#ue4-general

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radiant haven
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Normal maps wont show

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but I added normal maps to the materials

median island
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your uvs are probably wacky

midnight gate
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@grim ore help

radiant haven
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?

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watcha mean?

median island
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The uvs of your level geometry. What do they look like?

radiant haven
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the what?

median island
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hm, I would study up on UVs. Those are necessary to texture anything

grim ore
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@midnight gate with what? I suggested you add a print string node to the cast failed and you wont

midnight gate
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but i did

radiant haven
midnight gate
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here it is

grim ore
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is that connected to the cast failed?

radiant haven
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I use blender

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and never used this tool before

midnight gate
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how do i connect it to cast failed

radiant haven
midnight gate
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you dont uv map with egde split

grim ore
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the same way you connected it to the cast success/execute wire. drag off it and type print string

median island
midnight gate
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falk pres a to select everything until its all orange and then w and select smart uv

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i specialize in blender

median island
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You have to setup your UVs in order to make textures work.

radiant haven
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uh yeah?

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and i have

midnight gate
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there is no cast failed node

radiant haven
cloud cobalt
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What does your UV map look like then ?

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If you don't know what that is, you don't have one, so textures won't work.

grim ore
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You have a node called Cast to FirstPerson, it has two output wires. One is the sucess/execute on the top which you are using and the one below it is the Cast Failed.

midnight gate
radiant haven
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if i would use it on an other actor

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it works

midnight gate
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@grim ore it wont work

radiant haven
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@median island AHHH

grim ore
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you did it correctly with the print string before, you should be able to do it with a print string again. Drag from the Cast Failed, and when it asks for the node type in print string and use it

radiant haven
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i know what i forgot

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to unwrap the models texture

midnight gate
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i dont know ill just go shot myself

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this is too hard

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no one has a node setup that will work

grim ore
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well when you don't learn anything before trying and dont want to try learning then yes its going to be hard

midnight gate
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ill g ofigure it out on my own i guess from a new file from scrach

grim ore
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there are hundreds of videos and documentation out there for learning blueprints that you skipped

midnight gate
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im usaly amazing at learning but this is imposible

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eveyrone juts says you click that button and plug that BUT WHY DO I CLICK THAT BUTTON what does it do

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no one tells you knowlage

grim ore
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sure they do

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you just didnt watch the videos or read the documentation that does

midnight gate
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if you can find one id be glad to see

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ive spent all 2 days watching youtube tutorials

grim ore
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how many of them are on the way blueprints work? the flow? the way nodes work and are connected?

midnight gate
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all of them

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thats what tutorials exist for

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but none of them actualy tell you why we click that button and make integer instead of boolean

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i dont even know whats the difrence

grim ore
midnight gate
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okai lets try reading i guess this is gonna take a while but thank you

grim ore
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learning to program takes more than a while

radiant haven
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but not visual scripting

grim ore
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but again I know there are documentation and videos out there that do explain why you do things and what things do in the engine

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visual scripting is programming

radiant haven
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nio

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i already got your code

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but u just connect them

grim ore
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if you dont know what a boolean or an int64 is you are going to have issues learning visual scripting just like you would a grandpa language

radiant haven
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thats not programming

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Boolean are for conditions and Int64 is uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh... idk xD

grim ore
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just because blueprints cover the crappy part of programming for you does not make them any less programming. you still have to design and implement your systems for your project to function.

radiant haven
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i like taht u program propability with int64

grim ore
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it's not that, it's when you get introduced to the concept of programming stuff like variable types can be confusing in any programming environment. Blueprints don't hide the fact you still need to understand how systems work and logic and flow.

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sheesh the setup dependencies for .24 are up to 11gigs now lol

prisma spindle
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I'm upgrading my game to UE4.22.3 and noticing that our foliage is completely unshadowed, but only on the first load of our game (and only in PIE). The only thing I can think of that's unique about our use case is that we stream in our levels but I have to imagine others are doing the same thing as us. I'm upgrading from UE4.21 ... Anyone have any leads for me before I do a deep dive?

midnight gate
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where do i do a new game mode thing

grim ore
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you create it in the content browser by creating a new blueprint and selecting Game Mode Base. You set it either in the project settings -> Maps and Modes or in the World Settings -> Override Game Mode for the level

midnight gate
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i cant find maps and modes

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in the projec settings

fervent sigil
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Is there a way to separate blueprints for server/client? I want to create some screens for my client, but I don't want the server to even have those blueprints...

grim ore
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technically when you build out you can have it ignore/not package/not include directories so you could have that enabled for your server build

fervent sigil
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@prisma spindle If you didn't do it, I would delete all intermediate directories.
btw, I don't know what you're making - but I already want to play it

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@grim ore mm might be good enough. Where is that setting?

grim ore
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check under project settings -> Packaging and look at the advanced stuff under the packaging section. I would also assume you might be able to automate this with the project launcher but I never looked into it in detail

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is there any good reason to not have them on the server?

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I could see not having them on the client lol

fervent sigil
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I can see some settings there, but yeah it seems to be global. I do see build configuration, but I seem to be missing server configurations in there? e.g. I have Development and Development Client, but no Development Server?

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and regarding not having them, well it started with my having to waste 2m when I pressed play and saw some errors, then realized the errors are thrown on the server instance.
To be honest I don't care that much about it, but I would about the other way around; that is, I don't want server code to exist on the client. I already have a cpp module that is server only, just not sure what to do about blueprints.

grim ore
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ah, well you can use the dont include directories option in there and point it to a folder that includes "server only" stuff

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then just make sure you enable/disable that when building out the server or the client

fervent sigil
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oh nice. And I also checked out the project launcher while we were talking. Great thanks

pearl python
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hi

fervent sigil
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It means the server will always have the extra client code though, right?
Won't it make the dedicated server unnecessarily larger, as it will include client files, which can sometimes be quite large?

grim ore
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thats a good question tho, it looks like with server side #if is used for C++ but I wonder if it strips out BP stuff the same way

midnight gate
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help im back

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i started from new file just to figure out the coin systems

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it wont show me anything

grim ore
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#multiplayer might have more info on this one @fervent sigil I have not completed a full MP project let alone got to the stage of optimizing it ๐Ÿ˜ฆ

fervent sigil
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cool, I'll try that. I'm pretty sure the cpp directives don't cover the BP btw, but perhaps there is a way. And thanks!

grim ore
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I did have the same question tho so I am curious heh

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yeah stuff like print strings are removed from shipping builds so I wonder if there are BP directives to remove server side only stuff but then again how does it know the client is not a listen server

midnight gate
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why wont it show me any numbers what did i do wrong

fervent sigil
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Well different settings (listen server / client) have different builds and it is detectable in cpp. I'm just not sure if the engine does it in some way. I'll let you know if I find out though

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@midnight gate want to explain a bit more what you're doing? why are you casting if you're not using the result?
And if it won't show you anything, it probably means the cast has failed..

midnight gate
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im trying to learn how to do coins and score

stiff spoke
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Hello

light coyote
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@midnight gate
Get it to work with keys first, just to make it easyer.

Make diffrent keys do diffrent things.
And when everything seems to work, replace the keys for the overlap event you have, and make it more and more extense.

midnight gate
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hmmmm

radiant haven
light coyote
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@midnight gate
Also, if you are just learning for now, make all the logic in the level bluprint.
It is great when you start, to get the feel, and first steps to get going,,, but is not the proper way,,, but when starting is the best way.

