#ue4-general
1 messages · Page 591 of 1
I know my heightmaps are 16-bit for that reason. I use World Machine tho
how to set new post process material with blueprint
this object doesnt collide with the ground even though the collision channels on both the collider and cube mesh are set to blockall? what the actual f
hey, if I wanna to show some ue4 artsy stuff on twitter, how would you suggest to tag? just #ue4?
from what I browsed on twitter, its really mixed, ue4, unrealengine, @ Unrealengine etc.
#ue4 #gamedev #vfx #vfxfriday there are also a few related to days like vfx friday
showcase saturday or whatever
also, dont use too many tags, itll actually lower people interacting with it
well @cloud cobalt still not fixed
@tawdry lily I already saw it
and this is the way what I am using
so do you suggest to show stuff only on these showcase days, or just only biggest/most interesting stuff? I'm thinking about posting rather small stuff @fierce tulip
just #ue4 and related are often enough
vfxfriday for vfx does get a lot of attention
its up to you
@radiant haven Okay, well I guess then you'll be stuck with having stairs in your mountains... Unless you use one of the other, many, options that were suggested to you today...
alright, thanks, Luos
he's both
so i started learning how to make my own props and stuffit so fun to do 😄 now i need to just fiddle around with texture images
my first prop i made was an sword second one was an lg monitor
I have three days can not fix the bug, maybe someone can suggest how to fix it - When the character moves there is a lag in random time as a little trembling, but it is strongly evident. I use the standard paper 2d character movement BP
I'm trying to find "Top menu bar - Quick Settings- Show Transform Widget." - I feel stupid but what is Top Menu bar / quick settings O_o ?
nvm found it. It's just checked so I Ignored it
Anyone know an airplane tutorial for Unreal Engine 4? I don't want complex controls or realistic simulations, just WASD/Mouse control is fine
there is a pretty decent helecopter thing on marketplace robot
helecopter on robot 🤔
My laptop will crash when running every time if my laptop isn’t plugged in. As soon as I plug it in, it doesn’t crash. How do I fix this
Change windows power settings?
Keep it plugged in or change power settings
Ok
Hmm, there's no way to rollback from a Launcher hotfix update huh
Even if I uninstall, it'll automatically apply the hotfix
Lame, 4.23.1 is buggy 😭
whats broke in it?
Can someone help me? I can not click on settings or any button. I can only click play. And also i can not add anything in blueprints
forums not working for me at all O_o
I can only interact with the play button. I cant create any blueprints, levels, nothing at all
really twitter, i've spent 30+ mins preparing to tweet, and the progress/upload bar on top of tweet editor window goes to 80%, stops for few seconds and goes back to 0% 😄
okey where the heck can i change the controlls. im going insane. blender substance unity unreal aaaaah
can't tweet at all, not sure why. Didn't reach limit, vid clip is 1mb
Can someone please help me
hard to tell, what were you doing just before it went awry? @pseudo belfry
static meshes in viewport?
did you try making new project or new level?
Assertion failed: LODIndex >= 0 && LODIndex < 8 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/StaticMesh.cpp] [Line: 1897
How do I fix this crash?
Yep
new project and new level are separate things, you meant both?
so it means your editor is bugged somehow then, but i cant think why putting boxes would cause it, what version, where you got it?
newest stable is 4.23.1, maybe try it?
I can not run it
okay, im lost there lol
you say you have 4.13
its different version than 4.23.1, unless you did typo
I have a gtx 260
any word on when 4.24 is being released ?
I cant not run any engine above 4.16
ok
still, i dont know how to help you, sorry, it's odd, especially if it was working for you earlier if I'm understanding
maybe ue4 is just lagging hard? I remember using ue4 on gtx275 and it was difficult to work in
motorsep they don't advertise how close they are to release normally
currently 4.24 is on preview4, so should be soonish, within few weeks?
number of previews varies on major updates, 3-5 is like middle range i think?
It might have something to do with the gtx 260 not supporting dx11
Okay so
Hey @grim ore did you ever make a wtf is on world composition? If you have i cant seem to find it
Your telling me
afaik UE went dx11 only
@normal burrow I know 🙂 Just poking around. The issue log was cleared a while a go, so I am wondering...
finally managed to tweet with vid clip, but looks like twitter re-encodes (badly, to add) no matter what? I've followed their technical tips hoping it would skip re-encoding
[2019.12.04-19.51.53:356][960]LogOutputDevice: Warning:
it crashes before it manages to tell me what the actual problem is ;/
this part isn't informational, you probably should check other parts of log or check different log
no directx, no game, to answer plainly ;p
im not sure if its even possible, ue4 afaik requires dx to do any stuff, including 2d games. Probably someone needs to check if im right though
sigh, you definitely need dx 7000. please look around before assuming otherwise. If your looking to package the game without the dx installer thats another issue. Your game will not play without it on windows though.
@gleaming narwhal Any news on 4.23.2?
Your reply to tonpix was the reason for sigh. dx is not a thing of excess that can be trimmed off, it's very much as tonpix put it. good to ask questions and all though, just dunno where you got that assumption from
you'd have to go to a earlier version to get opengl support. and then even with that you're probably going to have to install video card drivers that need admin. on windows everything else has been phased out afaik
is it windows 10?
open start menu and type dxdiag then press enter
check display 1 tab and see if there are even video drivers installed
look for a line under drivers saying Direct3D DDI: with Feature Levels: under it
Its hard to say one could avoid installing all the prereqs then
yea i don't think you've got options but it'd depend on the driver that is installed
if the driver supports dx that you have, and its just a matter of missing dlls, these can be added in. But without the driver end of stuff its not going to work
this is what you'd need to see
you're constantly asking to do things that are not possible
and then getting angsty when we tell you they're not possible
By the way, Steam installs itself as admin
And it installs DX, VS redist, etc for your game
Using a (completely unsafe) admin service
inb4 "I need admin to install steam"
he's offering you a solution and you're immediately dismissing it, again.
