#ue4-general

1 messages · Page 567 of 1

grim ore
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I can't really suggest what to do because I don't have all your code or flow. Figure out what you are trying to do and see who has to handle it. If it's killing something that is overlapping then have your client or the server, you can check to see which is calling the event (both will), and have the server destroy itself. this should replicate to the client and destroy it as well

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you can technically have the server and client destroy themselves as well i just dont know what would happen lol. Basically skip all of that authority check and just tell the overlapped item to call it's death event and that should fire on both (the server should kill itself and the client should kill itself, the server killing itself should replicate to all clients as well so everyone else knows)

copper flicker
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@grim ore so I get selected assets and I run a for loop.... but I don't know how to access the asset attributes.. like Material Slots

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is it via casting?... cuz all my casting fails

grim ore
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yep I just tested with a simple destroy actor on the overlapped actor (the player running into a bp with a box collision and that overlap told it to destroy the player) and it worked as expected with a listen or dedicated server

open eagle
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what did you do?

hot thistle
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I have my own character with lost of animations, but I dont know much about animation bps and such. Does anyone know a really good tutorial which shows most of this?
I've seen a couple but nothing that really takes on what I want now

honest rune
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theres a couple massive live streams from epic on the UE4 channels (youtube, twitch) all about the animation system

grim ore
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@copper flicker https://i.imgur.com/cNhgdzy.png , then selected 3 meshes in my browser and clicked my button and it changed the material in slot 0 to the one I chose. You also might want to turn on the editor scripting utilities plugin if you want access to more nodes

copper flicker
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yes, I did that

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thanks, it worked!!

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I didn't know what to cast to

grim ore
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@open eagle all I did is plug a Destroy Actor node into my On Component Begin Overlap (Box) node and plug in the Other Actor. If you wanted to call an event on it you could just cast and call your event. I think you might be overthinking this if all you wanted to do was destroy whatever overlapped it on the server and clients.

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Mouse over the item in the content browser and look past the name at the () part, it has the class type to cast to. In this case (Static Mesh)

lusty carbon
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is there a way to mute all sound when in PIE?

grim ore
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click the drop down for the play button, go to advanced settings, then uncheck Enable Game Sound

lusty carbon
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yay thanks

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oddly doesnt work lol

grim ore
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weird like play sound nodes are still playing?

lusty carbon
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yeah

grim ore
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eep.. works here 😦

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doesn't work in standalone but mutes it in the other PIE and PIE in window options

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I mean I guess the other option is to just mute the editor but then you can't test sounds in the editor either lol

lusty carbon
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haha

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thanks anyway

open eagle
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@grim ore it still repeats

crude vessel
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HUmm... change folder color.... exit the program, reload the program, folder color reset to gray...

copper flicker
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@grim ore uhm.. how do you know what to cast to? and what should I cast to access collision.. and set collision profile name?

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I don't think it still works with casting to StaticMesh

crude vessel
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Why is it moving the character file breaks the map? Shouldn't the redirectors keep that from breaking?

crude vessel
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Maybe I misunderstand>

normal burrow
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it only does that for the map that is loaded buster

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by break you mean you have to save it again?

open eagle
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How would I make my character do animations and stuff when it hits a KillZ volume

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OnDestroyed wont work

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I want to delay the destruction of my character

copper flicker
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not sure but I think you shouldn't use kill z for that

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that's a last resort thing

open eagle
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how did the ShooterGame do it?

copper flicker
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destroy your character with custom objects that you can customize.. as you want

open eagle
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If you walk in to a killZ volume, it plays an animation

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[

copper flicker
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no idea

open eagle
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I currently have a Death Event in my character blueprint that does everything I need

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Its a multicast event

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So it's authority-only

crude vessel
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Well I had the map unloaded, and when I moved the character files, I got an error from the level blueprint, so I load the level, and the characters have disappeared from the level

copper flicker
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xz, yo can use a pain volume to start damaging your player before it reaches kill-z

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or anything..

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the idea is that once it reaches killz, that's not a volume, I don't think it has a delay or gradient

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it's a safety setting, to make sure players can't fall forever

visual belfry
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I think it just sends a specific damage type via that system so you can intercept it

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But I don't have unreal open to verify that

proud hedge
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Hey guys a question: when I want to render my scene, it looks completely different than in my viewport. The light is different and there is also no volumetrics/bloom in my rendered sequence.

How can I render it exatly how it looks in my viewport?

silk finch
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do you using post process volume?

spice canopy
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I'm trying to find a way in blueprints to select an asset based on dynamic string matching the asset name

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This way I can prefix all my flipbooks for each character with that character's name, and then the rest of the flipbook name is the animation for that character, e.g. Alex_WalkRight, Alex_Attack, etc.

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All that does is give me a bunch of strings, but no flipbook reference

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I need to get a flipbook reference

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based on an input string

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that is dynamically determined

normal burrow
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what if you don't split the struct, are there functions on the struct type?

silk finch
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Hi guys, I created a particle that moves on a splie path, but along the way, I would like it to stand still for a while, then move on
can someone helpe me, please?

honest vale
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nice, login redirect loop on forums...

abstract relic
blissful trail
distant quest
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Hey, Does anyone know how to get your headset's lens distance in BLueprint?

glacial belfry
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Hey guys. I'm setting up a git version control for our project and using github as our remote. I've succesfully uploaded the project from my computer(windows) to a github repo, however when I clone it down on our Mac, when I open the project and try and enable source control on it, I get the error that I need to first initialize the project as a git repository. However doing "git -init" inside the project folder doesn't change anything

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I've tried cloning using the github desktop app and also command line cloning. Same result

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(and the Github client recognizes the folder as repo)
(and this only happens on the Mac)

dusky inlet
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damn it, just implemented breast jiggle on an anime-girl character from the marketplace because a) it had to be done and b) I wanted to learn about PhAT. But I'm not allowed to share. :'(

honest vale
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@blissful trail abandon all hope

fierce tulip
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@dusky inlet someone on twitter is doing the same, that you?

dusky inlet
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no, my name on twitter is Herr Edgy just like here

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I think you are following me actually

fierce tulip
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ah no, not same person

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try looking for Everfresh :p

dusky inlet
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brb :p

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not finding anthing but I'm a twitter noob so just typing in "Everfresh" might not be what's required of me?

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google helped me out instead

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LMAO that's some next level shit, mine can not compare

fierce tulip
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hehe

cosmic veldt
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hey guys is there any documentation about post process inputs 1 to 6?

cloud cobalt
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Isn't that just the output of post process materials 0 to 5 ?