With an actor selected from the level, you can go to the level bluprint, right click, and you will see CreateDirectReference... of the object you had selected

radiant haven
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how can i fix that my crosshair isntlagging

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glitching

grim ore
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do you have anti aliasing on, such as TXAA?

radiant haven
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no

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nothing

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well i show the crosshair like this

light coyote
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@midnight gate
That way you can forget about casting, etc...
Get your first nice feel of programing with bluprints.

radiant haven
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@grim ore ever played a plane war game

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there u can see what it looks like

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adn i want to redo it

midnight gate
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im trying my best

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so i made this work in a new file

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my character blueprint right?

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the demon is tlaking to me

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help

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oh wait i fixed it

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it was an event beginplay in my level bluprint

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HOW DID THAT FIX IT

radiant haven
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wow

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we have a Junior in the channel

midnight gate
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whats a junior

radiant haven
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one that started UE

midnight gate
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i sure did juts start

radiant haven
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@grim ore dont let me alone

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still need ya ๐Ÿ˜„

midnight gate
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ok how do i do ui now

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help i have another problem

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i collect one coin and it starts counting them to infinite

lusty carbon
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Any ideas why Unreal is stuck on 0% when building lighting? in any level

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(nothing complex, preview mode)

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Seems like skylight radiosity keeps going on forever

spark sonnet
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Send a screen of the code for it so maybe I can help @midnight gate

midnight gate
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it keeps counting to infinite

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screen of code

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what is that

spark sonnet
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screenshot

midnight gate
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i have like 3 blueprints

spark sonnet
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Share a picture here

abstract relic
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Add a clamp node after coin + 1

midnight gate
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the charcter wigdet or the level one

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they all have coin stuff in them T-T

spark sonnet
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The code that is adding a coin

midnight gate
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its in all of them thats the problem

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maybe if i remove it from the level blueprint

spark sonnet
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Is it a coin that you pick up?

midnight gate
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yes

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i juts start play and it counts to infinity

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what did i do wrong

spark sonnet
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Just make the code in the coin actor blueprint

midnight gate
spark sonnet
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Where is this code located?

midnight gate
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okai i figure it out its the wigdet code issue

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but i didnt figure out ohw to fix it

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and this is my chracter blueprint i juts send

spark sonnet
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Why dont you cast from coin actor to your character when the character collides with it?

midnight gate
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help

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how does casting work

spark sonnet
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Delete the coin stuff you have now

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Then open your coin actor

midnight gate
spark sonnet
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Good. From that node drag out from Other Actor and type cast to CharacterName

midnight gate
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okai

spark sonnet
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This should work

midnight gate
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thank you

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thats a

  • integer?
spark sonnet
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increment integer

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Its adding +1 to the existing value

haughty knot
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hey

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just general game question

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what are these like icons that show an objective that is beyond the screen?

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like if you face away from an objective, there is an arrow on the edge of your screen pointing towards it

midnight gate
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thank you i fixed it

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it helped

spark sonnet
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No problem!

midnight gate
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does anyone know how to have multiple levels?

spark sonnet
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Yes

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Top left click file and create new level

midnight gate
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its not there

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i dont need to create new level i need to have mutiple levels

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my issue

spark sonnet
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What?

midnight gate
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that if i pass lvl 1 i click on level up but then in lvl 2 i click level up i get back to lvl 2 instead of lvl3 because the level up wigdet is set to open level 2 instead of level 3 so the simple solution would be to create a widget for every level but thats retarded

spark sonnet
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Oh

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Levels as in leveling up

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(:

midnight gate
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yup

spark sonnet
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Try this maybe

midnight gate
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thank you ill check this out

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this seems to be the experience level up system i need like mario game you pass the map and play in a new more advanced map

spark sonnet
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Thats what I said first

pearl wigeon
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don't ever bake textures in blender

spark sonnet
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You want different maps like in mario

pearl wigeon
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stupid unreal engine not having support for the graphical effects i want so i have to bake it in blender

midnight gate
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woah what are you baking

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do you have like a 9000 samples or smth

pearl wigeon
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4096 because it's transmissive and subsurfaced

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lower and it would be too noisy

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this sample rate is just enough for the noise to not be horrible

midnight gate
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theres denoiser.......

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usaly 200 is allmost more than enough

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btw try switching to branched path tracing instead of normal its gonna set a spesific amount of samples for things

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for example 1 difuse x 5 samples = 5

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2 difuse x 5 samples = 25

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idk if thats right i dont have math in school

viral fractal
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why does the editor not boot up when running in Vulkan ?

midnight gate
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why are we still here?

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just to suffer?

lusty carbon
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Help, Swarm Agent is stuck on 0% forever. my scene isn't that complex

viral fractal
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restart ?

lusty carbon
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Skylight Radiosity keeps loading forever

radiant haven
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1826410,0

lusty carbon
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I've tried to restart, deleted Saved and Intermediate folders, all that

viral fractal
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damn its stuck at 18% initializing, cpu is at 100%, it uses 18gb of ram, nothign happens

median island
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It might be rebuilding. That happened when I switched to raytracing

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give it a minute or two

viral fractal
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27mins now

median island
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uh..

grim ore
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we don't know how complex your scene is in terms of lighting or any changes you made or your PC settings. it could take hours

viral fractal
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nothing

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empty scene

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just created

grim ore
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did you allow lightmass access to the network when it asked for it?

viral fractal
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wait

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i think youre confusing me and @lusty carbon

lusty carbon
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yea wtf is going on lol

grim ore
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yep I was talking to sparks and you answered, my bad lol

viral fractal
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boom, at exactly 30min it opened

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lol

grim ore
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it sounds like it was just recompiling the shaders for the new platform

viral fractal
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now compilign shaders, 6k left, so another 30min

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i love unreal engine....

median island
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โค

grim ore
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you can't blame it for your machine, don't be so mean lol

viral fractal
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i basically cant work for 1h because i simply changed 1 checkbox

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big oof

grim ore
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well change the checkbox back? it still has the other platform compiled

lusty carbon
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So, my scene isn't complex in terms of lighting. It has a few thousand meshes, a very few set to 512 lightmap resolution and above. only directional light and skylight both static. importance volume in place. preview mode. It used to take 5 minutes and now after some slight mesh additions its taking forever, unproportionaly.

grim ore
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and you can work you just can't see materials ๐Ÿ˜›

viral fractal
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... i cant ?

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i need to have editor open to change it

grim ore
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you said it was open?

viral fractal
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after 30mins of loading, yes

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now its compiling shaders

grim ore
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which means you are in engine and should be able to change it back if you need to. Alternately you can shut it down and change the .ini file

viral fractal
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no, it was intendet to be chnaged

grim ore
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then you wait or buy beefier hardware ๐Ÿ˜ฆ

viral fractal
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but im very very surprised that this takes 1h

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got ryzen 3900x, 64gb of ram, rtx 2080ti

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couldnt find something beefier

grim ore
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then it should not take 30 minutes

viral fractal
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well

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thats what i thought too

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but i got surprised

grim ore
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I am doing the same, switching to vulkhan, on an i7-2600. I will let you know how long it takes to get to editor from launch. I know my 2700x at home only takes about 6 minutes for a full shader compile at the worst so a 3900x should be as quick if not quicker.

fierce tulip
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is this the preview shader thingy?

fresh hatch
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high performance pc for gaming GWunuDrakeNo
nasa pc for unreal engine GWomoDrakeYea

viral fractal
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preview shader ?

grim ore
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changing the default and targetted RHI for windows I assumed

viral fractal
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yes

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switched to vulkan

fierce tulip
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that should only take a few minutes tops

viral fractal
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i would expect seconds, but few minutes would be fine

