#ue4-general
1 messages ยท Page 597 of 1
hidden in game is not checked - there's 100s of them that just suddenly went missing
I went to the main level where this is used as a streaming level and they were suddenly invisible - opened this level again on it's own and they're gone
If particular assets don't allow to be added to 4.24. Is there any idk risk or drawback of just adding them to 4.23 and then migrating them to 4.24 ?
how would i make an enemy with AI spawn and slowly rise out of the ground? do i need to temporarily disable, gravity, collision and behaviour tree or is there a better way?
this also doesn't work
but ideally.. it would be great to read from a folder, and make the array at run time
only I don't understand how to work with these soft refs
Reading from a folder may require you to do some funky stuff with C++ to expose what you need to BP. There was a free marketplace pack that did allow this, but it is no longer updated. MJ's something or other.
"reading from a folder" in UE4 is using the Asset Manager
You would typically use that to discover content dynamically
You can then proceed to load objects
You will also need to ensure the assets are properly packaged
One of many aspects of UE I'm not familiar with, is Asset Manager. Are the official docs useful to a layman, or are there any good learning resources on that?
Hi. I am trying to create a new C++ project, but I get this:
The project could not be compiled. Would you like to open it in Visual Studio?
Running M:/Epic Games/UE_4.22/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="M:/CMP/Test/Test.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
Creating makefile for TestEditor (no existing makefile)
@progress push 5%
Parsing headers for TestEditor
Running UnrealHeaderTool "M:\CMP\Test\Test.uproject" "M:\CMP\Test\Intermediate\Build\Win64\TestEditor\Development\TestEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for TestEditor in 6.4357572 seconds
@progress pop
Using Visual Studio 2019 14.23.28105 toolchain (M:\Visual Studio 2019\VC\Tools\MSVC\14.23.28105) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
ERROR: System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified
at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
at UnrealBuildTool.XGE.ExecuteTaskFile(String TaskFilePath, DataReceivedEventHandler OutputEventHandler, Int32 ActionCount) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Executors\XGE.cs:line 493
I never had that problem and I did not touch the unreal or visual studio installation
@thick herald We used it extensively in Helium Rain so you can check the code, even though I've made this stuff massively simpler and shorter in my new project that I haven't published yet
But it's rather simple to use
It's something I've been meaning to research but lacked a basis on which to start looking
What I do with the asset manager is rather simple - I just ask the engine to get me a list of every instance from a class
That's basically 5 lines of C++
I'm not a C++ guy, been over 20 years since I last coded ๐
@cloud cobalt thx, I'll take a look
some of it at least. I know I need to learn how to expose some things to BP that I want though (not necessarily asset management) I know Mathew did a vid on something similar for realtime data reading
anyway. Thanks for the information, real life calls.
mmm... a bit complicated for me, and I can't find any tutorials, I kinda need to see someone applying this stuff in practice, the manual is just dry info
What do you actually want to do here ?
I mean I have no idea how to apply that
so... 2 things
1, I want to load some.. 100+ meshes from and selection of 5000+ meshes
from a selection *
I do that right now with spawn actor that sets mesh
and inside the actor I have a bunch of meshes
in an array
part 2... is where it gets more problematic
I want more than just 1 array
I want the actor to chose/load a mesh based on context
meaning on an island ground can be sand, but on a mountain ground can be gtravel
it's all atm coming from the same 1 big actor
that contains a ton of sand and gravel and whatnot
in fact, I'm not sure... I'm in the middle of doing this
I just made the ssytem work for 1 world. aka - island
What the asset manager is good at is
- discovering content from a particular class or folder
- loading content that was packaged but isn't actively referenced by anyone yet
yeah that sounds all good, but how does it work? what exactly is this asset manager?
...it manages assets ๐
Well you can't expect tutorials for advanced features
so if this is C++ crazyness.... I don't speak that language
ok, maenwhile I tried with soft refs, and nothing loads
I guess there's more to soft refs than just creating a soft ref aarray
and set mesh
My Widget Blueprint is not displaying what it shows on the editor onto the screen. ฤฐts opacity isnt working, the circular throbber is being very glitchy and everything just messed up all of a sudden
The Doc article on the Asset manager might be useful, if you haven't looked at it yet.
GetAssetsByClass is a Blueprint-exposed method so that does exist for Blueprint.
I looked at it alright........................
Try GetAssetsByPath, GetAssetsByClass on the asset registry
Bottom left corner. The circular throbbers duplicate and dont act how they used to
ฤฐt is supposed to have reduced opacity(not working) and the circular throbber was just 3 circles before, now its just madness
@copper flicker That's for discovering which assets exist in your game content (provided they were packaged which is another issue entirely).
Is there a way to make the grass render in no matter what distance as it renders out quite close to the camera, this is just for a scene not for a level design so performance isn't an issue
This is what its supposed to look like
@thorny locust find the foliages static mesh and set its lod group to foliage
@edgy moat thanks I'll look now

@edgy moat is this where your talking about?
yes
When I start my game inside the editor with the VR Preview, the Landscape Material does not get shown. Any Idea why?
When you say "not get shown" do you mean it's invisible (but the mesh is still there) or it's the gray texture?
Is the collision still there?
Yes, I can navigate on it
@edgy moat you need to properly bind the variable type.
When I use the "Simulate" option, (not VR) than everything is fine
@edgy moat thank you bro got it
Which headset?
HTC Vive
what's the setting in unreal to stop ALL level sequences from resetting to the first frame at the end?
I think it was an editor setting but I can't remember it now
@hard quarry try clickin gon the landscape and settimng its max lod level to 0 or 1
Either that or your material isn't playing well with something.
Does anyone remember a plugin or so that allowed printing stuff to the Message Log?
Do you mean the output log?
No, that's why I said Message Log (:
Oh, ฤฐ dont know then...
@ember cypress I removed now the material completely and set it to "none" but not even the grid gets shown ingame or when using "Game View"
Mhm It seems that the whole Landscape just disappears, when I enable the wioreframe there is none
there's a run behaviour tree but is there a stop behaviour tree?
Yo can someone give me some advice/opinions on why this seems so responsive and smooth? Is it just a case of good animations, or does it seem like there is more to it?
I think the character itself looks so smooth because the other targets arent really smooth
If particular assets don't allow to be added to a project that is v4.24. Is there any idk risk or drawback from just adding them to a project v4.23 and then migrating them to 4.24 ?
@rich rose I dont think there is a drawback, I already did this several times , it allways worked like a charm
That said I only migrated meshes and no blueprints
Ah ok. Atm I only need meshes so thats good news. Thanks @hard quarry and @plush yew
Is there any risk if I remove the "LandscapeGizmoActiveActor" or can I simple delete it?
Hello there! Is someone aware of the quickest method to create a visible "flow effect" on 3D wires (as if a flow of energy was going inside the wire/ cable itself, from one end to the other)?
