#ue4-general

1 messages Β· Page 574 of 1

frank escarp
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120 fps is 8,3 miliseconds per frame

cedar snow
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tell me about it

frank escarp
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  • headroom, thats 6 miliseconds
cedar snow
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i'am devving on quest

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😭

frank escarp
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and thats absolutely on the fking limit

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so 6 ms

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per frame

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i optimized the shaders a ton

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but even optimzed as fuck wasnt enough to reach the resolution i wanted

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while at 6 ms

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if i could bump it to 7, it would be better

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but i need all that huge headroom

cedar snow
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it's insane that almost empty shaders have ~700 instructions in forward

frank escarp
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mine had 150

cedar snow
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i don't understand

frank escarp
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in forward

cedar snow
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wtf

frank escarp
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told you i optimized the fuck out of it

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πŸͺ“

cedar snow
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did you blog/share about the optimizations

frank escarp
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rip lighting code

cedar snow
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i only remember you gutting the engine

frank escarp
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my meshes are essentially unlit + lightmap

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but yeah, even that gutted it just wasnt possible

cedar snow
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but you actually disabled the lighting path in shaders?

frank escarp
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i could have left it with the lower res, but not so sure of that

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yes i did

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its basically unlit with lightmaps

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and cubemap/skylight

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it completely skips all dynamic light. All of it

cedar snow
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what did you do for shadows?

frank escarp
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no shadows

cedar snow
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not even contact shadows?

frank escarp
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my characters had a sphere attached to their feet, and this sphere had a material with a shadow

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so basically blob shadows

cedar snow
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yeah

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you need to ground them somehow

grim ore
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yay blob shadows

frank escarp
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patch still isnt alive

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due to how much of a fking pain ps4 patchingis

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specially when you need to pass QA

cedar snow
frank escarp
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but its been done and ready for a couple months already

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at the end i didnt leave the 120 fps, but just used the optimizations to bump resolution on the 90 fps that was before

cedar snow
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ping me if you ever write something about your changes

hasty solar
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Anyone having problems with opening projects when using megascans? Two of my projects have become unable to open..

cedar snow
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i would welcome a nice blog post πŸ˜„

viscid hawk
vague sable
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does anyone here use hardware cursors in their UE4 project? how are you getting the .cur / .ani to be included in the packaging? my hardware cursors work while playing in the editor, but not when packaging even though I define folder their are in to be included in project package settings

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I tried using a .png instead of .cur/.ani and also doesn't work when packaging but does in the editor

true leaf
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sooo now about 1 out of every 4 times i test my game with 'Play' my entire PC locks up and i have to reboot and my main map file is corrupted/deleted

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this is fun

grim ore
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@vague sable ok so I got this working for me in 2 of 2 ways lol

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1, do you have it set to include any other directories in the packaging options? I do and that works for me

vague sable
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@grim ore as in, not the Slate directory?

grim ore
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2, I manually copied it next to the Paks folder like it would be in the Content folder locally and it found it that way

vague sable
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@grim ore could you post a screenshot of your package settings for additional folders?

grim ore
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in this case I have a folder called Cursors in my project that has my file in it and I am forcing it to include it

vague sable
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ah I see

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I'll try that

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maybe Slate was being ignored because it's an internal project thing somehow

grim ore
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I know it says Slate will be included but....

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nah it specifically says it should be lol

vague sable
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it must not be πŸ™ƒ

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even if you tell it to!

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I'll try and report back..

grim ore
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i can say it does work for me. the other alternative is to add the .png/whatever directly to your project after packing and that seems to work as well but should not be needed. I bet you just assumed Slate would be included which is what caused this issue (and I assumed it was as well)

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I can't give you a screenshot as print screen removes the cursor lol

summer verge
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Does anyone else experience the crash reporter taking forever to show the call stack? Been sitting here for 10 mins while it’s still thinking.

true leaf
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wait.... why are my game files randomly corrupting then i press Play

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like my sound effects

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each time i press play its like a 0.1% chance that any file goes corrupt

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is my SSD bad or is it an unreal issue or

kindred viper
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@true leaf might be time to clean your project, migrate it if you can, get rid of the temp files/intermediate etc

strong mesa
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hey guys , i want a tutorial that does rifle functionality without doing checks every frame

grim ore
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so do a check every other frame?

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what is rifle functionality?

polar plank
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my item classes are being corrupted somehow, this is the 2nd time now that all of the data input into them has been cleared

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Has anyone ever experienced anything like this?

merry gazelle
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I'm create flying vehicles that follow a spline. I was just wondering if creating a long spline spanning beyond a large landscape (into the distance) would have a performance impact?

vague sable
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summer verge
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@polar plank did you change the structure of the data asset?

polar plank
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Yes actually I did, that would make sense if that caused it

strong mesa
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@grim ore it shoots Once every given time , i had this working with Timeline but i just don't like how there is many checks every frame that are completely useless

summer verge
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In my experience, Changing the structure in any way can result in data loss

polar plank
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Yeah it's just strange because some of the items are fine and others have data loss. Oh well, that sucks lol

summer verge
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Probably depends on what changed and how the data asset is serialized

severe ibex
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Back with another pontification. Can you compare two images in UE4? presumably just a black and white image against another? And get some sort of percentage or score for the difference?

polar plank
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As in returning a value?

summer verge
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@merry gazelle distance is probably less of an issue than number of spline points. Our project uses splines that go thousands of km with no issue. Keep in mind there will be precision loss without rebasing

severe ibex
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Yeah, just not even sure if it’s a thing one can do

merry gazelle
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@summer verge kl thanks πŸ‘

grim ore
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@strong mesa is this a repeating rifle? You could use timers or something similar but using a tick might be fine if it's high rate of fire and you account for frametime.

crude vessel
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Am I doomed if I still don't know what a dot product is?😿

grim ore
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yes. yes you are.

summer verge
strong mesa
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i don't want to get too technical but when i use delay the first bullet starts late and when i add an extra fire node right before the delay it makes it so that the player can spam firing

summer verge
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@strong mesa not sure how you can build any sort of bullet or weapon component without using tick. Even if the weapon itself isn’t ticking, the bullet (when moving) needs to tick for location changes. Imo delays aren’t a good thing to use on weapons anyways

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An easy way to do weapons is to keep track of the last time fired, on tick, if the player still has the fire button pressed when the time between is up, fire again

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^not a perfect solution but a good place to start

strong mesa
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i actually did it with delay but since you said they are bad i assume the lag or overshooting i was getting is because of the delay node it self not the code

summer verge
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Most likely yes

vague sable
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another question sometimes when the window gets focus it locks the cursor to the view area even though I don't have any code set for that?

strong mesa
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Well , imagen a tracer gun , then think of how fast and you need to check for every single bullet

summer verge
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You can do the math in tick. Tick gives you delta time. Even if your tick rate is lower you can calculate how many bullets you’d need to spawn

shy socket
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Can someone just give me a push in the right direction. I want an animation where an npc is taking grip of me and taking to custody. Is there some rigged animation for more actors or some sort of tool in ue4?

strong mesa
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how do i control tick rate though

summer verge
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@shy socket not sure exactly what you’re asking. Check the UE Marketplace for some standard animations that work with the default mannequin

strong mesa
summer verge
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@strong mesa you don’t control tick. They system does depending on the performance of the machine and how your game works. But you can use that to calculate what you need. Let’s simplify this: say you have a tracer gun that fires 5 rounds a second. In Tick, if delta time is 1, you know you need to fire five rounds and can space them out appropriately

shy socket
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@strong mesa oh thanks man!

strong mesa
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np

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ok so it all comes back to the machine CPU performance

summer verge
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CPU performance shouldn’t matter in terms of if you can spawn the bullets or not. You just use it to calculate how many to spawn over a given time.

nova harbor
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Wait... Is that the WTF IS- YouTube guy? @grim ore if so. I just want to say. I love you.

strong mesa
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I think he is

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i've been locking since forever

abstract relic
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Yes, it’s him. The hat gives it away.

sly coyote
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literally everyone loves MatthewW @nova harbor

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welcome to his secret fan club πŸ™‚

abstract relic
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Don’t forget to bring your offer of tomatoes

strong mesa
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how did you know

sly coyote
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i just wonder why Epic doesnt ever shout out Matthews efforts

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the guy has literally video documented the whole engine for them

abstract relic
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Eh, you never know behind closed doors

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Just hope it is a case though

sly coyote
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idk, ive been watching for a pretty long time, and to me it seemed like Matthew was just trying to be helpful at first and it became a project so much larger than he ever intended and now its a fountain of neverending knowledge

normal burrow
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would be a cool idea for them to feature matthews work yea. he's eclipsing rama

strong mesa
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I agree with you guys

vague sable
mossy nymph
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bars are just constrained aspect ratio on the camera

