#ue4-general
1 messages · Page 582 of 1
So should I change finished to update?
if it's looping it'll never finish.
But if you stick a delay in and set the delay duration to how often you want to increase the speed, that -should- work
Maybe you just want to use a looping Timer instead.
yeah a looping timer would work too
Hmmm, this doesn't seem to be working for me
?
Like I know I'm missing the target in set but
see GetModifiedMaxSpeed?
Yep
the blue line going to it
Mhm
from Character Movement, drag that out and when you let go look for things like Set Max Walk Speed
Get modified speed seems like the wrong thing
Ah I got it!
pushing too firmly jack
When you get this working I'd like for you to do it again with a looping timer instead so you can learn both ways
Hmmmm, it doesn't seem to be increasing though?
Something to do with modified max speed I'm assuming?
If I'm running at a speed of say 2000 and I'm increasing my speed by 1 every second, how long would it take me to feel the effect?
That's true
That's a nasty way to do that. It'd be better to increase it scaled by delta every tic rather than all at once every second.
You might want to check your maths first to see if that's working. Or use a print string node to debug
Hmmm, I put the delay on 0.0000001 seconds to feel the affect sooner just to test and still seems like nothing
Stick a print string after Set and drag the green float node into the actual string (pink)
I changed modified max speed to just get max speed
that Delay resets each time exec passes through it
@vivid narwhal Like this?
From max walk speed
Then run it to see if the numbers on your screen change. If they're the same something has gone wrong
mesh distance fields are super cool
Yeah they keep saying 600
well I implemented megascans into my landscape that sure is a lot of shaders
Its max walk speed + increaser right?
Rather than cast, if it only effects the player then set the trigger volume to only overlap the player in its collision settings
I think so yes
What's the increase value
Clicking on it does nothing?
Click on it and look at the details panel (default right side of UI)
Not the +, the actual variable you made
Since upgrading from 4.22 to 4.23, we are no longer able to select Build Lighting Only on any of our levels. The button is grayed out and says This action is not available while Play in Editor is active, or when previewing less than Shader Model 5, although neither of those conditions are true and it is still unavailable. Also, all levels throw a WorldSettings_0 Duplicate level info warning. Has anyone else experienced either of these things or know how to fix it?
Also I'm not sure if Max Speed and Max Walk Speed are the same thing. It's likely they're different
Ok the numbers are increasing!
Do that. Set the timer interval to something small on overlap, set it to 0 when it should stop
They seem to be moving faster as well!
Brilliant. Now do it all again with a timer instead so you can learn both ways
timer as in timeline but with no delay?
Nope! What Mike posted
Ah gotcha
Don't use delta time as a scalar with timers because they will catch up if the tic interval is longer than the timer interval
and/or vice versa. It's late, I'm low on caffeine
I'll save that for tomorrow, I'm very tired atm. Thanks to all of you for being such a big help!
Timers are way more powerful imo but they deal with stuff like custom events and event delegates. You're going to need to learn them eventually but don't worry if you struggle at first
Gotcha
Seriously though, thank you guys for being patient enough to deal with me hahahaha
and the shading is all messed up, anyone know why?
shading / materials are supposed to look like this
but im not sure what's going on
maybe a setting for export in Blender is wrong or something?
I'm doing File > Import Into Level...
can anyone refresh my mind what the hotkey for not selecting smoke/transparent material is ?
i keep selecting particles in my viewport
@pseudo swift Under settings there's a drop down for "Allow Translucent Selection" if that's what you're looking for?
There's definitely a hotkey for it, but not sure what it is
if you hold CTRL+ALT over it it might tell you the hotkey
which settings do u mean?
np
oh nvm found it! @pseudo swift
not sure if that's what you're looking for
but if it is
then there ya go
you have to set a hotkey
lmk if it works
np np
does anyone here know how to fix "nearly zero normals" and "nearly zero bi-normals" FBX import error? (from Blender)
did you check your normals in blender? XD
haha i had already set a keybind for that translucent settings, just forgot about it! thanks for reminding me i had it
all shaders are compiled but the landscape isn't rendering
means you messed up somewhere in the landscape material or you forgot to assign it 😉
Hey, my friend and I have linked our project through One Drive, what happens if we both work on it at the same time?
I'd not suggest using onedrive or any drive sharing tools... as it'll upload a lot of unnessesary stuff like the saved / intermediate folders
there is no errors in the landscape material and it's assigned
and if you both work on same files at same time.. your going to get issues with one being saved to first then not updated
How could we better share our project?
there most likely is errors.. they just all don't show up in the material editor
you want a proper git setup.. or perforce or svn
I'll look at it thanks
that seems like a big defect that the material editor doesn't show errors....
lightmap resolution / wrong lods
I'm not sure how to fix that
Do I need to adjust my UV map in blender or is it something in UE4?
it could also be overlapping UVs
I'm not getting any warnings about it.
This is the blocks UV map
The lit up part is the trim on the bottom of the wall
maybe it's your tile
So should I use a different material?
easy enuf to test with a different texture
so it seems the problem was the editor was giving a sample type warning and I fixed it by setting the correct sample types but the stupid engine didn't actually want the correct sample types and gave no errors
Hey guys... I have character that I made, and retargeted the skeleton to work with UE4 animations. But for some reason when I crouch, he seems to be stuck on the top of the collision capsule. Any ideas what could be causing this?
you need to resize your collision capsule when he crouches
I know that would seem like it... but it's not. for some reason he floats right on top of it.
seems the megascans textures have weird settings that makes them not work
I guess it has to do with your root position then .... I would just offset the skelemesh as well as shrink the capsule
Is there any way a retargeted skeleton can brake like this?
how do I convert megascans stuff into regular colors instead of linear colors
my landscape really doesn't like linear colors
Enable sRGB in the texture
does that work on linear color normals?
