#ue4-general

1 messages · Page 575 of 1

worthy flame
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how would I make a actor spawn in a area? what do i need to search for. dont know how to google this. i seem to get the wrong thing

kindred viper
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spawn actor funnily enough

lapis vine
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spawn actor unreal is really fantastic search. In fact just take few basic tutorials before asking these. You gonna learn many other things too.

worthy flame
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i know, but i have seen 3-4 tuts and its not what I need

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nvm

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ill continue

lapis vine
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It is dark jungle in the beginning - yes. You just need personal time & effort.

kindred viper
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Just follow the official trail. There is enough documentation now to carry anyone through learning Unreal basics

plush yew
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megascan does not work with ue4 4.23?

grim ore
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it does work for 4.23

plush yew
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Why is it not workin

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I followed steps

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I do have a custom built ue4 based on v4.23

kindred viper
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did you install python properly?

plush yew
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I did not install python

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installing now

kindred viper
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+1

midnight tree
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How to export textures from UE4?

cloud cobalt
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Right click, asset actions IIRC, export

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But basically you shouldn't need that ever

hidden aurora
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Please can someone help me im using unreal 4.23, just created a new project and added the advanced steam sessions plugin and when i try to compíle the project this is what i getr

midnight tree
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I don't have this feature

plush yew
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I installed python and it still does this

midnight tree
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Help

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I want to export character from UE4 with textures to check in DCC softwares how did pros made them.

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I exported mesh, but not textures

cloud cobalt
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What more do you expect to see that's not visible in UE4 ?

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If there is no "export" it's because the source file is not available

merry gazelle
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anyone else having issues signing into Quixel Bridge (UE4 account)?

grim ore
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you should not need to install python, did the plugin install correctly for your version of the engine?

midnight tree
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@cloud cobalt but I have maps with.uasset extension

cloud cobalt
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Yes, and they've been stripped from source to prevent you from ripping them off

midnight tree
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I am not pro to ue4, wanted to check how maps were applied, check mesh wireframe etc

plush yew
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Yes

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My version is

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Its based on v4.23

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accually v4.23.1

grim ore
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the installation folder is incorrect

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you point to the root folder of the engine

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it should show it installing in the top right when you do that

plush yew
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IT does

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then it says success

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i launch ue4

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and it says nope

grim ore
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try it as 4.23 then?

plush yew
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k

grim ore
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I can say for sure that .23 binary build from the launcher works fine with bridge, I am using it now

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did you try rebuilding your custom version after installing the plugin? or running generate project files (perhaps to add the new modules?

plush yew
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now it works?

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Its passed 70%

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Let me check if plugin is there

grim ore
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there is a big megascans button on the toolbar if it is working

plush yew
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ik

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loading my project

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nope

grim ore
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under window does it have python editor at the bottom?

plush yew
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Python editor

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Its installed

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if you mean plugin

grim ore
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no I mean under window, the menu at the top, at the bottom, of the menu at the top when you click it, does it say python editor at the bottom

plush yew
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Oh ok

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No

grim ore
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then it didnt install properly 😦 must be something custom for the source builds then

plush yew
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it installed in the root dir

grim ore
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you would have an "UnrealEnginePython" plugin if it installed correctly

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yep thats the plugin, maybe move it

plush yew
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i put it in and now i see it

merry gazelle
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@plush yew I think I had this same issue earlier. Now I can't even sign in lol. Going to reinstall bridge

plush yew
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its rebuilding byitself

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wait wdym

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is not in system path???

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🤔

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@merry gazelle sometimes too good to be true things dont work

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😂

grim ore
merry gazelle
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For me sometimes is all the time lol

cloud cobalt
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Isn't the Python plugin 2.7 only ?

plush yew
cloud cobalt
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You shouldn't need to compile

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Where did you install it ?

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In your project, right ?

plush yew
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GDK/Engine/Plugins

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GDK is my engine folder

cloud cobalt
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Wait, let me understand

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Why do people put plugins in the engine folder ?

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It doesn't work

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It can't work

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It won't work

plush yew
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Oh?

cloud cobalt
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Yes really

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Put your plugins in your project

plush yew
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So i need to put it in E:/Givre/Plugins/PluginName

cloud cobalt
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Yes

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And remove it from engine

plush yew
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Alrighty

cloud cobalt
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Remove your Python install too

plush yew
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Ok

cloud cobalt
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Since you have one already in the plugin

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There's a simple guide right there for binary installation

plush yew
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Now it says this

cloud cobalt
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Which UE version do you have, did you make sure to grab a matching one ? Is your project a source project ?

plush yew
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Its v4.23

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the version

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but my ue4 is modified

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Also im guessing maybe not supported?

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170/221

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Almost done

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Recompile from source failed

limber mantle
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my frnd is having trouble in running my project which is built in 4.23 , he is using 4.22!

plush yew
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you cannot downgrade i think

manic pawn
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everyone must use the same version of the engine

merry gazelle
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so annoyed that I can login to Bridge anymore. Registered a new account and nothing happens after. Tried reporting the issue and it directs me to the login lol

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is there a default download folder?

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It just spins so I think it's something to do with that

limber mantle
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everytime he tries to download 4.23 the download stucks at 72%

merry gazelle
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maybe it's a server issue on Epic / UE side

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because it would explain why I can't login too

plush yew
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I guess im canceling my game devloppement

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i cant design my game with a broken plugin

limber mantle
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this is happening in the middle of a gam jam oh god

cloud cobalt
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You don't need Python for your game.

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No one does

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And chances are the plugin does work, maybe not with your modified engine

manic pawn
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not having your tools prepared before the jam

merry gazelle
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@limber mantle Try a different version

limber mantle
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my project is built on 4.23

magic sluice
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im new to ue4 and im just exploring around, why does my ball not bounce at angles? it only bounces when it hits horizontal plane, i've enabled gravity for ball and set restitution to 1 in "physical material" of the ball

cloud cobalt
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@limber mantle Gonna need to work without him then, you can't go back in UE evrsions.

magic sluice
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it also drops very fast

worthy flame
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what is the collision setting so it will only ignore the character,and have normal collision for everything else?

limber mantle
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yeah no choice

merry gazelle
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I don't suppose you can just download that engine outside of the launcher? maybe on github

cloud cobalt
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Yeah, he can get the source on Github, download the deps, spend an hour building the editor

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If he doesn't have Visual Studio etc set up already, it's gonna be slow anyway though

plush yew
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@cloud cobalt Can i still use the assets

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without the link tool

cloud cobalt
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?

plush yew
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the megascans

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Can i still use them

grim ore
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the bridge just sets it all up for you, the assets can still be downloaded and set up manually.

bitter iris
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anyway to stop DitherTAA ghosting?

plush yew
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oh ok

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then i'll do that

bitter iris
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dither is so annoying keeps ghosting when translucent

grave nebula
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Why use it then ?

plush yew
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oh ok

bitter iris
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@grave nebula why use it? I'd rather have my water Green than pink

grave nebula
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¯_(ツ)_/¯

merry gazelle
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Unreal should acquire them and make a true next gen weather system. IMO realistic weather will be the next leap forward in games

next badger
#

Can anyone answer the question about Components in #blueprint ?
It's quite basic. Constuct and "sub components".

opal berry
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InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs.

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What does this error mean

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does it mean that the asset dont support it or the engine?

dusty jungle
hushed delta
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Hi guys

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a simple question here

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if i right click a sequence i can start editing it

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but how to stop editing? there is no "stop editing" option on right click menu

drowsy perch
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What is going on guys?