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Oh, it's not

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"PostProcessInput0 provides the HDR scene color, PostProcessInput1 has the SeparateTranslucency (Alpha is mask), PostprocessInput2 has the low resolution bloom input."

radiant haven
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is there a particle chat?#

runic iron
radiant haven
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thx

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yeah ok this level is dead as always :I like mobile

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well i ask how to make a jet engine

radiant haven
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particle

fierce tulip
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@radiant haven boy do I have the tutorial for you XD

radiant haven
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why would you?

fierce tulip
radiant haven
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yeah i tried these but for me the particles were too far cause the actor is moving and i tried the lifetime AND Velocity

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ok the livestraeam not

whole quarry
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Shouldnt it be staticly placed and not move?

fierce tulip
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set to local space and they stick to whatever thing you add em to

radiant haven
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ohhh

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thx man

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was easy :I had wasted your time

fierce tulip
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np

radiant haven
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Loas btw, are u an employee from ue?

fierce tulip
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nah, just a moderator/regular freelancer

radiant haven
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okay, what are your topics in ue/focuses, what can you do good in specific areas?

fierce tulip
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materials, effects

radiant haven
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nice, very nice xD

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includes UI/HUD?

fierce tulip
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nein

radiant haven
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whats nein?

cosmic veldt
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i'm trying to find a solution to prevent bullet holes on the edge of the vehicle panels interfering with other panels like door etc. normally i just assign random stencil and stencil mask to prevent different static meshes getting decals from each other. But couldn't find a practical solution for skeletal meshes. only solution so far is putting every panel in a separate static mesh which is gonna be real messy considering each car having 20 or so panels. And not sure if this solution would have an impact or the performance or not. Anyone have an idea for this??

fierce tulip
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i'd ask someone who has worked on games related to it.. but whom.. no clue.
thats the kind of question I'd ask on a forum as it needs specific knowledge and care.

radiant haven
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yeah sry man its way too extended than I am in my knowledge

cosmic veldt
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yea asked to forum not sure if there is a game like that made in ue4? I'm making a game in the genre which most commonly known as "gta knock-off" lol.

fallen goblet
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Hey everyone I need a suggestion from you.
I'm working on a project on UE 4.22 but 4.22 has a lots of issues which is affecting my game. I am thinking about recreating this project in 4.20 which seems a lot better, less bugs. The project still in it's early stage so shifting would be easy now (may take max of 1 week), But as the development moves forward it'll get almost impossible to shift to an older version.

What's your opinion? Should I Shift?

wary wave
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All Points Bulletin, though that's UE3

cloud cobalt
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@fallen goblet Did you really want to tag 5403 people here ?

fallen goblet
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oops sorry

cloud cobalt
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Pretty sure it's disabled anyway

fierce tulip
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we usually ban for that.

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has a stern look

wary wave
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it's disabled

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mercifully

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I left the Ark modding discord for that reason

fierce tulip
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but I have breakfast lasagna, so I am in a good mood

wary wave
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clowns tagging entire roles or everyone at 4am

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every. damned. night.

fierce tulip
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@fallen goblet minus the warning hehe, it depends on the bugs/issues. because who knows 4.24 might fix stuff

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and break other stuff

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cascade is a mess in 4.20

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@wary wave lets not talk about @ everyone stuff

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:p

fallen goblet
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I tracked the issue and it said the target fix is 4.25 but 4.22 has not only one bug but many, And yes 4.25 might bring some more crucial Bugs. @fierce tulip

fierce tulip
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im not going to give you any advice, both have pro's and cons :/

cloud cobalt
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Work around the bugs you can

cosmic veldt
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Does anyone knows would there be any performance hit for using 20 static mesh components instead one skeletal mesh? it seems that might be the only solution.

cloud cobalt
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You'll very likely need to move forward at some point anyway

fallen goblet
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one more question as you know the maps can't be migrated to an older version but does migration of a Map to a newer version always work?

cloud cobalt
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Upgrading content almost never cause issues

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I say almost because of the 4.8 (4.7 ?) tonemapper change

fierce tulip
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unless odd blueprint and code changes.

cloud cobalt
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That's the only one i remember

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C++ code almost always need changes

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That's a given

fierce tulip
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ahh the great tonemapper change of 2015

fallen goblet
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If I don't use any BP in a map (only static and skeletal mesh, sounds and fx), and what about migrating animation sequences and skeletal meshes? does they cause issues?

tame delta
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Anyone here dealing with CAD models has a good idea on how to automatically (hopefully just a fire and forget thing, or minimal labor) optimize a scene? This scene that I had often goes above 10k drawcalls and 20M rasterized triangles

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I kind of liked the idea of using proxy meshes (voxelizing the scene helps deal with a lot of hidden smaller details that just merging an actor and LODing doesn't do), but it seems to just create a new asset for me somewhere, without placing/replacing it in the world

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But perhaps HLOD is a better way? I've no idea tbh

fierce tulip
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@fallen goblet moving that to a newer version is generally fine

fallen goblet
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OK, Thanks @fierce tulip , @cloud cobalt

pseudo swift
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do you guys also sometimes get this bug? sometimes I can view my meshes just fine and sometimes this editor is just zoomed out like crazy and now it even seems like I cant even see my mesh?

frail pewter
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Thats because of ur mesh's size

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Scale it down

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If you are in blender scale down the mesh to 0.014

crude vessel
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What would cause moving or renaming an asset in the editor to cause a broken link?

frail pewter
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in XYZ

fierce tulip
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lol 20km high mesh

frail pewter
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@crude vessel what broken link?

pseudo swift
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the funny thing is I exported it in default scale from blender, imported keeping the same scale, default, 1, and the mesh shows up fine in editor first time I open it

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then after cloth painting

frail pewter
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The Default scale is reallly large

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Scale it down

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if that mesh is meant to be long

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scale it down using the S key

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click it

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and move your mouse so everytime it moves it scales it

pseudo swift
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cant I just export the fbx with 0.1 instead of 1 ?

frail pewter
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and scale it to a moment where you can see the mesh in blender and ue4

crude vessel
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Do one of the issues I have is I'm starting a fresh version of ALS and want to make it conform to a more uniform standard based in n the ue4 style guide. So for example if I move the mannequin character blueprint to another folder it breaks all kinds of stuff.

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Or if I add a prefix to a material fucntion, it breaks that link

frail pewter
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@crude vessel what kind of stuff? do you mean refrences

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?

crude vessel
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I thought the editor would auto rename references?

frail pewter
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Yeah it would

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it would fix the refrences

crude vessel
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Well, Evey time.i do this, it causes something to break.

frail pewter
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Hmmm...

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That is not supposed to happen

fierce tulip
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it should not, unless you edit names in explorer instead of CB

frail pewter
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Here do one thing

crude vessel
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I've tried like 5 different times, I've tried moving stuff just one file at a time.

frail pewter
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Using UE4 or Explorer?

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Folder Explorer

crude vessel
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Ue4 of course

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I never move stuff outside the editor

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Or rename

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Everything is inside ue4 editor

frail pewter
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I mean have you googled this btw?

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@fierce tulip says you should...

crude vessel
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Correct me if I'm wrong, after I move a file I need to right click and fix redirectors in the folder?

frail pewter
pseudo swift
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quick q: what should my mesh size be in the editor ?

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what numbers should I am for ?

frail pewter
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if you use 0.1

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Are you using blender? @pseudo swift

fierce tulip
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@pseudo swift try a 1 meter by 1 meter mesh, and make sure its 100 units by 100 units in ue4

pseudo swift
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yea

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blenderboys

frail pewter
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if you are and you want a mesh almost the same size as the UE4 Mannequin you should try 0.012 or 0.014

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0.014 is a bit larger

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than the Mannequin

pseudo swift
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and then just export with fbx scale set to 1 ?

frail pewter
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Yeah

fierce tulip
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@crude vessel only time redirectors break is either outside of explorer, a veeeeery random small odd chance of it not working, or have multiple instances of that project open.

pseudo swift
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import into ue with scale 1 ?

frail pewter
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Yeah

pseudo swift
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okay let me try that

frail pewter
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Do not change anything when Importing

fierce tulip
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if thats not the case, something is really broken

frail pewter
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Let it stay the default

crude vessel
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Lol, this is hilarious then. Again i'm starting with ALS, I've tried moving files, no errors but... Sound references to the animation notifies get broken. Sometimes the material function links get broken. For sure the default level load gets broken if I move the map but that may be normal. Then one time the mannequin character disappeared from the maps because I Moved the character blueprint.