Here's the thing : UE4 requires a particular environment, like most games
Find another engine if you can't have that environment on your machine
Not sure that they have much hope if they can't even install vs
Maybe contact the administrators and get them to install the prereqs? you are going to have a hard time running such software without admin privileges
Less "hard time" and more "can't" tbh
this isn't unique to ue4
6 hours I was helping this douche the other day and after telling him how to do something twice, and he didn't want to know, he said I don't know what I am talking about. The guy isn't worth wasting time on. He doesn't even do it himself. Its all others work upto this point.
even the pulsarc game would require admin to install the .net prereq
But at this point I feel like Jack and Marc here - no point trying to help
could it be lighter or darker
oh shi-
see what I mean. A douche
your solutions are: 1) contact the admins and have them install the prereqs or 2) use your own hardware in which you have admin to install the prereqs
it's as simple as that really
You can't package DirectX.
right but some dependencies (ie the directx drivers) cant be packaged as they are part of the environment not the game
like i was saying with pulsarc the .net core is required environment dependency that needs to be installed
you cant just copy the binaries to the desktop
and expect it to work
No point arguing here, just block and move on :/
I like how I dont speak English well but someone else explained the issue and he understood it. The issue was "I need to stop a sound" and I said "Use sound cues". I really should learn to speak the language I guess 😄
This is like if I went to my future PhD supervisor and said "I know more than you, please help me."
hi, i want to check AI status and then decide what to do, not sure how it shoud look:
its frustrating because the truth is admin rights are working here. If you want to complain about engines requiring direct x, bring it up with your administrator. if there is a way around it, whats next?
left node is checking AI status
ToTa what do you mean by AI status. What are you checking?
for now just float and set enum based on it but i think my AI is looping
@frozen pond maybe look into decorators?
i wanted check float -> decide based on float - > do something -> back to begin
use a Blackboard Key Decorator and proceed down the tree if float = X
^ you acan also write custom decorator if you need more complex logic
Reference for the Behavior Tree Decorator nodes.
example
i want to do task after task, so task check what is status and then decide, but as i see i can't draw next sequence from task ?
how i see it: Do i'm hungry ? - > If yes go eat ; if no do something
Look into Selectors and Sequencers. They execute differently but one goes until something fails, and one goes until something succeeds
behavior trees are fun to look at lol
you would have a blackboard based condition for "hungry" and the next node be what to do if hungry is false
i got enum bb value
as i see my task check hungry level is looping
so AI stands and check and set bb value
not sure how to lock it for sometime like check status back in X minutes or in next AI execute
basically, the tree runs every tick
good to know
but
you can write a custom Service that will ensure everything fails until you're ready for it to proceed to the next part of the tree
can i create dummy task to just check value inside blueprint ?
@safe rose There are no plans for 4.23.2 at this moment
but should i finish execute in task or abort to move into decide side of BT ?
straight to 4.24?
@normal burrow that would be the idea from the looks of it, no updates in .23
bring it on
@frozen pond depends on how you structure it but abort and fail up or finish if they dont need the value you check and you are just checking/updating in the task
now they print status but do nothing more
the selector would be what you want if its kinda of like decide what to do. check for somehting to do? if time to do it do it if not select the next thing and check etc.
then the 2nd and 3rd should never fire
finish abort
hover your mouse over "sequence" to see how it works
select would run and if succeed it would be happy, if it aborts it finds the next one in the list and tries to run it, repeat
I fear you're lacking an understanding of the difference between sequencers and selectors pal
can someone tell me why it doenst work, wann that hte texture coordinates getting higher each *4 sector using PixelDepth
but they do exactly what i wanted now, so thanks for help
I'm still having an issue with my BT Task running more than once and ignoring any sort of delay I put into it
Is there something htat limits framerate in UE4? I have 3 screens, the center one is 120hrz, when I select the content browser on a side screen, my FPS in viewport (center screen) goes to 120, when I select the view port it limits it to 60fps. not sure why, I have no code that should be limiting it.
if that was the case it would go to 120, as the monitors refresh rate is 120
Ill try in a second, its currently trying to figure out the meaning of life (opening a scene)
YEah I have 3, the two sides are 60hz, the center is 120.
would try turning off vsync
Ive got a 16 core processor, and it uses 100% of my cpu when opening scenes and still takes a while.
1950x?
3800x 8 physical, 3950x is 16 physical 32 logical.
It did r.VSync 0 its still limiting the 120hz monitor to 60
not sure where to post it so I'll try here
is there an option to set gizmo not to be affected by postprocess?
no the GPU isnt being stressed, 2080Ti, maybe 10% load, empty scene.
is the editor between screens?
when I select the content browser that is on a side screen, the FPS on the center screen goes to 120,
no not between, full screen
shift F11 ?
huh immersive mode lets it go to 120, but maximized doesnt.
it must be partially between screen some how
if you don't full screen it and put it within the monitor visibly does it reach 120?
nope, making the window small and putting it in the center of the center screen its still capped at 60
obs is installed, but not running no.
hm yea idk. is it immersive mode or full screen mode that makes it kick in?
(F11 vs shift+F11)
like do you have to do both? or just one of these
full screen I guess, its shift+f11
makes me think maybe your primary display is a 60hz panel?
I checked windows, and Nvidia CP, the center display is the primary.
if I do immersive mode when not in full screen its limited to 60, but if immersive while in full screen its fine, oh well at least I have a work around.
in nvidia cp what is the advanced settings on your screen?
like you enabled 120hz yea?
fullscreen might override a setting of 60hz is the only thing i can think of
im having trouble creating a destructible mesh. Ive been watching all kinds of video but to no luck any help will be appreciated
yeha 120hz is enabled.
hm yea i'm not sure what would cause that lumbering, i've got a 240hz panel and a 60hz panel and don't have this issue
Yeah, its not a huge issue, just something I noticed.
just double checked i can hit the full fps in a blank map, so its not a half hz issue. perhaps just make sure drivers are latest and all that. only thing that drops it down is if theres a message log or some other child window on another screen
Hey am I using this right? I am trying to get the screen to fade to black along with the music but the screen fade dont work
To Alpha should be 1 i am guessing
I find GSync + In Window and Fullscreen modes severely affects my UE4 editor FPS. Even dragging nodes around is laggy. Make sure its only in fullscreen mode if you use it
^^ check for that gsync does hell in ue4 editor
i just disable it in windows. reality of gsync isn't really good for interactive things imo
a swinging pendulum yes
how do I make it so my destructible mesh takes multiple hits before its destroyed
Only enable physic when an int variable is greater than or equal to the desired value, give it a delay, then destroy actor.
how do I do that ?