Hello everyone, I was trying to create a medium scale level with 3 villages, and each village has almost 80-110 AI Characters. And altogether the load on CPU is getting heavy. I used the Cull Distance Volume but it's only culling Static mesh.
I was wondering how to cull and disable AI and other Actor_BP when the player is far away. Can you tell me any solution?
would there be any reason why my character randomly gets deleted while playing?
its so random too, some times it happens sometimes it doesnt but ill just be playing then all of a sudden my third person character turns into (Deleted actor)
Im trying to make an aimoffset but everytime I move the animation how I want it and click apply and save, when I close it it resets to how it was before
Am I missing something?
@neat forge You have to save it under another name, I had the same problem. It seems like you cannot overwrite an existingh animation
What function/code should I run on Tick?
As the problem isn't with complex AI, It's because of too many AI in a single level getting processed. @plush yew
Oh okay! Thank you
@fallen goblet maybe you can make the tick duration longer, like .5 instead?
In a multiplayer game, is there a way I can do something on one person's client but not another's? I'd like to make it so that each individual person can customize what other players look like in their environment without changing what their actual avatar is
Can someone help me with this issue, please? https://answers.unrealengine.com/questions/938792/run-steam-on-game-launch.html
@neat forge Just tried it and didn't help much, as all the AI are always remains active and staying in the level.
I actually need a culling system for the AI/Character.
Can Level Streaming fix this issue???
can help yes, however initializing 100 ai (and some more content) at once can be quite overwhelming for engine loop and cause significant stuttering.
@blissful willow not sure what the best way to do it is, some people have a different mesh non replicated for the player (arms / or whats visible to them) and a different replicated avatar for everyone else to see
also in case of ai you're not only processing the brain but the actual character itself, which is add to your perf costs. you can experiment with disabling both animation and certain aspects of ai logic from distance, then just destroy them when afar
@edgy halo Since it's a question of replication, would it have to be a static mesh variable somehow, where one person can change it, but it only happens on theirs?
im not really experienced in replication, however maybe a function that is only shown to the player calling it and not replicating?
maybe ask #multiplayer
@flat idol Thanks, I think that may help but also can make unexpected issues,
Isn't there any other out of the box solution in UE4 for culling/completely stopping an Actor_BP? Rather than spawning and destroying them?
you can try network relevancy, but its for multiplayer only and only the clients use this feature
server wont cull actors
And will it still get heavier on Server?
unexpected issues, i actually believe an automated solution can cause you more issues, whereas a self written code does just exactly what you expect it to do :)
yes, server doesnt receive such optimizations, you must do it all on your own
you can try experimenting with oc/quadtrees etc for culling the world as you see ift
@flat idol Net relevancy is the thing I'd have been looking for only if it'd also work on server.
Ok I'll try that out.
no it does not, also net relevancy is quite heavy, therefore epic added replication graph, cpp only feature for auto-culling network channels. it won't cull actors, they remain 100% active, just replicate easier
repgraph use a sort of spatial tree for this purpose, which you could potentially exploit (and extend on) but its a lot of adventure getting there
Thanks @flat idol ,
I've heard about RepGraph before but never tried it, and thanks for making it clear that it wont cull Actors.
repgreph works by default and initial settings are good for most cases
epic shootergame example has a repgraph extension you can read
https://i.gyazo.com/9003bcb172a0ce36a6fff7c399dec314.png
how could i acheive this, current my "character" is a box however its going up hills wrong (like the photo)
@flat idol Ok I'll check that out. Thanks again.
how do I actually start a swam render?
having the swarm controller running isn't enough for me
I have a night sky with white objects, but you can see the white objects from a distance away, is there an outdoor ambience colour setting in unreal
so weird to see my wifi SSID in chat
@nimble moat you trace down from the box to the ground, get the angle of difference between the normals and adjust the rotation based on the calculated direction vector
@nimble moat Make a Raycast at the front and at the bottom, than you have the height difference and you can rotate the box as you wish
ill look into it thanks guys
2 days ago someone mentioned the same,
you're not alone
I don't mean to presume you don't understand how to use raytracing, but I have to ask, did you mess around with the Denoiser to improve quality or just test it "out of the box"? Because it's meant to have flickering/artifacts without some tweaking
feels horrible to ask that, but I've seen people who don't realise such things
guy i mentioned had flickering outside of UE
ie. discord
huh thats odd
anyone have any experience with swarm agents being available, pingable, but not actually building any lighting? logs empty
what would cause an actor to delete? for some REALLY bizarre reason my thirdperson character is getting randomly deleted when im going down a ramp
@nimble moat is the ramp below the world kill Z? check your world settings for that map and adjust it or disable it then test.
wow thank you, that weird bug has been bothering me for hours
Epic Games Japan released some great slides about Localization. In JP as always but tons of great images, it's quite understandable https://www.slideshare.net/EpicGamesJapan/ue4-ue4-localization-deep-dive-191115517
quite understandable if u read japanese i guess ๐
for me not so understandable ๐
At the beginning there's quite some text yeah lol but it's better after that
That's a pity, so many great slide presentations available and no translation
ohh, than its fine, i allways jump straight to the end ๐
They're good to get a rough idea imo
well i could have google translate it for me, but ill be fine ๐
Is it possible to make a meaterial for a static mesh which is arround the mesh, like a sphere?
Yeah. Look into parallax occlusion, bump offset, world position offset, pixel depth offset. But for your example, Iโd either make a sphere mesh or use particles.
how much your UE 4.24.0 needed
Where to see all blueprint reference ?
hello guys, fast question, how to make my NPC pick random task from possible tasks ?
where is this new 4.24 feature? where can i find it? https://www.youtube.com/watch?v=vc5Jg-iqPgk
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
its the material layers feature
So many question left unaswered.
Hey im trying to make a physics constraint between two meshes, i have a Lantern staticmeshcomponent, and a LanternTop that should be constrained but how do i refer to the Staticmeshcomponent in the physics constraint?
the first component should be my lantern staticmeshcomponent, but because its a parent to the physics handle i cant really figure it out, do i have to rearrange the hierachy?
@sacred crater Do you plan to update your plugin to 4.24 by any chance ? Seems like @frozen pond needs it ๐
I cant seems to install it as it need 69gigs space
does anyone know how to get rid of black surface like here? its two-sided, and the extra side that is rendered is always dark. im using all baked in lighting. i already tried settings like two sided foliage, but nothing really helped. i appreciate any insight
How can I check the compatibility of the game with the required device?
doesn't matter
Are Force Deletes freezing up 4.24 for anyone else?
@runic iron @frozen pond I do intend to update it but our project that uses it is still on 4.23 and haven't even downloaded 4.24 yet. I'll tweet out when it's updated :)
@next badger well I cant even download or install it as unexpected more space needed than 23.1
might be that my old preview for 24 bugged it or something
hey guys, anybody knows how to export xgen grooms for new ue4 alembic feature? i can't get it working
launcher say i need 69gig space
@shell jetty try do delete preview
Hi, where do I post feedback for ue?