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1h... not so much

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5.3k shaders left

grim ore
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seconds is not going to happen on pretty much any machine due to what has to be done

viral fractal
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getting there

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well, not on unreal, yes

fierce tulip
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odd, for one client I need to switch between basically every shading model, and I do so occasionally for anything I make for the mp

grim ore
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once the initial cache is done it's quick, it's the initial DDC creation for each platform that is an issue

fierce tulip
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though I think they changed the way it does it in .22 or .23

viral fractal
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on my engine i can switch from dx12 to vulkan and back in 1min xD thats whyx i didnt expect this here

fierce tulip
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still only minutes tops for near-end-of-production projects

cursive dirge
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it shouldn't take hour+

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unless it's some big project

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like, if you do that on the kite demo, it could take hours

fierce tulip
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that would only happen if i.e. there is only 1 uber-shader with a gazillion static switches and very poorly managed instances with uncountable amount of mutations.

grim ore
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his initial 30 minutes was just the shader compilation for the engine (18% and 45%)

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yep so 8 minutes here on a i7-2600 with 10gb ram to go from DX11 to Vulkan on 4.23. You definitely have a glitch in your machine.

viral fractal
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lol i just tried, i can really switch between dx12 and vulkan and back in under 1 minute, while unreal is compiling in the background eyes

grim ore
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my only thought is it's in power saving mode and not running at full speed or you have something else interfering like incredibuild

tawdry hedge
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Hey, does anyone know if it's possible to enable Raw Mouse Input in UE4?

viral fractal
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i only have quixel bridge, deezer music, discord and vivaldi open in background

grim ore
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another thought is windows defender causing an issue when compiling shaders but even then it's not that large of a magnitude more with it on

viral fractal
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and a modified cryengine for ~2min to do the test i said xD

unreal galleon
grim ore
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my first thought is don't leave cracks for light to come thru

unreal galleon
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There's no cracks

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?

grim ore
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it looks like you have walls/floors/ceilings set edge to edge

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like literal polygon edge to edge

unreal galleon
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Hm

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How can I seal it off without clipping?

grim ore
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any reason your ceiling does not cover the tops of the walls?

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or why the walls don't go farther, and clipping should be fine in this case (overlapping the outside edges)

median island
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There's a couple things you can do. 1, increase the lightmap resolution of your walls, 2: reduce the static lighting level scale, 3:snap your uv's verts to lightmap pixel bounds.

fierce forge
grim ore
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#3 helps a bunch from what I have seen

unreal galleon
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Alright thanks

fierce forge
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the pickaxe is not collide

unreal galleon
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I'll have to go figure that out

unreal galleon
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ty

grim ore
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@viral fractal so 12 minutes to compile the shaders in engine for me here on this low class machine. third person template project ~5800 shaders. If yours is taking as long as you say something is wrong with your machine or engine setup.

fierce forge
grim ore
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you will have to figure that out based on how you are handling your pickaxe

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is this when its being swung? are you just holding it?

kind dew
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I am unable to Add a component in my bp which has Object as its parent. Anyone know a work around? I think its odd i can spawn actors but not add components to them

median island
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an 'Object' is not something that actually in the world

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it has no location and so can't have children

kind dew
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right

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im not trying to add a component to the object

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i have a spawn actor. and i want to add a component to the spawned actor

median island
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What if you add a component to the parent blueprint and attachtocomponent to attach the new component to the actor component

grim ore
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definitely weird, when you type static mesh what happens?

grim ore
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holy hell that is odd

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since you arent adding a component to a component but another actor you spawn in it should be fine, and is fine if you do this from an actor bp lol

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weiiiiirdbug

kind dew
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dang thats not what i wanted to hear lol

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i wanted to hear "your dumbass forgot to press the add component button"

grim ore
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are you doing the spawn actor from inside an actor component?

kind dew
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no this is just an object

subtle glade
#

hello, does anyone know a good source about Flipbook textures? I want to use my animation of of an ocean for terrain.

kind dew
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would this work?

grim ore
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damn that bug is 3 years old lol

kind dew
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oof

grim ore
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well I can't even call spawn actor from an object soo... are you sure this is an object?

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but even then if the goal is to deal with actors the construct node is not really a good way to do it. I think this is just a weird bug you have to work around. Might have to fix this in C++ with a custom function or have something else, another actor in the world, that can do this process for you ๐Ÿ˜ฆ

kind dew
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okay well theres more info to the problem

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so no its not an object its a c++ class that im using for async

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becasue if i do this in a normal actor in the world

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then the game freezes up for a sec

grim ore
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๐Ÿ˜ฆ

kind dew
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ill figure something out thanks guys

surreal laurel
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I'm using the BP_Sky_Sphere and a day/night cycle blueprint that contains a directional light component. I'm having a hard time assigning the light component to the Sky Sphere BP's directional light variable. It seems to me that it doesn't work because it is not it's own object in the world outliner. How would I reference the directional light within the BP to use in the Sky Sphere?

stiff spoke
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Hi

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the problem of when you ammo ammo and it adds to all the weapons of the level when it is necessary that it does not add that to the weapon that you hold

grim ore
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so the sky sphere wants a directional light, not a directional light component.

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so you need to change the variable type in the sky sphere BP if you are changing that blueprint to use a light component instead of a light actor

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now since these are both separate blueprints you are going to run into other issues.... so you might need to change anything that refers to the directional light in the sky sphere to refer to the blueprint that you now have this directional light component in and also get the directional light from it to then plug in

surreal laurel
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@grim ore I've tried creating a directional light component variable and making it public, but when I view the drop down list I don't see the component from my day night BP listed?

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also yes I figured I need to overhaul all other references in the sky sphere to make sure it works correctly

grim ore
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correct you won't since the directional light component does not exist in the world, the parent blueprint does. you would have to pick that item in the sky sphere drop down and then inside the sky sphere get the component out of that item in the drop down and do whatever

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seems like alot of work without much gain

surreal laurel
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unfortunately i'm not at the level where I can rewrite the Sky Sphere (or something similar) on my own yet, so doing it this way will help keep things moving on my project :/

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now that I think of it though, maybe I should copy the sky spheres code directly into my day night BP and keep it all in one place. The problem/confusion I see with that is managing all the additional assets that the sky sphere references

grim ore
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I was able to get it to work by duplicating the sky sphere BP, adding a new variable for my blueprint actor that had a directional light component in it, setting that variable in the editor to the blueprint in my world with that directional light, then adjusting the code inside the editor to use the blueprint and the component in it instead of the directional light actor in the world

shell compass
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I'm having a bit of a personal crisis here, doubting my every organizational decision.

Up until now I've created, added and managed all widgets like main menu and modal popups and so on in my GameInstance.

... but should I have done it in HUD instead? Seeing as how even a dedicated server has a game instance, and how in a splitscreen game you might want a modal popup for every player and not only both at once?

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And my GI is growing rather monolithic by all those widgets alone, while the HUD class is starving

viral fractal
#

so, now editor doesnt open at all anymore

grim ore
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there is no wrong or right place but you are finding a good reason to maybe use something else. HUD is a "good" place when doing multiplayer because each client has access to their own unique HUD (and most UI should be player only). I don't know how split screen works for that tho lol.

#

you could have put it all in it's own BP that is spawned locally for each player, you could have put it in the player controller or the player character, etc.

#

I will say I had never thought of putting any UI related code in the GI tho

shell compass
#

The GI was the first instinct for me cause then I could have it persist on screen even through absolute level loading.

grim ore
#

gotcha

viral fractal
#

๐Ÿ’ฏ

kind dew
#

i know splines are a good way of making AI routes. When people use landscape splines to make a road, do they also make their patrol splines on top of that too? Or is there away to navigate an ai along a landscape spline

grim ore
#

I think the question are landscape splines accessible outside of the landscape?