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After I isntalled Quixel Bridge and tried to export to unreal some materials

kindred viper
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install python perhaps?

wary wave
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exactly what the error message says, the project doesn't have the python console module

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also player state, do these not exist on clients?

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I was under the impression the entire point was that they did

dim plover
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PlayerStates replicate, yeah.

opal berry
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does anyone know the answer for my question?

wary wave
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@dim plover - does it though? Player Controller has a var PlayerState, which is supposed to be replicated, but on my connecting client the value always seems to be none

dim plover
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Yeah, it definitely does. When are you trying to get the PlayerState? It does have to replicate down first.

wary wave
dim plover
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Probably isn't created at PostLogin. Let me check.

wary wave
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with listen server and two clients, listen server is correct, but for both clients, player states are none

opal berry
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InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs.
What does this error mean
does it mean that the asset dont support it or the engine?

wary wave
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it means you can't bake lighting on instanced foliage with LODs

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(literally what it says)

hushed delta
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That sounds like a warning mostafa, your project should work fine

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but the static shadows will be based only on LOD 0

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they may look wrong when you're far away from your foliage actor

wary wave
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usually you use dynamic lighting on foliage

opal berry
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but the lods look like clouds on my tree and show no detail at all

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i mean the shadows not lods

dim plover
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So, I'm pretty sure the PlayerState is available in PostLogin.
It probably just didn't replicate down to the clients yet, so the RPC couldn't resolve?

wary wave
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possibly, kinda annoying

dim plover
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Oh, handling this for seamless travel is confusing af. Just cleaned some stuff up like this 3 days ago.

wary wave
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will test with a delay

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nah, no dice

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hmm

dim plover
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Called the PostLogin Super?

wary wave
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probably not actually...

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still no dice

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bugger this, I need to find some examples

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trying to work out UE4's myriad chicken and egg problems manually is a nightmare

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don't suppose there's a sample rudimentary lobby out there somewhere?

dim plover
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When you call AddPlayerToLobbyWidget, are you checking if the InPlayerState is valid?

wary wave
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it's valid on the server

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so yeah

dim plover
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I mean, on the client.

wary wave
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no, that's where it's accessing none

dim plover
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Alright, I'm probably doing more harm than good at this point... I really think you should try the delay again, maybe longer.
Or better yet, not even do what you're trying to do in PostLogin. #multiplayer can probably solve this easily.

wary wave
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I did put a delay in, no dice

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I need to find an example

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there's obviously some intended order to things that I'm unaware of

vivid narwhal
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I've completely forgotten how to assess the base blueprint "Character". I remember being a way but it's not coming up in the search bar

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nvm I can work around it

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What's ambershees issue?

wary wave
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my issue is that I don't understand Unreal's login stuff well enough

radiant haven
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whats the problem @wary wave

wary wave
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exactly what I just said - I'm bashing my head against it, presumably because I'm misunderstanding how it's intended to work

grim ore
mossy nymph
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@wary wave use HandleStartingNewPlayer instead of PostLogin

wary wave
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thanks

mossy nymph
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its BPNative, _Implementation just calls RestartPlayer();

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so you might need to add a parent call there

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also note that PS has a pretty low NetPriority, and will probably not have replicated by the time that ClientRPC arrives

wary wave
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hmm, still nothing

mossy nymph
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mostly reliable solution it to increase it to over 3, but its susceptible to packet loss

wary wave
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nah, even with a 1 second delay, it's not happening

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PlayerState is just none on the clients

mossy nymph
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their own, other players, all PS?

wary wave
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all none

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(coming through that function)

mossy nymph
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void APawn::OnRep_PlayerState()
{
    SetPlayerState(PlayerState);
}
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i'd override that

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its the most reliable hook for it

wary wave
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I don't have a pawn yet

mossy nymph
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so you need PlayerStates before you spawn/possess a Pawn?

wary wave
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yeah

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just tried ensuring there is a pawn and it still doesn't work

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I really need an example

plush yew
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So my megascan just installed

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but i dont see the well... ms logo

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i do have this

leaden relic
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Dear Wonderful Unreal Community. Was wondering if they was a way for lighting to ignore normal direction.
Reason:
I need a material that will shade a lit object based on distance away from light sources. But Have no Surface curvature information. Going for a flat painted look.

mossy nymph
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@wary wave then overriding AGameStateBase::AddPlayerState

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and RemovePlayerState

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those 2 function keep GS->PlayerArray in sync

grim ore
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@plush yew reading thru the live link docs and the unreal python docs if you are doing a custom build of the engine you will have to have a custom compile of the plugin from source in your project folder in order for it to work 😦

leaden relic
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so meshes will be linear or Shaded ( Lit ) based on distance to light source. But still look flat due to having no normal information

crisp hawk
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How do you edit vertices in the ue4 mesh editor?

plush yew
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i did

opal berry
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@wary wave Does that mean that in a future version of the engine will it be supported?

wary wave
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no, it does not mean that

mossy nymph
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basically you do not need to notify clients PlayerStates arrived on their instances

wary wave
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@mossy nymph - I think I'm just going to do this a completely different way

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I really don't want to waste hours on this

mossy nymph
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as PlayerStates will access the GameState and add themselves to the PlayerArray

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on their PostInitializeComponents

grim ore
mossy nymph
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so whenever a new PlayerState is replicated to client or constructed on server, AddPlayerState function in GameState is called, and its virtual

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so should be all you need

plush yew
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@grim ore the plugin is installed

trim trail
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hey, I'm having issues with getting landscape casting shadows, it plainly can't do, while 4.23.1 and 4.24p2 can do fine. I'm trying to reinstalling 4.22.3, what should I delete besides engine from launcher and stuff in appdata?

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ue launcher/engine/project create plenty of folders around, it's difficult for me to track them

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and I'd like to make sure it's not some corrupted/wrong config/cache or whatever

plush yew
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I have fixed it!

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🙂

magic sluice
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if im looking for action after agents "touch", should i use agent being overlapped or hit?

opal berry
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should I be adding my trees using the foliage tool or bye dragging it in the viewport

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by*

devout gulch
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@wary wave PlayerStates exist on clients (all) and are always relevelant, They are creted before pawns but after controller. Don't remember exactly but it is in either on Posses or at set pawn

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if you really want to use PlayerState for something on client

wary wave
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cheers, either way, even inside the pawn I can't seem to access it

devout gulch
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you should just use OnRep_PlayerState

wary wave
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so I'm just sacking it off and doing something else

devout gulch
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unless you don't have access to code ;o

wary wave
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I do, but either way

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I've sacked it off

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I don't have time to fight UE4

merry gazelle
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take time off and come back to it later, that always helps me lol

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I can spend hours trying to fix one thing, give up and then when I try again I get it done in 5mins

vagrant iris
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sometimes stepping away is good

tame cosmos
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would anybody know how to access "Second Fog" values on Exponential Height Fog through a blueprint? It's very straight forward to set Fog Density and Fog Height Falloff (among other properties) but for some reason, "Second Fog" doesn't show up. I've tried this by adding the fog as a component, and also as an actor reference variable on my blueprint. I also tried casting to it.

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woops, weird file extension. Heres a JPEG version

merry gazelle
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Anyone of you guys know if UE has had any updates to help with creating chamfered/beveled edges?

I model with Sketchup as it's super fast but a big downside is that it's not so great working with softedges...

