#ue4-general
1 messages Β· Page 595 of 1
Yeah I can't find anything on google either.
a simple question but have you tried creating the folder and seeing what happens?
@dim merlin Likely, because you are trying to render all landscapes at once, and not using level LODs
nice, landscape stamps in the free monthly content
how can i make the atmosphere red and not the sun wanna make atmosphere of mars
or can someone help me in general how i should do mars at all
you could use a post processing volume
In VS I also get MSB3075 - please verify you have sufficient right to run this command
oi
@plush marsh full log ?
sounds like your admin setup is not the same between machines?
yep, this machine is at work and we have all sorts of security
@plush yew u know how?#
wanna add
Rocks
Red Atmosphere
Hills
Mountains
Already got the models but I am to bad to make this so i need help
that is what I have in vs
well check out the free content they just added a buncha landscape stamps
That's not the output log @plush marsh
π
@radiant haven You can edit those color curves: https://hsto.org/webt/hc/b6/0q/hcb60qrpea9jjmt5epkmyo92gve.png
I'm not a programmer yes. I'm learning ```1>------ Skipped Build: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
1>Project not selected to build for this solution configuration
2>------ Skipped Build: Project: Studio, Configuration: BuiltWithUnrealBuildTool Win32 ------
2>Project not selected to build for this solution configuration
3>------ Build started: Project: MyProasject, Configuration: Development_Editor x64 ------
3>Parsing headers for MyProasjectEditor
3> Running UnrealHeaderTool "D:\UEP\MyProasject\MyProasject.uproject" "D:\UEP\MyProasject\Intermediate\Build\Win64\MyProasjectEditor\Development\MyProasjectEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
3>Reflection code generated for MyProasjectEditor in 5.5422375 seconds
3>Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
3>[1/9] Resource Default.rc2
3>dbsbuild : error : (4e01b9b1-5f07-4aa7-ac99-91be916c80e7,10): template path is not valid : invalid Folder : D:\UE4Vault\UE_4.22\Engine\Programs\UnrealBuildTool\SndbsTemplates ( 2)
3>
3>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "D:\UE4Vault\UE_4.22\Engine\Build\BatchFiles\Build.bat MyProasjectEditor Win64 Development -Project="D:\UEP\MyProasject\MyProasject.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
3>Done building project "MyProasject.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 2 skipped ==========
SndbsTemplates ringing a bell ?
you can set cloud opacity to 0 in skysphere, but yeah
nope
Try verifying the engine
the sufficient rights error is a false error in this case due to the previous stuff failing just keep that in mind
@radiant haven not a sky sphere, but a post processing volume might be what you're looking for, you can change the colors of your surroundings with it
@plush marsh Someone said "I had a member of a class with the wrong "UPROPRRTY" values.
When you put "UPROPERTY(EditDefaultsOnly, VisibleAnywhere, Category = "Mesh")" above your class member, you will get that error. Simply omit one of these keywords (EditDefaultsOnly or VisibleAnywhere) from all of your class member that has the two of them together and you should be good.
"
Talk about Level Design, Static Meshes, Physics, and more.
@plush yew well thats not what I want only the surrounding and not the entire screen
but I'm creating blank c++ project , without any data
as u see the entire screen isnt covored with the sky color
already tested it?
beta or full?
I'm using it currently. I thought the new sun system would already be set up and noticeable but it still looks like the old sky. Anyone know how to activate the new sky ?
how does the new sky should look?
How do I rotate textures?????
Randomly to avoud repeating textures
it says 4.24 is out but i dont see a download option
oh yeah ure right
UE4 search feature isn't working
Wondering the height of the mannequin in relative to irl. I know it's said here, but no search
SHIT
DISCORD SEARCH FEATURE
NOT UE4
Anyone else getting that "Crap, we dropped the magnifying glass. Uh... Can you try searching again?"?
i think it was 1.8m. if thats what you mean
I imagine somewhere near 5'10"
Top picture is from the dev days stream. Sky atmosphere is new and what I am looking for but it does not seem to do anything when dragged into scene.
@verbal moon ~~ have you tried removing the other elements such as the directional light, im not 100% but i remember reading something about it being like a 1 stop shop ~~
for the "sun" light in your game
you might need to remove the sky sphere actually
That's what I was hoping for lol - I have tried with only the sky atmosphere. I have not done that ^ yet - That is what I am looking for ! Thank you.
The SkyAtmosphere system is used to create physically based sky and atmosphere rendering with time-of-day features and ground to space view transitions featuring aerial perspective.
Im scared. π
lol
What ever happened to Android app bundles? It was supposed to come out in 4.24
I think the camera is going to eat the ship :p
Is there an outline material such as this one as default somehwere or do I have to create one as well?
https://forums.unrealengine.com/development-discussion/rendering/11146-material-for-orange-outlines-on-selected-actor
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
hi so my cape clips heavily with the rest of the model with cloth paint on
any solution?
uh. I had 37gb free space on ssd, uninstalled 4.24 p4, installed 4.24 stable release. now I have 9gb free space. How come?
Probably forgot debug symbols or something
@hard quarry as far as I have seen there is no outline material or Post Process effect included in the engine at this time but there are plenty of examples out there to use
"New: Any enums that are marked as "BlueprintType" must have a zero initializer. Here is an example:" (nothing after)
amazing.
ahhh, right, in p4 i unchecked junk options at install, ty @cloud cobalt
3D text still has "For details, see [TODO:doc link]." lol soo... they tried π
@grim ore thanks, do you know how I can get the Mask (R) Blueprint node inside the materials blueprint editor?
it's the Component Mask node, once you add it you can add or remove channels
So you can't actually add UE 4.23 Marketplace content to UE 4.24 projects?
Ow wait you can!
Does anyone know how those SceneTexture:CustomDepth Nodes are now called?
https://forums.unrealengine.com/filedata/fetch?id=1052938&d=1406238744
Just scene texture nodes no?
I'll keep that in mind!
@fervent sigil seems like I cannot use SceneTexture:SceneColor inside a PostProcess Material
ooh, new unreal update
get all atached actors is gone in 4.24???
If you're looking for the actual scene color as part of the scene post process material, I believe it's in the PostProcessInput0 type
Well, it tells me I have done something wrong here, I dont really know what
It tells you exactly, look. arithmetic between type float4 and float3, on lerp node.
Meaning lerp is working on float4 (top) and float3 (middle).
