#ue4-general

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polar hawk
fierce tulip
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^

polar hawk
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Everyone go down to the comments on this page and contribute please

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thanks

stone finch
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@polar hawk thx, ill bookmark it

fierce tulip
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ya'all better be commenting on that page.

torpid vortex
visual belfry
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Load Comments ^

stone finch
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Guys here is the example video with snap problem, just cant get it, what I am doing wrong, why it wont snap to its own verticies

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and in the end you can see how it just resets pivot after action with object, forcing you to select it again

shrewd shuttle
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Hey my unreal editor is acting laggy all of a sudden, i was working fine yesterday

shell compass
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I had like 5fps in the Epic Launcher today, but the UE editor works fine

shrewd shuttle
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launcher is fine for me but the editor

shell compass
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Do you have two monitors?

shrewd shuttle
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nope

shell compass
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Check ctrl-shift-esc and see if there are multiple processes of UE4. See what uses most CPU and memory

stone finch
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@shrewd shuttle Maybe RAM leak?

shrewd shuttle
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what is ram leak

stone finch
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@shrewd shuttle can you check this in task manager

fierce tulip
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currently loads of issues with cortana, search, and some other stuff that causes cpu spikes.

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could be anything

shrewd shuttle
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i didnt change anything since yesterday tho, and it was working fine

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but today when i launched it up, it is being a pain

fierce tulip
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isnt that always the case with something that breaks :p
always worked fine before

stone finch
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@shrewd shuttle I had this when I reimported from older Unreal to a new version, it lagged as hell, until I cleared RAM cache with software

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@shrewd shuttle Check your RAM usage when Unreal is opened and your CPU usage in Task Manager to try find source of the problem

shrewd shuttle
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Oki

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there isnt much ram usage difference when using ue4

stone finch
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@shrewd shuttle and CPU as Luos mentioned?

shell compass
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Tried simply rebooting?

shrewd shuttle
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yup tried that

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and cpu is not under much load either

shell compass
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Something with max fps maybe?

shrewd shuttle
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hmmm

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everything else runs smooth, only ue4 lags. I have pretty good specs so i dont think my hardware is the issue

somber quail
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what are your specs?

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UE is pretty ram hungry

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my 16gb RAM at home doesn't cope too well

shell compass
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Shouldnt use more than 2gb in normal circumstances

regal mulch
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Depends on the art assets

shrewd shuttle
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theres nothing in the level, i started up a fresh new blank level and its still laggy

shell compass
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4.23?

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Could it be that it's trying to do raytracing, but the 2060 is a bit too weak for that?

regal mulch
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I have a non-empty level open and it#s 8GB

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And that's not even properly optimized

serene birch
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you don't stumble into raytracing in UE4 ๐Ÿ˜›

shrewd shuttle
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yeah i dont think it enables it by itself

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tried both versions of engine 4.22 and 4.23, still lags

regal mulch
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Well, 16GB should be enough to open an empty level without lagging

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If it does lag, then you have a problem

median island
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Is it everywhere in the editor or just the level?

shrewd shuttle
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everywhere in the editor

regal mulch
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Laptop or Desktop?

median island
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What if you turn down the scalability settings? Are they still n epic/cinematic?

shrewd shuttle
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wait, im losing fps in all programs wth, getting 5 fps in games

median island
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Oh snap

regal mulch
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Laptop or Desktop?

shrewd shuttle
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laptop

regal mulch
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Power plugged in?

shrewd shuttle
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yeah

median island
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What is the slider in the battery window set to?

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That can throttle performance

regal mulch
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Yeah it's most likely a throttle thing of the laptop

shrewd shuttle
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temps are pretty cool, and its set to performance

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same settings as before,

regal mulch
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Check if something is taking more from your resources than it should?

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And restart he laptop just to be sure

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.>

shrewd shuttle
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Yeah if that doesnt work then ill try to check all my drivers

shell compass
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@polar hawk I've usually been doing stuff similar to your styleguide on github, but in your GenericShooter project you're using a structure with an Addons folder and things separated into subfolders there, and you're using a lot of BPs derived from UObject and then Create Object from Class inside other BPs.

Was just curious if that's still a practice you advocate, and if there's any guide or resource where one could learn more about that method.

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It's not something I've seen anywhere else, but maybe it helps make things less brittle?

shrewd shuttle
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I got the GeForce update and it seems to have fixed the issue. sorry for the inconvenience

polar hawk
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@shell compass Its the best nightmare scenario

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I do not advocate that method because I would not trust anyone to use that method of doing things correctly

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Because it can get super jank, super quick

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The situation changes completely when you can write C++

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Generic Shooter was not allowed to use C++

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Therefore, you get that

shell compass
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Gotcha.

orchid sable
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Anyone else having trouble logging in to Epic Launcher after that fortnite event?

cloud cobalt
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Everyone

proven wagon
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My light broke: non of the sources except skylight (need to set above 100) is visible. also there are blurred sun on skysphere. It happens on all of the maps. What can cause this?

copper flicker
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@stone finch yes, what happens there is as expected.

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keep your assets at 0 0 0

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ok, question for the world

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this is a supersimple AI that's supposed to test pathfinding speed

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and.. pathfinding is by default incredibly slow

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is there any way to optimize it?

wary wave
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not easily in blueprint

copper flicker
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I just realized there's nothing else wrong with my AIs

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it's just.... pure SLOW pathfinding

wary wave
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an optimised solution would run pathfinding in a separate native thread, and as much info as possible would be pre-cached

copper flicker
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even on Simple Move To

wary wave
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reducing your navigation down to Dijkstra's can go a long way to making things cheap

copper flicker
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Dijkstra is slow tho

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I thought this is recast

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which is supposed to be fast

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at least in Unity, it's really fast

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1000 agents can easily path around a simple world at 60+ FPS

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in Unreal, I have serious problems with 100

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O o

wary wave
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eh, Dijkstra's algorithm isn't slow?

copper flicker
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so I was thinking there might be some really fancy reasons

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it is

wary wave
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it's probably already using A* under the hood, which is more expensive

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also are you sure your performance cost is actually the pathfinding?

copper flicker
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I tried open-world pathfinding, it's even slower

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well, look again at the example

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there's nothing there, only path finding

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otherwise, I love Unrea;

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UNreal'

wary wave
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that doesn't mean the pathfinding is expensive

copper flicker
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crap........

wary wave
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have you actually profiled anything?

dim plover
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I actually don't really know what you're testing with that BP.

copper flicker
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I mean... Unreal's recast tools, a lot more powerful that Unity's

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uhm.... good point, I don't really understand profiling.. the proper way ๐Ÿ˜„

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I just made the world's simplest AI

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and ran it

wary wave
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I'm willing to bet the problem isn't the pathfinding, but the movement

copper flicker
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it's got nothing but Move TO

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oh, that's possible....

wary wave
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character movement is expensive

copper flicker
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wtf..... I never thought of that

wary wave
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that's why you use a profiler

copper flicker
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but.. I kinda need Character Movement for my AIs

dim plover
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A lot of people create their own CMC. It's unfortunate.

wary wave
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rolling a custom movement component is pretty common, yeah

copper flicker
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oh crap.. that's really bad news

wary wave
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it's pretty standard

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ยฏ_(ใƒ„)_/ยฏ

copper flicker
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I was thinking it's coded in C++ by Epic.. so it should be pretty fast

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if I come up with something like that in BPs...

wary wave
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it's not fast, because it's generic

copper flicker
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yeah, I know

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it's got way too much garbage

wary wave
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it has umpteen billion features you may or may not be using

copper flicker
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I wonder if I can turn them off ๐Ÿ˜„

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if there's something particularly slow there

dim plover
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If you don't use multiplayer, it should be pretty easy to write a movement component for your game.

copper flicker
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hmmmm... this is pretty terrible coming now

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I already have a ton of work done for this AI

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and at a glance, there's only C++ content on youtube

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you think it's even worth trying making a custom cahracter movement in BPs?

wary wave
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you can't make one in BP

copper flicker
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haha.. ok

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I can't make one in C++ that's certain

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and the pathfinding system works with character movement

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like Move To

tame delta
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When attempting to ship I'm getting weird errors like :
Error: DoesPackageExist: DoesPackageExist FAILED: '/SecmaVR/DefaultMap' is not a standard unreal filename or a long path name.

"SecmaVR" is an old attempt at making a plugin, I've completely moved it out of the engine, and no file/folder has that even a similar name in the engine OR the project.

I don't know why the project still tries to access this DefaultMap thing at this point, any idea on how to clean this up?

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I know both EditorPerProjectUserSettings.ini and Engine.ini in the project mention those file paths, but I don't want to just cut those lines off considering they're indexed. Thinking there might be a cleaner way in editor?

dim plover
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Are you packaging from Unreal Frontend?

tame delta
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Yes

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Attempting to, it's never worked

dim plover
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It's possible that the launch profile references the old map. I have to clean them up everytime I rename (maybe move?) a map.

tame delta
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@dim plover How do I clean it?