I just told you
Hey everyone I'm new to UE4 should I start with C++ first or blueprints first?
Are you new to C++ spaze?
Would recommend starting with blueprints. You'll get an idea of how things work. If you do want to pick up C++ after that can be a helpful thing
C++ are for the dirty programmers 😉


for real though, jumping in head first to c++ while trying to pick up the engine is probably going to be more painful spaze
you're looking at it
It's just an arbitrary name
Custom user-created events that can be fired off from within a Graph.
you can call it grapepotato if you want
A valuable thing about events is you can do async stuff easy in them, like delay nodes
In functions you need to setup timers and stuff
ya in c++ world they are defined by UFUNCTION(BlueprintImplementableEvent)
the implementation lives on the event graph so you can use timelines etc
and they can be bound to delegates etc
for delegate functions I will have a custom event that is actually bound to the delegate call the function I want
how do people new to unreal manage to find and install this victory plugin without knowing custom events
not picking on you
just hella curious
my unreal crashes loading at %71
oh i guess i mixed your messages with the other guys
😔
so you mostly not code?
so then how did you find the victory plugin
did you specifically search for 'ue4 victory plugin'
yeah i know what it does pretty well
which is why I want to know how people are finding it
and why it keeps showing up
then i die inside
in unreal?
why do you need external data
so you're stealing levels?
who is 'their'

I've worked on a couple rhythm games
there is nothing intrinsic about rhythm games that need external data
if you want mod support there are many different ways to do that though
if you treat custom tracks as modded data packages, like how its done for any game with custom stuff, it'll make far more sense
but before you even get to that point
you need to define your own data structure
you're gonna show me a list of downloaded osu tracks
i know
do you have a data format even defined?
defined where?
I'm actually curious about the pic
i swear if its just a list of files
if you are painting on a list of files saying 'heres the song' 'heres the track data'
<_<
if you put them in a folder 'heres an album'
again, I've worked on this stuff before :p
yeah, you're trying to jump the gun
and add mod support without a game
so you have a playable track?
I'mma let someone else argue the semantics of mods and external data
I dunno if it's actually that bad idea to factor it in as early as possible, altho you should have working prototype before you go there
you definitely need some sort of data format prior to generating data
I mean, for these types of games, being able to load your own content can be quite basic requirement
to which I'd say if you have a uobject or udataasset or some form of unreal concept of data definition
you could just run the json serializer on it
and be done
like, thats all you need to do
json serialize and deserialize
but its completely pointless if you don't even have a data format
I feel like you're definitely setting yourself up for a world of pain
but unless you use some sort of plugin that gives you access to file system api stuff
you're gonna need to call some functions in FPaths and the like
then consult the manual for vp because once you start using vp you're now in a world of non-standard
and when you are in a non-standard world almost nobody can help you
yeah, that makes sense
I feel like you're definitely setting yourself up for a world of pain
but hey if you got far enough using the plugin to read external files already
im sure you can somehow recursively scan a directory
if there are functions for reading files there should be functions for iterating directories
unreal is not set up for you to easily use external data
the best advice someone can give you, aside from someone who is doing file management in vp right now, is that if you have functions to read files, you should have functions to iterate directories
and magic is scary
yeah, call whatever functions to iterate directories
that'll let you iterate directories :p
if there are no functions to iterate directories
then find a different plugin I guess
yes
i'd iterate the directories in that folder
Overload list
and I'd do it in C++ because UE4 does not support external file access in blueprints by default
so unless your plugin can do it
you can't do it
^
what
C++ is the only practical option for doing file system stuff
As it needs to be platform agnostic etc
if you're dead set on using unreal, you should try to not use external file access unless you're ready for C++
well then, start codin
then you're not ready :p
re-read that you can not do file system access in unreal without c++ or a plugin
there is no wiggle room
its not a matter of opinion
there is no workaround
i did
no, i fucking clicked it
i don't care that you can't use a computer without C++
that doesn't change the fact of what unreal can do
If you are using unreal, and you want file system access, you either need to write C++ or to use a plugin
this doesn't change based on your situation
so either your vp plugin supports iterating directories, in which case do that
or it doesn't, and you either need to find another plugin or write C++
those are all the options available to you, unless you change engines
Unity does C#

a rhythm game is far far easier to make in Unity
Having some fun with Tesla CyberTruck . Check website for more info about VideoGame: https://domynyo.com
😂
Two questions
-
i want to know if can import and use multi-sub-materials from max into ue4. if yes, how?
-
i want to know if i can import and use id's from max into ue4. the idea behind it is to assign textures to the different id's
- 3ds will import mult-sub materials as seperate materials so you will have to put them together yourself, unless you use Unreal Studio where it might have some extra functionality to create that setup for you.
- see above
yes?
when does it do this?
show code?
which is why i was asking, it doesnt make sense. If you get a copy and make a change to that variable it should not change the original
reference should yes
well sometimes UE4 is weird so I wouldn't rule it out lol
holy fuck that function is terribly named
and also ridiculous
and makes folders irrelevant
How do you assign a material into a player controller ?
i have like a post processing material, i want to attach it to the player
im aware
do i use like on component awake - cast to this character - material ?
👌
New splash screen
DM me if u want it
the new logo text is actually shown quite a bit in recent livestreams\
and in some blog posts
How to author and blend custom Post Process passes with the Material Editor.
basically you add it to a post process volume as a blendable
How to author and blend custom Post Process passes with the Material Editor.
Oops wrong link
Announce Post: https://forums.unrealengine.com/showthread.php?149236 Post process effects enable artists and designers to influence the overall look and feel...
