#ue4-general
1 messages · Page 599 of 1
How to remove that? Not delete (cause it will break the connection)
delete it and then connect again
afaik the only way is to reconnect
if you're using 4.24, shift+delete
@manic pawn i've tried 🙂 not working
rip, did they forget to hook it up for reroutes?
there is no text box in there...
a combo box on its own lmao
Ik how to normally align but its different for a combo box
i was able to get a bit more detail about my issue in this crash screen
How do I let the client possess a pawn in multiplayer
It works on server but not client
You'll need to ask the server to do it for you
How do i do that
Function that runs on the server.
You shouldn't call Possess on the client.
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...
I figure this has to be really simple if you've done 3D stuff before :P
How do I get it to call for client without calling it
I think there's already something that converts world rotation/location to relative. I forgot where.
yeah my almost-works solution uses the actor's transform to transform rotation, which gets it turning into mostly the correct direction
It already replicates down, somehow. Just call it from the server. The client will eventually do it automatically.
but depending on what orientation the actor is in, it doesn't always quite turn correctly
Well, that authority check to call a ServerRPC doesn't really make sense.
so i remove it?
Probably. I don't have the full context.
GetPlayerController 0 being called on the server will only ever affect PlayerController 0, which you probably don't want to do.
So I let it do any player index
Target self should be right.
Oh, get the controlling player controller of the class you're in.
Something like GetController of the Pawn, or something.
What class are you in?
level bp
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.
So you guys have any idea how to add EAC to your game, i guess you need to talk to them...?
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.
Interesting, what could cause this problem 🤔
@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.
I'm using linetrace too. Here is a small video that shows the problem; @plush yew
Is it similar with your blueprints? I'll verify the engine if it is
thank you for taking your time, it looks like i'll verify the files. hope it will fix the issue
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 🙂
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?
hairs are not rendering properly , in marmoset it renders very gud
Hey guys do you know why in 4.24 editor is always spawn this messages in the output log with no reason?
I just update my editor and always appears that
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
is there a hotkey to toggle between five vertex colors?
for blend painting
@neon grove cause of ip addresses, maybe something with firewall?
Is GROUP Floor Snapping broken useless trash in UE4 ?
I thought it worked last month but.
group selection... not actual group objects. just multipul trees selected
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.
but if you delete the tree and drag it fresh from the side menu, it snaps just fine.
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.
i can snap empty target markets flawlessly under the trees. its not a terrain collision offset X_x
wow... no.... thats not the problem.... ue4 trash is the problem.
dragging from the menu onto the terrain snaps flawlessly. moving the tree up and pressing END just fails.
ive insured the origin and 3d cursor were in the correct place. let me double check resetting transforms X_X
What replaced Load Game Actors in UE 2.44?
Anyone know how i can fix this issue? (new to ue)
[SM5] (Node LandscapeLayerBlend) Arithmetic between types float3 and float4 are undefined
thank god. i found some snap to floor options in the right click menu of the world outliner X_x. thank god. X_x
is there a way to spawn a widget in sequencer? wanna add some text/dialogue during a sequencer
nevermind. thats a trash fail also.
@true plover you're trying to mix a vector 3 and a vector 4
use the alpha pin instead
@midnight bolt idk this is the first time that appears, in 4.23 everything is clear
Is there a way to remove a line from a text file(outside unreal)? From UE4
Good afternoon
anybody here has any idea why modifying the relative location of an object
alpha pin?
@true plover the A pin
oh ty 😄
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 🙂
@ornate ice construction script also gets called in gam
I have this function beign called for a set of colliders
in the construction script
and now my collider is showing up in the sky
the script only keeps the location and scale when modifying the parent in the editor
@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
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
there you go
I told you @ornate ice
use the debugger to see what's actually happening
this is something only you can do
is there a way to make sure a piece of code
doesn't get run
in game
like if Playing?