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I guess I haven't tried the usual deleting "Intermediate" and "Saved" yet

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Welp, deleting those folders didn't work

dim plover
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UnrealEngine-4.21\Engine\Programs\UnrealFrontend
Profiles are there.

tame delta
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When you say frontend you mean the editor right?

dim plover
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No, I mean the Project Launcher.

tame delta
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Oh

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My bad, don't know what that is

dim plover
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Oh, I didn't fully read what you said. You should probably just delete those lines from the .ini's.

tame delta
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I guess those lines were in the Saved folder, deleting them didn't fix the problem, but it did remove those references

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So I'm fully confused now, don't know why it's trying to access this

vast fossil
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branch node gives error when connected to another blueprint class variable

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anyone know a fix for this ?

dim plover
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@tame delta , Can you look at the .inis in your Config. It's probably somewhere there.

vast fossil
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and the most funny thing is, the game itself works as I intended

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which drives me mad

dim plover
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Post a picture of your weird branch node.

elder temple
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Hi! Has anyone had issues with a packaged/editor project not utilising enough resources while not reaching max FPS?

vast fossil
tame delta
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@dim plover Grepped through my project folder, only (meaningful) file that matches is Content/DefaultMap.umap

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And it does have a reference (in the binary file) to World'/SecmaVR/DefaultMap.DefaultMap'

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No idea how to remove that, or where it comes from

vast fossil
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the thing is, I only get the error when using Ball which is casted from another BP

dim plover
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If deleting the node(s) doesn't work, maybe it's because your Event Tick and that stuff are intermingled.

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@tame delta And it does have a reference (in the binary file) to World'/SecmaVR/DefaultMap.DefaultMap'
What binary? The .umap? I don't really know how to fix that sort of thing, if you're implying it's corrupted with a bad reference.

tame delta
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@dim plover I think it's referencing something that's not there, but somehow this doesn't cause any issues except for when I'm packaging :/

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I've reloaded assets, looked through the reference viewer, there's nothing showing up from SecmaVR

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And yes the .umap sorry, typo'd

dim plover
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Uhh, I'll just take some guesses. Have you tried rebuilding the level, specifically the geometry. That fixes up bad references for me, I think.

tame delta
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@dim plover Didn't look like it's doing much when I do "rebuild geometry (this level)", problem isn't fixed

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I can't do Build either

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No error message or whatever, just tells me "building failed"

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Oh no nevermind "Build" works sorry, it's just that old popups come back up when new one appear

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I don't know what "DefaultMap.umap" is anyway, it's not appearing in the content browser

warped tangle
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@vast fossil That error means it's trying to reference a null value. Make sure you're validating variable before doing something with it to avoid those errors (and handle the variable not being set for whatever reason)

vast fossil
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what do u mean with validating variable ?

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could u give me an example ?

grim ore
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you can use the "Is Valid" nodes to make sure a variable is valid (exists and is not null). You can also right click a get variable node in the blueprint graph and "convert to validated get" to do the same thing in one node instead of 2

warped tangle
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Showing where are you casting and getting that error would help

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Have ya'll ever had actors randomly snapping to the nearest actor, or the ground, randomly....constantly. This is when moving things in editor and/or PIE time

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Yesterday it even snapped to a nearby Character, and while I was holding the mouse button (just moved it 1 unit), it was moving with the animation as though it was attached to a bone

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Oddly it only affects moving an actor, but not an actor component (I can move spline points etc no problem)

midnight bolt
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Any idea where i could find a coder to write simple parser? Here is a sample

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Two objects in .map format, and equivalent in ue4

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Sounds simple, a lot could be done via search and replace, but some values needs to be reversed

delicate needle
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I'm testing out baking with vray, and in order to distribute the the bake to slaves, it seems I will need unreal engine installed on each and every slave. Anyone know of a quick way to deal with this, having messed with vray for unreal plugin?

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My guess for now is to copy / paste the "UE_4.22" folder, and work from there.

midnight bolt
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i dont know about vray, but for UE swarm, you don't need the unreal engine installed on other pcs, just the swarm files

delicate needle
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@midnight bolt - yeah, I've used swarm before and that was super simple, right.

echo trout
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Has anyone used ndisplay to open a game(build) on 2 screens(1+extended)? Without the use of Nvidia Surround.

ornate ice
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Good morning folks

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I wanted to ask, is there someone here who knows a lot or it has good knowledge of Materials and Shaders in UE4?

grim ore
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There are a few people here and more in #graphics, might be good to ask the question if we can help

ornate ice
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oh I'll go there then ๐Ÿ™‚

vast fossil
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@warped tangle @grim ore ok ive found it although it doesnt make any sense whatsoever, setting the nodes like this works as intended without errors, I need to cast it (although I get the note that I dont have to) and I need to set the Velocity in a variable, then recall it to the branch.

warped tangle
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You don't need to cast since you're explicitly getting a reference of that type

vast fossil
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if I remove the cast I get the errors

warped tangle
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you need to validate that "get"

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do an "is valid"

vast fossil
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that didnt work either

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or

grim ore
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we never saw what you had before so we can't tell you why it was not working

vast fossil
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I mean I put the is valid node in the beginning of the node, if that makes a difference

warped tangle
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Also...Just throwing this out there. Doing a "get all actors of class" on tick isn't a great idea

warped tangle
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If you absolutely must get all actors of class, do it once on beginplay/whatever event, and store the reference to a variable

vast fossil
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I need the tick to retrieve the velocity every tick

warped tangle
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But you don't need to get all actors every tick

vast fossil
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yea true

warped tangle
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get it once (on beginplay for instance), save that to a variable

vast fossil
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where should I put the tick ?

grim ore
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chances are you were seeing the tick event fire before the item was valid because this item was begin play before the ball was you are trying to get

warped tangle
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^

grim ore
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so the question is what are you trying to do and why

vast fossil
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I see

warped tangle
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^^^^^^^^^^^^^

vast fossil
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my purpose of this node is to play a sound when the ball hits the ground

warped tangle
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wait...really?

grim ore
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any reason the ball cannot do that itself?

vast fossil
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I have to use a doOnce node because even hit can trigger 2 times

median island
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There's an onphysics hit event

vast fossil
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but then I have to reset it

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so my logic was, reset when the ball goes down

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so I retrieve the Z velocity

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when it goes - it should reset

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@grim ore I didnt think of that lol

warped tangle
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Still not sure why you are even referencing something else. Even IF you wanted to use Tick to use the Z velocity to reset the Do Once, why can't that be done on the ball itself? rather than get all actors of class and all that

vast fossil
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Ill try that

grim ore
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you should always try and keep ownership of stuff in places where it should be. If you were to move this ball somewhere else, another level for example, and wanted the sound to be made you would have to recreate the other code which means the ball is tied up to the other object

vast fossil
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lol

warped tangle
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Yep, the ball should handle all ball related things

grim ore
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a simple thing off the top of my head, no idea if it's smart, would be to check on collision with another object and if it's your "ground" play the ground sound, if it's the racket play the racket sound etc. You can use physics materials for this for example and physics hits or collision checks depending on how you are doing movement

warped tangle
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I think his issue is the hit firing more than once

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but even a simple delayed reset on a do-once would probably work fine

grim ore
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it shouldn't? but if so make ayep delayed reset or do once with a timer to reset the do once

warped tangle
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I've had that happen

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where it fires multiple times

grim ore
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I think if he fixes it in the ball it should fire correctly, if something is "hitting" twice there might be something else to look at

vast fossil
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I dont like delays because it can vary when fps drops ect, but its good for testing

grim ore
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you can do a timer instead of a delay

warped tangle
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yeah timer would work fine

grim ore
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play sounds -> timer for 1 seconds -> reset boolean so you can play again

vast fossil
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the hitting 2ce is an on component hit problem afaik

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coudlnt find a solution besides doOnce

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or arrays with already hit balls

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but thats takes alot of nodes

warped tangle
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Seems over-complicated

grim ore
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welp try and figure out the cause first, you might not need this if you diagnose the cause

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ball hits something -> plays sound based on what it hit

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you could even use something like an Overlap even with a fairly tight collision object around it and use the on overlap to fire the sound so it only triggers in theory once

vast fossil
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yea that could work too

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but the sound would trigger before it impacts

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I think I did try this before

warped tangle
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hence the tightly-bound collision object

vast fossil
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and I had to place the overlap a bit higher then the ground because sometimes it wouldnt trigger

grim ore
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make it 110% of the objects size so it just wrap around it for example

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and if it's got no collision channels besides overlap it should not interfere with the actual collision

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again just ideas, I would assume using normal physics hit events if using physics should be enough

median island
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The benefit of that is that it will make sounds with other surfaces as well automatically

vast fossil
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I see

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so the phyics hit event is different from event hit ?

grim ore
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^^ yep using physics materials are neato

vast fossil
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first time I hear this

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ill look into this

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thank you

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its been like months since I start and I still need alot to learn ๐Ÿ˜„