@kindred viper
- ah okay
2.?????
the 2 means it also doesn't send over the IDs. Although that might be different with Unreal Studio also. Last time I did it, I had to do all that manually.
I'm trying to make a blueprint to load me into another level, does anyone know what's wrong here?
what would you recommend
I'm basically making a box
which once I step in, it loads another level
oh
shit
youre right
i completely forgot about that
LFMAO
i feel so stupid
thanks a lot
literally all I had to do

Ok now I do have another problem, cant quite find or edit my hud
which means I cant load a level
shouldnt the hud be a blueprint class
maybe
would it still work if i just make a new one
meh fingers crossed ill try that out
whats the best way to apply fog of war on a top down game? @autumn crystal
so when i have the character's view on top, i will see shadows outside my camera's radius
like league of legends
yeah haha
i want it to be center but also when the camera is not on the player, i should not be able to see vision of the map
how would one do that?
alright
do you really have 7000+ hours to terraria btw
youre the messiah
@pulsar badge Is it a geo brush?
if so you can select the face and edit the uvs in the details
double click the texture asset in unreal and you should be able to edit the texture
im pretty sure you can mirror/rotate
select the actor and you can use the little magnifying glass to zoom to it in the content browser
ooof . just found out i had a useless WorldCaptureCam capturing a render target every single frame in the background
just removed it and my fps doubled
Thems the best finds
does anyone know what's wrong with my project?
@molten path need the log files
How do I make a plane vehicle that can take off and land?
alright
wasnt there an asian man who made a plane out of scrap or sth
srsly is there a tutorial on how to make such a plane in blueprints?
How to make an airplane player pawn featuring realistic plane physics and an animated rig with spinning propellor and moving fins. Topics covered: Physics as...
“Airplane blueprint ue4”
dont forget taxi-ing
I’m telling you my search terms
@normal burrow yes, i know
but there is no landing in this
I've done this tutorial over the last 1 hr
is there a way to add landing gear?
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
I added term landing
alright thanks i will try this @normal burrow
It seems light on take off though
@kindred viper ah okay. I just want to make texturing easier going from max to unreap when there's 100+ models needing textured
yeah check out Unreal Studio. That is the daddy of the new age.
Ooooo. I just dont want to paint textures either unless it's in substance painter
Plis if i can take it to obviously ue4 then I'll be really happy
Anyone got a source login I can use? Lol
Probably already gonna know the answer lol
its free you know?
your thoughts on using only marketplace assets for a commercial product? In case of myself im a good programmer but suck at 3d and music🤷♂️
nothing wrong with that at all. Thats why its there
always have a bad feeling when I think about releasing the game and apart from the story line and mechanics, nothing is from me 🤔
you will always get people say things like "ergh they asset flipped" but those same people play AAA games that are asset flips. I mean, check out Ubisoft games. So much reused stuff. Same with Rockstar and EA. Asset flipping is a good thing unless it's done with no care for the gameplay.
thanks for your opinion 👍its good to hear a different opinion than mine, once in a while 👍
😁
Anyone else here using quixel? I'm having a weird issue when I use bridge to import a mesh. It creates 2. 1 for LOD 0 and another one thats empty and can't load or delete
Hey guys! I'm having a problem with my level where all the meshes in a sublevel have lost their static mesh component and their transform info (all where set to 0,0,0) I was wondering if that ever happened to anyone here and how you solved if you did ?
Only if the asset was deleted. It might not be the reason in this case, but I hope you have source control
I only recently learned about source control and never really tried using for unreal, but I still have all the assets
they just seam to have been "reset"
Update: I've luckily had a previous backup that i used to copy the level over, no actual fixes though
Why can't I apply a material instance to a brush?
I can drag a regular flat texture onto it fine
It just won't display a material instance. Which is a problem when i'm tying to get megascan textures.
@velvet root Materials, material instance and texture are not the same
materials and material instances are pretty much the same tho
Well when I import a megascan texture from quixel bridge I can drag the instance onto static meshes no problem.
Not sure why it wont apply to a brush
- Materials are compiled programs that run on the GPU
- Textures are 2D images
- Material instances are pointers to a material, and parameters for that material
@honest vale true, I tried to say that textures aren't the same as the other two
yes
Also @velvet root - brushes aren't really used. They exist for legacy purposes, for quick prototypes where you don't want to use normal static meshes, etc
Best to just steer clear from them
Haven't used Source in a decade but yeah, you wouldn't use brushes at all in UE4
brushes are nice for huge planar surfaces tho
instead of using 100 modular wall pieces to construct one wall, use a brush
for example
By using meshes instead
you use a dedicated 3d modeling application for that
Oh
and reimport it into editor
it's a fairly quick process, I think there are tools that automatically reimport too? 🤔
UE4 does if you activate it
oh, wasn't aware there was an option for that 😄
Yeah it's called "monitor content directories" or something
I think it's a bit too much personally
i merged the little meshes into 1 big mesh, the big mesh is soooooo dark, does it takes time to adjust or did i do something wrong to make it like this ? also i dont know what sort box i have to put into it to make everything more lighty without using to much lightmeshes
You need to rebuild lighting
thanks !
Kind of a math question but I couldn't find a better channel:
Considering all points P that have length <= R and their angle to V (e.g. (0, 0, 1)) is <= A degrees, does that resemble any shape? Is there some tool I can plot all the points while playing with R and A (and possibly V too) ?
Looks like a sphere minus a cone of normal V and angle A, both of radius R, I guess ?
why minus though? I think cone can match it when A is <= 90 degrees, but not really sure
Well, all points P with length <= R is a sphere of radius R
"and" means you're subtracting something from it ("or" would be adding)
But you're right
yeah I got all that
It's actually the intersection of a cone and a sphere
perhaps an "inverse" cone though?
mm isn't an intersection of cone and a sphere is just a cone?
Nope
It's a cone with a round back face instead of flat
Cone with spherical back really
ok just tested in Blender, intersection of sphere with cone is just the cone.
I didn't really understand what you mean by "round back face" / "spherical back" though?
like 2 cones in opposite direction stiched to each other?