I can share a video of my issue
if that helps
you need to debug your issue
I don't understand why you're not already doing it now
I'm debugging
I know what is my issue
I know what is causing it
what I don't know is how to preserve the editor functionality that I achieved
while not fucking up the game
@mossy nymph is there a functionality to differentiate between editor time and runtime?
you can check for WorldType in c++
😦 and in BP?
world time elapsed > 0 perhaps
bool AMyGameMode::Is_PIE() const
{
return GetWorld() ? GetWorld()->WorldType == EWorldType::PIE : false;
}
something along those lines
UFUNCTION(BlueprintPure) bool Is_PIE() const; and if you have that in the attached header, then you can do it in BP as well
well rip in pepperoni
so frustrating
no
I believe that happens because the code run in the construct script
its like the base for the ingame
maybe
and if that doesn't happen
then its not going to work
Build powerful visual scripts without code.
further down is a link to rama's plugin that gives you the node you're looking for
seems like a with editor node is also doing similar stuff
the issue I believe
If I was able to run the code only in the editor
but construction script
seems to happen before playing the game
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!
@rotund scroll FUCK MY LIFE
it was a world location vs relative location issue
lol
I was using the component bounds origin
and that vector is world location
when I did it with the relative location of the component
it worked
nicely
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
https://i.gyazo.com/f8a247a5a0fd9fc615125d40f8b1bb11.png This is all I have done
im an idiot, disregard all that^
you need to be inside the volume if it's not unbound
The package i got requires a blueprint in the world and it worked, no idea why
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?
Have you messed with C++ before?
Nope never!
It'll prob be a bit challenging. Maybe start with basic C++ then move up from there
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.
I'm still trucking my way through more of the online tutorials. I'm not quite there at C++.
Thats what I do. You can add c++ code into the project and if you build from source you can customize it more
Is there a way to check if a dedicated server is online via blueprints?
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.
read the tooltip
the first one will not load anything
if you use a soft reference then you need to async load it first
(that can only be done in an event graph, not in a function, as it's an async node)
most likely
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
This occurs no matter which version I use, ie; 4.xx
Pretty poor channel for 3D Artists.
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
I must admit though, working in iClone, I want to start a real series on YouTube called "Designing Women".
Anyone on?
I am lol
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
Is it possible to generate a new unreal project using the command line?
it is in Unity
ue4 is only rendering out black sequencer videos for me
make sure it works in "play > standalone mode"
HOw to solve this overlapping uv issue
Open a 3D software of your choice and adjust it from there
@swift spindle good call, thanks!
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
Any ideas how to fix this error?
1>--------------------Project: Default-------------------------------------------
1>** For UE4Editor-Win64-Development **
1>Module.Engine.10_of_45.cpp (13:01.51 at +0:00)
1>E:\UE_4.23\UnrealEngine-4.24.0-release\Engine\Source\Runtime\PhysicsS...
😩
Chaos is still very much experimental
If that’s you though, uninstall incredibuild
Once trial is up your limited to one thread.
expensivebuild
idk why people keep trying to use chaos
it's not done
it's not even nearly done
you can see active work on it on github every day
I’d like to try it sometime
wait for it to be finished 
But yea understand yea
it's like trying to use niagara 4 versions ago
Imagine this was hard
What’s the deal?
I need the improved aggregate filtering they made for the next version
Only ten days left
it'll remove framedrops from entirely pointless work
Nice, I like my aggregating filtered finely
like it's trying to find pairs between multiple static aggregates when changing one of them
that's completely useless
so it should not do it
- all the other performance improvements they make every version, of course
Oof I thought they just had one
@normal burrow oh my goodness
automatically
10 days
like it does in the templates
...............................................................................................................................................................................................................................................................................
it means use source control on the command line like a normal person
F8
Every time i try to open my old map it crashes my computer... uhg
I wish i knew wth was causing it
does anyone know of some advanced level tutorials / lessons regarding cinematics and how to achieve quality similar to the new hellblade trailer?
