#ue4-general

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fading aurora
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oh

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i can just drag it into content browser, nice

median island
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lol yeah

fading aurora
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thats easy enough. sorry for dumb questions

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very new. thanks

median island
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You're good! keep 'em coming

kind dew
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i need the god king mathewW on this

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i think hes my only hope

celest ice
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hey guys.. i cant look up and down even tho i did the right thing

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@jagged nexus

kind dew
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what are your camera settings?

celest ice
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how to check it??

kind dew
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click

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then look in the details panel on the right

celest ice
kind dew
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try ticking use pawn control rotation

celest ice
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THANKS!!!

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it worked

lusty carbon
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Lightmap question: So I have an Archviz scene with a lot of objects. some of them get up to 2K lightmap res. Yet my Pack Light and Shadow Map Texture Size is set to 1024. How then, is it possible for the engine to pack 2K lightmaps into 1K textures? And another question is, current UE4 is creating 290 individual lightmaps when I bake, which seems like a lot. And also which takes a LOT of time (hours) for just the Preview mode. am I better off cranking up the overall lightmap resolution to 2K or even 4K for less maps? What am I getting wrong?

kind dew
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@celest ice Awesome have fun! fyi i googled "unable to look up and down unreal" and that was the first result. Googling may save you time in the future!

buoyant viper
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How would i hook up the second Create widget?

celest ice
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@kind dew LMAO

kind dew
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you just do one then the other one

buoyant viper
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how?

buoyant viper
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nvm seen iot

kind dew
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i feel like im missing something?

grim ore
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@kind dew what does that item look like in the blueprint graph?

kind dew
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it doesnt worth with any of the area classes.

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even the built in ones

grim ore
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what is the parent class for this?

ornate ice
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Hey

kind dew
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a NavArea

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oh no sorry

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an actor

ornate ice
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anybody know how to detect if the controller connected is a PS4 or XBOX?

grim ore
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is it an actor? I am not seeing a scene component in the list

celest ice
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can anyone tell me if there are any premade landscapes in UE4??

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or similar?

kind dew
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yea it is. According to the docs navModifier components have to have basic shapes as the root component

fierce tulip
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@celest ice marketplace/learning tab on launcher.

grim ore
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I gotcha I just cant replicate how yours looks in my engine

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and I have no issue rotating it. Yours does not seem to have a scene component object as root which would cause the issue

kind dew
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interesting

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so whats your heirarchy look like int he blueprint?

grim ore
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I create a BP actor, added a nav modifier, added a static mesh component, replaced the default root with the static mesh, no issues here

kind dew
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oh

lusty carbon
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anyone?

kind dew
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so when it said it has to have a basic shape as the root, it doesnt mean the object type 'basic shape'

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oh wait

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no mine can do that too

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thats just default

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static mesh being an obstacle

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if you deleted the nav modifier you would get the same behavior

grim ore
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what are you trying to get it to do? rotate the actual modifier?

kind dew
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yes

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i can do that too, but the nav modifier is pink

grim ore
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yeah I just set mine to null for testing

kind dew
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right

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but i delleted the nav modifier

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in that gif

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thats just cause the cube has "blocking all" on so it creats an obstacle

grim ore
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ok so it works like expected here, I have a cube as the root object and when I resize it the nav modifier it using it's shape for the modifier bounds

celest ice
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is there a way to make an application out of the project??

grim ore
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let me add a new area and test lol

kind dew
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if you make the cube "no collision" then it will use your nav modifier

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if you have blocking all then it wont

grim ore
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yes it tells you that in the tooltip

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it should still use the nav modifier info, it just uses the collision on the root as the bounds for the modifier

kind dew
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but doesnt that defeat the purpose cause if its on blocking all then nothing could walk through it?

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thats actually interesting

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so if i have a cube with block all, and put a nav modifier on it that lowers the cost to navigate, then ai will prefer to run into and collide with the cube? lol

lusty carbon
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Does it make sense to set lightmap res of an object to a non square number? (275 instead of 256 for instance)

buoyant viper
grim ore
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@kind dew ok so try this. Go to your cube or whatever, I just used a box collision for example so it has no visible thingy, and change its collision presets to custom, query only for the collision enabled, world static for the object type, then overlap for all of the response channels

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after than you can set the collision responses to anything, even ignore it looks like, and its fine

midnight tree
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Hello, I am new here, is this official discord channel for Unreal Engine?

kind dew
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okay give me a second ill try that out

grim ore
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this is the un official bastard child discord channel for Unreal Engine

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there is no official Discord channel ran by Epic Games

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but we have more fun here since we can do what we want within reason ๐Ÿ˜›

midnight tree
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Are there other Unreal channels, like bigger and stronger?

grim ore
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You can try like the GDL discord but I dunno if its bigger or stronger, this one definitely smells more so we win on odor ๐Ÿ™‚

kind dew
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no this ones the best for unreal

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ive tried them all

fading aurora
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if i wanted to control a materials reflectivity

kind dew
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epic does push this one as well

fading aurora
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would i use a constant node into the reflection channel?

midnight tree
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Whut? Why punish?

kind dew
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i didnt say punish

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lol

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push

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support

midnight tree
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๐Ÿค” I am loosing my mind, ssorry

kind dew
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xD happens to the best of us

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woah

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caps

midnight tree
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I am kind of new to unreal, are there good tutorials?

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About the engine.

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I am a 3d artist and want to use it for presentations and bluebprint stuff.

kind dew
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plenty all over youtube

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just search for what you need, google if you get stuck and if you really really get stuck then you come here

midnight tree
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Should I know some basics or something?

kind dew
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youtube basics

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google them

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there are like a thousand tutorials

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theres no basics that someone can just type to you

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you just learn the engine by using it

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and watching tutorials

midnight tree
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I know, but are there approved by this channel and modern tutorials that are fine to watch?

kind dew
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there are more "getting started with unreal" videos than you can count

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no

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the ones that have a lot of views and likes

stone oar
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Hundreds of videos in youtube, Epic and others. Easy to follow them if you like video teaching, but there is very few text based tutorials for unreal in addition to the documentation

fading aurora
kind dew
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just go try them

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watch the videos

fading aurora
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im totally confused

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where this light is coming from

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lol

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ah ok fixed it

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just needed to rebuild ๐Ÿ™‚

kind dew
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@grim ore i knew you would fix it thank you so much

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works like a charm

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learned alot about nav mesh components today lol

grim ore
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it sorta works like a charm..

kind dew
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uh oh lol

grim ore
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I was trying to get it to work with odd stuff like a stairs static mesh and it really really really does not like when you try and use a mesh for bounds lol

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using just like the box collision should be fine tho and resizing it

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lol

kind dew
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oh okay yea i see

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im trying to make a road with splines, and i want it to spawn these nav meshes along the road spline so i can just make a lot of them that npcs will naturally prefer to travel on with out manually making a lot of nav modifier volumes

grim ore
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makes sense and it does seem to work with the basic collision shapes, even a capsule seemed to work on it's side

kind dew
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awesomeeee okay back to work thanks again

grim ore
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yay ๐Ÿ™‚

light coyote
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@grim ore Hi
Do you know why the hell is my smartphone not recognized in the Media Player ?
Am i missing something

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?

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Ive been messing about with a few things, and cant seem to get it to show up.
Tryed with a regular cam aswell, and accepted some android related agreements on the project settings, and i cant seem to find anything in the docs.

grim ore
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neato!

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@light coyote trying to get the android camera stuff to work?

light coyote
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@grim ore Im trying to do it in an image in a widget, made matetrial to be UI,, on an example in a doc was not used, but cant get it to show up anyway in the brush of the image unless its a ui matt,,,
Is the emulator 100% needed ? (i was hoping unreal had something to solve it, or it will error me for it)
I have everything ok as far as i know, my only issue is i cant get to select the device in the Player.

