#ue4-general

1 messages · Page 599 of 1

kindred viper
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clamp the value. Its already got a min/max. It's a normalised scaling value. 0-1. You scale the conversion and clamp it based on percentage of the slider

copper elk
#

like this?

next badger
#

How to remove that? Not delete (cause it will break the connection)

copper elk
#

delete it and then connect again

vivid narwhal
#

afaik the only way is to reconnect

manic pawn
#

if you're using 4.24, shift+delete

next badger
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@manic pawn i've tried 🙂 not working

manic pawn
#

rip, did they forget to hook it up for reroutes?

copper elk
#

how do I centre the text in the middle of a combo box?

vivid narwhal
#

alignment

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set text box to fill then align to center

copper elk
#

there is no text box in there...

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a combo box on its own lmao

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Ik how to normally align but its different for a combo box

rancid juniper
timid jacinth
#

How do I let the client possess a pawn in multiplayer

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It works on server but not client

cloud cobalt
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You'll need to ask the server to do it for you

timid jacinth
#

How do i do that

cloud cobalt
#

Function that runs on the server.

dim plover
#

You shouldn't call Possess on the client.

exotic thicket
#

Any math wizards happen to know how to rotate an actor along its local axis? Ie. apply N yaw along its own up axis rather than the world up axis... I almost have it with transforms and transforming rotations but can't quite get it right...

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I figure this has to be really simple if you've done 3D stuff before :P

timid jacinth
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How do I get it to call for client without calling it

dim plover
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I think there's already something that converts world rotation/location to relative. I forgot where.

exotic thicket
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yeah my almost-works solution uses the actor's transform to transform rotation, which gets it turning into mostly the correct direction

dim plover
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It already replicates down, somehow. Just call it from the server. The client will eventually do it automatically.

exotic thicket
#

but depending on what orientation the actor is in, it doesn't always quite turn correctly

timid jacinth
#

like this?

dim plover
#

Well, that authority check to call a ServerRPC doesn't really make sense.

timid jacinth
#

so i remove it?

dim plover
#

Probably. I don't have the full context.

timid jacinth
#

Its to control a vehicle

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in level blueprint

dim plover
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GetPlayerController 0 being called on the server will only ever affect PlayerController 0, which you probably don't want to do.

timid jacinth
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So I let it do any player index

dim plover
#

Target self should be right.

dim plover
#

Oh, get the controlling player controller of the class you're in.

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Something like GetController of the Pawn, or something.

timid jacinth
#

this

dim plover
#

What class are you in?

timid jacinth
#

level bp

dim plover
#

Okay, weird... but if you really just want it to work now.
If it's called on a client, you can call GetPlayerController 0, and have the RPC take a PlayerController input.
But... I don't think LevelBPs replicate anyway, so that RPC would never get sent to the server.

timid jacinth
#

ah okay thank you very much

#

how do i get another pawn from the default pawn

zealous spear
#

So you guys have any idea how to add EAC to your game, i guess you need to talk to them...?

knotty summit
#

Hello guys, do you have any problem with Physic Materials on Landscape on 4.24? I've upgraded my project to 4.24 and all the footstep sounds are gone now. Luckly I have 4.23 project files but I want to ensure everyone has this problem.

knotty summit
#

Interesting, what could cause this problem 🤔

dense edge
#

@knotty summit I could be wrong but I think there might be some bugs with landscape. Displacement doesn't work for me.

#

Thanks. Maybe there's something I'm missing.

knotty summit
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I'm using linetrace too. Here is a small video that shows the problem; @plush yew

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Is it similar with your blueprints? I'll verify the engine if it is

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thank you for taking your time, it looks like i'll verify the files. hope it will fix the issue

small pewter
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Hi everyone, i want to create a level editor inside UE4, and first i need to create the kind of menu that's in the bottom of the screen containing the assets to drag in the scene, and the option to drag/drop these asset on the scene (then to move it, scale it, rotate it,...) like the games : SIMS 4, Planet Zoo, ... (Shown by the yellow color on the screen)

I need a tutorial on how to do this so i can follow it please 🙂

ping me if answer please 🙂

pulsar badge
#

When I drag and drop one of my assets folder to a new folder in UE4 why is the meshes or anything not showing up in the folder?

limber mantle
#

hairs are not rendering properly , in marmoset it renders very gud

neon grove
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I just update my editor and always appears that

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Doesn´t influence in the rest of the game or options like building or packaging but is annoying to always have this in the outputlog every second

midnight bolt
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is there a hotkey to toggle between five vertex colors?

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for blend painting

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@neon grove cause of ip addresses, maybe something with firewall?

rancid lynx
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Is GROUP Floor Snapping broken useless trash in UE4 ?

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I thought it worked last month but.

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group selection... not actual group objects. just multipul trees selected

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AND.. after select 10 trees and floor snap, and some randomly float... if i select only that 1 tree, its forever bugged and will always float snap, even if you try to solo snap it.

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but if you delete the tree and drag it fresh from the side menu, it snaps just fine.

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selecting multipul tree meshs and snapping them to the floor at the same time is uselesly buggy in UE4 ? i thought it was working fine before.

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i can snap empty target markets flawlessly under the trees. its not a terrain collision offset X_x

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wow... no.... thats not the problem.... ue4 trash is the problem.

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dragging from the menu onto the terrain snaps flawlessly. moving the tree up and pressing END just fails.

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ive insured the origin and 3d cursor were in the correct place. let me double check resetting transforms X_X

coarse turtle
#

What replaced Load Game Actors in UE 2.44?

true plover
#

[SM5] (Node LandscapeLayerBlend) Arithmetic between types float3 and float4 are undefined

rancid lynx
#

thank god. i found some snap to floor options in the right click menu of the world outliner X_x. thank god. X_x

hot grotto
#

is there a way to spawn a widget in sequencer? wanna add some text/dialogue during a sequencer

rancid lynx
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nevermind. thats a trash fail also.

rotund scroll
#

@true plover you're trying to mix a vector 3 and a vector 4

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use the alpha pin instead

neon grove
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@midnight bolt idk this is the first time that appears, in 4.23 everything is clear

spark sonnet
#

Is there a way to remove a line from a text file(outside unreal)? From UE4

ornate ice
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Good afternoon

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anybody here has any idea why modifying the relative location of an object

true plover
#

alpha pin?

ornate ice
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in the construct script

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is affecting its position

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when playing the game

rotund scroll
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@true plover the A pin

true plover
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oh ty 😄

small pewter
#

Hi everyone, i want to create a level editor inside UE4, and first i need to create the kind of menu that's in the bottom of the screen containing the assets to drag in the scene, and the option to drag/drop these asset on the scene (then to move it, scale it, rotate it,...) like the games : SIMS 4, Planet Zoo, ... (Shown by the yellow color on the screen)

I need a tutorial on how to do this so i can follow it please 🙂

ping me if answer please 🙂

rotund scroll
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@ornate ice construction script also gets called in gam

ornate ice
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in the construction script

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and now my collider is showing up in the sky

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the script only keeps the location and scale when modifying the parent in the editor

rotund scroll
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@small pewter spamming your query won't get you better answers, what you're asking for is very difficult and you shouldn't expect a tutorial on this

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best can is to use a 2d inventory and see if you can figure out how to drop items from the inventory into the game

mossy nymph
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well, drag&drop can drop an actor into the world

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from a widget

rotund scroll
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there you go

ornate ice
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any idea

#

?

rotund scroll
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I told you @ornate ice

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use the debugger to see what's actually happening

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this is something only you can do

ornate ice
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I already set a print

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but it doesn't show

rotund scroll
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print isn't gonna help you

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debug it

ornate ice
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is there a way to make sure a piece of code

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doesn't get run

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in game

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like if Playing?