Your color needs to have an alpha to it
@hard quarry Or more simply use a component mask on your scene color and check on RGB while leaving alpha unchecked.
Won't the emissive color input want alpha? although generally there's opacity node, it's not enabled so..
I am getting to 95% on project convert to 4.24.0 and it is crashing on APEX in the first line
Thank you guys, I fixed it. First time I work with Materials.
But now I cannot select this Material as a blendable in my postprocess volume
You don't need mask for the color btw, it's already float3
has APEX been removed from 4.24?
I do not believe so
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor_ApexDestruction
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
what do you guys think is causing it to crash?
I am afraid it is too hard to guess without debugging symbols and crash dump.
^ install the debug symbols from the options for that version in the launcher and crash it again lol
it could be gremlins
What is the best way to learn about unreal?
dive in
youtube
docs
for the love of god have an idea of what you want to do/make....
mmorpgfpsrts?
LOL
how about a simple arcade game
I feel bullied now lmao
lol not at all
dont fear the truth they are telling you
I'm being 100% serious, there any tons of people who just want to learn it but have no ideas of their own. You should have something you're passionate about
what about a FPs inside a FPS inSIDE of a FPS
If you want to learn, UE got actual good qualitt documentation
Alright, I know Im a newbie at this just wanna use my creativity but its hard when I dont know hoe to use the program lol
Start with some tutorials, get a grip on the editor itself, then try to start making gameplay mechanics for your idea
documentation first so you can get a good idea about what you want to work on
but thats my view
@grim ore I saw the first time im not ignoring you
@grim ore but you followed that up with suggesting an mmorpgfpsrts
how can anybody take you seriously after that? lol
Anybody else constantly getting "Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000018"?
The editor crashes within 2 minutes of launching
There is literally a learning path called "Getting Started with Unreal Engine".... lol
lolol
Getting started it is then
gl
I'm not saying it's the best but it does have the title of getting started π
And you know what they say, always judge a book by its cover
I'm doing a stealth based game in 3rd so eh
But I did some basic first person stuff
What is ur game idea
Not really at start, just a game where you can walk around in diffrent enviorments and buildings
Later maybe add some story
ok so a basic level
Yeah
i am making a "notification system" should i keep the logic in playerController or move it to playerstate or something else ?
Anyone know of any good tutorials for makeing a FPS game?
search it up on YT
or even better
go put ur eyes with UE's documentation
I would say that it's sort of inadvisable to go direct to tutorials
because it teachs on a linear path
if u want to add a unique function, you wont know how
but again, my view
Take a look at this @quasi topaz @wise stone
Complete resources for learning to use Unreal Engine 4
or this par-tic-tacular
Overviews and examples of gameplay functionality for programmers and visual scripters.
I would say understanding the Framework is most important
in order to proceed
@scenic snow thank you
Anytime my friend π
What would cause textures to initially be high quality and after a few seconds reduce to low quality?
Thx π
Ok I successfully made my PostProcess Material and it works, but it is flickering, so the intensity goes up and down very fast, can I somehow avoid this?
@wise stone your question on removing the gun, you would replace the skeletal mesh with none or remove the skeletal mesh component on the character.
It seems to vibrate
@grim ore I will try to do that once I know how to do it
@humble ridge is it possible ur engine scaled down the texture?
Oh i dont think so
check your engine scalability settings
are you getting a texture streaming over budget warning in the viewport?
maybe UE4 possibly lowered LOD automatically?
LOD Bias I think it the problem
Possibly
best parts of new releases for me is reading all the point release notes and playing in the content examples. whoooo release day
Yeah im getting the over budget warning
how do you get rid of all stat commands?
stat none
hah thanks π
guys ! one question. how to reference camera from blueprint to sequencer. i have a car and camera nicly attached to the car with spring arm. now i want to render Sequence of how i driving. but seems like i cant find a camera in Outliner. thanks
Does anyone think Quixel is hard to work with?
yes I too hate working with free content libraries
@scenic snow 3% royalty it is hardest part what you have to work with Quixel_
Really? it's just I cant get the right stuff to make it look like quixel does it
i mean if you doing for real game then they want 3% royalty.. it is a lot. thats why i dont see much company who work with Quixel
What email address do I need to reach out to Epic with questions regarding the use of the Paragon and Soul assets? Specific questions include: Can I modify the assets? Can I rewrite their backstory? Can I have a Paragon character get killed by a non-Epic character? etc. I just like to have this cleared up before forming and prepping a project.
And I prefer via email to keep a professional level of getting clearance, instead of asking the list of questions here in discord.
This is all I would worry about. Paragon assets are only licensed for use in Unreal Engine 4
@dawn plover AFAIK you have no particular restriction other than "UE4 only"
the marketplace eula covers everything you need to know
I would also not use them in any project because they'll look out of place literally anywhere, but...
well I'm not worried about that actually, as I'm not planning to make a game, but a cinematic about the origin stories of the characters
I converted them to flipbooks and I don't think they look out of place π
Just read the marketplace license text. Rule of thumb though, you're fine.
hence some of my questions are related to their stories when they were developed, I wouldn't be surprised if they offer the assets, but mind of someone making a ridiculous story about them
I don't think they would mind as long as you don't copy write their story.
well I can see what line it is crashing on in the APEX code with the symbols on, going to update my drivers and see if that fixes it.
set my materials to low and UE froze? common that it does that?
so has anyone else played with the new DataPrep import system for Datasmith in .24? It's.... really sexy
@wise stone chances are it is recompiling all of the shaders to low now so yes
ah okay
ok so imagine a cinematic with paragon assets and a story entirely written by the project team, which parts of the end result (the short movie) are copyright owned by us and which parts by epic? let's go crazy ... suppose the result is pretty awesome and we decide to submit it to short movie and animated film festivals, they always need filled in release forms ... then the copyright parts become very important
also I have my epic launcher open and clicked on the help button, where exactly is the EULA? lool
@dawn plover If you're asking about story specifically, then all of that is owned by whoever wrote it, or the company they worked for at the time if any.
