#ue4-general

1 messages ยท Page 586 of 1

sharp crest
gaunt tide
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Since I am broke so cant really do much atm. Got all the player animations, stamina, health, ammo count, a placeholder main menu, pause menu, settings menu, etc all done in under 2 days

dawn plover
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well making a list of what should go in a good presentation def helps

gaunt tide
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Yeah I have a list as well as dates when i started and when I completed it and any details in google spreadsheets

dawn plover
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visuals always a must-have for kickstarters

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maybe add some art direction to it

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for example, instead of a simple screenshot of your editor, the image is "dressed up" a bit to attract attention

gaunt tide
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Yeah thats why Ive been working on the landscaping aspect of the project now after completing the what I consider basic character movements and game intro stuff. I just have to import foliage and paste it with placement based on satelite images

marsh swallow
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we have been in production for close to 2 years with 18 people. we are JUST getting our KS launched on February. KS anymore for games is hard. so many failed projects

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we dont need it to finish but it would be nice and accelerate our development a bit.

dawn plover
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but not due to kickstarter, most projects (regardless of the type) fail because most creative people can't handle the management side as passionate as the creative side

gaunt tide
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Yeah this is something ive wanted to do for a long time but I know most people arent freelance so Im limited in my options for "hiring". I have the entire game idea all imagined just gotta put that from the paper to the engine and such. A few of you know the process im talking about

dawn plover
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have you at least written down the idea/concept/story?

gaunt tide
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I have a 3 section spiral journal with 300 pages almost full.

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But solo developement was the cheapest option for me when I first started last year and the same situation now

dawn plover
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you need 300 pages to tell the story?

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that's more like a walkthrough

gaunt tide
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Well no. I ment that as in 3 sections for like ideas, artwork, and ai type stuf

proven needle
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good story and detail about it as it goes 300 pages seems ok ๐Ÿ˜›

dawn plover
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I meant a summary of the idea that you can share for marketing purposes

gaunt tide
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Just different sections for different aspects of the game

dawn plover
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yeah so a 300 pages full story is great, but you don't want to share that to the public without nda ๐Ÿ˜›

gaunt tide
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Nah I couldnt write 300 pages of story lol

dawn plover
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the piece you do wanna share is more like a paragraph so people know what it is about, without all the spoilers

gaunt tide
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Yeah. One of the key problems is the fact that I would like it be geared towards realism and almost simulation. i think for me the most challenging part is going to be the AI.

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Sight, Noise, and "Smell". The smell part being imho the most complex of the 3.

dawn plover
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the last thing I want is the ue mannequin swatting my home, because it used your AI to sniff me all the way to my location ๐Ÿ˜‚

gaunt tide
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Oh dear

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Adding horizontal cones and wind direction affecting whether the AI smells you or not ๐Ÿ˜…

sharp crest
gaunt tide
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inhales deeply like jeepers creepers

sharp crest
gaunt tide
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Hmmm

rough scaffold
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Hello everyone! I have a doubt. I have a montage with 5 animations (attack animations) each has a section, how to get length each section?

zealous cloak
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Man I tried to create a new fire spreading system within 1 actor and all my multicast particle emitters are not visible ๐Ÿ˜„ I have an invisible fire to fix today

gaunt tide
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Invisible fire is my favorite tho. YOu never see it coming lol

tidal totem
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I don't know if I am doing something wrong, but when I update my script through the content browser, it doesn't update inside the hierarchy

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Is there a way to update the script instance specifically?

gaunt tide
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Trying to take leaps over here when baby steps is what I need.

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Well as stated. Time to get working on the artsy fartsy side of things before I get too into adding more player functions to my menus...

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@sharp crest Ill admit you are correct. I need to change Index to something different. As character movement works fine when loading the level directly but not when going from the main menu -> level

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Ahh...probs figured it out

sharp crest
gaunt tide
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Forgot the set input node...

zealous cloak
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I'm trying some set timer by event for the first time

sharp crest
gaunt tide
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Hmm.

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@sharp crest The wise. How would one do an overwrite for different gamemodes?

sharp crest
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overwrite of what

gaunt tide
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Well it seems I can only set the gamemode to single player in project settings but I would like to be able to have both single and multiplayer. So i would create one blueprint for both?

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Ehh nevermind Ill worry about that later time to get artsy ๐Ÿ˜ซ

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Procedural foliage is probably the way to go with this large of of world tho

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Well forget that idea. My project doesnt even show up when trying to add a foliage pack......

plush yew
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tbkbu ? ๐Ÿ˜„

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tbjbu2*

crude vessel
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Okay gentlemen! I have a material question. I'm playing with that procedural eye shader, it's pretty instruction heavy as is and I have a need to have some characters have a different colored iris in on eye, Originally I had just made the eye mesh have two materials and would load the second material with a different or same eye color. But I thought maybe it would be better to have the eyes stacked side by side in a rectangular UV space so they could share the same material but have two different iris effects. However i noticed the procedural eye shader generates a gradient sphere for a lot of it's effects, and while I have successfully offset a copy of this shader so it'll work with the two eyes in one material space, I need to duplicate the RadialGradientExponetial function for each instance because this effect does not tile. So needless to say this is going to cause the instructions to increase even further for this material. so TLDR: Is it better to have two material instances with a lower instruction count, or have a single material instance with a higher instruction count?

gaunt tide
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I'm no expert but from the last sentence you said probably lower instruction count.

zealous cloak
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apparently pressing F8 too fast after play crashes my editor

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dang

crude vessel
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I'll probably either simplify the material to remove un-needed functionality or redo it entirely but the base material is 247 base instructions(!?)

quiet token
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how do i figure out how much percentage of the screen an actor is taking up ?

crude vessel
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so I haven't re-written the entire material function but just adding a few more has increased it to 263 instructions and i'm not even halfway adding all of them.

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So would a 280+ instruction material be preferable to two 247 instruction materials?

gaunt tide
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Okay so Im asking whether to report this or not. my current project Im working on is named "FirstAttempt". Idk how it happened but eventually it stopped popping up in the UE Project Browser, so I created a new project named "TestTest". I even tried some of the trouble shooting from the UE4 answer hub and the UE4 user guide but to no avail. I than proceeded to delete the project named "TestTest" directly from the folder where my projects are stored and renamed the "FirstAttempt" file to "TestTest" now my actual project pops up in the Projects tab in the Project Browser. Should I just file a bug report as the fix seems inconvenient considering both projects were version 4.22.3 and in the same folder.

molten path
gaunt tide
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I mean. Thats a $600+ model tbh

quiet token
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Polygons: 38390299
lol yea

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try something with google earth ?

gaunt tide
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My current tiled landscape is from satelite data than gonna use the current rendering of it on google earth for foliage placement. Giving credit to Nasa and OpenTopo since it is theirs

abstract relic
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We also donโ€™t condone stealing. Pay up, use public data, or hire an environment artist

gaunt tide
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Just make sure if you are doing stuff with 3D model make sure to read thoroughly so as to give credit where credit is due.