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@grim ore Yes

grim ore
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did you enable the android camera plugin?

light coyote
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yes

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restarted, yes

grim ore
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hmm.. I did a video on this in 4.18 when it was released so I know it works, I and used my device directly

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but I used a media player asset on a plane in the world using a normal material. have you determined if its just not getting the image or if its not showing it?

light coyote
grim ore
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i dont know if it works in the editor just during play

light coyote
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No i have not checked if its because im trying to do it in UI.
I thought so, but anyway, i cant even get the device to show up in the player. soo.. i dont think i can recognize it via BP

grim ore
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did you check out my video on this plugin?

light coyote
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And i tryed launching aswell.
Yes, i did, have about 4,5 pages with stuff

grim ore
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hmm. well did you try it in the world on a media texture/material just to see if the camera is working in the first place?

light coyote
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but as they are so many variants in terms of devices, tipes of inputs for the player, so many combinations,,

grim ore
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yep which is why the plugin does that generically based on just front or back and lets you iterate thru them

light coyote
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Ill try that in a min in a separate project, need a cig

grim ore
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at the worst I am installing android again on this machine and will see what might be broke lol. The goal is to get a camera to show up in UMG?

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who didnt install Android as part of the engine and completely forgot? this guy lol ๐Ÿ™‚

light coyote
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Blueprint Runtime Error: "Accessed None reading structure Url". Blueprint: ThirdPersonExampleMap Function: Execute Ubergraph Third Person Example Map Graph: EventGraph Node: Open Url
Blueprint Runtime Error: "Attempted to access index 0 from array CallFunc_EnumerateWebcamCaptureDevices_OutDevices of length 0!". Blueprint: ThirdPersonExampleMap Function: Execute Ubergraph Third Person Example Map Graph: EventGraph Node: Open Url

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At least i got an error this time

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@grim ore What do you mean by your last two coments,,, what is it exactly what needs to be installed ?
That is what im not sure if needed anything else, and is why i was accepting sdks and stuff from project settings.
What is the basic setup for this to work ?

grim ore
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no I mean I didnt have NDK or the android stuff installed for me to test here lol

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and yeah index 0 should be the expected error if you are trying to test in editor

light coyote
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ahh, fuck, ill launch it

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Do i need to have the camera open, or the exact one im aiming for ?
Does it matter if the phone is locked or unnlocked ?

grim ore
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well the phone has to be unlocked in order for the app to be running

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and then its just up to how you told it to find a camera and use it

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hah my sample project crashes the editor... this is not a good start

grim ore
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you are missing a source in the media player, you need to create a new Stream Media Source

light coyote
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Still device will not show

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Yes, but the source is the device itself right ?

grim ore
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the source is where the media player gets its content from, if you look at the bottom of the media player it has no source

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you need to create a new Stream Media Source in the content browser

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and then your media play will have access to it since its the only one it should default to it

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so then when you tell it to set the url to play it will play the stream from the url which is the camera

light coyote
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Ive done the source, it shows on the player as having something,, still cant selecet device from it like in the docs, but im not sure if its a must,,, but still cant seem to find the device

grim ore
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i dont think you can select the device in the media player unless its an actual fixed device. the editor does not know about the android camera as that is at runtime not design time

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so it should be working for me but my camera isnt giving permission for some reason lol

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yep there we go once i gave it permission

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so if you didnt know when the device is connected you can go to window -> developer -> device output log and then select your device in the drop down in the bottom left

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this is basically ADB LOGCAT but in the editor, you can see the android logging

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for me this was the important part D/UE4 : FAndroidCameraPlayer::EnumerateVideoCaptureDevices D/UE4 : Camera supported D/UE4 : Camera permission not granted D/UE4 : IMediaPlayer SetGuid: D206B9FD45046321574B73B485AF9C09 D/UE4 : FAndroidCamera::Open(vidcap://rear) - D206B9FD45046321574B73B485AF9C09 D/UE4 : FAndroidCamera::Close() - D206B9FD45046321574B73B485AF9C09 D/UE4 : [2019.10.18-18.35.46:838][128]LogAndroidCamera: Warning: Failed to set data source for URL vidcap://rear

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i didnt have the app asking for camera permission so it was not given access to the camera. I went into the app info in android and gave it camera permission manually and then it showed output the next time

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the code you have looks like it would work fine as long as you have that missing streaming source fixed in the media player. I tested with both a material in the level and that little floating thingy you can see on the screen is a UMG widget with just an image on it using a UI Material that just feeds in the video texture

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all my button does is iterate thru the webcam devices in order so I could go between back and front to test lol oh and puts the name of the device on it so I can see which one it is

sleek bronze
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how easy conceptually is it to add two-three abilities on a character...? Like apex.

light coyote
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I got lost in what you last said.
Developer tools--- OutputLog
Developer tools--- DeviceManager
??

grim ore
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oh eef, you have an older version of the engine

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yeah its not in that version ๐Ÿ˜ฆ

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you would have to manually do ADB LOGCAT and look for the errors if you still have them

light coyote
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4.21.2

I have 4.2, dont know why did not open in that one

grim ore
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they added the log to the engine in a later version

light coyote
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Ok, ill make the same thing in 4.2

grim ore
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but the plugin does work and you can get the camera output into a UMG widget, I did test. I am using .23

light coyote
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Is 4.22.3 ok ?

grim ore
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4.21 would be fine you just dont have the log. Did you give your app camera permission in android?

light coyote
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@grim ore Ok thanks for the testing, at least i know it can be done and if it doesnt work i know it can be done,,, thanks a lot man

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From the phone you mean ?

grim ore
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yes the app needs permission to use the camera

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you can have unreal do it with a popup and the right nodes, or you can do it manually on the phone in the app settings

light coyote
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You are going to kill me Xddddd

grim ore
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and after it's on if you relaunch it the permission should work and the camera should show if the rest is correct

light coyote
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Or im not understanding what you mean or im missing something.
The camera app needs permision from itself ?

buoyant viper
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What is the name of an Object that could be placed in the world true C++

grim ore
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the app needs permission to use the camera

buoyant viper
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I would like to create a minecraft like block system

ebon spindle
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My First Steps Text working with trigger box! If player walking in to the trigger you see the text!! If out, text gone!

light coyote
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@grim ore Are you using any camera app that is not original from the phone ?

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(Or im not understanding what you mean or im missing something.
The camera app needs permision from itself ?)

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Am i just getting confused now ?

grim ore
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your app, your unreal engine application on the phone, needs permission to access the android camera system

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you need to either use the Request Android Permissions node in Blueprints to ask for it and allow it or manually change it in the app settings on your phone for your ue4 app

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ive got some more code that might help lol

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ok so this when it is ran will see if you have permission to use the camera, if you do it will get the first camera and set the media player you have set up to use that camera

fading aurora
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is there a way to get my light changes

grim ore
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if you do not have permission it will ask for permission to use the camera, wait 2 seconds, then check again.

fading aurora
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to actively show without rebuilding every time?

grim ore
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change your lights to movable and that will calculate them in realtime

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this is a performance trade off so if you want to change them back to static before building later you should remember to do that

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but static is not the same as movable in the end as static will look different based on other settings (UV layout, bounce lighting, etc.)

fading aurora
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how do i change them to movable?

light coyote
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@grim ore Thanks for the help man. But yoou are going to kill me.
Remember i said i wanted to read QR codes, accessing the camera. This is.. omg
My intention was to access a plugged phone whith the project beeing in windows. But now i realise part of the misunderstanding.
This is 100% working on android right? is not accessing the camera from a windows project

grim ore
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click on the light, click on the movable button next to mobility (under transform)

fading aurora
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perfect. t hank you

grim ore
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@light coyote correct this will not allow you to use the camera on a phone like it is a webcam on the computer

light coyote
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OMG xDDDDDDDD

ebon spindle
light coyote
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I thought they where things that i was getting very confused on why

fading aurora
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im having such a tough time

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learning to light in UE lol

grim ore
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lighting is very hard, check out 80.lvl for some guides from artists

light coyote
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@grim ore I need a brain brake, and some food. Thanks for time and patience man, ill do a few more things, but i dont think ill look back on this till tomorrow,, need the pillow rest chat. Thanks again.

grim ore
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๐Ÿ™‚

radiant haven
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SI there a Space Game tutorial out there?

