#ue4-general
1 messages · Page 593 of 1
i mean in PIE
which is why i recommended trying more keys lol
your consuming every key?
hey guys I'm having an issue with world composition. I can't change the size or position of each sub level in the world composition window
Its a bit hard to send a a pic. The issue is that it keeps resetting back to 0,0
And I can't find options to change size
The size of a level in the world composition window is based on the level's bounds
I believe the level bounds automatically updates when you edit the level, so if you want to make it bigger you just add stuff to the level to make it bigger
@grim juniper Thanks mate I figured it out. The issue was that I needed to move each tile to its own sub level. And the size is controlled by the size of the landscape tile
Is there a way to move content imported from Library to a different spot than Content folder without using the "move here" options. If I import some large assets into the Content folder and then try to move them to say, my Maps folder, my UE4 engine crashes 100% of the time since the file sizes are too big.
try doing them in parts.. and consider migrating them to content plugins
this really only happens when your system is underpowered for unreal or you've added to many asset packs
If someone would make me a model house how much do you think it will be for that 1 model? or a good price
Depends on the quality. What exactly are you looking for?
Like a realistic model house, full scale, exterior and interior that's modern? Depending on how detailed, anywhere from $30-250
Back in the day I did this for a student's project. It's not decently optimized and not looking good. I charged $150 us.
@pulsar badge you could easily make a basic house with UE within minutes. Even less. So what is it for? Construction? Visualization? A game?
Game
Just check 3d model websites and compare quality and prices?
o
Well to get a decent model for low price you should buy it from 3D sites like @plush yew said. Doing a decent model can take around 15-30 hours for a professional. So it will be expensive. As they can sell it multiple times 3D sites gave an cheap alternative with decent look. But you lose the uniqueness in your game with that so it's depends on what you looking for.
Is there a limit to the number of sub levels I can have using world composition? I want to split my map up into 120 sub levels
I think your okay slim waffle I’d have to look at the code to verify but I don’t see a limitation listed in the internet
Thanks mate. I wasn't sure because I couldn't find anything either. And I want each sub level to have the smallest amount of data to load possible
Hello is there anyway to add montage to anim bp?
I have two anim bp which were arm and weapon
the weapon anim has an animation that it's mag drop out and in while the arm anim has the arm animations
the demo level using montage in their player bp but it seems like doesn't work on my basecharacter bp
@desert vault Mine is set up like this
My weapon maker just make his weapon with 2 anim seperate
he use 1 anim for almost his animation except the weapon mesh reload
for weapon mesh reload he uses montage play function in his demo
I try using his method but it doesn't work so far
As a quick aside. Use the better Play Montage node 😜
Can you use negative position on it?
I’ve never worked with montages but delaying them would be cool
Can’t say I’ve tried
Hm ya does not look like you can delay.
Tbh I don’t think I’ve used a delay node before. Does it work between frames?
I’ve seen them but haven’t understood how accurate they are
If you want to delay between frames, you mark it in a notify and use that to trigger the delay logic in that case.
No idea how well the delay node works. Could be run by an upside potato with dental floss for all I know.
Hm yea that would be cool, had a hard time getting animations to replay faster than the frame rate before
Didn’t think to look into montages
UGH
It's good that there is a marketplace where someone somewhere created something for you to use, but omfg trying to combine it into a project when you don't even understand how half it works
It’ll get natural
I know it's just the most infuriating thing. All it is, is an inventory system.. I just cannot get my head around it because they've chucked loads of other systems in which aren't really needed and I can't remove them simply as it breaks things elsewhere
“Just an inventory”
LOL
True, but even the bloke who made the pack had other creators adding into it
Well that sounds legally sketchy
Yea lol 😂
Partially why I'm trying to remove parts haha
https://youtu.be/u3x0YmqEEIA inventories are evil too, don’t feel bad
lol walking chest then
Trick is fun learning without legal sketchiness
I created this node setup from unreal engine docs. When I play my camera is turning but not my character. Is it the nodes or I did something wrong on another thing?
Going off memory here, you need to either enable "Orient Rotation to Movement" or "Use Controller Desired Rotation" in the movement component
@abstract relic thanks I'll give it a try.
Double checked. Use the latter
virtual textures are really cool. I haven't messed with the runtime version yet but the improvement is dramatic.
So I made a material I
And tried adding it to a blueprint of a hollow cylinder, it shows up in the viewport but not when the game is Run any Ideas why ( the whole mesh is invisble)
Hello guys. I'm new to unreal engine. Help me a bit. I'm struggling to even make the most basic action. I this case geometry editing. Every single youtube video shows people moving vertices around. But when I click a cube no vertices show up to move.
You need to be in geometry edit mode
Select it from the top of the panel on the left of the screen
Pausing player movement > For dude on Reddit Sub
I've got this float value which is great but I'd like to multiply this by a float. The problem with that is that these are rotator values so a straight multiplication won't work. What am I looking for in order to multiply the value of a rotator?
My experience has been that DX12 uses less of my GPU (like 50% less) but doesn't actually improve frame rate...
Any else experience the same?
I think I was looking for Scale Rotator
I was.
Nevermind, scale rotator only works for values above 1
whole values above 1*
that flowers and plants pack has some hardcore material comments
lol
for flowers and plants? imho it is
how to make projectile to move to direction i shoot it
it always moves to same direction
for comparsions sake this is the quixel foliage one that I've added my own bits into
still feel like that is a bit expensive hehe
probably this lovely function causing that
Yeah. The displacement isn’t needed for grass
how are you adding velocity to your projectile sylack
i mean, this is my cavepack shader
https://i.gyazo.com/fd8b6db610fe549604b51ef46715a71a.png
there are switches on that displacement it's normally turned off
Still bloating the material
is it? I thought interally two different master materials are created for each switch
does not matter much unless both are used
problem starts when each instance has tesselation enabled
while you should make one instance with it enabled, and instance from that one
else you quickly get massive bloat
switches are fine, but I barely see anyone use them correctly
oh oops I forgot that I had two different functions for the snow system and I had only added the baked noise to the landscape one
it was originally using dynamic noise
2000 shaders later we shall see how much that optimizes the material
i tend to copy master materials before tweaking them to reduce shader compilations of its instances, and replace its reference after I am done.
saves quite some time with heavy, massively used masters
I do something similar when trying out new ideas by making a new material and trying it in there first before adding it to anything important
yup. same with having some nice results when experimenting.. if I find something cool i duplicate the material in case I mess it up by tweaking it further :p
I also have a particle system I migrate emitters to when I make happy accidents that look cool.