Your sample type should be Normal
Warning: your nromal map are now normals 😛
because their actual format is linear color
placing them in the material window makes the sampler type linear color by default
They need to be compressed as normal map and use the correct sample type
Hmmm
Any good video out there teaching how to get good lighting out of UE4?
I'd rather not read a list of things
yep, the node will look darker
for the base color texture it makes it unusably dark
in other news I've reached 5000 shaders compiling
Please don't tell me you change diffuse texture compression to Normalmap 😛
thank god
I changed the normal map to a normal map
why is quixel using this non-standard stuff anyways
It pretty much worked out of the box for me .... I dont use their shaders but they seemed to work fine
the stuff works great for everything but my landscape
your landscape has normals?
if I have the textures sampled as "color" it gives an error to use linear color instead but if I use linear color the landscape doesn't render
turning it from hdr to default and hdr to normal for normal map fixed those two issues but the base colors are nearly black now
by default their shader has sRGB on diffuse checked
mine came as hdr with srgb unchecked by default
so you are using 32/16 bit for diffuse ?
You didn't change sampler type
maybe export your texture in a different format
the sample type on the texture parameter node right?
well I can't give more information now because when I tried to save while compiling 5000 shaders the engine had an aneurysm and has frozen for the time being
your texture is exr ?
some were png and some were exr
a few of them became red tinted when I enabled exr on them so I made those png
but the base colors import completly black if I use jpeg for them so those are exr
Where do the exr files come from?
personally I would only use exr for lighting or displacement .
my download settings look like this
try jpeg or another 8 bit format albedo and normals
I think exr export is always in linear space ... so you would want to use linear color and uncheck sRGB
Normal should be jpeg too
i find png's can also be a bit funky with color space sometimes
Displacement should be Jpeg + EXR. Everything else for basic ue4 export should be set to jpeg
Can someone check his ue4 default mannequin size? When looking at the mesh editor, approx size says 277x73x283 (hence 283 height).
Looking online though many places says you can use it for comparison on scaling, since the default is 180 uu = 180cm = 1.8m.
alright I think I fixed all the textures
I'll report back in 30 minutes when the shaders finish compiling
good luck!
I find it rather ironic that complex code takes milliseconds to compile while shaders take ages
@abstract relic how did you measure it? did you look at the mesh editor and looked at aprpox size? what are your dimensions if so?
one thing that sped up my shader compile times massively was disabling windows realtime virus protection ...thanks windows, great!!
windows defender?
Am I the only one that doesnt have Windows Defender causing slowdowns like that?
yeah ... I have no idea why
Realtime protection is on all the time, yet it never slowed me down
Then again, SSD harddrive does wonders.
Maybe.
Not sure actually. But I have no issue.
yeah I have a samsung nvme 970 evo
mesh editor. Import dim was 1.58882m, 1.56671m, 1.82281m
I changed my system and had to "upgrade" to windows 10. Its been nothing but a pain in the arse for the last year plus. I have a near daily, once a day freeze which I have never been able to get rid of.
where do you see "Import dim" ?
Hey what is the big "NOT"?
It flips the bool. If true, it outputs false; if false, output true.
Okay sweet, thought it was that
How do I get it?
The person didn't say what it's name was or anything
Drag a bool wire, right click, type "not" in to the search.
Or uncheck "context sensitive", and type "not", and see if it appears in the results.
Think I got it thanks
couldn't find it in the list of all the things with "not" in it xD
This keeps calling on the next function (Automatic fire) and I can't tell why
No matter if the boolean is ticked or not.
Don't connect the end of the set to that branch; use another node, a get for the variable
The result of set is only available once the set is done, which is only available when the X was pressed.When the Start Shoot event is called, and the branch is executed, that boolean will always have it's default value - hence false.
Hey all,
I need to merge two scenes together in UE4, but they were built at different scales.
What's the best/easiest/fastest way of doing this? Basically, how can I globally resize things to the correct scale?
With difficulty
The editor doesn't really have a tool for that
There may be a third party extension that can do it, but I have not seen such a thing
Hiya. I posted a while ago asking about how to fix some of the issues I was having with lighting in a modular room
For anyone else with the same question I was able to fix it by getting rid of the mesh on the model that leads into the other blocks
IS someone experienced with landscape and Huge maps?
Any1 know how I can replicate this in UE4? The player enters an area near the vent triggering it open but I have no clue what happens next with the camera
Guys, does the stream maths for artists was interesting?
@oblique tangle looks like a simple camera transform interpolation
you can replicate it with "SetViewTargetWithBlend"
@sudden agate Can you set it to interp to that set camera when something like a box trigger is 'triggered'?
Yes
ViewTarget is basically the Actor the "Camera" bases its View on. Then it further offsets the view by any active CameraComponent on that Actor.
So your Pawn can be a ViewTarget even without the CameraComponent, however then it would be in the middle of the actor of course.
So you can place a CameraActor on that Building and in the LevelBlueprint reference the CameraActor, as well as a BoxTrigger that sits in the vent.
If you overlap the trigger you can set the ViewTarget to the CameraActor.
It will automatically nicely blend over to it.
does anyone know how to make this capsule on the PhysicsAsset editor collide with the cloth?
trying to get this figured out
whats the best way to have a fluid that fills a pool or so?
@sudden agate @regal mulch Works perfectly, cheers!
Is the fade out effect seen in the gif something that could be achieved with a sequence?
And then I'm guessing once the scene fades out you could make it load into a new level?
You can fade out the Camera with the PlayerCameraManager
Hello, do you guys know how I can go back to an old save? Where does Unreal keep its autosave? Because I've found saves for each blueprints but not for the full game.