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like generalquestions

delicate needle
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I'm using 4.22.3, having a strange issue with my Action Mapping/Axis Mapping config. I have a DefaultInput.ini with a bunch of ActionMappings and AxisMappings, but they wont update inside the project settings, only thing that changes is the Axis config. Importing it, or placing it in *project\config\ does nothing.

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Hmm, seems like there is an + behind the line in the config, is that a comment out?

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Maybe it was made for 4.23 and the formatting has changed?

grim ore
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I "beleive" the ones with - are ones it removes and the + are ones it adds. I think it was designed like this so it could update older templates and such as time went on, if you notice the default input has the - lines in them and they have less data than the + ones later on with the same key names

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but the basic formatting should be the same in older and newer versions in the last few years

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is your project reading from the defaultinput.ini or is it using another file?

delicate needle
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I believe so.

grim ore
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it should say for sure at the top of that screen

delicate needle
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It does

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These settings are saved ...ini which is currently writeable

opaque salmon
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I'm getting a silent crash on editor start up on all projects, where might editor logs be?

delicate needle
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DefaultInput.ini

grim ore
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my other thought is maybe the importing is crashing on another line? the axis configs are at the top with the mappings at the bottom and it reads it in line by line

delicate needle
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Thats kinda what I am thinking, look at this screen shot

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Look how it only has 1 action mapping and 1 axis mapping

grim ore
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none of those have the + in front of them

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so I would assume none will get added

delicate needle
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I deleted it! Thats how those two showed up, before nothing.

grim ore
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which makes sense

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without the + it is not adding to the array of input its just setting it

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yep just tested it

delicate needle
grim ore
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notice how the only input in there is the last one

delicate needle
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Okay, thats the orig file.

grim ore
delicate needle
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image not loading ^

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Oh, firewall at work...

grim ore
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sec

delicate needle
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(grabbing phone)

grim ore
delicate needle
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NOW its showing up

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(obama shrugging GIF)

grim ore
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tell them its not nice to block imgur lol, trying to save bandwith on the server

delicate needle
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My boss's friend is the IT guy who does the work for free dinners. We had ransomware virus earlier this year, so now he's overreacting with the firewall settings...

grim ore
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oy but understandable

delicate needle
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By the way, sharing this info with the entire group. V-Ray for unreal has an interesting feature that has been a HUGE help with my baking process. It allows the baking of individual StaticMeshes without baking the whole scene. I've only started learning it this Monday, and I already have my entire interior looking pretty good. Before, it took me much much longer.

storm venture
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i'm looking to swap my 1080 for a 2080ti, anyone have any specific models to recommend or words of advice on this leap?

grim ore
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doing it for a good reason?

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my only recommendation would be to make sure to get the right cooler style, open air or blower, based on your case or what you have now.

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I went from one to the other and had to redo some fans in my system to accommodate for the heat

sudden kestrel
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Is there a way to use hdri instead of sky sphere?

tropic pilot
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isn't there any "podium with a button" mesh in the starter content? i feel i've seen it befor in UE

iron glacier
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Hi everyone, has anyone encounter any problem using the experimental plugin "Actor Sequence(Experimental)"? It says it might not work as intended but it seems to be working fine at least in editor.

fierce tulip
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means its better to not use yet in production, as it might have errors, or might never be finished, that sorta thing.

barren bear
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Not sure if this is the proper channel but I'm having an issue with the shadows on one of my objects within the engine

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has anybody else come across something like this before?

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looks fine in all my other software

buoyant viper
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Why is it soo glitchy?

vale silo
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@gleaming narwhal I posted a question to the thread about training stream on 24th ๐Ÿ˜‰

midnight bolt
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is there a way to batch import files? with the exception of import one, save one, continue. if i try to import in bulk my UE crashes, but if i do it in smaller quantities it works just fine

pearl wigeon
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are linecasts and spherecasts supposed to trigger twice

pearl wigeon
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nevermind, i fixed it like this
the out hit kept on giving me two parts, the first hit and the end hit but i only wanted the first hit

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geez what's with the giant white box above it

mossy nymph
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sphere trace will return all hits, there can be 500 of them

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its not a "start and end hit"

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you just happened to have two of them

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as for those being ordered in any particular fashion, i wouldn't ever rely on that

pearl wigeon
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i don't mind if they're not ordered, that isn't important for what im using them for

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i just kept on getting "None" instead of an actor name

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i have a giant list of class names directly to the right of the screenshot, and in case any of the hits have the correct class types in them, it'll trigger what I want which is to change the crosshair from a normal crosshair to a hand

mossy nymph
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not a great way to go about doing it

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you'd be better off having IInteractable or IPickupable or w/e you want to call the interface

pearl wigeon
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wouldn't that still need a raycast

mossy nymph
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it would

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but they can also have a PrimitiveComponent on say, InteractableCollision channel

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Interactable object type*

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then it would be as simple as SphereTraceForObjects, provided with Interactable as type

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instead of having a huge and bug prone list

pearl wigeon
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huge? maybe
bug prone? it's just booleans

mossy nymph
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anything that doesn't scale well is bug prone

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๐Ÿ˜„

pearl wigeon
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what determines if something scales well

mossy nymph
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now imagine adding a 100 more there

pearl wigeon
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no problem

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if i need to delete one, i can use find references

plain egret
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Noob question here, Is it possible to add already made animation to an existing skeleton with animations? For example i have a character with many gun animations but if i wanted to add a melee animation from the Marketplace, can i do that?

mossy nymph
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also, this creates a hard reference to each of those classes

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which means loading that controller? BP loads all of those classes checked there, as well as anything they hard reference

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even if you had say, 15 total interactables, but only 6 of them on the current level

pearl wigeon
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im making a reaaallly shit game
everything is on one map for starters

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i don't add what isn't necessary, and if I stop using something i'll delete all references of it

mossy nymph
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thats no reason not to try to make the code better

pearl wigeon
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i don't even know how you would make it not hard references then

mossy nymph
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if all your interactable classes were using a primitive (say staticmesh) component that is of a custom collision Object type

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and nothing else was using that collision Object type

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you can just do a trace for that type, and sphere trace will return only the hits that are actually interactables

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and you wouldn't need to reference any of them individually

pearl wigeon
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is that what line/sphere trace by profile is for?

mossy nymph
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profile is a configuration that includes the ObjectType, as well as collision responses

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and yes you can use that too, its just a tiny bit more involved

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and more restrictive, since that would lock all your interactables to have the same collision responses

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as in you couldn't have a large one like a barrel or a chest that you can't walk through with your pawn, and also a tiny one like a health pack that you really don't want to have block responses to the pawn

pearl wigeon
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alright

#

so how would i go about actually setting object types to something like "interactable" that then the line/sphere trace checks for and ignores everything else

mossy nymph
#

you go to project settings/collision

#

you add an object type there

pearl wigeon
#

aah

#

thanks

mossy nymph
#

then you edit your interactables and adjust their collisions to use that object type

pearl wigeon
#

so create a new trace channel or object channel?

mossy nymph
#

and do SphereTraceForObjects

#

object

pearl wigeon
mossy nymph
#

yeah, you can adjust individual responses if you need to

pearl wigeon
#

gonna create a new preset as well just for ease

mossy nymph
#

that also simplifies handling of your SphereTrace for cursor, as you're only interested if the Return Value is true or false

#

not what you hit, since if you hit anything, its interactable

pearl wigeon
#

thanks a lot

#

perfect

tribal steeple
#

How good is the built in coding language?

kind dew
#

c++?

tribal steeple
#

No like the visual thing

#

I donโ€™t know what itโ€™s called :(

kind dew
#

oh blueprints

#

blueprints are awesome!

tribal steeple
#

Blueprints yes!