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I can share a video of my issue

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if that helps

rotund scroll
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you need to debug your issue

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I don't understand why you're not already doing it now

ornate ice
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I'm debugging

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I know what is my issue

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I know what is causing it

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what I don't know is how to preserve the editor functionality that I achieved

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while not fucking up the game

rotund scroll
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@mossy nymph is there a functionality to differentiate between editor time and runtime?

mossy nymph
#

you can check for WorldType in c++

ornate ice
#

😦 and in BP?

rotund scroll
#

world time elapsed > 0 perhaps

mossy nymph
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bool AMyGameMode::Is_PIE() const
{
    return GetWorld() ? GetWorld()->WorldType == EWorldType::PIE : false;
}
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something along those lines

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UFUNCTION(BlueprintPure) bool Is_PIE() const; and if you have that in the attached header, then you can do it in BP as well

ornate ice
#

juuum

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the elapsed time

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didn't work

rotund scroll
#

well rip in pepperoni

ornate ice
#

so frustrating

rotund scroll
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this didn't work?

ornate ice
#

no

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I believe that happens because the code run in the construct script

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its like the base for the ingame

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maybe

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and if that doesn't happen

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then its not going to work

ornate ice
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@rotund scroll doesn't wxist

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that node

rotund scroll
#

further down is a link to rama's plugin that gives you the node you're looking for

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seems like a with editor node is also doing similar stuff

ornate ice
#

the issue I believe

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If I was able to run the code only in the editor

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but construction script

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seems to happen before playing the game

flint knot
#

hey guys im hoping someone can help me cause i have tried for weeks to find the answer.

is there any way you can expose the base color of a material (that isnt a material instance)?

im basically trying to perform different material effects (like for a quick example a fade in effect with opacity), i can do this by just making a dynamic MI and adding a texture param for the base, then grabbing the base texture from the material and using it in the MI, but i cant find out how to expose the base color from normal materials that arent material instances. if i have to make MI`s for every models material, then it'll take forever. please help!

ornate ice
#

@rotund scroll FUCK MY LIFE

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it was a world location vs relative location issue

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lol

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I was using the component bounds origin

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and that vector is world location

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when I did it with the relative location of the component

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it worked

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nicely

nimble moat
#

do i have to do anything else to post process materials other than just add them to the post proccess? I bought some post process materials but when I apply them nothing at all happens

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im an idiot, disregard all that^

next badger
#

you need to be inside the volume if it's not unbound

nimble moat
#

The package i got requires a blueprint in the world and it worked, no idea why

fathom glade
#

If you were to build a project in blueprints first, and then attempt to optimize it by recreating it with C++ how long would it take? I'm talking something small like the third person character controller (demo). Anyone have any ideas how long it would take a beginner vs an experienced coder?

deep stump
#

Have you messed with C++ before?

fathom glade
#

Nope never!

deep stump
#

It'll prob be a bit challenging. Maybe start with basic C++ then move up from there

fathom glade
#

I'm trying to gauge as to what the workflow is sort of like. I read that people often use the blueprints and code as the best way to work with unreal, but I'm not sure what that means.

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I'm still trucking my way through more of the online tutorials. I'm not quite there at C++.

deep stump
#

Thats what I do. You can add c++ code into the project and if you build from source you can customize it more

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Is there a way to check if a dedicated server is online via blueprints?

versed spear
#

Would both of these load into memory when actor is loaded? Top node is my attempt to use a soft reference and the bottom node would be what I am currently using with a hard reference. Goal here is to only load the flipbooks into memory that are being used but my current setup are all hard references so they are all loaded into memory when actor is loaded.

manic pawn
#

read the tooltip

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the first one will not load anything

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if you use a soft reference then you need to async load it first

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(that can only be done in an event graph, not in a function, as it's an async node)

versed spear
#

I could accomplish this with a custom event?

manic pawn
#

most likely

languid aurora
#

Hey everyone, I posted about this earlier but now, lol, I have a log file and some additional screenshots. Whats happening is my unreal engine hangs to the point I have to nuke it with the task manager, every time I rebuild the lighting. It occurs even when I rebuild the lighting on the "base map", you know the automatically generated map when you first open a new project. Here are a few screenshots. Will create a pastebin of the log file

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This occurs no matter which version I use, ie; 4.xx

dry merlin
#

Pretty poor channel for 3D Artists.

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I'm trying to learn iClone, Marvelous and ZBrush for Humanoid Characters. I wish iClone could do bipeds, animals and other types. I've been looking for a way to take my 3D Work and Rigs and put them into this. Don't think you can.

#

ok so I been finding out, Fantasy Undergarments don't really reflect what undergarments would have been in our Medieval period. Good lord, ever seen a girdle, how on Gods green earth did women breath in those things? You'd think their heads would have popped right off

dry merlin
#

I must admit though, working in iClone, I want to start a real series on YouTube called "Designing Women".

celest peak
#

Anyone on?

languid aurora
#

I am lol

dark rune
#

I want to use a decal on my character to give it a blood spattered effect. How to do that? It iis a skeletal mesh

spiral island
#

Is it possible to generate a new unreal project using the command line?

#

it is in Unity

storm venture
#

ue4 is only rendering out black sequencer videos for me

swift spindle
#

make sure it works in "play > standalone mode"

void sable
abstract relic
#

Open a 3D software of your choice and adjust it from there

storm venture
#

@swift spindle good call, thanks!

atomic hull
#

why Epic released 4.24 . It not possible to build it with Choas. full of bug and crash though.
https://forums.unrealengine.com/development-discussion/engine-source-github/1696553-4-24-failed-to-build-with-chaos-enabled

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😩

normal burrow
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Chaos is still very much experimental

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If that’s you though, uninstall incredibuild

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Once trial is up your limited to one thread.

manic pawn
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expensivebuild

normal burrow
#

It’s strange that you have an errror about FPhysScene_PhysX

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With chaos on

manic pawn
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idk why people keep trying to use chaos

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it's not done

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it's not even nearly done

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you can see active work on it on github every day

normal burrow
#

I’d like to try it sometime

manic pawn
#

wait for it to be finished br_boi

normal burrow
#

But yea understand yea

manic pawn
#

it's like trying to use niagara 4 versions ago

normal burrow
#

Imagine this was hard

manic pawn
#

meanwhile

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nvidia could release physx update already

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y is it taking so long

normal burrow
#

What’s the deal?

manic pawn
#

I need the improved aggregate filtering they made for the next version

normal burrow
#

Only ten days left

manic pawn
#

it'll remove framedrops from entirely pointless work

normal burrow
#

Nice, I like my aggregating filtered finely

manic pawn
#

like it's trying to find pairs between multiple static aggregates when changing one of them

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that's completely useless

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so it should not do it

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  • all the other performance improvements they make every version, of course
normal burrow
#

Oof I thought they just had one

manic pawn
#

this ones more like a minor update

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last one was 3 months ago

carmine garnet
#

how

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do i make the HUD sinced to the camera

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sinced

halcyon flame
#

@normal burrow oh my goodness

carmine garnet
#

automatically

halcyon flame
#

10 days

carmine garnet
#

like it does in the templates

halcyon flame
#

does anyone know what these red Xs mean in source control terms?

carmine garnet
#

...............................................................................................................................................................................................................................................................................

spiral island
#

it means use source control on the command line like a normal person

spring sable
#

Hi.

