#ue4-general
1 messages · Page 581 of 1
any precision greater than the tic interval is useless
Let me see if I can take my own advice and show him, maybe, by example for how to ask for things
I don't think it is possible to check things in between ticks on the Game thread.
where do you get 0.000001 from... Surely system time only goes down to 0.001 anyway
So I have 4 category buttons - for example, fruits, vegetables, meats, dairy (or whatever) -I only one one button in each category to stay selected
how can I control it using the categories? do I have to rely on using switch statements?
what do you mean by using categories?
Is there a variable type that i can give it both name and integer
those are two different ones
@strong mesa yes string 
I'm keeping track of the lastbutton pressed and lastcategory pressed
why am I doing this I have a game to make and you guys have google
string is bad for replication
It's not the end of the world for me to expand the switch statement to include other categories I am just checking if that is a decent way, without refactoring the entire structure I have
the general types are always at the top, so just check there what fits your needs the most @strong mesa
@strong mesa you could use a strut?
that will be even worst for replication
Yup
@light thunder i would put all buttons inside a panel on another widget, have the parent widget subscribe to buttons clicked event, and handle it by first telling the previous button its unselected, then setting the last button that was clicked as selected
adjusting the visuals accordingly
anyways u shouldnt worry too much about each variable, it wont kill ur game to use a string instead of an int
@vivid narwhal thanks you though ❤️
@mossy nymph Hm, I can't just unset the previous button because it needs to stay IF the button is a DIFFERENT category, but I think I might change the execution order around based on the way you phrased that
this approach includes 2 custom widgets - one ButtonWidget and another one holding a panel that houses them
that's basically what I've done
hey . does anyone have an idea if ue4 have an Addressable Asset System like in unity ?
@light thunder try using functions instead of copying the same code 5 times
this is how I would do it too tho
ButtonWidgets can be instantiated knowing their category
and broadcast it in custom event dispatcher when clicked
and parent would then hold a TMap<Category, SelectedCategoryButton>
hey guys 🙂 can anyone help me with the new quixel stuff? Whenever I import a material it gives me the warning "Displacement Samples as Color" and the displacement and roughness do not work
@sage wharf or explain what you want to do because none of us use unity here 
explain what you want to do..
@mossy nymph how would I have the nonselected button remember to change back, if I've selected a few other buttons from different categories (and this changed the lastbutton pressed variable"
i am not a unity user actually but it is very nice feature
u need to make a function that resets the style of all the buttons thats how I do it @light thunder
at the time dispatcher is called
your parent widget still has a pointer to whatever button was last pressed in the Map
it calls an event/function on it that "unselects" it
but it will only have one "last button"....
not if you store them in TMap with whatever your category is (string, name, integer, doesn't matter)
as a key
and a pointer to selected button as value
so if I were to click back to the Engine101 thing and click something else, "SecondarySearch" would change back, while "BackPorch would still stay lit
ah
I see what you mean now
basically, build a map at run time
this approach also scales well - you can freely add buttons into categories or even add new categories without changing the logic in the widgets
Just got a sneak peak at UE 5
yes that's what I was looking for
webUE
@mossy nymph Would I want just the actual widget element as the value or do I have this backwards?
yeah, push button in it
that way you can just directly access it by key
altho, making a literal map here... probably not
i'd make the map a variable in the widget
this might not be a concern for you, i don't know - but enumerations have been known to break some blueprints when you modify them
so you should consider a FName or some such as key if you're going to invent categories on the fly
the categories are planned and exist before runtime
enumerations have been known to break some blueprints when you modify them
never happened to me
then enum is fine
I'll be constantly reworking and adding more but nothing afterwards
UE4 has the AssetManager, you can async load assets by path.
each button has to know the category it belongs to, so that it can send it when calling the event dispatcher
@dim plover okay, thanks
I've been passing that through the interrace call as part of the ButtonDataStruct
sorry to interrupt. Is there a way to increase the "arc" on a nav mesh link so I can actually jump over objects?
that would require buttons to be aware of the existence of a parent widget
@vivid narwhal step height setting in nav mesh will work for you I think
@vivid narwhal can you read c++?
I can read English
enough to modify variables but not enough to write my own code
i suspect NavLinks are using
UFUNCTION(BlueprintCallable, Category = "Game", DisplayName = "SuggestProjectileVelocity Custom Arc", meta = (WorldContext = "WorldContextObject", AdvancedDisplay = "OverrideGravityZ, ArcParam"))
static bool SuggestProjectileVelocity_CustomArc(const UObject* WorldContextObject, FVector& OutLaunchVelocity, FVector StartPos, FVector EndPos, float OverrideGravityZ = 0, float ArcParam = 0.5f);
that function in GamePlayStatics to generate an arc
it would be ArcParam?
you would need one with higher ArcParam
something around 0,7-0,8
its alpha, so 1 or above would have no solution
if you're lucky, the thing is exposed somewhere
it beats up Chrome in dark alleyways and steals the RAM
Do you have a lot going on in Unreal? Mine only takes like 2GB.
mine takes 20
mine can take 20 if i don't close it for a few hours
mine is only taking 2gb atm
only7
it kinda depends on the size of assets you have loaded
but if you're practicing creating hard references freely in BP, you will load the entire game as soon as your first BP loads
There's nothing in NavLinkProxy.h that says ArcParam sadly
@vivid narwhal why not use nav step height?
that won't work here

you do have a BP exposed delegate OnSmartlinkReached
step height doesn't effect the arc, only the nav mesh height
you can hook into it and do a custom launch
This is the launch I'm doing before I add animations
it would not render the arrows in editor to show the new arc, but it would let the AI go over them
whats the Target of CalculateVelocity?
good question

ah, it says, NAvLinkPRoxy
yeah you can only cast it to NavLinkProxy so it's just a self reference
but i do not see it in code
the thing is. If I set Jump Duration to stupid high, it jumps over, but, it doesn't land at the target, it still just lands halfway
so this is inheriting from a derived class of NavLinkProxy
try calculating it with SuggestProjectileVelocityCustomArc instead @vivid narwhal
i am not rally understanding how to get the asset manager working in ue4
YEET
it's .... weird. If arc param is 0.0 it gets yeeted into space. if it's 0.01 or higher it doesn't even jump at all
not following anymore
The SuggestProjectileVelocityCustomArc doesn't seem to be doing anything. Since if the arc is 0 it just goes into space, if it's anything above 0 nothing happens
When importing a skeleton to Unreal, does every joint need to be bound to skin?