@sudden agate Could you set a delay for the duration of the fade then load another level
Or is that not necessary
Hi all
I want onbeginoverlap to change a boolean value in my behavior tree, how do i do this?
in actor's BP graph add an event that gets called on OnBeginOverlap
and then fetch the blackboard from the controller and set the bool to whatever you want
i would need help with fluids. For example filling a glas of wine with a bottle (VR)
guys
if I have realistic trees
should I be using static or dynamic lighting for them?
dynamic, otherwise lightmaps will balloon memory usage
heavier than with static lighting
that doesn't mean it's gonna be too slow to render
by default If I place a tree in the scene and have my light source on stationary, and sky light on static and the tree on static and bake lighting, the shadows look like blobs and are not even half accurate
give me a sec I will send a screenshot
you have already been told its the lightmap resolution of the recieving mesh
@zealous cloak water physics are quite complicated and you'd probably be better off making some sort of simplification for your purposes. What are you trying to do?
If it's just a pool you could have a cube that rises with a water texture
@deep grotto yep i would need help with that. always open for easy solution
it's like filling a cup with water
For VR where I assume you can empty the cup?
I read online I should set the mapping scale on a Lansdcape Coordinate node to my landscape resolution.
What does the "Landscape resolution" mean exactly? The "Overall resolution" ?
i have an object with a niagara- emitter and when i rotate it it spills the particles
Local space it?
broken?
can someone try this in 4.21
i remember i was using something like this and it was working
Hi guys, so anyone knows it possible to 'link' two terrains together to sculpt edges at once?
I think that was shown in one or the epic landscape live trainings
@honest vale i do that but i get Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue"
@supple totem was thatanswer to me? If so, any chance you can link me to the specific training? (and possible specific time)
yes for you, sorry don't have time :?
in general if you are working w/ landscapes the vids are good to watch
The alpha on the default texture is showing correctly, but when i import my own texture and check the alpha it doesn't show anything in alpha. Why and how can i fix this because the normal map also not effecting on texture.
can someone actually answer my question please
does anyone know why the viewport is so zoomed out
@near cipher Default Compression doenst have Alpha Channel
@supple totem I'm aware and saw some, but they are many and long. Please do so at some point that you do have time, since I feel a bit lost. I'll try to find it in one of the videos in the meantime though.
For some reason im getting this error. LogLinker: Warning: The file 'D:/Documents/Content/UI/Intro.uasset' contains unrecognizable data, check that it is of the expected type.
Ive been using this project every day and it has been fine and for some reason the umg is now missing and giving this error
if you're trying to import .uasset files into Unreal, don't drag and drop
the engine has gotten rid of the asset by itself
it shows up in file explorer but not the engine
reimport it
.uassets dont show up when i try and reimport
try renaming the .uasset file in your windows file explorer and then dragging it into the project (not drag into ue)
but drag into the file explorer directory of the project
you just said it shows up in file explorer
wtf how can ue just corrupt a file like that? Thats 2 months of work gone if i cant recover :/
go to file explorer, make a copy of it, and drag it into the file explorer directory of your game
and then it should (probably) show up
if it's not, then it's corrupted
do you happen to use an antivirus program?
maybe an antivirus is false flagging it and just straight up deleting it
also remember that CTRL+S doesn't save everything
CTRL+S saves the level only, the world only
CTRL+SHIFT+S saves files + level (all)
but my project layout was set to default and one varible was missing when i opend up the project i
@lilac wedge if you have the .uasset file in the file explorer then it's not "gone"
i do
but i can import and it says contains unrecognizable data, check that it is of the expected type.
how are you importing it?
Anyone know if its possible to make a UI widget disappear in the level BP?
@oblique tangle remove from parent
why the download option is disable? when hit the little arrow and click the unreal engine from drop down menu nothing happen.
@near cipher go to the "Library" tab and press this
you don't have the engine installed yet from what I see
@lilac wedge what do I connect to the target of the remove from parent node?
Actually don't worry, just used the remove all widgets node instead
@oblique tangle I wouldn't use remove all widgets as you may want to add other widgets later on and itll cause problems
So for this, where I'm going to load into a new level
Would the remove all widgets in the level blueprint here
That’s super cool!
Interfere at all with the new level
I would assume it wouldn't since they r separate levels
hence separate level bps
Cheers (: @wary birch
@plush thicket Thank you
what if i uncheck these all Target Plateforms, does it work for window?
can anyone else log in?
to forums that is
I guess it's the same as EGS and other epic infra
hello , how i can rotate a bone from mesh in event graph ?
Anyone know how I can make it so when I load into a new level I have a new character
i.e the default third person character
Hello,guys.Who saw this Epic's post on their roadmap for UE versions ? Will be very cool,if they will implement Volumetric Clouds like True Sky .
https://trello.com/c/wDMUUwFF/485-atmosphere-volumetrics-sky-and-atmosphere-rendering
Effort to upgrade and unify existing sky and atmosphere rendering techniques, which will be scalable from mobile to the high end. It will deliver novel atmosphere scattering model and sky component which unifies sun, fog and atmosphere settings. Volumetric cloud rendering is ...
Rendering
Guys, what entity would you derive a client class (that calls some server's API?) from? I want to place it in a blue print. I think AActor would be best, but not sure.
In this presentation by Epic Principal Technical Artist Ryan Brucks, you'll get an overview of the current state of Open World Development in UE4–from the pr...
@plain bluff see video at the timestamp
@honest vale they implemented it yet ?!?!
I don't think there's an out of box volumetric sky but you can make it if you want
hello , how i can rotate a bone from mesh in event graph ?
Guys,screen space GI is workin without RTX in 4.24 version or not ?