You mean the forums are not super useful for that?
If that's the case, will it be seen if I post here instead?
Does anyone else have issues with the whole computer freezing if you try to build lighting with very high settings?
(Quality is set to Production)
If I try to build lighting with this, the entire PC freezes, only able to restart with the button
pretty much everyone yeah. It's kind of how lighting works. If there is more than you can process, it will use it all.
So this is extreme overkill in terms of lighting settings?
its compiling a tonne of shaders that are getting stored in a cache for later usage, so its gonna take processing for each one. Check your Task Manager when it happens. You should see ShaderCompileWorker using most, if not all, of your cores and processing
this is why RTX is a godsend. Cheap dynamic GI for testing ๐
Is there any way to limit that so it can get through?
you can limit the number of cores the engine uses. I cant remember the exact location, its in an xml
there is a wiki page on it
Unreal Engine\UnrealBuildTool\BuildConfiguration.xml <ProcessorCountMultiplier>2</ProcessorCountMultiplier>
@gleaming narwhal it would be awesome if the epic games launcher could be updated so that ue4 resources could be separated in library by category- plugin, project template, assets, materials, etc...
And if there were an option to show updated library content at the top of the library, or else a separate library category.
Right now, it kind of gets pretty cluttered.
@kindred viper Thank you! I'll try to test it out
ฤฐf i am using the 'On component hit' function, how can i only call that function if the object is hit BY A SPECฤฐFฤฐC actor?
Not just if it gets hit
Only if it gets hit by a specific object...
object or class?
and you would either cast to the correct class type using the hit actor in the hit result or use some other method to test for the correct item such as an interface
more than likely what you are asking is using the cast to XXX version where XXX is the class you want to test against (only hit by player for example)
object
if it's a specific object out of many in the world then you have more work to do
The object that is being hit already has a blueprint, i just want the players bullet to call the 'On HฤฐT' function...not if it just gets hit
ok let step back. this component hit node is in which blueprint?
The thing that is being hit
doesnt really help. so like a wall?
a gas canister, i want to destroy actor, add impulse and play particle effect after it is hit by THE PLAYERS BULLET not just anything ONLY THE PLAYERS BULLET
ok so this node is on the canister and the bullet should be hitting it?
yes
ok so does the bullet have a specific class? is it a blueprint
Then you would use the cast to bullet class pulled from the other actor
well it's not an actor, it's parent might be an actor but it should be it's own class
drag out of the other actor, this is the item that hit this item and started the event, and use the cast to bullet node
then it will be true if the other actor, the item that hit this item, is a bullet or false if it is not
once you get this working you might want to look into using blueprint interfaces to clean this up (instead of the cast to XXX) as it will allow you to haver more than just that one bullet explode this barrel and it will not lead to hard referencing the bullet into memory for all canisters
it works
yes, that is asking if the other actor that hit this item is of that bullet class and if so do something
this was so simple, i feel retarted... thanks so much dude
Would'nt i just use a sequence then, if i wanted more than 1 bullet?
you can but then in the future you would need another cast to and another cast to and another for every bullet type
ฤฐ see
or you use one interface check node and anything flagged with that interface just works
Wouldnt an alternate for that also be 'get all actors by tag'
plus hard vs soft reference, right now your canister knows about the bullet since you use the cast node so it has to load the bullet into memory when it loads the canister. If you did this for 10 bullets you now have all 10 loaded with the canister
Hmm
no get all actors by tag would not work for this as it would check all actors in the world for the tag. You could do a has tag on the item but then you are required to make sure the tag is spelled correctly on every item you add this to
But if i did it accurately... it would work?
yes but if you ever need to talk to the item, like the bullet that hit the canister, you would have to still cast to it
Yes
using an interface you could go "hey are you allowed to blow me up? ok cool. I will blow up and do some stuff why don't you play some stuff as well like particle effects"
and it wouldnt care if the item that hit it was a bullet or a bomb or a flying pig
yep yep
Quick question - if I pass in the console command (from blueprint) for r.DetailMode=0 - that would be the correct syntax and such, right?
I thought it was, but the output log complains
normally its command space value so r.DetailMode 0
hello i have a problem with my terrain material, the terrain has the compiling texture but its already compiled, i cant remove this grey texture, why?
my material look like this
click on each texture, go to the sampler source for each texture in the details panel, and changed to shared
wrap or clamp?
yes. Depends on the texture. More than likely I would say wrap
ok
how would i fix this so it accounts for the offset of the actor's world rotation ?
right now the z value changes as i rotate the character
ive tried subtracting, and adding the actors world rotation, but the value still changes in an unexpected way... keeping both arrow5 and motion controller L in the same spot and rotating still produces a completely difference Yaw value when rotating
also tried reversing start and target pins
oh yeah it works thanks !
Thanks @grim ore, that was what I was missing. No "=" lol
I'm still trying to figure out how I can adjust my character's "direction" variable based on pelvis offset. If I have an animation that rotates my character's pelvis 90 degrees then the legs will also rotate 90 degrees, but animate as if they're walking forward. What I've been trying to do is find away to have the legs animate as if they've been turned 90 degrees. Right now I think the next thing I'm going to try is to have two skeletons per character that are animated exactly the same, but one won't be able to blend with attack animations. Then I'll calculate the difference in pelvis rotation between the two skeletons and use the difference to influence the direction float on my 2d blend space for my walk cycles
but that seems expensive. If there was a way for me to get the rotation of a cached bone I could do it that way
anyone know what's causing the cloth simulation to do this when walking up a ramp?
only when the player is on a ramp
perv trying to look under skirt
expected result: steam achievment: IT WAS AN ACCIDENT
is it apex/nvcloth @plush thicket ?
no
what is it then
ah yea thats nvcloth internally iirc
are you providing a physics asset to it for cloth?
if not, you should make one. only put physics bodies in that affect the cloth
it's weird
i just swapped the ramp again
and it suddenly stopped doing that
would anyone know a fix to a different issue?
when I drag-and-drop an asset into the editor
it always makes the spawn location of that asset at like 1500x
like waaaay below my map
Hello, I have a question. Can anyone recommend a great book/tutorial series for learning Unreal Engine with C++(Or in general, but I know C++ already and want to learn the unreal side of things)? I will follow along and practice, but want to find some big guide instead of watching scraps about specifics
If you know C++ already, you just need to be introduced to UHT
And the documentation does ample job of explaining this part
UHT is this thing that reads your code in a really invasive and dumbed down way
the headers rather
and then it makes codes for you
UPROPERTY(EditAnywhere,BlueprintReadWrite)
float Number;
@next badger seems like that did it
UPROPERTY is just
#define UPROPERTY(...)
but UHT reads the content inside of it, and generates the code to register your number into reflection
Yeah I get the UPROPERTY stuff, been using it, although I just randomly run into issues that make no sense to me and I kinda just wanna start from the beginning and learn all the ins and outs, since there is no time pressure on me, I am not learning it(currently) for a specific reason
I am just having trouble finding some good guide that focuses on the C++ side of things, it's mostly blueprints which I find easy
I like reading a book or two from time to time, dunno if there is anything good about unreal
Although I can imagine that it might be hard to find a good book, as the engine is constantly updated and changed
hmm i think that might be asking a lot of a book too when you could just read the code
if you wanted a c++ side of explaination i mean
hmmm, yeah
A book on blueprints could serve beneficial here to explain how the engine is supposed to work
I guess I will just sit down and start trying things out
thats what i'd recommend, but if there is such a book go for it
does anyone know how to move a landscape up or down on the Z axis when using tiled landscapes with world composition?
the Z 0.0 coordinate is like halfway up the mountains
I know the exact value that I have to shift it up but I can't find the option and the transform tools are greyed out
My project that was working perfectly fine last night. Is now crashing at 95% on start up this morning. What folders do I need to delete to make it rebuild without loosing all my settings?