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thank you for your help guys!

grim ore
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it will be years and you will still be learning ๐Ÿ™‚

vast fossil
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yep ๐Ÿ™‚

grim ore
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I am going to try and figure out AI avoidance today for someone if I can find the time, always learning ๐Ÿ™‚

warped tangle
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like EQS?

median island
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Technically the hit event IS the physics hit event, but you can test for the phys mat when it occurs

grim ore
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no just simple avoidance like 30 people trying to funnel down a tunnel

warped tangle
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I haven't played with it much but there's a crowd manager type thing right?

grim ore
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there should be yep but I guess setting it up is what needs to be figured out. A couple people have had this issue before so I figured I would look into it and see if I can figure out the crowd manager

warped tangle
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have fun! lol

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AI is always a blast

median island
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He said with heavy sarcasm

warped tangle
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๐Ÿ˜

gilded igloo
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Hey guys! so I wanna make a complex root of menus in my game, anyone knows an elegant way to do that? maybe a source to learn this? if ya do, thx a tan!

median island
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You can probably get help in the #umg or #slate channels.

gilded igloo
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ill try.. thx!

glacial pecan
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man, the more I use Unreal, the more hidden restrictions and rules I find ๐Ÿ˜ฆ

median island
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lol

serene birch
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classical limitation

warped tangle
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The more I am on here, the more limitations I find out about that I never knew about lol

digital anchor
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isnt a C++ restriction that classes must begin with a letter, must be the reason

glacial pecan
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the engine had a hidden restriction that no mesh could be named NONE as well until I reported it... it's just so much weird stuff

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or rather, I think the restriction is still there... only now Datasmith renames any mesh named that (since 3D Studio Max very often imports models and skips naming them)

fierce tulip
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same a while ago if you named a folder Wolf, it could not be packaged.
this because it was the project name of switch prior to it being announced, and messed something in folder naming accidentally

tall pendant
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gonna try name a folder prospero in near future releases

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on second thought they'll prolly use a different name...nvm ๐Ÿ˜„

scarlet birch
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If you need various sounds add a physics material check / switch or use tags

vast fossil
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@scarlet birch Nice thank you

scarlet birch
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And of course scalars will be different for your use, this is what I used for a short ball game I did

vast fossil
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did u have any issues like ball sound triggering 2 times ?

scarlet birch
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That's why the timer check on the switch is there. Sometimes with physics you can get collisions really fast together. You also need to setup concurrency. on the audio.

vast fossil
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I see

scarlet birch
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Playing with the pitch and force can work too

stone finch
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Guys plz, check my video on snapping it is available only by link any way I can make snapping pivot point easier for myself?

lofty imp
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i want to make my character only move from the waist down when walking. so only its legs are animated when moving, i want everything from the waist up to be stiff

any tutorials to recommend?

grim ore
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you would use a thingy that tells only X bones and below/above to animate and the rest to not. I ... uh... trying to find that node, its in the anim BP.

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it's used when blending 2 anims together like aiming with the upper body and moving with the bottom

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ooh thats what you can google

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Layered Blend per Bone?

lofty imp
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thank you :]

scarlet birch
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You may have to try different values to get it right, depending on how the animations are setup. This the setup I use most often, I probably copied it from somewhere.

grim ore
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^

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toooons of options if you want to fine tune it ๐Ÿ™‚

magic epoch
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Hey guys, does anyone know how much it would cost to get a open world zombie map designed?

fierce tulip
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not enough variables or limitations mentioned.
therefore anywhere from a few dollars to a few million.

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prolly closer to the latter

magic epoch
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oh, I was thinking around $40 + royalties!

fierce tulip
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hehe

magic epoch
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lmao

waxen raven
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Don't forget to specify currency with that XD. Hate to find out it's in Argentinian dollars.

abstract relic
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Thatโ€™s less than an hourโ€™s worth of work ๐Ÿ˜œ

fierce tulip
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1,000,000USD = 361,900,000.00 ZWD

waxen raven
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Just make the world size about 100 unreal units. Done in no time.

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6 zombies, and call it zombie royale. XD

fierce tulip
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open bedroom zombie survival game

waxen raven
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Lol probably smaller than that to be fair.

grim ore
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well designed is open for interpretation as well, it could be a simple drawing of the level

waxen raven
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Or Fortnite, new beginning, given the promo stunt. Got to give them, well done.

fierce tulip
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dem vfx on that ending

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hnng

tawdry sierra
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I need quick help. Ive enabled ray tracing and now my project crashes. How can i disable it with the config file?

grim ore
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r.SkinCache.CompileShaders=True
r.RayTracing=True``` in the DefaultEngine.ini file ?
ember notch
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How i can do it that the widget are on the screen and if the screen is bigger that he move correctly?

warped tangle
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anchors dawg

ember notch
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thanks

tawdry sierra
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@grim ore there are not there in the defaultengine.ini

lofty imp
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thanks for that gif @grim ore that made me laugh

grim ore
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I just opened up mine under projectname/Config/DefaultEngine.ini

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is your project saving to another .ini file? You won't know without opening it tho lol

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I renamed my file and it unchecked the raytracing option in project settings -> rendering so that is at least the default place for it

gilded igloo
#

Hey guys! so I made an axis mapping called 'turn' which is mouse X, but in the right conditions, it just doesent work, when my cursor is in the right corner of the screen and I move my mouse right - the Axis mapping still returns 0, whenever I click any button on my mouse this problem fixes itself, like its some kind of an update. anyone knows the problem and or how to solve it?

covert ivy
fierce tulip
#

and? :p go on!

ember notch
covert ivy
#

I was wondering about texturing : What is better in terms of performance : To make a 4 or 5 layered textures (because I would need so) and to vertex paint directly in UE or to make a single big texture on blender with all the layers that I want and bake it into a single texture with UV into blender then export it into UE ?

ember notch
#

If i remove the UE4 launch screen is this not against license?

covert ivy
#

@fierce tulip Sorry I speak english a bit bad... It take me time to translate ๐Ÿ˜†

fierce tulip
#

no worries Falco.
you might want to try and ask in #graphics to get more detailed answers.
(though the layered approach does give more modularity/versatility)

#

@ember notch hmm, i think there is some info about it somewhere. one sec.

covert ivy
#

I think both methods are advantages and inconvenients but I would like to know much

magic epoch
#

hey guys, does anyone know what quixel megascans is?

#

I want to get the pro version for $40/M, does that include all assests?

covert ivy
#

@magic epoch Texture library with high quality scans

gilded plinth
#

Peeps, you know how when you open your skeleton in UE4 and view bone hierarchy you can see the bone orientation (the transform) with the red blue green axes. Is there any way to increase the size or length of those axes? Just for visual purposes. They're too small for me to see without getting really close to them

fierce tulip
#

@ember notch when in doubt, ask on forums/answerhub

maiden swift
#

@ember notch You are not required to include the Unreal splash in your game. In fact, you have to get approval from Epic to include it.

fierce tulip
#

for the life of me I could not find that link.

#

<_< we need personal pinnage

grim ore
#

@maiden swift so the funny part about that and the question is that is the launch image for mobile which epic provides so........ do they still need to do it ๐Ÿ˜›

maiden swift
#

@grim ore Oh weird. Epic provides a splash for mobile projects?

grim ore
#

Last I checked they did... now you are making me question my sanity

maiden swift
#

If that's the case, I assume they still need to submit a trademark license form.

hushed wasp
#

getting into UE4 ๐Ÿ˜„

fierce tulip
#

good luck!

grim ore
#

yep those are the splash screens provided for mobile.. I am not crazy!

#

so if they are set by default can epic get mad if you don't ask for permission and use them... ๐Ÿค”

hushed wasp
#

not new to game engines nor 3d world but UE4 is the most advance engine i ever had opened, thankfully its not that far from 3D softwares om lot of ways. make it eazy to work in for me ๐Ÿ™‚

grim ore
#

read alot, watch alot, read alot more. play around. spend a year or two doing stuff then come back to ask questions ๐Ÿ˜›

hushed wasp
#

dont realy want to learn everything tbh

#

iam more interseted in enviroment

grim ore
#

oh that's not everything, thats just learning to navigate the editor

hushed wasp
#

thats not realy 2y learning streak ๐Ÿ˜„ navigating the editor ๐Ÿ˜„ hehe

#

good thing is that there is big community around UE on youtube

grim ore
#

I dunno the editor is pretty sneaky with hidden features

stiff spoke
#

Hi the world

hushed wasp
#

true but with so many people pooling tutorials you can find almost anything

fierce tulip
#

<_< we need more people who instinctively go "whoo tutorials" hehe

hushed wasp
#

who doesnt ? ๐Ÿ˜„

#

i dont realy ask people stuff if i can find it online ๐Ÿ˜„

grim ore
#

almost* anything. Some of us keep the good features a secret until we need to show them off and people are like "OMG that is so awesome why did I not know of that" and we can get our 5 minutes of internet fame!