This sort of thing would be amazing

Thread discussing the topic: https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1542744-round-corner-soft-hard-edges

trim trail
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not much so can be done inside ue4, except delicate blur, chromatic aberration and using MAA

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edge softness comes mainly from apps you make models

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edge softness in renderer is mostly offline renderer territory, keyshot had something like that too

vivid narwhal
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probably a dumb question but is there a way to switch off all debug traces, spheres and print strings while simulating

trim trail
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if you want fast approach, i'd suggest selecting in blender or other dcc app hard edges (selecting by angle), beveling to 1 segment and then auto smooth with proper angle, best results from 1 segment bevels come from manual vertex normal manipulation

merry gazelle
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ah right, I was hoping for something along the lines of auto-LOD. I will have a go with Blender

trim trail
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y.a.v.n.e is example blender plugin that does vertex normal editing, all i did was selecting large flat surfaces and applying strong weight to them, apparently blender 2.8 has something similar natively, but i wasnt impressed or maybe i havent tested it properly

merry gazelle
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Is bevel in the modifier tabs

trim trail
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it's

merry gazelle
midnight tree
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Can I use something legally?

cloud cobalt
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Gonna have to ask in more detail

abstract relic
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Just as much as one can illegally

midnight tree
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I build scenes, can I use props from Unreal learn or free stuff to fill my scene?

cloud cobalt
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You are free to use anything on the launcher for any UE4 project, commercial or not

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It has to be an UE4 project though

midnight tree
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Stupid question, for example I get paid for renders, should I share some money with Epic or not? Legally.

alpine wigeon
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If you make more than the treshold yes...

midnight tree
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What is the threshold?

alpine wigeon
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"Once you ship your game or application, you pay Epic 5% of gross revenue after the first $3,000 per product per calendar quarter. "

abstract relic
alpine wigeon
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yeah that is from there 🙂

cloud cobalt
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If you are paid for renders, no royalties are due IIRC

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However, the renders need to be made in UE4

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But I mean, read the license

alpine wigeon
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Hm I would still ask about it through support channel ... if he crosses the $3000

midnight tree
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Meh, I don't make over 3k$ per quarter

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I am untalanted subhuman

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That works literally for food and shelter

merry gazelle
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no such thing as talent, just lots of practise

somber condor
#

I just did 'Stat Game' and found my bottleneck is 'World Tick Time' ... grabbing 24ms!
Should I look for Event Ticks and BPs that are using ticks ? I'm a bit confused cuz there's also 'Tick Time' which is fine (only 2-3 ms)

cloud cobalt
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Use the profiler

somber condor
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you mean Startfile ?

cosmic matrix
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Hello

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Anyone know how to get a quedrupeds rig file for retargeting animations?

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Is it possible to generate one?

honest vale
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@somber condor profiler is under dev tools

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In editor

plush yew
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no one?

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how to fix this

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i cant edit brushes

regal mulch
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See the big 5 icons on the top left? Try the most right one. (I never touch brushes or that tool, but that should be it.)

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@plush yew

crude robin
#

what the best way to make animation if you don't have mocap suits or anything like that. doesn't unreal have like keyframe animation?

abstract relic
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Open a 3d application of your choice (Blender, Maya, 3d studios, etc) and make your animations there

thick herald
#

Try out Cascadeur - it's currently in beta. Physics based animations. 🙂

crude robin
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i did not know blender did animation and i have that on my comp lord.

regal mulch
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Blender is probably the best way. UE4 has a keyframe system, but only to correct minor errors.
I wouldn't advise to use it for an animation from scratch.

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If you can't animate (cause that's not an easy thing), then you could check the marketplace for animation

crude robin
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yeah most the animation i gather are from marketplace. but thing for like gun idling animation and stuff sometimes are not with the pack

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though i could just use the basic one with the starter animation pack

grave osprey
merry cape
#

"We've had one fog yes, but what about second fog?"

sharp crest
#

it just ignores it and only paints on the landscape or meshes

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the foliage I'm trying to place on is on BlockAll collision

somber condor
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So I used profiler tool and still it indicates my bottleneck is 'World Tick Time' but even there I can't break down further than that. What's actually world tick time ?! : |

flat idol
#

@sharp crest maybe the mesh has no collision so you cant paint on it, not sure tho but maybe that's the reason.

sharp crest
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I said it has

flat idol
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@somber condor the world is probably your map executing everything below.

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@sharp crest make sure the actual mesh has a simple collision too, or set it to use complex as simple collision (temporarily!)

sharp crest
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it does and it works on the same mesh when it's a mesh and not foliage @flat idol

flat idol
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Idk. If it's something like a tree just drop the branch mesh in there overlap the foliage item and paint on that. Or you can try experimenting with settings. I don't really remember but maybe you must press a button like ctrl or alt or shift etc while clicking on objects, but don't recall this.

cloud cobalt
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@somber condor Level BP would be my guess then

flat idol
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The profiler is a tricky one, usually you drop down the entires all you can see is stalling, but there is at least one that is going to give you a rather long stack you are looking for. There was nice epic tutorial about how to use the tool and not get lost.

sharp crest
#

@flat idol I figured it out, I turned on movable - then it worked. Then I changed back to static and it still works.
Maybe just had to reload it cuz I changed the collision and that did the trick

flat idol
#

Wow. proably a map reload would work too.

sharp crest
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ye

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didnt want to try it cuz my map/project would take forever to reload lol

coral patio
#

Hey guys 🙂 Where do I ask for help regarding shader stuff?

sharp crest
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what kind of shaders

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like material stuff

patent ibex
#

where in config files i can put stuff like r.DistanceFieldAO=0?

somber condor
#

@flat idol / @cloud cobalt Thanks! yes It's so vague what it's referring. my level BP has nothing to worry really. just streaming levels on events. But I think I fixed it! it was the Dripping water particles I was using in the level. but so strange that it doesnt honestly tell me in the GPU profiler or whatever

sharp crest
cloud cobalt
#

Yes this is weird

coral patio
#

I'm trying to create a shader/material that wobbles via displacement (with a time node) with the node editor 😄 And while I already got something that kiiiind of works... it's not quite the desired result.

sharp crest
#

@patent ibex enjoy hdsmiley

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@coral patio maybe wonna post that in #graphics too, and maybe give an example cuz I have no idea what u r talking about lol but not good with materials

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also make sure to google

patent ibex
#

this is bound to selected quality level isn't it?
i just wanted to completely turn it off for a project while still maintaining DF meshes generation

coral patio
#

Ahh, alright 😄 Will do!

sharp crest
#

dont rly know but there is probably a google answer for that

patent ibex
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the thing is there's no documentation that specifies it and googling didn't help me out

obtuse root
#

hey guys. I'm making a grappling game where 1 blueprint has all the attacks and reacts. anyone know how to get an animation to play for one when it plays for the other? it's the same blueprint

merry gazelle
#

Finally managed to build the core game mechanics for my game. All I need to focus on is the aesthetic stuff now. After several years of random projects I finally got one done 👌 😅

wary wave
#

a bug I reported a year ago is still there \o/

#

screen space widgets are still broken to the point of unusable

swift spindle
#

report it again

wary wave
#

I've reported it twice

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"I have tested this issue, but have been unable to reproduce it on my end." - last response

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sigh

swift spindle
#

link me the issue

wary wave
#

there's nothing to link to

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not since Epic shifted to that bug submission form via e-mail

abstract relic
#

“Doesn’t exist”

swift spindle
#

what exactly is the issue ?