It's not just a cone.
A cone defined by only an angle is infinitely large
You did say there was a radius here, so you have a spherical feature
If the angle is 90°, your surface is a half sphere
If the angle is 1%, you have a very cone-like volume instead
how do i get permission to post in "looking for talent"?
Read the pinned post
Not really, but honestly my advice would be to try in 2D on paper
It will be a sphere and a triangle instead
I think you mean circle and triangle. But I don't think that's gonna help; thanks so far though!
The blue part here is the 2D shape
In 3D, it will be a cone, with a spherical top face.
that's pretty much what I tried to do in my shape. I'm not sure how to make it though, since I need to "take out" from all axes on the hemisphere
An error occurred while trying to generate project files.
Running C:/Program Files/Epic Games/UE_4.23/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Sofia/Documents/Unreal Projects/MyProject2/MyProject2.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Visual Studio 2017 requires the Universal CRT to be installed.
anyone have help?
Instalkl the Universal CRT in VS Installer
Is it possible to create a widget under another widget
so if the widget on top is open you cant see the lower one
how do i make a "Choose random node" line ? without manually making a "random float from range 0-100" "if if if" shit ?
is there a simple "random node " a b c d" function ?
Not sure what you’re trying to get but here’s a list of options https://docs.unrealengine.com/en-US/BlueprintAPI/Math/Random/index.html
Random
I personally would do random int and switch on int 🤷♀️
and switch on int. ty. ill check that. int sounds nice and miniscule.
Hi! I'm deconstructing a specific process to learn how to make an item box like in Resident Evil. Long story short: looking at the screenshot, can someone please give me a hint on how to instance that "SET node" with that "Chest Range Good" thing that appears to be checked/uncheked? I can't reproduce it and I'm running out of ideas at this point. I'll appreciate any help. Thanks!
Click the + next to the variable submenu in your character bp, make sure it’s Boolean, name it whatever you want, profit
If I need to move an actor without moving what's attached to it, is there any way to do it?
Without like, reparenting it, moving it and reparenting it again
(Specifically by changing the location/rotation numerically)
i know this inst unreal engine but i have a bit of a problem when i try to download a file it get to 10mb and the download rate just stays at 0mbps when im conneced over etherent but when i go on wifi its all fine
@abstract relic That was it! Thanks a lot, you have helped me so much 👌
If you explain what the issue is
Only if explained in a specific way
well i try to set the texcoords in a specific way after some camera disctance using PixelDepth
and well it doesnt work
for this I use a Material Function
Hullo?
Waiting for a problem to be explained
Does it have to ?
Mostly I think you're doing weird thing with your lerp nodes here
Your last two texture samples + lerp nodes will only make the texture slightly brighter
The first one could look okay, but you don't clamp
So everything farther away than 2000 will look weird
And you probably want to lerp on texture coordinates, not after sampling
Is there any good software that i can littaly paint on a wall without needing to do uvmapping?
photoshop
You always need to unwrap
stranger well i treid it without lerp
doesnt change anything
i tried it with lerp 20000
and well as u see in the picture
@pulsar badge Substance Painter https://www.substance3d.com/products/substance-painter/
Im pretty sure blender has texture painting as well
You still need proper uvs for your mesh tho
@radiant haven First step should be to do a function that returns 1 (not more) when far, and 0 (not less) when close
Then you can lerp between two textures
@pulsar badge Well you don't actually need to do UV unwrapping, you can always just shade your wall with the texture manually depending on coordinates if that really is an issue. Something like triplanar mapping is pretty common
If you hate performance.
it works for Godot /s
It's not that bad on performance 🤷♂️
Say if he had a procedural wall for graffiti, taking your XZ coordinates for texture coordinates would cost you a lerp or two per fragment
as opposed to 3 texture lookups?
3 texture lookups per fragment on average is a very bad triplanar projection implementation
@cloud cobalt for this i use a clamp
I'm not sure how you avoid those really and if it's really triplanar mapping without them 😛
don't you also need to lerp the results anyway?
what?
https://www.amazon.co.uk/Apple-21-5-inch-Display-8th-generation-Processor/dp/B07NK6F7D3/ref=sr_1_3?keywords=imac&qid=1575563189&sr=8-3 how would this mac perform in ue4? i know its hard to say for sure, but i just mean as a rough estimate
Incredibly badly
for over a grand as well 😮
I mean, it's a Mac, it has a terrible GPU, that comes with the brand
Expect badly outdated drivers too
Hello server pals
dunno if this is the place to ask but
anyone know if it's possible to bake out spline placed meshes into static meshes?
i want a mac for ios dev
@gaunt lagoon yes.
@thick herald Any reference I could look at or tutorials to watch?
I'd really appreciate any help!
@harsh tiger I'm just saying you shouldn't expect the UE4 editor to run particulary well
If you're doing 2D iOS games, UE4 isn't even a great engine
@gaunt lagoon off the top of my head - select the spline based mesh and right click. (not sure if you need editor scripting enabled) but somewhere in there, there is the option to turn it into a SM.
@thick herald ok! thank you! will get my coworker to try that tomorrow.
@cloud cobalt could you help me well i havent got an answer from you (specific
I gave you some pointers, I won't do the entire material for you
Please ask questions and if I have time I will answer
The simpler the question, the more likely I answer
ok I am sorry but I am not that extended to tell myself ok i know what he means and i know whats the problem and i even tried it
@tame delta what do you mean?
I just now saw that quixel is free now I’m trying to figure out how to add the displacement to Unreal so it doesn’t look so flat looks good in Quixel Mixer
Can someone help me? None of my textures are present in standalone game window
But they are in engine
Hey guys is epic games free? cause it constantly takes money off of my card like today it took off £6 and last week it took of £12 like what the fuck?!?!
It says its pre-approved but I never approved to this
I know but I'm just asking other people if they know someting
Issue resolved:
😂
@pulsar badge one thing people often miss out is that the mesh you are applying the tessellation to needs consistent and sufficient density to work as expected - it won't really work well on a 2-tri plane
I would recommend against using sketchup
better to learn Blender (or 3ds Max if you have access)
What does your computer say exactly ?
same thing as yesterday?