How to make projectile go where i put my gun
speaking of cool stuff I shall happily look at my auroras while the grass figures out it's shit
how are you adding velocity to the projectile
@regal yoke please read the rules, re-asking questions is a bit of a nono unless an hour or two has passed
you have 3000 X velocity
which means your projectile will always go in the X direction
do i put zero
You give the projectile it's velocity when you shoot it
so default should be 0 yes
when you create the projectile you should have the gun determine what direction it's facing then use that to set the velocity on the projectile
I'm pretty sure a simple projectile shooty system is already setup in the first person shooter template
well that's akward
I cut it in half by removing the noise
noise is nice, but evil
it was even the cheap simplex too
I should be glad I didn't use the celluar noise or something
I will never understand why you can't have events or timers inside Blueprint functions
Anyone here owns the CCG Toolkit?
Sorry if i post not in the right place but "Hello, I'm looking for a person who can read two pages either in RUSSIAN I have translations but I would like to check, it's not huge but just the steam shop page and the tutorial has been translated. It's for my free game that's coming out on steam in a month, I hope. You'll be in the credits if you help me. Please contact me in MP if interested
. THANK YOU!"
events and timers are basically function declarations, and in sensible languages you can't declare functions inside of functions
glares at lua
Is blend space by bool the best way to switch between anim states?
To save on over crowding a single state machine I mean lol
Sorry i mean blend poses by bool
Who else cant wait to try the new SSS render in ue4.24?
Anyone know how to add to a spine in viewport? UE say to right click on the free spline and add that way but I cant seem to right click on the empty spline?
Hola !! I'm trying to print some Boolean variable names using print string buut all I get is true false... How do I do that ??
Should be super simple but I can't find the right node
Making an entirely new project when receiving a project update is a bit crazy for nearly 2020 of unreal engine no? i won't use the name we do not speak of, but they implemented a sort of "search and swap" feature for updating files.. i think that would be cool, anyway 🛌
I dont know why but I have 10 FPS in UE4 and my computer isnt bad
I cant do anything
Could anyone help please? ❤️
What are your computer specs?
If you have lots of lighting this can hurt your FPS, or a very large map with lots of foliage (tree's grass etc), or lots of event tick checks? @brittle badger
So i was having this problem yesterday. After downloading 4.22 from github and running the Setup.Bat And couse Unreal seemed had some server problemes downloading other stuff i thought it was related. Today the problem persist. So i tried from another computer of mine.
And from the other computer it works fine..
So am veeeery confused, couse i rarely touch the firewall settings.. so nothing fancy from my part. Can it be the Antivirus?
Will it work if i downloaded and update the dependencies from my PC02, then transfer the 16gb to a pen drive, and transfer it to my PC01 were i want to have it? or will not work either?
just to get by
quixel bridge broken for ue4?
Custom engine?
Which engine version are you using?
4.23
quixel website?
But do look at website for instructions lol
Honestly hes best off watching a tutorial from quixel
They have one on youtube
Its super simple to set up
It’s borked for custom engine though
link?
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
does anyone else have the problem that unreal crashes when you switch from "lit" to "lighting only"?
just to note. Quixel plugin wouldn't work for me in 4.23 either. Not sure why.
hay everyone, I bought an asset from the store but when i open it and build all thw lighting etc. it's just way to bright light whise I cant see anything besides the light? 🤔
the quixel plugin doesn't ship with good source code
so for custom engine your sol, unless you fix the code like i did but i expect epic to replace it
yeah when 4.24 hits next week I'm hoping for a better result
whats the error marc
there are like 3 different errors i know how to fix with it lol
It says the plugin is installed. But when I try export from Bridge, it fails and the plugin doesn't appear on the Toolbar in my UE install. Ill get the error one min
oh... now it won't let me login with my Epic details
just my luck really. Another waste of time. Ill wait until 4.24
@plush yew we cant do much without images, and sometimes its better to contact the seller if its a mp-pack issue
https://pastebin.com/DLPHdiQc @kindred viper
hey guys Im new here and Im having a problem in unreal engine, can I discuss it here?
this is the big issue i see other people run into
if you don't see the quixel button it'll fix that
@normal burrow thanks. I had a feeling it was because of the py side. I had a couple of versions installed and it's happened before with other stuff that didn't like me having multiple versions for some reason :/
ye, it really likes 3.6
its what it tries to install
i mean it has a copy of 3.6 with these things in the bin folder
any tips were to put a big big big city ? pm, every city has a citadal
and thats what causes the nightmares for people
yeah I thought that was odd as I have 3.6 installed
guys plz help 😢
Can anyone think of a way I can reference to a variable under the player character blueprint variables to the player anim blueprint for multiplayer? obv if not multiplayer you can just cast to the player but what about this case where it's using a pawn owner?
I made a house in blender and saved it as fbx
I tried to import it in unreal engine 4
But the object is missing 2 walls 1 object 1 texture
1 is the errors while importing
2nd is the object in blender
3rd is the object imported in unreal engine
when you view the house from the inside do the walls appear? @plush yew
Can you cast to a character in animation blueprint in multiplayer? or does it just need to be pawn owenr?
character is a pawn
when your given a pawn
it might be a character
cast will give you a character if you give it a pawn that is a character
when you look at the viewport in anim bp, you wont get a character because its not one. but when you play in the game, on the server or in the client, it'll be a character when it is one
Does anyone know why my UE4 not working
Right, thanks for that mate, I think I'm misreading the node tbf, my brain was saying if I cast to a character, if the player on the server is not that character then the cast would fail? but then technically everyone will use the same base character just different mesh lol
I think I need to look at some articles on this sort of stuff can you recommend any pat?
yep. we can read your logs from here
Ok, this is making me insane. Once, i removed all my local filepaths from all stuff in my content browser. So it did not show my full paths of my harddrive. But i cannot remember how to do it, and google is not helping
guys any idea what I'm doing wrong with my linetrace? I'm firing the trace down to a "Cargo_BP" (with hit events enabled). Print string tells me the linetrace is hitting the Cargo_BP, yet it also returns false "CargoNotDetected" print string at the same time
hm joshy, if i told you i was gonna give you an animal
i'd give you a box labeled animal.
cats are also animals, but all you know is that you've got an animal
to find out if its a cat, you have to cast it. if the cast succeeds the animal is a cat, if it fails its not a cat
the cat you get is the same animal though
Right I get it lmao thanks bud, so if you had more than one type of character on one server though? is that even possible?