hushed wasp
#

๐Ÿ˜„ that is probably true

#

i want to do my own map until end of the year

shell compass
#

@grim ore your tuts have been a godsend. Tyvm for them ๐Ÿ™‚

grim ore
#

๐Ÿ™‚

#

I've been super slacking on them the last 2 months but I swear I had a good reason... I was playing video games!

shell compass
#

Feels like there's not much stuff left to cover though!

abstract relic
#

Thereโ€™s enough in there to keep the viewers occupied for awhile ๐Ÿ˜œ

grim ore
#

there is soooo much left in just pure nodes, then add in doing stuff with them like more advanced AI and UI stuff

#

and I have literally not even started on animation or effects ๐Ÿ˜ฆ

#

whooo lifetime of work.... lifetime...... ๐Ÿ˜ฟ

abstract relic
#

Animation could use some tlc actually

grim ore
#

so much of animation is technical it's scary

#

I mean art is art and it's a skill but knowing how to implement animation stuff the right way is so technical to get it looking right

abstract relic
#

Itโ€™s certainly on a dimension of its own

#

RIght @normal burrow ? ๐Ÿ˜œ

hushed wasp
#

That why iam not planning to learn everything :D like some people want to know it all and end up not knowing anything fully

normal burrow
#

animation is life yea

ember notch
#

Can I send a game publish form and publish my game today for example?

grim ore
#

@ember notch which form for what?

normal burrow
#

the main thing with animation and unreal engine: always make sure that lightning bolt is on any node that takes any pin except for execs.

shell compass
#

Looking through the ActionRPG example project. Sometimes it feels like Epic themselves don't know the best practices.

Here's the first comment in ActionRPG.h:

#

// We don't want to include "Engine.h" as that pulls in too many classes we don't need and slows compile time

grim ore
#

that's the node that says run this super fast right? the lightning bolt?

shell compass
#

And what do they do right after? That's right.

#include "EngineMinimal.h"
#include "Engine/Engine.h"

ember notch
grim ore
#

@ember notch I would assume that is fine, it;s a notification of release form so you are letting them know you are releasing it

#

and the page says when the time comes fill it out sooooo yep

ember notch
#

thanks for your help ๐Ÿ˜„

kind dew
#

trying to use a library function i made, its not showing up in my blueprint though. The BP im trying to call it in is just a plain object class bp, is that why? Can only actors call library functions?

grim ore
#

blueprint function library?

kind dew
#

yes!

#

sorry bout that

grim ore
#

I believe that is correct, atleast it is in my testing

kind dew
#

oh i see okay

#

wasnt sure if i was doing something wrong

#

thanks!

ember notch
normal burrow
#

@grim ore lightning bolt means the pin parameters being read from can be done so in multi threaded nature

#

if you don't see a lightning bolt and there are pins, that and everything leading up to it (essentially the whole anim bp) will run on game thread.

#

where animbp is largly coded to not run with a lot of haste. it'll kill performance easily compared to having bolts
(its confusing because nodes that take no parameter pins have no bolt)
and thank you High Tide for giving me reason to ramble about animation ๐Ÿ˜‚

hallow oracle
#

So I want to make a game where Essentially you play as a weapon master, and you fight with more then 1 weapon kinda like Noctis in final fantasy xv or Erza from fairy tail for example. And I want to know if it is possible to set something like this (Check image, may have to hold phone sideways) up, or if it will be way too complex) to be possible. (On a side note Nis are just monsters in the game to avoid confusion, sprites used are not mine)

In case you didn't noticed I am a huge kingdom hearts, final fantasy and Yakuza fan. The combat control layout works like a mixture of kingdom hearts and yakuza (cuz you had to press triangle to perform a finisher)

#

This is just a glimpse of the combat system, there is much more then you see here. ๐Ÿ˜

fierce tulip
#

readable font be nice hehe

normal burrow
#

its cool cause theres so much information in such a little, condensed space

#

were you asking a question sakuri? you can do pretty much anything as long as its logically sound

merry gazelle
#

I haven't been tinkering with UE for a while and I guess I forgot how to use the timer. Am I using the wrong node or something? At the moment print string doesn't fire at all

abstract relic
#

You are making a new timer every tick

merry gazelle
#

ah ok, I tried using beginplay only before but I guess I changed something as it works now. Thanks ๐Ÿ˜„

zealous cloak
#

is it ok to ask for help in the more active blueprint channel instead of VR-ar or umg?

weary basalt
#

If your question is Blueprint related, sure.

#

If its not, then no. As you would be offtopic.

zealous cloak
#

if i can solve it whit bps^^ just dont wanna spam my question everywhere, but its frustrating if youre googling for two days ๐Ÿ˜„

weary basalt
#

We have a no spam #old-rules. Keep your discussion to a single channel.

zealous cloak
#

ok asking here for help in one specific topic and referring to the specific channel is ok?

normal burrow
#

how many times?

weary basalt
#

You can ask where it might be relevant to post. But seriously, it cant be that difficult.

#

Have a read of #more-resources and look at all the channels and their descriptions. Choose one that is the most relevant to your question.

ruby ocean
#

Hey how come my only export options are .copy and .t3d?

grim ore
#

its the object you are trying to export

neat forge
#

If I want to merge two actor BPs, are there any downfalls performance-wise of making the parent class to what Im merging it to in the class settings?

ruby ocean
#

@grim ore yeah I just figured out what my problem was. I had to export the skeletal mesh. Iโ€™ve been exporting shit from the Ark devkit for a while now and I couldnโ€™t even think to do that lol

trail loom
#

How to save player data\variables in steam multiplayer?

neat forge
hallow oracle
#

@normal burrow I was asking if the mechanic was possible, but if your saying that as long as I can put it in a way that makes sense then I guess you answered my question.

plush yew
#

i cant find it in ue4

grim ore
#

Material editor, click on the graph, press and hold the 1 key on the keyboard and click with the mouse

#

then you can right click that node and convert to a parameter

#

it is a constant parameter, or a single float

#

it's a float that has been changed into a parameter so you can adjust it in an instance

#

Vector1 if you want to get even more technicalish lol

plush yew
#

supposed to be this total

grim ore
#

I am telling you what it is...

#

like in detail

plush yew
#

ohh

grim ore
#

if you don't intend to use this in a material instance you don't have to convert it to a parameter

plush yew
#

okay thanks a lot

grim ore
#

You can also right click and search for Scalar Parameter but scalar sounds so weird

plush yew
#

can you also tell me how to fix the height tiling as it stretches when i make it taller with width and length tile

grim ore
#

so to keep the tiles the same size even if the mesh it is on is larger?

plush yew
#

yes

grim ore
#

using the World Aligned Texture is another way to accomplish this

plush yew
#

with this i get a texture so small id need a microscope to see it and when i make it bigger its just 1 color

grim ore
#

those were starting points, you would need to adjust it to fit your goals since we can't see your textures or objects

#

change the divide by 100 to something like 1 or even remove it to see if it gets bigger. the divide is there to help resize it

plush yew
#

okay so i got it to work but same thing if i make box wider it works if i make it taller it does not

grim ore
#

we would have to see your material to make any guesses but the U and V, or X and Y of the texture coordinates is what controls the tiling. It sounds like one of them is not being set properly

vocal flume
#

Do you guys know how much I would benefit from CPU cores? Trying to decide between a Ryzen 2700X and 3600X

grim ore
#

I have a feeling the issue you are having is your item is not scaled uniformly, 1x1x1 or 2x2x2 or 3x3x3 etc.

#

if you need it to be fixed no matter what you need to look into the world aligned texture stuff

#

it's alot more work to do that as you need to account for all 3 sides but it basically makes the texture appear the same in the world like you were putting a sticker over the item no matter what the size is

#

@vocal flume CPU cores when in the editor will be for offline stuff mainly, so building lighting, compiling shaders, those types of items. Compiling the source, etc.

#

I can say I went from a 6 core 5820k to an 8 core 2700x and I enjoy the extra cores/threads when compiling source and in the editor when loading stuff up. I plan on going with a 3900x when I can find one affordable locally for more cores lol

plush yew
#

i suppose having a node to choose from stretching and tileing would be too complex to have ๐Ÿ˜„

#

but ill look into that world thing

#

thanks

grim ore
#

you put the texture object (not texture sample) into the world aligned texture node and it spits it out. You can plug in a vector 3 into the Texture Size input to change the size of the texture in the world.

