#ue4-general

1 messages · Page 580 of 1

light thunder
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If you are importing each item, I think you can import it to have the same relative location

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But trust me, I've tried to save time and do cities as a single thing and you just can't get around it, if you need functionality with each building, it has to be seen as some sort of separate item, even if it's part of a group, there has to be somewhere where it is "by itself"

oblique tangle
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Don't worry, figured it out

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I know one massive static city mesh isn't the best way to do this

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But for what I'm doing right now it works fine

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And is the easiest way of doing so

cloud cobalt
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It's not even not the best way

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It's horribly bad

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You will have to break it up later on

crude vessel
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So is there no way to do numeric inputs for physics objects or constraint positions?

worthy flame
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ive made a smiple mesh in blender and when I exported it to ue4 it was in pieces. how do I export it so it stays as one static mesh?

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im new to blender

copper flicker
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does anyone know why MAPS load slowly, compared to spawning actors?

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let's say I have 100 maps, each contains a unique horse

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and 100 BPs, each contains a unique horse

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loading 100 horses from maps is a lot slower

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even if the content is exactly the same

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I'm trying to spawn everything modular like.. so if I could have modules inside maps, I could add foliage to them. I can't save foliage as BPs.

sweet relic
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@copper flicker: When you load a map you are loading the world settings and doing a bunch of initialization

copper flicker
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is there any way to bypass that??

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I only want to use maps as containers..

sweet relic
copper flicker
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since Unreal doesn't support anything like nested prefabs

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level streaming is different from level load?

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I tested streaming too I think, the loading seemed slow

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and.. it's complicated to set up

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I don't want to manually add levels into a Persistent

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since 1 level = 1 module, and there will be thousands

sweet relic
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you could create a class that uses a data asset or something to construct your prefabs dynamically

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save the object's in your prefab's properties and then spawn them in on initialization

copper flicker
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that's what I'm doing, instead of level streaming

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but I can't have foliage with this method

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instantiating is very slow

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so atm my only option is to have tons of geometry that loads for each module

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which is not ideal at all

azure shore
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how do I create a volume that stops pawn sensing ais from seeing through but it has no collision

gilded lichen
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Hello, why cant I see anything in this array?

scarlet birch
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@azure shore ignore everything but visibility

tropic snow
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LogLinker: Warning: Failed to load '/Game/Megascans/Surface/03_Concrete_Slab_sdxkdfwa/03_Concrete_Slab_sdxkdfwa_2K_inst': Can't find file. When i trying to export anything from Bridge, i am taking this warning. The texture is coming without material. How can i solve this ?

azure shore
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and the volume would have the visibility tag?

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or flag rather

scarlet birch
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Its collision,

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block visibility

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I could be wrong, but seems like it should work

azure shore
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thanks Ill try it

fierce forge
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how i can check if a character is moving in bp ?

gilded lichen
fierce forge
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i tried

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i used it but when i'm not moving it say it is moving

gilded lichen
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put a boolean in your movement

fierce forge
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i already did this

grim ore
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you can generally check the velocity of an actor to see if it's moving

fierce forge
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how , can you send a image ?

grim ore
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are you using a template for your project?

fierce forge
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yes

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tp

grim ore
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if you are using the third person then the animation blueprint already has code in it to get the speed. You use the Get Velocity node from the actor

fierce forge
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i changed the animation bp because i changed the mesh

grim ore
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ok

plush yew
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The arms was normal ingame also in V:4:23, But in V:2.18 is not weird, But not in the own skeleton just in master blueprint

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Anyone know why?

crystal salmon
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Does one need to edit materials to work with raytraced reflections? I've followed the documentation, turned on DX12, enabled it in my project, added the post process volume, but I'm still seeing SSR when I move the camera around in the viewport.

grim ore
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is your card DXR compatible with drivers?

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and no you should not need to edit the materials, you can see the difference in the sample VR scene when you do new level for example with the reflections in the floor if it is working

brittle gulch
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Hi, If I want to see an object through another one (that is not transparent), I must use custom depth? Or there's another solution? I guess enabling custom depth on every single object would have dramatical performance impact right?

crystal salmon
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@grim ore I'm running a 1080ti and an RTX2080. Maybe it's not using the right one?

abstract relic
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Both can ray trace

crystal salmon
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I thought 1080ti required a specific driver unlock.

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anyway, i went into the nvidia control panel and designated the 2080ti. seemed to fix it

crisp turtle
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does anyone know how to resolve this error of a map not saving under a new name, and crashing Unreal with this message?

I notice the map has no builtData as well, Thanks!

Can't save ../../../../../../Users/scott/Dropbox/I Am Evil's shared workspace/IAmEvil/Content/Maps/WorkPlease_01.umap: Graph is linked to object(s) in external map.
External Object(s):
LandscapeMaterialInstanceConstant_9
LandscapeMaterialInstanceConstant_7
LandscapeMaterialInstanceConstant_1
LandscapeMaterialInstanceConstant_11
LandscapeMaterialInstanceConstant_423
...

abstract relic
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The driver was to allow casual users to access the feature.

opal timber
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Hey guys, Im currently playing around with the particle editor to create a sandstorm effect for my prototype game

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However; my particle is not emitting all the particles like i want, I wish for it to be in a cloud like shape, or even a speherical or cube shape, its all emmiting from one point and it doesnt seem to be spawning all the particles like i specified

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of course a picture doesnt really do it justice but lmao

abstract relic
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Good lord that’s so many particles

opal timber
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thank you

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!

fierce tulip
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oh god, both tutorials sorta suck :p

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and I made that last one

opal timber
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hahaha

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ill watch them in order and get back to you

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on a side note

dreamy lake
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Is there a way to prevent Visual Studio from compiling the project plugin folder every time ?

mossy nymph
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you just do Build, not Rebuild

dreamy lake
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Pretty sure thats what im doing :/

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I mean, its on every restart of the editor, not necessarily everytime I click build - but everytime I either start up visual studio or the editor it seems to have to go through the process of compiling the entire folder - guess theres no real way around that then

opal timber
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I actually just cheaped out and discovered that the InfinityBladeEffects asset pack carries some sandstorm esq effects i will work with

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thank you though!

plush thicket
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Anyone else crashing when retargeting any skeletal mesh?

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I’ve been trying to figure this out for literally days now, does anyone know what’s up?

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No matter what, when I retarget ANYTHING, it crashes all of UE4

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This wasn’t a problem 2 days ago

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Could this be something with the Engine? Or some memory allocation thing with my system?

dim plover
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From what I saw with your earlier post, I think there's a good chance it's an engine bug.
Think you should debug with VS, you might be able to fix it. Maybe check the issues tracker.

opal timber
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I have the particle effect set up, its showing in editing mode but when i click play it dissapears?

bitter iris
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Came home after working, loaded my project and wanted to do some more level design. I get this crash error; ```Assertion failed: LODIndex >= 0 && LODIndex < 8 [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\StaticMesh.cpp] [Line: 1331]

UE4Editor_Core```

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could anyone help me?

kindred viper
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something looking for a reference that isn't there. Probably a mesh asset. It's either not there, or not loaded in time for the assert to pass

bitter iris
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ill have to remigrate my mesh folder

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ugh

azure shore
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what would you guys suggest is a good idea for physics of something like health pickups

strong mesa
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I can't remember it's name , it's a node that tells you your movement Value

azure shore
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I want them to sort of fly out of enemies but I also dont want them flying across rooms and getting lost

strong mesa
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Add a Sphere Collision and set it to be the parent and set it to simulate physics and constraint it's X and Y rotaion

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will look kind of like this

azure shore
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yeah I tried with no x and y rotation but then it feels a little odd

zinc crescent
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Anyone hav eproblems with spatial panning audio in unreal? I just can't seem to get it to work with any configuration of the settings.

strong mesa
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also Adjust The collision to overlap Pawns and World Dynamic

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So that it Doesn't Bug Out

azure shore
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but I kinda want the pickups mesh to be rotating in some way

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would you suggest having them rotate whilst in the air maybe?

strong mesa
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Just add a rotating movement component

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you can also disable gravity which i don't like as items could get stuck in high places

azure shore
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what even does the rotating movement do

merry gazelle
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are there any restrictions as far as being able to move a cursor using a gamepad analog axis? I feel like this setup should work however the cursor just stays at 0,0 (top, left of screen)

visual belfry
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Are you scaling the axis value?