If I use "Use T0 as Ref Pose", the entire thing gets weirdly rotated.
Overall, importing stuff is pretty weird, does anyone have any good links for this process?
Never had an issue with importing stuff
Might want to google your error/issue
I'm wondering if there's a more complex method I can use instead of Launch Character
where i can find quixel suite ?
if you just want the megascans (Which they make part of unreal) go to the Marketplace Tab, click on Free and click on Megascans
so quixel suite isn't free ?
megascans are, quixel as a tool isn't
you don't need quixel to texture your mesh, UE4 has a material editor for that
i meant for baking stuff.
you got a couple of options and most of them cost money
hi!
anybody has an idea how to make a tab section that slides
when passing to the next tab
in UMG
How do I edit the text in a TextRenderActor?
oh
I got an idea
anyone knows how to make a generic
fade in/fade out animation
for any widget>
you can animate a widget's opacity in the animation track
but that would be specific for that widget
I want to be able to
generic fade for any widget
that's beyond my knowledge sorry but I don't think that's possible?
😦
Is there a way to change a component property on multiple objects? They are all the same type, if it matters
You can usually select multiple items by press ctrl while clicking and the closest detail panel will give you the identical settings if there is any. But it may not work in some situations.
yeah I did, and it works, but I can't select a component of the objects, only the object properties
is it exposed?
i think you can enable the little eye icon next to the property in the actor component, and it should show up on the main panel of the actor
the component is a static mesh, so I don't own it. It doesn't have an expose icon either
The expose thing works for variables, I don't think it works for components. Not for the static mesh anyway
Hi, anyone familiar with "composure"? I am trying to set up a layer element onto which a geometry is rendering with a material different than the one seen in the editor. I take it this is a possibility but I suspect there might be some blueprinting involved and I am rather noobbish in that department. Any pointer?
How would I respawn the player at the start point if they get killed by the KillZ?
pretty sure you need to spawn a player character and then possess the player controller into that character @serene quiver
or a simpler way will be to add your own actor above the kill z that will teleport the player on hit/overlap 
So uh, how would I do that?
which one
Spawn the player then possess them
well you can add an event end play to the player character that will spawnactor another player character at the location you want
and then just possess it with the possess node and get player controller
Replay System for Unreal Engine 4.22?
not for 4,22
right, rip
I mean you can just make your own one?
Idk I guess just save all the actors transform and position? lol
Idk guess this kind of thing will be quite complicated
yah
he is saying ue4 has a built in replay system?

would make sense that they ported it over from fortnite 
try googling it
?
😅 this might be more than a sentence to explain without just showing u how to do it
maybe try some blueprint tutorials first
going to sleep good night and good luck
Oke
Alright, I seem to be out of my depth with basic importing of Skeletal Meshes.
https://i.imgur.com/Du3FYbt.png
I have this simple skeleton that imports weirdly. And I get this warning. If I do as the warning says, "Use T0 as ref pose", the mesh becomes weirdly rotated.
All in all, I have no idea what I'm doing. pls help 😭
This used to work but now it doesn't
have you looked into Interpolate to
when you lerp rotators isnt there a short route boolean somewhere?
maybe it not present on all nodes, but there is definitely at least one give you this option that ensure won't full turn (hence the flip flop effect you may experience)
Hey guys is there anyway to avoid timelines being interrupt by pause game?
ok i know the lerp node show me your setup to see what you are trying to achive
Timeline is time Based and Pausing the Game stops Time
Any idea how can I make a generic function where I send the widget and I can modify the opacity over time?
Create a timeline and Shift click to add tow points and set the first to time 0 and value 0 , the second to time one and value 1
Then et up you Actor that you want to rotate like this
But pause the game will fuck the timeline
For the opacity you should do an animation in the widget interface
But that would require to make the animation for each
in the A pin plug in your current rotation and in the B pin plug in your desired rotation @autumn crystal
yes
I think I solved my skeletal mesh import issue. Apparently, selecting Up Axis : Z when exporting from Maya = bad?
Yeah you should use the default settings
The problem is probably with the ue import because engine will rotate these from Y to Z regardless
ue4 crashes when assigning materials to landscapes and making layerinfo, can anyone help me please?
Maybe the material is bugged just assing a builtin material (eg simple white) and see if that crash or not
If good then probably material has a bug
the material works in 4.22 but not in 4.23 or above
Or it works on smaller landscapes but not on larger ones
Anything over the resolution of 513x513 and it crashes
Maybe tessellation is sky high and crash gpu
dont have tessellation on
Can you see errors in landscape material when open it?
How many layers you got there btw?
6, 5 being main texture layers and the 6th being specifically for puddles
I can send you the material if you want
Just try create new empty map, new empty landscape with high dimensions and assing the material there.
Is it crashing?