#

So hypothetically if I wanted could I make an open world RPG with them?

abstract relic
#

Yes itโ€™s possible. Not ideal for something of that scope but still possible.

tribal steeple
#

What do you mean not ideal?

#

Like extra work?

#

Or performance

abstract relic
#

Primarily performance. But honestly if itโ€™s a passion project, I wouldnโ€™t be too worried about optimization. Just know it has its limitations on that front

swift spindle
#

so... not to be that guy.... but whenever someone says openworld RPG.. and is most likely 1 person... all I have to say is this... scope and view the credits on your fav rpg ๐Ÿ˜‰

abstract relic
#

one of the reasons why you shouldnโ€™t worry about it ๐Ÿ˜œ

tribal steeple
#

Iโ€™ll be honest itโ€™ll probably suck

#

Or never be finished

#

But

#

It should be fun so why not try?

abstract relic
#

I like your attitude! ๐Ÿ‘๐Ÿผ

tribal steeple
#

๐Ÿ˜„

tiny sonnet
#

I need help with something, when I added a level into my project. Everything seems to work in the editor, but in viewport/play/launch, the character/scene has litterally 0 light.

mint sequoia
#

The Alt+C command to show collisions, is there a console command or a way to execute it during PIE in new window

stiff spoke
#

Hi

steel patio
#

@mint sequoia I haven't found a way yet, but in the mean time, you can use pxvis collision to render collision. It will destroy your FPS though if you use terrain in your level.

oblique tangle
#

anyone know how i would check my player's z velocity in game while playing

#

just to check some stuff out

sudden agate
#

get velocity of the movement component

fervent kernel
#

Upgraded to 4.23 and got one of the worst bugs around

mint sequoia
#

@oblique tangle @sudden agate GetVelocity() in Pawn/Character works too

#
FVector APawn::GetVelocity() const
{
    if(GetRootComponent() && GetRootComponent()->IsSimulatingPhysics())
    {
        return GetRootComponent()->GetComponentVelocity();
    }

    const UPawnMovementComponent* MovementComponent = GetMovementComponent();
    return MovementComponent ? MovementComponent->Velocity : FVector::ZeroVector;
}
#

It'll return the movement component's velocity unless you're simulating physics on the root component

hexed dagger
#

can someone tell me how did this guy make his own textures, with what program and how did he create his terrain/map?

abstract relic
hexed dagger
#

so he used substance?

celest ice
#

hey guys how can i make the character hold the gun??

buoyant viper
#

I think its related with light

radiant haven
#

how can i make settings

fierce tulip
#

by setting them up ๐Ÿ™‚

tender flume
#

Is it possible to make a small RPG 3D game like Legend of Zelda gameplay but 3D?

#

By just using blueprints?

#

I find blueprints easier than having to code.

fierce tulip
#

yups

tender flume
#

Are there any places for tutorials like something that has wiki tutorials?

#

Other than YouTube?

fierce tulip
#

and in the chance that you do find a bottleneck trough using blueprints, you can always improve them, or hire a coder/code yourself to optimize those aspects.

#

there are, but only if you break it down to the smallest aspects.
Camera tutorials, modeling tutorials, animation tutorials, etc

#

dont expect a full zelda-like/rpg tutorial

tender flume
#

Not a full-like

#

Just a half-baked

#

so I can understand how blueprints works like.

#

I always had interest for game development but just didnt get to it yet because I felt like it would be too difficult, then I discovered blueprint on UE4. Phew.

bleak wadi
#

better start small though

tender flume
#

Yep, thats what im doing.

#

My plan is to get a third person controller working with the basic animations.

fierce tulip
#

hehe.
I would try to write down what you think you need and see if there are tutorials about it.
Im sure even googling "ue4 rpg top down tutorial" or something like that would give you some video content.

tender flume
#

The concept is a simple RPG game test project for me to learn and improve overtime.

#

Thanks @fierce tulip GWgoaMonikaSmug

fierce tulip
#

just have fun with it ๐Ÿ™‚

buoyant viper
#

@fierce tulip Sorry for a mention, But any ways to debug render issues? Like flickering of cubes

fierce tulip
#

while technically you should not @ an admin unless part of the conversation or moderation thing..
its best to make a video and show it in a channel most relevant to it.

tender flume
#

For me, the most fun would be to see the concept done by myself and with the help of tutorials.

buoyant viper
#

Well iv'e posed a gif a few times but never got any reponse

#

Been stuck witht this for 2 days now...

fierce tulip
#

you might be better off trying #blueprint and I dont know a think about bp's.

buoyant viper
#

it's not realy BP related

#

Had the same issue when i made it using C++

#

I tought that thay might been the issue, so i converted it

#

But nope

bleak wadi
#

is the blue cube thing procedurally generated or something

#

looks like it doesnt draw some triangles on the edges of the screen for a moment

#

@buoyant viper

buoyant viper
#

Yea blue ones are generated

bleak wadi
#

do you have some logic to cull triangles out of screen or something?

buoyant viper
#

Nope

#

@bleak wadi

bleak wadi
#

i dm'd

tall pendant
#

a small RPG 3D game like Legend of Zelda stop right there

#

Its not a small game tbh

cloud cobalt
#

Depends which one, really. The Link's Awakening's remake could be done in two years by a team of 10

#

Of course it's still never going to be one person's work

bleak wadi
#

basic top down movement seems like a good challenge for someone starting out

cloud cobalt
#

Basic top down movement is an engine template so it's not much of a challenge

tender flume
#

@tall pendant But the game concept just consists of third person controller and basic animations, attacking enemies to earn gold and purchase at a store with a small objective task AI.

tall pendant
#

if you think so.. go make it. ๐Ÿ˜„

cloud cobalt
#

"attacking enemies" is... more work than you realize

bleak wadi
#

^

#

start out with breaking barrels or something

cloud cobalt
#

"attacking enemies" means

  • 3D animated enemies that have varied animations, health, etc
  • weapons that have animations to attack the enemies
  • a combat system that works well enough
#

It's months of work already here

bleak wadi
#

excluding the enemies moving around and attacking back

tender flume
#

Okay, so a easier concept is:

#
  • Third person controller
#
  • Breaking objects? So destruction simple kind of.
bleak wadi
#

destroy actor spawn actor coin

cloud cobalt
#

Much simpler

tender flume
#

Oo.