Having an issue getting my character to move. It will play the animation but not actually move the character
@halcyon flame it means the files are not checked in
@carmine garnet are you still looking for an answer?
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?
is there a way to have use a texture instead of a material ?
What is your goal?
minecraft clone
cant be bothered to create a material for every texture and disable the reflection
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
@inland kettle I think the engine does a pretty good job at not wasting time on irrelevant collision boxes
the further away something is the easier it is to confirm that there's nothing colliding/overlapping
hey. thanks 🙂
yw.
i think... when they are one they check on tick right
hm?
physics runs on tick unless you change substepping settings
physics run
I need to sleep but the vape juice is keeping me in the game
physics runs on the tick cycle, but not on tick. actors don't need to have tick enabled to generate overlap or collision events
as in, it happens at the same frequency as tick.
thanks. very informative. do you have any tips for my projekt before your vape juice runs out
pm'd
i just created a sprite for all textures but is there a way to change the filter from default to nearest ?
for everything at the same time
Select all the assets you want to set to nearest, right click, go to - Asset actions and then Bulk Edit
Bulk editor will let you edit the settings on all the assets at the same time provided they are of the same type.
Please who has the latest unreal engine mannequin fbx
how can i make unreal engine 4 a lighter?
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?
who loves when ue4 just randomly crashes :<
oh no
so did i just loose everything i just did ?
You just tick them to restore
Hello. :)It turns out that i have the same fps with and without simple collision (160000 instance static meshes) how can that beeee ? 🙂
around 100 on my computer
checked in editor and at runtime
i dont understand that
i am using a shape plane
Try creating a new project
And see if theres any difference
Then put in each object that is from your previous project one by one
and see which is causing the issue
Basically, you do some self troubleshoot c:
🙂
same
i deleted the actor, changed ist and put it back into the level too
same
i thougt that the collsion ist constantly checking for overlaps and somthing...
i mean... thats a 160000 collsion boxes right there... ore am i wrong?
im having an issue with snapping
if you look slightly above the middle of the block it places it higher
same with breaking
heres the code
Are you using this?
im using vector snapped to grid i think
use it with "get hit result under cursor" from your controller. it worked for me
perhaps your mesh is a little bit off too.
0 it out tob be shure
i can be your material too - check the world position offset
i must go now
good luck
bye
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?
Wondering if anyone can help me
i'm about to take a hammer to my PC
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?!
Are you downloading onto another drive
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??
That is 4.8 and 5.3MB/s transfer rate. It isn't 4.8 or 5.3GB of 10.5GB
Nah man it's on my C Drive @timid jacinth
my download speed isn't an issue
Ahhh @spice rune I see now dude, it's telling me the D/L Speed
Cheers dude, you saved my computers life!
@jovial shuttle You can fade the widget black and "teleport" or load a level
@inland kettle thanks, im a noob so i know nothing, lol
That's a statement 😄
Right now? 🙂
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?
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
im back
in the niagara emitter, you can set the particle color
then in the material used for your mesh particles, you can read it and do something with it
Zeb, you know there are 16 material parameters on top of color too?
you mean for niagara particles?
And cascade afaik
Particle Parameter Dynamic has 4 pages of 4 floats. Found that out recently
Hey, how do I get my editor layout to not close everytime I restart the editor?
I have it configured just the way I want, but everytime I restart I have to re-open every single window manually.
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?
@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.