wary wave
#

screen space widgets have incorrect render transforms

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this includes projecting a world location back to the screen

swift spindle
#

you could try a work around... do a ray cast from mouse position

wary wave
#

I don't have a mouse

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(and that's not a workaround, I need it over an object)

pale forge
wary wave
swift spindle
#

are you using the anchor points properly ?

wary wave
#

it's anchored top-right, no offset

swift spindle
#

are you setting UMG to scale with window size ?

wary wave
#

same issue if it's in the middle

mossy nymph
#

what are the affected versions?

wary wave
#

last time was 4.16, IIRC

#

widget has a fixed size

swift spindle
#

huh

#

troll ?

mossy nymph
#

troll.

swift spindle
#

always the case... that means nothing

#

go away troll

abstract relic
#

@weary basalt dumpster fire in progress

swift spindle
#

I love the ignore command 🙂

weary basalt
#

@plush yew Whats the issue mate?

maiden talon
#

hey new here, where i would ask for help compling UE4 on linux?

swift spindle
#

I suspect he got beaten by someone he thought he could dominate. Standard whine

abstract relic
maiden talon
#

cheers

weary basalt
#

Your issue is that you think people shouldnt post something you consider "bad" in this Discord server?

#

Is that right?

#

...

#

Do you maybe want to take your head out of your arse??

swift spindle
#

just block 🙂

weary basalt
#

Dont need that shit.

normal burrow
#

🛐

swift spindle
#

part of the problem with becoming a larger community.... is you'll attract twits..... but you'll also get awesome ppl 🙂

swift spindle
#

I miss having the power off the ban hammer =*(

pale forge
swift spindle
#

collisions on his arm should be disabled when prone

#

you can do this via BP in different states

pale forge
#

I never would have though of that...

#

thanks

swift spindle
#

🙂

normal burrow
#

uh you might want to check collision analyzer to make sure thats the issue spammer

abstract relic
#

Sounds like an insult

normal burrow
#

wasn't meant to be, just unless the arms are simulated it shouldn't affect the placement of the ik

pale forge
#

Can't say I know what I'm looking at here. The weapon is attached to the char right hand, and the left hand is FABRIK attached to the barrel of the gun.

normal burrow
#

how are you getting the transform for left arm?

pale forge
#

I turned off all collision on the weapon and skmesh but no changes

normal burrow
#

fabrik is overkill here, use two bone ik

#

but that doesn't explain it still.

swift spindle
#

I've not used FABRIK unfortunately... most of my knowledge is pre 4.20 stuff

normal burrow
#

does anything alter the right hand?

#

beyond things to the left of that fabrik node?

pale forge
#

Right now I'm guessing that I am not getting the transform for the left hand correctly. I should use a socket, but I just set it

sharp crest
swift spindle
#

😛

#

answered your own question eh

normal burrow
#

spammer its fine what your doing there as long as the right hand is the parent of the weapon

pale forge
#

yah but not w/o help

#

the hand ...or the mesh?

sharp crest
#

optimizing is hard 🦢

swift spindle
#

just time consuming

#

and a craptone of itterations

normal burrow
#

if the weapon is always in right hand space, then setting the ik target for the left hand based on the right is fine

#

however

#

zoom out of your graph

#

anything to the right side connection of your fabrik node that could alter the right hand would be subject to the difference between the two.

pale forge
normal burrow
#

hm thats really messed up if its multiplying that transform offset on the right side of the bone transform lol

#

which might be what it does

pale forge
#

changing from "Bone Space" to "Parent Bone Space" almost fixed it.

normal burrow
#

ah yea, that would put the multiply on the left side as a child (would hope)

#

so i'm guessing the only issue the gun transform now?

#

left hand keeps on the gun, but gun is all over the place?

pale forge
#

No the gun stays stuck to the right hand, aim offset works, but left hand is just out of place

normal burrow
#

does the guns relative transform change at all?

pale forge
#

No, nothing in code

#

I'll try to set it via a mesh socket

normal burrow
#

try temporarily disconnecting that aim offset too

#

just to see if its a factor of it or not

edgy halo
#

Hey! i have a character skeletal mesh (standard UE one) and VR hands attached to my VR pawn, how do i hide the hands AND disable the collision on the skeletal mesh so i only use the VR hands? My VR hands get their position from the skeletal mesh hands so i cant delete them

#

having 4 hands is a no go for my game

flat idol
#

There is a hide bone command in blueprints you can specify the hands and hide them i suppose.

#

Hand, or the entire arms whatever feels better.

normal burrow
#

yes

edgy halo
#

So i would make that in the pawn bp and make a cast to the AnimBP and get the bone from there?

flat idol
#

I think you execute the command on the mesh but maybe require the animinstance idk.

normal burrow
#

it does it by scaling robert (i think) but have to look it up one sec

flat idol
#

Yes i think its Scale = 0

#

But essentially wil be invisible which is what OP wants :)

normal burrow
#

oh my bad sorry, thought you were asking

edgy halo
#

scale 0 wouldnt mess my location up i guess=?

flat idol
#

Location of the hand will be unchanged, but fingers will be the same as hand etc.

edgy halo
#

yeah okay

normal burrow
edgy halo
#

okay thanks guys! ill try it out

cosmic matrix
#

Hello
Anyone know how to get a quedrupeds rig file for retargeting animations?
Is it possible to generate one?

edgy halo
#

ok weird this makes my vr hands dissapear completely

flat idol
#

Bambus add sockets to the skeleton next to the hands, maybe they will give you correct locations

#

It is possible that hiding the hand makes attached components to be scale 0 too (since they are derive transforms from attached bone which is scale 0 already)

edgy halo
#

oh yeah ill try

#

thanks

flat idol
#

Or you can try setting the vr hands to use absolute scale

#

That perhaps prevents this to happen above

vivid narwhal
#

can I edit a curve in a NavMeshProxy to make it so AI can jump over objects and not just up/down from edges?

flat idol
#

What happens when yo set the mesh collision that characters cant step up on?

#

Or remove the can affect navigation checkie

#

So the ai will jump much further perhaps

edgy halo
#

Accessed None trying to read property SkeletalMesh

#

not sure what im doing wrong

vivid narwhal
#

it just walks into it sadly Robert. Tried on/off and not effecting

flat idol
#

You can probably prevent him walking into the object if you setup a nav blocking volume. Its for the test.

edgy halo
flat idol
#

Accessed None trying to read property SkeletalMesh That is either unaccesible or null by default, maybe another property is giving you the mesh.

#

Maybe the vr-ar channel can help you with this i know awkawrd little about vr setups :P

vivid narwhal
#

tried a nav mesh modifier (I assume that's what you mean by nav blocking?) and it just walks into the no-go zone

edgy halo
#

ah okay, thanks 😄

flat idol
#

JackUniverse, you can enable to see the nav mesh, what does it look like? The modifier should give you a hole where the ai should be able jump over.

#

I've never done this tho, i could be mistaken on the hole jump part.

vivid narwhal
flat idol
#

Hmm it looks good tho, so why he is not jumping i wonder.

#

Maybe set him some higher jump velocity? Just guessing

mossy nymph
#

@edgy halo what type is SkeletalMesh?

edgy halo
#

what do you mean by type

mossy nymph
#

i mean is it a USkeletalMeshComponent, USkeletalMesh.... ?

edgy halo
#

skeletal mesh component

mossy nymph
#

and it has assigned mesh in VR_Character?

edgy halo
mossy nymph
#

skeleton*

edgy halo
#

this is correct yeah?

mossy nymph
#

is it configured?

edgy halo
#

in the vive_pawnchracter event graph i can hide a bone from the mesh itself

#

so it should work?