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camera actors have it on by default, camera components don't btw (or vice versa, can't recall atm, its weird)

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but if you use a monitor that has the same aspect ratio as your camera, you won't have any black bars

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or turn the constraint off

vague sable
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so if I use a camera component I have have constrain on without black bars?

mossy nymph
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you have a boolean on camera actors and camera components

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constrain aspect ratio, or something very similar to it

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if you turn it off, no black bars

vague sable
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well, I do want to have things reliably in view, but if I could have the width infinite without black bars I would be happy

mossy nymph
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same effect if you set the resolution to match that of your monitor

vague sable
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but that would only solve the problem on monitors exactly like mine?

mossy nymph
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point is, if you were configure it to take that space of the black bar on your monitor

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it wouldn't look the same on a 16:9

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and that is 32:9 eyeballing it

vague sable
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well, I'm confused πŸ™‚

mossy nymph
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on 16:9 it would either be flattened to a single line, or take half the screen, depending from which side you do the calculation

vague sable
mossy nymph
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ok, you have a 32:9 aspect ratio on your monitor, right?

vague sable
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it's 16:9, but again I want it to look good at any aspect ratio

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like if game is run in window mode resized

mossy nymph
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so if you press F11 to go full screen

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you no longer have black bars?

true leaf
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lmao wow

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i realized i had a huge race condition in my game this whole time ..

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i was spawning a unit for my player, calling Possess on the server and then calling an 'Init' function on the server that got repped to that player

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INSTEAD Of using the 'on possess' event on the unit bp

vague sable
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my camera is 16/9 1.77777777 but I still see black bars in fullscreen πŸ€”

mossy nymph
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that aside, you put your widget in a horizontal box along with a spacer, make the parent widget self hit test invisible

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set everything to fill and just adjust the ratio

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fill ratio*

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is one way to do it, probably simplest

vague sable
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tried to do that, similar problem still

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doesn't scale with window? and doesn't hug the edge of the black bar

grim ore
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@sly coyote to answer the question Epic has acknowledged it yeaaaars ago, I got an epic dev grant πŸ™‚ I also do contract work with them from time to time for stuff like notes and the online learning stuff. The project actually is still much smaller than I want it's just at some point I am running into parts of the engine that I don't have enough experience with that I just can't cover it correctly yet.

vague sable
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going to give up on polishing the black bars with some textures for now it's taking too much time πŸ˜” I'll make a list of all of the issues I had when I finish project for sure

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@grim ore in your project, does the resize window cursor show up properly? it doesn't for me even if I disable custom hardware cursor but have cursor enabled in the player controller

grim ore
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never had an issue with resizing here as long as the window has focus

merry gazelle
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@grim ore If I ever take over Epic as CEO I will give you some of the Chinese investment money for sure lol

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Or some Fortnite money atleast πŸ˜… πŸ˜…

thorn dew
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@grim ore I wanted to thank you for all your helpful videos. The videos have saved me headaches and hours of searching other places. The way things are explained makes things so easy to understand.

grim ore
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πŸ™‚

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that's the goal so yay

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@vague sable for the most part you can't get rid of the black background, the void on a camera, as far as I know. I could swear I saw a "fix" for this somewhere but can't find it now. For the most part that is irrelevant as you would not constrain the camera but would set up your UMG overlay to display your main game screen the size/ratio you want it then set up the surrounding borders to fill in the remaining space once it gets out of whack. You can for example use a horizontal box as your main UMG panel and then put an image on the left, a size box in the middle, and an image on the right and set the size box settings to what you want like min width or max height etc. You do have to be reasonable to some extent tho as a game that is 16:9 that you force to 16:9 is going to be really weird on a 32:9 monitor if you do this. This is mainly for mobile devices where your assets are fixed and you have "slightly" weird ratios like 16:10 or 16:11 on taller devices. For the most part you can always get around this by just having your UI account for this by centering all your assets around an assume play area and having extra borders in the background for left/right. I guess this is mainly an issue for vertical content in a widescreen display honestly but if you just plan the game around 16:9 with the vertical playfield in the middle you can get what you want

vague sable
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@grim ore it has got to be possible, I'll keep trying to find a way, but I'll wait until after the jam if I decide to continue with UE4

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with Defold doing this is super easy

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but UE4 has a bit more advanced UI system, that makes it seem harder to figure out

grim ore
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yeah it's just the way UE4 handles cameras due to deferred rendering

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I think Unity you can change the color or event assign a material as well but I never approached it like that personally, I just designed the UI to the most common denominator and used scaling based on height and let width handle itself

kindred viper
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something that can be frustrating with UI and windows is how it handles the dpi scaling. The UMG is sound, but if you let windows handle things, it gets a bit shaky in different window modes

grim ore
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😦

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I don't think you can ever always win unless you maybe hard code results for every possible one

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like what do you do when someone wants to run it over 2 monitors and one is 32:9 and the other is 16:9....

kindred viper
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Start spawning second windows and watching things break.

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anyone know how to do a full Transaction rather than the shorthand version? ie. with Context, SessionName, PrimaryObject.

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``` if that helps
plush yew
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Hey all, I am a new student to Unreal Engine 4 and have done barely any work in game engines. I am about to start a large project in UE4, but I don't know whether I should do a C++ course first. Should I learn C++ separately from UE4 or should I learn minimal C++ only for small game development purposes?

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To add, the project I am working on includes some terrain quadtree LOD which i expect will be difficult.

crude vessel
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I don't know i this helpful to you buy Humble Bundle has a UE4 pack with some blueprint and C++ stuff aimed at UE4

grim ore
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C++ in UE4 is normal C++ plus MOOOORE. If you are new to C++ it might be better to learn C++ as a language then learn how UE4 uses it. Like mentioned above there are some cheap learn C++ courses for UE4 on sale now so maybe look at those. There are of course many free general and ue4 specific C++ ones as well out there on the YouTube.

plush yew
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That sounds like a good idea. Im gonna try to get a good foundation of C++ before i see UE4's application of it

exotic lion
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Where are the templates o.0

vague sable
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I just want a camera with a guaranteed area of stuff it can look at and then have UI on top without it bleeding into the black bars

grim ore
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@exotic lion when you install UE4 you have the option to install templates, you might not have

exotic lion
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They were there last night, I was prepping for the jam. I even opened a few to see which one I wanted to go with.

grim ore
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eep. might want to check to make sure if not maybe try repair if they show installed

storm venture
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hey so my character's Z velocity is always 0 when theyre going down slopes, is there a reason for this? is there a setting to disable it?

exotic lion
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Okay repairing didn't bring them back so I'm gonna have to just roll with it until can locate the page that lets you download them separately.

ionic sorrel
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omg the size of my frames are huge on my flip book timeline, how do i zoom out from this?

vague sable
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can we constrain the editor viewport?

ionic sorrel
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I tried the standard ctrl+mousewheel, doesnt work

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closed the flipbook and reopened reset it to default, but I can only zoom out and not in

vague sable
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any tutorial for using window borderless for windowed mode like fortnite does? so I need to be able to move the window, close/maximize/minimize from ui elements

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shouldn't be that way... the UI needs to be smarter

vague sable
true leaf
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UGH.... TIL the animation blueprint can actually affect your characters movement controller and can prevent movement

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talk about spaghetti design ...

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is there a way i can make it so my animation blueprint CANNOT affect my characters actual movement.... ? so it ONLY does the literal animation ..... ?

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im using LayeredBlendPerBone

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oooo i think that is what 'root motion' means ... ? no ?

stiff spoke
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is there a way i can make it so my animation blueprint CANNOT affect my characters actual movement.... ? so it ONLY does the literal animation ..... ? @true leaf

true leaf
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i think its this root motion check box messing me up

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going to test my hypothesis

stiff spoke
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@true leaf me

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?

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I have no problem but I try to solve your problem @true leaf

true leaf
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nope that wasnt it lol

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my animation montage which is being blended-by-layer to my animgraph is causing weird stuff...

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its making my character movement = 0

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when i play my animation montage my char movement velocity gets set to 0

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ONLY because the anim montage is playing ..