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I was told it's not related to source control, but I did make sure everything was checked out.

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Moving folders ate my original project so now I've been trying to move the files as the first thing, and still having issues.

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And it's not like it always breaks 100% of the time, obviously I've renamed and moved assets plenty of times without issue in the past.

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Oh.. wait a minute... https://docs.unrealengine.com/en-US/Engine/Basics/Redirectors/index.html This is so that packages that are not currently loaded, but reference this asset, will know where to find it in its new location. So basically I might have to go through the whole project and open all the map and assets before I clean up the redirector? humm

Objects that are placed in packages to redirect references to moved assets to their current locations.

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So it's not updating all the links for all the files in the projects I assume? only ones that are open? That at least would make some sense.

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because when the mannequin broke I think I had a level loaded without the mannequin on it. I didn't notice it until I reloaded and the level script referencing the mannequin threw an error.

manic pawn
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it should track which assets are referencing this one in the asset registry, allowing it to automatically load and resave all of them during cleanup

pseudo swift
crude vessel
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I might just try the ResavePackages Commandlet and see if that helps.

frail pewter
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it says 6x1x1

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Can I see your mesh in blender

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?

crude vessel
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are you in meters or generic units?

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in blender.

manic aurora
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Please give me advice what should i stick here in object socket?

pseudo swift
crude vessel
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From what I read you're suppose to use meters, but run at 0.1 scale or something.

pseudo swift
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right now I exported with 00.14 as bigGeiTaj said, and its very small when doing cloth painting etc.

crude vessel
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By default Blender loads with 'generic blender units' which are essentially meters, but I think it wants meters specifically. It's been a while since i messed with it.

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can you export it with something else for scale as a test?

pseudo swift
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sure I mean im just doing tests right now, I think maybe 0.1 might be a good scale etc.

crude vessel
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Jim Kroovy writes: I've been working on this for some time now, and i'm proud to finally share this add-on for Blender 2.8 that should enable exporting both animations and weighted meshes directly compatible with the UE4 mannequin without re-targeting anything. It can be as s...

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This will load the mannequin into blender on command.

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Export this and compare to the one in game and that should give you a quick way to determine if the scale is correct

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free plugin

pseudo swift
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checking

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i mean the only thing I want is to be able to export a mesh from blender and import into ue without getting crazy scale issues

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radius is 80 but the size is 800x202x202

frail pewter
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This is the size for the model when I export it in 0.14

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0.014 on XYZ

pseudo swift
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do you also have meters in blender?

frail pewter
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Why is yours like that?

pseudo swift
frail pewter
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Thats the scale for me

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and wtf

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You have tons of faces

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like a shit ton

pseudo swift
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this is not for a game so its ok, I have 20k

frail pewter
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oh ok

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but why tons of them?

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why are you cloth simulating?

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what is it for?

pseudo swift
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ehmm, what do you mean? its for a project im working on, 20k cause the cloth sim get more wrinkles and interacts better with wind in ue ?

frail pewter
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Yeah

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ok

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So it looks weird and all right?

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You should probably not simulate the whole thing

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and only a bit part of it

pseudo swift
frail pewter
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That's pretty good

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it sees the thing that the constraint of it

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is not that good

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you have painted almost the entire mesh

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start a bit low

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and then go on 1 by 1

pseudo swift
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can you elaborate what you mean with 'it sees the thing' ?

frail pewter
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oh I meant seems

pseudo swift
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the whole thing is painted except a few verts at the top

frail pewter
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its seems that you have almost weigh painted the entire mesh

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Oh yeah

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weighs

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Check your skeleton for the skeletal mesh

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weight paint it like a good amount

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and then you might get smoother results

pseudo swift
frail pewter
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🙂

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oh

pseudo swift
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i get the same when I open it after painting

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lol

frail pewter
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Check the material if it is two sided

pseudo swift
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the funny thing is in the picture you see another piece of cloth and that plane works just fine

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yeah but the numbers

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41,111 like wtf

frail pewter
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can you send me the mesh?

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I wanna try it for my self

pseudo swift
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sure haha

frail pewter
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just upload it on discord

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it works

pseudo swift
frail pewter
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are you trying to get a smooth cloth simulation?

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like a smooth cloth

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flat smooth cloth?

pseudo swift
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yea

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smooth simple cloth like a flag hanging

frail pewter
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Well...

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this doesnt look like a smooth plain too me

pseudo swift
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I mean the geo is not completely flat since I need some more volume

frail pewter
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the geo?

pseudo swift
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so when it falls as cloth it has more geo to wiggle with

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geometry

frail pewter
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what is going on in your brain Carl Johnson?

pseudo swift
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hahahaha

frail pewter
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here lemme make a smooth plain

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and we will see :)))))))))))))

pseudo swift
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okay unreal jedi

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as a humble padawan i will wait

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still dont get why my numbers change so much though

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this is the same mesh before and after painting

frail pewter
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yeah wait

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you see that?

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How smooth it is?

pseudo swift
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i assume you imported a flat plane ? i want more wrinkles that why I added / moved my edges around

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second image is before applying, first image is after applying

frail pewter
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I know it does for my too

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it is simulating clothing

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so ofcourse it is going to change

pseudo swift
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thats whats making my editor go crazy zoom out mode

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so when I open the mesh again its "invisible"

frail pewter
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yeah

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it does for mine too

pseudo swift
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i did this exact process yesterday and have a cloth plane which is working that I can re-open and inspect / repaint

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that was exported using scale 1 from blender and it seems fine, not sure why that one is not displayed as invisible etc.

frail pewter
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Thats the thing

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sometimes higher verticies doesnt make difference in UE4 Cloth Simulation 😄

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just upload a normal plane

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and see for your self

pseudo swift
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hmm I closed unreal and re-opened it and imported a plane with only 1.3k faces

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works alot better I think

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it doesnt seem to become invisible and freak out

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its almost interacting with the wind how I want it too

dark rune
frail pewter
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I dont think they have them anymore.

tame delta
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Hello, just gonna repeat my question in case someone can help 🙂 I'm working with big, complex and numerous CAD models (assembly lines) that I need to show in VR. On an average machine here I often get >10k drawcalls and >20M triangles on the screen at a time, causing framerate drops. I need to somehow optimize my scene automatically (we're talking about 10s of thousands of individual meshes here) to at least try and get the drawcalls down a bit, but my previous attempts (merging meshes, material instances) haven't been fruitful, and generally caused even worse performances... Any idea?

frail pewter
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Why such big amounts

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holy shit

tame delta
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That's the kind of machines we're working on 🤷

frail pewter
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Oh

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😂

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ok then

tame delta
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And it's all from CAD-exported step files so it's very raw

frail pewter
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You can use the inbuilt UE4 LOD tool to decrease the verticies and the triangles and stuff

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that really helps

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Try using that

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You can go as low as its seemless

tame delta
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I've tried merging all my meshes in logical cluster (make one big mesh with a bunch of material slots) and then LOD it all by default (cut down 50% of the vertices)

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Result was even lower framerate

frail pewter
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in VR?

