#ue4-general

1 messages ยท Page 598 of 1

rocky radish
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hold up, i think its a problem with the target but im gonna make a test on my engine

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hmm

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i cant find the problem, if i see anything wrong i'll tell you

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that's odd, i just redone the exact blueprint you did and it worked

copper elk
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hmm

rocky radish
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try maybe restarting the engine

copper elk
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did

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maybe its the content of the widget

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as in the parent of it

rocky radish
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is the parent visible or not?

copper elk
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yes

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its visible at first

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it does the fade in

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but not the fade out

rocky radish
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try making another animation, but just copy the fade in animation and reverse the keyframes

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and see if it works

copper elk
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nope

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nothing

rocky radish
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well, i'm afraid i don't know whats the issue

copper elk
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did you get the set visibility in the animation

rocky radish
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yes

copper elk
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o ok

rocky radish
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try making the fade in object already visible and only run the animation when you click the button

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and remove the set visibility

copper elk
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wait a second

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the button isnt connected to anything but the widget...

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OOOO

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I think I know what the issue is

rocky radish
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ok

copper elk
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ok so I have this weird thing

rocky radish
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yes?

copper elk
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where my widget randomly disappears after some time

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and I dont know why

rocky radish
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any idea where it could be?

copper elk
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I dont press anything, nothing I just sit there and it disappears

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hmm

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maybe the same widget

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I was thinking its the fade in animation

rocky radish
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check where your remove widget nodes are

copper elk
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where I have set visibility collapsed I was thinking that for some reason it would collapse the whole thing

rocky radish
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make it hidden and see if it works

copper elk
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no

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change

storm venture
copper elk
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the remove from parent nodes aren't interfering with anything

rocky radish
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try just removing the set visibility to hidden node and see if the animation will play

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cuz if it does, you can just set the image opacity level to 0

copper elk
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Im confused

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"visibility to hidden" wdym

rocky radish
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like

copper elk
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o

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like from the construct?

rocky radish
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yes

copper elk
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I already removed it long ago

rocky radish
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oh

copper elk
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and the fade in still works

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so

rocky radish
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i just don't know at this point

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i'm sorry

copper elk
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its ok

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Ill keep trying for now

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thx for the help anyways

rocky radish
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no problem

copper elk
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I decided to set the Zorder instead of setting visibility

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but the widget still disappears

rocky radish
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only solution i can think of right now is making another widget for the fade out

copper elk
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that does work

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I tried it before

rocky radish
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well, if i can think of anything else i'm gonna tell you

copper elk
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thx

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also the disappearing widget has nothing to do with the anim, as it wasn't used and it was disconnected but the widget still disappeared

supple vault
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If I compile a win64 executable on one computer, should it be able to run on a different one (different CPU etc)?

weak peak
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hello again all, iv been away for a few months

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am i tripping or is quixel raelly free now for all unreal users!?

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๐Ÿ˜ฎ

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that sounds like way to good to be true

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is there a catch?

wispy zinc
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Catch is that final product/render has to be done in unreal. So not for use in other engines or DCCCs

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No catch from what theyve said if you're using in unreal, other than the obvious that you can't repackaged megascans assets and try to sell them as your own, or make a placeholder app to sell them.

Has to be in render, game, or app done in unreal

chilly gale
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Not sure how best to word the search, I'm looking for a tutorial showing how to add a character to an FPS controller. I brought the RPGUI interface asset and it default character is a First person character, I wish to change that to a first/third person character but fist I need to add a character it

hoary silo
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how do you use chaos in 4.24

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Destruction

plush yew
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This seems pretty roundabout but I'm trying to get the angle that my character is looking to either the left or right. Dot products are great but they're always positive. So instead I guess I could compare my forward vector with a right vector and check to see if the difference is over 90 degrees

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Actually, that works pretty well. I just need to throw in an extra condition about angles greater than 180

sweet relic
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@plush yew wouldn't the best way to do that comparison be a dot product though?

plush yew
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Yes, but a dot product can't be negative, right? So if I look to my left 20 degrees then I'll get the same info as if I were looking to my right 20 degrees

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because as far as I understand dot product just gets me the angle between two vectors, not a rotation to reach the other one

lyric timber
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trying to build UE4 with Flex... help?

plush yew
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It looks like getting a cross product could help since that would return a sign that would immediately tell me whether I was looking right or left but I've never worked with cross products

sweet relic
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if you just need left/right and you dot-product the look vector against the right vector anything >0.5 will be looking toward the right

plush yew
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yeah that's what I'm doing now and it's working pretty well I think I'll leave it this way

ornate ice
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Hey

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anyone good at vector math and rotations

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need some help here

plush yew
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contrary to what I just posted I'm somewhat familiar

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either way we're going to need more information before anyone can help

ornate ice
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yeah don't worry just wanted to see if there was anyone available

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jajaja

plush yew
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@south oracle

dry merlin
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Need a complete course on iClone, ZBrush and Mag Designer, telling you.

ornate ice
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Good night people anyone here can help me solve a rotation issue around rolling a cube?

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I got it almost done

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just missing a thing

lyric bane
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trying to make a function on a timer for my AI
i want the timer to reset on hit
if after a certain amount of time has passed and the AI hasnt been hit i want him to execute the "Stand up " function
is there a way i can make it so the function only plays if the timer gets to 0?
so each time the enemy gets hit the timer will reset to idk like 5 seconds.
if hes un touched for 5 seconds then he will stand back up

south oracle
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@plush yew what

manic tulip
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SOLVED

manic tulip
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Solved my problems easy. Dont mind my last post, I just need my beauty sleep.

plush yew
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hello can someone help me please

tawdry summit
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Hey! If my bug report ticket has been marked "By Design", does it mean it's not gonna be fixed/changed? Does anyone know?

plush yew
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does anyone have totorial to tilt shift post prosess?

normal burrow
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Jaytheway it means they donโ€™t consider it wrong or a bug

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Shift?

tawdry summit
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Well that's disappointing, my whole program was based on something they've changed in one of the versions. ๐Ÿ˜ž

normal burrow
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It happens sometimes

distant valve
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How can I manage to create a top-down camera? Not click-to-move, that's not what I'm trying to do. I'm using a Third Person Character template, but pressing WASD moves the camera.

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How can I stop the camera from rotating?

normal burrow
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Find spring camera component

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Then where you put the rotation

distant valve
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Uh... where?

normal burrow
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Set this to absolute instead of relative

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Character

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ThirdPersonCharacter I think

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Spring Arm*

distant valve
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I... don't know where it is

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I can't see it under ThirdPersonCharacter

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Is it in Class Settings?

distant valve
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Never mind, found it.