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(and i know this because i disconnected the anim montage play bp once and tested )

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so why in the world would that happen.. that is so weird

stiff spoke
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Blend space or animation to play by click?

unreal comet
stiff spoke
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So during an animation you can not move anymore

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?

true leaf
stiff spoke
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@unreal comet The collision came by default with the object where you added it?

unreal comet
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Yea the stairs are from an asset pack and I noticed the issue with the collision blocking me in the room below hahaha. How do I remove or fix it?

stiff spoke
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How do you want it to work so that at pose 0 you put the same thing as laying 1 @true leaf

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Maybe to remove you have to add another collision @unreal comet

vague sable
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trying to package the ActionRPG sample, I get PackagingResults: Error: Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration> I need to build something with VS?

unreal comet
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Complex collision looks fine but simple has that bug/issue

vague sable
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the samples are awesome to study

unreal comet
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Will setting it to Complex be a bad thing? If not it fixes it. πŸ™‚

stiff spoke
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Take a screenshot of the interface of your object @unreal comet

abstract relic
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All stairs are ramps in the world of collision πŸ˜‰ it’s a low poly model, using complex isn’t going to have much performance impact

unreal comet
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Perfectamundo πŸ™‚

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I'm still new to level development and stuff. I didn't think the collision would matter but I thought I'd ask incase somebody said, "NO IT'S A TRAP! IT'LL KILL YOUR PERFORMANCE!!! REEEEEEE!!!!" hahahahaha But in all seriousness though, thank you guys for your help. πŸ™‚

stiff spoke
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So you have solved your problem? @unreal comet

fathom glade
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Can anyone recommend some great tutorials for beginners here?

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I'm brand spanking new and wondering the best place to start.

abstract relic
vague sable
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@fathom glade the projects you can download from the Learn tab has been useful for me to poke around in

fathom glade
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Thanks! I'm on my way now. πŸš…

vague sable
cursive dirge
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vs2019 works with recent ue4 versions

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you may miss c++ toolchain tho

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vs installer doesn't install it by default anymore

vague sable
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I opened the project in vs2019 and built it, do I need to manually move the files?

cursive dirge
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no idea on that one

vague sable
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so I am missing CrashReportClient-Win32-Shipping.target somehow

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I don't know what to do to disable CrashReportClient

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works now πŸ™

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this doesn't happen with borderless windows with UE4 for whatever reason though

dim arch
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does anyone know what the average input/output latency of pixel streaming is

void oar
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Hello everyone, I'm new here and after using search engine to find an answer to my question, I will still try my luck here.
I've been using Unity for awhile and wanted to explore how UE works. I mostly focus on making up level using assets from different sources. I'm surprised how almost every action I take lead to Rendering Shaders, freezing my PC for increasingly long period of time. I wonder how a studio building an actual game can work with this. This is personally driving me absoluetely insane and wanted to know what are the work around professional are using. I can't believe this is normal workflow. Thank you

plush yew
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Hi,
compiling shaders, (I think this is what you mean) is a process unreal uses to pre-compiler shader code, and happens in a number of occasions (for instance, you have imported some new asset, changed rendering settings, but most importantly, you have changed a material).
Once the shaders are compiled, it is not necessary to do it anymore unless you make changes that specifically affect that shader.
Freezing happens when you perform some specific actions that require the compiling shaders to be done in order to be valid. You will find you which are those as you get familiar with the engine.
Aside from those isolated cases, shader compiling is completely asynchronous and proven your CPU can withstand it, you are free to use the editor and anything else!

void oar
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Thank you Eugenio for you answer. For the me freezing happens mostly when I select an asset or move an asset to my scene or sometime move the assets within the scene. The more I have, the more occasional actions would gets compiling number to reach thousands and take minutes while PC becomes unusable.

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It is a very frustrating experience when coming from Unity and was hopping a find a workaround

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Considering my PC is average, I recon you need a monster for this not to happened.

warped tangle
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There's really no workaround for shader compiling

void oar
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I see that now. I don't think my PC is meant for UE then... 😦

warped tangle
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I wouldn't say that UE4 requires a "monster" to function. Shader compiling is a part of the workflow...and yes, it is a CPU hog lol

void oar
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I understand

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What's best CPU to unload this compiling fast ?

warped tangle
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I suppose the fastest CPU on the market at any given time?

trim ginkgo
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There is a program that looks for compiling shader process and automatically lower their priority so the computer doesn't hang...

void oar
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@trim ginkgo Thanks Sarkan, you would have a link to this ?

trim ginkgo
void oar
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thx

trim ginkgo
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I have the same problem, it doesn't completely fix the problem, but it's more manageable

void oar
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I will try this, thank you

trim ginkgo
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you're welcome

quaint atlas
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i just switched to unreal from unity as well. it took me several minutes to compile the thousands of shader's. my computer is similar in spec to a ps4/pro. for my unity project it was extremely slow to load and run after switching to hdrp

vague sable
warped tangle
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Not that I know of

vague sable
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how can I view the log at will?

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when I used megascan stuff from bridge I now get an error when I build the project A file/folder may not match any of the following : CON, PRN, AUX, CLOCK$, NUL, NONE, COM1, COM2, COM3, COM4, COM5, COM6, COM7, COM8, COM9, LPT1, LPT2, LPT3, LPT4, LPT5, LPT6, LPT7, LPT8, or LPT9.

lapis vine
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LPT... really? πŸ˜‚

dim merlin
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Hey, so anyone knows its possible to update a VT at runtime?

tawdry lodge
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I have disabled my height fog and even by deleting it it stays

hoary marsh
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Have you also disabled Atmospheric Fog?

tawdry lodge
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I have none in my scene

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I only have post process height fog and meshes

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for now

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I dont remember ever encountered that problem

honest vale
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you have exponential height fog there

tawdry lodge
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yea but its disable and even when I delete it completly

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it stays

honest vale
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iirc fog doesn't really respect the visibility setting, but if deleting doesn't work either πŸ€·β€β™‚οΈ

tawdry lodge
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its like there is an invisible default fog

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weird

honest vale
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could be a post processing effect too

tawdry lodge
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I've tried deleting it

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nothing

plush yew
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sorry for getting back at you now @void oar
For the me freezing happens mostly when I select an asset or move an asset to my scene or sometime move the assets within the scene
This operation should hardly ever result in shader compiling. There must be something fundamentally wrong with the scene or the project setup that has nothing to do with shaders! I believe your freezing problem is not due to "constant" performance either, but rather something that happens when you perform the mentioned actions. Something not normal. However, in general, try these things which will help you get a higher framerate

  • Disable real time rendering (top left drop down menu of the viewport)
  • Use unlit mode to edit the things and rapidly toggle for preview, should be alt+1/2/3/4/5/6 for the various modes
  • disable the shadows and the post process (however, this is almost only affecting your GPU)
  • use the engine scalability settings (but beware, for a beginner, they will affect a lot of things that you are not aware of, and compromise your scene preview!)
tawdry lodge
#

Seems like my problem came from the materials applied to the SM's... I dont understand why but I changed it and it is fixed now. Thanks for the help anyway

rapid lion
#

Guys i need help with ai, something troubling

rough cedar
#

Can UE 4 export the UV layouts it creates? Its own UV layouts that are auto-generated with the Source/Destination Lightmap Index. I'd like to have the exact same layout in Blender, since I want to project and bake a shadow onto the exact same textures and UVs, and there's a ton of textures since it's an actor merged from many other meshes

#

Wish I could, never worked with A.I.

rapid lion
#

well do you still want to hear the problem with it?

rough cedar
#

I guess, if you want rest of the channel to take a look at it and possibly help~

rapid lion
#

which channel is right for it?

hidden aurora
#

Is anyone also having trouble while compiling a project that uses advanced steam sessions plugins ?

#

I get loads of errors when compiling

#

I’m using unreal 4.22 and blank project just with the plugin

abstract relic
#

Yes Mustelidae. Simply export the fbx

rapid lion
#

never had that problem Retrosen

rough cedar
#

When I do, I can't find that auto-generated layout on any image in Blender's UV editor

hidden aurora
#

I don’t k ow why but I can’t compile any project with that plugins it gives me a lot of errors

#

Blank projects also

abstract relic
#

Got to verify the obvious. Are you selecting the desired uv channel in blender

hidden aurora
#

It’s really annoying

rough cedar
#

Oh Goood. I'm silly. Thanks. Phew. Been selecting them somewhere else. Thank you

abstract relic
#

πŸ‘

rapid lion
#

guys help me out, did i do anything wrong, ai stopped roaming around after 5 sec

#

im making the ai roaming around and when the ai saw me, he start chasing me

fierce tulip
abstract relic
#

Though that one is easy. Delete the top ai move to node

#

Or rather set the destination

dim merlin
#

Hi, is it possible to e.g. Trace the world displacement Z of a surface that has it?