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Otherwise it seems like it'll mostly be 0 when truncated and occasionally 1

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Try multiplying each by the respective screen pixel width/height before truncating

frozen pond
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how can i get landscape rotation at point ?

merry gazelle
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@visual belfry Yeah that helps, it now only returns to 0,0 when I stop moving the analog which is to be expected

plush thicket
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@dim plover ok I found a fix to my problem, so if anyone here has this issue listen up

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Deleting the mesh and the physics asset will leave you with the skeleton only, if you retarget the skeleton in UE4.23.1 then you will not crash, but if your skeleton is parented with your mesh, then you will 100% crash

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and then later, parenting the mesh with the skeleton

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that seemed to work for me

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the literal only way

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this is a seemingly common issue with a lot of UE versions across the board, after checking the forums, the devs seem to be fixing this problem with almost every other version

flat idol
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I've run into crash before when mesh has a postprocess anim setup. Not without tho. Guess cloth can also present similar issues.

plush thicket
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^^

silk finch
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this group is awesome! you guys are incredible! every time when i need for help, i find here! when someone comes to visit Brazil, i will offer the original brazillian barbecue!

zinc crescent
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Guys, I need help with spatial audio. I'm using Unreal on Mac. It appears no motter how I configure attenuation on mac, it still doesn't sound with panning.

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Does anyone know if there's a setting I have turned off that might prevent me from hearing it properly?

light vigil
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Any way to layer VFX (with niagara or cascade) over UMG?

cloud cobalt
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No

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Unless you put the UI in the 3D world which is probably not agood idea

light vigil
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Is the only good option flipbooks then for VFX like visuals in the UI layer?

hexed orchid
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i want make fog of war effect is any tutorial how to start make it?

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like League of legend

abstract relic
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yes

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one moment

hexed orchid
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cave fog give the same effect?

abstract relic
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yes

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more importantly, the concept provided can easily be expanded upon

dawn gull
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@vale cloak I saw your game Raindrop for the game jam. Thought it looked cool. I was wondering how you did the UI and the wiggling animation. Any chance that you could explain to me how you did it?

lament star
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I found a nasty bug in the POM function

vague sable
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is the scripting language UE4 getting a new language or something else?

open eagle
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can anyone help me in #cpp

flat idol
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@vague sable Pkeod blueprints are for scripting, but there is javascript, skookum and maybe python too. Not sure about c# stuff idk, but plenty of ways. What else you need?

vague sable
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I heard there was another new scripting method being added within a year from now

kindred viper
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I've heard similar talk. I wonder if its Actionscript 2.0

dim plover
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I would say it's not going to happen soon. Not within 2 years, at least.

azure shore
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hi Im having hell with aim offsets can anyone help

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its trying to blend the aim animations with the idle animation which makes the arms move too much, how can I make it without it blending

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god this is so bloody difficult

vague sable
icy mulch
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Hey I need some help I'm trying to make some objects where you can pick them up and throw them at the ai and it knocks the ai out for few seconds

obtuse root
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guys, how would i play an animation when another player plays an animation? I'm using state machines between both characters

kindred viper
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when the other player plays the animation, you can fire an event, or set a boolean value, or simply call the animation at the same time as part of the function that calls the original animation.

obtuse root
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Thank you so much! I'm gunna try the anim event. a notify?

kindred viper
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yeah good as any

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many ways to skin a cat when it comes to such things

obtuse root
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perfect! thanks a lot

fervent sigil
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I'm starting to design a house I have on my level, which is both indoor and outdoor, and I'm using multiple cubes to make the walls.
I was wondering about the corners though: should I use 2 cubes for walls + 1 cube for corner? or just stretch one of the walls? What are the pros and cons of each of these?

kindred viper
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usually making a nice corner piece works. Then you can make sure it's lit properly and doesn't get shadowing crap because of intersecting or overlapping meshes

fervent sigil
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@kindred viper Is there perhaps a video or picture illustrating the various pieces that are common to make? I'm trying to make the structure using separate walls as we speak, and now I'm also wondering how to do the wall with the hole for the door in it, or windows (that are transparent and you can see through), or a roof with a transparent part of it too? Should I make a unique piece for each of those, like a specific wall with specific size and hole in it for the door? or should I make it from different parts?

kindred viper
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personally I would either use prefabs or just model the piece in Blender or something. Technically you could boolean your way through with BSP and convert to static mesh. Do it old school so to speak, but it's probably not the best way. Its always going to be with your 3d modelling app

fervent sigil
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I'm using blender and I'm comfortable with it, so that's ok. I just found out it's called modular level design btw. I'm assuming you knew that already though.
and by corner piece I think you meant something like this:

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(the one on the left)

kindred viper
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exactly

fervent sigil
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I have to wonder though: why would you need a mesh like the one in the right bottom? You can just take the one to the left of it and stretch it, right? Or Is stretching not a good idea in this case?

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(strech=scale)

kindred viper
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well you would have pieces at each end, then you can use construction scripts or other functions to create a stretching bit in the middle. Makes it easier to throw stuff together

fervent sigil
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Why not just stretch the two pieces at each end? oh wait, I'm guessing it's because the pole, which is part of the mesh, would stretch too.

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There isn't any reason to use multiple middle pieces though, right? the middle piece between the 2 ends can stretch, with probably the help of texture tiling?

kindred viper
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I guess it depends what you want to do with them. I always avoid stretching and scaling meshes. If I do, I would use a modular kit like that, use un-stretched end pieces and have dynamically resizing connectors. So I could plant core pieces around and programmatically connect them. With materials that tile accordingly.

fervent sigil
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you seem to be talking about 2 methods:
(1) Using modular kit (based on modular level design I'm assuming) like the one in the picture I showed: "dynamically resizing connectors" - isn't that just scaling with tiling? I'm assuming by programmatically connect them you mean use the constructor script to set the correct tiling based on scaling? What else is there?
(2) Avoiding stretching and scaling meshes completely. How can you do that? Is that not with a modular level design? if so, how?

kindred viper
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yeah some pieces you would setup for tiling and stretching. ie. middle parts of walls. Then you would have static pieces, such as your corners, doorways. You make sure the tiling pieces are designed to do so, rather than just stretching what you have. Which means setting up the material etc

fervent sigil
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ok cool, that answers the first question. What about the second? you mentioned you avoid stretching and scaling meshes completely. How do you do that?

kindred viper
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make them to the size and scale you need. 1:1 match between DDC and engine

fervent sigil
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DDC?

kindred viper
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external 3d app like blender

fervent sigil
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what does ddc stands for though? the initials?

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and cool, got it. Thanks for all the help and the info!

kindred viper
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sorry I meant DCC. it's 3.3am and im a bit pooped

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*3.30

fervent sigil
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no worries. It's 5am here, though I just woke up hehe.

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just fyi, I don't know what DCC is either, but this one came with results from google, so I'm assuming "Digital Content Creation"

kindred viper
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aye

serene quiver
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Im very new to UE4 (Started really using it today) and uh, how would I edit a ThirdPersonCharacter's movement?

fervent sigil
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Depends what you mean by Edit. It has many properties you can change to affect the movement; that's always a good place to start with

serene quiver
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Let's start with something small, making me able to have more control over my midair movement

fervent sigil
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There's a property called "Air Control" on the "CharacterMovement" component. Play with it and see if that's what you're looking for

serene quiver
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How do I edit that, I don't seem to be able to do anything with it

fervent sigil
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You can either change the value of the class it self or of the instance in the world.
To change the instance, you click on it in the scene, press on the component in the Details pane, which is "CharacterMovement (Inherited)" , then look for the property (you have a search box that can help with that).
To change the class, go to the class it self (e.g. by finding the character in the WorldOutliner and clicking on the 2nd column link with the text "Edit ThirdPersonCharacter"), and do the same with the component and the property

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@kindred viper what about rooms in the interior? should they be made from modular pieces as well, or 1 piece per room?

kindred viper
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I have a basic rule. Make everything modular. But then, im not a level designer or environment artist. Just a coder. So if it can be modular, im lazy enough to make it work in a modular fashion. But then again, if it was just a prototype room, i'd slap down anything to fill the space., modular or not.

fervent sigil
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ok cool. I've done the prototype already, so I'll try to go with modular. We'll see how it goes. Thanks again!