Spooky stuff no idea
I'm casting to my child actors so that i can access them, this used to work fine but now it doesn't, any idea why
It hangs for 3 hours then says it has run out of video memory
it isnt an outright crash, it just hangs for 3 hours
Do you have updated vga drivers?
Yes
I have a Radeon VII
Here wait let me put my full specs
Ryzen 7 1700
Radeon VII
32GB DDR4 2400
Sheriff, what do the warnings say?
this is from importing a layerinfo mask for a landscape
landscape resolution is 8k, it uses all of my system for about 3 hours then crashes
reparent malee template to base on item template asset
compile all these stuff and see if the problem disappear
I did everything
ok this is outright infuriating. I cant do anything with this landscape because UE decides not to work
I've never had this issue until 4.23
Problems everywhere
is it possible to add more variables into game user settings?
i think yes
not sure
you had to type saved game settings in a special node
something along those lines
any idea what the node is called?
can't remember i'm sorry
alg. ill look for it ty
https://www.youtube.com/watch?v=q2oo91qAg1Y
Maybe This Leads you in the right direction
How would I create a basic menu using the Game User Settings to adjust the screen resolution and FPS cap. Source Files: https://github.com/MWadstein/wtf-hdi-...
When making a turn based battle system, what part ahould I start with?
Id say menu functionality, like pressing all button
Watched that but he didnt show anything about adding new variables just changing the values of existing ones
htf lol
Does anyone have troubles logging to bridge with Epic account?
Can't log in for two days
No. But bridge itself is a hacky mess
I expect epic to replace the hell out of that plugin
I have multiple objects placed at different location on the X axis. Is there a way to add a specific number of units for the X axis to all of them? (e.g. 23.57)
An overview of the Blueprints HUD example level, example 1.1: HUD Example
the quixel python thing
how do i get this example project? where is the "Content Browser"?
i dont think its the one in the editor
first step might be getting the Content Examples from the launcher (or mp)
@tall pendant from marketplace?
just get them from launcher
Content Examples are on the Learn Tab, under Engine Feature Samples
ok thx
Am I blind, or is there no Twinmotion channel in here?
probably want to check #aec-visualization for twinmotion related stuff
How can I transform a mesh (mountain) into a terrain so I can skulp it n stuff
Why are these triangles missing ? Blender fbx exported. i checked normals, they were also recalculated, they are correct in blender. these should all be quads, no Ngons. any idea why some triangles just dissappear?
Did you remove double vertices
i tried that also. this was just a plane, that was subdivided by only 20
then just raised the Z on some verts. thats all X_x.
ive seen this problem 3 or 4 times this year. deleting the polygons and manually replacing them solves the issue . even though the normals are not the problem, and they show up correctly in blender.
its an easy fix. but id like to know what the fff the problem is
when you said you a are recalculating the normals, you set to recalculate on import? so it doesnt matter how it looks in blender, you could try importing normals instead
i recalculated in blender. before the export. they look the same in blender either way, correct.
inside ue4 , add recalc norms? ok ill look for that also ty
when you import you can choose if you recalc or if you import, you always wanna import
else you lose your normals
its set to import now. thats correct right?
98 percent of other meshes have no problem
you can get that sometimes when you have non planar quads
that was my guess. but 2 triangles = 2 triangles, no matter what location the 4 verts are at X_x. its simple origami
so i thought surely games like RDR2 are not possible if editors cant even get 4 verts into 2 triangles correct.
manually triangulate the quads before export solved it.
dont save after the triangulate eh ^ ^
anyone knows how to visualise a render pass in the composure post process material? I've managed to show layer elements, but could not find a way to show passes (which must be relatively easy), and the documentation does not mention it.
Hey is this possible to change the control points of the InterptToMovement component?
It seems to me it fucked up every time I try to do it
a curious question more than anything, are line traces always instant or can they have a travel time? (Without using say a physics object that generates the trace)
Traces are always instant.
For travel time you'd need to split the path into multiple smaller frames over time.
no advertisement
@stray dock #looking-for-talent
I have a problem
How can i download marketplace Stuff without owning it???
I built the whole graybox with geometry,and now that i try to put material to check how it is it doesnt show,only if i turn the geometry to static mesh it shows
@radiant haven that's called piracy and its not allowed
no
free stuff
I have the problem that i cant delte owned things for multiple reasons (paid and u delete it)
All Things Related to the Unreal Engine Marketplace. Discuss Marketplace Offerings, Request New Content, Promote Your Work.
yeah i know, well in some years I have sites over sites of unusesd content
So what ?
?
There's no option for this so that's how it is
k
other question is
Yesterday I got adisczussion with someone cause I couldnt build smth out of the Grid
so ue has a build limit?
What do you mean ?
I cant play smth out of the Visual Grid
It teleports my camera without mesh or character to the 0position xyz
and after exit I earlier had some errors but now nothihng
@cloud cobalt Thank you for that!
I can't get a straight answer but i'll ask again. Is there a way to do numeric inputs for the postions of Physics Asset Editor objects and constraints ?
Have to love the UE4 documentation. I wanted to know if normalising a vector would make it so that the highest angle is 1.0, or the length is 1.0 (it's the latter), or something completely different that I hadn't thought of. The documentation just says it normalises the vector, without even bothering to explain what normalising even means in this context.
I had to actually run the thing with a vector to figure out what it did.
Been there already 🙂
... I mean, normalized means normalized
why would the engine documentation have to explain basic math you can look up anywhere?