In this case Epic does absolutely own the Paragon story characters
Is it just me, or is the Discord search not working for other people?
so i would need to contact them for the release forms, so festival know they are oke with the short movie using epic's assets?
it's just you, everyone knows people don't use search
bc that's what release forms are for π
In the same way if a storytelling marketplace asset was sold with an example story, the story could be licensed to you for use in projects, but failing that, the author could probably sue you over copyright
Copyright is weird like that
yeah exactly
So yeah, do ask Epic about using their story specifically
They probably don't give a shit
we are probably going to write a new story, bc honestly, i dont even know if paragon has well developed lore, it was dead before i could dive into it, it's the character assets im most worried about
Ah, the search feature being broken actually seems to be a wider, recent issue:
https://support.discordapp.com/hc/en-us/community/posts/360055565692-Search-function-not-working-and-is-always-showing-no-results-
Honestly I would never touch anyone else's work
it's similar to using a logo or real human within a normal film, where one would need a release for and by both so there is proof that the copyright owner explicitly gave permission
hmmmm
I was excited about using paragon assets haha but it's decreasing very fast due to the lack of officially communicated clarity
anyway thanks, I guess we gonna brainstorm further lol
any good 3d modeling/sculpting programs comp. with UE?
Stranger, then you're privileged, i can't do art so got nothing to work with
a world of primitive shapes has already been done (minecraft) boo
true, but it takes the art to make it into something π
@pearl sonnet I'm not an artist either, but that shouldn't stop you. Create cool gameplay, find an artist to work with, or find an art style that works with little art skills
i'm stuck to just tinkering with what can be done, i find it fun
who knows, maybe some interesting mechanics or concept sprouts from that but i don't mind π
Has anybody gotten the raytraced reflections working? No matter what I do I get screenspace reflections
everyone knows that after being a programmer for long it's like a learning disability
(:
Artists just spend hundreds, thousands of hours practicing what they've learned
Like every other craft
@grim ore think it was you who told me about removing the gun. I did remove the "vr gun" tab but now I cant move the camera
@tulip pine they work fine when I test them yes, is your engine settings correct and your card supported?
Is it a RTX 10xx or 20xx ?
I just thought that any card could, some with worse performance than others
@wise stone if you just removed the VR Gun mesh component you probably need to compile and fix the blueprint so it doesnt reference it anymore
Nah
What was the program called, something related to DirectX I believe, that showed stuff like CPU, GPU and RAM?
dxinfo ?
so I thought but that doesn't seem to exist on my PC
if you are using windows 10 you can just open the task manager and go to the 2nd tab and see what it shows
lol havent heard of dxinfo in 15 years
oh yeah its dxdiag now
Ah yeah, GTX 770, might just be awfully outdated
770 is not supported for DXR yep
Well that sucks
It would also be nowhere near powerful enough for even 1fps
1fpm maybe
I love how when I had the raytracing "enabled" and UE4 open, the font on Discord would continuously alternate between blurry and clear
Ah well, that likely explains why UE4 was crashing every other minute, too π
So I'm using the node "Was recently rendered" for a mechanic however it somes that the "render" goes trough walls, so if I am behind a wall and look in the direction of the actor it is still being "rendered" even though it is technically not rendered
Am I missing something?
So with default keybinds, when you press ctrl-shift-L to rotate secodary light with the new sky.. and then you press mouse button, it adds point light π
also anyone know is there a way to set values on those lights instead of guessing with mouse?
@plush yew click on the value then type in the value you want
@grim ore you were right a number of weeks ago, new templates are cool
New templates?
maybe not the correct word
the way you choose to start a project
Yeah that is a template but since when are there new ones?
there's some new stuff i havent seen or heard of before
ie. the virtual studio i'm reading about in release notes while it's downloading/installing
Can anybody please help me with my problem?
@lofty wave umm, what value? the light itself? it doesnt change the rotation
@plush yew What kind of light are you using?
W A T E R M A R K S
lol ya
@lofty wave 2 directional lights with the new sky atmosphere
But can i type those values somewhere?
If you want to rotate something go on the details of the object (your light) and you can type in values
...
so when you move it around, it has a transform,
when you press a button get its transform and place a pointlight at given transform
is that what you mean
anyone making first person games?
@wise stone Why?
Need to remove the gun on the premade first person character but can' manage to
set the mesh to nothing
Just ask your question. Thereβs 30k members in here
he's working on a 1st person walk around and look at things
hi everyone!
lmao @pearl sonnet yes I am
haha
You cant remove the gun itself as far as i know but you can set the mesh to nothing and remove the shooting mechanic @wise stone
Shooting mechanic is off, same as crosshair. do i change mesh2 to mesh0`?
Would it be worth it to make my own textures as a beginner or should i use the default one or the the ones in the unreal engine store?
You can just delete it
Click on the gun then on the left at the detail panel set the mesh to nothing
https://www.youtube.com/watch?v=4-_d1zAGDhM something like this?
How to remove the shooting, gun and hands from the First Person Shooter Blueprint Template. Beginner UE4 (Unreal Engine v10.4) tutorial (Mac OSX).
it helped me alot
Remember to delete the shooting logic too
@abstract relic Can you just delete the gun? I thought the FirstpersonActor was a child-actor
could you go with the 3rd person template and move the camera π
daamn it. the gun floats under me
Nothing that spooky or magical about it π
floating guns are pretty spooky to me bud
ooh, i had to restart the editor to make those lights to update
john wayne came to spook us
its just weird that it doesnt rotate the light actor itself
@abstract relic will the gun still be shown in the "full" version?
You deleted from existence
thats an accurate assesment
OMG break hit result is finally collapsible. I thought I'd never see the day
lmao
has anyone ever gotten the LS-0013 error for ue4 4.23.1? I literally woke up this morning to this specific version not running anymore, everything online is to try and fix paragon and fortnite, running as admin does nothing to fix, verify does nothing to fix
no, it's been kind to me
you click the error, and epic has documentation for LS-0014 and 18 but no 13 π
at the very least, can I get some F's for all my learning projects?
are the volumetric clouds shown in the demo already in 4.24?
i dont think so, im not too sure
Guys please help me out my actor is based on a "Is being looked at?"-principle and for that I am using the "Was recently rendered"-node however every few seconds the actor counts as "is not being viewed" for a split second even though I am looking at it
pretty sure 4.24 was first the cloudless sky and they said the clouds would come on a later version
Guys please help me
4.24 will need a few point releases
Thanks for ignoring me...
lol i just tried to search for everything you said trying to figure out what your question is
And didnt find anything, right?
'No Results'
i guess you're more stealthy than i am
xD
no worries, anytime mate
i dont get the "sunsky" plugin .. why doesnt the skylight work and why is the direct light set to 75000 lux
the only approach to that i've used was a linetrace*
To who did you just reply @pearl sonnet ?
anyone got the bug submission link somewhere?