Not relevant
btw
different types of characters are still characters
But your casting directly to a specific blueprint
just like characters are pawns and cats are animals
yea what i mean is when you work with the different characters as 'character' it doesn't matter waht specific type of character it is
just as in with animal stuff
I think the reason im struggling to explain it is because it sound stupid to begin with but hear me out
If I had 2 characters, one called Character1, one called character 2, if I cast to my character 1 in the anim bp, but someone is using character 2 - theyre not going to get that variable reference to tell it to do something, right?
To be hones though
I dont even know why this even crossed my mind
i think the part your stuck on joshy is variable types and object types
if you have a variable of character type
you can to character things with it
if you have a super character object type that has character as a parent blueprint
But character 2 doesnt, if I cast to character 1 that bool isnt going to be called on character 2
cast literally gives you the exact same object that you give it
it just gives you that same object as a different variable type
You dont have 2 characters on 1 game, just change of mesh etc
yeah discord struggling lol##
well you might joshy, even just for change of mesh
but i mean
there's no reason to need to cast to several characters under 1 animation bp, as each individual character could have its own
hm i think what you want here is a parent class for your own characters to share
BP_JoshyCharacter -> Character -> Pawn -> Actor -> Object
discord put these messages out of order lol
hm i think what you want here is a parent class for your own characters to share
you stick everything the anim bp could need custom to your game in BP_JoshyCharacter
you stick everything the anim bp could need custom to your game in BP_JoshyCharacter
you stick everything the anim bp could need custom to your game in BP_JoshyCharacter
its not neccesarrily something im trying to do more than just to understand, if I have character1_BP with Character1_AnimBP, and a variable under character1_BP called Firing, I could then create character2_BP, use character1_AnimBP and still call that same variable coz its not under character2_BP its under character1_BP
you stick everything the anim bp could need custom to your game in BP_JoshyCharacter
thats right joshy
thats right joshy
discord be like someday i will send your message pat. for now retry
Hello
I got a random question for ya'll
Is there anything you wish you were knew when you first started in UE4?
I had a fun little surprise when my stand alone games as well as builds started to crash on load.
After some research I found this post that say that "Setting Fullscreen Mode to "Fullscreen" results in Crash when using 4.23 from source"
does anyone knows how to call that parent funcion from a child bp
you want to call a function in the parent of the parent?
in the child class
Right Click on the Event/Function Node -> Add Parent call
thanks a lot
I was messing around with the Level Editor - Play settings. If I play my project as a standalone game, the camera is just wrong. It goes inside my character's face. If I play in editor, it's the topdown view that I've setup.
That feeling when you fix a bug that stopped process 2 years ago
ooooff. The fact you have the select all nodes then right click and create comments that way instead of just highlighting and pressing C in AI is something I just discovered today
I need to create a material that with a scalar parameter modify a value that controls the fill of the material. When its 1 its green (filled), when 0 empty(black)
This is my approach but doesnt work as intended
I get this result
It only works on one section of the spline, in the others it dont
I wish I knew material editor
cause your spline is made of small models each mapping their textures in 0-1 I suppose
Does anyone knows how "unify" the spline meshes
short of you having some material node that gives you the "position" of the fragment/vertex on the spline, I'm not sure
It works
Yep tho the material works but not exactly how i wanted
In the construction script, i have a for loop, in the loop body i add a mesh comp and then i create a dynamic material instance, then i add that one to an array of materials. Finally when i fire the event, i do a for each loop so that it affects all materials.
if you want to be tricky, use only 3 material instances
fully lit, fully unlit and the transition one 😛
I fear I'm not able to articulate this question, which is making it hard to find out what to google.
Currently I've got the player's input, whether they're moving back/forward and left/right. Then dodging in that direction.
however, when I hit run backwards with my input, the character turns and faces the camera (as intended)
But, if I now hit my Dodge key, it dodges backwards, which is bad because it's not dodging the way the character is moving but rather the way the mesh is facing (since it's facing the camera when moving backwards)
@serene birch
i'm learning blueprints and just went over Enumerations
the guy said "change the enum to myenumerationasset" but I think that's outdated, whats the new name for it?>
in C++ terms you would always start an Enum with E. ie. EItemType
it doesn't really matter what naming scheme you use just that it's consistent
well in C++ it does, but blueprint not so much
btw anyone know how to convert a normal to a rotation
better you google that tbh. Not in the "im not doing it for you" but in the "have a read about it a little, break it down"
lots of examples, especially in UE4
no no no, in blueprints
hold on,
Enums allow you access to your own custom lists of settings or states. In this video we show how to set them up and use them within Blueprints. A link to the...
at the end of the video he says "you've made the list, now to show it in your blueprints, just change the var to myenumasset" but I can't find it in the search bar and I think it's because the video is old
I dont think that is meant literally. Its meant to be whatever you called your enum
it so happens his was called that.
ah apprently just converting any vector to rotation will work even if it's specifically a normal type vector
I was thinking I needed a node that does the opposite of get foward vector
blueprint does some stuff under the hood but its a nice thing to learn how to use it when you want to optimise checks with some maths like that. Blueprint avoids quaternions as much as possible but knows when to use it along the way with certain functions. Its nice like that
of course you can do it manually too
just the sound of the word makes me not want to do that
might be worth it optimize it by doing it manually though since its an on tick function
Are you trying to get somethings rotation?
sort of
Solving my dodge is probably going to be an all day task for tomorrow sadly. Which is a shame since that's the only time I get the entire day to actually play games instead of trying to make one
I have a building sytem and some structures need to be able to be placed on walls
its a simple issue. When you dodge, only dodge in the direction * -1
So I got the wall normal and used that to get the rotation for the object
thought it would be difficult but apprently converting vector to rotation already solves that problem
When your actor is facing forward, it will have a forward vector. That is the opposite if your dodge direction.
when you rotate. the forward vector follows. The math stays the same
Yes but if the actor is moving backwards he's facing the camera and dodging causes him to dodge forwards from the perspective of the camera
the actor still has a forward vector. Your dodge needs to the opposite of that
oh I see
walking backwards but facing the camera and you want him to dodge backwards. It's still the opposite of the facing direction right?