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Dang now if only I had $30 for these assets xD

abstract relic
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Yeah thatโ€™s honestly a pretty cheap set. No idea if itโ€™s game ready or has lods of course

next badger
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Is there a way to get $600 without selling anything or doing any work?

gaunt tide
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Not really no

nimble moat
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my brains gone blank and googles not helping me, how do i add a widget to an object in game, ive done it before but cant remember for the life of me

abstract relic
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Asset flip of course. Youโ€™ll be a billionaire in no time

gaunt tide
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Its usually $60. Looks like its 7 different characters. Has from 12to16 animations per character etc

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@abstract relic Its the African Animals Pack in the Marketplace. No LODs though from the looks of it tho

next badger
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@nimble moat make widget -> add to viewport

gaunt tide
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^^^

nimble moat
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no i mean apply like a material

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like a widget on a monitor screen for example

abstract relic
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3D widget would be the key word then

next badger
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there was a render target UMG

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i can't find it now

nimble moat
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ive done it you just add a widget to blueprint and select the class

next badger
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@nimble moat how's that makes a texture out of widget?

nimble moat
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i mispoke

next badger
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oh...sry

gaunt tide
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Ohh. Crashed UE4 lol

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Darn foliage

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Forgot to adjust it before spawning.

crude vessel
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lol, why is my shader compiler list negative numbers now?

digital anchor
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its decompiling the older ones

molten path
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alright so i now have a 3d of a city in google earth

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now how tf do I import it to maya

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i converted it to .dxf but it's not working

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:C

gaunt tide
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Dang this is really disappointing. Cant import any type of tree with minimal seeding and age to this landscape without UE4 crashing. Like dang

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I dont even have my grass mesh into the game yet

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crap.

molten path
wooden sierra
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New here, Google could not find any proper Info :
How is the license fees according to a vfx Studio? Since they wont sell games, how is the 5% payment?

rain dome
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Hey, guys! Is it me or UE4 doing the math wrong way when you type-in values as basic math operations? Opened a widget and typed 1080/10*2 and was expecting 216, but instead it gives me 54.

gaunt tide
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Multiply before divide.

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Thats how you get 54

rain dome
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@gaunt tide Mutiply and divide have equal priority and should be executed from left to right. 1080/5/5 gives me 1080))

gaunt tide
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Well if they have equal priority than how did it give you 54 instead of the expected 216?

sweet relic
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Is it possible to have two post process material instances of the same base material
as blendables in the same post process volume?
I have a post process volume with several blendables, they seem to work as long as they dont share the same base material. If i enable two instances of a base material only the first one in the blendables list seems to be applied to the post proccess

gaunt tide
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@rain dome Than you just answered your own question lol

rain dome
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@gaunt tide UE executing it from right to left for some reason. It would be pretty hilarious if it's a bug that has travelled all the way to the 4.24

gaunt tide
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Wouldnt be suprised honestly

kindred viper
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yeah

plush yew
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someone know how to make a dedicated server on unreal engine 4.23 ?

kindred viper
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the same way as every other version

plush yew
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do you know how to do it ?

kindred viper
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yes

plush yew
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can you send me a link or explain me please ?

kindred viper
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you could google it

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its pretty easy

plush yew
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do we need to do it whit vs ?

kindred viper
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no

plush yew
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i google it at my school and the only thing i found his on oldest version that we need to use vs

kindred viper
plush yew
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it's just explain what is a server

kindred viper
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it also tells you how to start a server

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cmon now

plush yew
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? "cmon now"

kindred viper
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yeah if you get people to google and dont take the time to read what they helped you with.... cmon now

plush yew
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i don't understand fast because i speak french ...

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like cmon now idk what it mean

kindred viper
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ahh its short for "come on now". My bad. It's an English term for "dude"

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as if to say "duuude" or "brah"

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that kind of thing

plush yew
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to make the server you need to type this in cmd UE4Editor.exe ProjectName MapName -server -game -log ?

kindred viper
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ok this is what you do. Make a shortcut to your UE4Editor.exe. Then add those command line parameters at the end

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\\UnrealEngine\419\Engine\Binaries\Win64\UE4Editor.exe "U:\UnrealProjects\PvE\PvE.uproject" "Lobby?bIsLanMatch=1" -server -game -log -nosteam
Here is an example

plush yew
ornate ice
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Hey is there a way to make a floating text always look at the camera

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without using the event tick

plush yew
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@kindred viper how i get the server ip UE4Editor.exe ProjectName ServerIP -game ?

kindred viper
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dude you have to figure it out. Im busy sorry

plush yew
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@kindred viper ok thank you

swift spindle
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@ornate ice you can do it in the material

rain dome
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@ornate ice I think you need some kinda wrapper function like move_camera that would be called each time when your camera need be moved for whatever reason, then move_camera should call smth like sync_the_angle function that would update the angles. But i may be wrong.

ornate ice
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I like the idea of using the material

swift spindle
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look for billboard facing

ornate ice
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its more performant?

swift spindle
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massivly

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avoid using tick always

ornate ice
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yeah

swift spindle
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that's the most expensive thing you can do

ornate ice
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but if what I'm using is a Widget?

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like that

swift spindle
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if it's a widget there are diff ways

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I'm just talking the text renderer

ornate ice
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I want to use a widget cause I'll make a custom design

swift spindle
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widgets are not the cheapest things...

ornate ice
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:S

rain dome
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Well, you can't do it more effectively than through wrapper i think. Anything that would force camera to move should do it through some move_camera function that would call a sync function. You would sync the same exact number of times the camera was moved and only when it was moved.

swift spindle
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annnnd your performance is dead ๐Ÿ˜›

rain dome
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And what would cause its death?)

ornate ice
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O.o

cursive salmon
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For the movement of the AI โ€‹โ€‹we use the AI โ€‹โ€‹move to, but when I try to launch it at the beginning of the game, it does not work

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Please help me

swift spindle
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anything that sets something with your framerate

ornate ice
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@swift spindle then which would be the best solution to update the widget rotation

rough scaffold
plush yew
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@kindred viper if i make what you give to me do my friend can join me if is not connected to my wifi ?

rain dome
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@swift spindle And who said that it's a problem in the first place? You can sync every other or every second or whatever he would decide in a sync_the _angle implementation ๐Ÿ™‚ The question was how to avoid checking the camera and widget sync on every tick)

swift spindle
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trying to find my notes ๐Ÿ˜›

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I had to deal with something like this a year ago.. was an issue (especially in VR)

rain dome
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Wow VR)) That escalated quickly)) lol

undone cedar
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I have question when i start game, do variables get updated in Details View, when you use debug filter?

swift spindle
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eh ? no... just framerate issues

undone cedar
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im just migrating from unity, and in unity its gets updated in realtime, i'm not sure about unreal

ornate ice
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@swift spindle waiting for those notes ๐Ÿ˜›

swift spindle
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I'm sure u are

kindred viper
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@undone cedar what do you mean by start game? The detail view is for the editor

undone cedar
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i hit Play button and i want view variable values

kindred viper
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if you want to debug values, you can set Watch on vars/objects and check them in Debug

swift spindle
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@ornate ice can't even open my freaking onenote..... but a quick google gave me this... https://www.tomlooman.com/creating-actor-widgets-umg/

Today Iโ€™d like to quickly show how you can add UI for things like health bars, nameplates, interaction prompts and more in Unreal Engine. Itโ€™s quite simple to do, and I hear a lot of questions about this, so today Iโ€™ll share you some tricks to make this even easier....

kindred viper
spice canopy
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I have an ai question but nobody's answering in the ai channel....

undone cedar
spice canopy
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I think I may have found a bug but I'm not sure

ornate ice
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@swift spindle but there is nothing there about update world widgets rotation or position

undone cedar
kindred viper
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@ornate ice a 3d widget in the world is a contained object. You would be looking to rotate the 3d widget container, not the widget

ornate ice
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thats what I'm doing

undone cedar
ornate ice
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but it flickers and doesn't look smooth

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if it doesn't happen on even tick

radiant fox
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I'm trying to make something happen once the float variable = 1.0, but it isnt working... help?

glacial basin
radiant fox
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okay ill try

glacial basin
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@undone cedar Its possible but there are a few annoyances. When watching variables, they can go "out of scope" most of the time. When its out of scope you wont see the value. Sometimes its not obvious when its out of scope or in scope. Possible solutions are 1) printing the value to log file, 2) update a local variable then watch the local variable instead

radiant fox
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@glacial basin didnt work

kindred viper
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@glacial basin yeah I had that issue with blueprint debugging so I do all my debugging in VS now

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you still get scope issues but breaking/stepping is easier

glacial basin
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@radiant fox Try printing the Warmth to screen or log file and then you can see exactly what value it is getting.

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@kindred viper I've not tried that . thanks for the tip

kindred viper
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man did they change the discord mention sound? It just pierced my eardrum ๐Ÿ˜„

glacial basin
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Uncertain. I think I muted them all

nimble moat
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is there a way to get a class of the object youre looking at?