Epic's pattern is to shove as much in before the xmas break which is cool they got a ton of stuff in the engine but like the last few years it will be Feb 2020 before the engine gets solid again
that was for you SlenLen:
Oh
i see that, thats pretty much useless at least for me in its current state
nm got it
But I want to have a boolean that says if the actor is being watched at all not if it is in a line before the player
@pearl sonnet
Any videos about fur and hair system in this patch?
@dim oriole I didn't see any but a few screen shots
One thing I just noticed is that it only happens it in fullscreen mode
you can do multiple traces but i can see how that is not a very nice option :P
and just flip a bool once it was hit
I already uninstalled 4.24 for now
it is however the only one i've seen
as for volumetric sky, i don't know if there's a demo
but the functionality is there
https://docs.unrealengine.com/en-US/Engine/Actors/FogEffects/SkyAtmosphere/index.html
The SkyAtmosphere system is used to create physically based sky and atmosphere rendering with time-of-day features and ground to space view transitions featuring aerial perspective.
ctrl+f rayleigh
whats wrong with 4.24?
@pearl sonnet Sorry for the trouble. Unfortunately Discord's search is still recovering from an outage that happened over the weekend. A fix is on the way, no ETA.
yea dude, i followed the google issue and discord status
it's a bit wonky still
Indeed. Don't know if any servers have recovered, but I haven't seen any personally.
I think itβs disabled across the board
you guys are doing good stuff
read the blog every now and then too
also weird that only discord was affected 
Flam is a buddy of mine but havent seen him in a while
cat needs to stop drinking my coffee wth
@twilit hill what issues are you having with the skylight? i got mine working by hitting recapture every time i made changes. also seems to work as stationary with day/night setup
rotations are super weird
@_@
it doesnt work at all here, only the directional light (subobject of sunsky) emitts light
basically after importing sunsky and without changing anything, my scene looks like i would stare into the sun from the surface of the moon, black and white
a weird out of the box experience if i might say so
oh, so sunsky is a plugin or..? I used the default skylight
is this raytrace-only or something i missed?
or bp
yeah, i imported sunsky to fiddle around with that as shown in their recent sunsky video (not even a hour old)
ah, i see. well the default one seems to work
The Sun Positioner now contains a new physically based SkyAtmosphere component that enables you to render an atmosphere that can be viewed from the ground or...
ill check that out
i opened a pretty-much default scene with some basic landscape stuff from 4.23, deleted all light and sky stuff and added sunsky - well that doesnt work π
option-wise it was pretty much default from 4.23 i mean
same for me
imma quickly try a new project
easy, learn how to swap between characters
I think he was asking for help
HOW?
also 2 dynamic directional lights for day/night cycle seems to be a bit too hard hit for performance π
Not related to what you guys ^ are talking about but: If I were to start a new project. Would it be wise to stick to 4.23 due to its stability? Or since 4.24 is out, I might as well get into it and enjoy the new features as issues arising are unlikely [or quickly fixed]?
it shouldn't be really. It's often how you counter not having global illumination setup with a bounce @plush yew
default scene in new project with "sunsky" π
?
seems a bit bright π
@rich rose if you are starting now. Start with 4.24
@kindred viper this might be a silly question but im assuming its stable enough right?
yes its released.
the new sunsky
technically, I like to wait for the first patch on a release version, but it will be here in a week or less
has pretty realistic defaut lux settings
you need to configure the camera exposure range in your project settings to be "extended"
@kindred viper Do you have anything to read about that topic? Im fairly new to that
then it'll work out of the box
Ah ok great. Then i'll do some research + learning + organising before that patch is released. Thanks for the tip @kindred viper
anyone have a fix for this?
no its just one landscape
im not sure
when I create a game hud do I create it in construction script?
you get a widget
An example of how to create, display, and remove UI elements from the screen during gameplay.
Thank you
np π
seems more complex than removing the gun
yeah
uhmmm... ok π€£
ahhh windows defender
hate windows defender and win10 not respecting my gpedit policy to perma disable that shiz
hi, so i got struct of ints, and i want to set dynamicly one of it members, i only see set memberS of struct, i want instead set one picked member
still is it real of a false positive?
Has anyone around here used Shotgun in their pipeline? https://www.shotgunsoftware.com/ I'm trying to figure out if it's a decent solution to what I need. I'd like to talk to people who can either talk me into using Shotgun or talk me out of using Shotgun.
I'm open to alternatives as well.
Anyone tried the Shape Drawing on landscapes yet ? - It says im supposed to hit space to place new points, but - all it does is switching between the gizmo types :/
hmmm... getting some annoying behavior in 4.23 (source and vanilla). When I try to delete a physic body from my skeletal mesh, in editor, the engine crash. tried with any character in two projects... same behavior. Don't remember that this was happening before today. any guess?
@scenic snow thats definitely something up with the depth buffer/z fighting. poke the eyeballs in the outliner of landscapes and such. you must have two there or something
I turned anti aliasing off and it doesnt appear in the finished game, just the viewport
so ill work on it
need help, I accedently deleted my starter character. how do I get him back?
you deleted the entire BP? or an instance of it from the world?
the bp, wanted to remove the arms and I could not get them back so I deleted it in hope of being able to remake it
then it's basically gone
You'd be far better off just making a new BP based on character class, that has none of the FPS template extras in it
You can make a new first person project, migrate over the blueprint again, and it will come back (this is the "cleaner" way) or you can import the first person feature pack to add it back in
Welp, I know none of you have the bad karma I do, so go ahead and ignore this post, but if you ever do run into the LS-0013 error, its because the latest windows defender update forces the UE to be disabled in the firewall, and you need to force it in the advanced options and then re verify. so, I guess I learned the hard way..
what do you guys use for pc security? apparently the latest windows defender definition update effects 4.23.1 (for me), what do you use instead?
What Mathhew is saying is to create a new FPS project, and migrate the character BP to your project
not to start the whole project over again
Failed to import 'D:/Alla spel/UE_4.24/FeaturePacks/FP_FirstPerson.upack'. Failed to create asset '/Game/FP_FirstPerson'.
Please see Output Log for details.
this comes up
did you grab the latest defender update last night without issues?
@wise stone you would basically create a new first person project, migrate out the first person character that is missing from your 1st project into that 1st project, then go back into the first project and it should be back.