#

and I think the answer is no lol ๐Ÿ™‚

surreal laurel
#

@grim ore I'm feeling a bit dumb, I can't quite figure out how to access the directional light component from the variable I made

median island
#

drag it in from the components panel

#

or did you 'add component' it?

kind dew
#

Haha okay thanks Mathew

surreal laurel
#

the BP with a component is being accessed in a different BP through a variable. so i've dragged the variabel out to the graph but i'm not sure how to access the component within it :/

median island
#

oh...

surreal laurel
#

ya :/

median island
surreal laurel
#

thx i'll take a look

#

that node returns an array though?

median island
#

YOu could also jus tmake a function on your node that returns the light

#

yeah

#

the function idea is probably easier

surreal laurel
#

hmm i'll see if i can figure that out

#

appreciate it

grim ore
#

if your variable is of type BPContainingDirectionalLight and your Directional Light Component is called DirectionalLight inside of it you would just drag the variable into the the editor like you mentioned and then drag off of it and get the DirectionalLight variable

median island
grim ore
#

look on the bottom left, you have a variable list

#

so you have a variable in that BP called DirectionalLight that is the component

surreal laurel
#

yes, following

median island
#

Oh yeah, those get added as variables huh?

surreal laurel
#

So it seems like having the names set up properly on the components is important

grim ore
#

inside your BP for your sphere, drag in your directional light BP (the one with this component), then just drag off it and get the Directional Light variable

#

names don't mean anything, it could be scoobydoo and you would then just get the scoobydoo variable

surreal laurel
#

lol got ya

grim ore
#

Directional Light BP in this case is a variable of the blueprint that is holding my directional light component

#

and my awesome light is the name of the directional light component in it

knotty citrus
#

any advice?
why ui button ruin my controller, the button don't have any event..

grim ore
#

your ui is not high enough on the Z order and I bet the underlying touch UI is interacting with it

#

when you add that button UI to the viewport what is the Z index you are putting it at, if leaving it at 0 try a higher value like 1000 so it's above the touch input

surreal laurel
#

Perhaps the issue is that it is not a Directional Light BP, but just a regular actor BP? When I pull in the variable and drag off the node, the component is nowhere to be found

median island
#

You'll have to cast it as your blueprint type that contains the component you want to get at

grim ore
#

ah

#

yeah you want the variable type to be the BP type so you dont have to cast

#

no reason to keep it as generic actor unless you like casting or want more than just that one type in there

surreal laurel
#

ah okay

knotty citrus
#

try to set it to 1000, 10000
get the same result, still error

grim ore
#

๐Ÿ˜ฆ

surreal laurel
#

I'll just cast it then

grim ore
#

that is weird, it looks like your buttons are letting the input go thru or your touch input is above the buttons and are getting hit as well

surreal laurel
#

For the record, the community support on this discord is hugely helpful and much appreciated. I wish I knew enough to give back.

median island
#

dodoo add a mouse move event for those and don't do anything?

grim ore
#

@surreal laurel it would be more efficient to have the variable of the correct type so you don't have to cast

surreal laurel
#

ah I see

#

I'll restructure it then

grim ore
#

you should be able to just change the type in the variable list and not really have to worry about anything else

surreal laurel
#

you mean change it from generic to directional light, or change the variable within the BP sky sphere?

grim ore
#

the one in the sky sphere

#

it's set to actor right now i assume?

knotty citrus
#

with full funtion button,

grim ore
#

if you disable the touch interface what happens?

knotty citrus
#

if i disable it, it works, but i can't look arround..

grim ore
#

ok so which node did you add the "1000" to the add to viewport?

#

was it your main UI if you are using one or just the buttons?

knotty citrus
#

i use "mouse for touch" in project setting

surreal laurel
#

Well if I change the Day Night BP to a Directional Light BP, I could plug it straight into the Sky Sphere BP without having to change anything, no?

tough marsh
#

is there any hotkeys to pick the asset next to the current one you have selected?

surreal laurel
#

@tough marsh in the world outliner, content browser, or viewport?

knotty citrus
#

in my horizontal panel

tough marsh
#

Content browser what im doing is level desgining and instead of having to select dfferent assets by clicking i was wondering if there was a way i could just say hit spacebar and it will pick the next asset beside the one i already have selected

gilded igloo
#

Hey yall, Suppose I want to duplicate a certain wiget inside my wiget bp, so it will be in a specific place in the heiarchy, can I even do that (inside the graph, midgame) ?

grim ore
#

you should be able to use normal controls when doing that, arrorws to navigate and ctrl/shift to multi select @tough marsh

knotty citrus
#

ad 1000 in add to viewport too, still error

surreal laurel
#

@tough marsh besides navigating the content browser with the arrows keys i'm not sure

radiant haven
#

are there good space game tutorials?

gilded igloo
#

I mean, there is the spaceship template...

rotund scroll
#

yeah star citizen just released its own "how to make a star citizen game" tutorial

neat forge
#

I am getting an error when saving?

#

wow its cause I had another window open lmoa

#

Didnt realize I opened it twice

fading aurora
#

So much to learn with UE

#

Almost daunting ๐Ÿฅบ

grim ore
#

pick one thing, one tiny thing and learn it well ๐Ÿ™‚

tidal cosmos
#

Anyone knows when 4.23.1 will be released?

spice canopy
#

If you want to make a space game, watch out for gimbal lock!

fading aurora
#

Isn't 4.23.1 already out?

#

Or is it 4.23.0

honest rune
#

.0

surreal laurel
#

I'm going a bit crazy. Just can't get a hang of the simple things - I have a BP with a public actor variable, with a different BP plugged into it, yet I can't access the second BP's variables?

#

Still stuck on the day night cycle thing

#

In other words, 'Generic actor BP 2' is plugged into BP 1 via a actor variable, how do I access 'Generic actor BP 2's variables?

grim ore
#

the actor variable, what type is it?

#

is it of type actor, if so you need to do actor -> cast to the actual type -> variables

#

if the type is the actual type of that actor, like BP_blahblah, then you can get the variables directly

surreal laurel
#

ok I see that works, but I was trying to avoid casting?

#

I'll take a stab at how this works and someone can correct me - Casting is needed to access variables/functions within a generic variable, but if the variable is a specific type (say directional light), then you can directly access it's main component without casting?

maiden swift
#

Anyone have advice on displaying build numbers in packaged builds? There's no Blueprint node (that I've found) to get the Project Version property from Project Settings, so I'm wondering if there's another way to go about it.

grim ore
#

that would be correct @surreal laurel , an Actor has no variables in it, its just a generic actor. Your child of actor, your specific blueprint class, has all of the variables so when you talk to your variable reference you need to make sure its the correct class (casting to it from generic to specific or the actual variable is the correct class already)

spice canopy
#

@surreal laurel if you need to access functions without casting from generic actor, you can use Interfaces. But variables... I think you have to cast. Unless you use interface functions as getters :)

surreal laurel
#

@grim ore So a generic actor BP has no specific class itself, and UE always needs to be told what you're trying to access within it via casting? And specific class BP's are themselves that class so there's no need to cast?

#

@spice canopy thanks thats good to know. this is definitely Unreal 101 but i'm learning

spice canopy
#

Casting doesnt change what class your actor reference is, but it changes what class it is being TREATED as

grim ore
#

There are some good videos on this out there but basically its like asking Hugh Jackman to use his claws as wolverine when he is actually just hugh jackman

#

you would need to refer to hugh jackman as wolverine, treat him as wolverine, so he can use his claws

surreal laurel
#

So is using a generic actor BP to contain a big chunk of code with a bunch of different components a bad idea, since you'd have to rely heavily on casting? should I instead break up a big BP into smaller class specific BP's?

spice canopy
#

Which is why if the thing being cast is NOT the class or a parent class of that class then it will fail the cast (invalid)

So you know how all dogs are animals but not all animals are dogs?