#

Unreal Engine have universal command for free camera or something like that?

carmine garnet
#

i dont know

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im asking

abstract relic
#

F8

plush yew
#

Every time i try to open my old map it crashes my computer... uhg

#

I wish i knew wth was causing it

storm venture
#

does anyone know of some advanced level tutorials / lessons regarding cinematics and how to achieve quality similar to the new hellblade trailer?

haughty peak
#

Having an issue getting my character to move. It will play the animation but not actually move the character

sudden agate
#

@halcyon flame it means the files are not checked in

halcyon flame
#

@carmine garnet are you still looking for an answer?

inland kettle
#

Hello together,
i want to build a huge world with instanced static mesh tiles. To build this world, i need collsion on the instances. To safe performance i want to disable collision in the final game. My question: How high is the performance impact, when the collsionbox is there but disabled?

blissful trail
#

is there a way to have use a texture instead of a material ?

inland kettle
#

What is your goal?

blissful trail
#

minecraft clone

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cant be bothered to create a material for every texture and disable the reflection

inland kettle
#

i think y can use one material for all blocks with the right texture and uv setup but i am not a pro sry

#

consider instanced static meshes too

halcyon flame
#

@inland kettle I think the engine does a pretty good job at not wasting time on irrelevant collision boxes

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the further away something is the easier it is to confirm that there's nothing colliding/overlapping

inland kettle
#

hey. thanks 🙂

halcyon flame
#

yw.

inland kettle
#

i think... when they are one they check on tick right

halcyon flame
#

hm?

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physics runs on tick unless you change substepping settings

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physics run

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I need to sleep but the vape juice is keeping me in the game

inland kettle
#

i use overlap

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hehe

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i think overlap is checking on tick.

halcyon flame
#

physics runs on the tick cycle, but not on tick. actors don't need to have tick enabled to generate overlap or collision events

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as in, it happens at the same frequency as tick.

inland kettle
#

thanks. very informative. do you have any tips for my projekt before your vape juice runs out

halcyon flame
#

pm'd

blissful trail
#

i just created a sprite for all textures but is there a way to change the filter from default to nearest ?

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for everything at the same time

jolly slate
#

Select all the assets you want to set to nearest, right click, go to - Asset actions and then Bulk Edit

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Bulk editor will let you edit the settings on all the assets at the same time provided they are of the same type.

plush yew
#

Please who has the latest unreal engine mannequin fbx

jolly slate
#

Just right click the mannequin in the editor and export it to fbx!

#

Simple pimple 😄

lofty knot
#

how can i make unreal engine 4 a lighter?

dim plover
#

If I have a H/ISM component on ActorA with StaticMeshA, and I have ActorB's H/ISM component reference the same StaticMeshA, is StaticMeshA in memory twice or do they share the same static mesh object?

blissful trail
#

who loves when ue4 just randomly crashes :<

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so did i just loose everything i just did ?

tender flume
#

You just tick them to restore

inland kettle
#

Hello. :)It turns out that i have the same fps with and without simple collision (160000 instance static meshes) how can that beeee ? 🙂

tender flume
#

What?

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How many fps?

inland kettle
#

around 100 on my computer

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checked in editor and at runtime

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i dont understand that

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i am using a shape plane

tender flume
#

Try creating a new project

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And see if theres any difference

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Then put in each object that is from your previous project one by one

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and see which is causing the issue

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Basically, you do some self troubleshoot c:

inland kettle
#

🙂

#

same

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i deleted the actor, changed ist and put it back into the level too

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same

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i thougt that the collsion ist constantly checking for overlaps and somthing...

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i mean... thats a 160000 collsion boxes right there... ore am i wrong?

blissful trail
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im having an issue with snapping

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if you look slightly above the middle of the block it places it higher

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same with breaking

inland kettle
blissful trail
#

im using vector snapped to grid i think

inland kettle
#

use it with "get hit result under cursor" from your controller. it worked for me

blissful trail
#

ok

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ill try that tomorrow after work

inland kettle
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perhaps your mesh is a little bit off too.

blissful trail
#

maybe

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it looks perfectly aligned to me tho

inland kettle
#

0 it out tob be shure

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i can be your material too - check the world position offset

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i must go now

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good luck

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bye

carmine garnet
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oh my god

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why are you literally making minecraft

thick knoll
#

Good afternoon everyone!
I am interested to know if you can change physics material based on Vertex Color

So my idea is if Red Channel = Metal, If Blue Channel = Wood.
Is it possible to do this in a single material? Are there work arounds where I could do something similar?

regal hollow
#

Wondering if anyone can help me

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i'm about to take a hammer to my PC

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trying to install the new 4.24.0 and it just keeps fucking sitting between 4.8 and 5.3 I've uninstalled Epic, Uninstalled all my previous engines (Lost about 1TB worth of data in the process) now it's still pissing me off doing the same shit?!

timid jacinth
#

Are you downloading onto another drive

jovial shuttle
#

soooo, im making 2d game, and i need help with something, so when you go to the door of the house and press T, the screen fades into black and takes you into the house??

spice rune
#

That is 4.8 and 5.3MB/s transfer rate. It isn't 4.8 or 5.3GB of 10.5GB

regal hollow
#

Nah man it's on my C Drive @timid jacinth

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my download speed isn't an issue

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Ahhh @spice rune I see now dude, it's telling me the D/L Speed

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Cheers dude, you saved my computers life!

inland kettle
#

@jovial shuttle You can fade the widget black and "teleport" or load a level

jovial shuttle
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@inland kettle thanks, im a noob so i know nothing, lol

inland kettle
#

you are good 🙂

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when the house is in the same level use "set actor location"

wheat rose
#

Hey

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I have a question

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I was thinking of switching to unreal

thick herald
#

That's a statement 😄

inland kettle
#

Right now? 🙂

azure shore
#

hey, when I went back onto a project of mine and lowered the resolution it pixelated it rather than blurred it like it did before, why is that? thats actually a good thing because pixelation looks much better, so how do I make sure it does that? and is there a command I could use?

jovial shuttle
#

hey hey hey, i have something im struggling on, im trying to set up an animation for jumping with a flipbook, but i dont know how to import it so when you jump, it plays the animation ive made on the flipbook

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im back

ornate vessel
#

how do you change color of a mesh particle?

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in niagara

manic pawn
#

in the niagara emitter, you can set the particle color

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then in the material used for your mesh particles, you can read it and do something with it

normal burrow
#

Zeb, you know there are 16 material parameters on top of color too?

manic pawn
#

you mean for niagara particles?

normal burrow
#

And cascade afaik

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Particle Parameter Dynamic has 4 pages of 4 floats. Found that out recently

opaque vector
#

Hey, how do I get my editor layout to not close everytime I restart the editor?