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i have muliple of the same blueprints in a level and i need a way to distinguish which one i want to use

kindred viper
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GetClass()

tribal steeple
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How to I up the render distance for grass?

undone cedar
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if i select in world outliner then it works

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but in blueprint "Details" panel shows defaults only and not updating in realtime

@kindred viper in visual studio i think you can debug only c++ scripts or what you talking about?

kindred viper
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you can debug anything with debug symbols installed

undone cedar
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debug symbols i thought its for unreal source code debugging?

candid stratus
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in my game when i move more than 10 feet away from my landscape it becomes really low polly from rendering and i dont know how to fix it

kindred viper
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yeah I guess. But whatever it does, I've never had an issue with debugging blueprints with it. Perhaps compilation adds to it

undone cedar
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hm so how you watch variable in visual studio, that created in blueprint?

kindred viper
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well I don't often use the Watch. I just step through from a point and check the objects available

radiant fox
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@glacial basin yo I got it working, thanks mann

tribal steeple
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I have a material that when placed in creates grass on top of it. But empty area in my game looks butt ugly because the grass has a tiny render distance. Is there a way to fix this?

glacial basin
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@tribal steeple What did you put the material on? A Landscape or a Static Mesh?

tribal steeple
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Landscape

glacial basin
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I think you just need to go into your Landscape Foliage tab and select the grass there then change its culling distance maybe

tribal steeple
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The grass isn't there

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I believe it may be an issue with the grass coming from a material

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But have no idea other than that

glacial basin
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Does the grass Static Mesh have LODs ?

tribal steeple
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How would I check?

glacial basin
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Double click the grass static mesh then move the camera away from it (backwards)

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inside the SM preview window

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or check its Details tab

tribal steeple
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Just selects the landscape

glacial basin
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The Grass SM in your Content Window

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find it and open it

tribal steeple
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So open the material that the grass comes from in the content window?

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I can't find any meshes for grass

glacial basin
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I dont understand your issue then. Perhaps a screenshot would help me to understand

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Show me your butt ugliness ๐Ÿ™‚

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(grass)

tribal steeple
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I bought an asset that had a material. When I place the material down the grass comes out

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Issue is as you can see, the grass doesn't seem to render beyond a pretty close point

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Making the empty area look god awful from a vantage point

abstract relic
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If itโ€™s an foliage instance, tweak the cull distance

tribal steeple
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Where would I find cull distance?

abstract relic
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If itโ€™s from the material itself, probably from a depth fade

tribal steeple
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Where are both of those?

abstract relic
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One is in the material, the other in the landscape foliage tool

tribal steeple
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Done a bit of looking for depth fade and I have no idea where that is

gaunt tide
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Anyone else having trouble with assets in the Open World Demo freezing and crashing UE4?

kindred viper
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mostly everyone. What are your PC specs?

azure shore
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hey how do I make the player slide a little after they stop walking

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I tried a bunch of friction and braking values in character movement but nothing seemed to do anything

gaunt tide
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I7-6700K, 1080Ti, 32GB DDR4 2133MHz, 500GB SSD, 4TB HDD.

kindred viper
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ahh then its not that :p

gaunt tide
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Nah lol

kindred viper
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When you first load the Open World demo assets it will try compile the shaders which will take forever. Might give the impression the editor had hung too

azure shore
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...well then I dont know

plush thicket
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when level streaming, is it best to have completely separate sections load, or is it best to keep things like the floor in?

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instead of creating separate floor actors for every level, just have one big floor

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which is most efficient would you guys say?

gaunt tide
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Says not responding and all Iโ€™m doing is trying to use procedural foliage and than a separate foliage actor and when I load the mesh to the foliage actor without the map even loaded it crashes

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I created a map that is 64km^2 and consists of 961 tiles.

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Still get 100fps+ with grass on a 10km^2 section loaded

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But havenโ€™t been able to add trees yet :/

kindred viper
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yeah not responding is the type of hang I mean. Just stick it out for a while

gaunt tide
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3hrs was enough for me lol

kindred viper
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it will only need to be done completely once and then its saved

gaunt tide
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Takes me less time to build lighting for 10km^2 than load one tree lol

kindred viper
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make sure your setup is using all your cores also

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the engine compiles 1 shader per shader worker so complex things can take forever. Just how it is

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probably takes 3 seconds on a new threadripper :p

gaunt tide
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Maybe

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But usually it loads instantly for me the last time I used those assets

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So thatโ€™s why itโ€™s foreign to me

plush thicket
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is there any difference to using a box trigger or a level streaming volume?

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for loading stream levels

kindred viper
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some do, some dont. But im not saying there isn't an error of somekind, but if its not putting anything into the error log or shutting down the editor, then its still working

plush thicket
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it's not wrong to use a box trigger for loading stream levels, right?

kindred viper
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well if you want to stream levels, a level streaming volume sounds like it was made for purpose

glacial basin
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@tribal steeple Do you have a Landscape Grass Type object in your Content Browser?

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Try have a look in there

gaunt tide
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Yeah but if you want multiplayer your going to need to use box triggers and load the map to a dedicated server if itโ€™s a large enough map

glacial basin
gaunt tide
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Since level streaming doesnโ€™t work with multiplayer according to their world comp. guide

glacial basin
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@tribal steeple The Landscape Grass Type object has its own culling parameters too which you might need to fiddle with

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Max Distance and stuff

tribal steeple
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@glacial basin I looked for grass and didnโ€™t find any

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In the foliage section

swift spindle
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the grass is whatever you want it to be

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all objects are basically the same in the foliage system (unless it's a BP)

plush yew
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I've got a weird one. I've got inputs for walking, dodging, and blocking. All can be pressed on the keyboard at the same time. So moving back to the left while blocking and dodging is four buttons pressed at the same time. (Left, Back, Dodge, Block) That works fine. But doing that to the RIGHT doesn't work. It's as if only three buttons can be pressed at a time. I assume this is a keyboard issue and not an unreal issue? Because dodge/blocking to the back left works fine. But to the back right does not even though its the same number of buttons pressed at once, the only difference being right instead of left

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I can block dodge and move to the right or back but if I try to go back right while blocking and dodging it seems to lock itself off of any inputs after the third key in the sequence is pressed

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hmm, it looks like I specifically can't block while walking to the back and right. So that'd be C,D,S all pressed at once.

azure shore
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hey what am I supposed to do if Im using pixel sprites, but resolution makes some of the pixels look imperfect due to screen size and stuff? (I checked up close btw, and the sprites themselves are fine its just the distortion)

plush thicket
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@azure shore make sure if you're resizing pixels you do so only in increments of 100

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if you're resizing a sprite*

azure shore
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wdym?

plush thicket
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go to this timestamp

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in this video

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he explains is extremely well

azure shore
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oh yeah I mean it looks fine up close

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the sprites themselves are fine

plush thicket
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screenshot?

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so we know what you're talking about

azure shore
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ok itll be hard to show it though

plush thicket
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what you're describing sounds like a non-multiple scaling issue

azure shore
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I dont really understand though like the sprites are just sprite components on a capsule component

nimble moat
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screenshot?

azure shore
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its to do with animations and screen size I cant screenshot

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Im saying screen size makes it look distorted/imperfect

neat forge
#

Hi, Im merging a building system into my project, for some reason this pin is gone and is causing problems. Ive spent like 40 minutes trying to figure this out, everything looks the same, the function is set up exactly the same as well.. Any idea why it is broken in my project?

azure shore
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ok here are two running frames and as you can see it looks like it adds some extra lines around the edges but if I zoom in with debug camera it looks fine

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hang on let me post that bigger so you can see

plush thicket
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yeah @azure shore that's a result of non-multiple scaling

azure shore
plush thicket
#

you're scaling your sprite by an increment that isn't by 100x

azure shore
#

but the images themselves are fine Im sure it cant be this

nimble moat
#

those 2 images look identical to me lmao

neat forge
#

Thats what I was thinking

azure shore
#

look at the top of the head

nimble moat
#

does it have that on the sprite frame?

azure shore
#

no thats what Im saying

#

they look FINE in the actual images

nimble moat
#

look into what MEJKO said then

azure shore
#

but if I look closely in ue4 they have smooth outlines

#

that should be sharp

#

anti aliasing is low too

#

is there some way I can just make it really sharp?

nimble moat
#

you can change it to no mip maps see if that helps but i know literally nothing about sprites so

neat forge
#

Does anyone know what would cause a struct pin to disappear when copying over a function to a different bp?