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Thanks

thin tendon
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Does anyone know if there is any documentation for the new steam stuff in 4.24? I want to retrieve the player's steam name

storm venture
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how do you move multiple actors in sequencer?

dim arch
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add them to seperate tracks

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they need their own transform track, possibly you can group/parent the actors to one dummy and use that as the transform track

fresh geode
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@grim ore thank you so much for helping! ๐Ÿ™‚

copper elk
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@thin tendon you can add Advanced Steam Sessions to your project, and drag out a node called get player unique ID and off of that, just do get player name, connect it with some widget text and it will display the playername

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I can send you some screenshots later during the day

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But not rn sos

thin tendon
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@copper elk Thanks mate. I already have Advanced Steam Sessions and I'm trying to get rid of it to use the inbuilt steam stuff. The goal is to remove all plugins from my project

toxic olive
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Hey everyone sorry for this question is death stranding graphics like ue4???

worldly raptor
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guys

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how hide player model

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console command &

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?

dim arch
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you need to open the pawn and set hidden in game

humble ridge
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Hi guys

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anyone know what is causing this deforming on my blend spaces

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thats my additive settings

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seems to happen every time i make a aim offset blend space

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Seems like its the center pose

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But cant quite work out why its doing it

regal yoke
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Hello

humble ridge
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lol

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Hi

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turns out i can use a different center look and make it additive to get it to work properly.. seems odd though

royal lance
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Hey! i seem to have some issue with all my brushes dissapearing randomly when i rotate a new brush around a bit, i cant seem to control Z back and i cant seem to select them either, does anyone have any ideas??? unsure if this is a common issue.

subtle dune
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Hey guys, me and other people from my team after upgrading to 4.24 started getting a bunch of problems with collision detection(such as collision not being detected at all), as well as with Apex destructibles, seems like there are much more problems apart from these. Has anyone been getting anything like that?

swift spindle
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Always wait till .1 release. They always fix a tone in that one

wary wave
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or just stay an engine version behind entirely

abstract relic
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Or at least till version bugs are known

alpine zephyr
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have anyone here implemented his own FFT water simulation ?

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but the math killed me

cloud cobalt
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Look up gerstner waves

alpine zephyr
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gerstner waves is not easier. plus it doesnt look that good

cloud cobalt
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I'm pretty sure it's easier than Fourier of all things

alpine zephyr
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FFT look so real and all games now use it

cloud cobalt
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Sounds like you're gonna have to either learn the math, or get an ocean plugin

grave nebula
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@alpine zephyr Which part exactly are you having complications with ?

alpine zephyr
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is the yellow part being multiplied by the exponent ?
and in pink is he multiplying the two summations or what he is doing exactly ?

cloud cobalt
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The pink part is summing for all values of two dimensions

alpine zephyr
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and in the other image where u expains the function of h

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he wrote it in two terms so i am not sure if he meant to multiplies them or what

cloud cobalt
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It's two sums, so you need to sum for all values of n, then do it again for every value of m.

grave nebula
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You gotta familiarize yourself with basics of complex number and Fourier series as well as initial work by Jerry Tessendorf in that field, otherwise it will be a painful experience for you all along.

alpine zephyr
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the other image he multiplied the function of height (h) by its h0 how can i do that in blueprints ?

cloud cobalt
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This isn't going to be a Blueprint thing

grave nebula
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It is possible to make it in blueprints.

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But meh

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real real meh

cloud cobalt
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I mean, Sea of Thieves's water is CPU-bound and i'm skeptical they did it in Blueprint.

grave nebula
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no

alpine zephyr
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how can u do it in general (from programmer perspective)

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how can u multiplie h by h0.

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if h0 is old h

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so i am required to store h twice

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Sea of thieve's is made using unreal ?

cloud cobalt
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Unreal with a lot of changes on top

grave nebula
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512x512 blueprint version runs about 10 times slower than compute, and is entirely bound by render thread

alpine zephyr
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i know BP is bad. i generally like to do it in cpp

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but as i am new to unreal i find BP is good to introduce me to unreal.

cloud cobalt
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Implementing FFT ocean simulation is one hell of a way to get an introduction, tbh

alpine zephyr
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hahaha.

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i figured that out xD

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but i am too committed. i want to make a pirates game

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multiplayer one xD

grave nebula
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@alpine zephyr It is okey. I was introduced to UE4 nearly the same way and been in your position some years ago. It is a good time to get yourself familiar with the topic instead of trying to mindlessly reproduce the code from formulas.

cloud cobalt
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Did I already asked if your work could be on marketplace some day @grave nebula ?

alpine zephyr
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well even if i fail which 90% i will. i would learn a many great things

grave nebula
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Unlikely Stranger.

cloud cobalt
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Well that's too bad ๐Ÿ™‚

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@alpine zephyr Basically my advice would be to start things really one at a time. Full ocean sim is not where you want your first step to be, just like you don't start space exploration with a Saturn V

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And I wouldn't dismiss Gerstner waves either while exploring the topic

grave nebula
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Yeah, there are quite a lot of alternative and easier approaches to start with.

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One can get a quite decent ocean, even if mathematically challenged ๐Ÿ˜›

alpine zephyr
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so where should i start. ?

abstract relic
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Says the guy who managed to do it ๐Ÿ˜œ

grave nebula
cloud cobalt
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Do try various ideas too, from Wind Waker's ocean tech (which imho looks fine today) to the more modern implementations

grave nebula
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I personally adore research work of Chris Wojtan and Stefan Jaschke in the area of water simulation.

alpine zephyr
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that link is super awasome ! @grave nebula

plush yew
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help me, my level has been destroyed, the level bound is huge and i dont know why please help

alpine zephyr
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@grave nebula @cloud cobalt thanks u guys.

grave nebula
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o7 Have fun! That is pretty pleasant field of graphics to work with.

plush yew
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isnt there any smartguy who can help me ?

alpine zephyr
lapis vine
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Take your time.

grave nebula
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@alpine zephyr It is a sum of all waves.

alpine zephyr
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where do i get Di and Ai from ? are they randomelly generated?

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and in (x, y) X wi what does this part supposed to mean ?

glacial pecan
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level sequence has a playback setting "pause at end"... I can get it, but how do I set it? anyone know?

grave nebula
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Di. is a direction of signal, denoted I. You set it somehow. Either directly, or as a function of i. There is no (x,y) X wi part. The part reads dot product of direction vector and position vector, and multiplied by frequency(wavelength) .

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Likewise, Ai is either set explicitly or made as a function of i.

alpine zephyr
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thanks again @grave nebula ๐Ÿ˜„

dim merlin
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Hi, so is it common (and even possible) to fix a character z position to world offset on terrain?

runic iron
plush yew
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i have a character that i want to switch between player control and ai control, what's the best way to go about this?

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i'm trying to store the player's aicontroller onbeginplay but since its autopossessed by playercontroller and not aicontroller it's just lost from the beginning

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or wait, can i like possess using the aicontroller class reference or something?

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all im trying to figure out is how to possess by ai at runtime

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so basically

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how to possess a character with an aicontroller in case it gets unpossessed by the playercontroller?

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@green flame you must know, please help me

dusky inlet
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Deathrey,as someone who wasnt done much work in the field of GPU programming (did a Vulkan engine with cascaded shadow maps once, with some help, but that's about it), where would one start implementing more complex systems like these?