#

there is a Texture Aligned Normal node you might need to use for Normals as well

#

like I said not "bad" just more work

hollow nacelle
#

does anyone have any input on the thought of using clion as an ide over visual studios?

open eagle
#

I am trying to cast to my hud from my character when I die to open the death widget but execute on owning client still executes it on everyone even If I have dedicated server checked and 2 players In PIE window

plush yew
#

Very strange, in Blender my front star shows normal and other stars an inverted normal. In unreal Engine it acts the opposite way, what is causing this?

hollow nacelle
#

@plush yew it might be that your normals are flipped in blender. but you have back face culling enabled so it looks like it's rendering normal blender. but it's not. select all the faces of the middle star and hit ctrl + shift + n. it will recalculate for you.

plush yew
#

Hmm I am confused on back face culling then, is that not showing you how the normals should look in other applications? And that did fix it, thanks

hollow nacelle
#

@plush yew it's because if you have back face culling enabled it will show both sides of the mesh. it's enabled by default, it's not something you did. there is a button on the top right of the viewport somewhere that has the setting to enable or disable it

plush yew
#

hmm ok, also in unreal engine I want to super zoom in on parts of my mesh but then the camera starts blending into the mesh, is there any way to fix this so I can get really close with camera without it going into my mesh?

hollow nacelle
#

@plush yew hmm that i don't know. but i'm sure it will have to do something with the camera clipping or something like this. I would start by selecting the camera and looking at the properties. i'll try googling and let you know what i find

open eagle
#

Can anyone help me with my replication issue

#

I am trying to cast to my hud from my character when I die to open the death widget but execute on owning client still executes it on everyone even If I have dedicated server checked and 2 players In PIE window

hollow nacelle
#

@plush yew

i saw this post https://answers.unrealengine.com/questions/370870/model-close-to-camera-is-clipping.html

basically he went to edit->project settings-> general settings

There was something called "near clip plane" and he changed that setting

He mentions though that it didn't work for him at first but when he restarted it worked. so if it doesn't work for you right away try giving it a restart as well and see if that works out for you.

plush yew
#

@hollow nacelle That is exactly what I was looking for and did infact require a restart, great!

hollow nacelle
#

@plush yew glad that worked out for you man ๐Ÿ™‚

grim ore
#

watch out on that near clip plane, too small a number and the editor and other stuff goes broken

plush yew
#

how so?

#

Also my player has overlapping UV's, how should I fix that?

#

Is sphereoverlap for actors heavier than just checking an array of characters and using the get distance to node on all of them? I'm just checking to see if my archers are risking friendly fire by shooting at their targets

plain tiger
#

To recreate the flickering: just place any object on a gray floor, and watch the red/green/blue arrows, they will flicker at the border.

#

Why.

#

The border with the black is not stable! I am not kidding: this flickering will induce an attack.... Why Does It Flicker. How do I make the flickering stop. I cant use this software if it constantly flickers.

#

6:40 in the clip above is another example; the border between the blue and black is NOT STABLE... it flickers! why!

plush yew
#

Answered my own question, it seems significantly faster to do a distance check using the distance to node rather than sphere overlap

#

So I have a dark cloth texture, multiply it with an even darker color, and somehow my material is a glowing brighter grey, tf is happening here?

grim ore
#

@plain tiger I personally do not see the flickering at either spot you mention. Generally the flickering would be due to z fighting (2 pixels at the exact same spot) and that just generally cannot be fixed in the editor.

#

If it's a black issue at the borders perhaps turn off shadows in the editor?

plain tiger
#

@grim ore Will try that

#

its at the borders with black yeah

#

z fighting sounds plausible

grim ore
#

@plush yew perhaps you are seeing specular or metallic highlighting since both are at default values? alternately you might have auto exposure/eye adaption causing it to brighten up in that area.

#

And to answer the earlier question if you have your near clip plane set to too low or 0 and restart the editor you will find all of your game icons (the widgets in the editor viewport) will now be flat and quite a few objects will not render correctly

plush yew
#

This is the only time my material has glitched like this so i feel like its not the auto exposure, and ill try adding a scalar for metallic and specular. What should I have my clip plane set too?

grim ore
#

probably as low as you need it before it goes crazy lol, it's your project I can't say for sure (I never mess with it) but setting it too low is noticeable so if you restart and your viewport is weird... you went too low lol

plush yew
#

Adding a metallic scalar and increasing it does fix the issue, weird

neat forge
grim ore
#

like I said it's super noticeable when it's broke lol

plush yew
#

@grim ore Also I can leave it non-metallic and adjust the specular to zero

plain tiger
#

@grim ore Disabling show->lighting components->dynamic shadows did not reduce the flickering, but disabling anti-aliasing worked: no more flickering at the borders ๐Ÿ™‚

grim ore
#

yep I assumed it was the specular based on the band on the left side (it defaults to 0.5) @plush yew

plush yew
#

ah, weird it defaults to a non-0 value

grim ore
#

@plain tiger that is good to hear and that would do it ๐Ÿ™‚

#

yeah most of the defaults are non 0, you can mouse over them without an input and it will tell you

#

@plain tiger what resolution do you run your desktop at and is DPI scaling enabled?

low spruce
#

that flickering is from how temporal aa works jittering the screen, some things like editor gizmos and such can make it visible

plain tiger
#

@grim ore 1920x1080, dpi scaling is at 'low' 100 percent (96 DPI(Pixels/Dots Per Inch)

#

hmm

grim ore
#

damn I was hoping it was a weird UI bug with windows ๐Ÿ˜ฆ

plain tiger
#

I will try 'normal' 125 percent

#

๐Ÿ™‚

grim ore
#

nah I was hoping it was scaled and that was causing it lol. Making your pixels more visible basically so you could see the AA in effect ๐Ÿ˜ฆ

#

I might not notice it because I run at 1440 here I bet

vocal flume
#

Just finished texturing one of my assets and moved it to UE4. Thought of checking the shader complexity..

#

The transparent parts are in the very bad scale..

#

Any way to bring it to green without sacrificing the opacity?

#

Or is this fine? Thereโ€™s going to be 50 to 60 of these trucks in the scene

cyan merlin
#

@vocal flume its probably refraction

#

also please take screenshots rather then pictures of your screen

vocal flume
#

My bad.. here is a screenshot

sudden agate
#

this is normal

#

translucen pixel need to render atleast twice. first the things behind translucency and then the translucent material itself

thin tendon
#

Is there a way to add new variables to the game user settings config file? I am working on custom keybinds. And for each keybind there is a variable called stored key. I want to store and read this value from file. And would prefer for it to save to the user settings config file

#

So it would add bind1 = "Keyname" etc for each bind

neat forge
#

Sometimes it doesnt even happen the first time

tame delta
#

Hi, is anyone familiar with the error
LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/SecmaVR/DefaultMap' is not a standard unreal filename or a long path name.? (Trying again in case someone has a clue). It happens when I try to package the game.

This file (/SecmaVR/DefaultMap) doesn't exist anymore, and as far as I can tell isn't referenced anywhere. Somehow though, DefaultMap.umap still seems to reference it...

Any idea on how to debug this?

#

Oh. Deleting that file worked I guess

wispy zinc
#

I made my first ever block texture

#

im proud

crude nova
#

Hi all, I see that a lot of people have trouble with Ikinema. Does anyone get any answer from them ?

fierce tulip
#

dont know the gist of it, but apple purchased them a while back.
quite a few people with perpetual licenses noticed their license got "expired" suddenly, and response time since has been a clusterf.
Seems login doesnt work for some people either.

dim dragon
#

For testing game-feel and stuff, I grab transforms from empty scene components and mess with them until I find the values I like. Is there a way to make like a dialbank or something that runs outside of the viewport preview where I can mess with these values?

#

I've got some midi stuff so if I could drive test values with that it'd be perfect.

crude nova
#

@fierce tulip Oh... Time to get my boss upset then

#

Thank you for your answer

wary ferry
#

looking for info on alembic meshes and if they are usefull for getting high poly meshes into the engine better than when using fbx. I have tested it with one high poly so far and it seemed to work pretty well, but before I build a pipeline using only alembic I want to make sure that I am not missing something critical due to lack of experience.

fierce tulip
#

@wary ferry people active in #graphics might know more.