@worldly dust I doubt it? I have it all on auto
I'm new to UE4, I was learning how the multiplayer system works, I was opening ue4 in the command prompt, by: "EDITOR_PATH" "PROJECT PATH" /Game/THE_MAP_TO_LOAD -server -log
then "EDITOR_PATH" "PROJECT PATH" LOCAL_IP -game -log
after doing that, giving ue4 new network permissions, and updating defender, thats what happened, is that the safe way to launch ue from cmd prompt?
how do you launch the dedicated server from the editor? is there a doc page for that?
@grim ore Do I copy refrence or how do I do?
goto Project Settings and search "Multiplayer" and it will show you all the MP options.
awesome, thank you guys for your replies, I will play around with that, the guides I was reading was just for cmd prompt
dont forget to check the "Single Process" off if you want to test properly otherwise it will spawn multiple windows in an instance which can cause errors
make sure the editor runs as client and you are good to go
isin't that what you want? multiple windows per player?
yeah but in their own instances. If they are combined, some errors can occur. For most things you can ignore that, but if you were streaming levels, it can cause problems
good to know, thank you for the heads up, as learning how level streaming works is on my todo list
good luck. It's easy to get going and fun π
@worldly dust there is a check box for dedicated as well in that drop down next to play
oh wow thank you! all of you! that literally takes away the need for cmd prompt, I think I was following a bad tutorial lol
nah
not bad, just old, 4.16 lol
its not perfect and the other way, or doing it in packaged is "best" but its good enough for testing
by other way, do you mean the way within the editor?
yeah I tend to go the .bat route for dedicated servers. Although a quick test here and there isn't a bad thing
yes, sorry lol. the PIE way is not "perfect" as its still running it uncooked in the editor so you have overhead and such
the streaming lag from loading new streaming levels in PIE is horrid for hitching.
running the .uproject in game or server mode is probably next best then packaged and dedicated builds would be real
Ok, my problem is a known issue, just in case anyone get the same issue, https://issues.unrealengine.com/issue/UE-79152
π¦
still sounds like it's worth it to go through the packaging hassle to do proper testing, thank you for the info
yep you would always test the real way at some point π
I would definitely just use the PIE for testing in editor and iteration time tho, don't let it stop you from doing that
What's the status of Chaos destruction?
Early access
would you say the status is.... in Chaos?
what action adds running?
should I be using vs 19 or vs 17 currently for unreal engine, I have read that it mainly supports 17 but also works with 19?
whichever works for your personal environment. both will work, 19 should technically have better intellisense support and longer lifetime support as it's newer.
Can anyone tell my why this is not working?
ok thankyou
I beleive it should be r.setres
alright ill try it thanks
you might also want to look into the Game User Settings at some point if doing settings as it can all be handled by engine functions and it uses the .ini files to save/load settings.
yep they added it a few versions ago. It's integrated into the existing settings so it can handle stuff like trying to find optimal settings and using scalability presets like you see in the engine
I still don't think there are docs on it tho lol
I saw in 4.24 there's a new Game Maps and Modes Settings getter, but it doesn't seem to get anything. π¦
well I found one node that works with it but its weird. "set skip assigning gamepad to player 1" lol
@grim ore just realised i'm literally using your own video to understand game user settings
LMAO
they are on the wiki at least
this new flat ui...kinda sucks
throws me off over in content browser also, with no division
It's weird and it's only going to get weirder lol
I dont know if I like the content and collections split they have now
Last night I was looking at my bloated animBP wondering how I was going to optimize a BP that held animation sets for several different weapons and today I woke up to animation blueprint blending being a new feature
Oh shit
I need to try that out
completely forgot about the animation blending feature
Yeah I need to look at what Inertial blending is too since it seems like something I could use but I'm not exactly sure what it is or how to implement it
I've mostly been trying to figure the new landscape tools out.
the docs for Inertial Blending are done and up on the docs pages and helped me figure it out, it works pretty well. There is also a content example π @plush yew
Looking at animation inertialization it looks pretty self explanatory. But I see here that they use blend spaces for jump loops. Is that better than using montages for the loops?
Thanks @grim ore I think I've got a better grasp on it now. Should I be expecting new videos in my youtube inbox too?
I tried it out just changing the TPP character and it worked fine, no blendspaces or montages for jumping
lol I was planning on doing videos but I want to try and find some longer clips I can cut down to show the advantage of Inertial Blending first
the TPP ones are short enough as is
OK. In the new 4.24 day and night start map. How in the world are you able to control the light rotation with ctrl+L+mouse?
I cannot see how its implemented at all
out of sheer curiosity, wtf is the purpose of skookum script, and why did epic buy it? it appears they have at least 2 people employed today doing something with it
https://wiki.unrealengine.com/SkookumScript
I knew I'd heard of it
good stuff
still have to read the 4.24 release notes novel
anybody know if UE mobile builds still hugeness?
it builds epicness
this made me giggle https://www.youtube.com/watch?v=EuPSibuIKIg *
us vectorheads go like hihihi
copied url from wrong tab lol
love his videos
I can finally rest easy tomorrow lmfao
@molten path yay!
And man I just saw the news on the Oculus quest getting hand tracking this week... I so hope they update the ue4 sdk with that soon
has anyone ever had an issue with being unable to check out a file from Perforce, even though source control is working properly?
i just wish i could justify the cost of those toys to my wife lol
the idea of VR is wild
not just for games but interactive spatial experiences as a much bigger thing
going to the virtual 3d movies and what not
hell, even participate in them
Recreating Diablo 1 on revers base on assembler code and how its look by ~1 person...
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
lol, software was much less complex and jumpy back then compared to the garbage we produce now
i mean, OOP fine
but the higher up the HLL tree we climb the crazier it gets
good luck reversing that π
That's the hopeful side of VR, the sad reality of VR IMHO is things like hololens 2, where a few of the MS devs who worked on hololens 1 were coming out saying they don't approve of MS using their groundwork to create the military combat technology of hololens 2, MS is literally putting blood on the hands of people who entered what they thought was just a harmless software development career
well thats the other side of the coin in anything business
it's a sad world if we're honest
agreed indeed
thats why i likes me some vidjama james instead π
your not gonna take any game AI I ever make and implement it into war robots lol (i hope)
i think it's more clear than ever how divided wealth and knowledge are and these gaps are increasing exponentially
all we can do is hope that law makes an effort to try and catch up and that the fastest climbers don't have too ill of intentions π
@pearl sonnet I think today computer is almost add like toy to chocolate. But selling need be on. 100hZ monitor you can not see different and MPX you can not see. Everything have so good level. What is missing is this good product for 10 year.