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mm how would you deal with height btw? I know I can simply "stack" walls, but different rooms with different heights usually aren't multiplication of the heights.

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That is, if a room is 2.5m, other rooms can be 3m, 3.5m, etc.. they won't be 2.5, 5, and 7.

serene quiver
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@fervent sigil Ayyy I got it, thank you!

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It's easy I'm sure but considering this is day one with truly messing with UE4 the little steps are the most important ones

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Second question, I'm sure this one is far harder but I want to lay down the foundation first, how would I make the ThirdPersonCharacter have a double jump?

fervent sigil
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now you're getting into programming. Try this: https://www.youtube.com/watch?v=hFAr7gYV1rA
I did a quick look on it and it looks good. It uses FirstPersonCharacter, but it's based on the same class as ThirdPersonCharacter so I believe you can follow it.

Today, we give our character a double jump ability, used in games like Dirty Bomb, Paladins, Team Fortress 2, Titanfall, (like every Spider-Man game ever XD ...

▶ Play video
serene quiver
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Thank you!

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Next step, how would I place some sort of collectible? In this case it can just be money you collect by walking into it

digital oracle
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error

crude vessel
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@serene quiver I can't reccomend this series enough

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It includes a collector tutortial

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Including how to tie that to the HUD

serene quiver
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Thank you!

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(Also nice pfp)

crude vessel
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Haha

serene quiver
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Epic kat

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Hmmm, I can't seem to find a collectable tutorial on this site

crude vessel
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It's under the material tutortial

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I reccomend the whole series, ties stuff together

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The tutortial for the material is a banana collector game

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Also there is a tutorial on the UI which shows how to display what's collected

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@serene quiver

serene quiver
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Ah gotcha

crude vessel
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But honestly I'd just reccomend going through the whole series because he touches on a lot of subjects and gives you a good overview of how to tackle stuff.

serene quiver
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Oh I definitely will do, this stuff seems super informative

crude vessel
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It's what got me stated.

fervent sigil
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Is there a way to reimport an .fbx file with more meshes, but not to recreate the ones that were already imported? What is a good workflow with multi-mesh fbx? or is it simply better to use separate fbx for each mesh?

abstract relic
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Not sure what you’re referring too. Importing several different objects from a single file? Add more detail in an existing fbx?

fathom dust
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is there a way to debug standalone game or get a more descriptive error?

fervent sigil
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(1) I'm exporting multiple meshes into a single .fbx from blender, and then importing into UE4
(2) Over time, I'm creating more meshes in blender and exporting them with the previous ones to the same .fbx file
How can I reimport that fbx file for the new meshes? If I just reimport an old mesh, it won't create the new meshes. if I import the file, it will recreate the old meshes as well

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@abstract relic If that explains the situation better?

abstract relic
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Yes. To verify, the meshes are separate objects within blender correct? If you toggle edit mode on one, you’ll only see the mesh you selected yes?

fervent sigil
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yup, separate objects

abstract relic
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Lovely. Second verification, is export selected object toggled?

fervent sigil
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yup

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Changed various settings actually, such as face smoothing. Probably the only other settings I changed actually

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I'm also now seeing an incorrect pivot point (when using both multiple mesh or single mesh in a single fbx) ignore that

abstract relic
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2.8?

fervent sigil
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yup

abstract relic
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Would need to test it myself. I’ve imported several separate objects from a single file in the past. Objects in blender seem to be condensed into one object when you export it now, hence the odd pivot points. But in short, best to export each object as individual fbx. If you’re curious on achieving the former. I can certainly look into it tomorrow if you’re willing to dm.

fervent sigil
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I'm willing to dm, but that's ok I can use separate objects. I'm just starting, so we'll see how it goes.

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And I did a strikethrough for the pivot point object cuz I fixed it; it seems UE4 ignores the pivot point and simply uses (0,0), so as long as I clear the object position in blender it's all good (I usually do that, just forgot)

dim plover
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0,0 pivot is forced? I remember that changing pivot points being possible without having to position the object relative to 0,0.

fervent sigil
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doesn't seem to now then. It was either changed or there's an option I'm not aware of 🤷‍♂️

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About modular level design: I made an L shape and a wall mid shape, and now wondering how can I setup the uv/texturing correctly so it will good when positioned near each other? Is anyone have any example/guides about this?

fathom dust
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does unreal only build what you use or do i have to clean up whatever im not using before building

plush yew
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i cant login on the epic games website, it keeps loading

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@dim plover if you use an actor blueprint you can offset the static mesh component

vague sable
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how do I tell if my character is actually falling? while it is going up in its jump arc Is Falling still returns true

normal burrow
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Get velocity, check if z is negative in addition to your falling check

vague sable
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how to get the z component only?

grim juniper
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I can't login either

normal burrow
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Break vector

vague sable
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@normal burrow thank you again

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it seems Is Falling is not useful in this case only the velocity

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how do I make a new vector 3? I want to add the absolute value of the z velocity to the launch vector

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do I just do vector + vector and plug in the z value after it has be abs?

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do I just do vector + vector and plug in the z value after it has be abs?
this sets the z value to all properties of the vector, how do I make only the z value set and the others 0?

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ok it's Make Vector

plush yew
spare veldt
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@plush yew i would check all the scale inputs

plush yew
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in the normal model its self?

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@plush yew Probably when the light sabre gets attached to the hand

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it will inherit the scale

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you can change it to not inherit the scale i think

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oh lol

light coyote
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@plush yew That vid just made my day 😂

plush yew
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@grim juniper I managed to log in with Chrome

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When the Quixel License says it is for "UE4 based products" does that include using the textures in a 3d modelling software for models, that will end up in a UE4 project?

grim juniper
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After a little while I was able to log in

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It's actually not requiring me to relogin like it has been for the past few weeks now

swift spindle
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@plush yew video: working as intended

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@plush yew as long as finale use is unreal

uneven tundra
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I turned on virtual textures in my project and now it wont open. IS there a way to change this from outside of UE4?

swift spindle
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A lot of shader’s will be building in the background. Make sure it’s not that first

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I’m pretty sure that setting will be in your “game name default engine.ini” somewhere

plush yew
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lol @light coyote

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i have worst

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i rigged luke before and he all was bent

wet robin
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Guys i need help asap why does my pc crash whenever i try to rebuild/bake the lighting??????

lament star
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is the editor capped to 120fps?

wet robin
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144

lament star
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I can't get it above 120 fps no matter what I do

wet robin
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nvm it is 120

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I thought I capped it on 144 to match my refresh rate but do i need to reduce it to stop my pc from crashing?

lament star
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idk

wet robin
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imma try anyways

lament star
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I just found a workaround, playing in standalone mode let's you use the fps cap you want

wet robin
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well I'm not really worried about the fps cap now but I just want to bake my lighting without my pc from crashing and i have a very solid pc so idk why it crashes

lament star
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Had that issue

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fixed by tweaking the landscape shadowing settings

uneven tundra
#

If I wanna make just a nice lookinng scene. Ive setup a camera, but I cant figure out how to "play" the game and just beeing locked into the camera.

fathom dust
#

where can i get 4.23.2?

manic pawn
#

it's not released yet

proven ivy
#

not even sure there is going to be one tho, 4.24.0 is at preview 3

manic pawn
#

seems like 4.24 is still a month+ away then

proven ivy
#

preview 2 was two weeks ago

manic pawn
#

4.23 had like 7 previews

proven ivy
#

8, 22 had 7 and 21 had 4

#

the real argument would be that none of previous releases had less than .2

stiff spoke
#

How to know if a target point is occupied?

proven ivy
#

asked the owner?