#

The function is set up exactly the same

azure shore
#

what is that and where do I change it?

nimble moat
#

texture details panel

glass rapids
#

what about this?

#

this could work

plush yew
#

can u fucking help me

nimble moat
#

oh hi

neat forge
#

Lmao

plush yew
#

where to setup WHEN I LAUNCH ENIGNE that it doesnt go straigh into some project

neat forge
#

Well youre opening the project

nimble moat
#

load the launcher not the project file?

azure shore
#

yeah but where is that texture group option

#

texture details panel I mean

#

in where

plush yew
#

I LOADED I FUCKIJNG JUST SAID WHAT I DID

#

JUST LAUNCHER FROM EPIC LAUNCHER

#

FFS AGAIN WITH THIS SHIT I SAY SOMETHING EXACTLY AND U TURN IT UPSIDE DOWN FFS

azure shore
#

ALRIGHT CALM DOWN

nimble moat
#

bruh

abstract relic
#

<@&213101288538374145>

neat forge
#

Damn lmao

grave nebula
#

I hear sound of flipping tables.

glass rapids
snow crown
#

you summon me?

plush yew
#

ORLY

#

ORLY

neat forge
#

This dude is about to shoot the whole lobby up

azure shore
#

I will admit thats how I want to type every time I come here with a long lasting problem lol

abstract relic
#

Hissy fit

nimble moat
#

he getting his trench coat, mods help

neat forge
#

Lmao same

snow crown
#

@plush yew chill out man

#

people are trying to help

plush yew
#

k sorry

glass rapids
#

@azure shore are you using 2d sprites, correct?

azure shore
#

yeah

snow crown
#

and to answer your question, the unreal launcher in the library tab has a list of projects that are registered

#

you can't launch engine and go straight to project

#

but you can launch the project directly from that menu

#

it works as you want it to

#

although when you upgrade engines things can get a little wonky

sharp crest
#

array index foreachloop starts with 1 or 0

snow crown
#

0

plush yew
#

HEY. I just want to launch engine and get the default choose project type window.

sharp crest
#

ty

maiden swift
#

Actually can't you create a shortcut to a specific project? I believe it will still open the launcher as well, but at least you only have to click one thing.

glass rapids
#

@azure shore I'm going to use my crosshair as an example because its something I have up,

snow crown
#

oh, if you are looking for that, then launch the engine directly as linked in the picture above

neat forge
#

Yes you can create a shortcut, thats waht I do, you can open from the directory in your program files

plush yew
#

......... are you serious...

#

are you serious...

#

jesus christ

nimble moat
#

lmao

azure shore
#

ok thanks

snow crown
#

that will bring up the select project dialog, and the other tab is to create new projects

plush yew
#

LIKE I DIDNT DO THAT 1000 times already

maiden swift
#

And what happened when you did that?

dim plover
#

Bruh, it only gets harder from here.

plush yew
#

IT OPENS A PROJECT

neat forge
#

Lol fr

plush yew
#

how can i prevent it

#

Jesus christ....

glass rapids
#

@azure shore did that help?

snow crown
#

it... does not

#

it has a menu with two tabs

neat forge
#

If youre already flipping out just about opening the program, idk if you want to get into game dev lol

snow crown
#

one shows projects

#

the other one lets you make a new project

azure shore
#

ah very nice and sharp now thanks!

glass rapids
#

okay just making sure

azure shore
#

UUUUGH screen size still bloody affects it

plush yew
#

just jesus christ.

#

only thing i can say

abstract relic
snow crown
#

y'all don't need to dogpile

#

he's frustrated

plush yew
#

just omg

normal burrow
#

cat pile?

glass rapids
#

@plush yew what are you trying to do?

plush yew
#

How can i prevent opening a project when i launch the engine like normal people do

#

jesus christ

neat forge
#

You have to open the epic games launcher, and it will let you select what project you want to open

glass rapids
plush yew
#

..................... XDDDDDDDDDDDDDDDDD

snow crown
#

i am not entirely sure what you are doing

ornate ice
#

Guys

abstract relic
#

Screenshot what youโ€™re seeing when you launch it then

snow crown
#

that is causing it to go straight to project

ornate ice
#

one question

nimble moat
#

ahahahahha my stomach

snow crown
#

perhaps record a short video of what you do?

azure shore
plush yew
#

YES

#

I WANT THAT SCREEN

#

YES

#

ahh just fuck it

#

if u cant help me ...

maiden swift
#

What Roy said. @plush yew can you show us what happens when you try to launch the engine? ๐Ÿ™‚

plush yew
#

YES IT GOES TO A PROJECT

ornate ice
#

is there anyway to request a variable update from an actor or a component

plush yew
#

WHAT THERE IS TO SHOW?

snow crown
#

it might be that you are just clicking the wrong button

plush yew
#

I HAVE ANOTHER ENGINE VERISON AND IT DOES NORMAL THING

ornate ice
#

without having to have a reference of another actor

plush yew
#

LIKE SHOW THE PROJECT TYPE

snow crown
#

hm

azure shore
#

here are two running frames and they look fine up close but this is how it looks from the normal perspective

snow crown
#

what engine version are you launching

maiden swift
#

I know you're frustrated but please stop typing in all caps. We can figure this out.

plush yew
#

ALL I WANT IS WHERE IN THE FUCK IS THE SETTINGS FOR DISABVLING DEFAULT PROJECT..

runic iron
#

Try disabling capslock, it'll work then

normal burrow
#

file -> open project

runic iron
#

Had the same issue

plush yew
#

ahahahahahahahaha just fucking unbelievable

nimble moat
#

can you screenshot us exactly what button your pressing?

plush yew
#

how many different ways to tell this problem

neat forge
#

Do what I did in that video

plush yew
#

alid0n??? are u kidding me?

nimble moat
#

oh no

neat forge
#

bruh

plush yew
#

I told u first fucking sentence i did exactly that

#

THANKS FOR NOT READING

neat forge
#

You cant even open the engine dont start

runic iron
#

...

plush yew
#

MAYBE I SHOULD CONTINUE CAPS

abstract relic
#

Seeing is believing

snow crown
#

aight, last warning, calm down @plush yew

neat forge
#

Were trying to help you lol

glass rapids
#

do you want to create a new project or go into an existing?

snow crown
#

people are trying to help you

plush yew
#

yes

#

let me copy paste ?