#

But I'll get the basic functionality of the third person controller done first.

cloud cobalt
#

By the way, every game developer strugges with scope, the size of the project

bleak wadi
#

๐Ÿ‘

tender flume
#

So, that would consist of basic animations. (Jumping,Sprinting,Walking)

#

I think if you have a passion for game development, it's better to start small but not too small. Just give small challenges in your own project scope.

bleak wadi
#

and multiply development time estimates by 3

tender flume
#

Would this help me out in the future though if I mastered game development in a few years?

bleak wadi
#

you wont master it

tall pendant
#

passion wont solve the problems you are encountering tho

bleak wadi
#

you'll just get comfortable with the basics

cloud cobalt
#

"game development" is 200 different jobs

bleak wadi
#

if you work hard

cloud cobalt
#

You can master one, not 200

#

Aim for small games - look at successful indies and you'll find that they do one thing, very well

bleak wadi
#

quality over quantity

cloud cobalt
#

Most of the indies you know are 10 people already, too

tender flume
#

Quality is important.

#

As an indie, the only way you would be able to attract audience is by the quality of your project.

cloud cobalt
#

That simple goose game that everyone's heard of right now has 8 main devs, as many more in voice acting, and around 50 people total with production support, console supports, marketing, and so on

#

Dead Cells is a 10 developers team

tender flume
#

That means FPS games have over 100+ devs?

#

Or more than that?

cloud cobalt
#

More

tender flume
#

500?

cloud cobalt
#

Breath of the Wild had 300 people working on it

#

For 4 years

tender flume
#

What about a game like Cyberpunk?

cloud cobalt
#

About 300-500 too, for about as long

plush yew
#

Anyone wanna chat? Come in general

cloud cobalt
#

Basically if you're one or two people doing a game, take a Dead Cells or a Hollow Knight or a Goose game, aim for 10% of that

tender flume
#

Goose game?

cloud cobalt
tender flume
#

So a game like PUBG would take like 300-500+?

cloud cobalt
#

I mean, look at the credits ๐Ÿ™‚

tender flume
#

Yep. I saw that. q-q

hybrid scroll
#

Can I setup the editor so that on startup it opens the last map I had open instead of the "Editor startup map" (from settings)?

bleak wadi
#

yes

hybrid scroll
#

how?

bleak wadi
#

editor preferences > general > loading & saving

#

according to google-fu

buoyant viper
#

https://github.com/devdad/SimplexNoise anyone that has used this?

hybrid scroll
#

@bleak wadi Got it. Thx

plush yew
#

When I scale my cube my material scales as well how do I stop that?

sudden agate
#

triplanar texturing

#

or modify the uvs by counter scale them

plush yew
#

@sudden agate How do I triplanar texturing?

bleak wadi
#

i bet there's a tutorial for that

gray coyote
#

Dont know where to post but if i get world creator for unity and make something can I export it to unreal?

tall pendant
#

I dunno how the special Unity version works. But you could export straight to UE4 when buying the standard version from their website directly.

gray coyote
#

I know I just would prefer not spending 150 euro for the standard if i could do the same using the unity pro version for 80

#

I tried looking online with to no success

dawn gull
#

Hey, so I am installing two plugins externally not from the epic games store, and I get this message

#

If I press yes I get this

#

And if you say no it never launches

dim merlin
#

@dawn gull seems those plugins are from a previous engine version. u should get proper versions for the plugins, or fix the errors yourself

radiant haven
#

Can someone Help me With sound classes... My Sounds are WAAAAYYYY Too low and want to change the Volume

dawn gull
#

@dim merlin Oof would trying to find newer versions work too?

#

Arggg there is no newer versions and putting the project to an older version would take forever and ruin some of the code

celest ice
#

this s how it show

light coyote
#

you have no material

stiff spoke
#

Do you know how to compare the score of online players?

celest ice
#

@light coyote i tried to put the "color" in the material but it didnt show

#

you can see the color material in the lower part of the ss

light coyote
#

@celest ice Look in the middle of your ss,, you have no material applied to the mesh

#

put texture in material,,, put material in mesh

celest ice
#

aw...

#

how to put texture???

#

i dont think it was given with the file

#

@light coyote

light coyote
#

the texture is the thing you tried to put and did not work

#

evrything opens in unreal engine, doubble click

#

look in the propertys of the mesh, you will find it

celest ice
light coyote
#

also,, use google and youtube,,, they are your best friends for this

celest ice
#

ok..

#

btw where are properties??

light coyote
#

propertys is the details tab you are in

abstract relic
light coyote
#

details are propertys you can say

tender flume
#

Need help.

#

How is my character having invisible hair when i import it?

misty bobcat
#

Can you specify a little more?

tender flume
#

Here's a screenshot.

#

Or is this supposed to happen?

fierce tulip
#

hehe, can tell its a saturday

tender flume
#

Helpp.

#

What can I do?

abstract relic
#

Welcome weekend warriors ๐Ÿ˜œ

#

Set your material to two-sided

tender flume
#

How?

#

Oh wait.

#

Let me figure it out

fierce tulip
#

might be accidental masked+dither or translucency for the hair, but also applied to whole body.

#

also, whee weekend. im off.

tender flume
#

Oh wait nvm. I figured it out

#

There we go.

#

Thanks guys.

abstract relic
#

Luos

#

I need a hug

torpid osprey
#

Hi everyone, I was wondering is there an easy way to turn off lenz flares on just 1 emmisive material?

tender flume
#

Masked fixed it, it was on translucent.

celest ice
#

how to add animation thats already provided a 3D object

tiny sonnet
#

I need help with something, when I added a level into my project. Everything seems to work in the editor, but in viewport/play/launch, the character/scene has litterally 0 light.

mint thunder
#

any help would be appreciated on how to even approach on solving this issue

grim ore
#

have you read thru the forum thread and is this a supported version of GPU and engine?

mint thunder
#

yes and yes

#

i'll wait for the 4.23 version and check again

grim ore
#

are you not using the .23 version on .23?

mint thunder
#

the plugin has 4.22.0 as the latest version. I ran the 4.22.3 and tests had been made till 4.22.2 which was running correctly.

grim ore
#

well the official plugin stopped at .22 yes, there are branches that support .23 if you intend on using it on .23 on the forum thread

#

that assert error is when trying to allocate memory for the ray trace assuming you are using the .22 plugin so I dont know if that helps much

mint thunder
#

i'll check the 23 as well thanks

gloomy helm
#

Is there a way to make a skeletal mesh update/play animation in the editor viewport?

sand whale
#

can someone help me

#

nevermind

cosmic matrix
#

Hello,
I m trying to make a custom foliage type to put custom data in BP.
But after trying to extent foliagetype and instancedfoliagetype in BP i can still not use my custom class and only the default one is show in editor:

#

Anyone got a solution or tell me if i missed something?
Thanks for answers if any.

#

@gloomy helm Simply change the animation in the editor

gloomy helm
#

It won't play until you run the game though

cosmic matrix
#

You want to see anim in editor right?

plush yew
#

Anyone know how to make additional content browser tabs?

manic pawn
#

open them from the window menu

tender flume
#

I did it. qq

#

40 minutes it took just for the controller yikes.

copper elk
#

can someone help me please

cloud cobalt
#

Ask your questions

copper elk
#

hi, so I'm trying to make a perk system like in Dead By Daylight, but a bit more simplified. And I have a problem right now, how can I get the perk child and attach each image of the perk onto the image in the widget then add it into another widget?

