Kait I think? Did they expend to team or?

#

there's option to show transcription on side, yeah

next badger
#

where?

ruby ocean
#

Hey Iโ€™m trying to retarget a skeleton to a model I have. What blueprint is good for that when starting, or does it even matter?

trim trail
#

but i didnt like it, too much eye zip zapping between vid and right side, so didnt use it more

#

er

#

it was long time ago I did it ๐Ÿ˜„

#

found it, it's three-dots icon under video bottom right corner @next badger

#

"Show Transcript"

#

sorry, Open, not Show

next badger
#

wish search worked on YT ccs

#

@ruby ocean you don't need any bp for retargeting

ruby ocean
#

@next badger alright sound

trim trail
#

@next badger if you're looking for specific info/term in transcript, I'd suggest just downloading youtube vids together with cc/auto transcript as .srt file, for that i use 4k downloader

next badger
#

yeah, that's annoying af

#

Google suppose to be search engine...yet not able search through CCs

indigo needle
#

Hi guys, I'm having some troubbles trying to create a bump offset projected texture contrained by world axis, I would like to be able for exemple to have a "bump offseted" texture on a linear world axis even when the shader is applyed on a leaned plane for exemple. If you have any idea of how I can do this just let me know ๐Ÿ™‚ Thx guys!

next badger
#

you ca use vectors in material... as example [0,0,1] is a vector

safe forge
#

component mask could help as well

next badger
#

there are nodes to convert those between world/local/camera space

safe forge
#

^ transform vector

indigo needle
#

I'm not that good with shader editor, vector3 is clearly not what I'm looking for but transform and mask are probably going to help me on this one

safe forge
#

its sounds like you are looking for world aligned blend ๐Ÿ˜‰

indigo needle
#

I'm just looking to project a map from world axis so I can for exemple rotate my plane and the projection axis will not change with the mesh I hope it's clear sorry if it's confusing

safe forge
#

yea i think i know what you are going for

indigo needle
#

I'm going to try then

#

thx

#

@safe forge sorry to bother u again, do you have an exemple maybe of how to use this node in this context?

safe forge
#

good explanation in here ๐Ÿ˜‰

crude vessel
#

Okay I need a newbie question answerredd

#

So my character skeletal mesh shows the root bone being in the same position as the bottom of the foot just like the UE4 character, in Blender they had the same position pretty much, foot at 0

#

in the blueprint I noticed the little arrow thing is actually below the characters foot on my mesh

#

but if I manually position my character mesh to overlap the Ue4 character, once loaded into the level their feet are still a bit raised off the ground.

next badger
#

you can't/should not move root bone
or you have to rebind the skin, cause in ue4 mesh will reset to bind pose
you may ignore that if your animations work

#

since animations override bones positions anyway

ebon goblet
#

I'm not sure how to phrase this question, but how would I go about having a creature attach to a model's arm and walk along it without "falling off" so to speak?

#

Giving the arm gravity which the creature is affected by, or something along those lines.

harsh tiger
#

anyone got any clue why my constrains arent moving with the mesh? this results in the cape just going through the character model

crude vessel
#

animations work

#

im not trying to move the root bone

#

but what im asking is WHAT is that postion under the foot?

#

there is nothing in the skeleton or model that corresponds to it

#

like the model, in the skeletal mesh preview

#

has the exact same food position as the default mannequin

#

so I think my root is fine

#

ohhh

#

it looks like for some reason the retargeted animation is higher.. interesting. I wonder why the retargeting would fail like that I need to investigae

fleet dock
#

What can I do to make the animation take the capsule and the camera?

#

character capsule and camera

crude vessel
#

so I think the animation retargeted off, is there any way to somehow overlay the original animation/skeleton over the retargeted version?

grim ore
#

well the character capsule is going to be the base of the character for movement and such, I dont know what you would want to animate it for. The animation can drive the capsule with motion along with it. The camera I would assume you can add a bone for it and then just attach the camera to it. The animation is tied to a skeletal mesh is going to be your biggest issue you won;t be able to just add items to it without using bones or sockets

crude vessel
#

did they remove the ability to display retargeted skeleton?

#

I see it in older tutortials but not where they describe it in 4.22

#

oh shit. my mesh bounds is too big, how the hell do I edit that

#

I guess that didn't do it ๐Ÿ˜ญ

cloud wasp
#

Hi, it seems UE wont load any of my assets I really need these if anyone could help that would be greatly appreciated.