#

Cast to dog succeeds for wolves, terriers, poodles, etc but fails for cats, tigers, leopards, etc.

#

But succeds for animal class

#

Fails for pasta class

#

As well as spaghetti and lasagma class

#

Succeeds for generic dog too of course

surreal laurel
#

@spice canopy I think the confusing thing for me is that a generic BP exists amongst all the class specific BP's. It functions the exact same but behaves more like a container of specific classes?

spice canopy
#

But then you only get access to what variables are in generic dog class and not anything mutant poodles have as functions or variables

#

I am late to the conversation. Let's get specific about what you are trying to do

surreal laurel
#

it's like having spaghetti class and lasagna class and ravioli class, and then just a generic PASTA class..

#

Thanks for the interest, i'm trying to code a day/night cycle and incorporate the BP_Sky_Sphere

spice canopy
#

Hmm So what do you need to cast an actor for in that?

#

And which actor?

surreal laurel
#

the DayNightBP is a generic actor BP, and the Sky Sphere requires a reference to a Directional Light object, which means I *can't directly drop my DayNightBP's directional light component into it

#

so I figure, i'll just create a new variable in the Sky Sphere for an actor, and drop the DayNightBP in there, then in the editor grab the component I want

spice canopy
#

It wants a directional light actor and not a directional light component, right?

surreal laurel
#

but that doesn't work either

#

correct, ya

spice canopy
#

Ah okay. Doesnt work meaning it has no effect or that it throws an error?

surreal laurel
#

It just doesn't see it. If plop the sky sphere into the scene and click on the drop down list for the Directional Light public variable, nothing shows up

spice canopy
#

@grim ore didnt mean to hijack the convo

#

I didnt mean to i mean :)

surreal laurel
#

because the light i want is tucked away as a component in my DayNightBP

spice canopy
#

Yeah

#

So the skysphere BP that comes with the engine seems to only know what to do if you give it a directional light that has been placed in the level

surreal laurel
#

I'm sure MathewW is relieved to get a break from schooling me on this stuff lol

spice canopy
#

It has been programmed to know how to do it that way

surreal laurel
#

right, so I thought i'll make a new variable for my DayNightBP and get the DirectionalLight Component that way. And I don't mind re-coding all the references and stuff

#

but I didn't want to do it via casting, which seems like the only option since my DayNightBP is a generic BP

spice canopy
#

So skysphere is still a bit of a mystery to me but I think you will either have to code your own skysphere or for your daylight BP instead of giving it a directional light component then give it a reference to a directional light actor

#

And then both the skysphere and your BP can be referencing tbe same directional light actor. Would that accomplish what you want to do?

#

So then your daynight BP would not habe its own light but can be set to use an existing light

#

That is outside itself much like how the skysphere does

#

You will need to make the variable that references the light actor to be public (click the eyelid next to it in tbe daynight BP so the eye looks open)

surreal laurel
#

That would definitely accomplish it, If I rewrote the skysphere directly in the daynight BP then it would be all good. Rewriting though is last on the list since it'll take a good amount of time, but maybe that's what it will come down to

spice canopy
#

Then you can place your daynivht BP in thenlevel amd in the editor details panel set its directional light variable to the one already in the level

surreal laurel
#

I think I'd like it better if the light actor was a component, so it was an all in one package sort of deal

spice canopy
#

Ok. The way i am describing is less encapsulated but probably less work and easier

light vigil
#

Custom Variable & Function Categories are collapsed by default, is there any way to change that so they expand by default?

spice canopy
#

But having it all in one would be aqesome for level creators

surreal laurel
#

Yeah, I want this baby to be robust. It's all based off a 24 hour clock, so ideally I could set timers for events like lights/sounds/weather just based on entering a time of day or a range

#

Okay, i'm going to try to re-write this bad boy. Is there any way to copy a blueprints content from one BP to another? complete with variables, functions, etc...

spice canopy
#

You can copy and paste nodes. Not sure on vars

#

Might be easier to duplicate the BP class and then remove what you dont need and make changes from there

#

I gotta go now

#

Will be busy. Lemme know how it goes

surreal laurel
#

@spice canopy Thanks for the help, really appreciate it ๐Ÿ‘

spice canopy
#

One more thing before i go: I am aware there is a marketplace item that probably does what youre looking for and also a plugin I think that might be free that does similar. if you can find an open source one you could figure some stuff out by looking at the code there.

lusty night
#

hey anyone here familiar with the greedy meshing algorithm

#

?

sleek bronze
#

Silly question, can you run more than one "play" instance? When testing a game

#

or testing a scene, perfectly example is running to play modes for a multiplayer game to see if things spawn/react appropriately?

mossy quest
#

I'm very new to unreal and I'm having a uv problem. By default, its already on the best uv channel and I've adjusted the LOD. I've cleared all the other errors this way, but these 2 objects are not cooperating. Everytime I adjust, then rebuild lighting it tells me to re-adjust 10.6%. So I re-adjust and same message. Should I just scrap the 2 items and replace them with something else? Or is there something else I'm missing?

grim ore
#

@spice canopy didnt hijack, I had a stupid emergency at work so was gone ๐Ÿ™‚

#

how are you redoing the UV's? i assume it is warning about overlapping. @mossy quest

#

@sleek bronze in the drop down next to play is the # of instances to launch as well as if it's listen or dedicated for the server type

mossy quest
#

@grim ore yes it's an overlapping issue. I'm looking at the channel, then adjusting LOD til all the sections look separated. Like I said before, it's worked with all the other errors, just not these 2.

grim ore
#

are you doing this in UE4 or in your DCC program? If you are just moving stuff it's possible you have 2 identical faces (like opposite sides of a cube) on top of eachother and don't realize it

#

but this can also happen if your uv's islands are super duper small and at that point you might need to just ignore it

midnight bolt
mossy quest
#

In UE4 and I think you're right. Theres gotta be something I'm not able to see.

midnight bolt
#

these slots are actually different objects, so i want to find out how can i apply one material to selected actors

mossy quest
#

@grim ore what kind of performance issue would I run into by leaving the error and ignoring it.

midnight bolt
#

https://blueprintue.com/blueprint/yjaizaa-/ this says 4.20, i have 4.21 but i dont see blutility in experimental

grim ore
#

@mossy quest its less of performance and more of an issue when building lighting where it might come out bad

midnight bolt
#

i think i was in different section of รฉxperimetnal':)

sleek bronze
#

@grim ore mind blown. Thats brilliant

#

Thanks mate.

midnight bolt
#

hmm, the bluetility above doesnt seem to work for me

plush yew
midnight bolt
#

is there any website that shares files for sample bluetilities? not the code, but an uasset i can drop to a project

surreal laurel
#

Trying to make a debug HUD, currently I have a text box with a binding and am trying to connect it to a variable from another (generic actor) BP. I am casting to that BP in the widget graph but am not sure what to link to the "object" pin of the Cast?

plush yew
#

How can I transfer a project from one preset to another? Say I work on a level with the third person preset for convenience, but later wanna go the VR route

sleek bronze
#

@plush yew copy and paste it through explorer

#

then paste it to whatever project you need it in under that projects content folder

plush yew
#

Thanks!

warped tangle
#

migrate?

plush yew
#

ue4 doesn't have ue4 doesn't have enough permission to save :/

blissful trail
#

where do you ask for feedback on a blueprint ?