#

like having a snow layer and get the Z of the snow, rather then the terrain Z..

radiant haven
#

I accidently created a c++ class

#

now

#

i cant delete it

cloud cobalt
#

Remove the source files, generate solution, compile

dim merlin
#

@radiant haven just close editor and remove it in /source

#

or do what @cloud cobalt says, but its the same πŸ˜„

radiant haven
#

@dim merlin no doesnt work

cloud cobalt
#

Did you compile ?

radiant haven
#

still there

dim merlin
#

did u rightclick > generate project files?

radiant haven
#

?

cloud cobalt
#

Remove the source files, generate solution, compile

radiant haven
cloud cobalt
#

Editor closed

#

As always when compiling

radiant haven
#

ok

#

its away

#

thank you

plush yew
#

Hey all, can anyone help me pls, I'm trying to buy a new monitor for game dev (unreal) while still trying to use it for some gaming, stuff like ark survival etc and I'm trying to find a good budget ips display and came across this one, you think it will be ok? https://www.displayspecifications.com/en/model/5796c5b

What type of monitors do you all use when doing unreal engine stuff?

patent ibex
#

so looks like there is no default way to localize input binding names?

cloud cobalt
#

No

#

They are names

#

They are not for display

#

You need to associate these names to localizable text variables

stone oar
#

@plush yew Too small, 23.8" with that resolution. I have 30" 2560x1600 and the PPI matches standard 24" 1080p screens. With that you would probably need to run it on 1080p to get big enough text (and play games on full res?)

patent ibex
#

@cloud cobalt thought i'm missing something and it's buried somewhere deeper. thnx

stone oar
#

Multimonitor setup is very handy with UE4, because it uses many windows. My gf use 2x 24" 1920x1080 for productivity and I use 30" 2560x1600 + 23" 1920x1080 screens.

merry gazelle
#

Question: Is it a good practise to move marketplace assets out of their default added folders into a more organised custom created set of folders? For example I would create a folder for "Blueprints" and move all BP 's from different asset packs into that new folder.

Also if I do move assets from their default marketplace imported folder, will files be overwritten (or will they duplicate) if I re-add the same pack to the project later?

plush yew
#

@stone oar don't have a high budget, I will look into going 2x 24" at 1080 but on the technical side would the above monitor been fine apart from scaling? For gamedev and basic gaming?

stone oar
#

@plush yew I haven't used any screen with that physical size and resolution. It's from common good brand, IPS panel and cheap enough (166 € here). I can't see any negatives immediately, but I would check couple of reviews if I would be buying one.

fierce tulip
true leaf
#

Has anyone ever experienced a project getting corrupted such that everything seems to work except the server actually doesn't Rep anything to the client ?

#

I found out my ssd with my engine and my game had bad sectors and was corrupting data

#

So now everything works perfectly and the client can even call methods on the server but the server never like.. auto-reps anything to the client after possession

#

πŸ˜“ so I'm going to try and rebuild the engine and game files I guess after I repaired the SSD

#

But good Lord what an adventure ...

#

I'm guessing that this has more to do with my engine installation than anything

sand spear
#

Hello guys,
There was a link to the website to the academic partner of the Unreal Engine 4, but i can't find them any more... anyone knows link to them?

lament star
#

Is it more efficient to use casting or interfaces?

strong fossil
#

ok im having a issue with my project i open it and when it reaches 73% it closes and doesn't open

uneven fractal
#

efficent in what way?

lament star
#

less costrly

#

costly*

#

in terms of cpu usage

uneven fractal
#

tbh I'm pretty sure the difference is trivial when it comes to performance

#

literally anything else is lower hanging fruit loops,ticks,overlaps,arrays, ect

lament star
#

I don't think I get what you mean

uneven fractal
#

it doesn't matter if you use interfaces or casting because the performance is neligible compared to most other operations

lament star
#

I see

uneven fractal
#

one reason to use interfaces is to avoid casting trees like this

#

with an interface you could just use one interface call and implement it on the actor types

#

instead of checking each type

lament star
#

yeah!

#

You're right, thank you

uneven fractal
#

generally I would use casts when you only need a single cast

strong mesa
#

how heavy is calling an event in unreal ?!

cloud cobalt
#

Not at all

strong mesa
#

is it as heavy as checking with a branch ?!

cloud cobalt
#

None of these things are heavy

strong mesa
#

i know

#

relatively

#

is it heavier

dim plover
#

Than a simple branch? Yeah, it's probably... heavier... but it should be really, really negligible.

cloud cobalt
#

@strong mesa You can't be worrying about that in Blueprint. Literally anything is more costly - get your game done, have players, then worry about whether optimization is needed

strong mesa
#

optimization first

#

And i'll still get things done in time

cloud cobalt
#

That's dumb

#

You'll rewrite every part of your game 10 times before it's done

#

Worry about optimizing the final code that players like

strong mesa
#

not if i Write right in the First place

cloud cobalt
#

There is no such thing

#

Your game will be bad at first

#

It always is

dim plover
#

It's not even realistically possible to optimize the things you were talking about anyway.

strong mesa
#

speak for yourself bro

cloud cobalt
#

For the record I optimize game code for a living

#

It's literally my job

#

So hear me out : don't do it yet

strong mesa
#

why

#

i would like to soak all your advices since you have experience you are willing to share

cloud cobalt
#

95% of amateur game projects fail, mostly because, well, it's a giant pile of work

#

Even commercial projects don't get to release, most of the time

#

Those who do are rewritten entirely multiple times

#

Optimizing the first version of your code is 99% going to be time lost

#

When your players will tell you "this mechanism sucks, remove it"

#

Or when no one plays the very optimized game that you didn't have time to advertise

#

Get your game playable, then optimize it

#

Wanna know how many lines of code I deleted in my released game during development ?

#

180,000

#

The actual game is 120,000 lines

#

So we basically wrote every single line three times

old fulcrum
#

hi, may i know why my umg button automatically fires release button while i am still pressing the button?

strong mesa
#

but i'm coding in blueprint

fierce tulip
#

lol

cloud cobalt
#

@strong mesa Why would Blueprint be any different ? Imagine doing every graph 3 times instead.

#

This will happen, for reasons I outlined earlier

strong mesa
#

I don't think you can compare line Code To BluePrint Code !

cloud cobalt
#

Why not ? It's the same thing.

tall pendant
cloud cobalt
#

Anyway, you can keep wondering on every node if it's faster than the other if you like. I'm just warning you the stuff you're optimizing today will be irrelevant before people get to play it.

azure shore
#

hey can anyone help with making the bullet line effects from a shotgun

#

its hitscan but I want to have like the light line bullet effect

strong mesa
#

use particles

azure shore
#

yeah I mean like how would I make the particle effect

strong mesa
#

ok so i havn't done this before but i know that a partical effect can kill itself upon overlapping

azure shore
#

muzzle flash might actually be better for this

fierce tulip
#

google: "UE4 Muzzle Flash tutorial"

#

done

azure shore
#

since its a shotgun and it fires 6 line traces from the camera itd probably be more trouble than its worth

#

yeah Im looking at some but a lot look kinda ugly tbh

fierce tulip
#

you need to learn how

#

you can edit the textures and materials afterwards

strong mesa
#

muzle flash is different from a bullet line effect what exactly do you want

fierce tulip
#

both are same basics, just differently set up

azure shore
#

sheriff I just said muzzle flash might be better

#

maybe the effect might not be too hard to make

strong mesa
#

they're both easy

#

and you would use particles for both

#

search YouTube for weapons particle effects

plush yew
#

hello guys, linked my ue4 account with github and want to download the source engine, but donΒ΄t have acces why?

azure shore
#

ok I cant do it

strong mesa
#

@azure shore Ok , Here We Go

rough cedar
#

Got another issue now. Mobile Preview has no shadows (I am using CSM) and it has this big red message telling me that appaently CSM shadows from stationary directional lights is disabled. Why, how might I fix it?

strong mesa
#

@azure shore The Break down is that you need a line for each bullet , so every time a bullet comes out a particle spawns in order to represent that bullet , it would be a good start adding a Spawn Emitter at location node at the end of the bullet firing code

lyric bane
#

https://gyazo.com/3f4e900257492469a79b12984ad80a18

working on setting up replication for my game. this function is being called by an Anim Notify. but the issue is. i have multiple players using the same character, the function is being called for each player using that character everytime it goes off. example, if player one hits the reset notify. it will happen for players 2 3 and 4 also

#

wondering if anyone had any ideas

azure shore
#

yeah I think I know how to script that but idk about the effect itself

rigid void
#

Is it possible to enable ray tracing on older gtx cards like a GTX 960 or GTX 970

strong mesa
#

the effect itself would be a blane that is stretched out and has a yellow / orang don in the middle

azure shore
#

yeah I just dont know how to make that myself

strong mesa
#

i will give it a try

azure shore
#

and it would need a fancy sort of animation/effect of the light moving across it

strong mesa
#

not at all

azure shore
#

how will it not just look static then?

strong mesa
#

you can add movement to a particle system

azure shore
#

yeah but would that work for each shot which is going in a different direction to go the right position and all that

strong mesa
#

Exactly

#

you set it's direction to the same line trace vector

#

and it spawns moving and it detects if it hits

blazing shore
#

Hey all. I have a serious problem I hope you can help me with. My project won't open. There are no crash logs, or any error messages. When I open the uproject, the loading banner opens per usual, once it reaches 100% it goes away, and nothing happens...