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I have it configured just the way I want, but everytime I restart I have to re-open every single window manually.

high elm
#

Having trouble in 4.23 adding a level variant set into the content browser. It's not listed under misc (or anywhere else for that matter) even though the plugin is enabled. Is there some little trick I am missing?

gilded flame
#

@alpine zephyr very late but I noticed you're interested in calculating wave heights. You should check out the community ocean project if you get stuck somewhere, as well as online (plenty of resources & references spread throughout, just have to look for them). I used the same reference to create my wave height calculations that @grave nebula linked you (Nvidia GPU Gems Ch. 1). They're not FFT, and are instead Gerstner (trochoidal) waves. Your first step should be getting a wave height at a given location and given time.

grave nebula
gilded flame
#

sorry

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at least it wasn't an everyone or here ping!

normal burrow
#

@everyone doesn't work @here

vital cosmos
#

what the fuck are these yellow things

normal burrow
#

looks like your gpu is dying lol

dawn plume
#

Guys I have a big problem, I have this project that I've been working on for a while, and everything works fine on it, on my laptop. But the second I try to launch it on my desktop, it crashes (error: EXCEPTION_ACCESS_VIOLATION reading address 0x00000048), Ive tried reinstalling UE, ive tried UE 4.23 and 4.24, ive tried updating graphics drivers, nothing works. does anyone have an idea of what is causing my problem? remember it works fine on my laptop, just on my desktop it crashes

vital cosmos
#

what does it mean

normal burrow
#

if it is a scream from the gpu, those are diagnostic messages

vital cosmos
#

they just randomly appeared after rotating an object

#

how do you remove them

normal burrow
#

its probably just something weird with the material

vital cosmos
#

I didnt add anything tho

#

k they randomly disappeared now

normal burrow
#

what gpu and temps? I don't think its a failing gpu because its the color of selection overlay

vital cosmos
#

I have an integrated GPU so it doesnt show temp

#

intel HD graphics 4400

normal burrow
#

@dawn plume do you have custom cpp

dawn plume
#

like cpp files? yeah

normal burrow
#

and deadbeef i dunno what could cause that

#

have you ran the engine through visual studio Mr. WongTong?

dawn plume
#

doing that now

normal burrow
#

It will show you where the code is that is trying to access such invalid pointer

#

when it crashes, take a look at the call stack

dawn plume
normal burrow
#

mkay

dawn plume
normal burrow
#

find the call stack window/tab

#

if its not present it'll be under the windows or view menu (i can't recall, installing visual studio right now on a new computer)

#

may be under a submenu, debugging tools

#

(don't stop debugging)

dawn plume
normal burrow
#

if you scroll down

#

are there any less grey items?

dawn plume
normal burrow
#

hm

#

well, it would seem that its crashing on somethiing umg related

dawn plume
#

yeah, but how would i work on my laptop with the same files

normal burrow
#

yeah i know

#

stuff doesn't always make sense with hardware differences

#

what i'd recommend is on the laptop, be very aware of errors that come up if any

dawn plume
#

ok

normal burrow
#

hm actually

#

do you know if the laptop and computer are using debuggame?

dawn plume
#

i usually load the game from ue not through visual studio

#

but if i do it would be debuggame

normal burrow
#

at the top of vs, set configuration to developereditor

#

see if it has the same crash or not

#

but otherwise yea the other thing with checking for errors reported on the laptop

dawn plume
#

same error

normal burrow
#

call stack same?

dawn plume
normal burrow
#

yeah, would just see if you can't find some error screaming on the laptop

dawn plume
#

on my laptop it doesnt crash, but ill check if i got any non fatal blueprint errors

normal burrow
#

Yep thats the idea, hopefully it'll give some clues

#

if not, you'd just have to find the umg code, review it hard for weirdness

dawn plume
#

would it crash bc of unused variables or code?

normal burrow
#

it looks like its crashing during blueprint compile

#

I don't think it would but also would not assume it wouldn't

dawn plume
#

this is the blueprint errors

#

the game works fine, just get these errors

normal burrow
#

yea, would fix this

dawn plume
#

"execute ubergraph nav bar"

#

unless its in c++

normal burrow
#

click on the other magnifying glasses

dawn plume
#

ok ill fix them

#

i think ik why its complaining

#

one sec

plush yew
#

hey guys

#

i have a small error here. I don't know what it means

distant river
#

anyone getting an error when trying to create a new project in 4.24?

An error occurred while trying to generate project files.

Running C:/Unreal/UE_4.24/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="C:/Users/Vlady/Documents/Unreal Projects/Breakout/Breakout.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing.  Install a version of .NET Framework SDK at 4.6.0 or higher.

I have .net installed

normal burrow
#

vlady you need to install some stuffs

#

open up "Visual Studio Installer" in start menu (type this in)

#

then modify install, add individual components and make sure 4.6.0 or higher is installed, as well as nuget package manager

dawn plume
#

@normal burrow i fixed the blueprint errors, yet it still crashes

normal burrow
#

Mr. WongTong bring up the call stack again, double click on the top most item. does it bring you to some source code?

dawn plume
#

ill check

normal burrow
#

sorry, the call stack

#

not the error log

dawn plume
#

there is no call stack this time, just error log

normal burrow
#

engine has to be crashed in debugger

dawn plume
#

the engine didnt crash, it failed to compile this time

normal burrow
#

oh, so crash is gone?

dawn plume
#

it didnt even get to launch unreal at all

normal burrow
#

lol

#

what is the error message

dawn plume
normal burrow
#

good ol uht

#

go to output window

#

parse it for information on what actually went wrong

dawn plume
normal burrow
#

close visual studio

dawn plume
#

1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command ""C:\Program Files\Epic Games\UE_4.23\Engine\Build\BatchFiles\Build.bat" SpondooliTestEditor Win64 DebugGame -Project="C:\Users\ryanq\Desktop\SpondRepo2\SpondRepo\SpondooliTest.uproject" -WaitMutex -FromMsBuild" exited with code 3.

normal burrow
#

go to uproject file

dawn plume
#

ok

normal burrow
#

right click and regenerate project files

#

open sln, and retry

distant river
#

thank you so much P@t ❤️

plush yew
#

ok i guess i fixed it. Just remade the Montage and somehow it worked 🙄 got no idea what happened there

tender flume
#

Help.

#

If your character is facing downwards when you import it

#

What is the issue?

normal burrow
#

-z?

tender flume
#

-z?

normal burrow
#

what software you using

tender flume
#

Blender

normal burrow
#

is it a skeletal mesh? does it have an armature

tender flume
#

Skeletal Mesh yes.

dawn plume
#

double clicking on the call stack items does nothing

tender flume
#

Should I try -90 on X?

normal burrow
#

you got it compiling though WongTong?

dawn plume
#

ye

normal burrow
#

Shin-kun, you didn't change the axes in the export setttings yea? (you shouldn't)

#

okay, well next step would be installing debug symbols WongTong, this will let you see more information in the call stack

tender flume
#

Export settings?