The Dodges (to simplify) are basically >0 dodge forward. <0 dodge back
If he's facing the camera and moving backwards his forward vector will be -1. At least that's what my test is showing. Meaning the animation selected will be roll backwards, rather than towards the camera
@uneven fractal could you not also get the rotation of the actor? Or does that not help
not really
complex meshes can have different normals at different spots
so getting the rotation of the entire mesh not just the placement surface isn't very useful
Makes sense
well I say complex meshes but even a cube has 6 different surfaces
why
Antichamber vibes there
its from a movie called Cube 2 : Hypercube
just rebuilding an old prototype I made years ago but with a couple of years VR experience added + a hell of a lot more experience with everything else in UE4.
my old code was spaghetti central 😄
did someone say sphagetti
this is the function for checking if your allowed to place a structure in a spot
My uni blueprints were commented and documented incredibly well and I still find them to be spaghetti because I didn't know about reroute nodes or collapse to graph/function/macro
it's not great
that was my problem Jack. I had 0 reroute nodes. Last version I pulled up was from 4.7
Material spaghetti from 2017
Commented with a technical document to support but messy as hell
damn discord search is broken so I can't find the worst spagetti material I've ever seen
how can I use a BP enumeration in C++ for a base BP class
hi guys, I'm using Behavior Tree and I'm wondering when should I use Service vs Task?
for example, I was thinking on using a task to find nearby enemies (like the player). I just found an example where it's using a service for it though.
When should I use which then?
@open eagle you can't. You can't use BP created types in c++. The best you can do is your generics, depending on what you actually want to do
Yo could someone help me out with limiting the max velocity an actor can reach in a scene?
you have max walking speed on a movement component
Like max velocity while in the air
What would be the best channel for material blueprints that are to be used for mobile vr, would it be #mobile, #virtual-reality, or #graphics?
questions on them that is
probably depends on your actual issue you have with it. I would try #graphics if you're not sure.
ok thank you
New Atmospheric Fog Component in 4.24 😍
@grim ore I was on this website someone know where he work?
He works for the unreal learning gods
have any of you ever seen a physics actor return -nan(ind) for Center of Mass and Velocity?
for some reason this happens randomly with my vehicle, completely freezing the physics
I have a tons of lighting.. however I can't get the light to make these static meshes brighter? any help?
@halcyon flame velocity yes
@normal burrow do you remember what caused it?
Division by near zero
I've seen supplying values slightly above 1 into acos
I'm not calling acos though
ok
FMath acos?
Ok yea larger than one on acos in bp shouldn’t nan either
Both of these have checks afisk
did you just need to comb through everything and figure out where there might've been a ~/0?
The negative part isn’t really of value
Ah my eyes fail me
and do you know a rough threshold of too close to 0?
do you see my dm? or just prefer this channel?
Would prefer to keep it here
right
if I'm getting a ton of errors in the Output Log about dividing by 0, is it reasonable that one of those would eventually 'slip through' and cause this kind of issue with PhysX?
I forget these because I focus on the Msg Log
like herpes from Vegas
As impulse, force, torque whatever. It’ll nan your vel
Just ran into it with diagnosing niagara stuff and wanted to toss self off building
it detected divide by zero in a massive graph 😐
Go to sleep pat
@High shhhh
Thanks 🙏 goodnight
@normal burrow thanks, fr
I created my project in UE4.22 then moved to UE4.23. Is there anyway to move my project back to UE4.22?
@coarse turtle ...you didn't back up your project did you?
There’s no backward compatibility
Always use source control to back up your versions
you need to decide whether what you've added outweighs what you want to go back to 4.22 for
why do you want to go back?
UE4.23 has bugs.
In world composition, the landscape layers in foliage type won't work if you move the level from the original location. My AI acts weird for the same reason in world composition levels.
I have 4 levels in world composition. The first one works fine if I don't move from its location but the other 3 levels, i have to move them. And if I do move them those two things won't work properly.
how close is 4.24?
are they still ironing out a lot of issues with 4.23?
I don't know what to tell you man. porting most of your stuff manually probably wouldn't be too hard... as long as you're sure the problems are on UE and not your own stuff
Yea that issue is all over the internet, if you search for it.
If I only copy the content not the maps. That should work right
Last time I tried, the maps were complaining. I was seeing blueprint missing code.
if you can put up with it in development for now, maybe you should wait for a fix?
If I could find the bug ticket number so that I could track it.
@halcyon flame feels like we're on the last preview build of 4.24 maybe end of this week or next unless we go to preview 5
@worn sparrow that's what I thought. I'm still on 4.22
I don't have much desire to update. there are more features than I can possibly keep track of. last update I did was for editor widgets I think
hell, im new with UE, how can i reduce the lightmap resolution?
there is no difference
Someone pressed Compline
The other one did not press
the one with the red line is currently running in play mode
yeah
I do not play any of them
So, yesterday I got the urge to try and start making a game I've been thinking about for about 2 years now, and I'm having a really hard time trying to get a good height map implemented into the editor, I'm not sure if this is the correct thing to start off with but anyway if anyone can help that would be great, I have been trying to import height maps but so far they are really bad and dont work at all... google maps 3d view is pretty much what im going for, the map is a real life island, please dm me, cheers.
hi! guys can you suggest how/where to add to wheels that car will less slide or drag during driving?
Hey guys, anyone added those soft curves for aiming (controller). So when you start turning the aim it starts slow and speeds up. I want to know how make that.