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Hmmm thats interesting

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Anything with the textures the scenes or the materials?

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if not then you probs need a better machine then...

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I don't know how big your models are

tame delta
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@frail pewter Yup VR, I don't even use textures yet and the materials are extremely simple, there's only one master material and just a bunch of instances that change the color (as it looks in the CAD).

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Well the machine is like 12x8m I reckon, it's an assembly line

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Lots of small and detailed bits in there

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It's mostly solid colors as you can see, just a bit of transparency for the glass and the lasers, but nothing too crazy

dark rune
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@frail pewter oh. that's slightly inconvinient

crude vessel
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@tame delta I don't know what cad software you use, but when I used Autodesk inventor it had a way to export simplified assemblies

tame delta
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@crude vessel Solidworks

frail pewter
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What is the frame rate?

tame delta
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40-60

crude vessel
#

Ah sorry, but I wouldn't be surprised if they didn't have a similar function

frail pewter
#

in VR?

#

What are the settings

tame delta
#

Reproj makes it "okay" even, but I really need to improve it

frail pewter
#

what render resolution

#

are all epic?

#

cinematic?

crude vessel
#

Ahbit appears it has a simplified Assemblies

#

But I have no hands on experience

#

Have you tried that before exporting the parts?

tame delta
#

@frail pewter Valve Index resolution, don't have it off the top of my head, haven't even checked the settings

#

I think I'm really draw call limited so I haven't really paid too much attention to the rest

frail pewter
#

See the resolution

#

and also see the settings

tame delta
#

@crude vessel Haven't tried that, but it seems we're limited in what/how we can export because of the tools we use internally

frail pewter
#

@tame delta these

#

as you can see there

#

I put it to 76 and all high

#

I have higher frame rates

tame delta
#

Well all post processing is disabled anyway, I can try lowering the render res, I doubt it'll change something but I'll try it. I'm cloning the project now so it's gonna take a second

crude vessel
#

Ah okay, I'd look into it. Part of it was to hide internal geometry to protect ip

#

But culling faces that won't be seen seems like a great idea

frail pewter
#

Yeah sure do it

tame delta
#

I don't think we have that many of those, those machines are really "open", there's no watertightness anywhere, and the complexity seems awfully well spread through the geometry

frail pewter
#

@tame delta do it for your self

#

and see it

tame delta
#

Jacketing can also be done in UE4, but it removes very very little

frail pewter
#

its really going to help

tame delta
#

Well lower render res is also gonna make it look worse unfortunately

frail pewter
#

@tame delta set the 3D res to something 75 really not a big difference

tame delta
#

There's a lot to be done on the geometry, that's what I'm aiming at mostly

frail pewter
#

but huge frame rates

sharp crest
#

Version 4.23.1
Still no animation blueprint child support

cloud cobalt
#

Work around it

sharp crest
#

How? @cloud cobalt

cloud cobalt
#

How what ? What's the problem exactly ?

sharp crest
#

well I can do it it's just annoying without child support

fierce tulip
#

you should be happy not having to pay for child support :p

peak crane
#

Hello. I wanted to share my day and night cycle asset for multiplayer. Free for you. Made by myself. Where can I drop the link?

fierce tulip
#

just be sure ALL content you are sharing is NOT copyrighted

peak crane
#

okay

gilded lichen
#

Hello, what would be the best way to make a custom marco of 'For Each Loop' with a delay?

violet pumice
#

Good noon everyone!

I am trying to build a system where multiple actors are connected via spline meshes. Currently using a single blueprint that detects these actors and connects them at runtime.

I want to detect if one connecting mesh overlaps another. What is the best approach to achieve this?

#

Still learning Unreal.

peak crane
#

@fierce tulip can I provide a link to the support discord?

fierce tulip
#

nope, sorry

#

though you can add it into the readme file in that content pack

late nest
#

Well you could add a collision box around the meshes and check for overlap. Though that will trigger overlap for anything. If it’s a specific object your checking for you can cast to that object

peak crane
#

okay, thx

violet pumice
#

@late nest, thanks. I am still figuring out how to dynamically shape the collision box to match my mesh. Any ideas?

late nest
#

Capsule if it’s a character mesh, box if you aren’t to bothered about accuracy, trial and error. If you want it to be a specific shape your better off setting up the blueprint for one box and just using multiple collision boxes to make the shape you want.

#

Then just copy and past the blueprint to each collision check

#

Normally just use a capsule or box myself though works fine 😂

violet pumice
#

okay,will dig into what you said. Thanks again!

late nest
#

No problemo

wary wave
#

Best place to cache a variable you want globally accessible via a function library function?

#

GameState?

rotund scroll
#

game instance

solid sierra
#

So I'm using maya if that matters, but when I import my model into unreal does it need to be one object, or does it not matter? Also, if it can be multiple objects, can I separate them in the engine, or does it automatically connect them when importing?

ornate ice
#

Good morning

solid sierra
#

gm 😄

ornate ice
#

anyone knows how to hide the cursor after setting game mode to ui and game only?

rotund scroll
#

you can do it either way @solid sierra it doesn't matter

ornate ice
#

it seems to don't care about the PlayerController -> set show mouse cursor off.

rotund scroll
#

@ornate ice there is a hide mouse cursor function in bp

solid sierra
#

thanks

ornate ice
#

@rotund scroll gets ignored

#

for some reason

rotund scroll
#

don't know what to say, I have a project where I use it and it works fine

ornate ice
#

same thing that happens

#

here

wary wave
#

@rotund scroll - that's probably too global, as it's persistent across level transitions, is it not?

ornate ice
#

I have something similar

#

if you see at that specific

#

second I pass there

rotund scroll
#

@wary wave it is

wary wave
#

yeah, that is behaviour I do not want 😄

rotund scroll
#

but when you say global that's where I'd put it

#

then game state

wary wave
#

aye, figured as much, cheers

#

it's globally accessible, within the context of the current game mode and session / level

ornate ice
#

this is not working

#

the top one is to control with gamepad

#

so cursor should go away

#

but it doesn't

rotund scroll
#

like I said I don't know what to tell you

#

it's working for me

#

perhaps it's not catching the player controller

#

perhaps you need to cast it

#

have you debugged the execution to see if it actually reaches that point at all?

ornate ice
#

yep

#

it goes over and does nothing

#

mouse still on screen

sacred sun
#

you mentioned earlier something about setting it to ui and game only. here your just setting it to ui so if your using a key press to do this it wouldnt work after setting it to ui only.

ornate ice
#

no no that's just an example

#

in my exmaple i'm using set ui and game only

#

but has teh same effect

#

they talk about this issue here

sacred sun
#

something to do with the widget focus.

gilded lichen
#

Hello, can someone help. Im trying to make a randomizer for my targets. What I want to happen is you put in a percentage for the amount of friendly targets you want and then when 'BeginPlay' there are set randomly across the targets depending on that percentage. This is what I have so far: (This doesnt work)

sacred sun
#

did a quick test and if the 'in widget to focus' input is not connected the mouse doesn't appear.

gilded lichen
#

made a quick change

#

did nothing

sly coyote
#

Agent the way you currently have it set up would require a lot of "targets" to notice variations...how many targets are in your array?

gilded lichen
#

26

sly coyote
#

And youre trying to set one of the friendlies as the target?

gilded lichen
#

no, there are two types of targets: friendlies and enemies

#

left friendly, right enemy

sly coyote
#

Do they all start as friendly and you set them to enemy in the 2nd loop?