#

Nope.

normal burrow
#

but at this point, i'd say file a bug report when you get a chance

#

mention that it happens to you on the one computer and not the other

tender flume
#

I think I fixed it

#

but now its the arm having issues

dawn plume
#

ok ill install debug and send the bug report soon

normal burrow
#

shin-kun did you apply transforms on the mesh and armature?

tender flume
#

I only used -90 for importing it now

#

Or else the skeleton mesh would be looking down

#

Anyone here heard of Mixamo?

#

I was using that for the auto-rig so i could use the anims.

normal burrow
#

yea wongtong, because we're basically looking at fixing engine errors that are specific to hardware right now. If we're able to fix it, its gonna involve just identifying which node is causing it to mess up

dawn plume
#

fun

normal burrow
#

its something epic should address as crashes in editor from node stuff is not acceptable afaik

#

but yea hopefully will be able to at least identify the problem node with dem symbols

dawn plume
#

yea ill get back to you

tender flume
#

@normal burrow

#

Can you help me out?

normal burrow
#

you just said you got it?

tender flume
#

Uh. The arms are wobbly

solar dirge
#

Hi, I'm having package errors because some of my file paths are too long (i'm aware there's a feature for this in 4.22 and onwards but I am on 4.21 and won't upgrade for specific reasons)
What's the fastest way to fix this ?

tender flume
#

because I don't really know how to use the auto-rig for the wrist and elbow

solar dirge
normal burrow
#

hmm unsure i could help you with this shin kun. i don't even know what axes mixamo rig uses.

tender flume
#

Huh. It's just positioning

normal burrow
#

you could open it in blender, go to armature settings, turn on axes

tender flume
#

Axes?

normal burrow
#

uhh i'd tell you what it actually is

#

but am installing lots of things, blender is not in yet

tender flume
#

Can you watch my screen?

#

I need help.

#

I'm really confused here

normal burrow
#

are you using mixamo animations on mixamo rig?

sturdy star
#

Can someone help me with something, I’m in a paper 2d playformer world, and have nearly everything ready, but I don’t know how to make cutscenes with the characters, as they are just flipbooks. Can somebody hełp

dawn plume
#

you can change the flipbooks in blueprints

#

make each character a blueprint and have it managed in there

#

or you can use the sequencer

#

ask in #paper-2d they should help you out more there

#

@normal burrow i got more detailed errors

#

Exception thrown: read access violation.
Graph was nullptr.

normal burrow
#

kk on call stack

#

double click one thing lower

dawn plume
normal burrow
#

another lower

dawn plume
normal burrow
#

hm

#

go back to the top, hover over the Graph variable. what does it show?

dawn plume
fervent sigil
#

I have a base class in blueprints with a property (with more base in cpp if it matters) and a derived in blueprints that sets the default for the property,
but every once in a while that property reset it self. It seems to happen after I close/open the editor, but not due to crash or something like that.
Any idea why or how to track it down?

normal burrow
#

lol mr wongtong

dawn plume
#

lol, how do i fix that

tender flume
#

I fixed it

#

I had the skeleton at 90

#

while in blender

normal burrow
#

third from top mr. wong tong, that looks identical, what does Graph say?

dawn plume
#

i know whats causing it

#

there is a function in a umg that i have called "rendertext"

normal burrow
#

hooray

dawn plume
#

ill check if anythings weird about it

normal burrow
#

now you know how to walk stacks

dawn plume
#

yeah thanks a lot, ill send a pic of the function if i cant see whats wrong

#

i think it has to do with my custom function "for loop with delay"

#

but that is necessary for the macro to work properly, is there a better alternative

#

@normal burrow

normal burrow
#

tbh I don't know ..

#

I thought delay was something that was only for event graph though?

dawn plume
#

this is a macro, it can use delay

normal burrow
#

ah ok hm

#

would check #blueprint, say your having a crash in this function

dawn plume
#

ok thanks

mossy nymph
#

if you're using c++ UBlueprintAsyncActionBase derived class is a better option

hard quarry
#

I have a spline on which I spawn a Spline Mesh component. When I scale the object after I placed it it looks like this. Red is scale 1, orange is scale 2. I want it to stay on the spline, can I somhow avoid this?

dreamy perch
#

Has anyone had any success with batch rendering?

#

I am convinced it doesn't work at all.

plain bane
cerulean nova
#

comes in and starts to decorate the room.

#

🎄

radiant haven
#

Unreal Multi User Editing Doesnt work pls help we have both NordVPN connectet same ip but cant find session

cerulean nova
#

ports open?

radiant haven
#

what u mean?

fervent sigil
#

how can I use the megascans with UE4? I tried to download some free scans through quixel site after link to UE4 account, but they want me to sign for trial

cerulean nova
#

u can download packs in the marketplace under the megascans tab

ornate ice
#

Hey Guys How can I make a child object be always on the bottom of a collider

#

calculated

normal burrow
#

did they release it for 4.24 msh?

ornate ice
fervent sigil
#

@normal burrow Honestly I don't know what "it" is; it's what I'm trying to find out

ornate ice
#

so I want to keep the child always

fervent sigil
#

@cerulean nova I only want some but I guess I can install and remove most :S thanks

ornate ice
#

in the bottom like that

#

no matter if I move the box

normal burrow
#

msh you need bridge i think

#

but

ornate ice
#

or if I scale it uo

normal burrow
#

4.24 wasn't supported last time i knew, don't know if that has changed (if you're even on 4.24)

fervent sigil
#

oh. so the megascans that are supposed to be available for 4.24 need a software that doesn't work with 4.24? 😛

#

yeah I'm on 4.24

normal burrow
#

correct.

#

and its really a mess

#

makes another installation of python to your engine cause installing art is hard

fervent sigil
#

hehe well at least it's good to know. I'll just download the pack from the marketplace and take what I need then

radiant haven
#

@cerulean nova yes we are at the same server p2p

cerulean nova
#

u need to forward ports

abstract relic
#

I would just download the megascan asset and manually import them. Their bridge is a mess.

normal burrow
#

Anything that installs itself in the engine folder as a plugin is a pos

radiant haven
#

@cerulean nova What do i need to set up for?

normal burrow
#

||running mue over vpn is unstable||

#

ponkkis, they don't ship the real source code for 4.23

#

so it turns into a lot more than tweaking

cerulean nova
#

who ever hosts something needs to open their ports in their router config so that they can "join" your stuff sometimes it kinda works without but its could also be a forward in the firewall and your firewall is blocking it ... could be anything

thick herald
#

Bridge hasn't been updated to 4.24. They are working on it.

plush yew
#

hey does anyone know where to find Gameplay ability dependencies? I enabled the plugin, but the Ability system headers have not downloaded and the compiler can not find them anywhere

normal burrow
#

they need to start over lol

abstract relic
#

Bridge hasn’t been updated to .23 even though it says it’s updated to .23 😜

normal burrow
#

they only ship their internal .23 version as binary form, and it doesn't work for many people.

#

so if you use a git build, of 4.23 it wont work. its really lame

thick herald
#

Hopefully bridge2020 will have a few fixes

normal burrow
#

if they were to give you the thing as a real plugin, in your projects plugin folder, they'd need to provide source which it would seem they do not want

#

hopefully epic corrects it now that they own it lol

tender flume
#

How did I take 8 hours just to fix errors with bones.