#

i made a blueprint and i want to ask if there is anything wrong with it

kind dew
#

okay i got a wierd problem and ill take any tips on re doing this cause god knows theres probably a better way to do this. My issue is that im spawning in an actor that have a nav mesh modifier on it. everthing works fine, but if i modify the rotation of the modifier at all, then it breaks

plush yew
#

@kind dew show more bp

#

show the whole blueprint

patent vortex
#

blah I spent all day working on this scene on my laptop and the editor just hangs indefinitely (left it for 15 minutes) its not that underpowered! It has a i7 8750h ๐Ÿ˜ฆ

kind dew
plush yew
#

@kind dew try changing "World" to "Local" in Get Rotation At Spline Point

kind dew
#

nope same thing unfortunately

plush yew
#

:/

kind dew
#

thats interesting

plush yew
kind dew
#

is your hard drive full?

light coyote
#

@kind dew i have never done what you are doing there.
But.. what happens if you simply type in some Z rotation ?

plush yew
#

it was full, but I've already freed up space and continue with the error

#

@kind dew

kind dew
#

same thing unfortunately @light coyote

#

i would right-click the example map in file explorer, and see if permissions got changed when it was full

light coyote
#

Have you tryed adding to that Z you get from your spline, float + float, and then plug the resoult ?

plush yew
#

all permissions are in full control @kind dew

kind dew
#

no but if i rotate it in the editor and it doesnt work, then that means its not the value of the yaw thats breaking it, right?

light coyote
#

I gess

#

Is this a controllable actor ?

kind dew
#

no

#

im trying to make a road generator

#

so you make a spline

#

and it spawns a nav modifier along the spline that lowers the cost to navigate on it so ai will prefer to walk on the road

light coyote
#

Hmmm

#

How does that square come to be?

kind dew
#

i spawn it

#

but it doesnt work if i spawn it or just drag it out

light coyote
#

A plane ?

kind dew
#

cube

#

basic shape

#

but

#

if the modifer is not custom, as in if i just use one of the built in modifier types, it can rotate just fine

#

sounds like a bug right?

light coyote
#

I know i had some troubble with spawning, or teleporting a pawn, the reason beeing, i could not just simply rotate the actor,, for some reason i had to use the GetControlRotation from pawn, and set the rotation from there.
Maybe similar issue ?

kind dew
#

yea but

#

again

#

thats not spawned thats just manually placed

light coyote
#

Have you tryed setting its rotation, on bp editor or however posible,,, and after, spawn only by location,,,, just a testing idea

#

Im just curious aswell

kind dew
#

hm

#

well

light coyote
#

I think you get where im going,, to see if the rotation of the nav pink square stays on another only position

kind dew
#

i tried that

#

yea totally

#

but i cant set the rotation anywhere

#

basic shapes dont have that exposed in the deatils panel i guess

light coyote
#

Make a bp?

kind dew
#

it is

#

and nav modifiers have to have basic shapes be the root component

light coyote
#

Hmmm

#

Fak

#

Wait, you said it is a bp ?
Cant you set default rotation there ?

#

Inside the bp

#

Change its default one to test

light coyote
#

Go to the viewport tab in the bp

#

Cant do it there ?

light coyote
#

That is anoying

kind dew
#

yea imma fill out a bug report

#

it has something to do with the class

#

if its a default class it works

#

i mean the nav area class

light coyote
#

In the bp, when in the graph, up left, class settings,,, have you had a look to see what is there ?

#

Compare yours with default inside there, the class settings

kind dew
#

well actually

#

just tested

#

none of these work

#

like if i create a class that inherits from them it wont work

errant mist
#

Hi guys! Does anyone know if its possible to connect to Win64 dedicated server from the packaged client on Android?

light coyote
#

@errant mist no idea, never done that

kind dew
#

but if i choose the built-in ones like that then itll work

#

oh wiat

#

thats a lie

#

none of them work

#

you cant rotate any of them

light coyote
#

Compare, with yours.
But.. i just remembered something,,, wasnt there an option in the nav mesh you had to enable, or something like that,, that unleess you had that thing or feature, you had to calculate nav mesh again to see the changes,,,, or am i wrong?, i belive i remember something along those lines

kind dew
#

yea there is

#

ive chacnged that

#

set from static to dynamic with modifiers

light coyote
#

Have you tryed to rotate, and even if its not working, calculate nav mesh again ?

kind dew
#

god idea

#

good*

#

ill try

#

nope even that didnt do it

#

but i do have the setting on that automatically builds navigation whenever you make a change

#

i need to hear what papa mathew thinks

light coyote
#

Yes, he can probably say something that solves, or helps.

#

His tuts are great.

solar latch
light coyote
#

Character loads before floor beneath it does

#

Look up when falling to see if map is there

#

Spawn point may also be the problem

#

@solar latch

solar latch
#

@light coyote looked up, there was no map loading at all and i changed the spawn point axis so it would be higher than the map with no luck

light coyote
#

Are you streaming that level ?

solar latch
#

meaning?

light coyote
#

Open the levels tab, up left in windows, and put it in the top right, aside the tab with the stuff you have in your level/s

#

You will see the levels you currently have, by whatever level you have open,,,, opened level, is persistent level

#

Is there more than one level in the levels tab ?

solar latch
#

nope just one

light coyote
#

Well it should load

solar latch
#

then why is not loading , lol

light coyote
#

Show levels tab

solar latch
#

@drifting adder gimme a sec

tame delta
#

There's no simple "stretch to power of 2" in UE4 right?

#

It pads to the right and bottom, but I can't even see an option to center the texture

solar latch
#

@light coyote

#

Still the same

raven cliff
#

@solar latch Just guessing, but check the collisions on the character and/or landscape.

solar latch
#

the collision is fine @raven cliff landscape just dissapear

raven cliff
#

Got 'Hide in game' accidently checked?

solar latch
#

@raven cliff pressed g on viewport

#

So its not hidden

surreal laurel
#

Trying to make a debug HUD, currently I have a text box with a binding and am trying to connect it to a variable from another (generic actor) BP. I am casting to that BP in the widget graph but am not sure what to link to the "object" pin of the Cast?

hollow junco
#

Hey y'all, basically I'm building a dart blaster sim, and essentially I need to be able to swap bullet types at runtime, and have the mesh to update during runtime, but not of the bullets that have previously been fired. So set the mesh of an dart as it is spawned and have it stay that on a per instance level, so that future darts shot aren't affected by it

surreal laurel
#

Basically I just want to get a variable from a BP to show up on my screen is all.. but most of the examples on the web use the PlayerController BP or the GameMode BP, not a generic actor BP

pliant yoke
#

there are no lights enabled in this scene

#

why might my models appear lit?

#

skysphere? that refers to a light that is disabled

#

also.... in the area of the map without the lightmass importance volume, the models appear properly shaded

#

does anyone have suggestions? kinda puzzled

#

hmm.. gonna try changing the environmental intensity

wary wave
#

they are not lit

pliant yoke
#

why are they not completely black if there are no lights

#

the only thing that is properly shaded is weird stuff, like the backs of some meshes and the meshes outside the lightmass importance volume

#

i can't figure it out

#

also it takes like 20m to build lighting on this computer so i'm kind of falling asleep

#

and idk if it's even a build problem

#

any ideas?

wary wave
#

emissive in the material

pliant yoke
#

nope

wary wave
#

and the lighting model for that material?

#

curious

pliant yoke
#

the trees in the foreground are outside the lightmass importance volume and are properly shaded. in the background are the bugged ones

#

the ferns are only shaded properly on one side everywhere

cloud cobalt
#

Well, do you happen to have static lighting here ?

#

You mentioned building lighting

#

If your only light source is a moving sun, remove it

fierce tulip
#

also almost looks like inverted normals/values

pliant yoke
#

ohh it could be normals

#

idk why normals would only affect half the models though

#

the only light in the scene is the directional light right now

cloud cobalt
#

So - do you have static lighting ? You mentioned Lightmass Importance Volume which only applies to static lighting

pliant yoke
#

!!

cloud cobalt
#

It just looks like your trees are statically lit, which explains awful build time

#

And the look

pliant yoke
#

should i avoid static lighting in UE4?

cloud cobalt
#

Do you understand what static lighting is exactly ?