Thanks
may I also sugest investing in a source control system if you don't have one for peace of mind
I don't use source. I just back my project up at the end of each day to an external hard drive
source control is like git
daily backups work, but you could have finer control over things
don't need source code to use it though
source control is worth the effort to set up
have anyone tried to use git for ue4 assets?
would recommend svn over git for so much binary stuff
I used git and git-lfs for smaller projects and no real issues
seen nothing but nightmares with git-lfs =/
does git lfs store revisions matheww?
I find the branching / extra gui that you can get for git real nice.. but when it comes to binary stuff.... it just falls flat...
Perforce looks a bit old
but works mostly well
i wonder how fast git grows in size
many my projects are 20-50 Gb in size
it's not as bad as people think it is
svn is old, but not nutty with licensing
p4 is free for a small team
and even on a larger team.. you can get away with about 1800 a year
you have to stay on top of what you can and can't do with p4 either way
even if you run the server yourself
this is true
@normal burrow I honestly have no idea, I would assume so
but in my personal experiance.. lost a lot less time dealing with p4 over git issues
I heard it doesn't.. but i really dunno either
but again I only ever tried it on smaller projects over time
cool cool
yep the actual repo has some issues regarding lfs large file revisions but the actual "details" about lfs don't seem to indicate it
Sorry to repeat myself but does anyone know how to move a landscape up or down when using world composition? The transform tools are locked
sounds trendy lol
I keep a perforce server on my nas and I use Vhdx (virtual hdd) that's downloaded to my work system each day and put back up on the server once I'm done with it
yeah, developed by MS
yea, svn is just an apache plugin
most web servers wil run it. so it can be cheap, and it delta compresses everything with zip so the server actually is pretty tight
its probably older than p4, but tortoise svn for windows works alright. Unreal does support it out of the box however
main issue of p4 is that it's remote only
what u mean ?
in git you have local repo, you commit there, then to remote...but in p4, all actions like checkin, checkout, add, remove...all should be made remotely
right... got ya
i'm working on several projects, and one is just so slow for me...every action is like 30s...and 10 files checkout may last few minutes
I mostly removed my brain of git shit...
I've not had any speed issues with p4 personally
used an AWS repo version and a local... it was pretty fast even with hundreds or thousands of files
well, it depends on your and server's locations
AWS server to NZ and to Canada was about the same. We had people in brazil also.. same there
pat is surprised this is a thing
yeah, it's locked by default. Took me a while to figure out be since then never forgot it.
iterating all those actors? lol
I have a weird issue after building lighting
stuff that was lighted before now appears black
Adjust your skylight. Either you didn't put one in the scene or the value is too low
@abstract relic what value is too low
in the skylight options there are several values
Intensity scale
Thank @trim granite! That worked ๐
okay well at least I thought it did hahas
it keeps snapping back to 0
ah I got it now, had to do it on the actual landscape, not the proxies, duh
Hey hi!... is someone aware of the bug that when i click on packaging for windows 64... it open the documentation on google chrome.... is there something that i miss or.... ?
nope
DitherTemporalAA doesn't work on the pixel shader? iunno
@wispy zinc There's work being done to improve the experience of the Vault, but we have no announcements as to when it will be released. We all want it ๐
The forums are the best place for feedback, it allows us to link to the feedback when we bring it back to the devs
We don't always respond, but we read them (when we're not playing game jam games...)
@polar hawk I removed dither and got this
iunno man its fucked
patchzy
see what the defaults are for that node
DitherTemporalAA
double click it i
You are doing something real shady with that tessellation
I just copy pasted the material into a new one and it worked ๐ค
hi patchzy
will, why are you everywhere ๐ณ
hehe
Hey guys. How much work is actually involved to move my project to the latest version of UE4. I'm currently on 4.21
c++ ?
Nah Blueprint and I'm only using 2 plugins if that helps
if the plugins are supported for .24 then you can just migrate right ?
I would think so. I checked and they both have new versions for 4.24
yea go for it should work
And updating won't delete stuff or cause stuff to not work?
no thats only if you migrate to an older version
ohh cool
ok thanks I'll give it a crack
you can't migrate to older version...like...impossible
most plugins have source code, so can be compiled by ue4 itself (need to make c++ project just for compiling)
does anyone know why im getting these errors? i just want a simple float that is defaulted to 1
@vital cosmos if that does not work there is a good chance if they are black after building your lightmaps for those meshes are bad. Dynamic lighting does not use them so it would look fine until you built lighting and it tried to use them.
if i comment out MeshSize = 1.0f; then it complies. i just dont see whats wrong with what i have
you are trying to set a variable in a header would be my guess
can that only be done in the cpp?
you can set a variable in a header, but he's setting it before declaration
the comment says // Sets default values for this actor's properties above
that was my second guess, I never set variables in headers lol
can he just do the assigning in the declaration below?
i moved it below an got the same thing
can do you do float MeshSize = 1.0f;
thats normally how I would assume it would be done but I work in C# land most of the time
i think thats worked haha
looks like i was over complicating it
perfect! thanks @grim ore
that comment was for the constructor
yep yep I don't actually know if you can assign a value to a variable in a header and I don't really care to find out lol ๐
if you open the constructor, and type the same thing, it will work
you normally use the constructor for stuff that cant be initialized directly
^^
Unreal, can you wait until I finish writing this comment before you autosave
is that red part the constructor?
constructor is the method(function) that has the same name as the class
yes, in the cpp it will be defined as ALiamsTest::ALiamsTest() { //your code here}
ah i see it now
so if i set the float to 1.0f in the header but then 3.0f in the cpp. would it use the header or cpp value?