#

Is it fine?

abstract relic
#

cough @abstract valve cough
Even though this is probably out of your department. I’m desperate 😜

normal burrow
#

we want rocks!

grave canyon
#

hey guys quick question, i can't find the default mannequin in the browser. do i need to download it separately from the engine core? i tried to google that but got nothing relevant

#

@tender flume it looks fine, just the hands are kinda weird or idk

tender flume
#

Hands are still an issue

#

Fixing that tomorrow instead

#

I already spent 8 hours just to figure out about bones because i mixed up bones in several softwares.

#

(Blender > Maya)

#

There were like 200-300+ bones in total

grave canyon
#

yes bones are a big issue

tender flume
#

Each time, a bone was removed. Another issue popped up.

#

OMAHGAWDDDDDDDD

abstract relic
#

The mannequin can be found if you are using a template. 3rd person for example

tender flume
#

I can't wait to make the grass tomorrow

normal burrow
#

animation starter pack, also has mannequin

tender flume
#

and shaders

#

BOTW ripoff on the way for me to play!

grave canyon
#

oh yeah

abstract relic
#

If you don’t want to do that, you can download it in Epic’s free marketplace

grave canyon
#

i'll add it

#

i also searched for it in the market place

#

but it must be in the engine core

normal burrow
#

yeah, animation starter pack is the market place version of it. there are probably hundreds of packs with mannequin in it though tbh lol

tender flume
#

AAAAAAAAA

#

8 hours.

#

Can I expect more than that once im more in-depth into game development?

grave canyon
#

bones can be a pain ikr

tender flume
#

It's very.

#

I removed one tiny bone.

#

And the entire model just started going crazy

#

Arms swaying around

grave canyon
#

must be because of hierarchy?

tender flume
#

Then errors popped up

abstract relic
tender flume
#

and created MORE BONES.

#

MOAR BONES.

#

M O A R.

next badger
#

Can anyone test that for me:
Open a material with multiple nodes. Select them, Copy -> Paste.
Are the links ok?

tender flume
#

Purpose of creating bones is to fix.

normal burrow
#

maximum bone count is in the range of 250

tender flume
#

No-no its like 200+

abstract relic
#

Yep

tender flume
#

100-200

abstract relic
#

Alternatives

next badger
#

keep in mind, bones are heavy on cpu

tender flume
#

Then whenever i delete some

#

It recreates to fix it.

#

So, its like delete > hi. im back.

normal burrow
#

depends on how much skeletal controls you use (blue line)

tender flume
#

I need me some water.

normal burrow
#

but yea there is certainly overhead with bones

tender flume
#

Overhead?

#

Wait. Is there any way i can avoid this issue in the future?

grave canyon
#

some things are fine for bones but some are done better with shape interpolation

tender flume
#

I was using Blender > Maya > UE4 > Maya > Blender

normal burrow
#

all i know shin kun is that they are indexed with a byte, which has 256 different values

#

i dunno how many numbers are reserved for special meaning at the top

#

but it also depends on platform, how many bones you are skinning

tender flume
#

You'd need an AI to find the number for that

#

lol

plush yew
#

does lighting just not work in paper 2d?

abstract relic
#

How can you even use a rig in two different suite

plush yew
#

lightsources dont seem to affect paper sprites 😦

abstract relic
#

Boy does autodesk hate blender’s fake fbx

plush yew
#

???

grave canyon
#

idk smallrobot

#

also fbx supports shape interpolation right?

#

i know gltf does

next badger
#

it does

grave canyon
#

oh, great

#

good for facial animations 🙂

tender flume
#

I think it uses different systems for different programs maybe

#

My blender rig was done for.

plush yew
#

hey guys where do i find Gameplay ability C++ dependencies?

tender flume
#

Like almost finished

next badger
grave canyon
#

do you model in maya and rig in blender, or the opposite? i didn't quite get your workflow

tender flume
#

Uh. I was trying to fix the skeleton

#

At first. The problem was easy

#

The skeleton was just downwards

#

Like looking at the ground

#

Then my big brain decided to think big.

#

Opens Maya.

#

Opens Blender.

hard quarry
#

Is there a way to avoid that the mesh is not on the spline when I scale the spline mesh?

tender flume
#

Hopes to mix bones so it would work.

next badger
#

do you model in maya and rig in blender kappaross

tender flume
#

Uhh...

#

Yes..

#

They're both 3D softwares

#

so its fine

normal burrow
#

lol autodesk blender

next badger
#

@hard quarry no clue...but spline meshes are heavy for GPU

tender flume
#

UE4 doesnt like Maya a lot

abstract relic
#

Yeah not possible to transfer rig. You’ll get a visualization of an atom if you try to import a blender rig

tender flume
#

so I have to switch to Blender sometimes

plush yew
#

drat

next badger
#

ue4 works with maya perfectly

tender flume
#

Huh.

#

Must be my bones.

next badger
#

Epic uses Maya

tender flume
#

I took it from blender then to maya

#

then from maya back to blender

abstract relic
#

Maya just doesn’t work in general 😉

next badger
#

Well, it works better than Blender and Max at least

grave canyon
#

i didn't use maya enough to have an opinion on it, but i think the wisest would be to use one or the other

#

or not, you do you

abstract relic
#

looks at maya’s broken mirror tool

tender flume
#

Better than Blender.

#

Y E S .

#

But Blender is still better to me imo for some tools

grave canyon
#

i only use blender

tender flume
#

I'll remind myself never to mix bones lol

#

It was a recipe for disaster

#

that took 8 hours to fix

next badger
#

Blender could be way better if it used MIT or other non Cancerogenic license

grave canyon
#

that i agree

abstract relic
#

Definitely

grave canyon
#

but it shouldn't make a difference if you're not developing on it

normal burrow
#

lol broken mirror tool sounds edgy

next badger
#

UE4 has no Blender plugins cause of license

lapis vine
#

What's Blender license, gpl?

next badger
#

yep

lapis vine
#

wow

tender flume
#

Does the license make a huge difference actually?

visual belfry
#

Gpl might require the plug-in be open but other than that 🤷‍♂️

lapis vine
#

What's so about the plugins tho? Gonna include Blender's source?

next badger
#

Means you can't ship game w/o source if you've used GPL

lapis vine
#

Well, if you built or link UE has to be open sourced too, or gpl-ed too, not sure.

#

Yea

grave canyon
#

you can use GPL licensed plugins for a software core that's not copyleft licensed i think

lapis vine
#

But anyway, you don't need really to include any Blender source I believe to get good integration.

grave canyon
#

you just can't like

#

fork blender and make it MIT

visual belfry
#

That's not how that works @next badger

grave canyon
#

you can even ship BGE games without source

lapis vine
#

I think gpl is okay for runtime libs, but not sure...

grave canyon
#

i don't like GPL

visual belfry
#

A blender plugin wouldn't be used at runtime anyways

grave canyon
#

it's too stallmanish for me

lapis vine
#

True. So, in general I don't think the license is the issue here.

grave canyon
#

and to complicated

#

too*

visual belfry
#

Unreal is more focused on courting studios (who generally don't use blender)

tender flume
#

I prefer UE4 actually.