#

Static lighting is unmovable lights on unmovable objects

#

It's a great tool - highest quality environment lighting, highest performance

#

If your light source moves or turns, it's entirely pointless, though

pliant yoke
#

ah ok

#

i didn't realize it didn't work with moving lights hm

#

so it is very old school

#

that explains why it just broke

tall pendant
#

lol

cloud cobalt
#

It's not old school - it's for non-moving lights

#

Okay, it's a bit old-school because it doesn't work with moving objects

#

Stationary is a better variant

pliant yoke
#

what is stationery vs static?

cloud cobalt
#

Read the doc ! ๐Ÿ˜›

wary wave
#

yeah, there's quite a lot of documentation on the subject that should describe the key differences in reasonable detail

pliant yoke
#

ugh i'm so tired of reading docs i just want people to explain things to me

light coyote
#

@solar latch open the levels window and show it here,,, you can open it from the top left tab called widow in the editor,,, open it and send a screenshot of it please

wary wave
#

people did explain things to you, by writing docs :p

cloud cobalt
#

^

pliant yoke
#

thatnks for the help... staticc lighting is probably the oslutiong

cloud cobalt
#

No harm done

#

In any case, if you only have moving lights, just disable static lighting for the level.

#

It's an option in world settings, IIRC ๐Ÿ™‚

fierce tulip
#

I always wanted a ghibli like tree that looks at me all cute and calcifiery

cloud cobalt
#

Looking good

opal berry
#

Hello I am a unity developer but I am thinking of switching because I have been told that C++ can offer better optimizations then C# my only draw back is the 5% that Epic take

#

does it really affect your profit that much

cloud cobalt
#

Sigh

#

Depends on your business

#

Unity can be more expensive

#

And I wouldn't move to UE4 because of optimization

#

You can make C++ code extraordinarily fast, but usually only when you're great at C++, good at assembly, and very experienced generally

tall pendant
#

Firstly, thats a odd reason to switch. People say a lot often w/o making a point.

regal mulch
#

That and most of the time, games are fine with the generic optimization

tall pendant
#

And why is 5% a drawback?

cloud cobalt
#

People think Unity is free

regal mulch
#

haha

tall pendant
#

lol yeah

abstract relic
#

Why assume youโ€™ll make a profit regardless?

cloud cobalt
#

Yeah, the elephant in the room is that 90% of UE4 games don't pay any royalty

regal mulch
#

Also, the 5% are really your smallest issue.

#

30% Steam (if you need steam). Taxes (which are the endboss) etc.

#

And if you make enough, you can still get Epic to give you a custom license /shrug

cloud cobalt
#

VAT + Steam adds up to 45% in my experience - before your own taxes, and UE4 ๐Ÿ™ƒ

tall pendant
#

besides. it's 5% of your rev. So the math is simple enough how it would affect for profits. Ofc there are other factors to take into the calculation.

cloud cobalt
#

^ it's 5% of Steam's revenue after VAT and refunds

#

Not yours

tall pendant
#

as Stranger mentioned

#

yep

weary basalt
#

In other words. Its expensive to make games (that succeed).

fierce tulip
#

<_< I tried so hard to make a @cloud cobalt things comment, but.. I am failing.

#

(related to topic)

tall pendant
#

Also: depending on how far the project is into production. It might be (to put it very polite) not the best idea to switch to a different engine.

abstract relic
#

โ€œYour wisdom is out of this worldโ€?

weary basalt
#

Yeah changing engines part way through is a pretty rediculous adjustment.

#

Pick the right tool for the job.

normal burrow
#

(Which is never unity, if performance and or hitchless gameplay is desired)

plush yew
#

Hey guys, maybe a silly question.
When i dismount from an airplane and thus spawn a new character it inherits the roll of the plane.. like his back is crooked. Yet inherit roll is turned off. Any ideas?

waxen raven
#

Are you inheriting a spawn position witb the roll?

plush yew
#

I dont think so. Its a spawn actor from class

#

it does inherit the player controller en that one has roll

dim arch
#

hey, looking for some kind of plugin which can do pose estimation of webcam data and pass it as an array of vectors to an actor

#

anyone know of one? I am thinking of using a tensorflow plug and configuring it but dunno if theres a solution out there already

wary wave
#

that sounds an awful lot like Kinect...

light coyote
#

@dim arch I dont know if you heard about this, but the most similar to that that i know is using kinects or ps cam

#

I belive it gives prety decent resoults

velvet fern
#

why don't new windows open as new tabs by default? most people i see dock the windows in tabs. at least there should be a checkbox

#

this is like the days when firefox first came with the tabs idea

celest ice
#

add components is unselectable

#

need help

digital anchor
#

youre playing, stop playing

celest ice
#

aw.. yeah.. lol

#

thanks for help

celest ice
#

why cant i listen the sound??

#

even though i did the same what the tutorial said

errant mist
#

Hi guys! has anyone tried developing for Oculus Quest?

hexed dagger
#

how do you disable the motionblur?

errant mist
#

The question is - does Quest works with default VR Template - especially controllers positioning

celest ice
#

motionblur?

#

where?

hexed dagger
#

in UE4

errant mist
#

@hexed dagger switch it off in post processing (it can be either in your camera properties) or standalone PostProcessing object on the scene

hexed dagger
#

ok

celest ice
#

@errant mist can u help me out too?please?

errant mist
#

sure, ask

celest ice
#

im actually following a tutorial for making an fps game .. i did everything that was said by the video but still i dont hear sound

errant mist
#

seems you missed something. may be your actor doesn't receive mouse/keyboard input, so event is not happening

celest ice
#

i have actually sent the ss above, can u have a look and tell me whats wrong?

errant mist
#

don't see anything wrong. check your input section in class defaults for your pawn or where this code is placed at

hexed dagger
#

@errant mist can i ask you a question

errant mist
#

probably you are just not hitting this even

celest ice
#

input section????

hexed dagger
#

how do people get those sexy textures and high res, also, how do you make theese cool maps with unreal engine, i believe it's limited and kinda hard to do those on there.

celest ice
#

@errant mist which tab do u mean?

plain tiger
#

What am I missing to get 'onclick' working? this is what I do:

#

new project
blank, no starter content
drag cylinder into scene
convert to blueprint class 'Cylinder_Blueprint' (save)
open level blueprint

#

if I bump into the object, the text is shown, but if I click (or hover over etc) it, it wont work?

viral fractal
#

where does unreal save log files ? or does it at all ?

hoary mason
#

[projectdir]/saved/logs

midnight gate
#

help

#

im trying to figure out a level system

#

and unlock level stuff

#

how can my player unlock levels after complete?

#

and how can ui change to open lvl 3 insted of lvl 2 when i complete lvl 2

boreal topaz
#

i had a cube in my game and it was behaving perfectly. added a static mesh and now it falls through the floor?!

midnight gate
#

probably cuz the plane the floor has no collision i asume physics idk

fading aurora
#

hey guys

#

what exactly is a sky sphere?

#

and how is it different from a skylight

wary wave
#

a sphere with a sky material on it...

#

it is not a light

median island
#

A giant mesh that surrounds your scene.

fading aurora
#

okay, so its just an HDRI backplate essentially

median island
#

A skylight simulates image based lighting from all angles

fading aurora
#

thats what i thought, but i wasnt totally sure

#

sorry for the dumb question ๐Ÿ™‚

median island
#

Oh, that may have been misleading. You were probably talking about a BP_Sky_Sphere right?