@crude nova as I dont know the full gist of it, i'd suggest to contact someone who has been dealing with the current shizshow?
i'll dm you a twitter account of someone who extensively used ikinema and now has to trash months and months of work.

crude nova
#

That will be great, thank you

fierce tulip
drowsy nova
#

Does anyone know where can I get some sample project or a video tutorial on forward shading?

somber quail
#

Bullet Train was the first forward shading demo afaik

dim arch
#

til metalness param shouldnt really be 1 because almost all surfaces have dust or dirt on them which reduces the effect

drowsy nova
#

@somber quail where can I get it

sudden agate
#

wrong. metallic should be either 1 or 0

drowsy nova
#

I am noob to Ue4

somber quail
#

Debatable

#

rust/oxidisation is technically a metal but not 1 or 0

sudden agate
#

but you will get intermediate values anyway because of mipmapping

somber quail
#

There are always edge cases where a value between 0 & 1 is valid

dim arch
#

why would a mipmap change between 0 and 1

sudden agate
#

rust is dielectric

#

not metallic

fierce tulip
#

while its true that its either metal or not, when dealing with corroded, dusty, filthy, or rusty metals, you might need a value between 0-1

serene birch
#

a material is either 0 or 1 in metalness

sudden agate
#

^

serene birch
#

you only want intermediate values to simulate some material blending

fierce tulip
#

though, thats often where masking comes into play

serene birch
#

but because rendering if a value that isn't 0 or 1 is rather wrong, you don't want to have too much of it at all

dim arch
#

its artistic choice

#

but I doubt anyone intends to make a perfect metal in a scene

serene birch
#

the problem is that the metal/roughness workflow uses the metalness as a "mask" to say of the albedo texture means diffuse or specular color ๐Ÿ˜›

fierce tulip
#

i think guns and roses clearly wants to make perfect metal in their scene :p

serene birch
#

so when you use a metalness "inbetween", you are forced into rendering two layers of materials, one diffuse and the other metallic that use the same color for their diffuse and their specular

dim arch
#

usually hwen I am texturing I use painter and adjust the roughness to get the desired effect

#

but technicallyI should be modifying roughtness and metalness

serene birch
#

roughness map is the "magic" map where you not only can basically do anything and it works, but also has the best impact in terms of visual effect ๐Ÿ˜›

somber quail
#

If there were no situations where you needed to use a grey metallic value, why does the input accept grey values? Why doesn't it just get clamped?

cloud cobalt
#

Because sometimes it is

#

Just rarely

serene birch
#

because having transition values is worth it rather than forcing hard cutoffs ๐Ÿ˜›

dim arch
#

stylistic choice, but before I thought it was a non-PBR configuration, but it can be more physically accurate

sudden agate
#

thanks to mipmapping and bilinear filtering you will receive intermediate values anyway

serene birch
#

yeah

crude nova
#

For those who have to deal with Ikinema, I just go an email about some "IT restructuration" and they will get back to me in TWO FUCKING WEEKS

tall pendant
#

metalness being straight and only 0 or 1 is a myth

#

same is true for no spec maps in ue4 btw

#

But by any means do what you please.

sudden agate
cloud cobalt
#

There is a point to specular values or maps, per the UE4 doc itself

#

The most common case is water

#

It's just rarely the best parameter to control a material

serene birch
#

reading the docs, specular most common use case seems to be to bake cavities in the texture ๐Ÿ˜›

fierce tulip
#

the more time I spend with specular, the more I love playing with it hehe

serene birch
#

Commonly, if we modify Specular, we do so to add micro occlusion or small scale shadowing, say from cracks represented in the normal map

cloud cobalt
#

AO does exactly that

serene birch
#

BaseColor = CavityOldBaseColor, Specular = Cavity0.5

cloud cobalt
#

So if you use an AO map, it basically plays with specular indirectly too

serene birch
#

well you can compute an AO map for the bigger detains, and bake an AO map for the tiny details in the specular

#

I don't think AO map has effect on specular

#

well I don't remember it

#

which i why I saw people put the AO texture in the specular channel ๐Ÿ˜ฎ (after multiplying it by 0.5)

tall pendant
#

@fierce tulip exactly. in a similar way (perhaps not that obv) you get more out of your mats when having non binary metalness hehe

sudden agate
#

ao definitively adjusts specular output

#

AO is just visible in the shadow, so it isn't that obvious

lusty carbon
#

How can I free lighting bake in ue4?

#

like revert it to be preview

sudden agate
#

check "No Precomputed Lighting" in the World Settings

#

and bake lighting

lusty carbon
#

nice, thank you!

grave nebula
#

You would still be getting intermediate metalness values, no mater how you author your metalness maps.

left citrus
#

Hey guys, when importing textures with an index in their names - they all come in under a single file, which seems to have all the file addresses as source files? is this the expected behaviour?

#

and is there any way to force them importing as separate maps?

whole quarry
#

do you have a screenshot of that issue?

left citrus
#

got overwriting file warnings as they were imported

wary wave
#

12,228x2048, what?

#

how peculiar

#

I guess by default the import tools recognise this as a flipbook sequence

dawn gull
#

(sorry to interrupt)

#

Hello, I am making a game with planetary gravity. I managed to pull this off with these two videos:
https://www.youtube.com/watch?v=l2J45z6aoJQ
https://www.youtube.com/watch?v=ZMQWq570dQU
I have modified the gravity code only a little bit. I was wondering if there was a way to get this working with multiplayer
(Also may I mention that I added a capsule so that might make a difference but I don't know.)
Please tag me, because I only have a little amount of time before I have school right now.

Use Blueprints to create a pawn that can be controlled while moving around a planet while maintaining correct camera orientation! YAY!

โ–ถ Play video

How to move smoothly between multiple planets while staying up right relative to the closest planet.

โ–ถ Play video
left citrus
#

@wary wave ahhh actually you might have solved it there... I think it's automatically put them into the uv spaces

#

given uv tiles are indexed in that exact format

#

weird that it would do that though.. didn't think UE4 had native support for UDIMs

honest vale
#

experimental UDIM support came with 4.23

fierce forge
left citrus
#

ahhhh smashing @honest vale makes a lot of sense

sacred sun
#

@fierce forge the carrots are colliding with the ground and simulating physics.

fierce forge
#

they are not spawning on the ground

sacred sun
#

the video looks like they are being spawned in ground. hit alt+c to check that the collisions arent overlaping when they spawn in

fierce forge
#

where i check with alt c

sacred sun
#

if you click that with the editor window in focus it will show all the collisions.

fierce forge
#

the collision are ok

sacred sun
#

weird then idk

fierce forge
#

๐Ÿ˜ฆ

sacred sun
#

could you be spawning 2 in the same place?

fierce forge
#

nope

mint thunder
#

Hey guys does anybody know about ue4 lighting to ask some questions pm me

stray marsh
#

Hey guys . Can anyone tell me why my meshes are black after light baking ? I already set up my light map res to 1024 and stuff like that ...

mint thunder
#

send me a screenshot @stray marsh

sacred sun
#

you could test with one or two carrots and run a print string off the on hit/begin overlap events. if you are colliding with something that can tell you which component or actor it is.

dawn vessel
#

Just a small Q.

Does anyone know if Fortnite uses Actors as the foliage around the map? Rather than using the Foliage Tool to place instanced static meshes?

#

Wouldn't placing actors as the foliage be rather... Expensive?

honest vale
#

the players can interact with them

#

it's probably easier that way

dawn vessel
#

I can make Instanced Static Mesh Foliage be interactable too.

#

But I just thought using Actors to do foliage wouldn't be cheap.

honest vale
#

Epic does some really funky things with fortnite anyway

#

I think the tree shadows for example are decal based too ๐Ÿค”

#

or at least I rememer seeing something like that

wary wave
#

actors can still use instanced meshes

sacred sun
#

fortnite is probably the reason we can use actors in the foliage tool now.

honest vale
#

which epic's marketplace character assets have a done animation blueprint?

#

I'm watching a stream and it seems that Paragon's Shinbi or whatever has animBP at least

dawn vessel
#

@sacred sun Good point.

#

Actor Foliage would make sense

#

Just disable tick on actor and should be good honestly.

wary wave
#

most of them have an animBP, IIRC?

#

but the anim sets and blueprints are not complete

honest vale
#

๐Ÿ˜„

#

I guess they're adequate for learning how to do proper animBPs

exotic lion
silent chasm
#

I wish I knew too, and how to disable it ๐Ÿ˜„

exotic lion
#

what even is it?

wary wave
#

editor trying to connect to Epic's servers

exotic lion
#

THat's what I thought but I've been using their sites all day and playing a little Batman Arkham off the launcher so I figured that wasn't it

fierce tulip
#

you might have blocked the engine accidentally

exotic lion
#

Let me guess, windows firewall or some crap?

fierce tulip
#

either that, or a very tech savvy rodent in the basement

exotic lion
#

I'm gonna repackage see if it comes up again

#

Okay, before when I paged, I renamed a map, said it couldn't find "untitled" which is now "MainMenu" this time that datarouter thing yellow text didn't show up

#

But The game launches just fine and loads the template map when I hit host game. So far it's working. idk what that was about

#

I wonder if it's because I'm trying out that Advanced Sessions plugin.

#

Oh, it was the privacy usage data option from Epic's Editor preferences

sly coyote
#

@grim ore , sorry to ping, is there a way to set the variables of a datatable by parsing a text file outside of the editor...example if you used your datatable yt tutorial...what if i wanted to define the variables in a text file outside of the editor to populate the table...feel free to link me a tut if you already have a yt vid on this topic.

#

My exact use would be, if i make a card game but i want to define the info for name, abilities, power/tough, colors, ect in plain text, in a textfile ...to then load them in to populate my tables variables

radiant haven
#

does this work?

grave osprey
#

Hi. Do usually unreal late paying payout (i am seller at market).