#

Its stuck

crude vessel
#

This is rather demoralizing.

leaden mauve
#

10,376 files alex
And i can't even keep track of 100

noble tapir
#

I'm having a problem with a material not properly tiling on a landscape. It works on any kind of object like cube, sphere, etc. But when I apply it to a landscape, it doesnt work properly, anyone have any idea why this would be? Sorry for the shitty pictures, can't access discord on computer's network to send screenshots

#

Ive tried changing texture coordinate tiling to many different values, no change

topaz thunder
#

it works well on spheres but when i put it on somethign flat it dosent looks like its on the centor

#

also when i look at bright light sources the surrounding scene turns dark does anyone know how to disable that feature?

cloud wasp
#

its only 8k

#

still not loading

grim ore
#

@topaz thunder the bright light thing is eye adaption/auto exposure. You can disable it in the project settings (set it to 1 min and 1 max) or you can use a post process volume set to unbound with the same settings for just that level

topaz thunder
#

oh i got it someone helped me on it already, thank you!

modern sinew
#

What's the largest map size possible without scaling down the character?

normal burrow
#

single world?

#

340282300000000000000000000000000000000.f (cm) in all directions. but stuff will break well before this.

modern sinew
#

Ok, without stuff breaking

normal burrow
#

Depends on threshold of accuracy you need. Further you get from zero, the measurable difference gets smaller. 70,000m is a number people say but your precision is fairly whacked out that far

twilit rover
#

Can someone help me i want to make a game with cars but i want to use just one map and i want to make some objective/mission like you need to get from one point to another but every mission to be somewhere else

warped tangle
#

What is the actual question there

cyan merlin
#

My editor has been completely frozen for almost 2 hours now after clicking build lighting

#

CPU Usage is around 97%

#

๐Ÿ˜ญ

#

I'm probably just going to let it run overnight and pray it's done something by tommorow

placid arrow
#

im looking at it and im thinking "thats a really novel idea" but to me it seems to blur the line that cleanly separates blueprint and C++ which have different use cases

#

(in a different way to e.g. just making a blueprint function library, or deriving a blueprint from a C++ base class)

#

@cyan merlin how have you got a nickname with no characters?

placid arrow
#

@modern sinew in my game, i cheated. the playable area of my game world is only 50,000 units in the X and Y space

#

however, i scaled everything down 10 times smaller than the usual unreal scale, so i can fit ten times as much stuff into that area

#

the reason i did that was because ive had issues with accuraccy loss on floating points in ue4 too far away from the origin at 0,0,0

plush yew
#

you'll still have accuracy issues with that though

placid arrow
#

it does cause a few issues, e.g. with particle effects that arent designed to be scaled down or up, apart from that its not really been a problem

#

not really, no

#

floating point is more accurate to the right of the decimal point than the left

plush yew
#

yeah really, you are still using floating points, so accuracy is the same

placid arrow
#

no, its not ๐Ÿ™‚

plush yew
#

particle issues you have are floating point issues

#

you'll probably have issues with fine camera movement too

placid arrow
#

its nearly all alloated to 'fraction', which is why large whole numbers lose accuraccy

#

very very small whole numbers do, too

plush yew
#

in practice it doesn't matter though, if it did all the engines would've used such a thing

#

in fact unity does use such a thing

#

but accuracy is still the same

placid arrow
#

unreal has origin rebasing doesnt it?

#

ive not tried that in practice

#

my world isnt 'massive', we're talking GTA 3 sized, not just cause sized

plush yew
#

gta 3 map size should be fine without origin rebasing or any sort of scaling

placid arrow
#

it didnt used to be

plush yew
#

it always was like that in ue4 afaik

#

I tried it in 4.0

placid arrow
#

bear in mind ive ported my project all the way back from 4.8, and some things are now 'stuck as they are'

plush yew
#

accuracy issues start around 4km away from the origin

placid arrow
#

4km isnt much

plush yew
#

they are very well noticable around 5km

#

gta3 map is apparently 8.12 sqkm

placid arrow
#

my map is about 5 or 6, iirc

plush yew
#

8.12sqkm is total area, including the water

#

your map is probably bigger than gta 3

placid arrow
#

but when you scale everything down by ten, it seems to the engine like its 0.5 to 0.6 km with ant-sized characters on it, but as everything is that scale you cant tell

plush yew
#

origin rebasing is pretty good, unless you have stupid amount of actors and components it should be fine

#

I've done 5000sqkm map for testing, all with landscape and foliage etc

#

it is totally fine

placid arrow
#

does that level stream the map in a grid?