To confirm that the function actually does the basic maths that you think it does?
well, that's why it has a specific name "normalize a vector"
it would be weird if it did anything else
To be fair, some of the UE4 math can be misleading in materials
The game logic math is however usually straightforward
The material math however does clearly state deviations from standard sine etc

Basically if the documentation doesn't tell you anything, well, you can assume it works like everywhere else
Eh, it's not just maths documentation which is like this though, a lot of other documentation also just has a vague one-line description
I know for a fact that the documentation team specifically wants feedback on unclear documentation, so do report this on the forums
Yeah but now I just feel like I'm stupid for not being sure what normalised vectors are 🙂
Which is in part because I was specifically looking for a function that did the other thing (vector scaled so the highest angle is 1 or -1) and can't figure out what it would be called or even if exists
No idea either, tbh
I'd imagine I just have to get the abs max manually and divide it
hey, im watching a course and in the tutorial the code is
"FString ObjectPos = GetOwner()->GetTransform().GetLocation().ToString();"
i managed to find in the API this solution
"FString ObjectPos = GetOwner()->GetActorLocation().ToString();"
Is there any difference between the two? Both works as i want them to
No real difference
Each object has a transform
which is location, rotation, and scale
So you can either query the transform and then get the location from that, or query the location
I'd use the latter because it's less code
I suppose in theory one might be slightly more efficient depending on the internals of the engine?
But by "slightly" I mean "by a truly miniscule amount"
mhm, ok, thank you. I think i'll stick to the 2nd solution, if i ever need rotation or scale there's always GetActorRotation and GetActorScale
looks better imo
GetTransform is more for when you actually need the full transform to pass into another function
Pretty sure GetActorLocation gets the location from the transform of the root component
So yes, same thing
root component?
well the green one is my landscape that i want to make as a background
The yellow oneis my mointain
h.. how?
The root component is the part of the object which is used to determine the object's location
Other components can be below it and offset from that root component location
oh, ok, ty
Hey, is it possible to make a billboard text ?
Hi all, noobquestion: is there a landscapematerial for quixel surfaces (maybe with generative placement of stones and foliage) or does this make no sense?
hi guys, got problem with set material node, my script look like this, and material is not setting, i'm getting not rendered material instead
hey, the way i have doors set up in my game is that their Z rotation by default is set to -90 degrees, can i change that to 0 while object stays rotated like it is now?
you can reimport static mesh with rotation, that should work
how do i do that?
clicking reimport doesnt do anything for me
did you change import rotation /
Looking for a paid level designer
10$ for the map
With textures and stuff
If interested hit my dms
@frozen pond i didnt get "Import Settings" window
enter inside static mesh and they are inside
Question:I am fairly new, I'm using a "portal gun" in my game but trying to have the portal stop at a fixed distance when spawned instead of hitting a wall and activating. How do I implement keeping the bullet but spawn at a fixed distance? Not sure what the set up would look like
of my head I can think of a couple of ways @vagrant aurora
First way is you could get the distance in front of the gun X distance away and set that at your spawn location
I was attempting to edit this section
you could also trace the bullet and see if it hits something before it reaches max distance, if it does reach max distance (using the previous method) spawn the portal there
What's plugging into Spawn Transform?
Is the Epic Games UE course the best tutorial series or is there another that people favour?
personally I don't hold the official one in high regard
it's good, but it;'s not standout
@vivid narwhal have you heard of any other standouts?
The official one seems a bit broad
@vivid narwhal I sent you a message with the Spawn Transform area
honestly it's going to depend on your learning technique
Not sure if this is the place to be asking this but, does anyone know where I can find a definitive list of all of the games made with the Unreal Engine 4?
This is a list of notable games using a version of the Unreal Engine. The main article on the Unreal Engine gives further details on the engine itself and its versions.
Okay thank you. I was looking at this but, wasn't sure how reliable it was.
obviously it doesn't include all indie games and since it's a wiki it's user generated but it is the most complete one I'm aware of
Is there a way to stop SteamVR and Oculus from loading each time you load the UE4 editor?
It's getting really annoying
lerp it
yeah you need a lerp node
are you controlling the lerp alpha with a timeline?
try that
yes you can
you make a float track in your timeline and you set 0-1 to however many seconds you want it to last
then you get the alpha float track and times it by whatever multiplier you want to speed it up or slow it down
yep
what value is rotation speed
that's not how it works
you can do that with what you've got but you need to understand the mathematics
your alpha is going over a 1 second duration currently, because it's going 0-1 over one second and multiplying the value by 1. So it's always going to be at value of 1 at 1 second.
You want it to be one degree per second?
you could increment the target rotation by X every second
IF CurrentRotation =/= TargetRotation, +CurrentRotation by 1
run that every second and change 1 to a variable so you can speed it up/slow it down
then you test if TargetRotation is => CurrentRotation and then change the incremenet variable to be a negative
is there a way to somehow "transfer" all the foliage tool assets to a new landscape? Or do you have to place them all again from scratch?
not as far as I know
so, after the pass few days of me thinking i coded my ai wrong i was just dumb enough to forget to switch the controller to the correct ai controller
and it work
that'll fix it
yeah i was like pump fisting cause i finally have decent smart ai lol
@vivid narwhal Yeah I figured as much but, thank you.
Is it expected that static shadows look so bad
are they baked
Ya
afaik static are usually cheaper
either you haven't set the pivot in the correct place in the mesh or you haven't set your socket location in the right place
Is either not resulting shots ingame, So bullets go past the player, Any knownledge about what that could be?
can you make something look like this ingame on unreal engine?
There are very few scenes that you can't render in UE4 at all
indeed
it was used in the new Star wars stuff
the mandolorian or whatever it was called
OMG I've been fighting this UMG animation system the whole morning
top tip. Use manual animation instead of the UMG animation system. You will live longer.