This is #ue4-general not general blender server
oh sry I am stupid wrong server
HI ! can you suggest how to add Trail line. i have car and when i driving it i want to create a line behind which is stay behind the car. in a way like a Tire drift trail but just a line.. thank you
hey guys, i'm trying to migrate a full project c++ to a new c++ project. I have changed all the c++ classes content to how they should be (based on this https://wiki.unrealengine.com/Migrate_content_between_projects#Migrating_from_C.2B.2B_Project_to_C.2B.2B_Project)
And below is what i've added to the DefaultEngine.ini
[CoreRedirects]
+ClassRedirects=(MatchSubstring=True,OldName="MyOldProjectName",NewName="/Script/NewProjectName")
+EnumRedirects=(MatchSubstring=True,OldName="/Script/MyOldProjectName",NewName="/Script/NewProjectName")
+FunctionRedirects=(MatchSubstring=True,OldName="/Script/MyOldProjectName",NewName="/Script/NewProjectName")
+StructRedirects=(MatchSubstring=True,OldName="/Script/MyOldProjectName",NewName="/Script/NewProjectName")
;+PackageRedirects=(MatchSubstring=True,OldName="/Script/MyOldProjectName",NewName="/Script/NewProjectName")
+PropertyRedirects=(MatchSubstring=True,OldName="/Script/MyOldProjectName",NewName="/Script/NewProjectName")
+ObjectRedirects=(MatchSubstring=True,OldName="/Script/MyOldProjectName",NewName="/Script/NewProjectName")
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="MyOldProjectName",NewGameName="/Script/NewProjectName")
;+ActiveGameNameRedirects=(OldGameName="/Script/MyOldProjectName",NewGameName="/Script/NewProjectName")
+ActiveClassRedirects=(OldClassName="BaseCharacter",NewClassName="/Script/CharacterBase")
+ActiveClassRedirects=(OldClassName="/Script/BaseCharacter",NewClassName="/Script/CharacterBase")
The commented lines (with ;) are giving me an error if i uncomment them (shown in the picture Error 1) when i try to open the project.
also if i keep them commented and i open the project (after rebuild of course) it opens successfully, but the blueprints that are parented to c++ classes give the same error (shown in the picture Error 2)
Are the above redirects written correctly? Is there anything else i need to do?
P.S: I'm using 4.22 if that helps
Lerp.
Is it possible to make a character use multiple AAIContrrollers?
Or should I just use inheritance in that case?
it is possible to swap them at runtime
but usually its sufficient to just inject a different BT
I know and I am using both multiple BT's and swaping AAIControllers
Was just curious if it was possible to run multiple controllers simultaneously
its not
Okay, I'll have to think if I'll want to solve it with BB's or controllers then
In a scene like this, I still just have 60-80 fps. I'm running on a 1080ti and i7-8700k and shadowplay overlay is not on.
Any clue why?
What's the issue ?
because you're in editor
I have 110-120fps at all times in other projects.
That have way more assets in scene.
First step is to compare outside editor
The editor performance is very unpredictable, since it literally depends on what's open in your editor, etc
After importing a static mesh (without any materials attached), every material looks like this. Streched in some places. How to fix that?
Seems like it hasn't been UV mapped correctly
ok, thanks
Slyack you told it to die
Hello, a friend and me want to do a project together, I do the environment and he do the chara and animation. we have finish and we want to mix our work. Do you know how he can transfered his work to my Unreal Engine? (In Unity, it's a package but I don't know in Unreal 😦 ) Thank you ! 😄
how to then make it fk alive
i have been fighting hours with this sound shit
@normal burrow
Destroy was called?
here is blueprint
it should make sound when i move and stop when i dont move
there is that "stop" stopping sound but it never comes back again
Is valid you need
After delays as well. Seems like component kills self after times up
After delays and before usage of your var
Yeah But after delay
Chill, you just need to not have a invalid target call. That branch should be used to avoid calling anything on something null or destroyed
Yea try
i already jumped to sewer
Do the same thing for ST
@regal yoke are you trying to crouch walk with sounds outside animbp?
Is there a way to make some object together with the 3d model (such as in Blender) that contains a list of positions that I can query later in the engine?
A bit like how you can create collision shape for collision, but I need a list of vertices (rather than actual shape), and it's not used for physics nor rendering
Guys while rendering i am getting the following error - does anyone know what this can be, i am trying to figure out from last 6 hours, but no luck 😫
Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 328] Direct3DDevice->CreateTexture3D(&TextureDesc, SubResData,TextureResource.GetInitReference()) failed at D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Texture.cpp:1031 with error E_INVALIDARG, Size=2560x1080x128 Format=DXGI_FORMAT_R16G16B16A16_FLOAT(0x0000000A), NumMips=1, Flags=D3D11_BIND_RENDER_TARGET D3D11_BIND_SHADER_RESOURCE D3D11_BIND_UNORDERED_ACCESS , Usage:0x0, CPUFlags:0x0, MiscFlags:0x0, SampleCount:0x0, SampleQuality:0x0, SubresPtr:0x0000000000000000, SubresPitch:0, SubresSlicePitch:0
If you didn't play with any of the c++ rendering code, restart your pc. I know, I hate that type of advice, but it works.
i have done that
Maybe it's a graphics driver issue.
there is no path leading to this in my pc - D:\Build++UE4\Sync\Engine
i dont know what it is referring to
My unreal is in D/Epicgames
Are you sure it's not some intermediate building directory?
nope
"Size=2560x1080x128"
I'm not sure but isn't this supposed to be width x height x bpp ?
if so, it seems like something's trying to set up an 128bpp color environment xD
where do i change that, in the render settings ?
Float32 4 channel
I have no idea. when is this error popping up
oic
can anyone help me, since 4.23 I am facing some issues with loading times in the editor. when pressing Play in the editor window, loading takes a lot more time than in 4.22 (at least it feels like this is a version thing). is there a way to profile the memory during the loading of the project? so I can see what part of the project takes so long to load before opening the game.
Window->Statistics only shows pretty reasonable numbers
that was a smooth change of issue
ugh sorry
Hey so im new to unreal and should i start with 2d or 3d to start and as a beginner would it be better to start with blueprints or c++?