#

knock at the door and wait for an answer if you get none then it's unoccupied I guess?

stiff spoke
#

I don't understand

proven ivy
#

that's kinda intentional since your question is extremely vague and cannot be answered properly out of context 🙂

stiff spoke
#

I want to make Spawn an object thanks to a target point but only if there is nothing that is in the rental of this target point

copper flicker
#

so Load Stream Level is not necessary.. if you instantiate a stream level?

#

everything is already loaded?..

#

I don't understand how this works

#

or things are being loaded on demand, when you instantiate

#

?

azure shore
#

hey can anyone help me with spawning health pickups when an enemy dies like this

#

so I want however many health pickups spawn to sort of burst outwards but not fly across the room

#

kinda like in Doom 2016

copper flicker
#

you can try using projectile movement

#

it's versatile, you can achieve any kind of trajectory

uncut echo
#

I'm new to this how do i make one of those boxes where you bps go inside?

stiff spoke
#

How to make my objects do not appear on the same target point?

river magnet
#

Anyone wanna help me make a system like rust and Minecraft where there’s like crafting and stuff

#

I’m attempting to make a survival game

azure shore
#

thanks

#

I have been trying with projectile movement but it doesnt seem to be helping anything

#

I dont really get what that tutorials about

#

I just want a smooth burst movment

river magnet
#

Thanks

#

Anyone wanna be a paid level designer

azure shore
#

from what I saw that video didnt even show actual movement of the pickups

#

and it looks like its predetirmined positions

deep grotto
#

@azure shore do you have a video of how you want the drops to behave?

azure shore
#

not exactly but I want it like how it is in doom2016

#

I suppose I could link gameplay if you havent seen it

deep grotto
#

@azure shore I haven't seen them. I'm busy rn but in 10-20 mins I can give you a run through on how to do it

azure shore
#

ok thanks

fervent sigil
#

I created a constructor script, but I've noticed if I'm scaling continuously (e.g. by dragging the X scaling slider) it only runs when I release.
Is there an event for each scale change while it happens?

deep grotto
#

@azure shore Ok man I'm free now

#

What do you have so far?

azure shore
#

well I can get the health pickups to spawn, but they either drop straight down in a clump or fly off

#

depending on the things Ive tried

deep grotto
#

ok

#

Let me just try to find a reference for what you're trying to achieve

#

ok

#

just like doom right?

#

@azure shore Z

azure shore
#

yeah doom2016, I tried to find gifs of it but its not always easy to see

deep grotto
#

Nah I think I found it

azure shore
#

and it might be a little more complicated than the effect I want

deep grotto
#

Just booting up unreal

#

Oh

#

Well Doom's isn't that complicated but if you want it more simple what you thinking?

azure shore
#

yeah like a simple sort of arc movement would be nice

#

dooms seem more fancy and bouncey or something

deep grotto
#

Yeah

#

So what Doom's seems like

#

Is it just has a simple projectile that bounces

#

and has some sort of speed dampening

#

So first things first

#

How are you setting the starting velocity?

azure shore
#

well Ive only tried things like apply impulse and radial force I wasnt really sure of the best way

deep grotto
#

Ok

#

So create a function called set starting velocity

#

then connect it to event begin play

dawn gull
#

Hi, I am doing a game where the main character is a snake like guy and I saw that in Snake Pass they used spheres to make it a physics object and I want my snake to just have a realistic slither effect like that. Any help on how I can do it? I know I have to get the head as a different model and I have no problem with that. (By the way sorry to interrupt) and please ping me if you have any idea on how to help
https://cdn.discordapp.com/attachments/595953904068591626/646462748284289034/unknown.png

deep grotto
#

@dawn gull Just keep an array of previous positions then set the body to the previous places it's been

azure shore
#

but what do I actually do with the function

deep grotto
#

Ok

#

So in the function call random unit vector in cone in degrees

#

set cone dir to 0,0,1

#

Set cone half angle to 45 degrees

#

with the return value multiply by float

#

the float being the starting speed

#

then I assume you have a projectile component on the actor

#

@azure shore ?

azure shore
#

I did have but it wasnt helping anything

#

guess Ill add it back

stiff spoke
#

How to make my objects do not appear on the same target point?

deep grotto
#

@stiff spoke Do a shape trace on the location to test for a hit

azure shore
#

ah thanks

stiff spoke
#

I do not understand @deep grotto

ember shadow
#

Hey guys, i was just wondering if someone could help me with something(which is probably a simple problem), it would mean alot

deep grotto
#

@stiff spoke You have to check if something is there

#

then if not spawn it

#

@ember shadow go ahead

ember shadow
#

Can i dm it to you?

deep grotto
#

sure

stiff spoke
#

How to check if something is there?

#

@deep grotto

deep grotto
#

@azure shore Tweak the things I've tweaked and it'll work just like doom

azure shore
#

sorry I cant really see it too well

deep grotto
#

@stiff spoke run a shape trace like so

#

@azure shore Open the image then press open original on the bottom left

stiff spoke
#

@deep grotto OK I will try

azure shore
#

also I have no idea whats going on with projectile movement cus it has no collision

#

but the object itself has collision

deep grotto
#

@azure shore Assuming the static mesh or whatever has collisions it will just work

azure shore
#

but it does and it just falls through the ground

runic iron
#

check the collision presets

stiff spoke
#

We can also make that the trace is destroyed only at a desired moment? @deep grotto

deep grotto
#

@azure shore Double check the ground and collision presets. The code I have bounces off the ground and works perfectly

#

@stiff spoke Traces just check a location for hits and return a hit result if there is one

azure shore
#

the ground is a brush cube and the pickups only collide with static

tame ocean
#

can someone tell me how to use this or a link tutorial
(Blueprint class parent: HUD)

deep grotto
#

@azure shore Can you send a screenshot of your static mesh for your healthdrop?

#

@tame ocean Can you be more specific with what you need help with for the hud?

stiff spoke
#

But we can also make the trace destroy itself only at a desired moment?

azure shore
#

just to double check the static mesh isnt supposed to have physics enabled right

tame ocean
#

@deep grotto so i already have this widget blueprint
and i kinda want this BP_HUD to switch between them by detecting which class the player is in

deep grotto
#

@azure shore It isn't but if it did then it should still collide with the map

#

@azure shore It's either trace settings or incorrect collisions for your model

azure shore
#

yeah if I have physics on then it ignores projectile movement and collides fine

deep grotto
#

huh....

azure shore
#

and Im actually just using a cube mesh with the pickup mesh attached to it

tame ocean
#

and i want to set this class as the HUD class for the GM or sth

stiff spoke
#

Another question

#

But we can also make the trace destroy itself only at a desired moment?

deep grotto
#

@stiff spoke All a trace does is instantly check a location. A trace does not physically exist

#

@azure shore Can you send a screenshot?

azure shore
#

of what exactly

deep grotto
#

@tame ocean You have to run code that sets it in the viewport

azure shore
#

the collision channels or what?

deep grotto
#

@azure shore The left panel of your health drop

azure shore
#

oh the components?

deep grotto
#

@azure shore Yeah

azure shore
#

the cube has the collision

deep grotto
#

Set the cube over the defaultsceneroot

#

The cube should be the root component like in the screenshot I sent before

stiff spoke
#

When will I make a trace? And where am I going to make Spawn?

azure shore
#

OH I think I remember doing that for projectiles before

deep grotto
#

@stiff spoke So you do a trace and check the location. Then you either stop the spawn or find a more suitable spawn location depending on the result

azure shore
#

yeah that doesnt work

deep grotto
#

@azure shore Send the components again

azure shore
deep grotto
#

Yeah

azure shore
#

.

stiff spoke
#

I use target point, for my appearances

deep grotto
#

The cube is still not the root component in that

azure shore
#

I switched them like you said them they just dont move at all, also I kinda need the root for when the player respawns it resets them

#

placed ones anyway

tame ocean
#

@deep grotto cool, thx

deep grotto
#

@azure shore Why do you need the root for when they reset?

azure shore
#

so that the moving pickups themselves reset their location which will be the root that never moves

deep grotto
#

@azure shore Instead of doing that just save a location as a variable and reset to that. It'll work just as well, be faster and should help.

azure shore
#

yeah I do that for some stuff it gets really annoying doing it with so much and having to save so many coordinates anyway what else can I do because either way they werent moving

deep grotto
#

@azure shore I can't really help you too much because when I did it my end it worked perfectly. Perhaps try on a new actor and set it up like I've got it then try to fix it

oblique tangle
#

Anyone know how I could implement something to make this seem more 'cinematic' if that makes any sense

deep grotto
#

@azure shore It shouldn't be too much work to do it properly

azure shore
#

ik Im surprised I can mess something this simple up

deep grotto
#

@oblique tangle Try messing with post processing as a go to. Like motion blur

#

@azure shore Don't stress man. Sometimes programs will just mess you around

#

I've spent hours debugging some pretty simple stuff

azure shore
#

also did you mention where to actually call the velocity thing or whatever

deep grotto
#

On event begin @azure shore

dawn gull
#

@deep grotto thanks!

azure shore
#

and that goes straight to the function?

deep grotto
azure shore
#

oh ok well mine arent moving at all

deep grotto
#

@azure shore Yeah no stress, just gotta work through it one step at a time

#

Can you send the components panel first?