I tried opening the same project (legacy version) offline from the perforce depot, on a completely separate drive, and does the same. So I suspect it's not a project specific error.

azure shore
#

sheriff I still dont entirely know how to make that effect though

plush yew
#

I am still having some problems with this ping pong enemy. So how do i make my enemy move in x axis where ball is going?...

strong mesa
#

i saw someone using some sort of prediction system before

#

maybe you could search that

edgy halo
#

so i was trying out some physics stuff and suddenly UE had swalled 12gb of temp memory and crashed my program, wtf? lol

stray smelt
#

anyone had issues launching epic games? I'm just stuck at "please wait while start your update". I've tried disabling defender, make firewall exception, run as admin, reinstall etc. but still nothing.

#

i'd make a thread on unreal answers but they're not sending me the email confirmation code...

blazing shore
#

It loads for me, and I just logged in my account with a auth code.

#

I'm still having the issue with my project not loading.

#

As posted above ^

stray smelt
#

it's not the project. I can't even get past epic games launcher. It's been like this for 3 days now

blazing shore
#

If anyone can help me with that, that would be awesome πŸ™‚

#

Yeah I know, the launcher works fine on my end.

sweet relic
#

@stray smelt: have you tried launching the editor directly from the binary?

#

on windows under C:\Program Files\Epic Games[ENGINE_VERSION]\Engine\Binaries\Win64\UE4Editor.exe

stray smelt
#

I can't do that anymore as I uninstalled I've lost that folder. I need to update the engine anyways

sweet relic
#

ah i see. have you tried re-installing the launcher?

stray smelt
#

that's what I did. Still gets stuck the same place

sweet relic
#

hmm, maybe firewall settings/av is blocking the connection?

stray smelt
#

I disabled defender and created rules to allow all connections to the program

chrome aspen
#

Hello

sweet relic
#

hmm, maybe at the router/network level?

chrome aspen
#

guys is there a way to draw pixels in game, i mean i have this game idea where the player collect colors then draw on screen

sweet relic
#

you could also download/compile directly from the github repo

#

Developed by Praxinos, ILIAD brings drawing capabilities directly into Unreal Engine, enabling users to edit textures in engine, in real time. You can create...

β–Ά Play video
chrome aspen
#

god bless you sir thanks alot

#

i will make agame about ray tracing for the gem XD

#

JAM*

plush yew
#

why is not enemy moving to ball location

#

i have trying to do this shit full month so i would be fk happy to get this ready today

stray smelt
#

@sweet relic fixed it by using opendns. still haven't received that email code tho

#

guess some issue on their part. was working yesterday

sweet relic
#

@plush yew : Do you have a navigation volume in your scene?

plush yew
#

yes

sweet relic
#

also looks like you are only setting the x for the target position

plush yew
#

yes i want it to move only in x axis

#

its ping pong enemy

sweet relic
#

hmm. ok I think that the move to actor node is meant to be called on an event rather than on tick

#

as it is a function that can take time to complete

plush yew
#

okay, it doesnt have to be that blueprint. I just want to know how to make enemy that moves with ball

#

and i am getting angry, because i find no help anywhere and i dont understand this moving stuff

sweet relic
#

ah i see. i believe the move to location or actor node tells the AI controller it's target location then the AI controller uses the pawn's movement component to actually do the movement.

#

alternitively you could set the actor's location directly

plush yew
#

i am not making fk ai

#

or behavior tree

#

people say dont make it

#

its just pawn that moves to other pawn in x axis

sweet relic
#

in that case you can just set the actor's location directly

plush yew
#

what do i use to do that?

sweet relic
#

you can use the SetActorLocation node

#

and maybe a lerp node to smooth the movement

plush yew
#

now what?

sweet relic
#

that should work to set the pawn's x location to that of the ball object

plush yew
#

is it done... @sweet relic ?

#

this boi just teleports underground

abstract relic
#

Well yeah, you set z to 0

plush yew
#

oh okay

sweet relic
#

^ maybe use the actor's current y and z for the other channels in your makevector node

plush yew
#

ok yay it works

#

just teleports. How to use lerps? I have never used them

plush yew
#

well thanks for being first person that can make this shit work. Took just month

sweet relic
#

np

plush yew
#

i made it move smoothly with event tick

#

but how to make movement speed bit more random. It shouldnt be perfect because enemy needs to fail at some point too...

sweet relic
#

you could create a variable that will modify the amount added to the lerp?

fierce tulip
#

yes

plush yew
#

okay

#

me so happy now. Finally progress

weak granite
#

So do I have to buy a Mac computer to make an IOS game? Seriously??

cloud cobalt
#

Yes

weak granite
#

Can’t I just make it on my pc then submit it on my iphone idk how this works

cloud cobalt
#

Also you need to pay a fee to release Mac games on Steam now

weak granite
#

-_-

cloud cobalt
#

Welcome to the world of Apple shitting on developers

weak granite
#

Wow well alright

#

Lol yeah damn

strong mesa
#

can i run a timeline noed on lower ticks ?

weak granite
#

What about android devices? I could build it on here then just submit it with them?

cloud cobalt
#

IIRC Android asks for $25

weak granite
#

Not bad

dim plover
#

I think you can develop the iOS app on a PC, you just need the Mac for... packaging?

fierce forge
sudden agate
#

you need a skylight

cloud cobalt
#

Is this dynamic lighting ?

weak granite
#

@dim plover oof

#

Yeah that would be annoying

fierce forge
#

@sudden agate i have a skylight

sudden agate
#

make it dynamic

weak granite
#

@cloud cobalt @dim plover Thank you

grim ore
#

whatever you do don't google hackintosh or cloud building for IOS apps. There is definitely no way to get around having a physical MacOS machine for doing IOS dev.. not a single way.

sudden agate
#

#thanksApple

grim ore
#

you do want physical devices for testing tho, phones/tablets/etc... Trying to dev for mobile without any mobile devices is crazy nutso

weak granite
#

@grim ore absolutely

#

I have an IPhone but ugh I don’t want to go buy a Mac 😞

grim ore
#

you will also have to maintain a dev account yearly so keep that in mind if you want to invest in MacOS or IOS dev

weak granite
#

Ouch Apple isn’t giving me a break

#

Thank you btw

normal burrow
#

Hackintosh Deadpool

#

Make sure you do it legitimately though. If you’ve got integrated intel graphics or amd video card you may be able to get OS X in there. Don’t steal anything of course

shy socket
#

How can "event hit" Hit more actors at once ? Is "cast to" the only solution?

chrome aspen
#

collect all actor into one array and iterate

light thunder
#

here's a semantic/clarity question - If you were talking about whether a unit could see, and NOT whether that unit COULD be seen, what would you call it - UnitVisibility? I'm talking about various stages of visibility, like weather, cloudy, foggy, hazy, (but not using weather)

plush yew
#

can i add trigger volume to pawn

shy socket
#

@grim ore You are THE Mathew Wadstein? U have a yt channel right ?.

light thunder
#

@plush yew Why do you want one? I don't see why you couldn't though

plush yew
#

i found way to do it

#

how to make this enemy realise that its moving

#

i want it to play animation when moving

light thunder
#

DId you watch the livestream on beginning with AI?

#

They show you how to make it "know" it is looking at something

plush yew
#

i want enemy to play animation when it moves to ball direction

#

but stop it when not moving

light thunder
#

If you can define a precise WHEN, that means you can use an EVENT, and not use Tick, which will add up to performance loss when used incorrectly

#

Tick is great for testing something real fast

#

Have you watched that video and understand interfaces?

plush yew
#

i forgot it

#

but this enemy works

light thunder
#

What is it doing exactly?

gilded lichen
#

Hello, what would be the best way to get a reference from an object on a different blueprint. I have a bridge that opens and closes, I have a variable that will tell me when the bridge opens and closes. Then I want a car to wait on one side of the bridge and wait for the variable to be false. But I'm struggling to get the reference from the bridge to the car.

marsh swallow
#

Might anyone have a tutorial or guide (my googling terms are turning up nothing) on how I would create a little damage post process/vignette?

uneven tundra
#

I've been procrastinating making an environment for a while now and with the great news and this amazing new opportunity it feels like I don't have an option to say no. Im thinking about this as a concept. Is there anyone that can say how easy/hard or if its a bad concept to start out with? https://imgur.com/gUB4cgX

warped tangle
#

@gilded lichen you want an event dispatcher for that

#

your car would subscribe to a "BridgeState" event on the bridge, and when the bridge opens/closes you call the dispatcher

#

You may want a trigger volume before the car reaches the bridge so they can essentially query the bridge for the current state, and subscribe to the bridge state change event

gilded lichen
#

thanks for the help, how would I subscribe on my car?

warped tangle
#

one way would be to have a trigger volume on the bridge. Once a car begins overlap, you could fire off a function that lets the car know the state of the bridge (bridge up, bridge down, etc). Then if the bridge is up for instance, on the car bp you would bind an event to "bridge down", so when the bridge finishes moving down it can fire off an event dispatcher saying "bridge down", then the car could move again.