Is it just a complex material calculating displacement that you slap on a plane, or is it something you drill into the engine code for?

pearl sonnet
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either way

cloud cobalt
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@dusky inlet As far as water goes, the more advanced systems aren't going to be a simple material. It doesn't have to be engine code necessarily

dusky inlet
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thanks, but I think I formulated my question wrong: what kind of object is going to 'be' the water? No matter where the calculations take place (c++, blueprint actor, material, CPU or GPU etc.) - is the result primarily used in a material's displacement node or is it not even a material you are using, or not a plane, or something else altogether?

cloud cobalt
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Ah, sorry

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Tessellated plane + particles AFAIK

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But it's more than just displacement

dusky inlet
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in what sense? Reflection and refraction etc.?

cloud cobalt
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Well you probably want stuff like flow maps, etc

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You could spend the next 10 years doing state of the art water rendering and not be that close to reality

dusky inlet
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oh yeah definitely, I'm just wondering about the process

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but that's good to know already, I sometimes see some UE4 tech art stuff with people I think of primarily as artists talking about buffers and the likes, where I think of low level frame buffers in gpu APIs, but they are talking about scene-to-texture capturing and the likes. So I'm never quite sure how complex the technical application itself is

cloud cobalt
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There are many levels to rendering. People who talk of buffers and APIs are usually working on delivering rendering features, tech artists work above that and use the souls of rendering engineers to build nice-looking water

dusky inlet
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lmao yeah, that's what I started to figure

ornate ice
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People is it possible to rotate a child object?

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I'm trying to rotate an object but seems to be like blocked by the parent

edgy halo
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@ornate ice Quick and dirty method: dont make the object a child, grab the parent components transform and set the object's transform to the transform of the parent every tick.

ornate ice
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@edgy halo gonna try that

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Hey anyone knows how to print the range from 0 - 10 during a timeline length?

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how to put it

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like I want to display

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every number from 0 - 10

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in a timeframe

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ahhh complicated to say

grim ore
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so 0 1 2 3 or 0 0.1133 0.23344 0.34455 ?

ornate ice
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yeah something like dat

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like the floating points

grim ore
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using a timeline?

ornate ice
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yes

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but I only want to use the timeline

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for the time

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not use the part of the actual function curves

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so if my timeline takes 1 sec to run

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I want to see all the values from 0 - 10

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in 1 sec

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if it takes 0.5 sec

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they should be less spaced out I believe

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so If I plugged in a rotation based on those numbers

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lets say

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0 to 90

grim ore
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so if your timeline is 10 seconds every update it should print out the current time elapsed between 0 and 10. If your timeline is 5 seconds it should print out the current time elapsed between 0 and 10

ornate ice
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in a timeline of 1 sec it would take 1 sec to make the full 90 deg rotation

grim ore
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generally that sounds like you want a lerp

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timeline is X seconds with the update outputting a float of 0 to 1 and plugged into a lerp for whatever you want between whatever and whatever

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you can also map a range if you want

ornate ice
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but I would have to keep modifying the last key frame to always match the time

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right

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I wanted to avoid that

grim ore
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?

ornate ice
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why you mean?

grim ore
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you just wanted the values, what you do with that is up to you

ornate ice
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yeah but if I set the values using a curve

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inside the timeline

grim ore
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the timeline has a float track of 0 to 1 over time

ornate ice
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correct

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and if you change the time

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you also have to change

grim ore
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you can then just map your 0 to 1, or o to 100 % to any other range of numbers

ornate ice
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the last key of that

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timeline right?

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to match the new time

grim ore
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you have to have some form of track in there or else your timeline will go on forever

ornate ice
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not exactly cause the timeline will only run for the time you set

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but the track is not needed

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thats my point

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I want to get the same output of the track

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without the track

grim ore
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so you just want to start a timer at some point for some random amount of time and track it

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you would have to modify the timeline to change the time so changing the end keypoint as well doesnt seem like much more work

ornate ice
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oh

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xD

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I think I'll do that

grim ore
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if you just want this to be a function instead that is variable then you would have to use something other than the timeline or modify the playback speed to adjust it with a variable

vast pine
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Fresh dl of the engine and bam

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Wish I was home to research it better this is my best current option

grim ore
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@ornate ice if you did something like this, where the timeline track is 0 to 1 over 1 second, you can adjust the playrate before playing and scale it up or down to any other duration

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@vast pine is this a fresh pull of the master branch or a version branch?

ornate ice
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ohhhhhh @grim ore that sounds like what I need

grim ore
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a lerp instead of the map range would work as well with 1 less thing to set up but the end results should be the same

plush yew
grim ore
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you will have to install the debugging libraries from the launcher (go to your engine version, click the drop down, options) so we can see what is actually crashing

plush yew
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kk one sec then

grim ore
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but seeing as how it's a video crash I would make sure your card supports UE4 and the drivers are sort of updated

ornate ice
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@grim ore Thank you very much! that was exactly what I needed

grim ore
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yay ๐Ÿ™‚

vast pine
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Yeah fresh pull Matthew

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Ran setup

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Ran the generate

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Compile project 4 hours later

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This ๐Ÿ™‚

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Tool chain says 4.23 and 4.24 which I found strange

copper flicker
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does anyone know how to get some AO visible when using the new dynamic GI solution?

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it kills SSAO, and doesn't replace it with something similar or anything.. visible..

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is there any way to have both post processes running?

grave nebula
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Thing is, that it is the AO.

dark rune
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where can I get a simple sword/machete melee anim for my default mannequin character?

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is it included in any anim pack?

edgy halo
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Hey guys, ive attached HandMesh to my controller with a physics handle, but all the bones are ragdolling and not acting as they should. how do i avoid this? its rather creepy tbh

copper flicker
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@grave nebula that's what I'm worried about

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that they simply do not allow AO with GI

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cuz the new GI is supposed to be AO

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except it's not..

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it has some global effect, but locally there is no AO at all

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I guess it only works with baked lighting?

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are u trying to do some modeling? ๐Ÿ˜„

tender flume
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Why does my character keep falling through the floor?

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I still cant find a solution.

copper flicker
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because of collision issues..

tender flume
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Yep.

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Found it. xD

copper flicker
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check your collision

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๐Ÿ˜„

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guys, I've just repackaged my game in 4.24.... and the exe does not start

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anyone else has had this problem?

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it packages cleanly, no erorrs

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I even forced it to do a full rebuild

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I have no plugins.. it's a simple BP project so far

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nobody else has this problem??..........

timid jacinth
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is the project upgraded

copper flicker
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what do yo mean? converted?

timid jacinth
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ye

copper flicker
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I don't understand your question....

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it's not possible to start it without converting fist

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first

timid jacinth
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cpp or bp

copper flicker
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I converted in place

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BP

timid jacinth
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are there any bits of obsolete code

copper flicker
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how should I know...

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๐Ÿ˜„

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everything works fine in the engine

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packaging works fine... in theory

timid jacinth
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hmm weird

copper flicker
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I even deleted the previous build files

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no errors

timid jacinth
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have you tried on another pc

copper flicker
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I found another guy who posted the exact same issue

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I have no other PC

timid jacinth
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i have no idea sorry

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you should report it as a bug

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and ask for help on the forums after

copper flicker
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it's been already asked on the forums

timid jacinth
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ah okay

copper flicker
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I don't know about reporting bugs..

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in my experience with Unreal, it's a waste of time

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nobody works on those bugs

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but I guess if it's a legit bug, they will figure it out

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meanwhile I guess I have to go back to 23

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: /

lone tapir
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Guys, is there any way to get a 2d audio that is playing at the level and fade through pressing a button on a UMG? ๐Ÿค”

sweet relic
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You should be able to fade the audio source volume on a timeline.