#

the thing that the editor puts in the default scene?

wary wave
#

yeah, some people do make blueprints that incorporate a whole load of global stuff like that, and there is more than one Epic example that does the same

median island
#

So I guess the main difference is that the sky sphere controls the direct lighting in your scene from the sun and the sky light is all the indirect lighting

wary wave
#

some sky sphere blueprints will also incorporate the sky light

median island
#

yeah, the used to have this 'light studio' thing

#

but I haven't seen it lately

ebon spindle
#

Hello! i am new in ureal engine!

#

So do you guys have any tips to start in ue4?

median island
#

I would grab a free content pack from the marketplace and start messing around in the editor.

#

You a developer or artist?

delicate needle
#

I noticed in the editor that at times my archviz interior scene will temporarily load a lower quality lightmap, eventually loading the correct higher quality once I move in closer, or just wait. What is this, and how do I control, mitigate this?

plain tiger
patent vortex
#

So my editor just crashed and when I attempted to load back in two of my maps run these errors Failed to load map! D:/Unreal/AdvancedArcher/Content/Archer/Levels/PLevel00_v01.umap appears to be an asset file.

plush yew
#

hey guys

fading aurora
#

@median island ty for the info sir

median island
#

Sure, just nerding out really :-p

loud knoll
#

@median island it is a good example to study it was one of the first things I dove into as I wanted to figure out how to make th sun bigger, and also wanted to figure out why Epic put a bug in default content

solar latch
#

@light coyote found the solution it was my landscape not added into persistent level . Thanks!

fierce tulip
light coyote
#

@solar latch Cool, but if you opened the level in wich the landscape is, you make it the persistent one.
Streaming levels is important, specialy in open worlds.
I just wanted to see what you had.
Have a look at how all of these level things go together.

solar latch
#

@light coyote will send u a picture later im not in front of my pc

#

Yeah , but in my case i need it to be one big level so i made one master and added jt all into one persistent

cursive walrus
#

hi there. i was wondering if its possible to connect another upper body slot to override the upper part of the full body? so that it wont stop its upper body animation

serene birch
#

I noticed that skylights have a "Cast Shadows" option, how does it work technically?

pastel lake
#

Hi.
I'm trying to export the splat map from a terrain object into another format, either as a texture or as vertex color data in a mesh, ultimately so I can import this data into Blender, recreating the terrain material with my own shader.
Is this possible? If so, how do I do this?

#

nevermind, after an hour so of looking I've just worked it out ๐Ÿ™‚

median island
pastel lake
#

@median island I just exported the layers as b/w pngs, I can't find that panel with colors, weights and textures you have there

celest ice
#

hey can anyone help me out with mouse input please??

median island
celest ice
#

i really need help rn

#

i made a basic fps game and the tutorial didnt had the mouse input so i want to add it in my game

pastel lake
#

@median island oh right, it's a terrain object so all those are greyed out. I have all the data I need as a png anyway. Thanks ๐Ÿ™‚

serene birch
#

I'm just wondering how they compute the skylight shadows ๐Ÿ˜›

celest ice
#

it just used normal movement with keys.... not with mouse

median island
#

It's basically gi shadows

serene birch
#

how UE4 decides what is shadowed and what isn't

#

hmm

median island
#

They're similar to ambient occlusion, but not...

serene birch
#

in real time?

median island
#

no

serene birch
#

it works well even with movable skylights and meshes

median island
#

unless you have ratracing

serene birch
#

I don't have raytracing either, but the option DOES something

median island
#

you might just be seeing the ambient occlusion

serene birch
#

so, the model AO texture? possible

grave nebula
#

@serene birch DFAO

serene birch
#

I'll test around that

median island
#

no, it's the real time AO in the engine

serene birch
#

DFAO then? ok

median island
#

you can test turning it off in your pp volume

celest ice
#

i still need help tho..

grim ore
#

IF this is a FPS have you opened up the FPS template to see how they handle mouse input?

celest ice
#

my UE4 just crashed so i'll send you guys a ss so that ya'll can figure it out

#

in a moment

fading aurora
#

even loading a bitmap

#

seems complex

#

.>

grim ore
#

it is very complex, bitmaps are full of 0 and 1's and if you don't load them in the correct way you open a portal to hell ๐Ÿ˜ฆ It's scary

fading aurora
#

amen

celest ice
light coyote
#

@grim ore
Hopefuly quick cuestion.(regarding what you just said)

I want to be able to analize QR codes from images.
Do you have a straight answer towards if you know if its totaly posible to do so via blueprints ?

grim ore
#

it should not be possible out of the box with BP right now ๐Ÿ˜ฆ

midnight gate
#

help

grim ore
#

you can get video and capture in from android but there is nothing designed to process the QR code right now

fierce tulip
#

there are plugins that can do so i think

midnight gate
#

how do i do level blueprints

grim ore
#

^^ but yep maybe a plugin

light coyote
#

Ok, not out of the box.
But is it posible with existing nodes ?

fierce tulip
#

@midnight gate ask in #blueprint and please refrain from asking the same question over and over.

midnight gate
#

swy not level blueprints difrent levels that are unlockable

fading aurora
#

quick question

#

is this the proper way to load in bitmap?

#

obviously that is an AO multiply over the base color

median island
#

it's better to put the ao into the ao slot

celest ice
median island
#

that way the engine uses it properly

celest ice
light coyote
#

@grim ore , @fierce tulip , yes, i know they are 2 plugins,, but they dont give me all i want, and they are about 50E each :/

grim ore
#

@light coyote if you bought one of the plugins that did it yep or if you implemented it yourself using one of the AR SDK's or any other C++ library

fading aurora
#

oh shit theres an AO channel

celest ice
#

@jagged nexus

median island
#

๐Ÿ™‚

fading aurora
#

im so used to multiplying it over like in other DCCs. Thanks Feral

median island
#

Yup

celest ice
#

what should i be doing for the mouse input

fierce tulip
#

50 bucks sounds cheap if it works.

light coyote
#

@grim ore I am just going with the android camera plugin, and from there, i want to make the screenshot, and analize it,,, however. that is my plan, unless anything better comes up.

celest ice
#

yup

light coyote
#

@fierce tulip I dont find it expensive, but not cheap either,,, all info for qr formulas regarding precision and all of that is in wikipedia,,, but my coding expirience with real code is limited.

celest ice
#

ahh idk things by there name so what do u exactly mean by fps template??

#

sorry

#

i just started UE4 8 hours ago

misty creek
#

The default ue4 fps template create a new project and under the blueprint tab select the fps template

celest ice
#

the one above???

misty creek
#

You can add the template to your existing project if you want

celest ice
misty creek
#

Click on add new

#

On the content browser

celest ice
#

yeah

#

then?

misty creek
#

I think it is called add content pack

celest ice
misty creek
#

Add feature or content pack

celest ice
#

epic store right?

misty creek
#

What? I'm not sure what you are asking?

#

When you click on add feature r content pack what does it bring up?

celest ice
#

aww

#

i thought these kinda pack

light coyote
#

@grim ore found your video on the android camera plugin, and have the docs open. I really apreciate your videos.

celest ice
#

@misty creek this

#

ahhh!! im hella confused

#

@jagged nexus is there anything i could add in the event graph ??

#

something like input mouseaxis

#

cool.. thanks man

kind dew
#

okay lets try this again

#

so last night i was talking with @light coyote about this. but basically I can't rotate objects with nav mesh modifier components on them.

fading aurora
#

ok i have a question

#

if i want to load in a fresh bitmap

#

without replacing one of the default bitmaps

#

how do i do that?

median island
#

in a material graph?

fading aurora
#

yes

median island
#

just drag the bitmap from the content editor into the graph and it will create a new texture node

fading aurora
#

ok i will try that. thank you

#

what if the bitmap

#

isnt showing int he content browser yet?