#

ok?

nimble moat
#

Yo, first off all chill the fuck out, 2nd of all send a screenshot or video of what button your pressing cause what your saying doesnt make sense

snow crown
#

this is getting into "you are just trolling" territory

neat forge
#

He probably is

plush yew
#

HastalanpastaToday at 3:21 AM
where to setup WHEN I LAUNCH ENIGNE that it doesnt go straigh into some project

#

YES

snow crown
#

ok

#

so

#

what engine version

plush yew
#

I know there is a editor setting somewhere

#

jesus christ

#

i ijust want to know where to search

#

i cant find and google wont help

snow crown
#

there is, if you go into the project go File -> Create Project

neat forge
#

If you do what I just did, it will create a short cut that will not open a project.. just try it

snow crown
#

that will close the current project and bring up the dialog you are looking for

plush yew
#

nopezor

maiden swift
#

^ That's a second way to access the New Project dialog. Almost forgot about that.

nimble moat
#

when it launches the project just do File > New Project. problem semi solved

plush yew
#

noope roy awesome

#

nope dylan bbk

snow crown
#

what engine version are you using?

normal burrow
#

i suggested file -> open project

#

this is the same no?

nimble moat
#

ye

azure shore
#

yeah I mean its not even that bad for it to launch a project automatically but you can just open from epic games launcher anyway

plush yew
#

NOPE NOPE NOPE

azure shore
#

as in the project library

normal burrow
#

so we can agree we've all helped them?

plush yew
#

this is the thing I WANT

snow crown
#

ok

#

what do you have

azure shore
#

JUST OPEN THROUGH EPIC GAMES LAUNCHER PROJECT LIBRARY

neat forge
#

If you do what I did in the video you will get that.

glass rapids
normal burrow
#

your prrobably clicking on a uproject file

glass rapids
plush yew
#

JESUS CHRIST....................

nimble moat
#

tbf he has said many times hes been pressing the launch button

plush yew
#

I JUST SAID

snow crown
#

(i am very confident that he is trolling now)

snow crown
#

(because he will not answer my questions)

abstract relic
#

I would really like a video of this

plush yew
#

HOW TO PREVENT THAT BUTTON FROM OPENING A PROJECT INSTANTLY

neat forge
#

It doesnt

snow crown
#

it doesn't do that

azure shore
#

alid0n its not that I dont think

normal burrow
#

no body has this iss ue

plush yew
#

LOL WOW

abstract relic
#

Betting on trolling though

runic iron
#

Same

plush yew
#

I KNOW CUS NO ONE EVER HAS ISSUES WHAT I HAVE

#

ITS LIKE MAGIC

nimble moat
#

same

abstract relic
#

So video please

plush yew
#

EVERYTIME I ASK QUESTION NO ONE H AS THAT PROBLEM jesus,...

normal burrow
#

or your doing it wrong

#

how are you opening it?

azure shore
#

right hastalanpasta just go into the epic games launcher project library and scroll down and open it from there then

normal burrow
#

explain

nimble moat
#

i dont think hes sent a single screenshot or video yet

plush yew
#

Dj legend

#

that doesnt help me

glass rapids
#

Before you say anything else, What is your goal. Is it to go into a project you have made or create a new one. give me an answer

neat forge
#

Dude, calm down, its not the end of the world. Dont go through life so angry. You have 5 people trying to help you right now, its okay

plush yew
#

I WANT TO UPGRADE PROJECT

abstract relic
#

It will help you

plush yew
abstract relic
#

Video please

plush yew
#

WITH THE #1 Option

snow crown
#

alright

normal burrow
#

make a video hasta

snow crown
#

I'm 100% convinced he is trolling

abstract relic
#

Yep. Troll

runic iron
#

Yep

grave nebula
#

he is

snow crown
#

so I have muted him

#

i will unmute in a few hours

glass rapids
#

ty

runic iron
#

Thanks

nimble moat
#

how do you know hes trolling and not just an angry person

abstract relic
#

Avoiding questions

#

Refuse to trouble shoot

#

Disregarding warnings

snow crown
#

@plush yew if you are not trolling, calm down, listen to people, answer questions when people are trying to troubleshoot

nimble moat
#

lmao

normal burrow
#

plus we gave them the answer

nimble moat
#

why me

snow crown
#

and don't PM people while muted

normal burrow
#

if you forget to unmute does it just work forever?

neat forge
snow crown
#

normally we have a bot that mutes people

#

but i don't remember the command

#

and the help command doesn't work

#

so, yes, if i forget he's muted for ever

neat forge
#

The second one I show is the main project and it is appearing fine, after merging it, it broke

snow crown
#

oh, i figured it out

#

~mute @plush yew 10800 aggressive

#

good work bot

#

you did nothing

nimble moat
sharp crest
#

need more context than that.. lol

neat forge
#

What is it that youre trying to do? lol

sharp crest
nimble moat
#

when i press R, rotate an item lmao

sharp crest
#

whats wrong with how u r doing it now?

nimble moat
#

i want to press another button to rotate in another direction which wont work with that setup

sharp crest
#

I still dont get the issue

#

just stick a var to it if to *-1 it or not

nimble moat
#

if i were to do same, it would snap to 0 degrees instead of decrease the current value

dim plover
#

Does the picture you posted even work? It's... plugging its own output to its input.

snow crown
#

hey, i need a test subject

#

who volunteers as tribute?

#

~mute @dim plover 3 testing

neat forge
#

lol

nimble moat
#

honestly floss i dont know, its literally one of them things i dont know why it works it just does

snow crown
#

yeah, doesn't work

#

thanks

sharp crest
#

it's probably saving it as a local var

#

I can see why it works

#

maybe it will cache out at some point tho

#

Idk

abstract relic
#

Mess with the person who pinged you instead ๐Ÿ˜œ

nimble moat
#

yall dont even wanna see the full thing

glass rapids
#

@neat forge remove and re add the input then refresh the node

sharp crest
#

spaghetti at it's finest

nimble moat
#

yup

sharp crest
#

back to my ui PikaRun

neat forge
#

@glass rapids its just gone, even when I refresh it

#

I cant call it from the out row

glass rapids
#

can you try deleting and remaking the function?

dim plover
#

Dylan, I don't think you should "cross the wires" like that. Make use of functions.

neat forge
#

@glass rapids It still isnt appearing ๐Ÿ˜ฆ

glass rapids
#

is it the input doesn't exist when you call the function?

neat forge
#

Its supposed to connect like that

#

But the function no longer has the input settings pin

glass rapids
#

try making everything outside of the function and collapsing it into a function?

#

so having the connection when you collapse to a function might do it

neat forge
#

Oh I see

glass rapids
#

sry, if its not the best explanation. I'm decently new to UE4

neat forge
#

Me too Im a noob

#

Oh yeah, I did that and now its getting the error

glass rapids
#

what error?

#

click into the function?

neat forge
glass rapids
#

right click and refresh the node in the graph

neat forge
#

it disappeared lol

glass rapids
#

does the variable even exist?

neat forge
#

Yeah, its broke right below it

#

That is the same struct

glass rapids
#

idk. maybe take all of the broken variables and put them into the function then make the struct from them?

#

that is a weird one but that is all that I got?

#

I will brb

#

any results?

neat forge
#

No ๐Ÿ˜ฆ why is life hard

glass rapids
#

idk, if I was you I would be trying every possible wat to get it to work. It might take some time tho

nimble moat
#

is there a better way to check if a key is being held down other than setting a boolean and whileloop?

neat forge
#

Yeah I have spent 2 hours just trying to figure this out lol.. Im so close to being done ๐Ÿ˜ข

glass rapids
#

just keep thinking, I believe in you.

ripe saffron
#

only 2 hours ... come on dude fight that shit

neat forge
#

๐Ÿ˜‚

glass rapids
nimble moat
#

literally thank you

glass rapids
#

np

nimble moat
#

this is what i was dealing with and it flat out didnt work

glass rapids
#

you can plug in the key from the input key down to the R key

#

or just select R

nimble moat
#

yeah ive used it before but like 2 years ago, i started using ue again recently so ive forgotten most things but know they can be done, if that makes sense

glass rapids
#

it makes total sense, I'm new to UE and I forget a lot of things.

kindred viper
#

im not and I forget things all the time. ๐Ÿ˜„

glass rapids
#

It happens

ripe saffron
#

...often catch myself staring into space trying to remember what I am doing

nimble moat
#

same

glass rapids
#

same

nimble moat
#

wait how do i get an exec pin for this

ripe saffron
#

you need some kind of event

nimble moat
#

yh, literally nothing i can think of to use though

#

its hard because i cant just hook anything up to the while loop cause itl be infinite

ripe saffron
#

personally I would not use while loops

#

I would put it on a timer

nimble moat
#

is there another way? its really basic what im trying to do, while R is held keep adding 5 to float

ripe saffron
#

I would use the R input and set your booleans true or false like before then fire a timer from function then cancel it when you release