#

Ik I just had to copy and paste it

#

basically

#

lets say

#

I have widget no. 1 and no. 2

#

no. 1

#

has a scrollbox, in which I would like all my perks to be in

#

no.2 is the child of the perks

#

e.g name of perk, image of perk

#

so I have the name of the perk part done

#

now I just need the image

#

here is what I have so far

#

no.1

#

no.2

#

and like I said the name of the perk works

#

but when I try to add the image, the texture doesnt appear and the perk child is duplicated

#

in the scrollbox

#

ok, so the texture is now applied but the child is still duplicated

#

meaning, it creates a few perks that I set but all with the same texture, but then it creates duplicated of the previous ones except now they all have the same name but different textures

#

its because of this, but Im not sure how to get it to create one perk with a set texture and name

chrome cedar
#

hey guys ๐Ÿ™‚ unreal crashes everytime I wanna open my project... is there anything I can do to rescue it? I donยดt wanna rebuild the whole level..

cosmic matrix
#

Take a back up

#

@chrome cedar

thick herald
#

@chrome cedar check your projects saves folder, inside should be autosaves.

chrome cedar
#

so I pick a .umap file and open that one? cause I just tried that and rlly nothing happened ๐Ÿ˜ฆ it doesnยดt wanna open it

opal coral
#

Anyone got any suggestions on how to change settings on 20+ assets in one go? I have some destructible meshes and they all need to have the same settings, but changing it on all 24 of them is very time consuming. Some of them aren't accessible via blueprint scripting

abstract relic
#

(Going off memory here) Highlight assets > right click > asset action > bulk edit

opal coral
#

@abstract relic Brilliant, thanks!!1

chrome cedar
#

ah it worked now ๐Ÿ™‚ thanks for your help!

cosmic matrix
#

Anyone got answer for my problem?

radiant haven
#

NOOO

mint thunder
#

does anyone know how to solve this error? UE4 basically uses Luoshuang's GPULightmass plugin but aborts imediately(or uses preview settings)

copper elk
#

anyone got an answer to my question?

severe ibex
#

@copper elk honestly no. I might be some use if I were more awake, best to post that in the BP thread though, someone who knows their stuff will have you there

light coyote
#

@copper elk You only need one foreachloop

#

If the two arrays have the same amount of items, you can just use one to determine how many times it will do the loop, and use the current index in the output of the loop to get the item at the same index from the other array

#

@copper elk From your last pic, remove a node loop, the sequence, and the two make arrays

solar latch
#

They are not highlighted whats the issue?

#

Nvm found the issue

light coyote
#

@copper elk Input in your widget should not be an array, should be a regular var

fierce forge
#

can i make a foliage to be on just a landscape layer ? (like grass foliage on grass and not on rock , Dirt , Road etc)

teal tulip
#

Baking light with a GT 740 probably you end before with the CPU baker

#

@fierce forge can be done but right now I have no idea how, check google

fierce forge
#

i searched on google and i find something but i don't understand

copper elk
#

@light coyote wdym input

light coyote
#

wdym ?

copper elk
#

as in this?

#

and in the text it shouldnt be make array?

light coyote
#

remove the 2 make arrais

copper elk
#

ok

#

it converts it on its own

light coyote
#

where have you decided those inputs ?

#

for the widget you are creating

copper elk
#

as in what widget is this grapgh in?

#

graph*

light coyote
#

i gess

copper elk
#

its in the first one

#

as in the one that has the scroll box

#

the mother widget I guess u could call it

light coyote
#

why does your object of that class ofer you the posibility to plug the 2 arrays ?

copper elk
#

because I need a texture and the names

light coyote
#

yes

#

but you dont need an array when of them for each one right ?

copper elk
#

do u mean to set it up like this?

light coyote
#

yes

copper elk
#

ok

#

so I have the text

#

what about the texture

light coyote
#

you see the index output in the loop

#

?

copper elk
#

yes

#

the int

light coyote
#

drag from the other array and type get

copper elk
#

yes

light coyote
#

and use that index to find the right one

#

yes

copper elk
#

is that it?

light coyote
#

in theory yes

copper elk
#

let me test

#

yes it does work

#

thx so much

light coyote
#

no worries

midnight bolt
#

is there a way to filter content browser by unsaved only?

copper elk
#

@light coyote I got one more question though

#

everything works

#

but I want to make the perks actually affect the player

#

so how would I do that?

light coyote
#

What has to happen to activate the perks ?

#

Click on them ?
As soon as they appear on UI ?

copper elk
#

so

#

you get a list of perks

#

and you click on them to equip them

#

so lets say there is a perk that makes you walk faster

#

how would I do that

light coyote
#

instead of images, make them be buttons,,,

#

you need another array of buttons, and the array of images you have, is used to set the brush of the button with it

copper elk
#

they are buttons...

light coyote
#

If each button and text is a wideget like you have,, simply make the event on clicked get the var text, and use the text to know the ability to use

copper elk
#

confusion

#

I am confusion

#

make what buttons?

#

the child widget?

light coyote
#

I dont know how you have your things distributed, or where you are doing what

copper elk
#

I do

#

I just dont know what you mean

light coyote
#

i can only give some generalized option

#

you can put an image in a buton

copper elk
#

yes

light coyote
#

button

copper elk
#

yes

#

I have that

#

look

light coyote
#

that will make the images be clickable

copper elk
#

Ik that

light coyote
#

remove image,,, place button instead

copper elk
#

there is an image

light coyote
#

remove it

copper elk
#

there is a buttno

#

inside the button is a box

#

in the box there is an image and text

#

just like I want it

#

y would I remove the image

#

it works fine

light coyote
#

ahh

#

you allready have a button then ?

copper elk
#

yes

#

I just need the setup for the widget and the character to communicate basically

light coyote
#

create a on clicked event in the bottom of its details

copper elk
#

yes

#

I already have it so the texture from the pressed perk is copied to the perk image (if that makes sense)

#

I've got this and it works

#

now I just need a setup for the system to know what the perk does

light coyote
#

if you have the button, the image, and the text in the same widget

#

you can just frag from there and set it

#

no need to get all actors

copper elk
#

its fine I know what Im doing

#

that part isnt in the same widget

#

its in a different one

light coyote
#

if it does not appear on the var, go back to designer side, top right, click make variable

#

well i dont

copper elk
#

what do you mean

light coyote
#

i dont know what you are doing there, but some thing does not look right

copper elk
#

the part where I have "get all widgets of class" the part that I want to get is in another widget

#

it is right

#

everything works

light coyote
#

check up in google what event dispatchers are,, you will want them i gess

copper elk
#

want them for what?

grim ore
#

do you actually have a "perk" system set up? or is this all just pictures and words

olive yew
#

Hello guys can someone help, im noob and wondering how to aply material

#

Hello guys can someone help, im noob and wondering how to aply material

plush yew
#

Hey does anyone know how i could make my character movement like this (I already have animations)

copper elk
#

@grim ore sorry for the late response

#

no I dont

#

its like you said

#

just pictures and words

#

I sort of have an idea of how it could be set up but Im not sure about some parts

grim ore
#

you will probably have to do like suggest, learn about event dispatchers, so when a button is pressed your character can be listening for it and will know which button was pressed. You need to design a system that holds the perks, a class or object or struct or data table something that holds all the data you needs for this perk then you would assign the button which perk it has (maybe using a unique ID so you can refer to the perk info in other places) and the player would track which perks it has as well as which buttons they are assigned to or the button can track this if needed. Then when the button is pressed the player would hear about it thru an event dispatcher then look up which perk was activated and do something.