There's pretty much no 2D, so 3d and Blueprints.
if you don't know C++, use Blueprint. it's much easier.
Even if you do know C++, still start with Blueprint
What is Vertex Color?
What are its benefits?
yes
It’s like that but with color
What are its benefits?
Per vertex color interpolation. It’s not a benefit over something else as it is just a utility at your disposal
It's a practical tool if you need additional information for your materials to encode something
For example, color-coding areas of a vehicle that would take damage
ok thank
Pong !
3d pong?
Probably more of a 2D game, but you can do it in 3D and have the game on a plane.
Pong pong
breakout but every time you hit a block you have to win a round of pong to actually break it
Was gonna add that Breakout is also a classic first game
Defender
One pretty famous presentation of making gameplay a bit funnier uses Breakout as an example
by any chance my render is failing because i am keeping the resolution too high ??
is it possible to change object's origin in unreal or should i go and try in some 3d software?
static mesh's origin^
5120 * 2160 output - GTX 1060 6GB 16 GB RAM i7 / 200 render scale
Short answer is, your better doing it in 3D software Donee
Long answer is, at the expense of a a scene component as root you can make a different pivot point
blender it is 😄
And there is also a way to set a pivot for placement of things but your better off making the pivot make sense in the 3D file
(Opinion)
but one thing i dont understand is in blender, the object has origin in it's center (as its supposed to be)
but not in unreal
i checked it just now
If you set 3D cursor to where you want the pivot to be in blender you can assign it
im too amateur for maya (too expensive)
u can use student version
in blender, the object has origin in correct place
but after exporting and importing it to unreal, it has different origin
anyways, i follow this process - center pivot - freeze transformation, delete history and then export
found "lock location/rotation/scale" in blender, gonna check if that works
The asset '/Game/CorridorMap_BuiltData' (CorridorMap_BuiltData.uasset) failed to save.
Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.
Any help with this error when i try to save ? ^
Asset '../../../../Corridor Environment/CorridorUE4 4.23/Content/CorridorMap_BuiltData.uasset' cannot be saved as it has only been partially loaded
I've tried deleting the build data file and re-building but doesn't fix it
How big is the data file ?
Corridor Environment/CorridorUE4 4.23/Content/CorridorMap_BuiltData.uasset
37mb
Problem seemed to occur after i bluescreened during a lighting build, now whenever i open the project the lighting is all unbuilt, it builds fine but doesn't save
remove what exactly?
That asset
i have a problem finding the calculate direction node
only finding that one
im in a slightly newer version of ue4 then in the course im doing
did this node change or something?
Yup, it changed.
yes and your using the correct vector length there
the video you will run into and telling you to use the new version will tell you to use vectorlengthsquared
don't do it
Hello, I want to work on the lighting for my level, however my final project will be using forward renderer with all baked in lighting. for preview purposes, is it okay to work in another project on lighting and then transfer it to my final? will the lighting be quite comparable? just simple point/spot lights. my meshes have uv etc. i just want to avoid building every time i make a small change to preview
@normal burrow can you help me out here? im trying to wrap my head around this
whats wrong
sec
so this here is in this course
and obvoisly that doesnt work anymore like that
so i have no idea how to get them connected
that be a pure node
which means it doesn't need teh white exec line
just use that in place of the blue node, connect directly to the set following
?
perfect
thanks verüüü much
UE4 needs a website for features suggested by it's users, kind of like Discord
i think uservoice was requested dozens of times for past years
how can i get a keypress when the game is paused and a widget is open?
im trying to make it so that if you press Escape while in the pause screen it will take you to the main menu
but in the umg graph i cant add key press events
umg is not paused by default iirc
ik
i pause the game then pull up the ui
it would be an ez fix because i could just do it in the level blueprint if the game wasnt paused, but it is.
you can unpause any actor you interacting with umg
?
"tick when paused"
@next badger so what?
nothing...as always
Does Unity do that?
we got your disabled VR plugins just now...after five years
Hi guys, I saw a video of Megascan and want to use it. The video shows a megascan plug in in unreal, but I cannot find a way to install it! can someone help?
how to get the plug in?
its an option in bridge iirc
what's "bridge iirc"?
iirc == if i remember correctly
bridge is quixel bridge...iirc is if i recall correctly
i see
No. No. That is heretical routing. /grabs a ticket for the underground.
top tip. remove the array entry first. Then there won't be any accessed none/nullptr chances.
but i also need to destroy actor from array entry
i'm saving my actor list into array and want to destory it
you also can use validated getter
the array is a reference to the object. Once the object is removed, the ref wont go on it's own because the object doesnt exist. It's still there, it just has an invalid pointer to the reference
yeah
think of the array content as shortcuts to executables. If you delete the exe, the shortcut will fail
k thanks
it can cause issues but probably only in async mode
it can cause issues in more places than async functionality as destroy technically instigates a Pending Kill state first until GC ticks over.
Thanks @normal burrow ! that calcuate direction node has given me an idea
didn't work but was worth a shot
Someone please help me, I've been stuck for weeks on this "simple" issue:
I want to make the Character movement: start turning mouse/controller (aim) it starts slow and speeds up? So not just slower controls but slow start of turning.
An aiming Curve.
thinking to print some UE4 sticker for our meetups, anyone have UE logo with high quality? i did search from google but it quite low res
apex is static-prebuilt destruction. Compiled before play. Its tried and tested and works in a somewhat optimal way. Chaos is new, semi-dynamic, but comes with teething issues and isn't fully integrated yet. Still considered experimental I believe.
alright thaanks 🙂 guess ill use apex for now
if you are planning to release something in roughly a year-18months or more. It might be worth using now
might give it a try
its beautiful.
i want to add it to the buildings in this game
-New airplane controls -Rocket effects and sounds -Widget to show damage hits (red numbers) -Water and Outlines removed temporarily to speed up builds for te...
you will never be really near but i think the new one would be sweet
if you don't want anything too complex, ie. just falling down from impact points, its usable for sure. FPS wise it might be relative to your project, but you can optimise it to a degree
and nice btw. Looks cool
not yet but I would imagine someday
Not on traditional landscape but there's a way
landscapes being what they are (specifically tasked optimisation based objects) it's to be expected. But then we are getting towards more destructible landscapes in general thanks to it being wanted
so can you make like all the foilage and buildings destructable with ease
or do you have to set each one individually
foliage might need something one step beyond current implementation, but if you were to replace with niagara particles instead of foliage (replacing instances isn't quick though) then sure
well yeah and no. You convert a static mesh to a destructible one and do the chaos magic with it. If you check out the Chaos Content Example in 4.23/4 it gives you a set of rooms explaining it all. Although not very well optimised versions :/
have fun 🙂
Right, try to take on this dodge function
does anyone here know how I can stop a sound ?
for example once my character stops sprinting
you can always volume 0
sound cues
yes
maybe put the sound on the actual actor
you can also attach it to the animation
alright thanks
Would attach it to the animation
like split the foot hitting sounds into one
make a cue
that does a random one
or something
and play one when ever the foot hits the ground
So...