#

configured as is? i can walk around with it and stuff

#

and it has collisions etc

mossy nymph
#

i mean skeletalmesh is assigned and visible?

edgy halo
#

yup

vivid narwhal
#

@flat idol so if I remove the barrier he jumps down fine, if the jump duration is too low he just kinda "slides" down the path, but if it's high he launches correctly. However, even with an insanely high jump duration, he just still hits the barrier.

edgy halo
#

sorry im really new to it, but the full error is "Blueprint Runtime Error: "Accessed None trying to read property SkeletalMesh". Blueprint: ThirdPerson_AnimBP Function: Execute Ubergraph Third Person Anim BP Graph: EventGraph Node: Set MC_Transform_R" its saying the error is with the "set" node?

#

theres a screenshot a bit up of the blueprints

mossy nymph
#

only nodes connected with white execution wires trigger execution

edgy halo
#

ohh

vivid narwhal
#

Erm... Actually. Now sometimes he'll slide into the barrier after trying to walk into it a few times and go into a jump

mossy nymph
#

set for left transform throws no errors?

edgy halo
#

nope, but the left one is still configured to get transform of hand mesh in vive_pawncharacter (which is the vr hands)

flat idol
#

@vivid narwhal JackUniverse is the pawn walking off the navmesh when hits the barrier? maybe the walking should nav walk only.

edgy halo
#

wait i think i fucked up some stuff, it doesnt make sense the way im doing it

#

im trying to transform the wrong hands

flat idol
#

Anyways BabumBo have you try setting the vr hands to use absolute scale (you can attach components by using keep world scale) that should make them visible again

#

After that you can experiment with ik setups to make the guy arms follow the virtual hands

edgy halo
#

i couldnt figure out how to do it haha

vivid narwhal
#

@flat idol Nope, it's staying inside the little balcony area. I was hoping there was a way to edit the exact curve but that doesn't seem to be possible

mossy nymph
#

dunno, if the character is invalid, it would complain about that being null, not the SkeletalMesh

edgy halo
#

yeah but as i set it up right now, its trying to find the transform of a socket, so it can change the transform on the skeletalmesh hands, but i need to change the transform on the VR hands instead to attach them to the socket, so i went about it all wrong

flat idol
#

@vivid narwhal is there an event you can hook on, and give a launch vector for him when he is reaching this navlink? In the AI channel you can perhaps get better ideas probably. :)

edgy halo
#

this is confusing me lmao

#

okay the thing i was trying to do shouldnt work, but can i in a FABRIK make the solver tip bone be my vr hand instead of hand_r? (which is the skeletalmesh own hand)

vague sable
#

texture in UMG for crosshair is blurry when I launch, then becomes normal a few seconds later, I assume it's lod/mipmap but I'm not sure where to change it? I did assign the texture to the UI texture group

edgy halo
#

in other words, can a tip bone be a bone from another mesh?

#

maybe make a bone that always updates its location relative to a seperate mesh? idk if possible

edgy halo
#

Thanks a lot robert, zlo and p@t i made it work by adding a virtual bone and using that as a tip bone!

sharp crest
#

getting this error when extracting quixel surface textures, any idea why?

#

it worked fine with a model just not with the textures lol

swift spindle
#

quixel's servers are currently being hammered

#

it's most likely the file timed out and is corrupt now

neat forge
#

is it expensive to use complex collision as simple on low poly meshes?

sharp crest
#

thx

swift spindle
#

@neat forge while it's not as bad as it used to be... there are certain optimisations with using things like capsule colliders and whatnot instead of mesh collisions. In the end it's about how much accuracy vs performance your looking for. You'll need to experiment to see the trade off.

humble sun
#

👆 Exactly this... sometimes it could be just fine.

neat forge
humble sun
#

I did do some tests once almost 2 years ago.

neat forge
#

Sorry Im a bit of a noob

humble sun
#

yeah thats fine

#

and if you have some LODs on your meshes (which you really wouldnt need in this case perhaps

#

)

#

there are even a few settings that allow you to use a lower lod as a collision

neat forge
#

That would be perfect, where are those settings?

#

Thank you for helping me!

#

I found it nevermind! Its cause I didnt have LODs set up

cerulean sorrel
#

I have a question. Is there a way to import a rigged model into Unreal and then pose it via its bones?

#

Any type of tool, mod, or plugin that makes this a possibility

swift spindle
#

you can pose things in unreal yes

vague sable
#

I can't seem to figure out how to use them on a mesh

swift spindle
#

this is only for unreal with Datasmith enabled

#

mostly used for archVis work

vague sable
#

I see

swift spindle
#

you can export static mesh assets as FBX / OBJ for external editing

vague sable
#

👍

neat forge
#

Anyone able to recommend any tutorials or assets on multiplayer lobbys/game sessions?

limber mantle
#

anyone using ue4.24?

#

is it stable

abstract relic
#

There’s only preview version

#

So no

limber mantle
#

can i package it

eager anvil
#

hi everyone!

late olive
#

Should I feel ashamed if I want to make a challenging strategic hack-n-slash game that feels a little like Bloodborne?

#

Of course I want to add original stuff but I just find that kind of hack-n-slash fun

grave nebula
#

What could be the reason for widget not showing in standalone/packaged ?

vocal flume
#

Trying to build a menu in UMG

dim arch
#

anyone know how to connect a joycon to ue4?

vocal flume
#

But not able to move a text block

dim arch
#

I have it linked via bt to the machine but the controller inputs arent responding

vocal flume
#

I can resize it with handles but move handle doesn’t appear

neat forge
#

If Im making my project in 4.22 rn, am I able to open it in 4.23?

ancient lotus
#

@neat forge you can convert them to 4.23, so far ive moved over 3 projects without issue

tidal ginkgo
#

how do you make your game's character respawn after hitting a KillZ?

vague sable
#

I want shiny snow like in the Overwatch winter update

plush yew
#

Hey folks im running into an issue getting my texture imported into unreal. It seems correct in photoshop but when it gets to Unreal it doesnt look the same. This is how it should look

fallen marten
#

@late olive go for it man - I'm pretty deep into a 3d person beat em up with guns and gore because I wanted something like the old final fight arcade games but with all the touches of the 21st century

lofty imp
#

im working on graphics settings menu, has anyone ever seen in a game where it says output monitor and it lists the number of monitors you have? and you can change which monitor the game displays on very simply... GTA V for example has it

#

im looking for a way to do that

light coyote
#

@plush yew
I gess you are not exporting with lower quality than the canvas in photoshop right?
Double click image and open it in unreal. See if there is anything wierd. It should have imported as type default. Check types, i know what this is for, but i cant remember the name,,, maybe it has to be changed to a certain type.

gusty sand
#

Hi I’m new to unreal is there really a need to use c++ or will the node-based programming be sufficient

light coyote
#

It will be sufficient.

blissful trail
#

so im having an issue the player doesn't move forward when i press d

normal burrow
#

Tap it very fast

blissful trail
#

it doesn't work

#

:<

normal burrow
#

The white line runs when you press it. Only once

#

Until you let go

#

So you need to set some variable on press. And unset it on release. Then in tick you add the movement

blissful trail
#

i put the movement into the tick with a delay of 0.01 and it moves really really slowly

normal burrow
#

No delay

swift spindle
#

Try to not use ticks. Use a timeline instead

honest vale
#

yea if you use delay in a tick then you do not want tick

vague sable
#

is it possible to use WorldAlignedTexture along with ViewAlignedReflection ?