#

Rather than Unity

#

Visual blueprinting is just what i like

grave canyon
#

i used unity back in 2015, didn't like it much

#

it should have improved a lot tho

next badger
#

@visual belfry name one game that was released on BGE w/o source?

grave canyon
#

i know one

#

not famous, but it's from a friend of mine

#

called Caveman Stories

#

i'm pretty sure he never got sued for that well

tender flume
#

Unity 2015. O.

grave canyon
#

i switched from unity to godot back then because i felt like godot was more fit for game jams (i was doing game jams a lot back then)

#

now i'm aiming more for long term stuff

#

and godot has been letting me down in some ways

tender flume
#

Does having less textures/materials help performance?

#

Like a merged-texture?

grave canyon
#

as far as i know

#

no

#

at least not the amount you shoud worry about

#

for materials, maybe, but textures are sent to the gpu memory before their first render

#

shouldn't be a big deal at all

tender flume
#

Alright.

#

Thanks

#

I'll fix the arms

grave canyon
#

👍

tender flume
#

I saw your pfp is based on pixel art.

#

Wew.

grave canyon
#

yes, it's not that high quality metal slug pixel art but it's what i can manage to do

tender flume
#

Looks nice

#

Most respects goes out to those Live2D animators.

#

Wow.

grave canyon
#

thanks!

#

i attempted some sprite animation once but it's just a pain

tender flume
#

I think Live2D is worse.

#

19 hours to bring a 10-30 seconds image to life.

stiff wedge
#

We concentrate on ArchViz

marsh swallow
#

So from what I can understand... setting up a Dev Kit and modding support is nearly impossible and totally forbidden if you use any MP Assets.

obsidian nimbus
#

i dont think so, its not allowed to grab stuff from mod editors to use on other projects

#

im not a lawyer and dont take legal advice from just any1 😛

rotund scroll
#

ok real talk, when are we getting generics and lambda expressions in blueprint

lapis geyser
#

Hello

#

I need help on building my project lighting

#

its saying Lighting build Failed

west jewel
#

Hello, I am using a linetrace to get the surface type for footsteps, all looks exactly like several graphs online, used to work some time ago, but now I always get "default" as a surface type?? Any idea why? sorry, its vague, but I am at a loss and am not finding anything online...

lapis geyser
#

Can anyone help me with this

hard quarry
#

@lapis geyser what does the output log say

lapis geyser
#

The first popup is this

hard quarry
#

@lapis geyser again, what does the output log say

gilded plinth
#

Hey all how can you (is it at all possible) to remove peripheral bones? Not virtual bones, but rather the bones that get added peripherally when you import a second identical skeletal mesh but with additional peripheral bones.

lapis geyser
noble barn
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guys.. am I stupid?

bool bIs = false;
...
UnhealthyStackSize += bIs ? -1 : 1;
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why does this make UnhealthyStackSize iterate between 1 and 0, if bIs is always false

scarlet birch
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Ordinarily, you can select which AI the AI debuger is using by focusing the camera on it when you push ' to turn it on. That is not do able in the game I'm working on now, at least not, readily. Is there another way to select which AI it focuses on? I've tried setting it by playing in an editor window and selecting the Character in the editor, but it shows no controller even though the character has one and is using it.

noble barn
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wth

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I know, not an UE question, but seriously baffled by this

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if UnhealthyStackSize is 0, it goes to 1, if it's 1 it goes to 0. Makes absolutely no sense to me.

scarlet birch
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Isn't that exactly what it should do?

noble barn
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no 🤔

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as bIs = false, shouldn't the ? operator evaluate to 1, and then just keep incrementing UnhealthyStackSize?

bitter iris
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Question, has anyone here got UDS? And have managed to network replicate it ?

scarlet birch
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@noble barn Try putting the expression after the assignment operator in parenthesis?

sage pelican
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Anyone know how I would make something like a sword be able to stick in to an object?

hard quarry
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If I hide an actor does the actor still consume cpu / gpu usage when it does not have an event tick?

scarlet birch
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The answer to my question is running in simulation allows the AI for the debugger to be selected from the editor window.

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Or not, selecting the controller instead of the pawn seems to work too.

signal bone
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VC++ 2017 toolset, where can i find it?

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i went to the installation thing and there is nothing called like that

sage pelican
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if your using VS19 you should be able to install it using the VS installer

kindred viper
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it should install with the VC installer when you add C++ as the language

#

if not, just run the installer again and find it again.

dire parcel
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how do we add the little folders around the nodes?

sage pelican
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comments? press c

dire parcel
#

exactly what I was looking for thank you!

normal burrow
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you can color coat them too

sage pelican
#

Any clue how I would get a sword to stick in to an object?

dire parcel
#

how long have you guys been messing around with unreal ?

sage pelican
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for about 4 years +- half a year

dire parcel
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woah, you have any projects done?

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i would like to see them

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i just started today

hard quarry
#

Is it possible to create a Custom Static Mesh by blueprint? In my case I want to create a custom cylinder

grim ore
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@hard quarry you can use the procedural mesh but it might not be as performant as a true static mesh

dire parcel
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wrong place bro

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i think you have to put it in #work-in-progress

grim ore
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there should not be but the time of day might have changed and more people are congesting it

noble barn
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you're just trying to flex with your bandwidth, don't fool us

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😛

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fastest bandwidth you can get here in Germany (in most places, at least) is around 38MB/s 🙄

ornate vessel
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guys

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in my niagara system

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my death event

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the particle spawns on the death of another particle but also spawns just like in the emitter

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how to only spawn when dead

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noth both

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not*

fervent sigil
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why are weapons skeleton meshes? I'm looking into adding one to my character, and I notice many of them are skeletons rather than just static mesh. Why is that?

abstract relic
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Guns are generally animated

scarlet birch
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Even swords or other weapons I prefer to make them SK. it gives you more options.

fervent sigil
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I'm looking into swords/hammers/daggers and stuff like that mostly though. And they all seems to be using skeletons too

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@scarlet birch Options like what?

abstract relic
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Bones provide constraints too, easier to work with

scarlet birch
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You can apply animations

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There's just a bunch of little things you can do with them

normal burrow
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yeah

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plus cloth only works on sk meshes, if you've got cloth on weapons

fervent sigil
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well animations I know, but you either have them or you don't; it's not like you can just 'tick' something and add them

marsh swallow
#

Does anyone know if UE4.22 had some random collision not working issues. One of our long term bugs is that 1 out of every 15-20 load ins on build and 1 out of every 300 PIE tries, our Player Character can randomly phase through random things. Not all meshes and not all NPCs but the NPCs are all the same when it comes to BP. Even trace interactions dont work. Even simple Static Meshes, some block and others just let the PC phase through.

fervent sigil
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I'm looking on some weapons on the RPG example of epic, it has a skeleton with a single root bone and not used at all as far as I can tell

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(no animations, no constraints, no cloths)

grave nebula
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@fervent sigil Generalization. Even if one of your weapons does not need anims, it might be worth just casually don't mind that,. and make SK in favor of better pipeline.

abstract relic
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Handy for particles and event triggers too

fervent sigil
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@grave nebula Is it that difficult to change the mesh to SK in the future if I'll need one 😮?

abstract relic
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And you can be lazy with adding audio cue

scarlet birch
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But then you have to change all the logic too

grave nebula
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No, if are hobbying around. Yes in most other cases.

fervent sigil
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@abstract relic how come? That is, how is it handy for adding particles or event? I usually do it with montage and animations, which is the same in that case no?

scarlet birch
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Either will work.

normal burrow
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a compound skeletal mesh without all the vertex weighing would be solid.