Getting the Input Axis that returns 1.0 or -1.0 depending on whether the player is moving back or forwards
Can't use that for dodge roll because if the player is running backwards, they're facing the camera, and thus if I dodge they roll the wrong direction.
Tried to use "get direction" from the animation graph but that doesn't work either.
Any ideas?
if you have a forward vector, its the opposite
there are many vectors you can base it from that are independent of the controller rotation and mesh rotation. You just have to pick the right one
you can just Abs the InputAxis before calculating the dodge
why absolute it?
then it will always be positive for dodge calculation
so it won't get inverted if you're facing toward the camera instead of away from it
Forward vector works
😮
Is there a reason ue4 doesn't remember my source control settings or last level loaded etc??
any idea why i cant save my level? it always shows * next to the name, despite saving process
it just started happening, no real reason why, i did not do anything unusual
you can't - work without the loop
so branch and go back from loop end ?
Hey, unreal mages. Quick question: anyone have much experience adjusting Time Dilation? "Set Global Time Dilation" seems to max out around 20x. Ideas on how to simulate at a quicker rate? Building a RTS style game and need + and - time dilation. Thanks!
I'm trying to get my start game button to work
But when I click on it, it simply loads the level and leaves the widget active
is there a way to make the main menu widget disappear once the level is opened?
As an example, here is what I see on my screen once the level is oppened
as you can see, the widget is still present
Figured out where the bug originates from, but idk how to fix it
Basically even if I start the game, the gamemode will remain that widget
Does anybody here have any experience with Nvidia Waveworks?
depends.
Guys Is UE4 easier or harder to use then Unity?
defienetly harder
hey quick question, when you bind an action, is IE_Pressed only once when it is pressed, or every tick while the key is held down.
but it pays off
Why's that?
Basically, unreal has a better rendering way more options
I feel like they literally implemented everything I could ever wish for
and blueprint is pretty lit
The workflow is far more professional. Unity is easy but has a terrible professional workflow (.meta collaberation problems) so unreal is far better for industry standard work.
- ue4 is open source so if you have a workflow issue you can open it up in vs and change it.
Mhh
I have used both a little bit.
But It's that time where I have a characer, have the animations and want to start something.
Unity prototyping is far easier than UE4, but its also way easier to write unsustainable spaghetti code in Unity.
I have a lowpoly survival/rp game in the making.
So I have to figure out which engine I'd like to use.
How much experience do you have in prog?
HTML, CSS, JS is all ik
hmm
C# is what UE and Unity use
You're going to have a lot of problems with UE4 if you only have web lang esperience
no ue4 uses C++
All good
Mhh
Unity has a bunch of code online that could help me which is one thing I looked at.
How much language experience do you have with html/js/css
a lot
If you want, I could add you and dm you more about it.
to try and figure it out
let me get this straight aswell, you have models/anims but no engine experience?
hm
why you bully me XD
i spend like 10 mins trying to figure something out and you are like wham, basic solution
yeet
does something like this exist?
like an anti do once?
lets say the top one is hooked to event tick, and i want it to be closed until the bottom one gets at least 1 input
this is what im doing now for it
i dont like it tho
so real question, why isn't there an app on android for modifying blueprints
@autumn crystal use a timer
cool, it wouldn't be mandatory to use it
I'd rather have epic concentrate on something more worthwhile 😄
No, make everyone use it
ok but if it's mandatory to use the UI should be atrocious at the very least
Android will be released right after OS/2 version
@kindred viper turns out my dodge was working the whole time I just had somethingelse bound to the dodge key that was moving the character to a new location '-_-
@autumn crystal It is called a Gate and what CranzEstebogen is saying is not the correct way to do what you want to do. Also tick should never be used for flow control
wym flow control? @lyric canopy
@lyric canopy you can omit the gate and have much more elegant design with a timer that requires no further work, whereas with a gate you need to take care of inputs for both opening and closing. plus in most cases you're forced to use tick anyway as a throughfare
so yeah, timers are correct and a more optimal solution across the board
@autumn crystal flow control is how the white thread flows through various checks
ideally you would want to never use tick if you can avoid it
so how do i have an execution go as fast as possible?
set a timer to run per delta seconds
yeah but it fires execution that you have no control over
so it's easier to disable it permanently in classes where you can and use timers to create tick speed windows of execution
i dont see the difference, if i dont need control over the tick
the tick runs constantly
the timer you can turn off
it saves performance
it optimizes your code and it makes you write better blueprints
i dont have to worry about it as i want it running the whole time, i never want it to turn off
not really it takes 1 node splits them into 2 and gives you more options
ok well it seems like you know better
but if you dont want/need them then it doesnt matter
so good luck
A timer can replace event tick, but he should not be using a timer or tick and should be making event based code. For his little screenshot you should not be using a timer to control that, that is what a gate is for.