#

again

#

Sorry to keep repeating

#

@oblique tangle Also play with moving the camera further and closer from the actor

#

@oblique tangle You could also try changing FOV

oblique tangle
#

Oh I've messed with that, where the FOV changes based on the player's velocity

#

I've just got no clue where to go with post processes

#

Literally no idea how to use them lmao

deep grotto
#

@oblique tangle Just drop a post processing cube in

#

Turn on motion blur, lens flares, chromatic aberration

#

(make sure it's extent unbound)

azure shore
#

ok Im pretty sure I have your exact setup and theyre still just falling straight down

deep grotto
#

@azure shore Are they bouncing off the map? Are they rotating at all?

azure shore
#

no they just fall down and bounce slightly

deep grotto
#

@azure shore Perfect, only thing that sounds like it's missing is the setting velocity

#

Double check the function is getting called from event begin

azure shore
#

wth so they DONT have physics enabled then

#

Im getting better results with physics off

deep grotto
#

@azure shore Yes, projectile components only work with physics off

#

You just need to make sure that it's setting the starting velocity and you should be done

#

@oblique tangle Have you seen mirrors edge? When you fall to your death in the first one at least it might be a good example.

azure shore
#

I think its mainly working now except they seem to have huge hitboxes which makes no sense

deep grotto
#

@oblique tangle The other thing is just making the camera position feel less robotic, perhaps smoothing the camera position

#

@azure shore Collisions should be determined by the static mesh components

radiant haven
#

Invalid Simulate Options: Body (Piper_Pa18_C_0.Base base) is set to simulate physics but Collision Enabled is incompatible

PLS help

deep grotto
#

@radiant haven Make sure collisions are turned on

oblique tangle
#

@deep grotto like this at around 0:23?

deep grotto
#

@oblique tangle Obviously a lot less strong of an effect but something like that

radiant haven
#

@deep grotto fixed it

I had no collision group

deep grotto
#

@radiant haven Sick

pseudo swift
#

hmm deleting it and re-adding it seem to fixed it?

deep grotto
#

@pseudo swift You can't rotate or translate root components but all the children should be fine to rotate

pseudo swift
#

it was a child of my character not sure why it didnt work before I re-added it

azure shore
#

well thanks for the help dion, it mostly works just sometimes they freeze in the air but I know I cant have been too fun to deal with

deep grotto
#

@azure shore Nah dude no stress at all. We all start somewhere man. If you got any more questions just ask

azure shore
#

thanks

deep grotto
#

If they're freezing in mid air have you set Should Bounce to true? @azure shore

pseudo swift
deep grotto
#

@pseudo swift Make sure you set the material to unlit

azure shore
#

yeah theyre bouncing nicely when they dont freeze but the freezing is rare

deep grotto
#

also it could be because the scene is darker

flat idol
#

any tips why its so much darker mesh preview is using auto exposure, basically tweaking the brightness on the fly.

azure shore
#

carl I have no idea what youre making but it looks interesting

deep grotto
#

@azure shore Strange, I ran my code a ton of times and didn't get a result

pseudo swift
#

thx all

deep grotto
#

get that result*

oblique tangle
#

Anyone know the simplest, most effective way of producing a traffic AI that just follows a set path

deep grotto
#

@oblique tangle You'd probably want to run splines and then adjust the position along the spline based off deltatime and velocity

azure shore
#

hrm the freezing in the air does seem to be when the game itself freezes, it always runs badly for me but its fine in standalone at least so I can check in there

deep grotto
#

@azure shore Are you getting any errors when you end play?

azure shore
#

only 1028

#

but not errors that stop the process

deep grotto
#

@azure shore The errors that appear when you end play can often be the cause of hangs.

azure shore
#

well I have to go now thanks for the help I'll see what I can do in a day or two

deep grotto
#

@azure shore Good luck man

pseudo swift
#

I usually turn on "two sided material" for backface culling, or showing the negative normals, is there a more performance friendly way/correct way of doing this?

fallen elbow
#

on forums is the same

#

i press sign in and get stuck here

#

it may go for hours

#

any info?

#

or help i can get

flat idol
#

disable adblock site fail with tracking

fallen elbow
#

w0w

#

thank you kind sir

pseudo swift
#

any fix for this?

lilac wedge
#

For some reason I get a response from the api saying body is missing

pseudo swift
#

seemed to solve my issue by changing the values when creating a phys asset

ancient lotus
halcyon flame
#

@ancient lotus don't know, sorry

#

does it work to add a static mesh component to your player controller? I was going to use it practically as part of the HUD but I can't seem to see it in the world... I set visibility to true and new hidden to false at runtime as well

mossy nymph
#

i'd guess your ref pose is wrong

#

@ancient lotus

ancient lotus
#

hmm let me check

mossy nymph
#

aim offsets are applied as delta between ref pose and the poses in it

ancient lotus
#

each pose is from Aim_Space_Hip that comes in the animation starter pack, its just 1 frame from each direction (right up/center down/left middle and such). its using the Aim_Space_Hip as its base pose

mossy nymph
#

should be whatever it is without the aim offset i think

crisp turtle
#

Anyone know what the custon planar comment notes you can leave in eidtor viewport and fly around like many projects have for descriptions? I am trying to figure out how to create those. Thanks!

frozen pond
#

how i can get actor variable without casting ?

#

ignore execute pin

#

got custom enum, and i want to switch (due casting procedure for each parent class)

#

doing trace by channel but idk how to switch

halcyon flame
#

get the enum value from the class first

frozen pond
#

eletric nodes addon

#

love this addon

#

no moar spaghetti

#

back to topic, still idk how to get that enum without casting to class

#

i got actor (from line trace) and switch on enum

#

need to extract enum value from hit actor into select but i can't cast to actor due few base classes

#

looks like making it from reverse works, lemme check

halcyon flame
#

if you have a reference to the correct class, no need to cast if that class has the enum value
if you have a reference to an unknown actor or object you will need to cast to get a variable that belongs to that class

frozen pond
#

@halcyon flame so i need to manual compare hit actor with a class on bool ?

#

Can't connect pins Target and Return Value : BP Budynek Object Reference is not compatible with Actor Object Reference.

#

Invalid pin connection from ' Return Value ' to ' Target '. You may have changed the type after the connections were made.

#

in editor class is null

#

i will try to save hit actor as actor ?

#

i need to get enum value without casting, i can't define parent class of actor due few classes

safe rose
#

Anyone ever get this before? Only seems to happen on my Desktop, not my laptops.

#

Same build on all

#

All are on the same windows version and drivers updated

grim ore
#

@frozen pond I think you are missing what you are trying to do. First off the issue for your error is your return value is going to not be an exact class since your input is not an exact class (it's a variable so it can change). If you want an exact class you have to use the drop down so the output pin will be correct or you need to then cast to your exact class form the Get All Actors and then get what you want.