i know it doesnt make sense setting it twice, just curious
cpp
thank you
it makes sense setting it twice...just for safety reasons...sometimes
https://www.udemy.com/course/unrealengine-cpp/ im going through this course, just finished the first game so im playing around without a tutorial to see what i can do
noted @next badger
also, any idea why i have them red squiggles? it compiles with no issues
safety = if variable is uninitialized it can store garbage
intellisense = the devil = red squiggles with UE4 codebase
might be why i've seen some people turn it off
yeah, VAX works better for ue4 than intellisense
most people who invest in UE4 yep use VAX or uh.. the other one
im using the trail for that plugin
resharper, gotta try it some day
@grim ore resharper?
looks fancier than vax
I was gonna say resharper yeah but never used it for C++
it hang for me on source build
I know resharper is great for Unity
cause way more less code there exposed
im thinking on buying VAX
Just how common is this?! I have found about 50 articles online about it.
and i have maybe 1 in 5 people that report this to me
however not 1 of those articles have anything remotely related to knowing where to start looking. lol
@marsh swallow ive personally never experienced that
although I'm not that experienced
yes we do @normal burrow
Every time i try to open up my copy of a project in 4.24 it crashes my computer, yokes
not a TON but a couple plugins, Articy integrated, TrueSKY, Loading Screen. about 10 or so of our own for our login system and whatnot
do you do lots of crazy stuff with rendering in c++?
structs and stuff but nothing too crazy
i think the only thing would be TrueSKY with anything that touches rendering
we use the Binary version of it, thinking about going to source
can you reproduce it?
for people it happens to is it frequent?
and only about 1/5 players report it out of about 50 testers.
its unplayable. they crash only after a few minutes usually
do you have logs?
Now that said i am working with one just now who lowered his graphics all to Low
and hes playing
but he has NO sky
soooo.... we may have a TrueSKY issue
(he also JUST imformed about the sky issue a few seconds ago.)
i have not had to collect logs on a package build. Are they stored in Saved?
should be yes
wouldn't assume its truesky but it could be. would look at the logs for sure though
im having him grab them now
Its definitely having a render issue with TrueSKY in one way or another but it may not be their issue is what you mean?
hello everyone. I am new to unreal and i have installed everything but when i try to create a project it does not work. Please help.
Running C:/Program Files/Epic Games/UE_4.24/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="C:/Users/Admin/Documents/Unreal Projects/MyProject6/MyProject6.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
Creating makefile for MyProject6Editor (no existing makefile)
@progress push 5%
Parsing headers for MyProject6Editor
Running UnrealHeaderTool "C:\Users\Admin\Documents\Unreal Projects\MyProject6\MyProject6.uproject" "C:\Users\Admin\Documents\Unreal Projects\MyProject6\Intermediate\Build\Win64\MyProject6Editor\Development\MyProject6Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for MyProject6Editor in 25.8317467 seconds
@progress pop
Building MyProject6Editor...
Using Visual Studio 2019 14.24.28314 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.24.28314) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Distributing 15 actions to XGE
Fatal Error: Failed to open/create session data
Failed to open/create session data: STATUS_ACCESS_DENIED
I got the crashes. there is a dump file and an XML but they dont seem to tell me anything more about what exactly hung it up
no text file log?
So I want to upgrade my project to 4.24. But a plugin I use called Save extension hasn't been updated since 4.21. How could I make it work with 4.24 myself?
Is there a way to make 90 ยฐ angles in splines?
This release has to be the worst release i have ever seen lol. Now i cant even open a menu and hover a pop out without the editor vanishing into the ether.
@thin tendon i wouldnt upgrade to 4.24 atm... wait for .1 or .2. Also sometimes just copying the plugin over will cause the editor to recompile it and work in my experience. Not always though if it contains depreciated code.
So to copy it over. I would go into my 4.21 folder. Find the plugin and copy paste it into the same place but for 4.24?
yea
ok thanks
well
Anyone run into this assert on startup when trying to migrate a source-built project to 4.24?
Fatal error: [File:XXX/Engine/Source/Runtime/Core/Private/Internationalization/ICUInternationalization.cpp] [Line: 153]
ICU data directory was not discovered:
../../../MyPlugin/Content/Internationalization
../../../Engine/Content/Internationalization
```C++ project builds fine, but fails with this error (and others) on startup when I go to launch it.
you could just right click the level and select migrate ?
I don't know if right clicking a level would work for my project. I have 2 main levels and one of those has 121 sublevels
i'm having some odd errors with UE 4.24
any time a tool tip would pop up, the screen bugs out and turns black
this is on a quadro box
is there an Anim Starter pack in UE4 but for FPS?
how do i get rid of this jagged thing? i m using a texture to blend landscape textures. is there any way to make it smooth or add noise to it or something?
anyone?
blur
after upgrading to 4.24, all my animations, timelines, etc..all run REALLY fast. Is there a quick way to prevent this? Anyone else getting this? When I play, it seems like everything is playing on fast-forward lol
@sleek spear use the paint tools
there's a brush for smoothing
or blur it in photoshop/gimp
@honest vale what do i do when i want to use masks exported from world machine? blurring in photoshop but keeping the resolution the same will reduce the blocky effect?
yes
that should do it
landscape layer weight textures are tied to landscape resolution
and sadly it's not possible to uncouple them :\
how the fuck would i go about making a thing i wanna makle
its like
so complicated
if i want to make him hold and swing an axew
in first person
do i need to know any programming?
what would i need to know programmming for
Well, programming is translating ideas into programs
Blueprint is very much programming
okay, so do io need to know c++
No, you do not
good cuz i dont
@honest vale i see, thanks
Hello everyone, New to UE4 here
Can someone tell me how how to access the edit static mesh option ?
got some pb with the smoothing group i would like to fix but cannot find the option
unless something changed, you generally do that in a 3d application like 3dsmax, maya, blender
hi im with a group of people working on a game and theyre having issues launching a game and this is the error they get when they try to launch it
[2019.12.12-08.35.14:082][134]LogWindows: Error: begin: stack for UAT
[2019.12.12-08.35.14:082][134]LogWindows: Error: === Critical error: ===
[2019.12.12-08.35.14:082][134]LogWindows: Error:
[2019.12.12-08.35.14:082][134]LogWindows: Error: Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1121]
[2019.12.12-08.35.14:082][134]LogWindows: Error: GameThread timed out waiting for RenderThread after 120.00 secs
[2019.12.12-08.35.14:082][134]LogWindows: Error:
[2019.12.12-08.35.14:082][134]LogWindows: Error:
[2019.12.12-08.35.14:082][134]LogWindows: Error: [Callstack] 0x00007ff807269129 UnknownFunction []
[2019.12.12-08.35.14:082][134]LogWindows: Error:
[2019.12.12-08.35.14:082][134]LogWindows: Error: end: stack for UAT
the cooker goes idle and times out
weve tried googling it but no help was wonderig nif anyof you gusy can help
i would like to have acces to these tools please : https://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/HowTo/ModifyStaticMeshGeometry/index.html
Describes how to use the Edit Mode controls in the Static Mesh Editor to change the geometry of a Static Mesh Asset.
but i cannot find it
@robust void
"2) You can also use three backticks to create multiline code blocks,"
makes it easier to read
@tough lantern it clearly states "In order to edit Static Mesh geometry in the Static Mesh Editor, you must enable the Polygon Editing Plugin for your Project."