plush yew
#

when you scale down you are just going for an uphill battle

#

floating point issues are still there, just that they are apparent in smaller scale rather than larger scale

#

ie particles, animation, physics etc

#

yeah, I used world composition, but that was mostly because I didn't wanted to import 250 something landscapes by hand

#

you can do any number of streaming levels, stream them in any way you want

#

etc

placid arrow
#

10x shouldnt be enough of a reduction to cause any problems with animation or physics, its just the decimal place shifted one to the left

#

if i'd said 1000x or 100x, then perhaps ๐Ÿ™‚

jovial venture
#

hey is this where I should go to get help?

placid arrow
#

help with unreal engine? sure.

jovial venture
#

im having an error when attempting to cook my level UATHelper: Cooking (Windows): LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/Game/Mordhau/uSDK/' is not a standard unreal filename or a long path name. Reason: Path may not end with a '/'

#

Im pretty new to ue4 and got no clue what this means

#

ive shortened the file path as far as possible

placid arrow
#

what is uSDK?

jovial venture
#

a user sdk for a game, im making a map for it and I'm on the cooking stage

#

it has a bunch of bp's in it

#

it says Path may not end with a '/' but it doesnt

scarlet tide
#

Hello, when I change projects settings in the editor.
More specific the input settings, which files are affected by this?
I need to copy over some bp's and these settings to a different project.
I tried both "DefaultEngine.ini" and "DefaultInput.ini", but this does not work

dense gate
#

If you don't have a kphjillion inputs, you can copy the BPs to the new project and then add inputs according to errors you're getting

#

But other than that, I'm seeing all changes in <Project location>/Config/DefaultInput.ini

plush yew
#

Hi

#

Why my texture doesn't look the same when applying on a mesh and when applying on a landscape ? ๐Ÿค”

#

It is not a question of parameters because when I go into the Details pannel > tab "Parameters Groups", here :

#

I changed the color, the contrast, the saturation, etc... In short, a bit all... But nothing could be done : I can't have the same render.

#

( I can send the code of my landscape material and my vertex material but it is a bit complicated... It come from a pack that I downloaded on the marketplace... )

robust tree
radiant haven
#

of course @robust tree

abstract relic
radiant haven
#

I use a GTX650ti

#

Can someone tell me why my Input is disabled when i switch level but when i play direclty in the viewport it works

dense gate
#

I'm running on the equivalent of a GTS 450, so a GT 1030 should be fine apart from perhaps low memory

radiant haven
#

@dense gate how much Vram?

dense gate
#

2 GB

radiant haven
#

thats much

dense gate
#

But I often run into GPU memory issues, mostly because I use the Paragon assets tho

radiant haven
#

I have only 1

fallen marten
#

I do dev work at my welding bench on my smoko breaks with an Acer laptop - A9 dual core, 8gigs, Radeon rm430 graphics. It's a little slow but runs everything on high pretty smooth

radiant haven
#

lol

#

laptop

fallen marten
#

Can be slow to load but does the job

radiant haven
#

hm yeah

#

sometimes ue chrashes?

fallen marten
#

Hey it's better than sitting in the smoko room talking to the old guys who sit in silence

dense gate
#

I'm on a laptop myself but beyond self-induced crashes, they're rare

radiant haven
#

hahah

fallen marten
#

Same

dense gate
#

But it loads fast for me since I have UE and my project on an SSD

radiant haven
#

yeah me too and then my progress is gone

#

well casn someone help me pls?

fallen marten
#

Don't need atll fancy shit to make quality work

radiant haven
#

bp prblm

dense gate
#

Send over

fallen marten
#

Sure

#

And always save bro.... Always lol

dense gate
#

Usually as soon as I get an idea started I press Ctrl-Shift-S

#

Otherwise if I'm goofing around trying random stuff to fix a dumb issue, I don't save as much

fallen marten
#

Yep that's a good thing

#

Don't have heaps of tabs open either, that helps stop crashes

dense gate
#

As soon as you're done with something, close the tabs

#

Keeps things organized

radiant haven
#

Can someone tell me why my Input is disabled when i switch level but when i play direclty in the viewport it works

dense gate
#

Is it the same controller/pawn?