#

give more info like rubik is asking for on what you want to do

frozen pond
#

what i'm trying to do, but this one is "manual" checking way

#

and there would be next class with next branch etc

grim ore
#

learn to use a blueprint interface or a parent class that can hold the variable

manic pawn
grim ore
#

Parent/Child class structure is what is normally used for something like this, the Parent can be "person" and have all the person variables then you would have Children that can use the parent variables and their own children variables. You can then cast to the parent and access those parent variables

#

if your actors are all going to be different tho, like a door and a person, then you can use blueprint interfaces to talk to them generically

frozen pond
#

i created on parent/child my buildings, and there working fine, showing variables on cast etc, but now i created secound parent for new things in world

grim ore
#

if they are not the same parent/child relationship then look into using blueprint interfaces

#

you can ask the item for something, or tell it to do something and it can be any class it just has to implement the interface and the function/event

frozen pond
#

k thanks

grim ore
#

what is the difference?

crisp turtle
#

@autumn crystal Text Render was it, thanks much!

grim ore
#

you would have to have something that manages that and watches the time, maybe on a tick. You can get the elapsed time since game start or just track it from the time the actor starts up it's spawning events. Update that timer every time you tick and keep track of when stuff is supposed to spawn in an array or a list or something that you create ahead of time.

#

the other option instead of this or delays is to use timers that call themselves when done so they repeat. So Do event -> set timer to call itself again after (delay). and it repeats using timers instead of loops

thick herald
#

I asked google, but looking for something more up-to-date on Level Streaming tutorials/guides. Any suggestions?

drifting sphinx
#

I'm a bit lost here, i'm using a simple AND, when debugging i have true on both axis tests but the AND results in a false, i don't get it.

dim plover
#

You have a constant false in there. I think you just need to right click on the AND and remove the pin.

drifting sphinx
#

🤔

grim ore
#

@autumn crystal if you dont want it to repeat using timers then you would have to just have it tick every interval, look at the current time elapsed, see if anything needs to spawn based on your list you created earlier, spawn if needed and remove/flag it on the list to not spawn again.

drifting sphinx
#

damn it

#

i guess i'm not used to the UI yet

#

thank you

#

45 minutes lost 👏🏾

dim plover
#

It won't be the last time something like this happens. 😭

grim ore
#

you have an array of your enemies, you just need to figure out when they should spawn and make a new list or something with that info. like a map of (time : enemy #) and just check the current elapsed time every tick against the map and see if the time has elapsed and if so spawn that enemy like you do now

thick herald
#

@autumn crystal thanks, but as I said up-to-date tutorials 😉

grim ore
#

@thick herald Why does it have to be up to date?

#

level streaming itself has not changed in quite a while. It';s like asking for a more up to date tutorial on what a boolean is

crisp turtle
#

Is there a way to have it so when you put a text render attached to a BP Sphere, when duplicating that BP you can change text without messing with others in the map, without having to make a new BP copy each time in content browser?

visual belfry
#

make a Text variable and set the text render to that in the construction script

crisp turtle
#

ok awesome thanks guys

#

hm not sure how to do that might need a tutorial

grim ore
#

it looks like you are asking about instancing a blueprint and making a public instance editable variable which is what blueprints are designed for @crisp turtle

thick herald
#

Yeah, sorry for not being clearer 😬 I've not used LS, and was going to do some research for a friend who was under the impression some things may have changed between engine versions. Sorry for being dense.

crisp turtle
#

yes @grim ore that is correct

#

I just need to expose it as a paramater

#

so I can click each one in editor and have custom text without messing with master

grim ore
#

yep you click the eyeball next to the variable and it will show up in the instances (the ones in the world)

crisp turtle
#

ok let me give that a shot

grim ore
#

or click the Instance Editable option in the details panel in the BP, same thing just more steps (the eyeball is that weird closed eye to the right of the variable name in the My Blueprint panel

safe rose
#

@manic pawn not source. Launcher build. But it is 4.23

#

Running DDU right now and seeing if this clears it up

crude vessel
#

Okay guys help me out, I can't find ANY info on UE 4.24 hair/fur system

crisp turtle
#

perfect I figured it out thanks @grim ore

crude vessel
#

I've tried digging through plugins or other stuff inside of it, can't find any info.

crisp turtle
#

any way to have the text render rotation to camera world position in editor viewport mode? @grim ore

wet robin
#

Guys why does my PC crash every time I try to bake my lighting?

grim ore
#

@crisp turtle you could use an editor utility widget and have a tick running on it and then have it face camera world position every frame I guess if you really needed it at design time

#

@wet robin no one here could possible know why your computer crashes when you bake lighting. It's not happening to everyone else, it's specific to you. You can try pasting a crash log and someone might be able to help but it could be hardware or software related or something in your map

crisp turtle
manic pawn
#

@safe rose well, it only happening in a source build makes no sense to begin with, so they likely misidentified what the actual condition is

#

the line number from that issue is the same as yours

safe rose
grim ore
#

It would be similar but it wouldnt be using the player as the camera point to look at as the player does not exist in the editor

safe rose
#

So, seems Epic is aware there is an issue

#

But just can't be bothered

manic pawn
safe rose
#

It's been a reoccurring issues

manic pawn
#

d3d device hung is also the most common crash report I get

safe rose
#

It's obviously an issue 🙂

crisp turtle
#

Any idea what to replace get player with to make it work? @grim ore

manic pawn
#

they must have millions of them from fortnite

safe rose
#

And still haven't figured out what is causing it

#

It's kinda strange.

#

You'd figure this would be one of the highest priorities for them

manic pawn
#

I can only speak about the ~150 crash reports I got for that issue, but it seems to be happening across a huge range of hardware

safe rose
#

I just DDU'd graphics drivers, so I'll just go through this list and see

manic pawn
#

people are getting it on anything from potatoes to top of the line rigs with 2080tis

safe rose
#

Exactly.

grim ore
#

@crisp turtle I dont know why you would want to do it but this in an editor utility widget when ran will find the first text renderer actor in the world and make it face the editor camera at design time https://i.imgur.com/ZU6uzAw.png

crisp turtle
#

thanks much @grim ore its just for design, I will be sure to use this!

vernal relic
hard quarry
#

What is the best way to migrate content from 4.23 to 4.22?

kindred viper
#

ok. "I have this image and I want to have the wasd be variables instead"

uneven tundra
#

I need help with undestanding landscape and regular meshes and the differance between them.

rich rose
#

hey do any of you guysknow when 4.24 will be released? or know where to find this information

tribal steeple
#

In my tree shadows there's text that says preview, how do I get rid of that?

dim plover
#

@rich rose I don't think releases are ever announced ahead of time. It's really just best guesses.

rich rose
#

@dim plover ah i see. hmm would you an idea when? because 4.23 was just in september so im assuming 4.24 wont come for another 2 or so months?

dim plover
#

🤷 Your guess is as good as mine. Perhaps someone else knows more.

rich rose
#

well actually according to trello. should happen this Quarter

#

just found this

frozen pond
#

but space looks ok when i add it manually

#

yeah but accualy i'm converting integer to text

serene quiver
#

How would I edit how long a ThirdPersonPlayer would be in the air after jumping or walking off a ledge?

#

Yeah

frozen pond
#

@autumn crystal idk why but string - > text works fine

#

straight text is bugging

serene quiver
#

I found gravity, thank you

zinc cloak
#

how to use firebase in unreal engine, or any other alternative of firebase in unreal?

serene quiver
#

I gave a character a double jump, but I don't think they're able to use it if they walk off a ledge. How would I change that?

#

Here's what I have atm

light thunder
#

@autumn crystal looks like you need a struct or data table

#

annnd I'm replying to a coment two hours old, nvm

#

that's right kids, always "jump to present" when you get back on discord

serene quiver
#

@autumn crystal I am extremely new to UE4 (Started using it yesterday haha) and uhhhh, how exactly do I make an int variable?

tepid veldt
#

Hey guys

#

Anyone wanna help me plan some gameplay for my game?

serene quiver
#

Okie dokie

#

Alright I put down 2, what now?

zinc cloak
#

Question: how to use firebase in unreal engine, or any other alternative of firebase in unreal?

kindred viper
#

right click the node and refresh it

#

different issue?

serene quiver
#

What is the thing coming off of the jumps variable?