#

dont actually need the booleans but I always stick them cause they come in handy

nimble moat
#

yeah, im just really struggling to find an exec pin for it, i feel like putting a branch off event tick is really inefficient

ripe saffron
#

let me knock up a quick example

nimble moat
#

thank you, ive never used timers before so im quite unsure

ripe saffron
#

Compooter freeze ...rebooting hang on

nimble moat
#

ahahha no problem

ripe saffron
#

Its a daily thing .. fkin windows

nimble moat
#

i hope you have ssd lol, no way would i have the patience for a hdd with constant crashing

ripe saffron
#

I have a nvme drive so it boots up real quickly

#

just a pain i cannot find any reason for it

nimble moat
#

works perfectly thank you

#

you should check windows events, itl tell you there

ripe saffron
#

welcome ... kernel power ... all that tells me is windows was shutdown from my hard reset button

#

Its been more than a year I have tried literally everything ... Its usually just once a day

nimble moat
#

thats crazy

ripe saffron
#

a lot of people have this issue with windows 10

nimble moat
#

you know what, come to think of it i used to have a similar problem but i just realised its not happened in like a year

ripe saffron
#

its less frequent after some updates...but after the last one its daily again

nimble moat
#

do you have the white taskbar? whats the deal with that

ripe saffron
#

mine is black

nimble moat
#

same but ive seen loads of people with "the new white one"

ripe saffron
#

I stay as far away from white as I possibly can ...its melts my eyes

nimble moat
#

ahahahah yeah same

#

everything i have is in darkmode

ripe saffron
#

me too ... I feel like I live in a cave with all my curtains closed and all my dark themes

nimble moat
#

ahahahah yeah, and my led keyboard

ripe saffron
#

I have no lights on the keyboard ... that is lit by dual monitors

nimble moat
#

ah, i have the dual monitors and leds around my desk + keybaord thats all the light in my room

ripe saffron
#

darkness!

fervent sigil
#

I'm trying to spawn a niagara system at runtime, but I don't see the effect and not even the system it self.

#

I printed the value of the return from that function, and got "Player_C_0.NiagaraComponent_0 TransformSystem", so the return value isn't null.
What am I missing?

normal burrow
#

turn on wireframe

#

f1 while playing

#

or change it from lit in the viewport

#

its likely playing, just the effect maybe is too small or fully occluded.

fervent sigil
#

f1 leads me to docs btw, but I found the shortcut on the menu (alt+2).
But I still can't see it

#

Shouldn't I at least see the component on the object though?

normal burrow
#

f1 while playing

nimble moat
#

f1 while playing leads to docs?

fervent sigil
#

oh it was playing but I was in "eject mode" (not possessed). f1 for wireframe works if I'm possessed.

normal burrow
#

k then click on the niagara component in details and press f

fervent sigil
#

I can't see it in the details, that's the thing

normal burrow
#

are you adding it at level start or something?

fervent sigil
#

nope. it's on key input (with abilities and some extra layers in between, but that's the trigger)

ruby ocean
#

Whatโ€™s a good free program for making custom animations?

normal burrow
#

it could be a few different things msh91. your system may be set to destroy on finish, not loop or just spawned in a bad position.

fervent sigil
#

I just tried setting the auto destroy to false so it's not that. It's also set to loop, but even if not it should still exist assuming auto destroy is false.
What's "bad" position?

#

Also, I just thought of something; I'm using multiple levels. Any chance that might be the issue?

#

mm ok, so spawn system at location does work.

#

(unlike spawn system attached)

normal burrow
#

bad position means not where you expected it to be

#

unsure what space the vector is for attached

fervent sigil
#

I think it's due to the attachment actually. When adding a system component under the same component in the editor it's also not showing up. Weird, but it works with location so I guess it's fine.

normal burrow
#

could try just sending 0 0 0 for position and see where that goes with attach

fervent sigil
#

it was already using 0 0 0, and it will set it to the position of the attached component (player). I also printed the position and noticed it was the same when I didn't move, and changed when I did.

#

Now I have a different issue though: how do I set a skeletal mesh parameter? I tried using the Set Actor Parameter, but I had to give it an actor, and it's simply not working (I hate those "not working" without any logs problems)

normal burrow
#

believe if you set none it will scan for the skeletal component on the actor

#

but

#

it sounds like your making an actor so that wont work

#

you'd have to use set actor i think. not positive on it though, i've not used the skeletal features of niagara, only static mesh

fervent sigil
#

I tried to use set actor, it doesn't seem to work. I made sure it's that by removing the set node, where it does work (with the default value I set in the niagara system).

#

mm I noticed I'm seeing the error "no mesh assigned error" when using the niagara system as component in editor, even though it has a mesh in there. Any idea what's that about?

normal burrow
#

not really, i've only gone through static mesh code. but if its a chld of a skeletal mesh component i'd think it'd work (assumption)

fervent sigil
#

I'm afraid it doesn't though :\

normal burrow
#

luckily the devs of niagara are very reachable in #niagara

#

probably unlikely to reach them this weekend but yea

fervent sigil
#

๐Ÿ˜ฎ didn't know there was special channel for that. I'll continue there, and thanks!

normal burrow
#

yep

trim trail
#

anyone knows where settings from Edito Settings > Content Editors > Graph Editors > parameters from Spline section, are stored? Can't find keys in project and editor config folders

#

does ue4 store settings in other folders than those two?

#

for example, ForwardSplineVerticalDeltaRange=2111.000000 (default is 1000 instead 2111), when i load configs from both project Config folder and editor Config folder (in Program Files), it doesn't show any results when i search for key name or value 2111

glacial storm
#

hey guys

#

is there a course for placing these trees?

#

tutorial?

plush yew
#

There's not really a specific way to place them. This is more of your own thought, your own way of placing them. As far as Im concerned, there isnt a tutorial or course.
Just your imagination.

glacial storm
#

ok ๐Ÿ™‚

plush yew
#

...and a strong computer :)

gusty geyser
#

There is a procedural foliage tool you can use.

#

Wrong channel for that tho. ๐Ÿ˜‰

#

Oops, changed channels... LOL.. fail. Ahh Friday..

fallen marten
#

@plush thicket that tip about deleting files in the manifests folder did the trick man - very grateful for that tidbit so thankyou very much ๐Ÿ™‚๐Ÿ‘

gusty geyser
glacial storm
#

holy

#

holy

plush yew
#

I guess I should have mentioned that as well

#

Truth to be told,
I tend to forget UE4 has all these nifty little tools that do alot of things for you.

ashen brook
#

@plush yew with any project opened, go to file -> open project. That will bring up the dialog. There's a checkbox in there somewhere to skip that dialog. Turn it off to get the behavior you want!

candid stratus
#

hey i need help

#

how do raise your render distance

#

like if i move just a little bit from my project the whole thing starts to become really low polly and i dont know how to mix it because im new...

abstract relic
#

You need to tweak your LODs setting in the affected asset

#

Would just use a preset for now though

candid stratus
#

ok thanks a bunch

echo kernel
plush thicket
#

@echo kernel the resolution is too low of your terrain

echo kernel
#

Okey

#

so do I up the resolution of the textures?

plush thicket
#

no

#

your terrain resolution is too low

echo kernel
#

ah

plush thicket
#

under the Terrain tab

echo kernel
#

Yea I got ya

plush thicket
#

set it higher

#

much higher

#

yea

echo kernel
#

I just used default settings

honest vale
#

the layer weight resolution is tied to landscape resolution

#

only way to make it more high-res is to reduce landscape scale

open jackal
opal berry
#

guys

#

does anyone know what is a good tutorial video or doc that will help me build a 3rd person character in UE4 using C++ for movement and binding the animations in BP, I dont understand how its done in the third person template and I want to understand it.

hardy granite
#

^ also tag me in one if get a good one, im needing to do that soon lol

dark rune
#

is there a prone pistol animation in the anim starter pack

eternal swan
#

hey, id like to know if anyone has made any experience with cloud gaming and ue4 projects, and if yes, how is it set up, does it work, what type of project do i need to ship (html), what services are available. i have a project with large file size i want to stream via a web ui if possible

tall pendant
#

html5 is no longer supported as of 4.24 iirc

vivid narwhal
#

Is there a way to add onto a Vector so it's always the same direction no matter the facing? Using WorldLocation not RelativeLocation

cloud cobalt
#

@eternal swan As far as I know only Stadia allows that for now

#

HTML in UE4 only means your game is playable directly in a browser, so you need to load it entirely

#

It's also unsupported now

opal berry
#

help please

gaunt tide
#

How we gonna help if thatโ€™s all you say?