#

If you have alot of time and C++ experience the gameplay abilities system was designed for this

copper elk
#

this sounds like a sh*t ton of work, thx for the reply I will keep you updated on my progress if u like, but I'll definitely need some help

#

as I'm not very good with UE4, and I learn only through messing around and watching tutorials, so its not easy

grim ore
#

it is a ton of work, like a ton ton

#

even if you hard code the stuff it's a ton to make sure it works at the basic level

#

there are some videos out there with skill systems so there should be some stuff to watch

plush yew
#

so when you change the mouse cursor via the player controller enum it only makes a visible change after you move the cursor which is really not good

#

Alright I do a trick where I get and set the mouse position to update it, seems to be one of the workaround methods for this

digital badger
#

Anyone here know UE Viewer / UModel and can spare a minute or two?

plush yew
#

having a very, very weird issue on UE4.23.0. if I use a newly compiled binary (DLL) of my game, I have some animation jittering when rotating the character's movement with my mouse (3rd person). using WASD as movement does not cause jitter however. if I instead use the older DLL that was also compiled on UE4.23.0, there is no jittering whatsoever. comparing my Git history, I have not made any changes that could technically break anything, not to mention that my old binary is on 242kb, while the new one is on 238kb, despite compiling the exact same source code when doing a "git reset".

could this potentially be a compiler bug? I am on VS2019 at version 16.3.5

digital badger
#

Trying to use the following AES key on my own project, but UModel doesn't like it for some reason.

grim ore
#

yes @plush yew

#

there is/was an issue with vs 2019 and the latest C++ compiler toolchain that was causing issues with math and things like some nvidia stuff not compiling due to changes. the fix was to force it to use the older .22 c++ files

plush yew
#

oh wow

#

that definitely makes sense, yeah

grim ore
#

trying to find more info on it but my installer is updating here

plush yew
#

i have just not noticed it because I have not really done any C++ work in the last month or so

#

ah okay

plush yew
#

jesus christ it makes sense now

plush yew
#

my "default" speed is 350, it could suddenly dip to 286, then randomly go back to 350 with enough rotation

#

it's most likely that faulty math

grim ore
#

I think they fixed it or patched it as I can't find the 14.23 tools anymore but if you had it before it might be an issue still

#

oh nope its there just not where I was looking lol. anyways I know you can force it to the older .22 tools and maybe even just uninstalling .23 will fix it

plush yew
grim ore
#

when it compiles in VS check the output log and it will show you what it is compiling against, see if your's shows .23

plush yew
#

seems as there's a PR for it yeah

#

alright, will do

grim ore
#

I know I had issues due to it and the fixes in the threads (buildinfo changes and project changes) does work. I have no idea if that is the issue tho lol

plush yew
#

quite a breaking change to remove typeinfo.h

grim ore
#

and yep that pull request has more info on it/fixes

plush yew
#

but oh well, languages gotta evolve

grim ore
#

hopefully it fixes it for you ๐Ÿ™‚

plush yew
#

I'll try it tonight :D thanks a lot for giving the right pointer towards it

#

I literally couldn't point out where it was happening

#

i guess that's what I get for running "arch"

neat forge
#

Does anyone know how "ark survival evolved" handles its flying ai? I want to do something similar

grim ore
#

just hopefully it works, I randomly ran into the issue a few weeks ago ๐Ÿ™‚

plush yew
#

i definitely think you're right about it. if i compare them i can see:
Old DLL: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\VC\Tools\MSVC\14.22.27905\lib\x64\msvcprt.lib
New DLL: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\VC\Tools\MSVC\14.23.28105\bin\HostX64\x64\link.exe

#

just random stuff in the PDB, but it does show the msvc version

grim ore
#

Cool at least it's a possibility that it's the compiler

vast fossil
#

hey guys I bought a project in Market place and the project is broken, doesnt work and it even requires a plugin that costs 20 euro lol which is not mentioned on the sales page. Is there a way to get a refund ?

mint sequoia
#

Is there any epic marketplace content that has footstep particle fx?

kind dew
vast fossil
#

thank you

kind dew
#

So hes supposed to be sitting on the red box. I am using a timeline to set his location and rotation to equal that of an invisible box thats a child of the red one. As you can see it looks like the transition is working correctly, then he snaps back to his original rotation as he plays the animation. Any ideas?

vast fossil
#

have u tried to tweak the rotation ?

#

or does it always sits in the same rotation ?

kind dew
#

he always sits in the same rotation

vast fossil
#

hmm

kind dew
#

yea i tried to 180 the cube that he sets his rotation to, same result

vast fossil
#

this video comes to my mind, maybe it can help ur nodes

kind dew
#

yea ive seen this

vast fossil
#

ah ok

kind dew
#

i dont like it cause he hard codes the rotattion

#

im trying to make something that can have multiple animations

vast fossil
#

I havent dived in the animation phase deeply yet so I dont know much ๐Ÿ˜ฆ

frank silo
#

Anyone happen to know where the Brush settings are for Geometry placing in UE 4.23?

grim ore
#

@frank silo do you mean the geometry editing mode in the modes panel in the top left?

frank silo
grim ore
#

ah, you can also change that once it is in the world by clicking on it

#

but you have to have the entire brush selected, not a face/vertex/edge

waxen ingot
#

Anyone good at organization/management who wants to help in a Game Development team?

weary basalt
plush yew
#

Unsure where to put this so Ill ask here: Any way to speed up the import process? Im trying to import a very large file and its taking a very long amount of time.

#

It is 450 MB tho so that may be the issue, just wondering if there's an easier way to import something thats large.

warped tangle
#

is it a mesh? That's huge

plush yew
#

Yeah its an extremely huge mesh

#

(Its a very large landscape)

warped tangle
#

whats the polycount out of curiosit

#

curiosity*

pearl shoal
#

So, does anyone know when are we getting 4.23.1?

frank silo
#

@grim ore Is there a hotkey to select the entire brush?

warped tangle
#

Shift J I think it is @frank silo

thorny owl
#

guys is there a way to disable shader compiling completely? im working on project recording VR device position/rotation and then export to other software. So i dont care about the material/shader, but sometimes when i changed some settings, ue4 is freezed for compiling shader. And i have to wait like for hours for the things that i dont care...
Can i disable shader compiling?

raw elk
#

Did Epic enable the Chaos mesh fracture tools in the editor for 4.23.0? Or do I still need to compile from source

#

I have the plugin enabled; but I don't see the editor button , and I just want to make sure I'm not missing something. I remember with the preview releases after Preview 1 I think you had to compile from source to turn it on, but I'm not sure if they just hid it behind a setting or something for 4.23.0

warped tangle
#

you have to compile from source

raw elk
#

ah, damn. Thank you

plush yew
#

@warped tangle Its a LOT, not sure how much

#

But I turned down the resolution and its finally finished uploading :P

crisp fable
#

guys im going to pop a flinstones chewable, get into my leather jacket and do some coding

vocal flume
#

Im trying to attach a static mesh to my skeletal mesh. But when I click play the whole truck is thrown violently across the level. Truck=Skeletal Mesh.. Flatbed=StaticMesh

#

This is my setup..

#

This is the truck + flatbed combo Im trying to achieve..

warped tangle
#

they're colliding with each other

#

either set the bed to have no collision, query only, or set it to ignore whatever object type the skeletal mesh is (probably physics actor or something)

#

@vocal flume

vocal flume
#

Not sure how to set it to ignore skeletal mesh..

#

Iโ€™ll look around

warped tangle
#

go to the collision settings of the static mesh that you're attaching, and set it to custom, then you can set the collision response per object

vocal flume
#

Amazing!! That was it. The collision was set to simple collision that was like a box around the static mesh. Changed it to complex and it started working..

#

Thank you sir!!

warped tangle
#

uhhhh

#

no that's not at all what I was talking about

vocal flume
#

It worked out anyway ๐Ÿ˜„

warped tangle
#

yeah until you try to do anything physics related on that object and get the error telling you you can't run physics sim on things with complex collision...

vocal flume
#

Iโ€™ll keep this in mind. Just in case it breaks when I put objects on it..

blissful trail
#

when i click play it crashes

sudden agate
#

install the debug symbols first

blissful trail
#

how do i do that ?

fierce tulip
#

@limber lynx before asking that, please contact the lead admin.
Also, please read the rules next time.

radiant haven
#

Hello I need help with Volume Slider

#

it wont apply/ getting louder

#

I drag it up, apply nothing

#

I drag it again down, the music gets quieter

#

so I think I need a Value for the float to work

#

I think my current Slider Value is just one, how can i change the max value?