@somber quail I just make base model in sketchup then i bring the model into blender maybe to do rendering or what ever i need to do maybe?
@pulsar badge so the default 1m plane would need subdivided in such a way that there is a grid of vertices for the tessellation to subdivide - they need to be as equi-distant as possible to ensure even tesselation and displacement. Say 1 vertex every 10cm
How to disable all AA? Or only in editor settings?
@umbral pagoda Project settings
Oh ok
@cloud cobalt no more else?
Can i bring in a model and subdivide it all at once or does it need to be each plane? @somber quail
@umbral pagoda Project settings, rendering, AA method, or something
So I have a struct which has an array member and when I remove an item from the array it doesnt change
I recall having an issue like that before but forgot how to solve it
length stays the same
@pulsar badge uh it really depends what the asset and material is
anyone can tell me where i can change the viewport controlls
@plush yew go to #blueprint , but also, clean up that spaghetti real quick before posting it again, it'll make it easier for people to help debug
why are you still talking about DirectX?
😉
Anyway, AFAIK, it's only a command line thing
😭
only possibility 7000+ is you take the stuff the runtime installer installs and put it in the bin folder. I don't have the time to look up if its in the realm of reality or not.
you can probably google the rest
what did I say?>
No
I meant, what did I say before
"AFAIK" & "Commandline"
Seeing how Steam also redistributes old files as well
Assuming this is just the way it is
and will be
hi dear Devers, i dont have photoshop bud i have a free edition that is like photoshop, im searhcing to make a texture made with photoshop alike thingy, i need a texture
128 X 128 big (smal) and 16 different colors like this, can anyone make that very fast for me please? then i can adjust it with the eZ program and have more texture in my character
hmmm bitmap script ?
euuhhh xD
how 😄
ooh that would be very kind of you 😮
you can do the same thing in MS Paint
hmmm i am willing to wait for that 😄 , bud if u can i can do that to
@grim ore you mean this ?
yep yep
make the impage properties 128x128
then zoom in, use the square tool with the fill and outline the same color and start drawing boxes
its like literally 2 minutes per image
less if you are quick with a mouse
or do 16x16 one pixel per color and then scale to 128x128
got it lol 😄
i made a file of 32x32 then i can copy past it and ive got the result xD
nono xD , the character mesh is only 16 colors
still, thank you for your response
im thinking what will happen to my mesh if u make little Art into it xD \
this is the mesh
https://www.pixilart.com/draw?ref=home-page since i am on a chromebook I am using this and you can make it 4x4, do the colors, then export out at 128 🙂 easy peasy
Anyone know how to implement Steam Microtranscations in ue4? Any video tutorial or Article would be appreciated
@grim ore Expecting answer from you
if I monetized any of my stuff I would be more than happy to help 😦
@grim ore how to implement Steam Microtranscations buy in ue4 c++, please suggest something
@grim ore I believe you can help me
it looks like they are all HTTP REST calls so you can do it using something like VAREST plugin in UE4 and your own server somewhere else to handle the transaction itself. there is extensive documentation on the website
actually I guess it depends on if you are using steamworks in game or not and if it's in game purchases or using the steam overlay like on PC
but anyways you can do it without C++ based on what I can see
@grim ore Thanks! any video tutorial please
how do you reset the dang camera in the main viewport?
reset?
what can i do matheww, answers please
@zinc cloak I have not seen any videos 😦
keyboardwillie i know what you mean
your talking about when you F8 with an upside down camera?
it happens in the blueprint editor and you can reset the camera there
first option there in the viewport, upper right corner, reset camera.. no such option in the main viewport
yea
It frustrates me too, with F8 on upside down camera in PIE perspective mode is forever messed up until you re-enter PIE and put the camera upright.
I don't know the fix though, so am behind your question and would also like help
i put another actor, set it to 0,0,0, then it will focus there
but it was in some sort of broken state, no actor in the scene would properly center focus until I modified the scene
hm, yea idk focus doesn't reorient the camera for me which is the problem. its like a rotator on an upside down quat kinda
i'm just confused because obviously theres a reason F8 works like this right? lol
it just is so painful
How to reset all settings like (r.DynamicResolution.MinTimeBudget) to engine default
?
https://docs.unrealengine.com/en-US/Engine/UI/LevelEditor/Viewports/ViewportControls/index.html nothing here but didn't know about the numpad keys
heres what i'm talking about. if i F8 out of game play with a side or upside down camera
have no idea how to reset the orientation of the camera beyond re-entering pie
dolphin is looking nice
thanks, props to HighTide on that
also props to HighTide lol
cool
but yea no idea on the camera thing
i get problems where it refuses to zoom in
y u no see stream?
is there a stream on camera/viewport controls death?
It is ok if I lie and say yes ?
haha
i wonder if i work on the only game that has roll on the camera or something because it seems like something more would complain about
Ignore the complaints. People just forgot what a nice camera roll is.
haha well, its an issue trying to navigate viewport when you eject like that
it holds that orientation forever, pretty sure it just pulls rotator from quat on eject and never clears roll
you can prob create a dummy cam with default transforms, pilot and eject to reset the orentation
Detect when it happens, and rewards player with achievement, called something like Australia mode.
or any actor for that matter
what i do now i just re enter pie and reorient then eject again urist999.
but its painful
guess its time to write a ui extender
im betting there is a way to reset it
this is what i'm looking for yea haha
one of those "it is so obvious when you finally find it" things
ikr? i've looked though
and with willie having a similar issue, makes me think its not so obvious or possibly existent lol
focus does fix the location part of the camera but doesn't do jack for roll
My bashed in keyboard agrees with pat
i'm tired of saying, yea idk how to deal with this lol
hey guys anyone able to help me out, im trying to build the light on my scene but everytime i try build it UE4 crash so im not seeing nay error messages etc its just freezing up and eventually becomes unresponsive
man the new 4.24 terrain tools are great
Is it editor only issue ? I mean there should be an editor event for possesing / ejecting. Could use those to record cam orientation before ejecting ?