@fierce tulip what do you mean by easier to read
yep but it not there
i am using 4.23 and nothing appear when i type polygon editing in the search bar
plugin menu
@fierce tulip ill let thier coder/programmer know thanks for the help
@robust void lol, what I mean is that if you write three backticks in front of, and behind your post...
you get this
which makes it easier to read
<_<
ahh
@tough lantern currently no 4.23 installed to verify
There is always something so satisfying and calming when starting on a new project which I guess is a dangerous thing to enjoy ๐
It is
"I'm tired of this project I spent 6 months on, let's try a new project from start..."
shouldn't the volumetric lightmap density volume box have a lot of colored dots in it? and perhaps a slider for... well... density?
@fierce tulip it is present 4.24 thx
@tough lantern hehe aww, just when I installed 4.23 to check
thanks mate . have a look anyway. my project is on 4.23
Ait so I did an oopsie.
I moved a bunch of assets from multiple folders to a single folder, and deleted the old folders. As stupid as I am I force deleted ignoring the reference warnings.
So now a bunch of assets are missing from my levels, and my question is, can I reverse this in any way? Like update the references or something?
Revert your changes in version control !
Or fix every asset manually if you don't have version control, which you should
How would I do that?
Which is true
Then you'll need to fix every asset manually
And then you can get version control so that it only happens to you once
Find every level object with an empty mesh/material/etc and pick the asset it should use
I see, thanks
Hello guys! Can you help me please. I trying to upload to ue4 RGB targa image with one fabric pattern in the each RGB channel. UE4 sees this format as B8G8R8A8 and after compression desrtuct shapes of the pattern. Why is it not regular DXT1 ?
you can choose the compression format in the texture settings
yes I can. but anyway why ue4 sees file as B8G8R8A8 and why it destruct the original shapes of the channels on DXT1
and also is it ok to use BC7 DX11 format compression for the game (ps4 gen)?
it usually picks compression settings based on naming conventions
as for Ps4 related questions, you should ask those in an appropriate place
unless you go uncompressed, there will always be a little bit of compression artifacts when packing RGB.
and uncompressed should only be used sparingly
that only disables srgb, nothing more
i wish
it does it very poorly
near if not exactly identical to regular compression
Sure about that ? I used hundreds of masked textures with completely independent information in every channel
I did extensive testing of every compression setting (pre-4.16) and masks literally only seems to disable srgb
never looked under the hood though, but visually it was just as artifacted
@wary wave Thanks, now I understood how ue4 select the format
@fierce tulip yes it disable srgb
Okay I just tried and indeed, it still has crosstalk
Which is incredibly fucking weird
ikr, you'd expect it to be better
which is why I kinda moved away from packed content where I can
No I mean I'm positive it worked before
i never seen it work, but i wish it would
One of the most essential questions of all time, when to use cpp and when BPs?
I try to break it down from my perspective
whenever one suits you more than the other
Easy simple projects where performance doesn't matter are doable in BPs only
I use BP a lot when I want to iterate fast, that's my main use case
Performance is not really the main concern most of the time.
Tracking of changes should be your first concern
aye, if you're running into performance issues in BP, it's usually a technique, not a language issue
Cpp is more convenient compared to spaghetti
well organised BP is no worse than C++
Readable?
we need a "tick" emoji
So it's just c++ myth?
I actually find well organised BP easier to read than C++, you just get less on the screen
That it's better and should always be preferred if possible
If you're going to write complex logic that you may want to maintain for a long time, or even reuse in another project - C++ might be a much better bet if only for its text nature.
it's not strictly a myth, a lot of people who work in BP fail to organise their code
but there are also coders who fail to organize or comment their code :p
also true, but it's less obvious
can't just take a screenshot of technicolor spaghetti madness
until your client hires a new coder, and the previous coders name will be used whenever a bug or problem is encountered :p
hehe
I'm in BP hell at the moment
Have to fix stuff from another person
The level blueprint is empty
i'm in discord hell atm...vertically oriented photo of a bp
Basically, the more specific a task is, the more Blueprint is ideal. Unique character or level logic ? That's really where Blueprint shines.
Specific game feature that you won't reuse in another game ? Probably Blueprint works too, unless it's big, multiplayer-supported, and hard to get right.
So highly capsuled functions
Technology or general-purpose class ? Pretty much C++
Things a level designer would need to use
BP still related on c++...if something not implemented - you have to use c++
This button does this , when this happens then do this ... That o would do in BP
steam api, custom libs all that
Just ask yourself how easily you want the thing to be reused in a different game, for example.
If your answer is "not possibly ever", C++ probably doesn't bring much to the table
So you say there is no lack in BP, if the node exists
I just always have the discussion cpp is much better than BP
I can't understand why Epic decided to make type conversion in MATH class.
The three main concerns of Blueprint are
- needing a particular feature (random library that you added to your project and has no existing Blueprint interface)
- heavily performance-sensitive work (lots of calculation over a lot of units)
- needing reusability and change-tracking at scale over multiple years
This is where C++ can do better
If none of these are a concern, Blueprint is probably just as good if not better
- Need to change render pipeline

Do note that C++ performance gains are nowhere near automatic
People rightly say that C++ is faster, it really is
When you're decent at writing C++ and know what to optimize
never used nativization, is it good?
once again a level in composition has tramautized my whole my game plaese help and help me to get rid of such a big level that is supose to be only 1 little square
I think general consensus was that nativization is too crash-prone to used.
how do i delete the objectredirector?
Filter > developers (going off memory here) > show redirectors > right click on the redirector > fix up
never just delete object redirectors.
i'm not sure you can
my issue got fixed anyway
there is one show redirectors that only shows redirectors, and one that shows em always. the latter is best to always have active. (imho)
@abstract relic you mean Right Click => Fix Up Redirectors In Folder ?
(not related): I would like to create a widget over a character. I'm doing it every few seconds, each time for different characters (npcs).
how can I do that without adding a widget component to each one of them?
Spawning is one of the worst parts of UE4
it needs an overhaul
even if an actor fails to spawn, you still get the performance hit as if it did
yea pooling actors saves a lot
pooling is basically necessary for any serious game
if a complex pawn fails to spawn because of collision, it still actually spawns the actor in order to test the collision
it just deletes it afterwards when it fails
Why unreal does not have stock system for that though?
now imagine iterating over spawn points in BP to find a valid one -_-
I have a bunch of levels, but only 2 active. But when I render they all become visible.. how do I disable certain levels?
cascade particle system pooling works okey. Wish there was stock framework for pooling any actor.
yeah, both actor spawning and component creation need generic pooling frameworks
Not sure if that's the right place but I'm completely lost when it comes to character spawning in the level. I have just migrated to UE4 and trying to learn the ropes. I have a huge problem with spawning my character when trying to investigate the level I'm working on. My character keeps spawning in the default blueprint box instead of the viewport camera location. How do I solve that?