😮 manual animation?
yeah
what is that?
seriously?
or how do you eat it?
lol
I mean
what do you refer to manual animation?
like photoshop animation?
just doing your own movement of widgets
I dont use the animation timeline tab to do any anims in UMG because the first time I tried it, it didn't do what I wanted. So I never went back to it
jum is this manual animation as you called is independent of time as the UMG timeline?
cause my menu happens when the game is paused
and most of timebased stuff freezes
when game is paused
but UMG animations keep working
nothing in this engine is independent of time so to speak. Its all tick related. But you can tick when paused so of course
can you show me an example of for example fade out a widget using the manual animation?
if you can and its not a sadness for you
🙂
just want to understand well how would you do that
from there I can take over
its the same as everything else. Take the value, decrement it with a timeline or a looping event system
you dont need a timeline to do it. Thats merely convenience
just gonna load up a project to give you an idea of how I did some stuff for a slot machine
Ok so in this case, I used SetTimer to do it. I have a function I want to fire off several times a second.
In this case I want to move the umg in steps.
I have distance (pixels to move) and I pretty much just interp to it
At the end of the function I use the value to Set Position on the widget.
Rather in my case, I am animating slots to move blocks of widgets, but it applies to single widgets too
As you can see, I use SetTimer in this situation. It's like a timeline but without the fancy stuff and it doesn't have to be planted on an Event Graph.
it does require a little extra work to get the same functionality out of it, but less is more
that looks like it will move faster on higher framerates
usually not ideal
using InterpToConst, or w/e its called in BP, providing it DeltaTime and InterpSpeed (change per second) should eliminate that
its got delta time factored in elsewhere
@plush yew probably a transform being applied somewhere in your charcter BP
make sure you reset all rotations to 0,0,0
oh Ive been having lots of trouble with the shotgun doing that with my character, I just keep moving it around and seeing if its any better
so outside of the game his arms and the shotgun are in a really weird position but in game he holds it properly
Anyone , is it possible to downgrade a project, from 4.23.1 to 4.22.3 for example, please?
When I add my trees to the scene, set them to static and bake lighting, the shadows look horrible
Tried with multiple assets
Default settings did not change a thing
@opal berry why not use dynamic lighting?
I'm sure that you're not supposed to use static lighting with foliage because it takes too long to bake for one thing.
If you have really simple trees then it might be worth trying though.
I bought them last month when they were free for the month
O o
I mean instances seem to be a bit of an issue for my machine
dunno if it's just mine
Haven't tried
but even if my FPS is high, like 70-90 FPS, OBS will stutter like mad, even freeze
thing is... it's not doing that if I kill foliage
and replace it with meshes
I use to have this problem but with normal recording
same high poly result
yeah I use GPU accel for OBS, and I have a 1070
Uninstall and download agian
hmmmm. maybe
Are u using obs classic or studio?
but again, what's really weird is that this problem only happens if I have foliage in my scene
dunno... not in studio mode
I don't know but try checking for updates or running as admin
it's obs regular... free... 24.0.3
Usually those small stuff are the ones causing the problems
ok, thanks
Obs studio is free
Can u send a screenshot of ur obs editor or something so I can see which one you are using?
oh wow... now it does it just cuz of level streaming
it's getting wierder and wierder
if I stream content, vs just load a normal level...
when I stream my modules OBS simply goes nuts
I have the latest
and the latest GPU drivers
aaaand we're back to normal
I think it was the Experimental Procedural Foliage that was ruining the day for OBS
I had to disable it, rebuild
just cuz it was enabled, even if I had NO foliage in my scene
OBS went nuts
and I guess that's why we don't use experimental features that have been experimental for years now...
O o
you using hardware encoding or something?
Hey
Hello
Just joined I was thinking this place would be good for tips
hey, does ue have control over keyframe easing? Ik theres a curve editor but i dont have much luck
maybe I just have to learn more about interpolation
On a forest what would be a good specular for the terrian (grass, dirt, ect)
I put 0.2
I think there are tables of pbr values for everything somewhere. but don't most just eyeball it?
Im trying to build like a avatar type game
anybody experienced with camera rails?
is there a way to make a loop?
or make a cam go full circle?
id like to render out a sequence where the camera moves around a room
i guess i could eyeball it lining the rails up
Software encoding would relieve work from the gpu if you've got the cores for it. Unless its the encoder being overloaded with complexities, likely just resources in use.
but with obs
I have to use the gpu
t.MaxFPS 60
in console will help capture a lot
it speeds up things a lot
yea set t.MaxFPS to the capture frame rate to take stress off gpu then
on the capture?
those could hurt your captures more than help, esp. if you have gsync/freesync
ok, so the old NVENC work... without stutter, but at awful image quality
I think I have gsync disabled
anyway, the problem here is not with OBS not being able to capture properly I think
k yea, well woudl recommend trying it. it makes day and night difference for me (t.MaxFPS)
it's ONLY if I have foliage created by the experiemtnal procedural thing
yeah I will try to limit to 60
its a shared resource since your using hardware enc
but again, my capture works pretty well... normally
if your cpu is getting bogged, that could cause it to yes.
but if its something that only occurs with obs on, idk
more over........ by just having that procedural thing enabled, without any foliage in my scene, I have the same issue
so it seems like a proc foliage bug
yes, it only occurs with proc foliage generated content, and only when recording with OBS
or again, if the proc foliage is enabled
in unreal
if thats the case then i'd have reason to think the gpu is just getting nailed
so I tried simulating, disabling.... and reloading unreal, and building
strangely, that worked... but not for OBS
O o
well, if my gpu is getting nailed by procedural foliage... that's gonna be the same for anyone else playing the game
it's a pity cuz it looks awesome
😄
Is there a way to have a space not be effected by the ExponentialHeightFog?