Or this is a national holiday ?

brave salmon
#

my steam isn't connecting to the game in standalone. could it be a authentication issue? should I use a key somewhere, even if I'm added in steamworks?

ornate ice
#

Hey people good morning

median island
#

Morning ๐Ÿ™‚

atomic ivy
#

Is there a TimeSynth UE4 example project up somewhere I cannot find the one they used for the stream ( https://youtu.be/qaOGv0gNSms?t=3101 )? I'm particularly interested how Dan Reynolds made the "high intensity volume mod" melody volume adjustable at runtime.

ornate ice
#

I wanted to ask if having both an Skeletal Mesh and Static Mesh on a BaseInteractable BP is bad for performance? I want to use him as base for Static objects like potions or weapons, and also to make from it NPCs using the skeletal mesh

#

like this

#

is it bad that every Interactable has both empty components even if only one of them is actually used?

azure shore
#

hey Im making springpads and Im using launch character for them, how would I make it so it launches in the direction theyre pointing?

#

its fine for if theyre uprightt then it launches you straight up but idk how to do the direction thing

#

oh up vector exists

#

hrmm still cant figure it out

#

ah, multiply by float does it

#

thanks guys alex

lusty night
#

Is FTexture2DArrayResource what i should go to if I want to add a 2d texture array to a material?

grim ore
#

I don't believe you can have arrays in materials, is that what you are trying to do?

fierce tulip
#

someone showed texture array thing in 4.24 using uvw-space.

grim ore
#

yeah I read that an old PR is finally being merged in .24

fierce tulip
#

interesting for sure.

grim ore
#

i am not an artist and I just skimmed over it but I guess the intention is it allows you to not have to do multiple lookups when using multiple textures, like on landscapes. almost like full resolution mip maps. Way over my head on what it's for but I guess it's a nice thing for projects that need it

potent patio
#

Hey I am very new to unreal engine and I can not select the details thing and change as the entire thing is greyed out. Does anyone know why and can help me?

digital anchor
#

you are playing

potent patio
#

What do you mean?

digital anchor
#

youre playing in editor, click the stop button

#

playing/simulating

potent patio
#

thank you

lusty night
#

Thanks its good to know that they have it in ue4 because i need it

grim ore
#

well it's not in yet

sudden agate
#

its in dev-rendering

#

and it works already

fierce tulip
#

was looking for your post on discord, but my search-fu is lacking today.

grim ore
#

well by in I mean it's not in a release yet ๐Ÿ˜ฆ

#

I mean in theory the new launcher and template system is in dev-editor but I wouldn't call it in yet

fierce tulip
#

wondering if it would have any advantages for pewpewpews

sudden agate
#

it gets rid of flipbook-related mipmapping issues

fierce tulip
#

finally able to use that gif. whoo

sudden agate
#

it should be faster than flipbooks, since you dont need to calculate uvs anymore

#

maybe higher memory cost

#

deathrey is typing, answer in a few seconds

fierce tulip
#

ikr

grave nebula
#

At the cost of re-doing whole thing conventional way, when you realize, that you do not have arrays on every platform just when you entered last phase of development and crunching as hell.

grim ore
#

.24 is going to have some neato stuff but I am really curious if its going to hit december or not now

sudden agate
#

currently merging dev-rendering into my master, because i couldnt build the new water material on master

#

the most exciting feature for me

grim ore
#

master has been a pain in my ass the last few weeks I gave up on it ๐Ÿ˜ฆ

#

first it was chaos stuff then the VS 2019 C++ toolchain upgrade causing issues then it's HTML5 being put into it's own platform causing issues now lol

#

how hard is it for a hundred people to keep all their code synced up and working, i mean really.. gosh... ๐Ÿ˜›

manic pawn
#

do the new texture arrays allow creation of a texture array from a set of texture assets at runtime?

ember notch
#

Why UE 4.22 Plugins don't work on 4.23?

sudden agate
#

because 22 < 23

grim ore
#

you can compile the plugin against .23 and fix any issues or wait for the author to fix it and upload a new one ๐Ÿ˜ฆ

fierce tulip
#

lol

haughty knot
#

hey do any of you know what this menu is and how can i make one

#

like custom in engine widget of some sorts?

#

ok nvm i figured it out

brave salmon
#

I know I'm already late with this issue, but still can't find a solution:

UATHelper: Packaging (Windows (64-bit)):   LogEngine: Error: Failed to load '/Script/Engine.NavigationSystemV1', falling back to 'NavigationSystemBase'

Am I missing something? should I rename every entry of NavigationSystem to NavigationSystemV1? like [/Script/NavigationSystemV1.RecastNavMesh] ?

haughty knot
#

editor utility widget

hushed wasp
#

i have a question

#

about general physics for obejcts

#

there is a UE physics?

grim ore
radiant haven
#

Someone experience procedural planets/landscapes?

whole quarry
#

Thats a weird question to ask?

harsh tiger
#

in my scene i have the same blueprint placed around the world multiple times. but how would i go about getting a reference for the blueprints near the player?

whole quarry
#

Measure the distance between the player and the blueprints could be an answer

spark sonnet
harsh tiger
#

@spark sonnet can the "nearest" reference at the end be set into an array?

#

that could be perfect

spark sonnet
#

Probably if you change it a bit

#

You could also use Get overlapping Actors

harsh tiger
#

the first method isnt returning null. so i might have to try the get overlapping actors

ember notch
#

@grim ore What i need to do that my plugin work in 4.23 i heard they changed something in uplugin?

grim ore
#

@ember notch you could change the version it targets inside but there is a chance it just won't work due to engine changes.

ember notch
#

i heard you need to add a option in uplugin config if you don't do this then plugin don't work ๐Ÿค”

grim ore
#

well if you heard it from somewhere they should have more information, did you open up your .uplugin file and look at it?

ember notch
grim ore
#

if you go to the support page for integration it looks like the plugin itself is available in source form

ember notch
#

link? i have limited internet

grim ore
#

its on the web page you linked me, and if you have limited internet its going to be an issue its 500MB download

cursive walrus
#

would it be possible to get skeletal mesh reference from bp weapon?

ember notch
#

@grim ore I have 30GB internet but thank you for your help i will download it from the webpage

grim ore
#

@cursive walrus anything is possible, what is the BP weapon and what skeletal mesh?

cursive walrus
#

@grim ore bp base weapon. is an actor. for whatever weapon i added. so i add the reference to my primary and secondary.

#

what i want is to get the skeletal mesh info from those weapons i prepared.

grim ore
#

so the BP Weapon is a blueprint and inside of it is a skeletal mesh component?

cursive walrus
#

yes

#

there is a skeletal mesh component

grim ore
#

you should be able to just get the component directly then

#

then get the mesh that it holds

#

blueprint -> get component -> get property on component (mesh?)

#

replacing component and property with the correct names of course

cursive walrus
#

if you dont mind. can you show me? XD

#

sorry for the trouble

grim ore
#

I can't, I don't have your blueprint or know how it is set up

#

where are you trying to get the skeletal mesh at?

cursive walrus
#

ok. it goes like this

#

when player is spawned. he gets primary weapon. so it spawns actor and set to primary weapon for reference

grim ore
#

you are setting a refernence to the weapon and saving it as Primary Weapon. Get the primary weapon variable, drag off it and get skeletal mesh (assuming this is the name of your component), then drag off that and get the mesh (assuming you want the actual mesh the component is using)

mint thunder
#

can i get rid of these artifacts completely? This is production bake
static lighting level scale 0.5
indirect lighting bounces 50
sky lighting bounces 100
indirect quality 10
smoothness 2

exposure is on 10 and emissive from HDRI is doing this smooth white light on the stairs

ember notch
#

can maybe anyone help me with mobile UMG Button #mobile thx

cursive walrus
#

@grim ore yes. thats the plan

#

but i dont know how.

grim ore
#

dont know how to do what, I just said what to do

cursive walrus
#

alrighty thanks

chilly tundra
#

Hello! Not sure if this is the right place to ask this question so feel free to lemme know if not--

Does anyone know if it's safe to reset MatchState from InProgress or WaitingPostMatch back to WaitingToStart? Would that have any weird side effects?

Basically I'm not looking to restart an entire level exactly as it was (ie: player dies, reset); I'm more looking for the best way to structure something more like a dungeon crawl with multiple rooms, where each room is a distinct puzzle or session. Right now we use MatchState to govern a room "starting" and "ending", I'm debating if we should keep using that and reset it between rooms or if we should be tracking our own state variable.

mossy nymph
#

just seamless travelling back to the level should work fine

chilly tundra
#

Would that be similar to what AGameMode::RestartGame() does? O:

grave osprey
#

How to make collision work on skeletal mesh who is organic creatures ?

ember notch
#

How to export a game to PS4?

tall pendant
#

by becoming reg. Developer with both Sony and Epic + getting a devkit from Sony after the process.

ember notch
#

If someone want to publish a game and he is not 18 do he need to publish this game on parents name?

tall pendant
#

I'd suggest make your game first, then think about consoles.

ember notch
#

@tall pendant It's finished

tall pendant
#

Then you have to get some info ready. like company reg. number, tax numbers etc

#

also a setup company mail and a fixed ip

plush yew
#

Hello everyone.can l put 1 material for LOD 0 and more of that for another LODs?

grim ore
#

that's a good question, does your other LOD have more than 1 material slot?

plush yew
#

No i think

#

I want my big asset like tower, have more quality as game run fast, but i don't know what can i do to solve that issue

grim ore
#

you should be able to do that, each fbx (lod level) should have material slots. normally you do it the other way, lod0 being the highest quality has more materials and then you lower it down if needed to the minimum at the lowest quality

plush yew
#

I know that, i want LOD 0 have 2 or 3 material and LOD 1 just have one material with less quality

grim ore
#

yes you can do that when you create your mesh and it's LOD's in your DCC program

plush yew
#

Aha

#

Thanks my friend

#

I have another question, may i ask?