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the new audio mixer stuff might have a better way but i haven't played with it much yet

cloud cobalt
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@copper flicker Is it shipping ? Development ?

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"Packaged game doesn't open" doesn't strike me as a typical engine bug

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(Also it works for me on 4.24)

lone tapir
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@sweet relic Hum, interesting! But unfortunately I still can't make 4.24 run on oculus quest.

vast pine
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Rebuilding maybe something last run gimped

copper flicker
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@cloud cobalt I added raytracing, and then removed it, and added GI, whcih worked

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so I forced recompiling shaders a couple of times

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other than that... same project

cloud cobalt
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So is it a development package or shipping ?

copper flicker
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what's weird is that the engine does not error during packaging

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I tried both

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both fail

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๐Ÿ˜„

cloud cobalt
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Cool, so what's the log from development ?

copper flicker
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no idea...

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haha

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I don't think I still have it

cloud cobalt
#

I mean, get us the log so that we can tell you what went wrong

copper flicker
#

I can get you someone else's log

#

one sec

cloud cobalt
#

Dunno how that would help you, tbh

copper flicker
#

because it's the exact same issue

cloud cobalt
#

No log, can't help

copper flicker
#

oh, nvm, his log link is broken

#

sorry about that

#

but he also pasted the log, and there was nothing obvious there

cloud cobalt
#

There is no link for the runtime log

#

The packaging log is pointless

copper flicker
#

yeah, sorry... broken link

#

where do I find this runtime log btw?

cloud cobalt
#

Saved/Log/ProjectName.log like usual

copper flicker
#

I already uninstalled 4.24 and wiped out the previous folder

#

oh, it was in Saved

#

it's dead

#

: <

#

sorry

cloud cobalt
#

I mean why even talk about your issue here if you just removed everything entirely ?

copper flicker
#

I returned to 4.23 and all works well

#

because I asked this a while ago..

cloud cobalt
#

You'll have to go back to 4.24 some day and you'll have ther issue again, so...

copper flicker
#

and since I dind't find anything online, just that 1 guy..

#

not sure.. maybe they find the problem and fix it

#

in fact I don't really need 24, maybe 25?..

cloud cobalt
#

Pretty sure the problem is on your side :/

copper flicker
#

pretty sure it's not

cloud cobalt
#

You have 0 information on your own problem, so I'm not that sure ๐Ÿ˜›

copper flicker
#

I didn't do anything particularly bad....

cloud cobalt
#

That's not the point

#

I'm just saying "game doesn't run" is very rarely an engine issue

copper flicker
#

it's possible that something that was legit allowed...in 23 is not allowed anymopre

#

anymore

cloud cobalt
#

There are thousands of possible reasons

copper flicker
#

Stranger, if the engine packages without errors, and then the exe doesn't start, that's 100% an Unreal bug

cloud cobalt
#

No, that's nonsense

copper flicker
#

wtf

#

they should write something in that log..

cloud cobalt
#

The packaging log is for packaging

#

If your game causes a crash immediately, it's not a packaging issue

#

If your game tries to use an asset that you forgot to package, it will also package fine and crash immediately

copper flicker
#

not sure if it crashes... it just doesn't start

cloud cobalt
#

If you package and give the game to a friend without the VS redist it will also not start

#

There are thousands of reasons

#

One of them is "engine bug"

copper flicker
#

no, there are no missing used assets

#

I have a few yellow warnings about missing assets. but they are not in use

#

and are not a problem for 23

#

uhm..... what do you mean about the VS redist?..

cloud cobalt
#

Anyway, I don't care if you think it's an engine bug. I'm just saying this line of thinking ensures you won't fix the issue if it's on your side

copper flicker
#

wait, so any unreal game that you ship you have to ship it with some VS package?..

#

it won't work standalone, without any extras?

#

I never shipped one so.. dunno

cloud cobalt
#

Well yeah

#

That and the DirectX runtime

copper flicker
#

ok, so.. one can make an installer out of all this?

cloud cobalt
#

But you told me "if it packages and doesn't run it's an UE4 bug, 100%" so now I have doubts ๐Ÿ˜›

copper flicker
#

yes, it should be... according to my logic

cloud cobalt
#

Most people use stores, like Steam or GOG or Itch or... so the installer is not a concern

copper flicker
#

if it runs fine in engine

#

Steam creates an installer?

cloud cobalt
#

No

#

Steam is the installer

copper flicker
#

ok, so it handles all the extra packages?

cloud cobalt
#

It installs the things you tell it to

dim merlin
#

so is it common (and even possible) to fix a character z position to world offset on terrain?

dreamy talon
#

guys does anyone have experience to export asset from Houdini to UE4 that (shaders) materials will be convert properly? without rebuilding materials from scratch? thanks

hot grotto
#

what's a good way to open a map that has a lot of stuff? I am trying to open a big map I made like 1 year ago but the computer is like freezing (can't even move mouse cursor) even tho I can see it slowly making some progress (cursor moves some mind later). I open the map for the first time since I moved my project to another pc. I know memory ram plays a role (16gb) but is there any other way to open a big map without freezing whole system? it's been like that for 3hours already

cerulean nova
#

Does anyone know how to use the brush for photoreference like in this image?

#

info only says : BP_CameraOverlap that can be used to overlay photo reference on the screen, match up the camera perspective, and then draw shapes into the world based on the reference

normal burrow
#

interesting

#

it looks like its in a release note going by the picture's url, have you consulted the release notes?

grim ore
#

enable the landmass plugin and look thru the sample content included with it

#

it's funny how you copy and pasted the part after "The Landmass Plugin provides examples of using Landscape Blueprint Brushes as well as a Blueprint called BP_CameraOverlap that can" rather than the entire line that tells you where it is

normal burrow
#

lol ๐Ÿ˜‚

#

examples too hard

grim ore
#

I like how they are moving stuff to be self contained in the future rather than making people go back to the content examples to learn from (which most people forget exists lol)

normal burrow
#

what does that mean though? self contained?

grim ore
#

plugins can contain content as well as the plugin code itself. So when you enable the plugin and go into the plugin content folder you find the code for the plugin as well as example maps and blueprints on how to use it

normal burrow
#

ah i see

#

thats kinda lame though because you can't like delete stuff out of plugin dirs right?

#

i mean thats fine for engine plugins, yea nvm not really an issue there

grim ore
#

yep for engine plugins its fine and I doubt it would package the non code stuff into a final project unless you reference it directly

normal burrow
#

yea

#

every project needs 10 versions of mannequin really

grim ore
#

you know what would be neato, if the content examples had a change log

edgy moat
#

how can i disable input for a certain key

frosty bloom
#

With a boolean and a branch node

serene birch
#

if (requirements not met) then just ignore it.com

ornate ice
#

@grim ore do you know how to rotate around a vector point?

#

like that

#

having a vector point being that little circle

#

how can I rotate the cube like if that vector

#

was the pivot

frosty bloom
#

@ornate ice Put the Pivot in that corner

#

Is one of many ways to do it

hot grotto
#

is there a way to find duplicate stuff you have in your content at your project?

ornate ice
#

@frosty bloom it must be calculated in realtime

#

so I cannot modify the actual pivot point

normal burrow
#

agreed, that would be neato (matheww)

frosty bloom
#

Put a scene component at that location and parent it to the cube @ornate ice

ornate ice
#

don't worry I got it jajaja

#

I was using the wrong rotation to rotate the vector

spark sonnet
#

Is there a way to find all elements in a string array containing a certain substring? Like find and findstr in batch. With blueprints

normal burrow
#

yes, but not in node form

spark sonnet
#

Oh. How then?