^
if he needs to check something per frame, he either needs tick or a timer
you're not going to get around that
Yes of course ^ but do you see his image? He wants two inputs and one output
and the second input opens it
No it is not.
when else would you have it check for when to open?
it does
you can turn it on and off
that is the flow control of a timer
that is why it works
i never want it to turn off
thats what you are ignoring
ive said that thrice
the only time in which i would want it to turn of is when the level ends, and when you change a level it ends everything anyways so it doesnt matter
I wasn't talking about your specific situation, I was talking about what timers do
like I said do what you want
you're not going to listen anyway
🤦
so I'm not sure why you're talking to me
@autumn crystal The best way to speed your code up is by simplifying it as much as possible. And by adding as many breaking statements as possible. The further in it has to read each time the longer it takes. This can get really noticeable when you have thousands of lines of code. Using a tick is a bad idea because it will read in to its first stop each frame. You want to have your events fire in 2 ways. Using timers or you have other events that call them only when needed. If you have to make an event on a tick its a good idea to add an if statement right at the start "the very first node". This way when its not needed it only reads as far as that first if statement. Make sense?
Not always. For example if you have an inventory and you want a feature to update. You might not need it to update every frame. But instead update it each time you toggle the inventory as open
unless you know a way to do, this without event tick, please tell me
So you want it to fire if the set time is less the the game time in seconds?
ye
also these nodes are in a function
the thing going into the branch is the exec start of the function
Is this something you could call on begin play instead and then just add a timer to make it re-fire every so many seconds?
^
no
Is the purpose of this to retrieve some value like health for example?
Anyone know how I could make it so that only things inside a specific area are being rendered at a time? Like, I wanna make it so that while the player is inside a specific area/room, only that room is being rendered, instead of every asset in the level
@swift hearth World composition, rendering distance, Occlusing boxes all work
i have this on a sequence node going into 3 functions they each do, spawning an enemy, changing the camera and changing the background
level streams
@thin tendon I'll look into those, thanks
I figured I would have to divide the level into various levels, and make collision boxes that would teleport you from level to level.
The background and enemies could definately be done on begin play and with timers
The camera you could make a simple code set up that says at "X" seconds change to that at "Y" seconds change to this. Or even set it to button presses or anything you want really.
@swift hearth it depends on the size of your levels or rooms
@swift hearth You could also use trigger volumes to hide and show
level streams could also be used to create a continuous segue between levels
but if you want your levels to be discrete then your trigger boxes are the best solution
I'm making a sort of metroidvania style game for a project, so the rooms are the size of something you'd expect from those sorts of games. I'm still fairly new on how to optimize things in unreal
2d or 3d?
@rotund scroll thanks, I'll look into those too then. And 3d btw
I'd assume 2d but just to be sure
ah fair
well it might be a toss up between world compositions and level streaming now that world comp supports vertical levels
I would've loved to make it 2d, but it's for a class, and I was mostly taught 3d throughout my studies.
this is what i have for camera, pls do tell how to make this simple
yes
2 get all actors of class on tick
yes
@autumn crystal If you have to use a tick. I reckon it would be better to make an empty actor. Have the actor hook up to a tick. Delay it for (how ever often you want it to update). The call a custom event inside call it something like "World Update". Then just add references to all the events and actors you want to update inside it. Doing this should in theory work the same as a timer event.
What this will do is still call every frame but it won't read past the delay while its being delayed
I think the greater problem is going to be that the things that are updating aren't relegated correctly, since get all actors of class is used
timers would solve some of these issues, but they wouldn't make a dent in the performance black hole from 2 get all actors of class on tick
the code would have to be rewritten in a way so they wouldn't be needed, which frankly would take more time and effort than is worth for anyone on here
I appreciate you being a good samaritan though @thin tendon
ohh your right I didn't see those
so is there a better way to change variables of another class
instead of using get actors of class?
Create an empty variable for the item you want to search for. Then on that items BP on begin play. Pass a copy of itself to the empty variable
that's one way of doing it
im not getting values im setting them
yikes
doesn't really work this way
you could make an object blueprint that you feed all your instances of teh class to use
then you just change the values on that object
otherwise, going through every instance and changing the values is the way to do that
event dispatchers that are implemented in each separate class would be better
observer pattern is a classic
plus you don't want a god object
they don't have to
although you're right
if it's a global class already known then it works
e.g. game state
yea something like this
would reconsider why you need it to work this way 7000+. But with either approach its not real pretty
i should just show you guys all of my code XD
you would be horrified
idk how to do alot of things then when i figure out ways to do things people freak out then are like, nope, no other way possible
we do research when we don't know instead of opting for simple solutions
i do too
we also don't paint ourselves into a corner with statements like "IT ALWAYS HAS TO RUN"
everyone just tells me something is impossible or they tell me something that i have no idea what they mean , then they dont explain it or they tell me somethings thats not even on topic at all
well if this is what you do based on your research, you need to do better research
maybe just try and go with their advice but ask them to explain in detail how they want to implement it
instead of putting up a wall
i do usually, and they just repeat themselves in the same wording 99% of the time
I didn't see that at all when I was giving you advice
"They tell me somethings thats not even on topic at all"
it was on topic
:/
and it took someone else to explain you why, because you were being stubborn
in the end we're all volunteers here, and we want to help where possible
People have explained to you loads of times why something is impossible and you refuse to listen because you, and to quote yourself, "Don't take "No" for an answer"
i gtg for a sec git is killing itself in the bg so i need to speed it up
@vivid narwhal hey the other day allar told me something was impossible many times, i found a possibility not long after
did that solution happen to include 2 get all actors of class nodes running on a tick?
ok im back, github killed itself
no actually
it said my project was 2+ bg so i re-wrote it
@rotund scroll can you just checkout my project? so many things are interlaced that just changing 1 thing wont work. because of the inter connectedness
why would I
it would take time and effort, and you haven't exactly been a model citizen all this time
because if i tried posting images of everything it would be a massive amount of space
Oh geez. Someone burnt bridges.
what?
You just kinda act like the help we offer is wasting your time 7000+, when we take the time to give advice intention is to not get to a place where you are digging out of holes so frequently
apparently your past behavour has removed opportunities to get advise from some knowledgeable individuals
p@t its because so many people tell me something is impossible, but then i find a possibility
Only passively observed this instance. These are the consequences: burned bridges.
so all of the time that they were trying to convince me that it was impossible was a waste of time
you've been dismissive and disrespectful of other people's time.
It's hard to recover once you develop a foul reputation, this is a very small industry. Be careful and consider your actions from now on.
shouldn't enter every situation with this presumption though, it makes it sound like your not listening to the advice behind the reasoning