#

Or reverse sorry

gilded lichen
#

Yes, reverse

sly coyote
#

Theyre all enemies and you set some to friends

gilded lichen
#

yes

#

I press simulate and nothing happens

sly coyote
#

Is your array being populated correctly BEFORE this beginplay?

#

Check where you populate your targets

#

With a print string

#

And check this begin play with a print string

gilded lichen
#

I populated it with the 'Pick Actor from scene'

sly coyote
#

But elsewhere

#

And you need to make sure targets is actually populated when you get to this beginplay

#

You could even just do a print string and print the value of targets in this begin play

#

Make sure it's not empty when this starts

#

After the completed, print the count it is going to use for the 2nd loop

gilded lichen
#

not empty, first says 26 then 13. 26 targets in total, as I set percent to 50, 13 is also correct

sly coyote
#

Ok first pain point checks out

#

The chance also checks out as you said 13% is what its coming up with

#

Wish i could see it as 1 picture

gilded lichen
#

no, 13 targets and 50%

sly coyote
#

Trying to follow 3 pictures makes this tough

gilded lichen
#

ok, give me one min

pulsar kraken
#

struggling here.. my projectile is going through the landscape... anyone got a tutorial or quick tips.. i have looked and can't pinpoint the issue

sly coyote
#

That looks like it should work without a hitch....try grabbing random target through a get node instead of dragging off the set...i know it should work but ive had issues in the past where weird shit like that happened to me cause of a bug

#

You count, then you see the number of times to loop, then you randomly pick targets from the ability ones to set to friendly equal to the % of them...

#

I see nothing wrong with it at all

gilded lichen
#

oh

#

it is working

#

just that there arent changing colour at all

sly coyote
#

Lol hey those are the best kind of bugs right lol

gilded lichen
#

and this is in simulated

sly coyote
#

Your logic was sound there

gilded lichen
#

well sorry about that

sly coyote
#

Where is color changing happening

gilded lichen
#

construct script

sly coyote
#

You might have to move it to begin play

gilded lichen
#

on the target itself

#

yea

sly coyote
#

Construction runs before you set them as good or bad

serene birch
#

construction script basically runs when you place the object in the editor 😛

gilded lichen
#

runs perfectly. Thanks for the help 🙂

sly coyote
#

You did the work not me 😁

gilded lichen
#

Sorry about that 🙂

plush yew
cloud cobalt
#

That looks cool

lapis vine
#

Hmm... might take more until it gets stable and enough feature rich.

wary wave
#

if it's functional and not half-arsed, it'll be great

plush yew
#

@grim ore

#

is multilinetracebychannel broken in 4.23?

#

yes

copper flicker
#

hi guys. do you know how to find assets in a folder, in BP?

#

or.. how to create an array of levels..

#

levels / maps

#

I'm trying to create an array of all levels that might be chosen for loading, it would be ideal if it worked automagically, by looking inside a folder

#

I wanna avoid making this array of names / strings manually

wary wave
#

you don't - you'll probably have to do the manual array of paths

fierce tulip
dim plover
#

They really went forward with this:
set of tools that are focused on interactive 3D modeling.

serene birch
#

4.24 came out pretty quickly after 4.23 I feel

copper flicker
#

@wary wave I saw at some point an example.. of someone loading files from disk

#

I just don't remember how

plush yew
#

can someone help me to create enemy that moves in y axis to where ball is

#

im making ping pong game

dim plover
#

@serene birch, 4.23 didn't even enter 4.23.2

serene birch
#

yeah

#

New Atmosphere Fog Component. We have a new AtmosphereSky component which adds a physically based Earth-like atmosphere. It can be used to create exotic worlds and provides ground view with and aerial perspectives, including ground to space views for planetary atmospheres.

#

so it supports "exotic worlds"

fierce tulip
#

hnng

copper flicker
#

before interplanetary space flight I wish they fixed their basics..

visual belfry
#

such as...

#

everyone has a different list of "broken basics"

copper flicker
#

everything 2D for example

#

see, I do too

fierce tulip
#

or you know, there is a team working on fixing stuff, and a team working on improving stuff, and a team working on adding new features.

serene birch
#

no no no, the janitor must stop cleaning now and help the 2D team 😛

visual belfry
#

and a team porting stuff from fortnite 🤣

copper flicker
#

the team working on fixing ain't fixing..

fierce tulip
#

sure buddy

serene birch
#

there's a PR for fixing the paper2D performance issues in review

fierce tulip
copper flicker
#

like ok, if 2D is irrelevant, how ab out better import and defaults options for meshes

fierce tulip
#

lol

copper flicker
#

and better bulk edit options

#

that's as basic as it gets

#

😛

visual belfry
#

how would you define better than the property matrix?

serene birch
#

that's not something the team working on the atmospheric rendering math can help with mostly

copper flicker
#

meaning in the property matrix there's a TON of missing attributes to tweak

#

or.. to not tweak.. cuz they' missing

fierce tulip
#

get the batch edit tool on mp. done.

copper flicker
#

what's that

fierce tulip
#

exactly

meager grotto
#

should we update 4.24 😄 have buggy ? or 😄

fierce tulip
#

or use blutilities and make your own

copper flicker
#

I don't want to install experimental plugins

#

I need my project healthy

#

I think this is core Unreal functionality that's missing

#

and meanwhile they waste a lot of dev resources on 3D rendering fanciness

next badger
#

I've asked if it's possible before, and it was "yes".
How can i copy my Per Instance settings to a base class?

fallen goblet
#

I wonder if the issues that are supposed to get fixed in 4.24 would actually get fixed without creating more bugs 😅

fierce tulip
#

its not experimental, epic tests them, and the creators need to keep the tools updated.

#

if they would break projects, people would report it already

serene birch
#

UE4 is mostly 3D focused

copper flicker
#

sadly, yer

#

yes

next badger
#

"mostly" is like 95%

light thunder
#

What's the best practice for determine quickly which actor spawned a widget? I'm getting multiple instances but I can't search for a "Create widget node"

serene birch
#

like, probably 99% of the UE4 users would be "why is Epic wasting time with that fancy 2D stuff nobody cares about?"

fierce tulip
#

there are plenty of 2d games using ue4

#

¯_(ツ)_/¯

copper flicker
#

plenty huh..

errant ice
#

4.24 PREVIEW YEEEEEEEEES

fierce tulip
#

are the tools lacking? yea kinda

copper flicker
#

sure, you can make a 2D game in UE, I tried too.. but I ran into some serious bugs

fierce tulip
#

but between fortnite and the small group of people using 2d, its not worth the time and money investment

copper flicker
#

and performance with sprites

fierce tulip
#

hence we get community people making a new 2d editor

serene birch
#

basically a catch22 thing, tools are lacking so UE4 doesn't pick up a bigger 2d community, 2d community is smallish so Epic doesn't spend more time improving 2d

fierce tulip
#

that could also be partially just be a lack of experience :p

copper flicker
#

like you can't merge them properly and yo can't have more than 500ish or so.. rendered at one time

serene birch
#

so that deadlock had to be broken by an exterior party

copper flicker
#

no Luos

fallen goblet
#

That's an amazing idea new 2d editor

serene birch
#

that pixel2d thing looks to be it 🙂

copper flicker
#

yeah I noticed they are abandoning paper 2d

serene birch
#

sprite performance was heavily broken in like 4.18 or so? there's a PR to improve that somewhere 😛

copper flicker
#

but I wouldn't dare to use a community managed tool

fierce tulip
#

well go root for it, post about it in the thread, mention it on twitter. show epic you'd want them to support that new 2d engine.