@everyone doesn't work @here
looks like your gpu is dying lol
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
what does it mean
if it is a scream from the gpu, those are diagnostic messages
its probably just something weird with the material
I didnt add anything tho
and when I look at the sky it becomes this
k they randomly disappeared now
what gpu and temps? I don't think its a failing gpu because its the color of selection overlay
@dawn plume do you have custom cpp
like cpp files? yeah
and deadbeef i dunno what could cause that
have you ran the engine through visual studio Mr. WongTong?
doing that now
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
mkay
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)
these are all of them
yeah, but how would i work on my laptop with the same files
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
ok
i usually load the game from ue not through visual studio
but if i do it would be debuggame
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
same error
call stack same?
i think
yeah, would just see if you can't find some error screaming on the laptop
on my laptop it doesnt crash, but ill check if i got any non fatal blueprint errors
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
would it crash bc of unused variables or code?
it looks like its crashing during blueprint compile
I don't think it would but also would not assume it wouldn't
yea, would fix this
click on the other magnifying glasses
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
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
@normal burrow i fixed the blueprint errors, yet it still crashes
Mr. WongTong bring up the call stack again, double click on the top most item. does it bring you to some source code?
there is no call stack this time, just error log
engine has to be crashed in debugger
the engine didnt crash, it failed to compile this time
oh, so crash is gone?
it didnt even get to launch unreal at all
good ol uht
go to output window
parse it for information on what actually went wrong
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.
go to uproject file
ok
thank you so much P@t ❤️
ok i guess i fixed it. Just remade the Montage and somehow it worked 🙄 got no idea what happened there
Help.
If your character is facing downwards when you import it
What is the issue?
-z?
-z?
what software you using
Blender
is it a skeletal mesh? does it have an armature
Skeletal Mesh yes.
double clicking on the call stack items does nothing
Should I try -90 on X?
you got it compiling though WongTong?
ye
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
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
ok ill install debug and send the bug report soon
shin-kun did you apply transforms on the mesh and armature?
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.
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
fun
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
yea ill get back to you
you just said you got it?
Uh. The arms are wobbly
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 ?
because I don't really know how to use the auto-rig for the wrist and elbow
Some people on the forums have been shilling for this tool : https://longpathtool.com/ but i don't know if it's actually safe or not
Delete, copy, move and bulk rename long path files or locked files with the all-new Long Path Tool 5. Try it today!
hmm unsure i could help you with this shin kun. i don't even know what axes mixamo rig uses.
Huh. It's just positioning
you could open it in blender, go to armature settings, turn on axes
Axes?
uhh i'd tell you what it actually is
but am installing lots of things, blender is not in yet
are you using mixamo animations on mixamo rig?
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
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.
another lower
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?
lol mr wongtong
lol, how do i fix that
third from top mr. wong tong, that looks identical, what does Graph say?
i know whats causing it
there is a function in a umg that i have called "rendertext"
hooray
ill check if anythings weird about it
now you know how to walk stacks
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
tbh I don't know ..
I thought delay was something that was only for event graph though?
this is a macro, it can use delay
ok thanks
if you're using c++ UBlueprintAsyncActionBase derived class is a better option
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?
Has anyone had any success with batch rendering?
I am convinced it doesn't work at all.
hello, could anyone help me with this?
https://answers.unrealengine.com/questions/939376/unable-to-retarget-animation-to-different-skeleton.html
Im trying to figure out why ue is crashing while retargeting anim bp for a while now and cant figure anything out :/
Unreal Multi User Editing Doesnt work pls help we have both NordVPN connectet same ip but cant find session
ports open?
what u mean?
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
u can download packs in the marketplace under the megascans tab
Hey Guys How can I make a child object be always on the bottom of a collider
calculated
did they release it for 4.24 msh?
@normal burrow Honestly I don't know what "it" is; it's what I'm trying to find out
so I want to keep the child always
@cerulean nova I only want some but I guess I can install and remove most :S thanks
or if I scale it uo
4.24 wasn't supported last time i knew, don't know if that has changed (if you're even on 4.24)
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
correct.
and its really a mess
makes another installation of python to your engine cause installing art is hard
hehe well at least it's good to know. I'll just download the pack from the marketplace and take what I need then
@cerulean nova yes we are at the same server p2p
u need to forward ports
I would just download the megascan asset and manually import them. Their bridge is a mess.