#

nothing like this though afaik

abstract relic
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You can do the same thing for guns if it’s a skeletal mesh

scarlet birch
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You can add sockets to a static mesh for locations. I've used both and prefer working with Skeletal from the get go, just in case I might want to do something later that needs it.

fervent sigil
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@scarlet birch What logic? Assume we're talking about 2 different situations, where 1 you start with a static mesh, and the other an SK with nothing (besides the mesh).
The only difference in the work would be to replace the static mesh asset with the skeleton mesh asset, and possibly component too.. no?

scarlet birch
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You'll have to change every place the mesh is referenced, and the functions called from them.

fervent sigil
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if you delete it, it will just ask you for replacement.

normal burrow
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reading the source code indicates that they've been trying to lessen the differences between all the different mesh types. but these comments are likely pipe dreams

abstract relic
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You’d be remaking everything if you decide to switch mid development

spark sonnet
#

Hey guys. How can I select the default array values based on a bool condition?

fervent sigil
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I'm not even sure why one would switch; that is, I don't see what animations can you do with weapons like sword/hammesr/etc

abstract relic
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Cues, event, particles, socket, etc

fervent sigil
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sockets on a weapon? like what?
and cues/event/particles are things done in montage; how come it matters?

normal burrow
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muzzle.

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eject port.

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sights

fervent sigil
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not using gun or guns at all

abstract relic
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^

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Flaming hammer

normal burrow
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then where the fires come out of the blade

abstract relic
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Impact burst

normal burrow
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^
where the blood spurts

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sockets are useful

fervent sigil
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from what I've seen from the RPG example they've added a socket on the human that matches the end of the sword

abstract relic
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We’re talking about sockets per item

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Sword wouldn’t need a muzzle socket for example

fervent sigil
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I don't have that many different weapons (only 4), but I guess it's still nice having 1 on each than 4 on the human mesh

abstract relic
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You’d have to hard code it in with multiple weapons

scarlet birch
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I use sockets on swords for trace locations

fervent sigil
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tracing of what?

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@abstract relic you mean the socket location? it's always "hard coded"; it's just either in the mesh or in the weapon.

scarlet birch
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hits

abstract relic
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If that’s something you don’t care about, go for it. Answering why weapons are generally skeletal mesh

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Mate

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The sockets within the items

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Not the socket for holding the item

fervent sigil
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I'm just trying to understand it, I apologize if it's coming off as offensive or something like that

normal burrow
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msh91, you could have the location and rotation for 'things' on every instance of the component or in one place on the asset.

#

one place on the asset is what you want

abstract relic
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Not annoyed, all good mah. You got a lot of voices poking at you

normal burrow
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pokey voices

fervent sigil
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I guess I can understand it, you brought up some good reasons in general. They don't apply to me, but at least I understand why people do it 🙂

plush yew
abstract relic
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Auto correct

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Got root motion enabled?

scarlet birch
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Root bone is trying to move through the wall

normal burrow
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is weird cause i see this issue a lot with climbing, don't recall what other dide to fix

scarlet birch
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It's because a lot of the root motion climbing animations out there are done wrong.

abstract relic
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Keyframe and pray

tiny sonnet
scarlet birch
abstract relic
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Most likely you exited out of PIE while tilted

tiny sonnet
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i didnt tho?

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i accidentally pressed something and it happened

abstract relic
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Is that a bendy sword Mike?

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Or trace arc

scarlet birch
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No, just trace sockets

tiny sonnet
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but doing it fixed it l

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thx

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i was in standalone game so yh

scarlet birch
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Yeah, trace debug draw, and a custom trail state

normal burrow
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damn, i was hoping it was bendy

late verge
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hello! i created a camera actor and put it within my sequencer. the course i'm watching shows a dropdown appearing for the camera actor but it's not showing for me. any idea why?

scarlet birch
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Oh, you could probably do that the same why I applied the curve in the anim state by adjusting rotations on a joint with a similar curve.

plush yew
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@abstract relic @scarlet birch Done multiple tests with the root bone and it's 100% going above the wall

scarlet birch
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Is root motion enabled?

#

uncheck hidden in game on the capsule

fervent sigil
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@scarlet birch cool, but why? I've seen trail done on weapons before, pretty sure it was without bones (or rather, with just 1 skeleton).
What does having bones in this case helps you with?

scarlet birch
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and see what is happening

plush yew
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@scarlet birch yep it's enabled

late verge
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for reference, the bottom is what he sees and the top is what i see

storm venture
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@late verge how do you add the camera?

scarlet birch
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@fervent sigil That's actually a static mesh, using sockets. So it doesn't help with that. The bending they are talking about would need it skinned. But I use a custom trail state so things are exposed that the default one doens't have

storm venture
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you should be able to click the camera in scene, then right click in your sequencer and select "Add Selected Actor" or something along those lines, then it should auto-populate the extra settings you see there

scarlet birch
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You asked about the tracing

fervent sigil
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yeah out of interest, even if it's not related to the SK before ^^
What does "custom trail state" mean? (I don't mind reading/watching a tutorial if it's something complex)
And what do you mean by "exposed" ?

scarlet birch
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Just an anim state

fervent sigil
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I don't fully understand what you need the 4 sockets for then

scarlet birch
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I trace from socket position last frame to socket position current frame. Anything in between those, if its collision type is that of whatever the character can damage it's a hit.

late verge
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@storm venture i dragged the camera in from modes exactly as he did. these are the options i have with your suggestion

fervent sigil
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I might be wrong, but if you use a single shape for everything doesn't the engine let you check that? swept cases that is?

scarlet birch
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You can get more info out of a trace and you can keep it short in duration. I mean you really only need to know if it hits anything during a small part of an attack animation.

plush yew
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@scarlet birch see the capsule barely moves but the animation no matter how high it goes up never moves it correctly

scarlet birch
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Are you sure the root bone isn't trying to move forward before it's above the wall?

plush yew
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nope

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i animated it against a wall the exact same scale and and location of this ledge

scarlet birch
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Do you have the movement mode set to flying during the whole animation?

plush yew
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no

fervent sigil
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@scarlet birch It sounds interesting btw. I'm in the process of implementing a weapon to my character right now, so I might use your way ^^
And thanks for the info and help before as well!

scarlet birch
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I'm pretty sure you can't apply root motion to Z unless your movement mode is flying.

deep stump
#

How can I view a unreal engine map in 4.23 when I have 4.21? I'm trying to bring the map over but it doens't appear in the engine

scarlet birch
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You can't.

storm venture
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@late verge try just right clicking in the blank area on your sequencer and choosing it like so

exotic cave
#

Hi all! New to Unreal Engine here - when I import textures into UE, do I need to keep both the original filetype and the .uasset?

storm venture
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@exotic cave You can delete the original file, the .uasset will be UE4's version of it.

exotic cave
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That helps, thank you. 🙂