#

for random reasons

copper flicker
#

I would much rather move to another engine, if I want to try 2D again

serene birch
#

try a community managed engine? 😄

fierce tulip
#

@chrome prism is talented enough

fallen goblet
#

Sure will @fierce tulip

fierce tulip
#

boshy can use all the love he can get to get that dev-grant

next badger
#

i can recommend GMS for 2d

fallen goblet
#

Anyway I found UE4 is kinda heavy for mobile game, IDK why actually

copper flicker
#

game maker??

cedar snow
next badger
#

Godot is not intuitive in sense of hierarchy and communication between classes

plush yew
#

how to make my actor position same as other actor. So when actor 1 moves, this actor moves to same direction in y axis

next badger
#

@copper flicker yep. GameMaker

copper flicker
#

not a chance

#

it's a really limited engine, I have friends who work with it..

#

I never touched it

#

😄

#

Godot is designed with 2D and nested prefabs at its heart.. which is friggin amazing.

#

the problem is tho.. it's rough

#

and young

#

and has a tiny dev team with no resources

#

aka moneyzzzz

wary wave
#

Godot is not that young..

copper flicker
#

well, younger than others

#

in therms of game engine age...

#

it's young-ish

#

or at least, feels like that

wary wave
#

it's 5-6 years old and fairly decently featured

cedar snow
#

it's not an elder yet

copper flicker
#

yeah, it's got a lot of features

#

and they are all buggy

#

😄

#

like.. hey, we have C# support now. well, only for marketting purposes

#

and a lot of features are just for marketing, but really rough around all of the edges..

#

you can wipe out your work really easily by renaming and reparenting assets for example

#

I found a few major bugs like that, and then I set Godot on hold for the foreseable future

#

😄

light thunder
#

@plush yew you need to get the world location/rotation of the actor you want to follow; you might need to try playing with add local offset if you don't get the results you want with set relative

chrome prism
#

anyone talking about pixel2d here?

light thunder
#

I can't believe Unreal doesn't have a "actor that spawned me" function

wary wave
#

by default it's Owner

light thunder
#

widgets don't have that

wary wave
#

widgets aren't actors

light thunder
#

trying to track down multiple instances of the same widget and I must be going about it the entirely wrong way

chrome prism
#

I've just made a demo available for anyone interested in in seeing if it's suitable for them

wary wave
#

they do have an Outer, however

light thunder
#

An actor can create a widget, but the "create widget" node is useless to search through because it just gives you the generic node

wary wave
#

also WidgetGeneratedBy

grim ore
#

it's been 2 months since 4.23 release to 4.24 preview 1. Why do people think this is fast?

chrome prism
wary wave
#

because it's usually longer

cloud cobalt
#

It's quite average ? Previews are there for weeks or months

light thunder
#

@wary wave I take it, that is not exposed to BP currently

wary wave
#

probably not

cloud cobalt
#

Just set a variable from the owner

plush yew
#

dafuq this means

cloud cobalt
#

"accessed none" "ballvar"

gleaming creek
#

Your variable was not set to a value when it tried to access it

light thunder
#

@cloud cobalt If I knew where the node was for the owner of the widget, I would know why there were multiple instances of it being created

plush yew
#

cant set value

#

"browse to asset in content browser"

light thunder
#

@plush yew Have you watched the Blueprint Communication Video livestream?

plush yew
#

no

light thunder
#

save yourself a lot of headaches

maiden swift
#

Ohhh man. Downloading 4.24 preview 1. Let the fun begin!

#

Wow. Lots of exciting stuff this time around, some that wasn't in the roadmap. 4.24 is going to be an early Xmas present. 🎁

plush yew
#

"editing this value in class default object is not allowed"

#

what does that mean

lapis vine
#

I'm curious about SSGI and these Mat layers 👀

cloud cobalt
#

Third implementation of material layers

#

Four if you count landscapes

maiden swift
#

Mmmm new audio mixer is on by default in 4.24. ❤ ❤

#

Perhaps it's finally time to build some audio tools for the Marketplace.

cloud cobalt
#

We have the MatLayerBlend methods since 4.0, which are great though only allow blending material nodes ; we've had "material layers" as a short-lived feature before which I guess was still in the engine and allowed actual material stacks ; and now the new one

fierce tulip
#

@copper flicker anyways, whatever engine you'll be using, I honestly wish you good luck with your projects. also sorry for grumpy-no-food-yet replies.

lapis vine
#

Well, as in the graphics channel runs, these mat stack might enable some painting apps do their work.

tall pendant
#

what happend to GTAO?

safe rose
#

Damn, didn't 4.23 just come out

dark depot
#

like 2+ months ago like normal it might be a little early but 23 had likke 100 previews

normal burrow
#

4.23 was in forever preview

safe rose
#

But..it's still broken

#

😭

#

But I guess that's just UE4 release life

dim plover
#

What in particular is broken with 4.23? I considered it pretty solid.

safe rose
#

But anyway, glad to see OpenXR finally get it's day

grim ore
#

"we removed matinee, merry christmas"

maiden swift
#

lol

cloud cobalt
#

4.23 is okay for me

safe rose
#

Who uses Matinee anymore anyway/

#

Not that Sequencer doesn't have its share of issues

plush yew
#

@grim ore can you come to dms

maiden swift
#

Projects that rely on it.

safe rose
#

in 4.24?

grim ore
#

I don't do dm @plush yew

safe rose
#

You should have moved on by then

grim ore
#

don't tell Epic but the shooter project uses Matinee... 😉

safe rose
#

Especially knowing for like 10 releases that it was a goner

maiden swift
#

Definitely scoping this out.

abstract relic
#

Some dude was two weeks ago. Insisted that it was for his paper. We tried to warn him

plush yew
#

what is wrong with this

safe rose
#

@abstract relic what was?

#

@plush yew the problem is you using tick for one

grim ore
#

the new modeling tools are not half bad, as a programmer I could make a cube and extrude from it and it worked lol

safe rose
#

And are not proving a valid reference in a timely manner

abstract relic
#

Using matinee 😜

maiden swift
#

@plush yew The variable you're accessing doesn't have a value set.

safe rose
#

(if you insist on using Tick... do a Verified Getter on that Reference @plush yew )

plush yew
#

"editing this value in class default object is not allowed"

safe rose
#

Right click on the reference variable

#

Verify Getter, or whatever it's called

plush yew
#

how

safe rose
#

I just told you

maiden swift
#

@plush yew Where are you seeing that message?

plush yew
#

when setting value to that reference

safe rose
#

No

#

Well maybe you are also

#

But, you are getting it because it's on tick

#

And there's going to be a few frames where tick is going to happen first before you set it properly

plush yew
#

what do i use if no tick

#

begin?