Hello, does anyone know of a good tutorial to make a text adventure in Unreal Engine?
everything works fine it seems.. with the old NVENC
so it's maybe an issue with OBS
the old NVENC was not working with the latest nvidia drivers
now it works...
O o
and the new one has issues
Hello, what's the easiest way to get a UE4 tutorial to get me started on the engine?
How would I make a launch character go in whatever direction the player is facing?
did you guys hear that Epic is moving towards having a single uasset file per each actor that is placed in level in editor?
the file would store the properties of the actor
that will greatly improve multi-user editing of worlds
instead of having the whole map file checked out (or conflict) you'd check out individual actors
I did not hear about that. That sounds good. Hopefully those uassets don't get corrupted easily.
per each actor? isn't that how it is already? Or do you mean combining used assets into prefabs of sets?
oh wait. now i get it.
Hey can anyone help me i got a question
Is there a place where i can find a group of people to work on a project online on here
How do i make a post
Anyone else work using Perforce?
Ive used it for about 2 years now wonder if anyone ahs a different preference of source control?
I have heard good things
Perforce is much better suited to game development in a team
Git is much better suited to programming
There's a reason most developers run Perforce despite the cost
If I keyframe a camera, is there any way I can tweak the path with bezier handles?
all the other textures seem to have imported properly but the megascans albedos are converted into completly black on import
Is there a way to teleport the player to a blueprint actor rather than teleport them to specific cordinates?
So, when going from Maya to Unreal, Unreal doesn't like groups?
In my case, there's a group that covers the entire skeleton and mesh, and fails to import into Unreal.
Cause I want to make say a "Teleport Entrance" actor and a "Teleport Exit" actor, but wouldn't I have to change the blueprint coordinates every time, which would mess with the other actors?
Or I could make copies for each induvial teleporter, but that seems inefficient
Hey guys. looking for some help, been on it all day head is hurting lol. I'm trying to add some stuff in my Actor blueprints so that, similar to using a box trigger, when the player steps into the collision, if player presses interact key I can delete the actor etc. I figured using the sphere collision on the mesh, obviously you can On begin overlap - delete. But I want to like begin overlap and end overlap with a gate?
btw i just started using UE4 like 5 days ago and im 13 so if there is lessons that are free on things can u guys maybe send some
@plush yew what do you wanna learn?
idk ive been doing landscapes a lot ive gotten really good at it and i didnt know where to go from here
Landscapes is while very important, also a very small part of designing a game bud
Obviously to start people would need to know what type of game you want to create, I'd recommend using Virtus Learning Hub on youtube for all your beginner learning stuff though, he teaches the basics and you can implement that into more complex things
That message was for Lyphen btw
ok thx @vernal thicket
np
ive been going for more mission type kinda like GTA V kinda theme with a city or in a abandoned forest
@plush yew I'd start by creating a simple game using tutorials first
ok
Anyone know how I can Begin overlap End overlap - Gate inside an actor??
What does the noise do in the landscape editor
@plush yew Select Sculp - Noise and find out haha
i tried but it didnt work
Turn the Tool Strength up, and the Noise Scale up
it just like flattened the terrian
It is under dev tools
They're in Svaed/Logs undere your project
how many is too many variables in one blueprint /
is there somewhere I can read the license for using the megascan assets for unreal engine?
how do I modify these animated paths? id like bezier handles so I can adjust the curve of the path
(referring to the thin turqoise line in the img)
why is it whenever i put a object from KiteDemo it always says Not Responding on the task manager
i believe kite demo has huge assets
might be crashing your system
or taking a long time to load
maybe lack of ram
its whenever i import a tree
for bps loading and saving upgrading the processor will help a lot?
@sharp crest what is your system ?
rtx 2080
i7-7600k
@swift spindle
I have to know if the UI guy changed his name on his own or a mod did it.
Because if it was a mod, it's a thing of beauty.
oh god what has it changed to
lol what is it
is there tricks for making camera loops in ue ?
@sharp crest really.. the only thing that will make a difference is your SSD / HDD at this point
well I tried
it seems to load at the same speed
maps loaded faster but bps didnt really have a difference
oooh I scrolled up lmao
@sharp crest BP's should really never take that long
even my old system of 7 years loads them mostly instantly
well Idk my engine is generally slow
I want it to be faster

maybe I will try working with a smaller map loaded
are you running it off the SSD ? is your cache a normal HDD ?
hey, seems the only way to save console command settings (rtx commands in my case), is to either use level blueprint or write commands manually in project config file?
are you segmenting out your project ?
like... is it all one giant level or many sublevels
are you forcing it to load everything at once
@trim trail curious about what rtx commands you use ?`
mostly just disabling some rtx features because they kill fps
like raytracing landscapes
haha thats what i was like
theyre enabled by default if thats what youre asking
RTX stuff is not enabled by default at all
doesnt look very rtxy to me
I have an rtx just cause I wanted to buy an upgrade but didnt know which one

probably was a waste of money
guys I really need tips on how to fix this camera animation path, im trying to create a seamless loop, not sure how to blend the keyframe of the start of the seq. with the last etc.
global rtx perhaps, but if you enable it, seems at least most of rtx features are working
@sharp crest depends what your trying to do with things.... I don't consider it a waste and I've not really used it yet
but I will use it soon
Idk what I can do withj it
@pseudo swift can't you just start the camera from the initial position at the end of the track
the point is, all i need currently, is rtx ao and/or reflections, rest I want to have disabled, which I do by commands or post process settings, wish it was simpler
@sharp crest learn 😉
@vivid narwhal thats what im doing
that sounds boring
@vivid narwhal unfortunately its not all thats needed to make it transition smooth
sounds like you have lead in/lead out time that's causing the issue
I'm bored why does deleting landscape components takes so long
all I want is a faster version of my map 
your in the wrong field if you find all this boring
this work is very slow and itterative
@vivid narwhal for e.x in AE you have bezier handles which you can tweak your path with etc.