Do we use something in computer by 10 year?
But funny about music devices car and some freezer its quite possible.
the strength is that potentially nasty practises hide behind clever "good" products that the masses want
We speak abaout MAC?
there is a chance that 10 years from now we control our mouse with our brainwaves or influence other things
but the question is always, what of that data is captured for other means π
capturing emotional responses, behavioural patterns, etc
@pearl sonnet Yes this is the point and this is really progress
@pearl sonnet Or better advance brain connection to create software. AI its allredy used in programing.
This is what i fell when i see peoples do think like diablo its i out of competition.
Back to work
sory
I get stresssss.
no worries :P
just keep it cool, keep it fun for yourself
whatever will be, will be
okay im confused
so im trying to use the film stuff
but it wont let me load the project because its missing the blackmagicmedia plugin
which is for 4.23.0
so use 4.23?
but i'm trying to use the new project settings for 4.24.0
as well as the new hair grooming features
that will be upgrade find author site and ask
by pushing but will be upgraded
new update hype π€€
lol totally
the one release i see on his github is for 4.23
the codebase has not been updated in months
last month*
so i can't use the film project presets
i suppose it does claim to have been updated for 4.24
unbelievable
On a random and unhelpful note. You have a delicious name
thank you
you might be able to get away with using that version and a rebuild could work
in /Saved/Logs/ you can check the build log
it wont work
there might be a template that has ajamedia
the virtual production one
funny enough when you create that project it will notify you that you need it
i guess they were done for the preview
just give them some time
yep a day or two
good lesson to learn don't update on day 1 of new release with a real project πΌ
Version Control!
https://docs.unrealengine.com/en-US/Engine/Tutorial/Mobile/InstallingiTunesTutorial.InstallingiTunesTutorial/index.html
https://docs.unrealengine.com/en-US/Engine/Tutorial/Mobile/SettingUpAndroidTutorial.SettingUpAndroidTutorial/index.html
these links show up when trying to package for each without them being setup, but they point to nowhere
should be like
https://docs.unrealengine.com/en-US/Platforms/Mobile/iOS/QuickStart/index.html
https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/GettingStarted/index.html
instead
Instructions on setting up and launching games on iOS devices.
Setting up for development for the Android platform.
doing a test for science to see how small a packaged blank project is in 4.24 π§
199 MB
seems bizarre still that a blank default project would be so huge
no starter assets, low quality set
by changing these settings it's now 155MB, which still seems too big
How do you enable the fracture editor, i cant get it to appear (4.24)
did anyone QA 4.24? New project and i cant even let it idle for more than 10 mins without it just vanishing. If i change any settings, clicking anything after causes the editor to vanish lol.
@past pilot I recommend submitting a bug report.
Depends on what the something is.
It looks like you're adding a pause screen to the viewport, correct?
OK. So are you pausing the game when the mouse isn't in the viewport?
OK, then I assume you're running this PauseOutOfBounds function on Event Tick?
Is this a strategy game or something similar where you can move the mouse cursor around the screen independent of the game action?
Alright, then you're handling mouse input somewhere, either in a player controller or pawn, correct?
Ah, I see. Did you set up the input bindings that make the mouse work? In Project Settings β Input?
That looks like a player controller, judging by the asset icon.
Do you have that set up as the player controller in your game mode or something?
No worries. Can I see the graph for that Mouse class? That's your player controller, so your mouse input is probably handled in there.
Oh OK. Yeah that means it has an empty graph.
Since you said you're using that class to show the mouse cursor, I'm guessing you just set Show Mouse Cursor checked on in there, and that's pretty much it.
Gotcha. So... this one looks like you're trying to spawn an enemy at a specific time. Is that right?
Is it purely based on elapsed game time, or are there other conditions that can spawn this enemy?
Does each enemy only spawn once? Is this something like... enemy A spawns after 1 minute, B spawns after 2 minutes, etc. Something like that?
OK. Now... where is all this stuff ticking? in your player pawn or what?
OK. So you just place this actor in the world and it holds all this logic for you?
Alright, I see.
I think there's a few ways you could go about this, but one approach that I've taken is to handle each enemy's spawning behavior in the enemy's Blueprint class.
That's a unique approach. What's your motivation for handling all the game logic inside an actor placed in the world?
Ah ha, I see. That's how you ended up with a ton of stuff on Event Tick.
It's all kind of hanging out together in that one actor.
Oh OK, that's not terrible.
Tick is not universally bad.
It's just really easy to abuse it, that's all. π
No worries, I've been there. I think we've all abused tick, especially when we were new. π
It's so damn easy to use, and it's right there when you open a new Blueprint.
i really wish they had it off by default but then if you plug something in it was like are you sure you want to use this it means this here are some other methods and linked the docs to a timer
Sounds like you're starting to take a healthier approach, though. The easiest way to move things off tick is one function at a time. Examine what it does and how often it needs to run, then find the alternative solution that offers better performance, and move on to the next.
Otherwise it gets too intimidating.
@dark depot Yeah I feel ya. They do have a pretty good justification for leaving it on by default, though: Blueprints are designed for ease of use first, optimal performance second.
There are a few ways, depending on what the condition is and how many times you want to trigger the event (once, once every x interval, etc.).
I will say that housing all of your game logic in one actor may be limiting your options.
For logic related to game rules, you could place it in your Game Mode class.
Which eliminates the need to place the actor in your level.
Then I would recommend moving more specific functionality to their respective classes. For example, you could make enemy spawners that wait x seconds, then spawn a specified enemy class. Then you can place several of those spawners and choose a different class and spawn time for each one.
Sort of unrelated tip: If you don't already know, you can mark Blueprint variables as Instance Editable to make them customizable from the details panel. It's an easy way to make each instance of your actor unique, like different spawn times, different enemy types, etc.
That can be tricky! Do what you can to break it down into smaller tasks.
That's how I feel when I go back and try to refactor a game I made 3 years ago and think "Wtf did I do?!" π
So if it's practical for your game, I recommend looking into creating an enemy spawner Blueprint class, a generic one. You can set up very simple spawning logic there, and then have customizable variables for the class and wait time to spawn.
Sure.
if anyone still needs this https://forums.unrealengine.com/development-discussion/content-creation/1696257-blender-2-81-fbx-lod-groups-and-extra-root-bone-armature-how-to-fix ...
Since this info is scattered all over the place and hard to find, posting about it here for posterity.