#

it should be doing same thing over and over again

maiden swift
#

Tick is for things you need to do on every frame.

safe rose
#

Which is fine, if that is what you want

#

I don't care about it being on tick anymore

#

just use a verified getter for it

#

Right click on the reference

digital anchor
#

4.23 GAS have quite a bunch of bugs

safe rose
#

If it still doesn't work at all (then it's another issue entirely, but one step at a time @plush yew )

plush yew
#

click in blueprint or variable list?

safe rose
#

...

dark depot
#

the get that you have down

#

right click it

#

get validated variable

safe rose
#

I'll GIF it for you, because you aren't reading what I am typing

dark depot
maiden swift
#

@plush yew Right-click the reference to that variable in the graph, the blue node. You'll see an option at the bottom "Convert to Validated Get".

dark depot
#

yeah thats the words haha we were close haha

plush yew
#

thanks

#

it now working

#

no error

safe rose
#

good job team

safe rose
#

I didn't have editor open

#

it was taking forever to open

abstract relic
#

Too many cooks 🎶

maiden swift
#

lol omg

plush yew
#

new warning

safe rose
#

Yeah, I don't doubt that

#

Show it

plush yew
safe rose
#

lol

#

Well, you gotta connect it bro

plush yew
#

i want my enemy to move this ball location in y

safe rose
#

Let me GIF that for you

plush yew
#

okay

maiden swift
#

@plush yew The new node has execution pins, so now you have to hook it up to Tick with the white wire before everything else.

dark depot
maiden swift
#

^Like that.

plush yew
#

oh i was trying that

#

okay

#

i try what happens

safe rose
#

damn you @dark depot so fast

maiden swift
#

Volk is on it.

dark depot
#

but i didnt do a gif ohh fancy

plush yew
#

yay warning and no errors

maiden swift
#

😄

plush yew
#

and enemy is not teleporting to random place

safe rose
#

and look at pinned messages

#

And learn some good stuff

plush yew
#

but enemy is not moving in y axis where ball is

#

its just there watching to my soul

abstract relic
#

You are using x axis instead of y axis

flat scroll
#

Is there a way to stop Epic Launcher from starting up when you open UE4 projects? All it does is eat up memory and CPU even though I didn't want it to run

plush yew
#

i said it wrong

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it was x axis

abstract relic
#

Start printing strings and adding breakpoints. Is it valid? What is the x coord of the ball? Is there any sweep hit results? Etc etc

plush yew
#

−569,0

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atm

late nest
#

You can probably find most of this info by just searching google. Half the time I solve my own issues with that.

plush yew
#

i have tried long to find information how to make pawn move to pawn location

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but nothing

late nest
#

What is it your trying to make? Pong?

plush yew
#

ping pong yes

abstract relic
plush yew
#

3d

lapis vine
#

I like the chicken.

plush yew
#

ok me like pirkka

abstract relic
#

It holds the same basic concept

late nest
#

Isn’t the whole concept is you move to hit the ball not make the ball automatically move to the racket? 😂

plush yew
#

enemy is not player

late nest
#

But then you’d have a unbeatable enemy

plush yew
#

i need to move, but enemy needs to have automatic moving, but it will sometimes fail

#

...

#

maiden swift
plush yew
#

when does 5.0 come

grim ore
#

after 4.99 of course

plush yew
#

ue 5

#

it was joke

maiden swift
#

lol

dark depot
#

i think 4.100.0 would be after 4.99 😉

late nest
#

Probably would use Aimoveto, and get the end location of the ball, so a line trace from the ball. Obviously a bit more complicated then that but only thing I can think of while not in front of a pc

plush yew
#

are you from finland?

late nest
#

No the 🇬🇧

plush yew
#

aimo veto is finnish language

#

oh you mean AI MOVE TO

late nest
#

Yeah

plush yew
#

its not AI

#

@grim ore overlord said that i should not make ai because it doesnt have to

#

Hello, Does anyone know how to add the camera collision, So it won't be able to clip through walls?

late nest
#

That’s somewhere in project settings I think

#

Can’t remember what it’s called

abstract relic
#

It’s also in the spring arm component if I recall

plush yew
#

Yeah, I'm using spring arm, But it doesn't seem to collide with the camera blocking volume

#

THANK YOU for whoever added AtmosphereSky to UE4.24 holy crap I've been looking into how to do planet curvature for so long and you guys finally made it

#

" including ground to space views for planetary atmospheres." I think I just failed NNN

fierce tulip
#

XD

plush yew
#

My whole game is based around space to ground so this is big

hushed rivet
#

Hey everyone quick question, I applied a substance material to my leaves and they all the sudden dissapeared. Set it as two sided foliage and checked two sided, all nodes hooked up correct.

late nest
#

Should be Luke LandRunner then it’s a complete opposite 😂

plush yew
#

;))

polar hawk
#

@maiden swift but will the project templates be fixed :o

maiden swift
#

Found this in the new project workflow: XR can be disabled! 🎉

plush yew
#

me getting angry

late nest
#

Why?

plush yew
#

this fk enemy is not doing what i want

polar hawk
#

its only been like 4 years and the first person template crosshair is still wrong

plush yew
#

its jut breathing like demon there and watching me

maiden swift
#

@polar hawk Ah, that kind of fixed.

#

Yeah I'd love to see some fresh templates at some point, too.

#

But this workflow is nice.

#

Really happy to finally see an option to disable XR during project setup.

#

Long time coming.

late nest
#

Try Ai move too cause I’m sure you don’t need to actually have Ai on the object your moving lol maybe just a empty Ai blueprint on the character.

polar hawk
#

Id like to see an advanced start project

#

thats just a list of checkboxes

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all the checkboxes

grim ore
#

I can't even get the auto project to compile the shaders for Ray tracing, it crashes lol 😦

polar hawk
#

ayyyy

grim ore
#

I was hoping it was going to be fixed for P1

maiden swift
#

The editor UI looks slightly different.

grim ore
#

the dividers are gone separating categories and items

#

you are a few weeks behind on the .24 changes 😛

maiden swift
#

lol

#

I don't track the GitHub repo. 😛

#

I just watch the roadmap, so there's a lot of new stuff here for me.

#

The dividers aren't gone, though. They're just thinner and there's no more color difference in the containers.

grim ore
#

and I agree new templates would fit right in with the new project changes 🙂

#

ah yeah I meant visibly they are gone

severe ibex
#

Okay. Anybody have any clue what the hell could have caused this? I literally just opened my project and pressed play.

maiden swift
#

@severe ibex You need to give us more context. We don't know what your project is supposed to look like.

severe ibex
#

Like this. Sorry for the phone pics.

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It looks like that in the BP for the building. So materials seem fine, post process volume for the cell shader effect doesn't seem to be the cause.

maiden swift
#

Judging by the first pic, the only difference I see is the cell shader being applied.

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Which may be affecting the colors on the that building's shaders.

severe ibex
#

I don't quite understand why thatd be the big cause though. I have changed nothing since last time and it looked dandy then.

grim ore
#

well I can't get the .24 p1 to open up into the editor for me this morning, this is going to be one of those fun days

maiden swift
#

Wait, hold on. Don't know why that's so tiny.

grim ore
#

the details panel has the changes as well it's more.... google flat?