#

Gotta give us a description man

ebon grail
#

Hi, i have a general question for starterNoob, i startet to build a landscape and if i place a physic volume it moves if i move... how can this be disabled?

dim merlin
#

so when enabling world composition on a level, will it load all levels on BeginPlay ?

#

how do i specify the maps i want to load?

native helm
#

does any one know where i could find a tutorial of some kind on duel wielding weapons. like a firing system that fires from both guns at the same time?.. i currently have a line trace system that dictates to direction in witch the projectile goes.. how can i make it shoot twice and once form each barrel?

stuck musk
#

Hi. I have problem with creating Spline Components in runtime. I have prepared Controller BP there I have Add Spline Component node. But there's an error

AttachTo: '/Game/Maps/UEDPIE_0_Editor.Editor:PersistentLevel.EditorController_C_0.TransformComponent0' is not static  (in blueprint "EditorController"), cannot attach '/Game/Maps/UEDPIE_0_Editor.Editor:PersistentLevel.EditorController_C_0.NODE_AddSplineMeshComponent-2' which is static to it. Aborting.

How to make my TransformComponent static?
Or I should use other BP type?

Basically I want to spawn multiple spline components in controller. (idk if it's good option tbh)

plush yew
#

has anyone here got the Multiplayer Racing Framework? no matter what i do i cant get it to run, i have been talking to the dev on email but he don't understand either, i have gone as far as uninstalled all UE4 and engines, re installed launcher and 4.23. i think it is just the framework that is not working but didnt know if anyone else has it and had this problem of it not building or playing in the editor. UE4 crashes when you try to play.

vernal thicket
#

@native helm You could try a line trace from a socket location on the barrel of the pistol? Or set up a weapon projectile for both weapons to be spawned as a projectile from the socket location of the barrel of the pistol

#

@native helm So spawn projectile at location, name being the socket where you want the bullet to spawn from, and just duplicate that same information again so another spawns from the other weapon, you could flip flop it so it does one then the other

native helm
#

@vernal thicket Thank you

vernal thicket
#

Anyone know how I could reference a projectile hitting an actor inside an individual character blueprint? My character activates a reference inside a weapon actor that spawns a projectile, how do I get the information of an actor has been hit to my player character without referencing other characters on the level using the same blueprints?

dim merlin
#

So anyone knows about world composition.. hhhm

dim merlin
#

yeah damn, thats what i thought

#

google aint be much helping on that topic eighter

plush yew
#

Anyone know how to fix this? Unless I get really close it looks nice, but anywhere further then 2 metres make it looks fugly

marsh swallow
#

well i would the retopo tool over it, then use a brush to make it bumpy like it would irl

sudden agate
#

are your scalability settings on high?

#

@plush yew

#

or atleast the ViewDistance?

marsh swallow
#

i assume your using brushify?

plush yew
#

I am using brushify

#

Yes @sudden agate

desert jay
#

I need an Unreal Guru. I want my melee to apply a physics impulse to the target character's skeleton using the physical animation component. Any idea how to do that?

wicked sparrow
#

Anyone know whether it's possible to move UE4 to an SSD without a total reinstall? Picked up a new one on Friday and want to dedicate it to project stuff ๐Ÿ™‚

plush yew
#

So idk if this is the correct channel to ask but im trying to import an alembic file that i exported from blender. It is a fluids simulation with foam from the addon flip fluids. When i try to import it to UE4 it says it failed to create asset and check output log for details. Here's what it says

wary birch
#

@wicked sparrow just move your project folder :)

hoary locust
#

@dim merlin you received a joke answer, just so you know

gaunt tide
#

@dim merlin I mean I know a little bit about world composition. Iโ€™m working on it more and more as my landscape is pretty large

opal timber
#

Hey

#

anyone know how to import downloaded zips from quixel megascans to ue4?

#

i just wanna use a mat i found on there

lone tapir
#

Guys does anyone know how I can fire two events at exactly the same time? ๐Ÿค” ๐Ÿค”

plush yew
#

sequence

#

@lone tapir

#

Can anyone help me?

lone tapir
#

@plush yew The sequencer didn't work! Because I need to start two videos at the same time. One video is the color and another the Alpha cutout. And a video starts at a different time from the other.

plush yew
#

Sequence node in bp

lone tapir
#

Yes, I was talking about BP Sequence!

plush yew
#

hmm idk then

lone tapir
#

@plush yew But you gave me a good idea! maybe I can shoot both videos using Level Sequence

obtuse root
#

Hi everyone. For some reason i can't make an array with anim Instances. Does anyone know why? I'm on 4.23 and i'm about to upgrade to 4.23.1

austere frost
#

i make a blank proyect to test this.
when i make a blank proyect i put the preview in ES3.1 (takes like 20 mins to make the preview )
and the light is more bright in some areas than the standar preview, and when i compile scene for android the game looks like the ES3.1 preview ( more bright )

obtuse root
obtuse root
#

thinking about it now i might be able to bypass the whole array and simply make a boolean reference to the notification and place that in the animation state machine. yeesh. Why does it take a full day of misery to figure it out the next day??

vivid narwhal
#

So, animations. if I disable root motion the character doesn't move (obviously) but if I enable it, after the animation played my camera/character movement/pawn is in the wrong place and seems to just rubber band all over the place. Can I set up animations so that the final position of the animation becomes the point the character then moves from?

#

@obtuse root You can make a Struct of animations, that'll solve your issue

obtuse root
#

@vivid narwhal thanks! I'll try

austere frost
#

when i make a blank proyect i put the preview in ES3.1
and the light is more bright in some areas than the standar preview, and when i compile scene for android the game looks like the ES3.1 preview ( more bright )
https://forums.unrealengine.com/filedata/fetch?photoid=1663178

there are 2 post whit the same problem, someone know what is the problem whit the es3.1 preview ?

https://forums.unrealengine.com/development-discussion/rendering/1663179-strange-issue-whit-preview-light
https://forums.unrealengine.com/development-discussion/android-development/1663177-light-problem-whit-es3-1-preview

neat cargo
#

Hi I am working on making a gang beasts ragdoll style game. I don't know how to make the caracter move and be a ragdoll. Help would be apreciated. and if you don't understand what i am describing ask me.

#

๐Ÿ™‚

nimble moat
#

any idea why i cant check this box?

#

i have a static mesh inside a blueprint with an emissive material but i cant check this box to give it actual lighting

#

found the problem, its because the blueprint will be placed during runtime so i cant use it

noble finch
#

@plush yew - Could it be your tiling settings are set very low? I'd need a bit more info about the landscape resolution you made, and the scale etc

river fox
#

Any idea why my visua/UE would run slow? My friend's pc is way worse and everything is instant for him. When I type sth in visual it takes so long for a list of variables/functions/etc. to appear for example. My cpu usage is at 7%. 60% memory free.

silver crown
#

welcome to stock vs

vernal thicket
#

@neat cargo to ragdoll you add physics to the mesh and then set physics in blueprint when he dies/gets knocked down etc

neat cargo
#

?

vernal thicket
#

Do you mean like that game.. I cant remember the name of, sorta battle royale but the chars are all over the place?

neat cargo
#

tabs?

vernal thicket
#

Is that the style you're going for?

neat cargo
#

yes

azure shore
#

hey how do I set the view mode to unlit through bps?

edgy halo
#

anyone with an oculus HMD who can help me test multiplayer functionality for my game?

vernal thicket
#

Maybe you can set physics to certain bones on the skeleton?

neat cargo
#

how do i get to the physics asset

vernal thicket
#

@neat cargo one sec

neat cargo
#

ok

vernal thicket
#

@neat cargo do you have a character mesh already?

neat cargo
#

yes

vernal thicket
#

@neat cargo have you got any animations?