#

I want a tiled textured to use for ViewAlignedReflection

tight birch
#

So i downloaded and installed the epic games launcher successfully but for some reason the launcher isnt getting admin rights to install UE4, I just keep getting the error


error code DP-06```
I still get this error even when running the installer as admin
i'm on windows 10 home 64 bit
#

where are the debug logs located so i can check those

#

oh huh

#

it appears to have randomly gotten the memo and worked

#

now i just hope that it will run on my potato laptop 😛

#

godot and unity work but i think unreal has somewhat higher requirements right

tawdry lodge
#

UE4 have higher requirements yes

tight birch
#

I couldnt even run the epic games launcher when i first got the laptop last year because it has a gemini lake cpu and apollo and gemeni lake cpus used to crash on the launcher

#

so my prospects arent particularly high

#

can you disable extraneous features of the engine you don't need for your game

#

to save on resources

main chasm
#

I'm a sad boi

tight birch
#

why is that

main chasm
#

Because I've spent three hours trying to get these animations dealt with for my game

#

But everytime I try to retarget one the editor doesn't like the whole thing crashes

#

And I have to start all over

tight birch
#

make sure you hit ctrl s as often as possible 😄

#

or whatever the shortcut for saving in ue4 is

main chasm
#

Just doing the normal save doesn't help. I have to use the "save all" button otherwise it will revert all the animations back to their original state

#

Found that out the hard way

tight birch
#

ok, bind ctrl s to save all then 😉

tawdry lodge
#

When you launch the engine you can scale down the overall quality in the settings but I dont think you can do that before

deep saddle
#

@swift spindle just to be clear, timeline is pretty same thing as event tick. Timeline node is nothing but a component that ticks, so you better use one actor tick, than 10 timelines.

primal harbor
vague sable
#

is it possible to change the lighting conditions of the material preview?

rapid lion
#

i had the problem that the delay had started at the start of the game, but it was meant to start when i touch or when ai touched the player

#

guys

wary wave
#

so let me get this straight;
CharacterMovementComponent has a DisableMovement function
There is no corresponding function to re-enable movement??

#

guess I have to set movement mode directly

drowsy perch
#

how to do that?

plush yew
#

pretty sure thats within your 3d editor of choice (maya, max, blender) etc.

#

when you go to export there should be a box to check

drowsy perch
#

in quixel bridge

plush yew
#

i havent got a clue then

#

ive not used bridge

drowsy perch
#

Because I don't see that option there 😦

midnight tree
#

Someone help me please

#

I am doing a tutorial and a master creates "intensity" in node editor

#

But when I try to make intensity node - there is non.

#

Why?

#

😢

heady locust
#

have you tried turning off context sensitive?

thick herald
#

try unticking the context sensitive box. UE4 is weird

midnight tree
#

Thank you very much, my saviours!

thick herald
#

your welcome 🙂

heady locust
#

awesome! 😄

midnight tree
#

😢

heady locust
#

aww

midnight tree
#

I don't understand, I made a node set intensity but my point light could not connect to it

#

But in tutorial everything seems to work

manic pawn
#

you accidentally used a child actor component instead of a light component

midnight tree
#

I just dragged light source from shelf inbto blueprints

#

How to fix that?

manic pawn
#

yeah that's not how it works

midnight tree
#

Master did this

manic pawn
#

delete that thing, then click add component, select point light

midnight tree
#

🤔 that worked

manic pawn
#

it's possible he is using a different engine version than you where what he did works as a shortcut to do the same thing

ocean hemlock
#

anyone want to make a fps game with me on unreal? i can do programming i just need a animator\

rapid lion
#

is there a way to make ai stop after getting jumpscare?

#

what do i use ?

#

or stop the game while game over screen is displayed

drowsy perch
#

do you know how to put the asphalt under the pillars? It's not like photoshop to set the order of the layers 😦

tall pendant
#

there should be an receives decals option on your static mesh

#

iirc unchecking it should do the trick

drowsy perch
#

wow thanks!

plush yew
#

why doesnt ball move when moving actor

#

it has physics enable

#

this is problem in my game because enemy needs to follow ball. It cant follow ball if location is the same but ball is still moving

grave nebula
#

Because you are moving an actor, not the component, that simulates physics

plush yew
#

well how to make component move too in game

#

when ball spawns to game, enemy comes where it spawned

#

but ball keeps moving and enemy doesnt follow the ball. Its just where ball spawned

#

@grave nebula watch that video so you understand my problem

alpine wigeon
#

Stupid Quxel question, has anobody gotten their subscription refund yet?

tight birch
#

hm so i'm trying to use the vulkan renderer but when I switched my project to vulkan it fails to load now 😦 It just gets stuck at 33% and hangs there, when I look in task manager i see cpu usage is stuck at 100% and shadercompile worker seems to be having some sort of memory leak or something, I saw its memory usage spike up to about 1200mb for a split second before jumping back down to about 100 or so, has anyone else ran into this issue

alpine wigeon
#

Nope it is not having memory leak.....

tight birch
#

and yes before anyone asks my laptops gpu does in fact support vulkan

alpine wigeon
#

it needs to check and rebuild its shaders

#

so it is "working as expected"

tight birch
#

it is intel uhd 600

alpine wigeon
#

yep it will take a bit to start 🙂 give it an hour...or two...

tight birch
#

an hour? Really?

alpine wigeon
#

If the shadercompiler is runnig it is doing stuff

#

how long has it been for you?:)

tight birch
#

well I stopped it because i thought it was stuck lol

alpine wigeon
#

How long did you let it go?

tight birch
#

how long do you have to wait

alpine wigeon
#

30 minutes is sort of a norm...sadly..:D

#

Just give it a bit...

tight birch
#

oooof and I assume that's with an actually decently specced pc?

alpine wigeon
#

Keep in mind that Vulkan is sort of still WIP ....

#

In my experience it does not rly matter, it is CPU intensive so any decent cpu would work the same

tight birch
#

Heh well lets just say i wouldnt necessarily describe the cpu in my laptop as decent 😛

abstract relic
#

Give it a day 😜

shy silo
#

I'm not sure where to ask this, but when I open a material, the graph window is missingg, how can I fix this?

alpine wigeon
#

Just let it run for a bit, you will see some movement in the log eventualy...

tight birch
#

ok i'll do that

alpine wigeon
#

@shy silo The window opens? just the graph is missing?

shy silo
#

yeah

alpine wigeon
#

In the Window go on top to the Window menu and add it back

tight birch
#

I wish there was an actual progress log you could see

alpine wigeon
#

There is... after a bit

tight birch
#

no i mean a window with text

alpine wigeon
#

You could also in theory increase the log level...but that is a messs

tight birch
#

showing exactly what is going on

alpine wigeon
#

start the project with -log

#

Or start it from command line

#

@shy silo Found it?

shy silo
#

yeah, thanks

alpine wigeon
#

cool 🙂

wary wave
#

how is what possible?

thorn topaz
#

From looking at it, I imagine having a non-pure function inside of a pure function

ruby folio
#

Anyone know how I can globally set the derivedDataCache location to be in the project directory?

plush yew
#

is there an expected release date for 4.24?

manic pawn
#

this year

ruby folio
radiant haven
#

@wary wave in the first image (output of function lrv) you have Location Rotation... but no float
in the second Image where the function is called, ther you have floats

wary wave
#

it's a vector

#

any struct, including vectors, rotators, transforms etc can be split

#

just right click on the input / output

alpine wigeon
#

you can also recombine it back

radiant haven
#

and then`?

alpine wigeon
#

There is either split or recombine...recombine will not be available if anything is plugged in

#

for example "Get Actor Location" Right click on the output vector and select split

#

that way you can save one node for the split

radiant haven
#

if i make a new node here

alpine wigeon
#

yes

radiant haven
#

thats not the case in the last to pics

alpine wigeon
#

Ok I do not think I follow now...