midnight gate
#

i need help

#

how do i add a score ui to my game

#

i dont want to use the string method i want my placement and everything

dense gate
#

Create a widget, add a text to the canvas, place it/modify it to your likes, perhaps add some deco, then create a binding

midnight gate
#

i allready have a widget

#

but how do i connect it to the screen when i play

dense gate
#

In the player controller, on begin play, create widget with the class, then call an add to viewport from the return

midnight gate
#

hmmmm

#

player controler is the character blueprint yes?

dense gate
#

The hierarchy usually is that the actual player is the controller, the controller has all the inputs and those inputs are sent to the pawn to do actions, those actions cause a change in the gamemode script, then the gamemode callbacks to the pawn and the pawn to the controller about any changes, though this is commonly how it goes for multiplayer

midnight gate
#

hmmm

#

this kinda works

#

the score shows up after i collect one coin

dense gate
#

But it adds a new widget every time

#

You'd be stacking a widget every time you collect a new coin

#

Create 1 widget and assign it to a variable on BeginPlay

midnight gate
#

cant i made the wigdet do the math instead of making a billion wigdets with difrent scores

#

hmm

dense gate
#

Wait

#

Lemme start up the editor

midnight gate
#

the score only appears when i collect the coin t-t

dense gate
#

In what class are those nodes? The character, the controller, or the coin?

midnight gate
#

i need to be there when i start the level

#

this is the charcater blueprints

dense gate
#

Aight

#

You were doing singleplayer exclusive right?

midnight gate
#

yes

dense gate
#

Aight

midnight gate
#

its a sinple mario styled thingy

#

atleast gameplay wise i juts need to learn how to code everything

dense gate
#

If you're already storing the score in the pawn, then it should be simple

#

On the text, content category, click Bind then Create Binding

midnight gate
#

how do i make the text go from 0 to 1 when i collect monis

calm widget
#

Think he just told you

dense gate
#

Create the widget after BeginPlay rather than BeginOverlap

#

Replace MOBAHero and Gold with your respective character class and variable

midnight gate
#

hmmm

#

do i do this in the wigdet graft?

dense gate
#

In the Widget Designer

#

Click on the Text you have for the score

#

In the details, in the Content tab, there's a text and then a Bind button next to it

#

Click the Bind button and then Create Binding

midnight gate
#

ah got it

dense gate
#

Then it should generate a function like the one in the screenshot

midnight gate
#

okai now the nodes

dense gate
#

And you can adapt it to your character

#

Make sure the cast is to your character class, whether it is MarioPlayer or PlatformCharacter, whatever you named it

#

Drag from the blue output pin and then get your Coins variable

#

You can drag it directly to the return node and it'll generate the ToText function

dim merlin
#

Hi, so anyone could say how much impact traces have on performance, eg linetrace single. ?

dense gate
#

Traces are extremely light in my experience

#

I use multihits for my MOBA, with 3 lanes of minions and AI, it doesn't consume a full thread from my laptop CPU

midnight gate
#

how do i get that target node you have named gold for me it should be coin

dense gate
#

Drag from the blue pin and type "coin"

#

You should have a "Get Coins" context option or something like that

midnight gate
#

yay it works

#

thank you kind human

dense gate
midnight gate
#

i shall bother next time i need help

#

ok now time to learn the lose and win conditions

calm widget
#

Question for my PhysicsAsset

#

That is the mannequin, and the first one is mine. I'm not sure where those extra lines come frome? Think they might be important cause my arm can bend backwards without having much force put on it. All the settings for the constraint is identical afaik

dense gate
#

@midnight gate quick tip, the FormatText node can be of use to you

midnight gate
#

ill note that thank you

dense gate
#

The Coins input can be a float, text or int

#

Any name you put into the curly parenthesis will become an input once you click off the node

#

If you're looking to use the same text for both the "Score: " and score text

midnight gate
#

๐Ÿค”

sick escarp
#

Actually I think format text doesn't take texts as input

#

But yeah that node is a lot cleaner than appending a bunch of strings and then doing a to text at the end

midnight gate
#

I NEED HELP AGAIN

#

how do i tell unreal to "hey when this player gets 4 coins open that screen"

#

god damn it i instantly win the game as i open the level

fierce tulip
#

feature, ship it

plush yew
#

compare total score with 4?

rapid ridge
#

Hey guys. Does anybody know a free tutorial on how to setup an In-App purchase system for Play Store? And also im searching for a tutorial on how to setup ads (with admob and appodeal). A documentation will work as well as a video. Thanks for the help.

midnight gate
#

how do i campare the total score with 4

runic iron
#

grab your total score value and type >, then choose float >= float or something like this

#

integer if you're using integer etc

radiant haven
#

why my Input is disabled when i switch level but when i play direclty in the level it works

midnight gate
#

hmmm

#

aaaaa it still wont work

#

and if i switch that >= node the other way it instantly wins the game

#

somebody send help pls

visual pawn
#

Ok, please tell me that im a idiot and have been learning Hover vehicle blueprints for nothing.