#

For that mesh

neat cargo
#

it is the person for the 3rd person template

azure shore
#

soooo is there a way?

plush yew
#

for? @azure shore

vernal thicket
#

@neat cargo there should be a physics asset for the mesh, they get automatically added when you add a skeletal mesh under default

azure shore
#

setting view to unlit through bps I said up there

neat cargo
#

ummmmmm

#

ok?

vernal thicket
#

@neat cargo what's wrong? Am I not understanding you?

neat cargo
#

sorry im a noob

#

on esec

#

second

vernal thicket
#

@neat cargo to make the mesh move the way you want I'd start by: turning on physics to a specific part of the skeleton (I.e: LowerarmL), I'd duplicate one of the animations (so you don't fuck up the original anim), and I'd go through the anim deleting any keys that control the arm movement maybe? So the arm isnt detached but also not animated and physics will just drop the arm down and it should swing about

static raft
#

Hey, is there any way to remove an assigned material slot from a static mesh from the editor? I assigned a material slot to a few faces and I would now like to remove it.

vernal thicket
#

@neat cargo sorry I've just watched a video on the game as forgot how it goes, what part of the game are you trying to replicate?

neat cargo
#

im trying to replicate the player

vernal thicket
#

The way it looks? The way it animates? What sort of game are you trying to make?

neat cargo
#

I guess the way you control it

#

because the player flops around and it is hard to control

#

mainly animation and movement

#

because sometimes it falls like a ragdoll

vernal thicket
#

What game are you referring to though coz tabs is a God style game??

#

Do you want to play as the character or fight against them?

neat cargo
#

i want to play as the caracter

vernal thicket
#

Right okay

#

I think you'd need to do quite a bit of research coz thered be loads of settings youd need to adjust, and it's best to understand the basics before adjusting things

azure shore
#

should I ask again then

neat cargo
#

ok thanks for the help

radiant fox
#

im trying to do a kind of save mechanic with variables, but its not working how i want it

#

the second picture is in the night1 level, once you start playing, i want it to set the variable and if you die, you can go into the same night that you were just in

nimble moat
azure shore
#

hey I was literally just trying to do the same thing

nimble moat
#

@radiant fox thats a bit confusing from your explanation

radiant fox
#

idk how to explain it lol

frosty bloom
#

You can enable/disable cameras, interpolate camera from current transform to another etc but if you wanna use SetViewWithBlend it requires an actual actor, not a component

nimble moat
#

Yeah I know that but im unsure on how to actually turn it into an actor so to speak

azure shore
#

yeah how would I transition a camera using timelines

frosty bloom
#

You can't turn a component into an actor

#

There is something called a CameraActor, but you're probably looking for a way to handle the CameraComponent

#

Which would be the manual interpolation method

#

in other words, timers and math

azure shore
#

I dont know how to do it with timelines

frosty bloom
#

Nobody is going to create it for you though.. Check tutorials, it's nothing fancy so should be quite a few of those out there

nimble moat
#

this works for me, thanks

radiant fox
#

i still need help lol

azure shore
#

yeah Ive got it working with that, and I know how to move camera position with timelines but I dont know how to just transition cameras actually you know what

nimble moat
#

you said its not working how you want, how do you want it to work @radiant fox

azure shore
#

is there a way to transition from orthographic view to perspective

#

without just an instant switch

radiant fox
#

I want to make it to where if you die in a night and you get kicked back to the menu, i want it to where you can go back into that night through the menu... like a "continue" type feature @nimble moat

nimble moat
#

variables wont work for that you will need a save blueprint

floral moat
#

how check status caps lock, num lock ?

radiant fox
#

a save blueprint?

azure shore
#

oh no, nights

nimble moat
#

what ever you save to this blueprint it will actually save like a savefile#

radiant fox
#

ahhh

nimble moat
#

whereas the variables you are saving to get reset to their default value after everyload

radiant fox
#

okay makes sense lol

river fox
#

@silver crown ? Like I said, my friend has a worse pc. His setup is the same as mine so what do you mean by welcome to stock vs

nimble moat
radiant fox
#

okay thankss

silver crown
#

@river fox Intellisense with no extensions suck

#

and often has weird issues

opal timber
#

Hey, I need to make a static mesh inside my character model appear depending on whether or not an object is interacted with in the world

#

so the flow should go

#

Object touch

#

toggle visibility

river fox
#

So why is mine consistently slower and his is pretty much instant. There must be some specific reason for this

radiant fox
#

how do you get a whole level to save through that save game bp thing tho?

opal timber
#

but i dont know how to communicate variables across the blueprints

radiant fox
#

@nimble moat

river fox
#

When I do non Unreal engine stuff then my vs runs without slowdowns. Only happens in unreal

silver crown
#

Maybe antivirus?

river fox
#

Its off

silver crown
#

Could be disk

river fox
#

nvme ssd

#

with 30% space free

silver crown
#

Could be some specific CPU slowdown

#

eg spectre or smthg

river fox
#

Hmmm. 7% usage. And its ryzen 2700x. afaik these are unaffected

silver crown
#

Could be a VS bug during install

river fox
#

Only happens with unreal engine programs

#

xd

silver crown
#

Did you try to delete the .vs?

river fox
#

hmm?

nimble moat
#

you cant really, you have to do most of it manually such as save player position and rotation, save health etc..

silver crown
#

Delete the .vs

#

in your project folder

#

it's just a cache

river fox
#

Oh

#

Ok

radiant fox
#

jesus

#

okay

silver crown
#

and regenerate the project files by right clicking the .uproject

nimble moat
#

yeah i know lol, its not aaasss hard as it sounds tho

radiant fox
#

I want to just restart the level from the beginning with the save game tho

gaunt tide
#

30% SSD space is not good

nimble moat
#

yeah it will do that automatically

#

you dont have to save everything, only the things you want to save

river fox
#

@gaunt tide ? It's totally fine.

silver crown
#

me rn

river fox
#

As long as you don't go over 75%~ there should be no noticable slowdowns Sandman

#

I have 30% free and I keep it that way

#

@silver crown oof

#

I have like 4 diff ssd and 2 tb drives that I have collected over the years ๐Ÿ˜‚

silver crown
#

well

radiant fox
#

okay... ill try to do it lol

river fox
#

I need to finally buy a gigantic ssd and get rid of all these. Cable management is not fun with sata drvies

silver crown
#

laptop br_shrug

azure shore
#

ok so can anyone help

silver crown
#

external SSD is fine though :p

nimble moat
#

@azure shore put the camera in a blueprint and cast to the blueprint and use the full blueprint as the view target and it will find the camera auto

azure shore
#

but then how would that seperate blueprint camera work how I want it

#

like attached to the player

opal berry
#

I am creating a third person survival game using C++ so i opened a third person template C++ project and found the player animated and all but could not understand how it was handled because the movement was coded in C++ but the animations were all from the anim BP. Can anyone explain how that done and how can I recreate from scratch it so i further understand it

plush yew
#

@silver crown thats, a ssd?

azure shore
#

and IS there a way to set the view to unlit using blueprints

opal berry
#

I know how to code the movement in C++, just dont know how the animations work with the C++ and all

silver crown
#

@plush yew ye it's in the name

plush yew
#

holy shit

#

how much did that cost?

silver crown
#

200 euros I think?

#

333

opal berry
#

I am creating a third person survival game using C++ so i opened a third person template C++ project and found the player animated and all but could not understand how it was handled because the movement was coded in C++ but the animations were all from the anim BP. Can anyone explain how that done and how can I recreate from scratch it so i further understand it. I know how to code the movement in C++, just don't understand how the animation BP works with the C++ and all.

#

that my whole question in one message