#

The find and contains doesnt seem to work

#

or cant they have spaces?

#

Ok I figured out a way but It wont find everyting. It only finds the first element and only with the first letter

#

Yay I got it to work. I used the Contains node for strings and it somehow worked

fervent sigil
#

I'm trying to use Spawn Decal at Location, but I just can't see it. There are no errors in the world, and I can't even find it in the world outliner when pausing the game.
Am I missing something? is there something else I'm supposed to do?

next badger
#

what size and orientation do you set?

#

since decals have dimensions and orientation

fervent sigil
#

I set the orientation to -90 and size to 1000 on all axes.

#

Before I did that I added a decal actor to the level so I matched it to that

unreal comet
next badger
#

@unreal comet do not overlap them

#

but you can disable those messages

#

type DISABLESCREENMESSAGES in console

fervent sigil
#

@next badger any tips for me? ๐Ÿ˜

unreal comet
#

I'm in taking screenshots in the editor though. That command doesn't work in the editor ๐Ÿ˜ฆ

#

I guess I'll just fix the overlapping shadows lol

jovial shuttle
#

does anyone know how to make a signpos thing? like, when u go up to it and press like idk, f, then text appears on the screen saying something

next badger
cyan cargo
#

Anyone know of tutorials to get the synesthesia plugin working or a tutorial for 4.24? I activated the plug in but dont know how to access LoudnessNRT, etc

next badger
fervent sigil
#

k just tried that. I see the debug box, I don't see the decal ๐Ÿ˜

#

in your case - do you see the decal in the world outliner if you pause the game?

sick dawn
#

Hi guys, trying new 4.24 version, and got an info when trying to convert my 4.22 project:
ERROR: The platform name HTML5 is not a valid platform name. Valid names are (Win32,Win64,HoloLens,Mac,XboxOne,PS4,IOS,Android,Linux,LinuxAArch64,AllDesktop,TVOS,Switch,Quail,Lumin)

#

we are not using html platform...

#

any idea?

#

I know in 4.24 html is an extension but how to disable that info?

fervent sigil
#

@next badger got it. It seems decal size is not scale. I set decal size to the default (128, 256, 256) and used a different node to set scale. It's working - thanks!

next badger
#

it is size...in units, same as debug box
glad you solved it

fervent sigil
#

mm you're right; when changing the decal size in the level editor the size changes. but only when I used the scale in blueprints it worked.. weird, but yeah as long as it's solved.

jagged sigil
#

Hi, can you import rigs into unreal engine from blender/cinema 4d?

abstract relic
#

Yes

next badger
#

no

#

Since when you can?

runic iron
#

If you have some animated model in Blender make sure to apply all transforms, put units to meter and a scale of 0.01 in the scene's params. Then when importing in Unreal put an import scale of 100

next badger
#

it's not the rig...it's a skeletal mesh

runic iron
#

Also Blender adds a root bone with the armature name when exporting to fbx so careful if you do root motion

next badger
#

control rig is the tooling for animation

runic iron
#

There's a fix though for that, you can edit the fbx exporter to prevent blender from adding the bone. But only care about that if you use root motion

lapis vine
#

๐Ÿค”

alpine zephyr
#

@runic iron thanks. i just saw ur mention that link is helpful.

runic iron
#

Nintendo loves using texture scrolling for water. The general idea is in this vid https://www.youtube.com/watch?v=8rCRsOLiO7k

Let's dive into Super Mario Galaxy 2, and explore how a small team at Nintendo pushed simple developer techniques to their limits to make something that still looks good today.

โ—† Twitter: https://twitter.com/JasperRLZ
โ—† noclip.website: https://noclip.website/
โ—† Visit S...

โ–ถ Play video
#

They used the same idea with different adjustements in quite a lot of their games

nimble moat
#

i need a box collision thats the same shape as the platform, what would be the best way to do it?

#

(basically i have items spawning inside a box collision but as the platform is curved they dont spawn on the floor)

vivid narwhal
#

can't you just use the collision data from the platform

nimble moat
#

Yeah im just unsure as to how, the collision on the platform is perfect

jaunty quiver
#

Any one know why the AddComp button behaves differently than the BP or c++ equivalent function.

stoic moth
#

hello, for some reason if i import a skeletal mesh from Blender 2.8 and want to add a socket to it in UE4, the socket is very huge, what am i missing on the FBX export settings ?

abstract relic
#

You can just add the socket in ue4. Reimporting isnโ€™t needed.

stoic moth
#

in UE4, it creates it as huge as in the picture

#

i never create the socket in Blender

#

but when ue4 adds it .... it's very big for some reason

abstract relic
#

Is scale proper in blender?

stoic moth
#

yes, those are the default add basic shapes

#

i just parented them to test a skeletal mesh

abstract relic
#

Not .001 or something yes? ๐Ÿ˜œ

stoic moth
#

all scales are at 1 in blender

#

i know how to apply the scales ๐Ÿ˜›

vast pine
#

So I take it alot people had trouble compiling datasmith?

spice canopy
#

@nimble moat bounding box is not the collision but you could choose points within a box above the platform, trace down from them and spawn where the traces hit the platform.

nimble moat
#

that would actually work, thank you!

hoary locust
tawdry lodge
#

does Hellblade 2 still running on UE4 ?

runic iron
#

@stoic moth I had some issues with scale when I exported anims. Maybe this fix will work for you too : before exporting put Blender' scene units in meters with a scale factor of 0.01.
Then when importing in UE4 choose a uniform scale factor of 100

#

@tawdry lodge I think they didn't communicate about the engine yet ?

stoic moth
#

ok will try

tawdry lodge
#

ye that what I thought

#

thanks anyway

#

Just wanted to be sure

nimble moat
#

@spice canopy worked perfectly, thank you

runic iron
#

We'll probably hear more about it at E3, the announcement was quite short too but I don't remember seeing the UE4 logo

#

Godfall announced yesterday uses it though

tawdry lodge
#

no there isnt any logo

#

godfall looked ugly in the trailer

#

from what I remember atleast

normal burrow
#

scale in blender should be .01

#

metric and .01

#

is centimeters, which is what you want for ue4

#

and i was scrolled up, so thank you dimy lol

runic iron
#

Lol

tawdry lodge
#

๐Ÿ‘Œ

runic iron
swift spindle
#

dang that's intence

spark sonnet
#

Hey guys. How can I change this icon? I've changed the windows icon but this doesnt change

mystic island
next badger
#

in the project settings

#

if you set icon there it will change it in the binary

spark sonnet
#

So when I package it, it will show my icon?

next badger
#

yep

spark sonnet
#

But not when running it as standalone?

next badger
#

standalone still ue4editor

#

as i've learned recently

spark sonnet
#

alright. Thanks!