If that is not the right place to ask, feel free to remove the post ๐
right click on the level in viewport -> play from here
nope, keeps spawning in the same, default place
well, someone might had fucked up overriding Find/ChoosePlayerStart in GameMode
it's pretty much a completely fresh project
just added a level from heightmap, materials and that's it
Check your world outliner for "PlayerStart" and remove it
Still nothing keeps spawning me there lol
it's really infuriating as I see people spawning wherever they have the viewport set to in every video lol
Do you have a character in the world before you press play?
If so it's probably set to Auto Possess upon play
Simply remove that one too
huh. That worked. So do I constantly remove the old character or is there a way around it?
If you want said behavior, you'd have to do the same process again unfortunately
Yeah that's one thing that will be annoying me as I'm used to just pressing a key bind and having my character spawn wherever the viewport camera is located
But thank you for help! Greatly appreciated!
there's an option on the character regarding auto possession iirc
any more info on that?
I have a bunch of levels, but only 2 active. But when I render they all become visible.. how do I disable certain levels?
Can't use ''select streaming method''
@remote flame Pawns and Characters have a Tab called "Pawn", within this tab there is an Auto Possess Player option, if you set it to Player 0.. That's the problem you previously had. Setting it to disabled simply means it will just stand there and you'll spawn at camera location
It seems that I'm also having a problem with getting to far away from the "original" spawn location? If I'm too far away and try to spawn -> I spawn at the box. When i'm remotely close to it, I can spawn wherever I click "play from here"
is there a way to possess another character without changing the camera?
the character doesnt even have a camera attached to it
@grim ore how so, 4.24 release has no option to disable VR on project creation?
iirc it was in preview
I cant run an installed-build.
``
ERROR: Unable to find installation of PDBCOPY.EXE, which is required to strip symbols. This tool is included as part of the 'Windows Debugging Tools' component of the Windows 10 SDK (https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk).
while executing task <Strip Platform="Win64" BaseDir="E:\UnrealEngine" Files="#UE4Editor Win64 Unstripped" OutputDir="E:\UnrealEngine\Engine\Saved" Tag="#UE4Editor Win64 Stripped" />
at Engine\Build\InstalledEngineBuild.xml(138)
(see E:\UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED
``
where is PDBCopy.exe ? I installd all Windows sdk
@atomic hull it's not used by packaging anymore, it's a part of Windows Debugging kit
@next badger
where is that. I installed WinDbg Preview. but still cant find PDBCopy.exe in my machine
so to set this variable to false: https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/APlayerController/AutoManageActiveCameraTarget/index.html
If bAutoManageActiveCameraTarget is true, then automatically manage the active camera target.
what line to write where in which script?
is there a way to open more than one window in a built ?
having the right eye one the right monitor and the left on the left side
[QUESTION] Having trouble path finding to any location synchronously besides the starting path point. I'm using 4.23.1. Any ideas?
Seemingly no path points exist to location. I am using Dynamic update at run-time on the navigational mesh
how can i render to different windows?
i want the left and right eye to be in an extra window?
@zealous cloak Can you explain more? Sounds like VR or splitscreen?
@atomic ivy its for stereoscopic 3d
basically need 2 windows one for each eye in VR
i would need additional cameras and 1 additional window
dont know if sucha thing is possible with unreal
Hm, I have yet to experiment fully with VR. I image you could potentially make a splitscreen where each player is a camera separated like the eyes and a separate image with some work. As my understanding of VR is that the engine will sort of handle that for you so you're looking at the same thing with one camera.
i still have to output it to a new window
Alternatively is this a static image? You could make it in the UMG itself and just go 'into VR' for the effect? I don't quite know how stereoscopic 3d imaging works.
nah its for shutter glasses
I won't be of much help. From some search looks like "Stereo Panoramic Plugin" (https://youtu.be/VfuQv_5RDRA) might be related.
@zealous cloak https://www.unrealengine.com/en-US/vr
I generated 10 km^2 terrain in World Machine, saved heightmap, brought it into UE4 and created landscape. It doesn't look like 10 km^2 landscape :/ How can I make sure the Landscape made with heightmap in UE4 is of the same size as it was generated in World Machine ?
There seems to be some sort of hard limit of ForLoops I can put in a construction script?
@vale silo doesn't look like or isn't? it should be a square with the side roughly 300k UU long
it looks smaller than 10 km^2
I guess I'll measure the side in the top down view ๐
but, if it's smaller than that, what do I do ?
if you need resolution change that's another matter
Hi, not sure if this is the right channel but I have a question about ue4 "LOD Groups". Normally if I change the triangle percentage of an LOD level within a static mesh I have to hit "apply" and it rebuilds the static mesh generating that new LOD and then I have to save it. What if I change those percentages for an "LOD Group" globally in project settings files and have hundreds of static meshes in that group? Does it rebuild all of those meshes the next time I launch UE4? Or do I have to go to each mesh and click apply and save one by one? (The ultimate goal I'm trying to acheive is to be able to globally change the triangle percentages on LODs without having to touch each asset.)
Does the order of which I bind functions to delegates guarantee the order in which they are called?
Hi Guys,
I'm following this tutorial on game controlled camera's:
https://docs.unrealengine.com/en-US/Programming/Tutorials/AutoCamera/index.html
Now, in the end, im supposed to fill the variables in the Camera Director instance in the editor, but somehow my variables are not showing up in my Camera Director instance :O
I've created an cpp Actor Class and added declared the variabled inside the CameraDirector class in CameraDirector.h
AActor* CameraOne;
UPROPERTY(EditAnywhere)
AActor* CameraTwo;```
This should make them visible in the Unreal editor right? ๐ฎ
In what way do you mean?
Might need BlueprintReadWrite or BlueprintReadOnly as well
There's a thing called EditDefaultsOnly as well and I don't know if that is what you are trying to do
excuse me alot for my Newbism, what is that EditDefaultsOnly?
Ah i see Uprop parameter
I see, i am not looking for the EditDefaultsOnly tho
I've never really worked with in level actors in the editor as my game doesn't use any at all
defaults = edit the archetype only, anywhere = both archetype and instance
you don't need BlueprintReadWrite
Allrighty, if im understanding it right, just with that EditAnyWhere, it should show up for editing right?
yup, in the BP class you created from the C++ class
Weird
So strange, UPROPERTY Specified with SimpleDisplay and EditAnywhere still doesnt make the variable visible in the details of the Camera Director instance
so a silly question but you did make these public right?
@sick escarp there is no guarantee of order whatsoever
Okay, thanks
Yes i did @grim ore
My complete CameraDirector.h script:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CameraDirector.generated.h"
UCLASS()
class MYPROJECT2_API ACameraDirector : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ACameraDirector();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UPROPERTY(SimpleDisplay, EditAnywhere)
AActor* CameraOne;
UPROPERTY(SimpleDisplay, EditAnywhere)
AActor* CameraTwo;
float TimeToNextCameraChange;
};
yep something definitely is silly with yours ๐ฆ Worked out of the box here on .24
you also don't seem to have collision like I do. Your parent class was an actor right?