#

There may be a better way, but that's how I would handle it. You would need to pass a reference of the bridge BP to the car BP on overlap, so the car can bind an event to that specific bridges' "bridge down" event

upper heart
#

@lost tree Please don't post the same question in multiple channels. #audio was the correct choice.

lost tree
#

My bad sorry

green lake
#

a bitta stupid question boys, but do you know how can i cut this part there to fill the ramp in place

That's CSG

wary wave
#

really carefully

#

I would replace the floor with multiple brushes

#

overlapping brushes is a bad idea

#

subtracting can also cause problems

green lake
#

What if i export it later on, the overlapping parts will be cut then

sage pelican
kindred viper
#

a bone contains a NaN value. Gonna have to fix that. Its doing an ensure to make absolutely sure there are no NaN values in bones. So fix that it should work

charred dew
#

is there an official unreal engine discord as well, or is this the one?

dim plover
#

As far as I know, this is it.

kindred viper
#

this is as official as unofficial gets

charred dew
#

aah good, doesnt really matter, once this is UE4 related

#

i'd like to know the name of the feature that shows all materials in the scene as a thermal view, which indicates the performance of each shader

#

i just need the name for it

#

i am looking for an alternative for unity

kindred viper
#

This in-depth presentation from Unreal Indie Dev Days 2019 outlines CPU and GPU-related overheads, identifying bottlenecks, and how to plan optimization stra...

β–Ά Play video

How to identify performance problems and fix them.

Console commands specific to displaying game statistics.

charred dew
#

i do know how to make my shaders perform very well, tho i'd like to visualize the changes if possible

#

thats why i am looking for a similar solution for unity

#

thank you for the help @kindred viper

maiden swift
#

@charred dew What you're looking for is Shader Complexity view.

supple totem
#

hi all, how do you poke the mesh in PHaT?

#

haha weird sentence

#

but I can drag with shift right click

#

poke is supposed to be ctrl click but nothing happens

#

ohhh got it, had to boost strength to like 10000

next badger
#

I have a question about UE4 Project categories. They are broken in Launcher?

#

now I only have "My Projects", and no Samples or my custom categories.

wary wave
#

I have something really weird going on

#

I can't see my project C++ classes in the editor

#

I can successfully add them

#

but I can never see them

#

they're BlueprintType and Blueprintable, of course

next badger
#

where you can't see them?

wary wave
#

anywhere in the editor

#

creating a new class, they are not in the class list to be a parent as an example

dim plover
#

Someone else had that issue today.

next badger
#

even when making a bp class?

supple totem
#

delete solution rebuild imo

wary wave
#

nope, not there

#

I had already deleted the solution and rebuilt :/

supple totem
#

😦

#

did you delete intermediates and binaries?

wary wave
#

they're also not visible in the content browser with 'view C++ classes' enabled

#

I deleted the entire project and resynced

supple totem
#

oh wow

dim plover
#

Maybe you can ask @polar sonnet if he found a fix.

wary wave
#

I hope they did

#

I'm stumped

supple totem
#

i would maybe start a new project, and see if you can see new C++ classes there?

wary wave
#

google doesn't seem to come up with much

dim plover
#

What version are you on, btw?

wary wave
#

4.23 launcher

supple totem
#

figure out if it is at project level or pc level

wary wave
#

I have umpteen projects on this machine, I use UE4 for the day job, they're all fine

#

this is a project issue

#

other programmer has no such issues

supple totem
#

hmmm

#

im sure you will sort it out

wary wave
#

I tested they were being compiled too, put a deliberate error in, and it failed to compile

#

but it's just not visible

cloud cobalt
#

Sure you build in dev editor @wary wave ?

wary wave
#

yeah

#

I'm talking to someone in #cpp and it looks like it might be an issue with the uproject file

#

verifying atm

weak cypress
#

is an i5 enough for unreal?

glad anchor
#

help I can't export "game" for android

polar sonnet
#

I did not work find a work around. Not yet, I think my unreal project is just super borked at this point

wary wave
#

thanks for letting me know, I'll ping you if I solve it my side

polar sonnet
#

Appreciate it

wary wave
#

@polar sonnet - found the problem

#

my local project file was malformed and missing the module information

#

you want a block in your project file (by default it is after Description) that looks like this;
"Modules": [
{
"Name": "MegaJamGame5",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine",
"CoreUObject"
]
}
],

polar sonnet
#

Wow, it's exactly what I expected. Something broke behind the scenes

wary wave
#

I suspect a bug

polar sonnet
#

What version of Unreal are you using?

wary wave
#

4.23

strong mesa
#

does having a child blueprint class of a child blueprint class allow me to use the smallest child as the same parent actor like it's parent could do ?

abstract relic
#

The child inherits from the parent. So yours will inherit from the child-parent and it’s parent

normal burrow
#

my brain has a hard time with both of these statements

limber mantle
normal burrow
#

do you have disk space?

limber mantle
#

yes

#

4.22 is working

sharp crest
#

Having an issue with painting foliage.
I painted a lot of foliage (100k+ including all meshes) and not for some reason I can't paint the foliage that's used anymore. If I add new foliage meshes then it works but not the old ones.
Any idea why this is happening and how to fix/prevent it?

normal burrow
#

If your not out of space on your hard drive its downloading to artist, and its just failing at that percent frequently for no apparent reason. maybe try a reboot

limber mantle
#

yes i did a reboot, clean epic install but nothing is working ....

normal burrow
#

have you tried to remove the partial install with the down arrow?

limber mantle
#

yes

#

it stucks at 72% per exact evertime i try

plush yew
#

Hey all, not sure if i should ask this here but i had a question about the trueskys to UE4. I am basically making a massively scaled planet that has no loading screens and everything is realtime. A feature of this project i am working on is a realtime planet weather system. Basically a player orbiting the planet and someone on the planet would be able to see that current weather event (say a dust storm on a dry planet) is truesky a viable option for something like this? or are there other options for ue4

reef aspen
#

Hi All! My character has a long tail that is using simulated physics. However, when I strafe the tail goes through the character's mesh (body) and it really looks bad! Is there a way to stop the tail from going through the body?

The tail is being simulated through the physics asset with just the tail capsules having physics set to 'simulated' - video of issue below.

Please help!
https://youtu.be/zxpR4GEm5e4

plush yew
glad anchor
#

Can someone help me I have problem with Android SDK

plush yew
#

@glad anchor install android sdk

glad anchor
#

@plush yew I did

#

I just can't locate files when I also downloaded SDK tools

plush yew
#

install from Android SDK program

#

@glad anchor

glad anchor
#

android studio -> SDK Manager ?

#

@plush yew

plush yew
#

I don't know, it's been a while since I installed

glad anchor
#

cuz I have everything SDK related installed

#

but as I checked there were just files in %appdata% and don't rly know which to locate

glad anchor
#

Can someone dm me who knows how to solve that problem?

blazing shore
#

Can some one explain how to fix this please? πŸ™‚

marsh swallow
#

what are u doing? @blazing shore

#

importing a mesh? making a new file?

#

apparently something its trying to create is that file name.

blazing shore
#

@marsh swallow Importing assets via Quixel Bridge.

ancient lotus
#

anyone have any idea why my anim state machine wont run my WeaponIdle/Run state? ive checked and HasWeapon changes to true in game however it always runs the normal Idle/Run state

marsh swallow
#

ahhhh. i suppose its possible someone may have named an asset that, but someone else earlier did say they think the new plugins broken. not sure if thats a fact tho.

blazing shore
#

@marsh swallow Okay got ya, I'll keep that in mind. I would rarely get that, but I guess since the new update it's more apparent.

marsh swallow
#

@ancient lotus connect it to your idle/run and see if it triggers.

#

also usually u would anim blend your weapon equips with the middle spine or something.