tawdry lodge
#

@runic iron thanks

#

Nice to see Hellblade running on UE4

#

first one got strong visual

grim ore
#

I am actually playing the 1st one right now thru xbox game pass. The raven puzzle mechanic is quite intriguing I need to duplicate it

nimble moat
#

How can i stop my character from slowing down when i turn? my character should always walk forward but if i spam A and D it almost comes to a stop

spark sonnet
#

How can I get the third word from strings? Like ignore the first two words in each string

surreal anchor
#

I'm trying to learn how to make interactive furniture that players can sit on can anyone point me to a video or something where I learn how to do this

languid aurora
#

Hey everyone so I have a problem. Every time, I try and do anything in Unreal Engine (4.24) or any version, my engine just hangs then crashes

grim ore
#

@spark sonnet look at the Parse into Array node from a string

spark sonnet
#

Hmm that could work. Why didnt I think of that (: Thanks !

grim ore
#

@languid aurora it looks like it might be trying to compile shaders and getting stuck. Perhaps your firewall or anti virus is preventing shader compiler from running

languid aurora
#

I gave it permission get through the firewall

#

I haven't changed my antivirus. It just started happening all of a sudden it's quite odd. Suddenly this problem started

grim ore
#

it was just a thought. I think its lightmass that uses the network not shader compiler worker. if you expant UE4Editor in the task manager when that happens does it show the shader compilers firing up?

#

the other alternative is if you updated your GPU drivers recently. The latest Nvidia seems to be having issues with ue4

languid aurora
#

@grim ore I'll bet that's it! I did just update my Nvidia

#

Is there any work around for that?

spark sonnet
#

Is there a better alternative to switch on int? I got 1-60 integers :/

mossy nymph
#

always, but kinda depends on what you want to do

spark sonnet
#

I need to set a widget buttons position depending on the integer, or alternatively I can set visibility but doubt thats any easier

mossy nymph
#

or you can use a panel that positions them automatically

spark sonnet
#

Could you elaborate?

mossy nymph
#

there are different panels in UI

#

they each have their own way of lying out child elements

spark sonnet
#

Oh wait. I just found insert child at That could probably be used

mossy nymph
#

horizontal box will do it left to right, vertical top to bottom

spark sonnet
#

Its a grid of 5x12

mossy nymph
#

uniform grid and grid panel will take row/column coordinates

spark sonnet
#

That could work

mossy nymph
#

5 rows, 12 columns?

spark sonnet
#

yes

mossy nymph
#

for (i = 0 to 59) add child to uniform grid, set row to i/12, set column to i%12

spark sonnet
#

How would I do that in blueprint?

mossy nymph
#

literally like that

spark sonnet
#

Oh

mossy nymph
#

i assume you're creating the buttons as you go

#

(that was pseudocode, not c++)

#

you do a for loop from 0 to 59, loop body creates a button, adds child to uniform grid (which returns a uniform grid slot reference, from which you can call setrow/column)

spark sonnet
#

Do I need a new widget with a button?

mossy nymph
#

yes

spark sonnet
#

Ok

mossy nymph
#

unless you want to do slate in c++

spark sonnet
#

Thank you. I'll try it

#

Slate?

mossy nymph
#

its the underlying system that UMG wraps around

#

i do recommend you expose on spawn either 2 ints for row/column or 1 int for index on the ButtonWidget

#

and connect those when spawning them, that way buttons will know their "address"

spark sonnet
#

I will

#

I just hooked everything up but its not adding anything to the grid

#

1S is a button inside the same widget

#

Is that the issue?

mossy nymph
#

yeah, no

#

you need 59 different button references

#

thats why you really need to spawn them

spark sonnet
#

Oh

mossy nymph
#

you don't use insert child at

spark sonnet
#

with which node do I spawn them?

mossy nymph
#

you use add child to horizotal grid, and to use it you need a horizontal grid panel in designer which is a variable

#

createwidget

spark sonnet
#

There is no horizontal grid

#

but uniform

mossy nymph
#

yeah, sorry

spark sonnet
#

but this still doesnt work

mossy nymph
#

you didn't set the row/column

#

drag from that return (uniform grid slot)

spark sonnet
#

Where can I set that?

mossy nymph
#

and call setrow, setcolumn

spark sonnet
#

aaah

#

I see

#

But which row and column do I hook up to those?

mossy nymph
#

index / 12 for row

#

index % 12 for column (remainder after division by 12)

#

a.k.a. modulo

spark sonnet
#

This is wrong, right?

mossy nymph
#

looks like it should work

spark sonnet
#

Its not showing anything

mossy nymph
#

provided shelf widget is actually something you can see

#

uniform grid is visible

#

and few other nuisances like that

#

pull a EventPreConstruct node

#

and plug its output into the for loop

#

that way you'll be able to see in designer the effects of what you're doing

spark sonnet
#

That did something yeah

#

Looks messed up but it worked

#

So why does that work but not the other way ?

mossy nymph
#

PreConstruct with branch checking for design time

#

is a good way to populate fake child widgets so you can see what you're doing

#

i have no idea what that for was connected to

spark sonnet
#

Its connected to an interface event that I know is working

mossy nymph
#

know by a way of a breakpoint?

#

with UI there is always something that can go wrong

spark sonnet
#

Stopped at all the nodes

mossy nymph
#

one possible explanation

#

you created that parent widget, called the interface event, then created another instance of the parent widget, without calling the event that ended up on top

spark sonnet
#

But this isnt an issue now. Now I actually just need to set one of them visible or to a different color depending on the 1-59 integer

mossy nymph
#

and that is just one of many

#

what determines which one?

#

click?

spark sonnet
#

What determines what?

#

The int?

mossy nymph
#

which button is different

spark sonnet
#

The button that should be different is the int I clicked on from a list

#

Its an array with 60 ints

mossy nymph
#

so you have an array of ints and a button grid?

#

horizonal grid -> getchildat(int) -> cast to button widget -> call event on button widget that sets the visuals (that you need to add to it)

#

also, stash the last selected int into a variable

#

so before you do that you can access the button that just stopped being selected in the same manner, then call an event on it that undoes the selected visuals

spark sonnet
#

The cast is failing

mossy nymph
#

yeah, that shouldn't happen

spark sonnet
#

Target is grid and index is the int

mossy nymph
#

index you got from... interface event?

spark sonnet
#

Yes

#

But it is printing the right int so the int should be right

mossy nymph
#

if the buttons are there at the time you call it

#

sure

#

i also hope you created those buttons only once

spark sonnet
#

I do

mossy nymph
#

or you'll have few layers of them one ontop of another

spark sonnet
#

But why is it failing to cast?

mossy nymph
#

i have no idea what you did there shrugs

spark sonnet
#

I know its not connected to target on visibility

#

But thats because its failiing

mossy nymph
#

any accessed none in your message log?

spark sonnet
#

no message log

mossy nymph
#

would be something like accessed none trying to read property user widget from node cast to shelf in ubergraph <BP name>

spark sonnet
#

The message log says nothign

mossy nymph
#

connect the output of getchildat to that print

#

at least get some useful information out of it

spark sonnet
#

nothing

#

so thats something

mossy nymph
#

so there is no child at that index when that is called

spark sonnet
#

I tried setting 1 as the index to but same result

mossy nymph
#

0 is the first one

spark sonnet
#

I mean 0

#

Sorry

mossy nymph
#

UMG has tons of stuff to watch out for, i probably won't guess it like this

spark sonnet
#

I get prints from both the int and the grid. And there is a child at that position

mossy nymph
#

got any other options for getchild?

spark sonnet
#

oh

#

Its got 0 children

#

I used get children count

#

So where are the children located then??