#

oh ffs... I really can't open this project I was just being dramatic before but this is really happening. The preview is broke, send it back I want a refund

severe ibex
#

So glad I'm not the only one who has troubles lol

plush yew
#

Hey, I have a question. I have a pawn with a camera component, Can i add collision to the camera?

grim ore
#

i've been using the .24 source build to do some work with the new launcher and templates and had to edit the source to get some of them to load lol. I was hoping the previews might fix that, I think the actual templates were fubared

maiden swift
#

The first person BP template seems fine. That's what I opened, with XR and ray tracing disabled.

grim ore
#

ok it finally openened, I think it's the RT stuff that is having an issue

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shader compiler is crashing when trying to compile RT shaders lol. The question is; is the crashing due to me not having a RT card or due to P1 lol

#

the good part is the templates are fixed and not crashing on loadup now so yay 🙂

fierce tulip
#

why not both?

grim ore
#

well I think the engine will still run if you have RT on but an unsupported card so I think this is P1

serene birch
#

the new SunSky actor that setups the whole lighting automatically

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the directional light has a default of 500000,0 lux 😄

#

makes the scene a tiny bit completely white XD

abstract relic
#

Good lord why

serene birch
#

I can't even get auto exposure to fix that 😄

#

manually seting EV to 17 or so makes the scene visible 🙂

grave nebula
#

y u no liek physically correct lighting units ?

grim ore
#

let's just all associate these issues with being a preview and assume they will be fixed for release 😉

severe ibex
#

It's like an Autodesk product.

abstract relic
#

More digits, more mistakes 😜

grim ore
#

lol

pseudo swift
#

hey i did a quick google, but no luck, how do I loop the timeline in unreal? so it plays from beginning after reaching the sequencer end point?

#

found the icon:)

#

nevermind!

plush yew
#

Hey, I have a question. I have a pawn with a camera component, Can i add collision to the camera?

grim ore
#

anything most things can have collision yes, is this camera just inside the pawn or where is it?

plush yew
#

Inside the pawn i guess

grim ore
#

by default it should be colliding, does it not collide when you go against a wall?

maiden swift
#

@grim ore The font looks different, too. The text is more compact, but it's not Roboto Condensed. Maybe an updated version of Roboto or better kerning/tracking in Slate? 🤔

plush yew
#

Exactly, I don't know why but it's not colliding

pulsar kraken
#

My camera does not collide as well

#

Does not collide against terrain

grim ore
#

If you are using a spring arm the probe channel is what determines what it is colliding against, it defaults to camera

#

what is it not colliding with? can you show an example

plush yew
#

Well, I have a plane and i tried using a camera blocking volume

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Actually, Can i make the camera blocking volume visible? It's hard to test with it when it's invisible ;-;

hard lintel
#

Does anyone know a way to rename an extremely large folder? My assets folder is 20g so whenever I try to rename it in-engine it just crashes.

grim ore
#

I wonder if this is due to you not having any collision on your root

plush yew
#

DefaultSceneRoot...?

manic pawn
#

folder being 20gb shouldn't be a problem when renaming it

#

it just takes a while

grim ore
#

actually even with no collision on my root the camera still is blocked by other meshes

#

can you show an example of it not working I guess?

plush yew
#

Sure

grim ore
#

I wonder if it just feels like its not working because your actual item has no collision and is moving

#

I cant tell what that picture is supposed to look like

azure shore
#

hey I noticed a cool "glitch" in ue4 you guys probably know about where you know how ragdolls start shaking a lot if theyve been falling long enough, well if theres a detached body part that falls off the map and the rest of the body stays on the ground, the body still on the ground will start vibrating and shaking around a lot too

plush yew
#

It's the camera inside the floor

azure shore
#

its a pretty cool effect

unique kraken
#

hey, anyone got a idea how to rotate a tangende 90°

grim ore
#

how are you moving the camera?

warped tangle
#

what's a tangende

plush yew
unique kraken
#

a vector

grim ore
#

that's not moving the camera, just the pawn itself

#

you said its seeing thru the floor are you just at floor level or something?

plush yew
#

Well, It's a game where the camera is the character and the camera can fly because it's a building game

unique kraken
#

tangent* sry

plush yew
#

Here is an example

grim ore
#

ok my guess is you are moving your pawn thru the floor and the camera goes with it, not much you can do about that but stop your pawn

hard lintel
#

For whatever reason, renaming a large file full of art assets always crashes my graphics driver. I think it fills up the VRAM and then crashes graphics driver > crashes UE.

plush yew
#

Is there a way to print out the name of the objects i'm colliding with?

#

Just to make sure there is collision on my camera

manic pawn
#

I wonder if there is some way to do the rename with a console command or commandlet br_thinking

grim ore
#

the collision is on the spring arm for that setup

plush yew
#

Yeah i know

manic pawn
#

then you could do it without it loading the meshes into vram

grim ore
#

and it checks against the probe channel set up

plush yew
#

So, How do i check what the name of the object i'm colliding with?

normal burrow
#

i've not ever written a console command, whats that look like?

grim ore
#

I dont think the collision item for the spring arm is exposed 😦 is your item, your root, your main part of the pawn that is moving around going thru the ground?

#

if your pawn is going thru the ground then the camera will follow it

plush yew
#

I'm not actually sure what is moving around honestly

#

I'm pretty new....

grim ore
#

the spring arm only collapses itself between the root it is attached to and the camera on the other end

plush yew
#

But, I'm pretty sure what is moving is the pawn

grim ore
#

right now with a default root you have no collision, that item can go anywhere. If the camera is on one side of the ground (below it) then the camera will follow it. Have you tried looking up then going backwards thru the ground

plush yew
#

So, Any ideas or tips to avoid the pawn going through stuff?

grim ore
#

you need a root item that has collision, like a box or sphere collision or a static mesh

#

if you make a sphere collision component and replace the root with that, then the item will now have collision if you change it to block all for example

plush yew
#

That root item needs to be under DefaultSceneRoot?

grim ore
#

I think if you put something like a static mesh as the root, set it to block all, and gave it a mesh like a sphere then you might see how this is actually working

honest vale
#

do physically based brithness units work now?

grim ore
#

the root is the root, its the first item, the top item, the DefaultSceneRoot in this case. you would replace it (drag the new root on top of it and replace it)

honest vale
#

previously I managed to get exposure stuck somehow when I had a sunlight and a candle with real values

plush yew
#

Ohhh. Okay, I'll go try it right now

honest vale
#

everything got washed out somehow

plush yew
#

Thx @grim ore

severe ibex
#

Sorry guys I know it's not the perfect place. But is there a way to edit the parameters of all dynamic material instances on an array of static meshes?

plush yew
#

Ay Thx @grim ore It worked!

severe ibex
#

Ohim retarded. Theres a cast to material instance dynamic.

abstract relic
#

Also look into material parameter collection

severe ibex
#

@abstract relic I will. Any quick overview of what it's all about?

brittle stratus
#

so the new engine 4.24 does it have the chaos stuff baked in yet? and if your nto using windows ten will it work

abstract relic
#

Basically an asset that stores arbitrary values that can be referenced by any material. So imagine you want to store the player position. Have the character bp update the value in the collection and the material will in turn be influenced by it. I.e dynamic grass that deforms when the player stands on it