#

Using A clamp??

sleek spear
#

is there a way to make particles react to an audio file?

dry shuttle
#

@sleek spear I haven't done this or even thought about it but what if you add some kind of impulse when the audio is playing the will add force the the particles. I wouldn't know where to start on that but might be worth a shot.

sleek spear
#

@dry shuttle yes i see what you mean but this will get very complex. i mean i do this with after effects and with blender very easily, to have the amplitude of a frequency range control a parameter, any parameter actually, so i though of trying to do this with unreal. but it may not be possible yet

dry shuttle
#

Im not sure if it's possible or not as I have never seen it done. I just thought maybe it would be an idea of how to do it and get you going on it

sleek spear
#

@dry shuttle yep, got it. thanks

dry shuttle
#

Cool Hopefully you can get something to work as you want

oblique tangle
#

Anyone know how I could go about making something similar to that?

abstract relic
#

What are we looking at

oblique tangle
#

Not the minimap in general, but the way the buildings are constructed in it

wary wave
#

looks like render target + depth buffer

#

or just render target and dedicated 3d scene with materials that work like a depth buffer, but yeah

oblique tangle
#

oh so something like this

wary wave
#

not really like that, no

vast fossil
#

guys I want my character to walk towards an object when pressing a key, is that the same as the AI folow player tutorials ? Because I want my own character I control to do this.

steady owl
#

Finally figured out how to duplicate maps without any errors: in case it helps anyone else, just make sure the .umap that you want to duplicate is NOT currently open

#

Otherwise it'll throw a few ensures and errors

plush yew
#

hello guys

#

I need help

#

for my game I want to make auto updater but I don't know how

#

can anyone tell me or send me some tutorials?

#

cus I searched on google and found nothing

#

I need this cus when I make update peopel to get it-the game won't be in steam so don't suggest me steam auto updater

digital badger
#

Set up an SFTP server on digitalocean or AWS that hosts game files. Make a custom launcher that checks client version against server version. If the server version is higher, then download the update and install. If the version matches then launch the game

#

If you need someone to make it for you, hit me up

#

@plush yew

plush yew
#

ok

#

@digital badger

manic pawn
#

you won't find a tutorial for creating something like that...

#

it's quite a complex piece of software

left epoch
#

anyone knows how to setup the mue

#

cause i'm having issues

#

right now 3 pcs are in a vpn

#

we can interact

#

but can't see the servers

#

i mean we can ping

#

access stuff by interact

#

but can't do nuthing with mue

plush yew
#

auto updater for game like a file-why to not find somethig? @manic pawn I found but for c# I need for c++ cus ue 4

grim ore
#

the auto updater can be written in java for all the game cares, it's a separate program that is ran before the actual game.

plush yew
#

well if you hold down lmb the mouse cursor changes to default and also the ishovered state does not trigger

#

ok

#

so can you send me tutorial or guilde to make it in c#? @grim ore

vast fossil
#

guys I need a UE4 staff member to help me with a refund. The owner of a project I bought cant migrate other versions so he is gonna refund me but we both dont know how the process works

left epoch
#

i figured out my issue

#

it's a pretty rare thing

#

i use a mikrotik router for a openvpn server

#

i had to setup the vpn clients to be in a bridge

cerulean nova
#

Why is copyright so complicated?

cloud cobalt
#

It's not really

cerulean nova
#

if it goes into Creative Commons and fair use i think it seems pretty blurry

cloud cobalt
#

CC are licenses, they're quite clear cut

#

Fair use is... not something you want to rely on for your game

cerulean nova
#

lets say im a crazy fan of a movie and want to make a multiplayer game ... that doesnt cost anything and makes 0 income because i just have fun with the game and hope people have fun too...

#

its not allowed right?

cloud cobalt
#

No

#

Not at all

#

100% not

#

You didn't make it ? You don't use it

#

Simple as that

cerulean nova
#

yeah its so sad ^^

#

Because the movie had a couple of games but always singeplayer and pretty bad ^^

cloud cobalt
#

Maybe

#

Still, it's simple

plush yew
#

you could always try to ask the guys who made it for a license?

#

or "allowance"

cloud cobalt
#

It's a movie, so it's extremely unlikely

cerulean nova
#

Yeah but thats like writing a wishlist for Santa... it wont ever get there

plush yew
#

arent there probably a bunch of marvel fan games?

cloud cobalt
#

Illegal ones , Sure

cerulean nova
#

i guess its the same with mods who use original car models Mercedes... Sure they are there nobody does anything but its not licensed ^^

#

i def. dont wanna do anything that could get me into trouble

plush yew
cloud cobalt
#

Just do your own thing.

#

No problem

stone oar
#

@cerulean nova For trademark things I can recommend this Epic's video: https://www.youtube.com/watch?v=4A4t2bleTR0 It has great stuff about how makers of Grand Theft Auto series modify car models just enough that players recognize them, but they can go without license.

Copyright and trademark laws are often complex and obscure, especially regarding their enforcement in video games. Canon Pence, Epic's general counsel, will ...

โ–ถ Play video
#

Also, you can also ask. They might even give a model to you. I was working with B2B software and needed a model for a farming equipment from the manufacturer who was a client of us. They sent me a model and said "this is the same model we sent to farming simulator guys". So, they asked and that manufacturer was happy to give them a real model of their farming equipment, not just their approval to use their farming equipment in a game.

quartz reef
#

Off-topic Question: I'm using particle systems from the Unreal Effect Cave - P_Dust and P_Snowflare and the single particles aren't visible when i drag them into the level. The "outlines" are visible in the editor when i select the PS but it's invisible else. Any suggestions how to fix it?

hard quarry
stone oar
#

@hard quarry I think that input is read once per frame, so while's looping condition is true when X is pressed and while is looped run indefinitely on that frame. Input is not changed to false until next frame, which never happens because the while loop is never completed

hard quarry
#

thanks @stone oar how would you solve this?

#

Do I need to have all the logic in the Event Tick?
But what about big projects, where many Buttons are used? Doesnt it get messy?

stone oar
#

@hard quarry Depend on what you want to do and how often. If you want something to run every frame, then you could set a boolean value when X is pressed and run that thing on Tick if that boolean value is true. If you want to run that thing independently from Tick, then you can use a timer

hard quarry
#

You really think I can use a timer her? I dont know how long the player will hold the button?

stone oar
#

I don't know what you want to do when player holds a button down.

plush yew
#

@quartz reef maybe some missing texture references?

quartz reef
#

@plush yew the particles play in the Particle system menu so i think every reference is correct

#

The PS is just not visible when dragged in the level ๐Ÿ˜ฆ

stone oar
#

@quartz reef Is the emitter in your viewport? Unreal doesn't play a PS if you can't see emitter. I had similar problem with a snow effect and emitter placed on very high.

#

Fix was using "Fixed Bounds" or something like that, but that was couple of years ago.

plush yew
#

@hard quarry you definitely need some way for that condition to be ever be false. it is basically just a: "while (true) {}" right now.

#

without a break

quartz reef
#

I unchecked Real Time in the viewport and that fixed it.

#

i dont know why tho

safe forge
#

Does anyone know if theres a way to control the direction of a panner node outside its node functions?

plush yew
#

5 million triangles

safe forge
#

ooof

radiant haven
#

CHESUS