#

not full on change the entire state altogether.

#

if you mounted a horse or something u might change the state.

ancient lotus
#

my idle/run is a NOT of HasWeapon. that would be a better idea, im very new to working in the animation blueprint atm, any recommended tutorials out there you would suggest for separating the lower/upper body like that?

marsh swallow
#

yeah in the idle/run itself

#

you would run a bone blend

#

and u can change the anim on the blend by an index. so different types of weapons have different anims

#

you then choose the bone to blend and how deep in the chain to blend it.

ancient lotus
#

thats not a bad idea. so a blend space for however many weapons that need their own animation?

#

so you can swap between what animation in the blend space depending on the weapon

marsh swallow
#

exactly

#

you just get the anim instance, change the int variable reference and that changes the index

#

we have 10 different weapon types in our game and each weapon type is mapped to an index when setting it up in our DT so when equipping it, the state changes

ancient lotus
#

i like that idea, will be doing that for sure. also fixed the above issue, kinda derped. thanks man

mint sequoia
#

How do you get widget components to draw in screen space? The widget just turns invisible

merry cape
#

Anyone else having issues with Megascans and Bridge? I set my Project Location as Content β†’ Enviroments β†’ Megascans but instead it creates a folder just in Content called _Cpt_Trotter_Documents_Unreal_Projects_GameName_Content_Envicoments_Megacans So it's creating a folder that should be the path

mint sequoia
#

Think widget components are broken in 4.23 for screen space 😦

#

Well thats OK, made a hacky solution that works just as well

pulsar furnace
#

morning

merry cape
#

Hey Fear

pulsar furnace
#

Hello Trotter.

vague sable
#

@blazing shore report the asset that is causing the issue so they can fix it

#

https://gfycat.com/hardformalcatfish what setting did I accidentally set that is making the terrain components disappear when not super close? I tried making another small terrain and it's not happening with that one and I tried to compare their details but there was no obvious settings different

#

also how do I set the distance for when terrain component lods activate? it's not obvious to me..

neat forge
#

Can anyone help me with replication?

normal burrow
#

@vague sable , @spice scarab has a similar issue I think

#

not sure how to fix it but maybe they'll know

ancient lotus
#

@neat forge
example but with hunger/thirst. im assuming your using an overlap event, when the overlap event is triggered do an authority check to make sure your running on the server, from there simply call your take damage function on the actor that is hit, in the take damage function check if your health is less than or equal to 0, if so then call your function to ragdoll/die. make sense?

edit: derp heres for health and adding to health via a med kit, it shows how to replicate your health
https://www.youtube.com/watch?v=rJA2KBK1jgU
then the second video shows using a take damage function and dying. its a simple concept, if needbe i can make a blueprint example (not sure if your c++ or BP, havent watched entire video)
https://www.youtube.com/watch?v=UHT8fDlcoq8

In this video we setup the base for our health and doing some code improvements. We will be setting ourselves up to take damage in the next video.

Download to med kit:
https://www.dropbox.com/s/mon9i77u2piuc15/P5 Health and Bug Fixes.rar?dl=0

β–Ά Play video

In this tutorial we will be setting up the base for our TakeDamage function and implementing our simple dying system. This will be changed in the future to allow for re spawning.

β–Ά Play video
plush yew
#

ty UN4 for get a posibilyto to a dislesic to make a games!!!

#

blueprint FTW!!

plush yew
#

how should i make this ping pong ball work?

#

How should i make it move?

ancient lotus
#

apply force, you may be able to use a projectile movement component to do what you want. depends on what your trying to do with it

spice scarab
#

Any of you guys have any idea when 4.23.2 is coming out?

ancient lotus
#

isnt it going straight to 4.24?

spice scarab
#

Oh..

#

But I guess it's in 4.24 then. : )

normal burrow
#

I think every Tuesday is the preview days

#

But yea idk about 23.2

regal mulch
#

Has anyone ever encountered the issue that in a packaged game, some users just don't have specific keybindings?

#

And it's not about some random letters another keyboard doesn't have, it's literally keys for firing/shooting

stiff spoke
#

The trace channel removes a lot of lives to the character but only when it is pulled from the hips to the bottom, why?

dim merlin
#

anyone knows its possible to paint vertexes on landscape (in runtime) ?

oblique tangle
#

any1 know how i'd go about replicating the air vent crawl from the arkham games in a third person template?

ripe flax
#

Hey guys I am trying to get into Unreal Engine and blueprints with making a VR game, but I have a really hard time finding any good VR resources. Is it just that there is almost none?

brittle gulch
#

Can we zoom / unzoom without the mouse wheel in orthographic view?

stiff spoke
#

In game? @brittle gulch

brittle gulch
#

No in editor @stiff spoke

stiff spoke
#

OK

#

For that you can use the mouse or the keyboard @brittle gulch

brittle gulch
#

what's the clicks / shortcuts?
I tried with Alt + right click, cltr + right click, etc... all possible combinations but I just succeeded with the mouse wheel.
I'm asking because I usually use a wacom instead of the mouse, so I don't have wheel.

#

(just in orthographic views, now in perspective)

stiff spoke
#

OK

tame bluff
#

How do you texture your model when you import it the model doesn't show any textures connected to it?

stiff spoke
#

How do you texture your model when you import it the model doesn't show any textures connected to it? @tame bluff

plush yew
#

How to make actor reference if actor is not yet in game

#

my ball spawns when user starts to game so its not there all the time

patent ibex
#

was anti-aliasing method selection moved somewhere from post-process volume?

cloud cobalt
#

Yeah, project settings

patent ibex
#

so the only way to change it per map is console commands now?

plush yew
#

how to make that enemy know what ball to follow

midnight tree
#

SOMEONE HELP ME

#

I want to setup a scene using megascans in UE4, BUT can I use Blender for some megascans assets to fix them or strictly UE4?

oblique tangle
#

Anyone know if it's possible to make my anim flip smoother and more natural in engine, or is it just a case of needing to animate better?

gilded lichen
#

Hello, what would be the best way to make a car that stops behind another car or before a bridge. As at the minute I have several points that the car will move to using a timeline and does a check to see if the bridge is up or down to determine when to cross the bridge.

wary wave
#

todays game is called "yo, where the fuck my input at?"

#

any suggestions for debugging character / controller not receiving any inputs?

#

this seems to happen to me in UE4 periodically and it drives me insane trying to debug it

grave nebula
#

Version: mouse being over certain hidden widget/elements.

wary wave
#

good idea, but don't have any UI yet

#

just a map, a character, and a controller

#

MOTHERFUUUU

#

it's a focus issue

#

editor window isn't taking focus by default

#

fml

plush yew
#

how to make this boi find ball actor from content browser

wary wave
#

it's an actor reference, it can't

plush yew
#

Well how to do what i want? @wary wave ...

wary wave
#

probably an actor class reference

#

then to spawn an actor in the world, using that class

plush yew
#

cant find actor class reference

#

k how to make it target now?

#

@wary wave

midnight tree
#

😱 if only Epic buy SpeedTree for UE4....

midnight gate
#

I ABSOLOUTLY CANNOT USE UE4

#

it keeps crashing

#

every 5 seconds

#

why

#

can i just do something

#

why does it crash so much

wary wave
#

@plush yew - that's a class reference, you need to spawn an actor

#

you should probably follow some basic tutorials

plush yew
#

i made it work but enemy moves only one time to ball

#

it should move all the time

honest vale
#

getting all actors of type on each tick sounds like a horrible idea

#

why don't you do that inside the ball's tick function instead? πŸ€”

#

what's even going on there

#

you iterate through some actors and get their position and then offset that and set self's location to that?