@ancient crown I'm now facing the same issue about the build lighting only. Did you solve it? If so, how?
@fierce forge I think you are looking for this? https://docs.unrealengine.com/en-US/Engine/Animation/NodeReference/SkeletalControls/TransformBone/index.html (not sure ...)
I'm a little turned around on where I should be trying to encode some "startup" logic. Trying to create a really basic / simple (read: functional, dont care if it's pretty ... xD) way to
- If "VR Preview" play button hit, select VRPawn
- Otherwise, select ThirdPersonPawn
I was trying to hack this into GameMode but the log messages I'm putting out get dumped to console while the project is compiling (not during execution). So setting DefaultPawnClass seems incorrect... is there a "right place" for this setup to get done?
man i said in event graph no in anim graph
sorry (I'm new 😦 )
you didn't read well
i didn't know there was a distinction :/
Anyone know how to do a Input - Event Begin overlap-Event overlap - Gate situation in an actor blueprint? I want my character to pick it up without having to go into my character blueprint
how can I change my integer to a name so I can use it in open level?
does anyone here play PUBG if yes do you know how they do their shadows because they dont move or anything but they look good
unlike static shadows by default
Don't they have dynamic lighting ?
You should be able to get perfect lighting with static, tbh
Just takes more work
@cloud cobalt u sure about that?
Sure about which part ?
Good shadows and lighting
For some reason I don't get good shadows and lighting
Give me 2 mins and I will send a screenshot
The reason is probably bad lightmap UVs
Do u know the environment set pack from the market place
When can we do this in UE 
if(int x{}; x == 0)
{
}
I will use the trees from it as an example
Trees are a bad fit for static lighting though
@maiden sundial What's that supposed to mean ?
So should I use dynamic lighting for trees
What I am afraid of is that having to much trees that are dynamic and the performance drops alot
UE4 has the latest supported C++ standard already so
@opal berry I mean, tree moves, usually
And it's not working
Which standard version is this from ?
C++17
Yeah, no one supports that for real though
You can enable it experimentally IIRC but compilers don't support it well
@opal berry If your trees move then you just need dynamic. If not, you need clean lightmap UVs and shadows will be fine
Do u know the "Environment Set" pack from the marketplace?
No
@maiden sundial UE4 supports telling the compiler to run in C++17, as of 4.22
CppStandardVersion.Cpp17 in .target.cs
I'd they leaves shake to make a realistic look, is that considered moving?
Now i'm slightly confused what you are trying to tell me 😅
I mean, that's on you to decide @opal berry . Do the shadows need to move ?
If not, feel free to use static
No they don't but even then they look like blobs
So what does it look like ?
@maiden sundial I told you how to configure UE4 so that Visual builds C++17
Probably need VS2019 etc
So my Target.cs looks like this
using UnrealBuildTool;
using System.Collections.Generic;
public class WaveFighterTarget : TargetRules
{
public WaveFighterTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
ExtraModuleNames.Add("WaveFighter");
}
}
Not too sure what i should do now with CppStandardVersion.Cpp17 in here
So if it's like a forest 🌲 tree the shadow looks like a triangle but with no details at all
CppStandard = CppStandardVersion.Cpp17;
Ah
@opal berry Screenshot ?
One sec
[QUESTION] Does anyone know if UE4 benefits from quadchannel memory directly? Yes or no? It depends?
Every program on your computer does, but isn't that really minimal ?
@cloud cobalt
I'm not sure. I'm understanding it that the just released hardware does not come with quadchannel memory
I've literally never heard of any software actually having better performance with quad channel
quad channel is/was for high end chipsets was why and not for consumers. Dual Channel at this point is fine and Ryzen is the main benefit of that right now compared to intel.
@opal berry Cool - so to be clear, the light, tree and ground in this scene have their mobility set to static, right ?
@grim ore Honestly, quad channels in anything but a dedicated benchmark will show 0 improvement
the ground is a landscape and the light is stationary(default)
And the tree is static ?
In this case, you probably just need to tweak the lightmap resolution
i have been told to do that but people also say it affects ram usage heavily
It does, but you have more available memory than you have GPU time
It's a compromise, like everything in game tech
Static lighting works on potato phones so you should be mostly fine
@grim ore @cloud cobalt So I'm looking at trying to setup a Multi-User Editing link which my understanding is that is a high memory sink. Would that change anything...or simply more than 16GB RAM is preferred? Thanks for your thoughts. I'm not a hardware guru.
@atomic ivy You want 16 or 32GB memory, really
Quad channel or dual channel is irrelevant
Okay, thanks @cloud cobalt !
@opal berry It's a setting on the landscape.
could not find anything related the the lightmap res in the landscape
"Static Lighting Resolution" ?
btw. you need to adjust the lightmap resolution of the shadow receiver, not the shadow caster to have better shadows
in your case you need a higher resolution on the landscape
@opal berry
so when creating the landscape I up the overall res?
i'll try that and get back to you
Foliage should be in all cases dynamically lit, otherwise the memory/disk space consumption will explode
(memory not so much anymore thanks to VTs)
Yeah, dense foliage needs to be dynamic
Virtual textures.
^
you can ignore VTs for the moment if you are new to this
Slightly strange question, but I'm looking at a potential situation where I have a multiplayer game, wherein I want to reduce the load caused by NPCs on given players
How reasonable would it to 'zone' NPCs into given world locations, and have a given player machine assume ownership of those NPCs, handling them all locally (we don't have a necessarily authorative server, so this is less of a concern). Any obvious caveats people might be able to see?
so my trees should be dynamically lit then
@opal berry You should get familar with UEs Lighting systems first.