#

Oke

turbid swift
#

Where do I put that I am looking to put together a team?

#

Thanks

#

Do I message the bot?

serene quiver
#

I'm still messing with it

#

Where do I copy paste to? I'm just copying the snip you sent

#

Okay he's able to jump after walking off of ledges now, thank you!

#

Now for my next question: It seems like if I use my double jump while falling it doesn't go as high as when I use it immediately after the first one. How would I make it that the jump height is the same no matter if you're rising or falling?

#

Just one static jump height

#

Would I just check ZOverride?

#

Seems to, seems like the character now permanently jumps at the same height

#

Ah that makes sense

#

Alright next off, how would I basic collectable? In this case it can just be money you gain by walking into it

#

Alright, will do

#

Gotcha

#

I have this down for destroying the actor, but it doesn't seem to be doing anything?

fierce forge
#

hello , i have a boolean and i want it to be check if the character is moving and if is not moving to be uncheck , how i can do this ?

kindred viper
#

you could save a boolean by checking the velocity of the character

sharp crest
kindred viper
#

Star Citizen asking for money again?

sharp crest
#

@serene quiver you need a sphere collision component around the cube

cosmic matrix
#

Hello

#

Is there any bp node to get current file directory?

#

I m googling but don t find what i m looking for

sharp crest
#

I just searched for path in the nodes search lol

cosmic matrix
#

ok i m not on ue4 at the moment

#

thx

radiant haven
sharp crest
#

you are using too many high res textures in your scene
there is a command/setting to higher it tho (google it)
@radiant haven

serene quiver
#

@sharp crest How do I set a sphere collision?

sharp crest
#

you add it as a component by going to youtube and searching for 'ue4 tutorial'

cosmic matrix
#

@sharp crest what s your engine version?

sharp crest
#

4.21

radiant haven
#

other thing is

In Unity you have endles space to build

Endless Skybox

is it in ue possible

cosmic matrix
#

node name is get folder path?

sharp crest
#

comparing Unity to UE4 is like comparing Gold to Bitcoin, the second in both is not even comparable hdsmiley

#

@radiant haven you can have an infinite world and skybox yea

radiant haven
#

how?

#

i googled it nothing camse out

sharp crest
#

well depends on what you want exactly

#

explain

radiant haven
#

well I make a flight simulator

And I want a quiet big map (only an island)

#

already imported smth

sharp crest
#

just use the sky sphere actor and make it as big as you want your island then

radiant haven
#

the Clouds need to be 3d

sharp crest
#

then make 3d clouds and add them

cosmic matrix
#

I don t understang i can t get this node

sharp crest
#

@cosmic matrix maybe it's in one of my plugins - probably rama

cosmic matrix
#

i try to cast in actor but nothing

sharp crest
cosmic matrix
#

Oh ok

sharp crest
#

maybe it's in this one

#

but Idk it doesnt say on the node

#

so not sure

#

just right click anywhere in the actor and search for that node name

#

if you cant find it then it's probably in this plugin

radiant haven
#

but there is a limitation

cosmic matrix
#

ok try to get plugin if free

radiant haven
#

the GRIDF

sharp crest
#

there is no limit

#

you are the only 3d developer that uses this grid

#

@cosmic matrix it is free yes

radiant haven
#

@sharp crest IF
i place my cahracter outside of the grid

radiant haven
sharp crest
#

@radiant haven drag the character up? lol

radiant haven
#

its outside

#

and it spawns in the middle and error

#

i think

sharp crest
#

drag the character up

radiant haven
#

why UP?

sharp crest
#

beacuse its' below the kill z

radiant haven
#

mean this?

sharp crest
#

no

#

go to regular view

#

and drag it up

#

dont use this mode for 3d

cosmic matrix
#

yeah i found to but maybe it s cause i m in character class

radiant haven
#

and then??

sharp crest
#

now play and try

#

@cosmic matrix Begin Object Class=/Script/BlueprintGraph.K2Node_CallFunction Name="K2Node_CallFunction_176" bIsPureFunc=True bIsConstFunc=True FunctionReference=(MemberName="GetFolderPath",bSelfContext=True) NodePosX=5216 NodePosY=4112 NodeGuid=32AE12EA4324A3B0F14046BD002B8798 CustomProperties Pin (PinId=90FAA1FC424C5299C367F89C8D4FD175,PinName="self",PinFriendlyName=NSLOCTEXT("K2Node", "Target", "Target"),PinToolTip="Target\nActor Object Reference",PinType.PinCategory="object",PinType.PinSubCategory="",PinType.PinSubCategoryObject=Class'"/Script/Engine.Actor"',PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=12CE1F724FB0EAE79E6A939C24DB97AE,PinName="ReturnValue",PinToolTip="Return Value\nName (by ref)\n\nThe folder path",Direction="EGPD_Output",PinType.PinCategory="name",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsArray=False,PinType.bIsReference=True,PinType.bIsConst=True,PinType.bIsWeakPointer=False,DefaultValue="None",AutogeneratedDefaultValue="None",PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=True,bAdvancedView=False,bOrphanedPin=False,) End Object

#

try copying this

radiant haven
#

nope

sharp crest
#

and pasting in the node editor

#

@radiant haven what happens?

radiant haven
#

still teleporting me back to middle

sharp crest
#

if you drag it closer to the landscape does it show?

radiant haven
#

look

#

outside of the grid

sharp crest
#

what are you dragging, the player start or the player character itself

radiant haven
#

inside of the grid

sharp crest
#

when you move it just outside it stops working?

#

so 100% it's related to the grid?

cosmic matrix
#

thats work

#

thx

radiant haven
#

@sharp crest yes

cosmic matrix
#

but still can t found it in node browser

radiant haven
#

dont mind the rudders though

sharp crest
#

in the world settings

radiant haven
#

nope

cosmic matrix
#

Ok it only for bluetilities not for runtime

radiant haven
#

well now it doesnt teleports me back

#

now its black

sharp crest
#

I can't help you with this much info, it seems like there is much more going on than just spawning the character

crude vessel
#

Nobody try 4.24 hair/fur yet?

light thunder
#

GetGameTimeInSeconds

#

So you Set a float variable named TimeLevelLoaded or whatever to the value from GetGameTimeInSeconds, and you add that to your LoadLevel event

#

@autumn crystal

#

note my edit

radiant haven
#

How can I make a mesh (I modelled landscape) to a landscape in UE

sly spire
#

Hey guys, I'm bringing a Terrain object from C4D into unreal but when I tried to apply a material it just doesn't work. I'm using a material imported from Megascan library! When I use only the Abedo image then it works but when I use the actual shader with the rest of the components it doesn't. Not sure what I'm doing wrong

light thunder
#

In range and clamp

sharp crest
#

no one will help you with this amount of context, screenshot your graph 🙄 @autumn crystal

vivid narwhal
#

lol

sharp crest
#

if the node is the issue, then reinstall your engine

#

😂

#

this loop will be always true

#

why do you expect it to not run infinite?