dont worry me and you are gonna make it fun and fast after we figure out what I need to upgrade! @swift spindle
@sharp crest it's unlikely you actually need to upgrade any hardware
That sounds like I'm going to need to spend time on making it faster
Optimisation is what I do for a living...
it's rarely the hardware as much as people make it out to be
well thats the ez solution
"never do something your good at for free" or you'll always be poor
wont make a diff
nice answer.. your "skillz"
or your ram if your sitting on like 16gb
o
..... how much ram do u have...
good point it does say I'm using 98% of my ram rn
and it's gone red
k thx lol
well my pc is frozen fun
ok it's back
I have 16 I think
well shit son.... there's your problem
no
and the editor is still stuck
your floored
you could try
lol
and on that note... photography time!
why is your landscape so laggy? Are you using complex meshes?
hm dont think so it's on default settings
Idk big landscapes are always laggy for me at least lol
u pictured it Altermind?
nice I used to take photos with some shit camera someone gave me lol
yes.. my photos
The recommended spec for the Editor for The boy and his kite is 24GB ram so yep, 16gb is no bueno
helps to train my eye
your editing boy and his kite demo ?
no wonder your system is crawling
more ram... goto shop and get it
but maybe it was slow because the map is loaded in the background
yes I will if it's still slow after I make my map smaller
I dont work on the map anymore so dont need it loaded
"devs on 32 gigs minimum"
ook I go get it it's black friday why not
Hey anybody knows why when calling get display name of a class it returns the class with a _C at the end?
because thats how it works?
just replace _C with empty
lol
no way someone is gonna revive this chat
Hi, what is the best suggestion for a project management software or website? Basically a place to easily log everything I do during the development of my project and schedule myself in an organised manner?
trello, notion.so @blazing owl
best is super subjective there, test those, there are other similar softwares
I use Trello, and if you would like it more advanced then try Hacknplan
@blazing owl
used hacknplan at university. It was alright.
I tried it but Idk was too many options for me 😅 I just use Trello
I'll have a look at trello then thanks
I've heard that name before but forgot it. Will definitely check it out
multiple ways, depending on what you're trying to achieve
are there any tools to show where space is being used up in packages? like in Defold we can get a build report which details everything
Does epic even have an official UE discord? This one filling a gap?
this is the official discord for unreal engine
Idk if this is official
but its not the official unreal engine discord
lol
its an offical discord partner, but its not ran by epic. if epic has a discord, i don't believe its public
is there going to be a black friday marketplace sale? 👀
anyone who know is not allowed to say!
ye rip
How would I make the player teleport to an actor class rather than to specific coordinates?
This Discord is not officially recognised by Epic. It is a community ran Server for all things Unreal Engine.
Like touching a teleporter entrance takes you to a teleporter exit rather than teleporting you to specific coordinates, this way you don't have to change the blueprint each time which would mess with other levels
I learned about it from Epic launcher how it's not officially recognised?
its only officially recognized as an official discord partner, its not officially recognized as an entity of epic thus its recognition is unclear.
In the capacity that it is a public entity operated by Epic it is not recognised this way.
yep, they just recognize it and refer people to it.
they don't run an official unreal engine discord yea?
Couldn't find it I found this one. That's fine, I was just curious as Unity official came right up.
yea, unity has mind control there
There is no official Unreal Engine discord ran by Epic, no.
Thanks for feedback.
They have plenty of public channels for which you can reach them through on other platforms though.
lol, its kinda funny cause you pretty much can reach them here though. they just accept no ownership
You can reach them here, though you are usually directed to their official channels anyway.
outside of discord yea?
Typically yes, unless a CM directly answers the question for you via Discord.
cool
I bought a couple Humble bundles to get started with courses on each engine. Started GameMaker (a bit pricey), tried Godot but it lacked support, tried Pixel Game Maker MV demo = nice but not quite there yet, so I'm looking into Unity and UE4 now.
would advise caution with unity, its a bit of quick sand
Your better off choosing the right tool for the job.
I like how UE4 has all the templates.
UE4 is great for FPS games for example, it lacks support for 2D games though, 2D is where Unity shines.
I would not make a 2D game in UE4.
how does it shine?
yea, but 2.5d ue4
In context of UE4 vs Unity, Unity outshines UE4 for 2D
it has photoshop style layer filters and lots more for 2d tonpix
like very specific 2d things
even though its unity3d, unity3d, its better at 2d
yeah, but i wanted to hear some specific examples
I was trying to get a simple 2D game going first. I eventually want a 3rd person in 3D. Still trying to get coding skills in order.
stuff like 2d lighting
nothing unreal can't do, but it would take considerable time to do all this yourself
problem with unity is, you have to be an expert with c# to not result in something barely playable
and i don't mean early prototypes
ty for video, will check
Both use c# as primary scripting language correct?
i heard also unity has more customization/scripting for shaders than ue4?
no, and this should make you happy, c# is not good
doubt it tonpix, unreal beat unity to the punch with graph materials by years
but i quit using unity before that was a thing
@lime kernel Unreal uses C++ and/or Blueprints
blueprints = visual scripting?