In my opinion, yes
have u heard of PUBG @sudden agate ?
no 
i have a question about it
PUBG is completely dynamically lit
ok then
@wary wave Well clients can't directly talk to other clients, so I don't see that working out well
but I was playing like 2 days ago and looked at the shadows of a tree, the leaves in the tree were moving but the shadows were not
which might mean its static
@cloud cobalt - yeah, that is a consideration, so network traffic for said NPCs would still need to be routed through the listen server player
maybe too low shadow resolution, making the shadows look static/not moving
but it's the movement calcs that are incredibly expensive, and if we have two players in completely different locations, one set of NPCs isn't relevant to one, and vice versa
how did u know that PUBG lighting is dynamic?
you can spot dynamically lit scenes pretty easily in UE. Uniform indirect lighting
clearly visible SSAO within that indirect lighting
@wary wave Honestly I'd probably look at optimization first, because synchronization calculation across clients seems very dangerous to me
optimisation isn't an option 😦
they dont seem to be having performance problems anymore(compared to PUBG2017) so I dont think I should be having problems lol
Neither is cutting down on the counts ?
we're inheriting the NPC classes from the parent project and they're stubbornly refusing to optimise their stuff
no, the counts are already far too low
we have ten NPCs for our coop game and it's driving us nuts
@opal berry this is an example of a dynamically lit indoor scene
Okay, that sounds horrible @wary wave - time dilation not an option either ?
not sure time dilation will solve anything?
I mean more like tick half the NPCs on odd frames, the rest on even frames
Automatic 2x performance
I mean it's feasible, the problem is in the movement component
but we're already targeting 30fps, so that would put their update rate to 15fps
Which should be fine as far as the CMC goes
yup
Which part exactly costs this much ?
the character movement component has to resolve the entire animation blueprint each tick in order to extract root motion data
the cost is enormous
the fuck
yeah, that was more or less my response when I dug into it
also the ABPs blend more or less everything into everything, so it's resolving stuff like facial anims and christ-only-knows what else
CMC on these NPCs is 15x more expensive than the UE4 default
In any case, trying to have the server not compute CMC, defer that to clients and trying to end up with something usable is a nightmarish challenge
You'd need to rewrite it alltogether imho
yeah, that probably won't happen, we lack the resources
personally I'd like to just fix the CMC
but we don't have the engineering capacity on this end to clean up a disaster of that magnitude
I don't doubt that, but it's probably still easier than somehow transferring CMCs to clients
From my limited experience
that's unfortunate
we're really hitting a barrier where "design around the limitations" isn't working
Yeah, I can see that
Listen server with a lot of badly optimized CMC+ABP is... not going to go well
you could try the new movement code maybe?
experimental much 😄
I though that using root motion didn't work that well with networking though?
It should, it's more like that RM tends to be annoying to work around with generally
Hi guys, i dont know if this is the correct place to ask but... Is there any way to scale a entire map?
I just tried doing a group with all the assets but this does not work properly
@serene birch - it doesn't work well with networking at all
and we're in 4.21 at the moment
@real fractal - no, there is no reasonable way to do this
Does anyone know what this means
there really should be a boolean decorator by default
@strong mesa - it says that blueprint didn't compile.
No, i had to turn this off , it keeps getting enabled by itself
you have things saved outside of the project directory
(that's the usual cause of that error)
How do i add a header to a json request using varest? When i add the header the body doest seem to work
does it override all headers or is the content type still being set?
the header is working, allowing me to gain access to the api but i get a response message saying body is missing
and i have set string field body = ....
try setting the request object back into the request after you modify the body
ok so just did a test and i dont think the header has anything to do with the problem
this doesnt work
my api receives the request but does not echo the parameters
also tried setting the object after but no diffrence
Hey does anyone knows how to make a autoattack like in DOTA in top down view?
Good evening!
I have a small issue with the UE4 editor.
When I work within a blueprint and press Play (either as Selected Viewport, or as New Editor Window) - I end up with a floating window.
It used to be a docked one, not a separate window. I don't know what changed, and can't find anywhere an option how to force it as docked again.
I would appreciate help troubleshooting this!
its always floating when you play without the main viewport open
I'm fairly certain it wasn't floating until recently, for me. It would usually be docked within that yellow frame, and I don't remember minimize/maximize/close buttons available 🤔
the only time it's docked is when the viewport is visible (the main level only), otherwise it has to play it in a new window. and technically it's not docked it just playing in the editor viewport so if you have that window in another window or screen it plays it there.
Hello everyone! 🙂 I was just wondering, how many of you was profiled by the Epics in the LinkedIn profile by the name/surname, exactly like the string equality? Just got one notification, and i could say that the overall technical circumstances are pretty odd.
Edited: And in case if you are probably wondering - i'm doing nothing wrong in any way. 🙂
Anyone know what i'm doing wrong when using the HDRI backdrop plugin? I tried dropping my own hdri from peter guthrie into the material slot but it wont accept it
@livid isle
Thanks sabichao, but that was the first thing I tried (as I mentioned in original post) - it did not change anything.
Please send me an invitation to this server I want to invite a friend
Is the link in #more-resources still down?
Me?
Yes
Can be
There’s your server invite link then
If you’re having issues with it. Report to #server-feedback
Thanks
think @maiden swift mentioned he was working on addressing it
Ah right! Shows how great my memory is. lol
your fine lol
I never heard back on potential causes for that and haven't been able to reproduce it, so at this point I'm just keeping my eyes peeled to see if it happens again.
The only thing I know invalidates server invite links like that is if the user is banned from the server.
Hey everyone - I'm running a flipbook animation through a material. Every time I play it the frame rate gets progressively worse. Anyone know why that may be?
Memory leak?