Yea its only ejecting death, i'm moving the mouse left and right, up and down there. the roll component just doesn't clear. Shouldn't be an issue outside of editor
So i guess i could make a ui extension to reset camera or something. Didn't think i'd have to though
Sell your Fix Everything button on the marketplace and you’ll be a rich man
Reset viewport button plugin: $100.00
What is it if i bring over my texture from megascans to UE4 using bridge when i apply it to a wall or any object, it doesnt texture it. All i see is black and white tiles?
does anyone else's engine crash with RTX enabled when they use shader complexity viewmode?
I get a 100% crash
Assertion failed: PSO [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12PipelineState.cpp] [Line: 672]
i've ran shader complexity with rtx enabled on .22 builds kem
what version are you on
4.24 is just around the corner and with it comes numerous tools and improved workflows to help you bring your vision to life. Nick Penwarden, our VP of Engin...
Live now!
about landscape tools in 4.24 o/
also do you have a RTX capable gpu
and are on win10 w dx12?
An overview of Ray Tracing in Unreal Engine 4.
@royal cobalt same error here
@normal burrow 4.23.1
I have RTX 2070 Super
@pastel glen yes win 10 dx12
I've disabled RTX for now because, well, can't debug lol
Maybe it's just bugged. DXR isn't exactly production ready
Yeah probably :/ figured I'd drop it here see if anyone had the same problem

Omg i need help so bad im so stuck
kem yea idk, it didn't crash on me using those shaders but unsure if i tried on 4.23.0 and I certainly haven't tried on 4.23.1
hi guys, its me mario
two questions: first if i break for each loop it just stop and do nothing more or stop and go to completed ?
it goes to completed
so i cant build light while using dual monitors, i have to turn off 1 of my monitors every time i want to build the light 😭 😭 does anyone know why?
@ruby cairn turn off antyvirus
@frozen pond what does that have to do with it ? 😮
in my case lightning wont build with AVG on so try it
give it a try
QUESTION 2
i want to spawn something inside (in my case collision box but not sure)
how i can get random location in bound ?
tried it and it crashed instantly 😦 maybe my sh**ty graphics card cant handle it?
@ruby cairn you are likely at the max ram your video card can handle.. and by default it will use system memory to top itself up... baking lightmaps use's a lot of ram on top of your existing unreal usage... it's kinda "last straw that broke the camels back" kinda thing
hmm im using a 1080, so the ram on that is like what 4gb? guess i just need to keep turning off a monitor when i want to build lighting lol
lightmass uses CPU and system memory, it does not use the GPU
I've messed up the tutorial I'm working on...I meant to do a 3rd person controller, but I've got more of a 'flying camera'. Can I change it or do I need to start over?
well then i dunno what causing the crashes the only thing i have running is ue4, and all i have in my scene is a mountain landscape lol
@river nimbus I don't know why you cant do both. Find where you made the mistake and change it or start over with a new attempt
I made the mistake when choosing the template.
@ruby cairn see what your cpu/memory is doing with the task manager. it would be weird if having 2 monitors running would cause it to not work.
@river nimbus if you need assets you can click the green add button at the top left of content browser, go to add feature or content at the top, and add in the third person feature pack. You would need to swap in some things like the game mode to use the third person one but the content from the third person template would be imported
ok, thanks, that helped. I've got the assets. Now I need to figure out how to wire it up.
Any of you guys using the skel mesh LOD/reduction tool yet?
@grim ore i tried it while having task manager open and it was showing my memory, cpu & gpu usage being at 2-3% each. this is the latest crash log, i cant figure out whats happening xD
does anyone know if you can take out the armor with blender to the paragon characters?
im imagine you can, providing they are a separate layer in the fbx file, just have to give it a go ? 🙂
Hey everyone! Has anyone here had problems with huge collision meshes that can't be scaled down further when trying to setup a Physics assets for an imported Skeletal mesh? I can't seem to be able to set this up correctly any suggestions?
Origin - BoxExtent/2 or something
the origin is the vector in the centre of the object. The box extent is the is the length of each dimension as vectors. So you can take one member of the BoxExtent property to define your height point and compere it to the origin. If that makes sense.
dunno if thats a actual thing tbf lol
they use the word extent like its radius of diameter
but they do it consistently at least
bounds extent is an axis-aligned box
Tell us how to improve Unreal Engine 4!
soooo when are we going to have folders for functions in blueprints
any day now right
isn't there one already?
Hello, I'm struggling to wrap my head around destructibles so I'm here to seek some advice... I have managed to setup a my player destructible pawn class, its an asteroid with physics enabled and its reacting to collisions with other asteroids. So far so good..
I can fly it like a space ship and everything works until it gets fractured, in fact when there's enough impact damage to fracture the mesh the pawn "looses" the asteroid, what I mean is that the reference to the asteroid seems to break and I cannot fly it anymore, while it just flies away in pieces, why is that? How can I keep it attached to the class?
The desired behaviour is like: I'm driving a car/plane, I hit something and part of my vehicle breaks apart but I still can drive it.
Maybe I'm doing the wrong thing? If so how can I make the player character destructible and keep control on it?
I've seen people talking about pre-made fractures in blender or houdini
But I wonder why you should fracture things outside the editor if there's a plugin for it 🤔
If anyone has some hint to point me in right direction, send me a DM, I would be really grateful! 🙏
I want to make a a 3d laser-tag game.
One where everyone has wallhacks. Very fast movement that makes it difficult to slow down (very slow, slow, fast, very fast). Realistic jumping and climbing. A hud across the bottom of the screen that shows everything behind you. Everyone would be put on the same sensitivity and dpi. Lasers have a .5 second cooldown the button cant be held down and the game only registers trigger input every .1 seconds. The ability to angle corners by standing at an angle and individual hand control (you can get tagged on your hand). 1v1 objective based game-mode first (atk and defend back and forth 1st person to be above the other person by 2 rounds wins. Each player comes equipped with one mirror that they can throw it breaks after one use and the mirror works both ways and is very very fast moving.
completely symmetrical maps -
A map that has aquariums of friendly sharks and fish with sunglasses
A map out in windy long grassed fields, and a few bare spots that host a bunch of jumping moles with sunglasses. The grass and moles would block the lasers.