#

What's the best way for have big asset with high quality as much as low draw call?

grim ore
#

fake it all in the texture or just not much you can do. You can check out stuff like the infiltrator demo to see how they did the outside part of the demo

azure shore
#

hey how would I make linetraces go through enemies but still damage them?

median island
#

multitracebychannel

azure shore
#

Id like if there someway that if I fired a shotgun at two enemies in line with each other, theyd both take damage, preferrably the back enemy taking less damage if possible

median island
#

Although I don't think that compensates for spread.

azure shore
#

well, that wouldnt really help then

median island
#

you could spawn a quick cone collision and detect all hits within that cone

#

then use a distance factor to cull anything out of the gun's range

azure shore
#

I am actually using a cone for close range headshots but it seems pretty awkward to use

median island
#

I think it will be. Otherwise you're shooting multiple rays within a mathematically calculated cone.

versed spear
#

Everyone having font issues on 4.23?

ember notch
#

I have a strange bug if I create a server on PC it's work and if I do this on Android then nothing happens (I use the normal UE4 Online System) ๐Ÿค” ๐Ÿค” ๐Ÿค”

#

I need really help with this

fierce tulip
#

i know there is an option in ue4 to disable the auto-renaming copying variables to name_1

#

but cant find it ffs

ornate ice
#

Hey is it better to make every object have an interaction sphere collision, or have a collider like this for interactions?

ember notch
molten agate
#

im lookin for someone to help me

gilded plinth
#

Anyone have an opinion? I have bunch of skeletal mesh clothing pieces for my avatar. The character will auto "equip" them when they generate an overlap event. I'm wondering what the preferred way to setup the components is? Should I have skeletal mesh components for the max number of clothing items at any given time and then swap in and out the actual correct skeletal mesh into any one of those components?

#

or a good link for me to learn would be great. I could also have 30-50 skeletal mesh components and have them not visible until i need them but that seems like a bad idea : /

vague plume
#

@ornate ice I use a line trace. Picks up only whatโ€™s moused over. You can then make an interface and have it so (say e is input event โ€œinteractโ€) on press E line trace and get a hit actor if any where hit (limited reach), then cast to interactable interface and trigger interact pressed event. If itโ€™s not interactable it fails. If it is you can create custom logic on that blueprint

ornate ice
#

One Question Epic

vague plume
#

Shoot

ornate ice
#

Does your NPCs and Objects Share the same interactable parent

#

or how do you differentiate your NPC from an object like a potion

vague plume
#

Nope

#

They share an interface

#

Interfaces you can add to any blueprint

ornate ice
#

that makes sense

#

but tell me

vague plume
#

Go to (I think) class settings

ornate ice
#

if I need to turn on

#

the custom depth render

#

on any of it

vague plume
#

Custom depth render?

ornate ice
#

how can I differentiate an static mesh(the object) from a skeletal mesh(the npc)

#

yeah I have a PP material that outlines whom I'm interacting with

vague plume
#

Components? You can output hit component from the actor

#

You can output hit actor

#

And to filter. Just put that actors logic inside of that actor

#

My interact interface just passes on the interact event to the actor I press e on. My actor does very little for interacting

ornate ice
#

right

#

that makes sense

open eagle
#

Im using linetraces for my gun but How do I check if the linetraces are hitting a character's head, I tried bone name but that dont work

vague plume
#

@open eagle put a hitbox around the characters head and hit boxes on their body. Make sure the mesh and capsule arenโ€™t triggering the linetrace hit and only hitboxes are. Then on hit you can return the component hit and if itโ€™s the head hitbox your set to go.

open eagle
#

@vague plume How do I make sure the mesh and capsuleComponent are not triggering it

vague plume
#

You could adjust either the components or the linetrace node

open eagle
#

what would I do for the components

vague plume
#

Do me a favor and screenshot the expanded physics section on a component and linetrace node

open eagle
#

expanded physics section?

#

You mean the other BP around my linetrace node?

vague plume
#

Collision*

#

Memory is a bit dull atm. Getting paid to stand around and freeze my ๐Ÿ‘ off :p

open eagle
#

sorry I'm still confused what you're talking about

vague plume
#

Right hand side

open eagle
#

oh

#

oh

vague plume
#

Scroll down

#

Expand collision section

open eagle
vague plume
#

Trying to remember

open eagle
vague plume
#

Expand collision. Little down arrow

open eagle
vague plume
#

Thatโ€™s physics

open eagle
vague plume
#

One sec

#

Closing some gates

#

Also get me the linetrace node

open eagle
vague plume
#

๐Ÿ‘ one second

#

HEAT!!!

#

Uhhh finally

#

Ok letโ€™s see

#

Ok just to make it quick and easy

#

Your trace channel going into the line trace

#

It has some things in its array.

#

Those things also show up in Object Type on collision presets

queen blaze
#

anyone know if pano capture has 16bit png support?

open eagle
#

So should I add something to the array

vague plume
#

All you need to do is set it so itโ€™s using a custom preset then change the object type. Then make the trace only filter for that object type

open eagle
#

what should I change object type to

#

I have an Idea

#

Should I make capsules for all of my character

#

and attach them

vague plume
#

Try physics object or whatever it is

open eagle
#

PhysicsBody

vague plume
#

Yey

#

Try setting hitboxes to that and your trace to filter for that

#

Pretty sure itโ€™s not ideal, should work for now though

open eagle
#

@vague plume Can I make tiny little capsules for legs and chest etc and disable the capsule component collision?

vague plume
#

I donโ€™t know about disabling capsule component collision... sounds like a bad idea to me

#

Hence why you set the hitboxes and a filter to something else

tribal frigate
#

how can I change projectile velocity vector on contact?

#

need to make pong ball not get stuck at back of play area

next badger
#

get collision hit, break hit event, get necessary data, apply new velocity

#

this only works for physics objects ofc

royal osprey
#

can i ask question here with pictures?

#

?

#

okey ive been having this one problem with character selection and its probably really easy to do but i cant do it like what xD but here

#

so basicaly when i pick a character it must change here right and so in my character selection menu i want it to select that character but not start the level but when he clicks it it will save in game so he can go back and click start for the next level

#

but i know i must make an on click thing but im not sure what to put there

thin tendon
#

I want to make a startup video for my game. Does anyone know what codecs I have to use for audio and video to get it to actually play properly?

thin tendon
#

NVM figured it out

regal mulch
#

@royal osprey Actually, character selection is not straight forward, at least not in all scenarious.
The "DefaultPawnClass" should already NOT be set at that point, as this is for spawning it automatically.

#

Also, please name your classes better.

#

"dino" should be "BP_Pawn_Dino" or similar.

royal osprey
#

okay sorry for late replay power went out @regal mulch

#

i will name my characters better soz

#

so basically i will set my default pawn to none

lusty carbon
#

Is there a way to quickly toggle ALL materials in my level on and off?

#

As in swapping them for a default world grid material or something?

wary wave
#

why?

lusty carbon
#

why? I want to take a look at my bake without the textures on

fierce tulip
#

viewmodes

wary wave
#

just use the lighting only view mode?

fierce tulip
#

alt > f4 or 5

#

wait no

#

lol

wary wave
#

or just use the widget in the editor viewport

fierce tulip
#

I almost did an alexander

wary wave
#

haha

fierce tulip
#

alt 2 to 6

lusty carbon
#

right ๐Ÿ˜› forgot about that

#

thanks

scenic carbon
#

Are folders(.vs, Binaries, Intermediate) in project files safe to delete? it take a lot of space.

wary wave
#

if you don't know what it is, don't delete it

#

you realise binaries is where the actual executables are ๐Ÿ˜‚

plush yew
#

iv done that many times before and it has never happend

wary wave
#

FBX looks invalid

lusty carbon
#

Is there a way to build a collusion volume inside ue4? for a staircase for instance, without going back to my DCC?

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with a bsp brush for instance

night burrow
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Hi, I have a really basic question I failed to get an answer from on the web.
Whenever I'm scaling a mesh it scales on both opposite ends. Is there a way pull and scale only one side?

fierce tulip
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click the tiny lock button thingy

wary wave
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anyone had problems connecting reroute nodes before? I can't seem to connect my graph up because it's insisting on connecting my outputs together, rather than connecting both ends of the graph to the input ๐Ÿ˜