Possibly, the weird thing is it's not tanking the whole game's framerate though
In the way I'd expect a memory leak to
It's just that specific instance of the flipbook animation
Why is my AI controller not spawning? I have a child actor spawned into the world, with the AI Controller set, with what I believe are correct settings
When I try to move it, the reference to the AI controller comes back as none
v
Does anyone know howto limit min and max draw distance for widget screen space !?
@light thunder Do you have a server sim game? are you checking them on the client where the controller would potentially be null as opposed to on the server
no, this is local
I can't get the AI controller to show up at all, period
even like that
that first screenshot is the same blueprint
This is baffling
Anyone know a better way to organise the anim BP? Got states bloody everywhere
Does FastPath not matter for State Machines?
Does the nav mesh bounds not work on landscapes?
I am instantly failing, though my goal location and controller are both valid (wouldn't a bad location also mean you'd fail once you tried to move closer?
what shows up when you press P?
whats the collision on your landscape?
block all
I appreciate the attempt

maybe try creating a new landscape
and see if it works on it
then compare differences
not a bad idea

Oh, maybe you have to remake the navmesh. I've had that issue before.
Did you recently update engine versions?
Because that's when I had to "refresh" my navmeshes.
in between nav meshes, so yeah
Maybe build geometry would have fixed it too. 🤷
tried that too but thank you seriously, you too @sharp crest you recommended deleting it as well
another quick question - I'm using the default third person character - I thought it had walking on it but this does nothing to speed or animations
well he walks like a runner jogs
wdym
Set your max walk speed
yep

Mind you, walk movement mode isn’t literally walking. It’s the mode of locomotion
can you elaborate on that a bit more please?
I get that the walking is more of a baseline movement mode
Not even that
Just sets limiters. To mimic terrestrial locomotion. Ie x y movement with limited z movement (jumping, climbing, etc). Point is, don’t take walking movement mode as literally walking. The speed is determined by max speed. The mode is still called walking regardless how fast you’re actually going
What should i plug in as object for this cast !?
any idea how to get rid of this light bleed? All lights are set to movable. Object has two sides. 😅
What does the warning say
You have to put an object in, the object that you want to cast.
i know , it just doesn't accept any object
That shouldn't be the case. What have you tried inputting?
It has to be an instance of an object.
what does that mean
For example, (I think) the SpawnActor node outputs an instance of the Actor you just spawned.
You could cast that.
Or something already in the world, etc.
i'm casting from a widget blueprint to an actor
put the widget on the grey pin.
no
its a parent of ItemTemplate?
it the the blueprint of the actual widget
just an actor
how is the widget aware of the actor?
well there is no way for it
what makes this widget?
Why are u casting to self? :d
i was just following along
When you cast you should have a reference to the object you want to cast to
maybe what you want sheriff, add a new variable to your widget of item template or whatever informational object type you need to get at the item template. and when you select the variable, set it to instance configurable and show on spawn
then find where the widget is constructed, and pass said variable
i want to cast to multible objects of the same class
Then use Get All Actors of Class
It returns an array that you can loop trough and cast to each actor
well after i do that it does the changes to all the actors
i set color different for each actor
Then add tags to the actors you want to filter out
well that means i'd have to add about 20 tags
having a hard time understanding what you expect from the cast sheriff
So you have 1 actor with 20 variations?
all cast does is give you the same variable with a different representation
So why do you exactly want to cast?
so you need to know the variable first your trying to fit as a different representation
i get a color variable from the casted to object
So you have 1 actor with 20 copies of it, you will need to predefine (or use random) color after some thing happend right?
https://www.youtube.com/watch?v=z6IK6aHGs0g&t=535s
Does this work ?!
MY FB PAGE https://www.facebook.com/groups/UnrealMastersAcademy/ Hi Friends in this part we are goint to Setup AI and Make Damage System and setup HeadShot A...
yeah
Isnt it then easier to do it from the actor?
How so
you don't have this sheriff
how do you upload your unreal project to github?
it's broken
he sets it up right here
sets owner to self inside the ai bp. so he's setting owner to the ai bp on the widget
Pat, do you know if AnimBP State Machines have/should be FastPath?
Since they don't have any input pins I don't think they have a fast path indicator
but transitions will have a fast path indicator
and things inside state nodes will have fast path indicator
Yeah, the transition rules.
so its possible to not have fast path
unsure if it indicates it or not tbh, but would think since it doesn't have input pins it wouldnt show
i avoid the hell out of state machines
I saw a comment made in 2017, and I don't fully understand it.
in fact, the "time remaining" shouldnt break fast path
becouse fast path is only on the actual animation blending
not the state logic
that makes sense really.
Alright, I'll avoid them (if I develop a good alternative). I hate them anyway.
well, actually
i wouldn't say that. the pins themself are the reason for breaking fast path.
its the activity of needing to read from objects on the game thread that kills it
which is why you copy things to variables on the event graph
moment you try to do anything beyond read variables off the anim bp itself, it just starts saying: K i can't do that.
because it'd require the game thread to be safe.
time remaining is probably something that should be fixed though. I dont think its intentially breaking fast path, unless the thought is the duration could change when the asset is modified
but so much is done with anim assets off the game thread that it makes very little sense for that to break fast path
🤷 Well, thanks, pat.
ye, sorry for information overload there :D i think about this stuff too much
Nah, it's good stuff. If anything, I would like more information.
Have a cookie floss 🍪
anyone know how to upload unreal project to Github?
You just add the project to your repo
@abstract relic it doesnt let me upload the full folder, i have to select every individual fiel
it doesn't work when i drag
I would look into filehelper and file manager
https://docs.unrealengine.com/en-US/API/Runtime/Core/Misc/FFileHelper/index.html
https://docs.unrealengine.com/en-US/API/Runtime/Core/HAL/FFileManagerGeneric/index.html
Base class for file managers.