#

oh wait. I think I know why

mossy nymph
#

no clue, check from dropdown that lets you select instance to debug if you have expected number of instances of each widget

spark sonnet
#

Nvm

#

It doesnt have any children

#

But then I dont get where Im adding the children

#

Well. Thank you for your help @mossy nymph Its very much appreciated and I just have to figure out the rest tomorrow. Its almost 4 in the morning (: Thanks again!

surreal anchor
#

I'm trying to learn how to make interactive furniture that players can sit on can anyone point me to a video or something where I learn how to do this

uncut osprey
#

Is the new UE wiki actually a thing being worked on? Or has it just kind of been forgotten

plush yew
#

does anyone here have contacts with one of the admins in the blender discord group, one of my younger relatives logged onto my computer the other day and started shit-posting a substantial amount of cursed images, maybe let the admins know it was a misunderstanding?

#

@tough berry ^

tough berry
#

<= forum mod.

steel patio
#

Ah, that old chestnut ๐Ÿ˜‚

sacred mica
#

Hai unreels i need help when is use flipbook in side scroller it's always crash pls help (unreal engine 4.24)

normal burrow
#

Log file

hot grotto
#

what's the best way to trigger a widget in sequencer?

ripe saffron
#

If I have a persistent level and streaming levels, what level do actors/decals get spawned into?Is it into the level they are spawned from?and Is there a way to move them into different levels?

digital anchor
#

they are spawned in the level they are placed, spawn actor function can override the level they are spawned, not sure if its possible to move to different levels

ripe saffron
#

thanks for clearing that up!

#

@digital anchor hmmm..I cant seem to find any level pin on the spawn actor function ...does this need to be done with C++?

digital anchor
#

yes, only c++ (through the FActorSpawnParameters parameter)

ripe saffron
#

ah ok ...thanks again!

atomic hull
#

guys installed-build fails again.
BUILD FAILED: failed, retries not enabled: AutomationTool exiting with ExitCode=1 (Error_Unknown)

shrewd shuttle
#

Hey can i get some help with toggling objects in the map? I want them to appear when i enter a mode by pressing a button and then disappear when i toggle it off again

#

any idea on how i can do this?

abstract relic
tame cosmos
#

Has anyone had an issue with the new Sky Atmosphere from 4.24? When in Play mode, my fps drops immensely, when it's just in the view port it is absolutely fine.

plush yew
#

hey

#

is new version stable ?

tame cosmos
#

Hi, I believe it is as it is available for all to download now. I'm just a regular user (not tester) so I imagine if it's available to me it must be ready now

ripe saffron
#

Pretty sure it ll be buggy like any new software version release .... wait for a point release

tame cosmos
#

Oh Okay then

#

It might also not be helping I'm using the default scene, maybe if I construct the Sky Atmosphere from scratch (as shown in the tutorials) it might give better results

ripe saffron
#

yeah maybe ..I am no expert but usually 0 releases of software come with loads of bugs

tame cosmos
#

A very fair point. Thanks guys

plush yew
#

@ripe saffron thanks

dark rune
#

I want to add a decal to a human mesh to make it look like a blood spattered zombie. Any tutorial on that?

plush yew
#

hey

#

does anyone know how to add an aiming mechanic to direct projectiles in paper 2D?

heavy flicker
#

Anyone know why I keep getting an empty scripts folder in my root folder structure? I am using 4.23

ionic sorrel
#

anyone else else experiencing a lot of crashes recently?

willow void
#

hey can anyone help me to a tutorial for a beam fading over a emissive material ?

upbeat cliff
#

@willow void Not much sure if there is a tutorial, but maybe CameraDepthFade node will help. It basically creates a gradient being 0 the nearest point and 1 the far point (you can set how much far is the far point)

#

it can be a starting point for fade the material when the player gets close enough to see it

willow void
#

Thank you :DDD ill give it a go @upbeat cliff

dawn gull
#

Hey I have this blueprint actor and I want to make it so that I can change the static mesh for just one of the planets in the details panel how do I do that? Please ping me

tender flume
#

I think the difficult part about game development is when bugs arise gg.

#

I spent almost 5 hours just to find one node was missing.

hot grotto
#

can i attack a widget to sequencer?

cosmic agate
#

Anyone know how to track down why the editor gets stuck loading my project? Project compiles fine

languid aurora
#

Hey everyone so I have a problem. Every time, I try and do anything in Unreal Engine (4.24) or any version, my engine just hangs then crashes

crude vessel
#

@plush yew you try the 4.24 landscape brush functions?

abstract relic
#

For all those getting crashes please get your logs from Saved/log

fervent sigil
#

how can I select the target of the gameplay debugger?

languid aurora
#

@abstract relic It doesn't technically crash per se, it just hangs indefinitely. I wish It crashed out, so I could get a log

#

I guess by "crashed" I mean, I have to nuke it via the task manager

plush yew
#

@crude vessel not yet, only landscape stamps pack from the free content, it's pretty good

crude vessel
#

so you can take those stamps

#

and use them with the new blueprint brush function

#

so you can move them after the fact

#

if you wanted

plush yew
#

oh snap

willow void
#

@upbeat cliff Figured it out :D this allows me to have transparent/beam flowing light and control both the colours :D

#

its abit ugly but with alot of tweaking and adjustment anything can work :D

abstract relic
#

Throw a time and/or sine to the colour multiple and have fun

stray smelt
#

anyone know if any of the Paragon assets pack has the VFX created for the game? or are they inside their respective character download?

silent thistle
#

How do you see the world position of a static mesh vs the local position?

normal burrow
#

Talking vertex position?

#

Convert Position Node I think

#

Or transform position?

abstract relic
#

Not sure if they meant set

normal burrow
#

Oof eyes lol

#

Just misread that see as set. Morning eye

lofty knot
#

what are the programming languages โ€‹โ€‹that can be used on unreal engine?

#

could anyone answer me?

#

ok, thanks

abstract relic
#

(Though Iโ€™d argue bp is just a visualization of cpp)

tawdry sierra
normal burrow
#

Yeah everything boils down to cpp

versed spear
#

So is the memory footprint of a given map based on the actors within the map and the assets those actors reference?

normal burrow
#

Define footprint

versed spear
#

well say I have a character that can change skins and those skins are referenced by the actor. Would all those skins be loaded into memory on map load?

normal burrow
#

Yes

#

Unless they are soft references

#

Think of it this way mattxor

#

When the actor exists, those things need to be loaded before they can be referenced

#

If your talking about textures though, gpu memory is different

#

But objects for these things will certainly be loaded

versed spear
#

So for instance say I had 3 class's a character could be. Would it be memory efficient to make these actors separate instead of having one actor that can be all of them? I see what your saying about the gpu textures could go in and out of memory as they are needed?

thin hemlock
#

Did the default C++ classes change? I updated my project from 4.21 to 4.24 and noticed when I created a c++ class it now has constructors and destructors

normal burrow
#

A texture object on cpu can exist without its texture data living on the gpu

#

Mattxor it is really up to you on organization but I donโ€™t see the split up being super beneficial specific to memory usage

#

Soft Path/ Soft ref is the proper way to reference assets by path without loading them

#

Hakai created through wizard?

thin hemlock
#

Yes

versed spear
#

I am asking because I noticed the gpu memory profile has been going up as I add more skins. I will look into the soft path and see if it helps. Thank you p@t

thin hemlock
#

I should preface that I chose none to where itโ€™s just a default class, but I donโ€™t recall default C++ classes having that extra fluff

normal burrow
#

Aah idk tbh, Iโ€™ve not used that in a long time. I just new text doc

thin hemlock
#

As well as no F prefix

normal burrow
#

Ah yes None is a USTRUCT

#

Perhaps you meant Object for base?