Yeah i created a CPP clas derived from an actor indeed
yep even creating a blueprint from it my first options are the 2 cameras. Even tried it with and without SimpleDisplay ๐ฆ
I did not create the .cpp part yet, just the header
Well, the header should be enough to have it visible in the instance details right?
yep yep the code just does stuff which I don't care about for testing
no reason it should be causing it to not show up
uh where did you compile it at? in editor or in VS?
I use the compiler from the editor
and live coding disabled or enabled? I assume disabled and default compiling
Disabled indeed and i think default compiling as well
yep it should just work ๐ฆ
i dont recognize changing stuff for compiling ๐
I tried it here and removed the EditAnywhere from one of the 2 and hit compile in editor and it removed it from the details panel as expected
my only thought is yours is not seeing the property and is not really compiled right now
Hmm, wouldnt there be any compiling issue's if so
there should be if it wasnt using cached stuff. I assume you have restarted the editor?
Not yet, but now i did something stupid i think
i triggered a hot reload
or something
it should do that when you hit compile yes
even after restart of the editor there is nothing xD
if the code is correct, and it looks correct, my other thought would be to delete the binaries and intermediate folder in the project. open the project back up and it should complain about missing binaries and it should force a clean recompile
if it's still missing then uh
Im gonna update Unreal for a moment
and start with a clean sleeve
Thankyou very much for thinking along and testing ๐
i was getting a headache already, as i was reading the documentation of UPROPERTY and was like, this doesnt make sense, it should work correct xD
Oh god dang
it's there
lol
I tought, im gonna safe all from VStudio, close it then safe the project and close everything down
13th time is the charge?
i guess so xD
wow I have no idea what I wrote
maybe you never actually saved the files in visual studio
then i might wanna check my ctrl + s
xD
as i bash it profoundly when attempting to safe
save*
hopefully it keeps working lol
xD
omg I am about to go crazy
Why is it keep saying out of memery and my UE4 shuts down
what is your current system memory and GPU memory?
ok so specifically GPU memory
oh thats weird. Might just be what you are doing then ๐ฆ
O_o
in task manager are you looking at GPU shared and dedicated memory?
as the notification says as well like "Out of video memory trying to allocate a rendering source", texture or something sounds quite logical
trying to figure out what triggered it
you would havd to look at the GPU memory not the system memory based on the error
i know someone mentioned the latest Nvidia driver had an issue with raytracing so maybe it's more than that if you are current
whats your driver version?
ummm
troy, also keep in mind video memory is not system memory
Version 441.41
Is it possible to change a material on an object even if the object has multiple materials applied and you only wanna change one?
I only know how to do it if 1 material covers the entire object
you can change materials in just one slot yes
could you give me any info to research it? specific node maybe
just a normal Set Material node, it has the index as an option
so it does, thank you
hey guys, can someone help me pls? https://cdn.discordapp.com/attachments/578941816825446434/653619501669023784/unknown.png
the colors appear way brighter than the actual image does..
@maiden swift Im HolyMemeLord from twitch I was the team leader for Cosmo and Yuuko the honorable mention
Welcome. ๐
Posting the winners and honorable mentions momentarily in #unreal-news. Just compiling the list now.
thanks so much
I linked mine in game jams so you can take it from there if ya dont wanna search for link
Somehow I changed my asset preview windows skybox and lighting and It's a sunset and dark. How do I get it back to normal?
would be nice, if someone knows the solution to my problem!
at the top whippy
under window make sure preview scene settings is showing
if it is, then its the tab of same name
cube map is in side the environment drop down
there you can better see it, the image in the material editor appears way brighter than the actual texture
Is there any reason why unreal does not expose File/Folder functions to Blueprint? Like CreateFolder/WriteStringToFile
@normal burrow Thank you so much! That was driving me crazy. It changed when I imported a new level lol. Thanks again. ๐
probably because its not srgb @fresh geode
@fresh geode i would recommend not worrying on things like that. would pay closer attention to the output of the material.
But that said, it could be because the sample type is linear color. This does not mean either of these two displays are more correct though
hehe
ye ditto lol
@fresh geode double click the texture to load the texture editor, check the SRGB button and save, profit?
not saying it's the correct fix but that should darken it in the preview like you are expecting
yeah thats kinda what i meant too. don't trust either of these
epic for whatever reason wants srgb on roughness maps for marketplace
@short plaza because reasons? No one knows why but it's on the list of stuff people would like. You can spend a bit of time exposing the existing file helper stuff to a blueprint library or use a free plugin like Rama's that does that. ETA for it being native? none
@grim ore where should i check the srgb?
in the details panel under padding color
was it checked phrox?
@grim ore We already have. Still... We updated to 4.23 3 weeks ago, and found lots of new functions in utilities|path, but the use of it is quite limited without beeing actualy able to work on the file system
nope it was unchecked
i changed the material to color in the editor
but still it is way to bright, even in the viewport
then i wouldn't expect a difference in preview if it was unchecked
hello guys when i open a map or delete a folder in ue4 4.24 my pc is freezes. Do yu guys have this problem
@short plaza yep no idea why it's not exposed. Not a high priority for the blueprint team unfortunately ๐ฆ
any other ideas guys? :/
did you check the checkbox and save?
yes I did
if you did that would fix the material preview "issue". After that it's up to the way your material is designed and the lighting in the level
somehow when I press play the texture seems ok and then it starts to brigthen up ?!
sorry I am a total beginner in unreal
that would be eye adaption or auto exposure
the camera is opening up to allow more light in basically until it hits a certain expected level
so you can disable that in the preferences, set up a post process volume to disable it, or correct the lighting in the level so it does not happen.
thank you! that helped and did the trick
maybe you can help me once more? when I paint with one of my 3 layers, one quad of the landscape turns into the gray begining texture...
Are we gonna make Minecraft but 10x better?
Or a scientifically accurate dragon MMORPG
so this happens, the other textures work fine
@autumn trout please read the #old-rules
Here comes the pitch
#old-rules buddy
Flormtuk has been banned
yea no time for this.
oh hey i missed it
There was a troll on the interwebs. You missed nothing.
we all did lol, super speed
@fresh geode go to the texture samples in the material, go to the sampler source and change it to one of the shared options
not appearing
any suggestions?
Its just an animation where an image appears and changes its opacity
and thats it
but it doesnt show up, every widget is remove but the image isnt visible
it definitely is
as later on I have Quit Game
and it quits
at Construct I have this
and it works
so Im not sure
also my entire widget seems to disappear from me hiding one widget which doesnt have any children
in the widget the anim seems fine but when played in game it breaks everything
Maybe try removing the doOnce node
@rocky radish I did, but nothing