#

If it is in the same blueprint if you add new output it will add it to both the runction implementation and all the calls of the function

radiant haven
#

its an other fuction

rotund scroll
#

I have a question about math and trig functions, anyone math savvy around?

trim oracle
#

Hey guys! As some context, I’m brand new to UE4, but I’ve got experience in other game engines and in programming, modeling, and texturing.

I’m making a game, with some friends, as a hobby project for both PC VR and the Oculus Quest. I’ve already got it running and everything, that hasn’t been an issue. However, I do have one question:

What’s the best workflow for a project where there should be high quality assets for PC VR but more optimized assets for the Quest?

I already know of LOD, and I’ll be employing that, but I feel like there is more that I’m missing. There would probably be different shaders and materials depending on the platform.

#

Should I create two different projects and share the core assets, like blueprints, between them?

radiant haven
#

whats this?

uneven tundra
#

Im trying to figure out how to create my own master materials for groundtextures. I relize it should be possible to "layer" different textures. Can anyone recommend a good tutorial for this?

rotund scroll
#

@radiant haven dot product

abstract relic
opal berry
#

This is the Environment Set assets from the market place

sudden agate
#

your lightmap resolution is too low and the lightmap uvs of your trees are garbage

opal berry
#

I did not make them

#

its from the Environment set from the marketplace @sudden agate

sudden agate
#

well, complain at the marketplace seller

opal berry
#

i did

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he/she dont reply

#

I sent a question to them 2 days ago

abstract relic
#

Man that’s pretty abysmal

#

Kind of looks like a product of sapling generator from blender

opal berry
#

What about UV overlapping by 1.6 %

uncut vigil
#

guys - I want to move my UE installation - can I uninstall it and reinstall it somwhere else? All my projects are in My documents

#

can I also just move a whole project on a different drive?

thick herald
#

Yup.

plush yew
#

guys

#

I literally have no idea how to set my player as an enemy, so I won't have to have the player as neutral, so I can make them detect only enemies

rugged haven
#

Hi all, I am developing something for the marketplace and need a bit of help/advice with setting up a character mesh

#

The mesh has several parts, submeshes all riged to the same skeleton and I want to hide some parts here and there to effectively make a customised character, is it possible?

#

For example hiding a scarf or a jacket

jolly slate
#

Many many many different ways of hiding and showing clothes and such on characters

#

Usually depends on the game and the devs needs.

rugged haven
#

Okay so I'm exporting ALL the meshes out as one skinned mesh, and each submesh has it's own name. I import into UE4 as one skeletal mesh but can no longer see the submeshes...

#

That's the core of my issue really

jolly slate
#

Ah yeah that's not really how that is usually done!

#

Typically you'll want to export each clothing piece as its own mesh

#

As long as it inherits from the same skeleton, animations and all that fancy stuff will still line up fine

rugged haven
#

Damn, Unity does this so well too...shame that

#

I understand though, no probs, I know what I must do.

plush yew
#

how to make things heavier

#

nothing seems to work

regal radish
#

Say im ready to start building levels for a game what do you use? geometry to block out the layout.. then blender made stuff like a building. im such a noob

jolly slate
#

The eternal physics question, how TO make things heavier! Basically, you just kind of have to increase the world gravity.

#

Depends entirely on the game.

#

Are you building your levels with the intention of using modular design? Or will they be separate large pieces of mesh?

ripe flax
#

Hey folks. I am trying to build a door working with physics constraints in UE4, it's going to be for VR to open it with the "motion controllers". However I am having some weird issue, with the door automatically "swinging" back in place. I assume it has something to do with how the physics constraints are designed, but is there a way to turn it off? 🤔

regal radish
#

basically would i create a building out of geometry and texture it with say quixel or build and texture in blender then export it into ue4 for my level @jolly slate

#

which is the proper way

jolly slate
#

You're going to texture it using a company? 😮

Alright well uhm, doesn't exactly answer the question but let's go!

#

So typically you'd want to start by blocking your level out, using either simple greyboxes or BSP

regal radish
#

no the quixel 10k + textures and assets they just released

jolly slate
#

Once you've got your gameplay laid out, you replace the greyboxing with meshes.

#

Ah, you mean Megascans 😛

regal radish
#

ye sry lol

jolly slate
#

I'd suggest you sit down and spend some time googling resources on "Modular environment art" for 3D modeling

#

This is the way most games typically construct their levels these days.

plush yew
#

and what do you think ?

regal radish
#

ok i will now Thx @jolly slate

#

Nice 🙂

true leaf
#

Looks like RuneScape , the mines just south of that one town

#

😁

plush yew
#

lol xD haha

#

this is going to be so much bether xD

#

btw bankspace for a player is that replicated or not ?

#

Guys, how do I set players as enemy for AI use?

#

I want senses to only detect enemies

#

Or at least to make the AIs themselves teammates

#

So they don't hit each other, and stuff

jolly slate
#

Lots of different ways to do that too

#

You could use the tag system for example

plush yew
#

Hm, the weird thing about it is that it looks like it's integrated, since the AI senses have the option to detect enemy, neutral, and teammates

#

But I never seen a simple option in blueprint, or on characters

craggy kraken
#

@plush yew sorry but not sure anything can trump the classic that is RuneScape 😂😂

plush yew
#

I looked it up on the internet, but, they talk about using that as a main thing for even moving to the player

#

Though, I already have it set it as moving to targetlocation, that is kind of universal for detecting where the ai should go

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@craggy kraken
runescape is so good i know xD i am going to have a hard time not let it be like runescape

#

Both for chasing the player, and for moving to patrol, or investigating

craggy kraken
#

@plush yew nothing wrong with standing on the shoulders of giants 😄 best of luck!

#

I love my 4K games but there is something about that art style that is fun

plush yew
#

yeah its more fun i think 😄

craggy kraken
#

Indeed

plush yew
#

4k games i wish i had the feeling to make that respect for your choice

novel vapor
#

So I am new to making cinematic in Unreal Engine and I ran into this Read only output directory when I tried rendering. No idea how to fix this problem

plush yew
#

how to make items weight more in unreal

rugged haven
#

@jolly slate The splitting the mesh up into parts seems to be working, thanks!

plush yew
#

i dont want my ball be like air

jolly slate
#

Good to hear!

#

@plush yew As I mentioned earlier, you have to turn your world gravity up

plush yew
#

where

jolly slate
#

In your world settings

plush yew
#

k

#

I have some troubles using gFur 😝 :

#

I'm trying to understand what they do on this tuto but it's not clear to me. It explains almost nothing... 🙁

#

I cannot even setup the material... 🙁

merry gazelle
#

I'm planning to start releasing free kits for UE4 Developers. Mostly blueprint systems but also 3D kitbash assets, full game concepts, etc.