#

Youโ€™ve got to pick it from the list

thin hemlock
#

Itโ€™s the very first option, Iโ€™m not at my PC anymore so Iโ€™ll have to look again here in a bit

normal burrow
#

You can see a list of classes separate from the topics found on the front of the wizard

#

Object is the top on that list

dim plover
#

Hakai, it's been like that for awhile now for the "none" option.

fiery scroll
#

Is anyone else having problems logging into the Forums?

#

wierd ๐Ÿ˜‹

grim ore
#

yep I just ran into that issue trying to log into the launcher

#

yaaay

#


We will provide an update when we have more information, thank you for your patience.```
#

I guess no work today!

fickle zephyr
#

Canโ€™t wait to read about this on r/talesfromtechsupport

wild kestrel
#

Looksl ike fortnite live event killed login servers

#

@grim ore and everyone :p remeber that you dont need laucher to run UE4, you can run UE4Editor.exe in enigne folder or open uproject file in your project directory

copper elk
#

I have a slider with text next to it but Im not sure how to set the value of the text to the value of the slider

#

as this doesnt work

#

"RSSlider" is the Slider

wild kestrel
#

Btw this never happened durring prevoiues live events so perticipation must be massive

copper elk
#

and this is the text's binding

wild kestrel
#

what does not work?

#

what is happening?

#

describe more

#

plz

copper elk
#

well the text dissapers

#

disappears

#

its not there

#

ingame

wild kestrel
#

you atleast see %?

copper elk
#

no

#

nothing

somber egret
#

Hey all, trying to do some USD research and development. The unreal engine USD plugin seems like it just doesn't work on macos. Can anyone else confirm this?

pine mulch
#

Hi guys, I'm having a really strange issue with the procedural grass. For some reason my grass spawning perfectly in the editor, in PIE, when I launch from editor, but when I package a build, I get no grass. Does anyone know what's up with that?

next wedge
#

each time i re-target this animation bp, its all good except that right hand, dont
know what's the real deal..I tried moving some bones in hierarchy in UE4 but cant move them.. is just fixable with Maya/Blender or this has a stupid easy solution? I basically want to replace my mannequim stuff with some paragon characters

#

I have the same exact problem with Belica Paragon character

grim ore
#

@next wedge in the skeleton for retargetting in the options menu at the top left you can open up the retargetting options

copper elk
#

any ideas for my issue?

#

ingame

#

editor

grim ore
#

have you tried debugging

copper elk
#

no

grim ore
#

why not?

copper elk
#

I did the same thing for on value changed but it still didnt work

grim ore
#

the first question is does that actual event work

#

put a print string in the middle of it and see if it prints out every frame something

copper elk
#

like this

#

?

grim ore
#

yep

copper elk
#

nothing

grim ore
#

then the event is not being called

#

go back to the text binding, clear it out and then set it back to that event

#

make sure to keep the print string in there until this gets fixed

copper elk
#

to the on value changed?

grim ore
#

just an fyi if you override the value anywhere, set it by hand, the binding will not work

copper elk
#

like this?

grim ore
#

you have this event set to run every frame and to update the text in that text block right?

copper elk
#

binding yes

grim ore
#

ok you have 2 ways of setting it there

#

you need to fix it

#

you need to bind or you need to set, you cannot do both

copper elk
#

I removed the binding the number is there but doesnt change

#

Ik I connected this event just now

grim ore
#

ok so does the print string print out?

copper elk
#

before only the binding was connected

#

no

next wedge
#

@grim ore That was it, ehehe, much better now

grim ore
#

so now it's just the on value changed for that slider and when you slide it nothing prints out?

copper elk
#

yes

grim ore
#

maybe you have more than 1 slider or something else? I just tested and it should print out hello on each slide

#

every time you move the slider it should print hello even if the text doesnt update. if it doesnt then this event is not hooked up properly

copper elk
#

it doesnt

#

print on change

grim ore
#

then your code is not correct somewhere

#

what does your designer look like for that widget?

copper elk
#

nothing bound to the text

grim ore
#

yep not worried about the text right now if your slider is not updating

#

do you only have this 1 widget?

copper elk
#

yes

grim ore
#

add another slider anywhere for testing in that widget, hook up the on value changed event up to just a print string, and see if that works

#

I can say that your code on the value changed should work, it worked for me in testing

#

and the on value changed is the better way to do it instead of the binding since it will only update when it changes

#

so your code is sound, something else is causing the issue

copper elk
#

ok sorry for the long wait

#

I was afk Ill try it now

#

It didn't work

#

the new slider doesn't work either

#

Ill try it in another widget

wild kestrel
#

ty to invalidate text widget on slider value change

#

or set widget to involetile

grim ore
#

if the new slider doesnt work your widget is fubar lol

copper elk
#

if there is an error in the widget but it isnt related to the slider will it still work

spark sonnet
#

Hey guys. Is there a way to add buttons to the grid in this order? I have a way now but its not placing in this order so im wondering if there is some logic I can change to make it

wild kestrel
#

Slate (ultimately UMG) has cacheing system that allows unchanging to not need to do refresh on every frame

copper elk
#

because it works in another widget

#

and that one has no error

wild kestrel
#

you sure you putting right widget on the screen?

#

maybe issue is somewhere else?

#

@spark sonnet add children to grid widget in right order

grim ore
#

if it's an ERROR and not a warning then no it will not work, the ERROR is preventing it from compiling any new changes

copper elk
#

o ok

hoary locust
#

does anyone know why the if node in materials is complaining about non-float value if I plug in for example PixelDepth (even if I mask out one channel)?

spark sonnet
#

The issue is the logic for adding it @wild kestrel

#

This is what I have now

#

The grid is looking like it should but the positions are wrong

wild kestrel
#

what do you mean by that?

spark sonnet
#

I mean that they dont get placed from top left* corner ->

#

They get placed in another order

#

So integer 0 is not in the top left* corner

#

I mean left corner**

copper elk
#

OOOOOOOOOOOOOOOOOOOOO @grim ore THX ITS FIXED

#

how can I make a slider only be able to go within a specific amount

#

as in I dont want it to go below 1

#

so how can I set the minimum

spark sonnet
#

You can use a clamp

rancid juniper
#

hey, im trying to play my packaged game, but i keep getting this error. i don't know what it means. can someone tell me how to fix it please.

copper elk
#

@spark sonnet but I can only clamp the text right?

#

the value will still go down

#

below 1

#

how can I set the min and max value of a slider?