Anything that installs itself in the engine folder as a plugin is a pos
||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
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
Bridge hasn't been updated to 4.24. They are working on it.
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
they need to start over lol
Bridge hasn’t been updated to .23 even though it says it’s updated to .23 😜
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
Hopefully bridge2020 will have a few fixes
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
cough @abstract valve cough
Even though this is probably out of your department. I’m desperate 😜
we want rocks!
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
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
yes bones are a big issue
The mannequin can be found if you are using a template. 3rd person for example
I can't wait to make the grass tomorrow
animation starter pack, also has mannequin
oh yeah
If you don’t want to do that, you can download it in Epic’s free marketplace
i'll add it
i also searched for it in the market place
but it must be in the engine core
yeah, animation starter pack is the market place version of it. there are probably hundreds of packs with mannequin in it though tbh lol
AAAAAAAAA
8 hours.
Can I expect more than that once im more in-depth into game development?
bones can be a pain ikr
It's very.
I removed one tiny bone.
And the entire model just started going crazy
Arms swaying around
must be because of hierarchy?
Then errors popped up
Can anyone test that for me:
Open a material with multiple nodes. Select them, Copy -> Paste.
Are the links ok?
maximum bone count is in the range of 250
No-no its like 200+
Yep
100-200
Alternatives
keep in mind, bones are heavy on cpu
Then whenever i delete some
It recreates to fix it.
So, its like delete > hi. im back.
depends on how much skeletal controls you use (blue line)
I need me some water.
but yea there is certainly overhead with bones
some things are fine for bones but some are done better with shape interpolation
I was using Blender > Maya > UE4 > Maya > Blender
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
does lighting just not work in paper 2d?
How can you even use a rig in two different suite
lightsources dont seem to affect paper sprites 😦
Boy does autodesk hate blender’s fake fbx
???
it does
I think it uses different systems for different programs maybe
My blender rig was done for.
hey guys where do i find Gameplay ability C++ dependencies?
Like almost finished
do you model in maya and rig in blender, or the opposite? i didn't quite get your workflow
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.
Is there a way to avoid that the mesh is not on the spline when I scale the spline mesh?
Hopes to mix bones so it would work.
do you model in maya and rig in blender 
lol autodesk blender
@hard quarry no clue...but spline meshes are heavy for GPU
UE4 doesnt like Maya a lot
Yeah not possible to transfer rig. You’ll get a visualization of an atom if you try to import a blender rig
so I have to switch to Blender sometimes
drat
ue4 works with maya perfectly
Epic uses Maya
Maya just doesn’t work in general 😉
Well, it works better than Blender and Max at least
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
looks at maya’s broken mirror tool
Better than Blender.
Y E S .
But Blender is still better to me imo for some tools
i only use blender
I'll remind myself never to mix bones lol
It was a recipe for disaster
that took 8 hours to fix
Blender could be way better if it used MIT or other non Cancerogenic license
that i agree
Definitely
but it shouldn't make a difference if you're not developing on it
lol broken mirror tool sounds edgy
UE4 has no Blender plugins cause of license
What's Blender license, gpl?
yep
wow
Does the license make a huge difference actually?
Gpl might require the plug-in be open but other than that 🤷♂️
What's so about the plugins tho? Gonna include Blender's source?
Means you can't ship game w/o source if you've used GPL
Well, if you built or link UE has to be open sourced too, or gpl-ed too, not sure.
Yea
you can use GPL licensed plugins for a software core that's not copyleft licensed i think
But anyway, you don't need really to include any Blender source I believe to get good integration.
That's not how that works @next badger
you can even ship BGE games without source
I think gpl is okay for runtime libs, but not sure...
i don't like GPL
A blender plugin wouldn't be used at runtime anyways
it's too stallmanish for me
True. So, in general I don't think the license is the issue here.