This "fixed" FBX add-on allows exporting FBX from Blender 2.81/a with LOD groups and without extra root bone: https://pastebin.com/ZuLNg3aS
Enjoy!
P.S. According to this ...
oh nice i have just started renaming armature it would be nice to have one less step
I have to go edit a mesh in blender and im putting it off. too much to do. not my forte yadayada
is there a way to select a few box brushes and convert them into a static mesh ?
oh my lord, 4.24 is 65gb
wait rly ?
uninstalling 3 versions to fit it lol
omg
so my unreal engine crashed and my project is now empty
like i have the folders but nothing in them
i legit just lost everything
did you just add a pile of assets without saving ?
Canβt even recommend source control. Gotta at least save first π
Though that has happened to everyone at some point
no my unreal engine just crashed when i applied a material and i lost all assets
Or just use Maya
so basically in the engine it has no content but if i goto the folder it has all the folders but theres nothing inthem
it happened when i applied the changes to a material and it crashed
(i have been saving every now and then)
i started working on this project about a year ago if anyone can help the would rly be nice
hello can anyone help me with something
first i want u to know ive never used unreal befoer
what do u need help with ?
do u know how to use houdini engine on unreal?
i dont think you can
nvm i think u can
https://www.sidefx.com/docs/unreal/_getting_started.html
i have it but im having a problem with it
is there a support channel at all?
loads of em
I went to bed everything was fine. I woke up and tried to reopen a .24 project now I'm getting this
Yer quixels need maintenance
No idea if quixel bridge supports 4.24 but if it does @exotic lion itβs not installed to 4.24
The project?
That's an error from trying to start a new project.
Yes but what is not set to .24?
The problem appears to be whatever engine version your using does not have quixel bridge installed to it
I'm looking through my quixels to see if I messed something up in my sleepy mind I had earlier.
Does anyknow if im allowed to use Paragon in a game?
Oh okay, I see where I goofed. When I reinstalled Mixer I goofed on the engine version and it left the file in .24 plugins folder.
Troy unless they changed it recently you are allowed.
Ok Thank you
When you go into one of them on the market place, it will say it in there somewhere.
I cant find it
You just canβt switch engines Troy
ya thats fine
Thatβs the gotcha on them between all other mp content
Pat ...Before I delete this python folder, is it safe to just delete it?
@exotic lion I got that error too
Are u trying to install quixel?
lol
its a easy fix
You dont need to delete it
No, I have it on 23 but me in my infinate wisdom (and 5 cups of coffee) goofed on the reinstall.
you need to close epic games all the way and UE4
reinstall the plugin to the plugin file
wait
and relunch everything
it will fix it
Reinstall via Quixel?
oooh
Bridge is only up to 23 so i don't know why I tried adding it to 24.
ctrl alt delete and make sure epic games is closed if u click the x button it iwll not close all the way
lol
Do not open anything until bridge says it installed
again
wait before u click install relunch bridge
Thanks Troy, I'll try it now.
works for every time
I reimaiged my computer because of that error i got so mad
I lost everything
Let me know if it worked π
So it's set right for 23. But still don't see how to update it to fix 24.
ohhh your trying it for 24
that i have no clue i was trying to help you get rid of that error
We have the same time zone π―
Your both ahead one hour
I donβt think .23 works anyways
Not for git
Had to ask a certain someone to do some hacky solution because it was using a buggy version of python
Or technically set to .23?
Kinda wiped it from my memory
The source code they provide with it is for some way old version of ue4
Ah
Binaries arenβt from the source they give you
So git engine/custom builds just donβt work
Shady stuff

hes ulgy
Which is funny since when fixing a mistake usually brings a bunch of new errors
im using houdini plugin on unreal but when i import my hda file i dont see a parameters channel
i only see this
i need this
i need to sleep if u know how to fix it dm me or ping me
ill leave the file here to see if this happens to anyone else
@warped tangle if im getting the over budget warning could that be related to the texture down scaling?
yes
What causes the over budget
how do i go about fixing
sorry relatively new around here
if you are getting the warning in the viewport, you can r.streaming.poolsize xxxx to increase the texture streaming pool size
I think default is like....800mb?
How does it affect in game?
could try something like 1000 or 1500 and see if it goes away
if you use a ton of 4k textures and such you could be going over budget
Ok what are the limitations for that obviously i cant just keep increasing it
Yeah i have alot of 4k textures
limitations are your GPU's VRAM
Ok so i guess if i keep increasing i will eventually start seeing fps drops
Then i guess i'll know my limitation for quality?
For at least my card
Is that a correct assumption
the larger your pool size, the less VRAM there is for other GPU related stuffs
LOD question π
How UE4 measure the object to decide which LOD need to apply?
is it based on distance of object to camera?
OR how much area dedicated to the object on the screen?
is that % unit? like 0.07% of the screen?
and how the steps define for LOD0 to 4 for example?
there are LOD settings in the static/skel mesh editor
UE4 auto generates LOD distances, but you can overwrite
i mean is, if let say we have 4 LODs and the object got only 10% of the screen size, how the engine decide if tool 10% of screen use LOD 4 / 20% use LOD 3 so on.. ?
i mean is the steps
https://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/HowTo/LODs/index.html
screensize is defined per LOD
How To Create and Use LODs.
@steel patio Thank you
So what all did UE 4.24 break today?
Couldnt figure out the right channel but I have this issue where if I jump off a steep ledge while testing my level its kills of my character and inget this error. Anyone know what's up. I'm pretty new to unreal
Go to world settings
And take a picture of that forgot what itβs called
Maybe fall out of fall off something need to see
@plush yew
Does anybody know about virtual texture streaming and which channel can i find more information about it
guys anyone have an idea about the new Chaos::FCommandList class?
I'm having problems with my raycast vehicle in low frame rate hooking add force and torque to FCommandList helps although i am clueless about how to do it.
guys how do I distribute my custom compiled engine to designers and developers ?
@atomic hull google βinstalled buildβ
can you see the total bone count of a skeleton somewhere?
I know there's the skeleton tree, but is there just a sum number somewhere
@atomic hull http://jackknobel.com/How-To/BuildGraph
@normal burrow @rustic imp thanks that helps a lot I am reading it
@plush yew i guess we dont need Graphene anymore
I don't understand, this new hair feature for render only not for creating hair crads
@rich hornet maybe that's a good thing since Unity actually acquired Graphine
big companies just tend to fuck all when they buy another company
kinda wonder what will happen to quixel now
why does set actor relative location act as set actor location? when i set actor relative location to 0,0,0 instead of the expected behaviour of not moving, it resets the world location?