#

😂

#

that depends on your variable, but last one will hdsmiley

#

and since we cant see your variable, we cant help you

#

plug rand bool

#

and see if it still does infinite

#

😂

#

good luck getting help

#

^

#

btw it's DM not PM on Discord hdsmiley

#

and he continues

#

My IQ is much higher than yours that's for sure, so you can't really call me an idiot

abstract snow
#

This guy.....pretty arrogant

sharp crest
vivid narwhal
#

Gotta love late night discord

abstract snow
sharp crest
#

Pretty sure someone said that yesterday too @vivid narwhal

#

First you need to help yourself by answering our questions

#

Then we will be able to help you

vivid narwhal
#

without seeing the whole loop we can't actually help that much, just fyi.

sharp crest
#

because all is static

vivid narwhal
#

then the issue isn't with the bool it's with the loop

sharp crest
#

you need the var to change to false at some point

#

or if u have a custom loop function then thats the issue

#

god why am I even trying

#

kbye

#

lol

#

it ticks too many times thats why it stops

#

you can try changing max loop number in project settings

vivid narwhal
#

See? You showed us more than just a single node and we were able to help

#

also that loop is horrifically expensive

sharp crest
#

might as well use event tick then after 2 weeks remake your game

#

will be a better learning experience

vivid narwhal
#

why?
If you're measuring in seconds, you could use something that would check every second. Not 30 times a second.

sharp crest
#

why are we even trying, he barely agreed to show us one node

#

thats not even possible

#

you need 100 frames and people dont want that lol

#

very helpful info thx

#

You need to explain or show us what you are trying to do, and we will tell you how to make it efficient and working

#

and you can always try googling it first hdsmiley

fervent sigil
#

@autumn crystal don't forget games re a lot about faking it. Even if you tell the player you're doing a rhythm and need to check every 1/1000s, like @sharp crest suggested, you won't be able to display that info to the user in that frequency - so what's the point? Use the update method, which has less frequency, and check what you want there.

vivid narwhal
#

I'm confused why a rhythm game is requiring 100 FPS in the first place

sharp crest
#

lol

#

because this loop runs too much

#

loops arent made for that

#

use event tick

#

you need to find a different way to do it

vivid narwhal
#

^ this

#

the loop is running every tick

#

that's what we're getting at

sharp crest
#

enjoy

vivid narwhal
#

you're not running it every second, you're running it every tick

vivid narwhal
#

why am I even trying to help

sharp crest
#

I thought about that too but then realized I'm bored so @vivid narwhal hdsmileytbjbu2

#

lol

#

thats my sentence

#

if what I screenshoted doesnt work for you then re explain what you are trying to do

#

not link us to a random message with no context

vivid narwhal
#

jfc

light thunder
#

I'll take this one guys

vivid narwhal
#

thank fren

maiden swift
#

Hey folks, just reminder to please keep it civil and respectful in here. 👍

sharp crest
light thunder
sharp crest
#

lol

light thunder
#

Let me give you a few to watch as well which will help out -

#

I'll help you but I want you to know of a few video tutorials you might not be aware of

#

would save you a lot of trouble/headaches later on

#

If you don't know what they are, how could you possibly know to watch them - so make sure you do the blueprint tutorial series if you haven't already, It's called Blueprint Essentials - https://www.youtube.com/watch?v=JH6zLAMFSi0&t=13s

Blueprints execute from left to right, right? Well, mostly. But sometimes they have to execute in interesting ways that may not be obvious at first. In this ...

▶ Play video
#

You don't need to use a while loop for what you are trying to do

sharp crest
#

the official ue4 tutorials suck why did u watch it

#

lol

light thunder
#

they are better than watching nothing

sharp crest
#

well there is that guy I dont remember the name he does great tutorials

light thunder
#

but yes, I highly recommend you take a Unreal course like on udemy or skillshare or whatever

#

You don't need a while loop from what I know of your issue

#

You want to get the time since the level loaded right?

maiden swift
#

What exactly are you trying to accomplish?

sharp crest
#

I already told him what to do he just wont listen

light thunder
#

I understand that but take it from someone who used to get yelled at when I first started, you need to be patient enough to take a course at least, it's very tempting to just keep on building what you are working on because you "just need to figure out one more thing..." but you will honestly save yourself so much time

#

Okay, I got it

#

Okay, so what are you doing with your level loaded time again?

#

tell me what you want to do in plain english

#

as in, "I want the guy to blow up when I shoot him" type of english

#

or "how do I move this object to a spot in the mouth"

maiden swift
#

Why do you want to compare game time against a float?

light thunder
#

Yes, thank you @maiden swift

maiden swift
#

What's the goal, speaking non-technically?

light thunder
#

You need to essentially "pseudocode"

#

I want to spawn a monster when they have been on the map for 5 minutes

#

ohhhh

maiden swift
#

OK, so you're trying to make a time limit.

light thunder
#

event set timer by handle I think

sharp crest
light thunder
#

This guy does some decent stuff - set time limit unreal engine

#

Follow what he does and just compare that timer and have a boolean that when it equals zero, fire your event

scarlet birch
#

For something like that set the gametime at the event start to a float and use that to compare

light thunder
#

You don't need a while loop

visual belfry
#

@autumn crystal no, that'll loop infinitely

sharp crest
visual belfry
#

🤷 ok.

maiden swift
#

That's not how a while loop works.

visual belfry
#

contents of loops happen during a single frame

#

they aren't spread out over time

light thunder
visual belfry
#

and then unreal will never progress from that frame because it's looping infinitely

scarlet birch
#

This must be the week of threadlocking with while loops

maiden swift
#

A while loop is the wrong approach for creating a time limit. I recommend creating a timer that runs an event which checks if game time matches your time limit, and when it does, clear/invalidate the timer then execute the end-game logic.

rancid jay
#

Lol

light thunder
#

if you click that button it is the FIRST thing he says

sharp crest
#

I doubt that will actually be everything

vivid narwhal
#

This was funny watching people try to help and fail one at a time now it's just sad

mossy nymph
#

the loops are executed synchronously - it means that no code can execute until the loop completes

sharp crest
#

there are like 10 people around this I can't even 😂

light thunder
#

we can do this guys! don't give up

visual belfry
#

every 5 minutes this goes on, someone new will join in

sharp crest
scarlet birch
#

I'm not convinced finding help is his goal

rancid jay
#

Watching

light thunder
rancid jay
#

Yeah

light thunder
#

@autumn crystal I know you might feel we are giving you a hard time, but I think what your difficulty is, is you have trouble figuring out the correct "thing" to search for in your problem

#

If you don't know what to search for, you aren't going to be able to find the answer

maiden swift
#

^That's why it helps to describe the problem abstractly.

light thunder
#
  1. State what you want in plain english
maiden swift
#

As if you're speaking to someone who doesn't use Unreal.

light thunder
#
  1. Ask what game mechanism/blueprint/code deals with that solution
#

3 THEN you finally go technical and look for the solution

rancid jay
#

I am guessing the game never ends even is over the timer. Thats why he wants loop

sharp crest
#

explain what you want without your code

#

you are programming it the wrong way

scarlet birch
#

Guaranteed infinite loop.

dim plover
#

You can do timers on loop.

maiden swift
#

@autumn crystal If I understand you correctly, you don't need to do this on Tick.

mossy nymph
#

@autumn crystal as soon as a while loop executes once, it immediately checks the condition, and if true, executes again, then checks the condition again....

#

and so on, forever

mossy nymph
#

or until the condition is false

rancid jay
#

Exactly what zlo said.

vivid narwhal
#

the condition never goes false because the loop maxes out before that happens

maiden swift
#

Right. While loops execute on every frame until the condition is false.

visual belfry
#

are you sure that's the wording you want pfist 🤔

maiden swift
#

@autumn crystal But you don't need to check the game time on every frame. In fact I recommend against it.

visual belfry
#

garbo beans make great hummus

dim plover
#

Basically, GetGameTimeInSeconds will never increment.

maiden swift
#

@autumn crystal You're trying to make a time limit for your rhythm game, correct?

mossy nymph
#

you should probably use SetTimerByEvent node, set it to looping with some sane time interval 1-30 seconds, depending on the rythm

maiden swift
#

When the time limit ends, you want your game to end? "Time's up!"

mossy nymph
#

and in event handling it check if time is expired, if it is, run code to wrap up, if its not do w/e you wanted in that sequence

dim plover
#

Also, just sayin', this is not at all a BP issue.

visual belfry
#

hooray, what is it?

maiden swift
#

🤔

dim plover
#

That works, but the repeating timer is more ... better.

maiden swift
#

A timer is more efficient indeed, and easier to manipulate later.

vivid narwhal
#

I mean it's functional but I hate running all of that off tick

dim plover
#

Also, I think you need to call the Parent Tick too.

mossy nymph
#

and if you try spawning anything on Tick, your game will just... break after short while

vivid narwhal
#

I'd like to say get into the habit of writing cleaner blueprints but hey if it works who I am to judge * shrug *

sharp crest
#

Everyone finally gave up

vivid narwhal
#

lol