C++ is really not something you'll have to use though, if that sounds too scary
there are some games in unity those 3d graphics felt very polished/customized, namely Inside and Last Night
sigh kind of gamedev in training.
blueprints means lots of things
in unreal
but yea afaik thats what they refer to the visual language now, used to be 'kismet'
for example, Inside had some really nice fog effects that can't be achieved in ue4 out of box, there were some custom sahders if i remember tech talk
blueprints are also types, and they are also kinda prefabs, and they are also levels, and the can drive animation but they aren't the same. materials are visual scripting but they aren't blueprints
still getting used to this keyboard
Hmm, sounds challenging. I better dig in on some of those courses I purchased. 😄
its one of those things where, you have to put time into understanding little peices of it in, and eventually it all comes amass and makes sense
theres not really a good way to explain it without confusing someone
due to it actually being confusing
ok
It wont happen overnight though. You need to work at it and in time your skills will come together.
absolutely, takes months
Quite literally nothing will happen overnight. Regardless of which route you choose
I agree, it took me time to do anything in each game engine I've tried.
How do you tell the size of a mesh in the scene? If I drop in a mesh and I want it to be 200 units wide, how can I achieve that?
Hey, I'm trying to do something fairly complicated and don't want to flood the chat with my stupidity, can someone dm me?
@sharp hazel when you hover a mesh in the content browser it will tell you the units
then you can multiply the scale when you place it in the level
@serene quiver doubt anyone is going to do that, just post and whoever can and feels like helping will do so
@sharp crest Thanks. No easy way to set it on items in the scene?
nope only the scaling thing
Ok so I want to do atm is pretty complicated so I'll make it simple for now and then add onto it later. So I have an actor class named "GrappleBlock", for now, let's make it launch you upwards just since thats easy to test. It's collision box is larger than the mesh itself, but whenever I put onbeginoverlap it doesn't seem to do anything?
Ok well I got it working for now actually
Ok so let's move it to the next step, how could I make it speed up the players momentum, only whilst they're inside it's collision box?
define momentum
The players max speed whilst walking or in the air
Or if its more simple for now we could just increase the players max walking speed
But wouldn't editing that edit the characters movement at all times?
so the first thing you wanna do is store the default movement value.
Then make a variable for movement increase,
And every second the pawn spends in the overlap volume, increase the current value by your addition value
Would I make that value in the thirdpersoncharacter or the blocks blueprint?
the defautl value would be in the character bp
So how would I put the character coming into collision with the block in the characters bp?
you wouldn't
the block would either be in the level bp or it's own bp.
And from there you'd cast overlappingactors to mycharacterbp
Yeah it is it's own bp since it's going to be used multiple times
yeah you're going to want to cast
Ok gotcha
So the variable for increasing movement speed will be an integer, right?
or a float. Depending if you want to use decimals or not.
Gotcha
Hey , If anyone knows, I was wondering if you could render things out of unreal engine similar to something like 3ds max and vray
i know vray has a plugin for unreal but, i was trying to doing it without buying more stuff lol
Hmm, there doesn't seem to be a way to increase speed by one with this...
It doesn't show the integer + integer
Is there a setting that breaks masked materials to be black instead of transparent?
Black dots should be transparent here
Nope
@serene quiver maybe try something like this?
Thank you! I would've never guessed this on my own haha
note: I haven't actually tested that
Lemme put it down and I'll tell you if it does or doesn't
are there tools to visualize what scenes will look like on older dx versions lower than 11?
Without anything to reset the speed, prepare for a ride 😜
I can't seem to get the looper?
it's a timeline
Ah
yeah @abstract relic that's why I said you also gotta store the default speed somewhere 😛
Um, how exactly do I store the default speed?
Just make a float variable
in a variable
maybe not worth being too concerned about lower dx version support
Should I store it in the character bp or the block bp?
I'd store it in the character tbh. I'd go either on a construction script or eventbeginplay depending on how I'm feeling, getting the movement value and setting that to a varaible
I wouldn’t even use the construct script. You’re hardcoding at that point.
Also @vivid narwhal what's that under the timeline? If I search up target I get nothing
Target is reference
@manic pawn good to know
Can someone tell me about construction scripts, and examples of what they can do that the Graph can't
Is this the same thing then?
if you drag off the cast and type max speed it'll add that character movement component target thing automatically = )
Should my variables such as PlayerName be set as replicated for my playerState in a multiplayer game?
yea make it easy on yourself with variables, just add normalSpeed and fastSpeed floats or something to the character
And then where do I get the increaser?
That’s also a variable
that's just a variable I added, set to "1"
it might be a nice idea to take a minute or two to learn what colour the common variables corrospond to
like hightide said yea, add variables. one for normal speed for fast speed. set the movement components max walk speed to one of these based on if your in the volume or not
I also don't get the target out of the set max walk speed?
you dragging off the blue dot on the cast node?
can't read that
Oh yeah I also added the timeline finished thing
but shouldn't be mutliplying anything. have two floats
he wants it so the longer you spend, the bigger the increase, as opposed to just swapping two floats

would still start by having two floats unless you actually want no upper limit
then prepare for ride yes lol
Trial by fire Pat
I don't want to give all the answers, rather push them firmly in a direction of discovery
Thank you for that actually, I learn way more from figuring out myself than just being told the answer! I actually super appreciate that!
That message comes off super sarcastic but trust me its not
^-^
theres no best way to do anything yea
But uhhhh, I can't seem to find out how to put a target with the set
how's your timeline set up? did you double click it?
Oh no I just put down a timeline
if you did go the whole two float route
okay.
So before you double click it, look at the exec exit nodes. you've got "finished" and "update" but if you double click it, you can set stuff like looping, length, etc. Timelines are one of my favourite things outside of Interfaces but they're just one of many solutions here
where instead of current you just use the current max walk speed. and instead fo target you use one of the two floats
Alright so I got the timeline chart up, but is there anything I should do with it? I turned on looping cause I'm assuming that'll deal with being inside the block
sec booting up the editor to make sure I don't give the wrong advice here