#

why continually set self to some location?

abstract relic
#

Throwing nodes in till it sticks 😜

plush yew
#

what now?

honest vale
#

what exactly are you trying to do?

plush yew
#

enemy that moves ball direction

#

it worked before because ball was in scene'

#

now it spawns later

honest vale
#

moves towards ball or moves directly on top of the ball immediately?

plush yew
#

moves in x axis with ball.

honest vale
#

begin play is only called when the actor starts acting in the world

#

exactly once in the actor's lifetime

plush yew
#

what do i then use if tick is not okay too

honest vale
#

so if you want it to move always during the gameplay you need to do it in tick

drowsy perch
#

Hello everyone

plush yew
#

with tick it still moves one time

#

when ball spawns

#

then nothing

honest vale
#

but for the love of god do not get all actors of type in tick

drowsy perch
#

Where can I find tutorials to make my own environments with megascans in unreal engine? 😦 Can't find anything on youtube explained step by step

honest vale
#

have a variable that references the ball

rapid lion
#

how do you pause the sound when the game start?

fierce tulip
#

google is your friend :)

drowsy perch
#

@fierce tulip thank you!

rapid lion
#

cant find anything on google, anyone know ?

fierce tulip
#

nothing in the 108.000 hits when you google "ue4 pause sound beginplay" ?

leaden relic
#

Is there any way for lighting to ignore the normals directions of an mesh?

glad anchor
#

Hey i have problem with sdk please help

cloud cobalt
#

Ask questions

plush yew
glad anchor
#

Well i have installed android strudio as well as sdk but idk which files i need to locate for android sdk under platform settings

plush yew
#

why does it say "accessed none when..."

rapid lion
#

Thanks @fierce tulip

abstract relic
#

Just add a verify node

granite latch
#

Hi all, is it possible with UE4 to use an image plate and a matching HDRI to do i.e. car shots? With offline renderers it's a common thing but I'd like to do something similar in real-time.

plush yew
#

@abstract relic who

#

target

worthy flame
#

is there a node for a float to stay like this for a set period of time, i got the float value to stay, i just need for it to last a certain time

wary wave
#

@plush yew - please follow some basic tutorials

#

just mashing nodes together hap-hazardously without understanding what you're doing is going to get you nowhere, and since you're missing very basic knowledge it's almost impossible for people to actually help you

undone cedar
#

my unreal engine crashing and i dont know why

cloud cobalt
#

What's the call stack in crash reporter ?

undone cedar
#

its just loading at 95% then its disapears without any crash reporter

#

oh lol i launched third time and now its not crashed ok nvm :D

abstract relic
#

Are you sure it actually crashed?

plush yew
undone cedar
#

yes 2 times it disapeared and i have 2 folders with crash logs, it was updating project to new version

fierce tulip
#

@plush yew check the "window" options

plush yew
#

thank you, its back

wary wave
#

do I need a plugin enabled now to do network stuff?

plush yew
midnight gate
worthy flame
#

you need to locate the carrots position, and then in the ai you need to get the move to and hook it up to the carrots positon. im not sure how to do it. but this is one of the ways

midnight gate
#

well thats what i tried to do but as you can see it failed

wary wave
#

ah, need an online subsystem plugin ^_^

hidden aurora
#

It so **** amazing to see my youtube recommend videos full of devlogs, i love to follow the developemnt of small indie devs

meager cypress
#

Guys do you want know how to fix this?

cloud cobalt
#

Sounds like you didn't properly cook your packaged game

patent ibex
#

I remember there was custom project settings system introduced, tho cant find remember what release it was to check release notes
Any hints?

regal mulch
#

You mean custom stuff under the ProjectSettings in the editor?

patent ibex
#

Yup

#

Something like UCustomSettings was introduced and i cant remember what exactly to coreectly Google it

regal mulch
#

I'm pretty sure if you google what you already wrote here you find a wiki entry

regal mulch
#

And that option to create these already exists since 2016

patent ibex
#

It was possible to do that for a long time i believe, but in some version not so long ago more convinient way was released

cloud cobalt
#

Does anyone has the mouse cursor jumping to the upper left corner of the current monitor when starting an UE4 game ? Not play-in-editor, but actually launching it (right click uproject -> launch game, debugging with -game, etc)

#

It happens to me even in a new "basic code" UE4 project with 4.23 or 4.24 and has been for some time, but it's weird

#

Basic code hides the cursor, but you can see it for a bit, and when you close or alt-tab the cursor is in the corner.

#

Weirdly enough I don't believe ::SetCursorPos was called.

#

It also only happens when the game has focus at launch.

#

Seems to affect every UE4 game I have on Steam too

magic sluice
#

hey, for brand spanking new blueprints or c++ would be better?

cloud cobalt
#

Blueprint

patent ibex
#

found what i was talking about - UDeveloperSettings

wary wave
#

wtf, this springarm is completely borked

plush yew
#

No one? Knows how to fix this?

wary wave
#

if I unplug literally everything in the BP, it has a default length of 1200, but the distance check still comes back 2400

glad anchor
#

I am asking for help since yesterday on this matter but noone helped so far and it kinda pisses me off
Well i have installed android strudio as well as sdk but idk which files i need to locate for android sdk under platform settings

plush yew
#

I cant edit a brush

wary wave
#

put a new arm in with a default length of 300 - printed distance check is report 2600!????

#

WHARGARBL

#

aggressively deletes components

warped tangle
#

@glad anchor if nobody has answered your question, either they don't know or you're not being specific enough. Getting angry at a community that isn't paid to help you is kinda insane.

#

I don't know what your issue is, but I'm gonna assume it's related to android. Did you follow the android quick start docs?

#

When you installed android stuff, did you use the installer included with the engine?

worthy flame
#

how do I make something last for a certain time

#

is there a node for that

warped tangle
#

Timer, Timeline

#

Timeline is the easiest

worthy flame
#

thank you

warped tangle
#

πŸ‘

quiet meteor
#

Hi, Im getting tons of BP errors when playing the sample scene of Digital Human, and only getting single digit FPS, is this normal?

primal harbor
#

Log file open, 11/16/19 20:49:10
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist

anyone have any idea why this happens?

#

and how i could potentially fix this?

cloud cobalt
#

These are not errors.

primal harbor
#

the entire project is crashing when trying to play on stand alone mode

#

what is it then stranger?

cloud cobalt
#

I don't know, what does ther debugger say ?

#

What's the call stack ?

primal harbor
#

call stack?

lost ember
#

Does anyone here use multi-user editing?

primal harbor
#

also, lemme get back to you on the debugger

lost ember
#

How to you enable/disable a plugin on the multi user editing server? πŸ‘€

primal harbor
#

@cloud cobalt sorry to bother with this but any idea on how to use the debugger thing? its a blueprint project and manual log check is not giving me anything specific that i can find

cloud cobalt
#

If you have a crash you should have a crash reporter window opening with the call stack

primal harbor
#

it doesnt show much. want me to copy paste what comes up?

#

LoginId:2a97a465495ab9a601fb8c89a6de9cdc
EpicAccountId:d476c28bdf9b44938f5c948834d8488e

Unhandled exception

UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_BlueprintGraph
UE4Editor_BlueprintGraph
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

#

i have no idea what these errors relate to

wary wave
#

that's not 'errors', you don't have debugging symbols installed

cloud cobalt
#

You need to install the engine debug symbols

wary wave
#

so you can't see the problem

primal harbor
#

oh okay.

#

im guessing its in the marketplace? if not, ill try googling that

marsh swallow
#

Anyone have a tutorial the might be able to shoot my way, googling has proven useless πŸ˜‚ I am trying to setup a post process damage vignette i think. A red ring around the screen flashing

wary wave
#

install them from the launcher, in the engine version

marsh swallow
#

@primal harbor its from the launcher. It an option you install on the engine

wary wave
#

although if this is just a precompiled project you've downloaded 90% chance you can't fix it anyway

primal harbor
#

thanks, and @marsh swallow i think you can do that with camera setting as well

glad anchor
#

@warped tangle I did follow every step

#

But u can also send me a link to check again

worthy flame
#

how to give gravity to actor, when i simulate physics the thing just goes flying and it doesnt fall

warped tangle
#

did you install using the codeworks for android 1R7u1 installer in the engine folder?

#

@glad anchor

#

@worthy flame if it goes flying, it has physics and if you haven't changed the default gravity, it has gravity

#

the issue is more than likely a collision

worthy flame
#

how do i make it so if its in the air it falls down flat?

primal harbor
#

tick the gravity oin the capsule component?

#

and add gravity on the character movement?

glad anchor
#

Nope i used android studio and under skd manager i downloaded it
@warped tangle

worthy flame
#

i just need it on a actor not the player

warped tangle
#

per the docs, you should be using the codeworks installer included with the engine

primal harbor
#

oh. it should be the same with normal actors too.

warped tangle
#

I think it's in the programfiles/EpicGames/{engineversion}/extras/android/

#

@worthy flame no clue what you mean by that. If something simulating physics going flying off all crazy it's generally a collision issue

#

it's colliding with something, or inside a collision, which will cause it to go haywire

worthy flame
#

for example I want a cube to fall from the sky on the floor

warped tangle
#

so you place a cube, select "simulate physics", and play, it should fall. If it doesn't just fall, you have a collision issue somewhere

primal harbor
#

ooooh. is it a static mesh?

warped tangle
#

I should clarify. If it doesn't fall, but goes flying off fast in a random direction, then you have a collision issue

worthy flame
#

ok, figured it out

lapis vine
#

Why I should log twice per day in the ue webpage... grrr...

kindred viper
#

only twice?

#

that shit refreshes when I sneeze