I believe someone was saying that Rama's Plugin can import images.
guys any tips for animating a camera spinning in a seamless circle ?
🤷 I could very well be wrong.
oh I can parent a camera to a sphere and keyframe the rotation of the sphere
that works i think
They gave you a bp solution. Read
Also, pat, GetTimeRemaining node itself is probably FastPath'd, but using it with float comparisons breaks it (probably). So, it's effectively not.
You sure, rubiks?
https://old.reddit.com/r/unrealengine/comments/6i3alg/help_trying_to_load_an_image_from_a_file_render/
This guy mentions Victory Load Texture 2D from File (which he uses to import an image from file).
anyone can tell me how i can create s mesh blend like this
are you sure fast path has anything to do with multithreading? ive been reading it these days and i never seem both being mentioned, i had the conclusion it can be fast path and singlethreaded or multithreaded without fast path, etc
That looks like decals cannway.
Looks like a material that blends with a snow/sand material function based on height & a splat map
i remember that pic from the distance field blending tool
shouldnt be needed now with vts
Also, Takain, this is apparently in AnimNodeBase.h:
/**
* Whether this node can run its Update() call on a worker thread.
* This is called on the game thread.
* If any node in a graph returns false from this function, then ALL nodes will update on the game thread.
*/
virtual bool CanUpdateInWorkerThread() const { return true; }
should only need one dynamic material instance
unless your changing the material
save the dynamic instance off in your constructor script to a variable and modify it at runtime, should work fine
hi guys, is there any way to create custom event (kind of) for state machine ? i want to trigger animation in that way ( not sure about it)
Or just set bool in character blueprint and trigger based on this ?
only thing state machine will do is inform you of decisions made with the transitions you provide it
yea you drive the state machine by the variables you put on the transitions
k ty
@near cipher
to answer your question, I wouldn't mess with unchecking anything when installing
just get a fresh install of UE4 the way it's meant to be installed
You might need some of these later down the road, so instead of running into that problem, better to have them anyway 🙂
@autumn crystal you make the dynamic instance to set properties on it, then presumably set it to a primitive/mesh . you shouldn't have to recreate that dynamic material past construction script. Just update the values on it at runtime
Any advice for navigating UP? I have an AI controller reporting movement success when he is like 5000 units UNDER target point
I've tried swapping out target point for an actual actor
it would be one thing if the AI reported failure that it couldn't navigate
hm yea idk
I tried 
do you know what that create dynamic material instance node does?
it creates a material
a copy
based on the one you give it.
you actually do if you want to change properties.
when you have a material in the project, its properties are hard coded into the material
thus why you need to make a dynamic version of the material first.
first, you make the dynamic material instance in the construction script like you have. you save the return value to a variable and assign the new material to the mesh inside the construction script.
then with your variable to the thing you made in construction, inside your blueprint you just set values on it.
assumptions were going off the images you posted
What are Dynamic Material Instances in Unreal Engine 4? Source Files: https://github.com/MWadstein/wtf-hdi-files
Hey, i downloaded a multiplayer template, where the "game" starts on a series of widgets (main menu), however i am in vr, how would i make them render in stereo before my player pawn is possesed?
I've lowered agent radius, and am using a nav link proxy (set to navmesh default....why can't this guy get through this door?
what does the collision on the doorway look like?
I'm all ears if anyone has a recommend video for Nav Mesh tweaking
appears fine
It is just a doorway so I could technically just remove collision but I want to understand what is happening or I won't learn anything
static mesh
I need to learn how it actually draws, I don't understand how doing x correlates to y when I mess with it
anyone knows how I can disable skeletal mesh getting pushed
Set the variable name to SM_JohnRambo
negating that, you would have to come a little more specific than that. Physics impulse? Standard collision model?
Well say the player is a creature, when I go to another creature, I can push it when I walk into it - I dont want that @kindred viper
probably want them to actually collide but not push then ?
yes
try a physics asset them. Give things actual weight and density
they do have a physics asset @kindred viper
well mess around until it works. Thats what I do :p

its like newtonian laws really. You want to be lighter than the object you are colliding with in order to not be able to push it. There is a point where no movement will be registered. Just tweak until you get it
of course there may be other ways im missing. I don't do a lot of character work these days
equal physics assets
hey there
So i have a quick question about collisions
I'm tryna add collisions to this wall
As you can see
But
when I click apply, nothing happens
go to collision
and press enable viewing or something
it's a flat wall why would you need complex collision
I'm trying to learn
I've tried it with a tree
and nothing was working
that's why I'm trying it out with something more simple
but as I said, everytime I click apply nothing happens
:C
just export the mesh out with the original using the _col as an identifier. Then you have custom collision that is the shape of your mesh, which you can further optimise if you wish
there is an actual collision filename addition that imports it automatically with FBX
Sorry, I have no idea how to do that as I'm still learning.
good thing to learn then
thanks for the help though, i'll look online
believe me, I try avoid that convex collision creation stuff in editor as much as possible. I had nightmares with it and vehicles. But nothing beats your original design, exported out as pure collision
you can just make it yourself
create a new function, string input and that enum output, set it to pure, put a switch on string node in it, connect return node to each exec pin on it
Nah, you best do what Zeb suggests
Hey guys, I'm trying to get a texture from quixel mixer from bridge into unreal and I must be missing a step because not all of the pieces are coming through (Albedo & AO as far as I'm aware). I get this default block texture whenever I import it. Can someone please point me in the right direction if you've solved this issue before? Here is my texture in bridge
Can anyone recommend a good resource for learning how nav meshes are built/ AI pathing?
And this is how it comes up in unreal
lol whut...
well, it certainly has mixed up the textures
never seen this happen before
me neither as I can't get the damn bridge UE4 megascans plugin working.