At the moment I'm preparing a vending machine system, grid based top down city building game and a bunch of ambient sounds packs. If you're interested message me (I've just setup a dedicated discord).

novel vapor
#

Can anyone help with cinematics?

plush yew
#

how to make pawn follow component from actor instead of actor

merry gazelle
#

Should be able to get all actors of class > get (a copy) > then find the root component of the actor from there

wispy raven
#

hey! quick question, how can i see what's going on in-game from the free-camera of the viewport?

plush yew
#

@merry gazelle but how to find location of component after that

jolly slate
#

@wispy raven just unposses the character, every time you start playing in editor a little message will pop up on the top left telling you how to :3

#

Or just chose "Simulate" instead of play

wispy raven
#

thanks, but i'm just trying to understand why the camera clips in a weird way

jolly slate
#

For that you'll want to set up a second viewport or like a rendertarget

#

Or just, unposses like I said, the camera actor will still be where it was when it started clipping so you should be able to tell what's going wrong.

plush yew
#

Hey! I have a problem. I try retargetting animations, but all times i have crash:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 78 from an array of size 68 How i can fix this?

wispy raven
#

i tried to unpossess, the camera doesn't show up

plush yew
#

how to fix

jolly slate
#

Well camera components arn't visible ingame, you'll have to select it via the outliner

wispy raven
#

huh ok, i'll try

#

wait, i have an idea, i can temp pair a box to the camera

merry gazelle
#

@plush yew

jolly slate
#

I mean you could just untick "hidden in game" on the camera too, but the outliner should be all you need

plush yew
#

no @merry gazelle

#

cant get get location

#

yes i can

#

yes yes

merry gazelle
#

cool, sometimes you just need to delete the node and replace it with the same thing and it'll work

plush yew
#

umm not workin

merry gazelle
#

maybe try getting the location of a different component. Or try using a different actor with different components. If those work you can figure out if it's just that "ball" component

plush yew
#

@merry gazelle maybe it thinks that this ball component should be in enemy pawn

#

it doesnt understand that ball is part of ball actor

merry gazelle
#

yeah is the ball actor a child of enemy?

#

or nothing to do with it

#

You could try renaming the components too

plush yew
#

its not child

merry gazelle
#

I'm not sure 🙃

plush yew
#

someone helpp mee

#

what does this mean

#

this enemy should follow ball component that is from ball actor

grim ore
#

show them what you are trying to do. Where is the component you want, what class is it in and what does the components look like

plush yew
#

this is ball and that orange ball is what i want my enemy to follow

merry gazelle
#

😄 that's one fancy looking ball

plush yew
#

and enemy doesnt want to show himself

grim ore
#

that is a screenshot of the content browser, what does the blueprint look like. what component are you trying to get?

plush yew
grim ore
#

do you know what a component is?

plush yew
#

component is part of actor at this point

#

i think

#

this blueprint is from enemy

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enemy needs to follow component from actor

merry gazelle
#

he means the list on the left with the mesh and stuff

grim ore
#

I think he is just confused on what he wants to do.

plush yew
#

it needs to follow component

#

not actor because ball component has physics

#

enemy needs to follow this

#

@grim ore @merry gazelle someone help. It shouldnt be hard to fix

supple gale
#

what is the error message given

plush yew
#

thats error message

merry gazelle
#

I would try adding an arrow component into the ball actor. Then get > arrow component > get location

grim ore
#

I do not see a "Ball" component in your list of components. I see DefaultSceneRoot, BallMesh, and ParticleSystem.

merry gazelle
#

he uses ball mesh in the previous screen

supple gale
#

name is ball mesh

#

not ball

plush yew
#

there is older and newer photo

#

Hey again! Please help how to fix my error:

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 78 from an array of size 68

Crash if i try retarget animations :/

#

help me first

merry gazelle
#

@plush yew did you try getting the location of a different component

plush yew
#

@plush yew you are first

merry gazelle
#

it will help to rule out where the issue is

grim ore
#

@plush yew if the engine is crashing when you try and retarget I dont know if we can do anything. Maybe your animation is bad? have you tried another or tried one supplied bu the engine

plush yew
#

okay, I try 20-30 anim / retarget, but why D:\ drive? I D:\ drive is an Optical Drive 😄 xD

hidden aurora
#

Is anyone else having trouble with advanced steam sessions plugin in unreal 4.23 i cannot compile it gives me errors about steamsdk

grim ore
#

the error is just a generic engine error, that was the location when it was compiled

hidden aurora
#

It happens with every game engine version

strong mesa
#

so i have a child class of a child class ( Item ) > ( Guns )
( Malee )
( Consumables )
Say i casted to ( Items ) , how do i communicate with ( Guns ) or ( Malee ) Child class ?!

plush yew
#

@merry gazelle any of your tips have not helped

#

@grim ore that photo where there is "ball" is older when name was different

#

its right component there

#

but why does this unreal engine say that it doesnt find ball from enemy

#

why is it so hard to tell just how to make this fk pawn follow component from other actor

#

@merry gazelle @grim ore umm i did nothing and blueprint works now lol

#

so its fixed

#

but there is new one

#

what is this shit

grim ore
#

you just refuse to learn the basics and keep hitting your head against a wall until you force something to work and then repeat 😦

plush yew
#

i have seen this before

#

this error

#

the health strengt speed, everything of a Ai or even trainingdummys can be set into a what ?

#

structure or enum ?

#

@grim ore i forgot one thing and its now fixed yay

#

i forgot to use my brain

grim ore
#

enums are just keys or words without actual values assigned to them, if you need to store values it would be in a struct

inland kettle
#

Hello together. I want to use a procedural foliage volumen. But i want to simulate it at runtime. Did anyone know something about that?

wary wave
#

"why is it so hard to tell just how to make this fk pawn follow component from other actor"

  • it's not. It's not even a 10 minute job, but you keep stubbornly refusing to actually learn how to use the tools and keep posting in here over and over again, but the thing is, you don't know enough to understand what people are saying when they try to help. To reiterate what I said yesterday (or was it the day before?) - go away and follow some basic tutorials somewhere, and learn the absolute basics, then come back to what you're doing.

Despite the idea that monkeys with typewriters will eventually through sheer persistence write the complete works of Shakespeare, randomly mashing nodes together until they work isn't going to get you anywhere - you're literally wasting your own time when it would be so much faster to actually learn.

#

@inland kettle - what do you mean simulate at run time?

inland kettle
#

you can press resimulate in the editor to spawn the foliage. i want to do this at runtime

#

you can geht the foliage spawner and then the simulate function. but it does nothing 😦

wary wave
#

Pretty sure it's an editor tool, so it will never be useable at run time

#

all that stuff is literally compiled out

inland kettle
#

yeah. i thought so to. but the i found the simulate function.

wary wave
#

Simulate is in editor

inland kettle
#

No Resimulate.

#

wait

plush yew
#

again a question i explain it like if it was a multiplayer game with server.

you have mage, archer and guard

  • Mage Heals a wide area on himself with archer and guard in it so the replicate is a multicast ?

  • mage heals only himself so you need a run on server

  • Archer attacks the Guard so its a run on server

  • guard do a special attack on the archer ( run on Server )

-Archer has bleeding effect from the special ( ?? )

  • when do i need the ( run on owning Client ) ?

if im wrong please adress me

#

Health generation ( run on owning client ? )

inland kettle
#

Anyone? 🙂

plush yew
#

how to make accelerating pace to actor

#

i have this ball and i dont want ball to just stop movement