Well, what is the actor attached to ?
If it's attached to the world directly, then relative and world are the same thing
since its become free its userbase probably increased tenfold
if there was a company to get bought out off its epic
not like getting strangled by adobe
@cloud cobalt basically i'm lerping from current height to height + 100, is there any non-convoluted way of doing that?
Yeah, of course
Store the initial height, and the final desired height
Then use lerp between both values, on every tick
You can also use timelines
ah, i was being stupid nvm
Hey π is this a good channel to ask a technical question?
depends on the question
Having a packaging error that i cant make sense of and nothing on google
There's #packaging. But this channel is fine too. Just post your question.
what does "Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Editor target not found!" mean?
Yo, could someone give me some advice/pointers on what I'd need to know to recreate a combat system similar to this, with combo punches, dodges and webbing as seen in the GIF? Any response is greatly appreciated, cheers! : )
Could someone be so kind as to point me in the direction of example content for the new Landscape Layers? π
Well, if your project uses a plugin that's not available for 4.24, you probably need to wait to convert to 4.24
Well that's weird.
https://gyazo.com/7b826a01da496e6964b892c6101330e8
is there a way to get this to stick into physics objects and move with them ?
cos currently it doesnt
attach it
Anyone else get an error when compiling 4.24 from source with Chaos enabled?
Hey I am trying to attach a weapon I made to a model I made. Model is in unreal, animated and working. Weapon is imported to unreal and appears fine.
Do I import the weapon as static or skeletal mesh? Not animations required (possible particle effects)
I added a socket to my character through viewport of skeletal mesh. Imported weapon as static, set the weapon mesh to moveable. Right click weapon>attach to>character BP shows up, but theres no way to expand to see the socket?
After updating from 4.23 to 4.24 I've been getting this message in every level. Even in cinematic levels with almost nothing inside but the character and a video playing in front of him.
Even if I rebuild everything in my level the problem persists.
When did the message start popping up?
When I went from 4.23 to 4.24
Thats odd
Went from 4.20 to 4.23 to fix one bug only to find out 4.23 crashes packaged games in fullscreen mode, which was reported as a bug by many, and waited for 4.24 only to get this weird error I can't get rid of. π
Maybe I should try adding navmesh to each level even if they don't need it.
Yeah I shall try that out.... in a minute. Went and opened one of my levels with an actual navmesh and AI to see how they are doing but "compiling shaders" happened so. "To be continued..." x)
Oh ok, hope everything goes according to plan π―
Does anyone know what exactly that new Sparse Class Data in UE4.24 is or does?
It sounds interesting but I can't see what it is and how I would implement that
The Sparse Class Data feature reduces the footprint of actor instances by converting unchanging variables into shared, class-wide constants. This can lead to significant savings if a commonly-occurring actor class has properties that native and Blueprint code don't change after construction, and that doesn't vary between instances. In addition, this process has minimal impact on code; after replacing the appropriate properties with shared values, developers working in native code will only need to replace direct references to the old properties with calls to their new getter functions, while developers working in Blueprint will be entirely unaffected. Even the current values of the properties will be preserved by the conversion process. This feature has its greatest impact when developers use it on actors that appear in large numbers, and contain several properties that can be converted to shared constants.
feature not class
it seems like it's something like a UPROPERTY specifier
for the most part, you don't need to do anything at all
is it supposed to cut memory footprint?
that's an effect it will have, yes
yeah, it indeed is a UPROPERTY
Sounds nothing new. But guess the UHT integration is what is new.
// Some properties are stored once per class in a sidecar structure and not on instances of the class
SparseClassDataType,
don't understand what they mean with "will only need to replace direct references to the old properties with calls to their new getter functions", but I guess I'll just try to add that property and see what happens
Its just shared storage. So ofc you need to use some function to access it, direct this references will make it redundant.
yeah that's what I don't understand though. Maybe just being stupid rn.
How would a UPROPERTY tag make my variable inaccessible? do they actually parse it out and add some getter into the .generated.h file?
well.. I'll see
ah I think I got it now. You have to outsource those into a special struct and provide that struct in the meta specifier
@edgy moat Yea the problem seems to disappear if I just have navmesh on my level. Thanks for taking part in the pondering! : )
With 4.24 came another problem as well: My landscapes don't return physical material footstep information anymore and walking on any landscape is silent. But I just found this so I haven't even been looking much into it yet. Just thought if this is a common problem with the 4.24 or not.
My friends have the same as well. Their landscapes don't give footsteps anymore in 4.24.
Trying setting the landscapes max lod level to 0 or 1
Just click on the landscape and search βlodβ then it will show. The default is set to -1. Try make it 0 or 1
Hey Good morning
has anyone tried to make a Push/Pull System in 3D space?
like pushing or pulling a block
I'm having some mindfuck with the physics
cause I've explored moving the object by attaching it to my player and moving in one direction with him at a different speed
and stopping movement with a tracer for collision detection
that seems to work on a flat surface
but for example if I try to drop the cube from a ledge
and "simulate physics"
the object will teleport to its original position
https://youtu.be/OltZ-xFz8IQ are you talking about something like this?
In this tutorial we take a look at how to pickup and drop physics objects using the physics handle component
more like this
In this video I will show you how to make this: https://www.youtube.com/watch?v=XXkkpnMnbBE&t=1s Next tutorial: https://www.youtube.com/watch?v=1QSRRa0Qnz8 Y...
but when you try to drop that cube from a ledge
using that approach
it will fly away into space
lol
have you done the tutorial
so your problem is when the object goes past a ledge its physics are broken
yes
π
and set its linear dampening and angular dampening to something very large also
darth vader is happily married
did it work
chill out, chat is slow
if you want to be a moderator consider that fun is an important element
No, I don't want to be a moderator, I'm asking nicely to keep off-topic where it's supposed to be π
π¨
@edgy moat wait I believe I got it working differently
what do you mean
oh ok cool π―
Hi, now that 4.24 is out, is quixel bridge and other quixel applications free for unreal use?
yup
Great! I will download them now
why is malwarebytes being triggered by the download links to both mixer and bridge? is this definitely false positive?
so many assets and textures not compatable with 4.24
Δ°s there anyway to subdivide a landscape? so that tesselation can be used.