I tried messing with the plugin but it's
stuff, for some reason it comes with a whole 3rd party python integration
your pawn needs to be able to collide with stuff...
and how do i do that?
@manic pawn I think thats what messed up with it. I already have Python installed (multiple versions). Tried adding the PATH manually and got further but then all the Slate Py stuff started breaking and it all went to crap. So Im just gonna wait until 4.24 :/
that is a loaded question
why, what happens in 4.24? new quixel plugin?
presumably. They said december that Bridge was getting some update at least. I presumed it would be
@molten path aye Im sure it works for everyone else but me. Its my luck :p
mhm
I only wanted to mashup some assets anyway. Dont need it really
perhaps use it with some houdini traniing
why do my pickup spawners keep saying this whenever they spawn a weapon (multiplayer game)LogNet: Warning: UIpNetDriver::ProcessRemoteFunction: No owning connection for actor BP_PickupSpawner4. Function SpawnWeapons_Server will not be processed.
oh its all correct on my end. Made sure it was in Plugins, it's when it comes to compiling the engine it breaks
or rather the plugin
I could dump it into a binary build but perhaps another time
good luck with that
btw do you know whats wrong with this
I still can't get it to workj
whats not working?
well about an hour ago, I suggested what I could. Not sure what else to say
https://docs.unrealengine.com/en-US/Engine/Content/FBX/StaticMeshes/index.html this is the static mesh workflow. Pretty much follow it to the letter and you can't go wrong.
Setting up, exporting, and importing Static Meshes using the FBX content pipeline.
my suggestion would be to go into a 3d app you know, then duplicate the mesh. Rename it UCX_TheOtherMeshNameHere and export. Then UE4 will know its a complex collision mesh, and use when importing the mesh.
it seemed simpler in older versions
thats how I've done it since UE3
man i'm so confused
everytime I enable complex collisions it just shows me the vertex
and then it doesnt work anymore
but simple collisions work
????????????????
add more ??? then it will work
alright I'll try it
it's a wall
@ocean frigate just go to your megascans library and import diffuse and ao manually .... sometimes it does this, sometimes its fine.
there is no reason to use complex collisions
But what if the wall is like super complex? maybe it has some tragic backstory and now you are dismissing it 😦
🎻
Hey, does anyone know why my camera view is randomly zoomed out? I must've pressed a hotkey on accident because now all my viewports are extremely zoomed out on this character.
BEFORE
@swift spindle ok what about this
BEFORE
AFTER
I'm not sure why it's all zoomed out like that
the scale is fine, but I must've pressed a hotkey on accident or something because it wasn't like this before
@plush thicket select character and press f
@ripe saffron I know, that works, but
when I close the tab and reopen
it's zoomed out again
everytime I have to zoom back in
not sure why that's happening
@plush thicket select the object and press F to focus in viewport
@molten path depends on what kinda game you have.... do you need / have complex foot locations.... ?
@kindred viper it's not just in the viewport
If I open up the mesh, or the physics asset, or the skeleton for this character, it's always zoomed out like that
is it tiny?
@molten path dont know what 3d app you use but a simple convex hull should be fine... export object and then UCX_object for your hull.
strange. I've done it before but I cant think how I fixed it
I'd find some way to reset editor to default settings
@kindred viper https://i.imgur.com/GVjNTGs.mp4
perhaps its in the Viewport dropdown
here's a GIF of what's happening
you broke unreal!
@kindred viper you said you've had this issue before?
are you able to recall at all how you fixed it?
this is really bothersome lol
was it exported from blender
pressing F I think.
oof
but it jumps right back after pressing F
@abstract relic yes
it was
the scale was all set to 1.000
and everything
it wasn't an issue when I first imported it
it started happening like hours after that
super weird
i must've hit a hotkey or something
the "annoy the piss out of me hotkey" ... I ve hit that before
maybe you set a bookmark ?
in case anyone wants to see, I posted a quick video that basically shows my problem
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
I'm still new to all this, sorry if my problem seems obvious or braindead to some of you xd
In terms of running UE4 is it better to have a higher processor speed or a higher core count?
@summer verge depends what you do. If you are into materials and artwork, more cores. If you are compiling code you can do the math on whats better by taking the speed / cores ratio to a final speed to match
3.6 -> 8 core
3.0 -> 18 core
Those are my two options. I do more of the programming side in UE4 so I'll take a look at how it affects compile times
Thanks for the info!
im taking an 18 core all day long.
you'd be way better with a ryzen 3950x
it costs the same i think as the 10980xe (which is the only 18 core thing i know of) @summer verge https://www.tomshardware.com/news/amd-ryzen-3950x-vs-intel-i9-9980xe-geekbench,39640.html you get peak game performance and cores there. but its pretty impossible to land a 3950x. They were in stock at amd.com today for about a minute.
is it not possible to blend more then two layers in the same landscape tile?
I can blend clay and dirt, or dirt grass, or clay grass but I can't blend grass clay dirt in the same tile
else it doesn't render
@autumn crystal you'd need to expose the server over your router to the internet. Then find a way to open it on the other system. Its unlikely to be that robust an experiance however
this is not an unreal specific setup at his point... but you'd need to find out it's port and your systems IP address... beware.. this can mess things up and is not terribly secure
My cloth isn’t colliding with anything, anyone know why this could be?
Is there some setting somewhere?
@plush yew need to replicate it
@molten path on the static mesh asset editor did you select on ybe details panel "use complex collisions as simple"?
I do not recommend this for performance except where necessary. You usually dont need to check ALL the vertices for collision, just a few blockier shapes that cover the mesh closely
@autumn crystal you need to run a vpn
when I squeeze to pack, it redirects me to a website :'/
which one?