And finally a map on an obstacle coursed boat. The sway of the boat affects the aim. Lemme explain. Pretend a flat ocean surface is completing 180 degrees. Looking straight up is 90 degrees. Now imagine all that the 180 degrees stays the same when a boat is wobbling all over the place. aka if the boat flat ocean line was 20 degrees under water when you move your mouse up you're crosshair would go in the 70 degree direction.
😃 ok can someone teach me how to code these things into my game? 😃
dont even get me started on my rts game ideas. spoiler no limit on cardboard army size. yes your fighty people would be made out of cardboard. And I'd want the games to be able to last a few hours. It would also be quite action oriented, so lots of micro involved too.
@autumn crystal just for a test.. put a delay of like 1 second in
and a break
see where it dies
after the open level
oops
I missread it
zzz
let me put this on a proper screen haha
I'll assume you know how to use breaks and debugging ya ?
is it dieing at the get actor or wave ?
Hi
send me crash log ?
lol....
you might have an unsafe thread function somewhere
🙂
The "Sweep" boolean will stop the teleport short if there is a collision
it is possible you are colliding with the level geo and that is stopping your setactorlocation at the collision point
off sweap and apply just teleport for test?
cant hurt
i'm getting a "Project file is out of date. Would you like to update it?" message on bottom right where build lighting/compiling would be. anyone know what's up with that? i dont like blindly clicking something like that. not seeing anything on google about it
lmao I work with a Leo and I'm totally gonna steal the name @plush yew
@plush yew It means that the projects .uproject file is out of date (most likely because plugins have changed). It should be safe to press the update button (I have never had it break anything myself)
@plush yew never had trouble with that either. Can make a backup and compare it after wards.
Why z value are apply only when i change Y value or Z value is fighter then ~45? Solution max step height can prevent transfer Z value collision is nothing about. Also when psychic will be apply z value can be changed.
Run that by one more time
@autumn crystal I do not give you answer But game instant can be good place for global value?
User Interface?
I get sory
is there a way to make the third person character model first person and remove the actual character model but keep the shadow
I'm trying to do a barebones kind of game
with no character model
but I want at least an element of realism by including a shadow
any ideas?
I know this is an oddly specific question
that's why I couldn't find any results on my own
There is an owner no see flag
and I believe an option for an invisible shadow or something, whcih should allow it to cast a shadow?
I don't have my editor open right now
would the owner no see flag still keep the shadow?
one way to find out
opening my project now
spaghety is your project singleplayer or do you keep the mesh visible to replication j/w
my project is singleplayer
ah how do you handle hiding your character
linked to your camera distance or..?
I'm trying to figure out how to hide my character
oh i thought you were already doing that, but shadow disappeared too so you need a new way
ill look too
either owner no see or hidden in game will hide it. There should be an option somewhere in there to allow it to still cast a shadow IIRC
just tested, hidden and game and hidden shadow == true will do what you want
I guess I could make the game without a shadow, I just wanted to see if there was an option to keep it
Just told you there is a way lol
spahety do you switch from 3p/1p with multiple cameras or 1 camera
n yeah leave hidden shadow unchecked and 'rendering hidden in game' checked or unchecked when you go between modes. that's seen by selected your mesh in character BP @plush yew
Hi Unreal have 2d vector with x + z value intend of x + y?
probably not as unreal is Z up if you are using an items natural transform
@polar viper those are warnings, not errors
they might cause some problems
when packaging for example
I watch your youtube channel @grim ore
I watch it as well 🙂
o
@jolly cairn a vector is just a struct so you can make your own.

You have nonquad polys and polys with extreme angles
Use 3d vector or change y to z what will be better? What its your preference?
@kindred viper This is good idea!
they're arbitrary. pick two axis and stick with it
@molten path i know but i can't test the environment. When i click play the character just vanishes
All the collisions are complex
I just need to know what they are so i can fix them
I have question more base of experience. What you do in this situation if engine not provide that how you want.
I need to update character position i chose solution by transform. Also i fell that is not so good solution.
The problem is with updated z value is Hight when you have character movement component.
You have something like max step height.
What is minimum value you can change z value Movement component prevent changing this value.
Lets say i update that by tick so that change will be minimum. So i have to option. or three I need to prevent my analize graph position math.
to pushing to small values. Or just in this moment use custom movement from character component
What will be better in your opinion use custom component in strange whey Or fight with not compatibility transform and movement component.
you do not want it to handle stairs?
Man i am not notmal I know how to ignoreted this problem i can change from waking to flying or jamping
how big is your character's capsule?
Is nothing with capsule
Small
50
But still think use character movment to do some reaction instad of fight with transform can be more WORK
ah you want different step heights for the different modes?
No i want change z hight
i vector
you can not change z vector on smaller value then max step hight
When psyhic is off.
physics
Minimum change of z value is affected i try with difrent configuration i think is prevented for detection and allowed to stack your character in ground.
it is for stair steps
So i wander is no better if i want move character by old stile by transform lik splash or kick just not move by character movment
yes but say you want to pish your acctor out of enemy for this old stile game
And now i need change z value by transform i need to select z value to be higher then max max steps height because he not moved from ground.
So i wander just not use something from character movement to simulate this small push up
This is question what you do in this type of situation
I can also set movement mode to Flying and maybe its work but its alredy going wird.
yea, they can't be pushed and they can't push. you use character movement component to accomplish walking in a direction. when you tell the character movement component to move forward but there is a ramp, it will move up the ram automatically. set transform will not do this.
character movement component wont move anything but itself, and it cannot be moved by other character movement components.
so you use the character movement component to direct the pawn. and if it needs to be moved outside of that, like if an enemy pushes the player, set transform should be used for that.
if theres a ladder, you can do what half life does. half life puts swimming volumes where ladders are, which you could do with flying mode
You can not push pawn by transform in z value so easy.
because falling?
No beacuses is waking
max height step brings you to the ground?