I want to make a game that looks like this...gameplay wise, so top down view, and from what i see...I dont need any hover blueprints and all that wacky stuff, plus this was done in 2004 so i bet there is a easier way to achieve this?

radiant haven
#

Well use bird perspective lock camera on X and Y and thats it @visual pawn

midnight gate
#

@runic iron it did not work T-T

visual pawn
#

Well, i know i can just bird perspective lock the camera. Im asking about if there is a easier way other than making the ship "hover". Like could i just add buoyancy to the mesh and add a controller on it with the ship's movement logic?

radiant haven
#

add physics to the Driver and add force

#

if u want it realistic then use prop physics

visual pawn
#

well, semi-realistic. I dont want like a ship simulator. Only the way the ship can maneuver, and react to wind force depending on where it blows

#

Right, i need to learn how to make a new blueprint ๐Ÿ™Œ

radiant haven
#

well thats a bit more complicated

visual pawn
#

i can imagine

radiant haven
#

use xx instead of clamp

ember notch
#

Can someone give me a answer in #fab thanks ๐Ÿ˜„

cunning zinc
#

Hey, Is there a thread for raytracing ?

#

I'm searching infos, actually raytraced refraction isn't working in 4.23, I can't set the Refraction index, there is no effect...

visual pawn
#

@radiant haven Well, thanks for the help ๐Ÿ˜„ Ima try out what you recommend, also maybe i'll find a way to add realistic curve turns ^^

radiant haven
#

hmmm, atm I work on gliding physics of a plane when no throttle

cunning zinc
#

@radiant haven what's the point of you're screenshot ?

radiant haven
#

sry

#

wrong chat

#

....pls stop who ever this is

ember notch
#

What is better to do a mobile paid game or a game with ads?

midnight gate
#

game with ads

fierce tulip
#

@ember notch please dont ask the same question everywhere, thank you ๐Ÿ™‚

ember notch
#

oh ok sorry

brave salmon
#

[2019.10.03-10.11.09:024][424]LogWindows: Error: Assertion failed: GlobalDetailMode < 3 [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\Particles\ParticleComponents.cpp] [Line: 5542]
What parameter did we mess up?

next badger
#

some...
sorry, but 2 lines provide not much info

dense gate
#

Seems like you're trying to use a detail mode over 2

#

Since Detail Mode goes like:
0 - low
1 - medium
2 - high
3 - doesn't exist

#

And you're trying to set it to 3 and it crashes

plush yew
#

guys? can someone help?

#

I've got a problem with my AI that I can't seem to figure out

crude vessel
#

Is there a way to show the physics body as solid but not 'xray' ?

#

I'm trying to match it closer to the mesh but when it appears to show through the mesh, its hard to see how much it's sticking out

next badger
#

@dense gate sorry, but how can you set it to 3 or above?

plush yew
#

Any way to change this to a thumbnail?

dense gate
#

I don't know either, if it's a BP only project it should never happen, but in C++ anything can happen

next badger
plush yew
#

I'm using third person's mannequin, and it's animations, but my AI doesn't use a single animation I try to throw at it

#

@next badger Yeah but that only captures the ingame image, is there any way to actually put an image as thumbnail

dense gate
#

@plush yew do you have an animBP set to it?

#

I had the same issue where my AI doesn't play any animation until I set a property

#

Lemme check it real quick

plush yew
#

a property?

dense gate
#

Ye, don't remember if it was in the CharacterMovement component tho

plush yew
#

I'm using the animbp for the mannequin

dense gate
#

Need to start the editor

plush yew
#

so I thought it would be working just like that

dense gate
#

But I also didn't get any animations beyond idle unless I turned that on

plush yew
#

but it just slides on the floor

dense gate
#

Gimme a few mins to start the editor and tell you which one it is

plush yew
#

just stays in this position, but anims never actually start

#

not even idle

dense gate
#

It's always at the idle animation right?

#

Ah

#

For me at least it turns on the idle

plush yew
#

what? now it works

dense gate
#

With the walk animation?

plush yew
#

I've been dealing with this, and now just ignoring it for like 3 days

#

and now it just works

#

yeah