Unreal is more focused on courting studios (who generally don't use blender)
@visual belfry name one game that was released on BGE w/o source?
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
Unity 2015. O.
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
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
👍
yes, it's not that high quality metal slug pixel art but it's what i can manage to do
Hi all, I'm working on a portfolio piece for my company, any feedback is welcomed: https://youtu.be/1gzgPA2euC4
This is a work in progress of a project we're working on.
For more projects or to work with us, visit: https://www.virtuallens.co.uk/
We concentrate on ArchViz
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.
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 😛
ok real talk, when are we getting generics and lambda expressions in blueprint
Hello
I need help on building my project lighting
its saying Lighting build Failed
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...
Can anyone help me with this
@lapis geyser what does the output log say
@lapis geyser again, what does the output log say
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.
guys.. am I stupid?
bool bIs = false;
...
UnhealthyStackSize += bIs ? -1 : 1;
why does this make UnhealthyStackSize iterate between 1 and 0, if bIs is always false
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.
wth
I know, not an UE question, but seriously baffled by this
if UnhealthyStackSize is 0, it goes to 1, if it's 1 it goes to 0. Makes absolutely no sense to me.
Isn't that exactly what it should do?
no 🤔
as bIs = false, shouldn't the ? operator evaluate to 1, and then just keep incrementing UnhealthyStackSize?
Question, has anyone here got UDS? And have managed to network replicate it ?
@noble barn Try putting the expression after the assignment operator in parenthesis?
Anyone know how I would make something like a sword be able to stick in to an object?
If I hide an actor does the actor still consume cpu / gpu usage when it does not have an event tick?
The answer to my question is running in simulation allows the AI for the debugger to be selected from the editor window.
Or not, selecting the controller instead of the pawn seems to work too.
VC++ 2017 toolset, where can i find it?
i went to the installation thing and there is nothing called like that
if your using VS19 you should be able to install it using the VS installer
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.
how do we add the little folders around the nodes?
comments? press c
exactly what I was looking for thank you!
you can color coat them too
Any clue how I would get a sword to stick in to an object?
how long have you guys been messing around with unreal ?
for about 4 years +- half a year
Is it possible to create a Custom Static Mesh by blueprint? In my case I want to create a custom cylinder
@hard quarry you can use the procedural mesh but it might not be as performant as a true static mesh
there should not be but the time of day might have changed and more people are congesting it
you're just trying to flex with your bandwidth, don't fool us
😛
fastest bandwidth you can get here in Germany (in most places, at least) is around 38MB/s 🙄
guys
in my niagara system
my death event
the particle spawns on the death of another particle but also spawns just like in the emitter
how to only spawn when dead
noth both
not*
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?
Guns are generally animated
Even swords or other weapons I prefer to make them SK. it gives you more options.
I'm looking into swords/hammers/daggers and stuff like that mostly though. And they all seems to be using skeletons too
@scarlet birch Options like what?
Bones provide constraints too, easier to work with
You can apply animations
There's just a bunch of little things you can do with them
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
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.
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
(no animations, no constraints, no cloths)
@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.
Handy for particles and event triggers too
@grave nebula Is it that difficult to change the mesh to SK in the future if I'll need one 😮?
And you can be lazy with adding audio cue
But then you have to change all the logic too
No, if are hobbying around. Yes in most other cases.
@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?
Either will work.
a compound skeletal mesh without all the vertex weighing would be solid.
nothing like this though afaik
You can do the same thing for guns if it’s a skeletal mesh
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.
@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?
You'll have to change every place the mesh is referenced, and the functions called from them.
if you delete it, it will just ask you for replacement.
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
You’d be remaking everything if you decide to switch mid development
Hey guys. How can I select the default array values based on a bool condition?
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
Cues, event, particles, socket, etc
sockets on a weapon? like what?
and cues/event/particles are things done in montage; how come it matters?
not using gun or guns at all
then where the fires come out of the blade
Impact burst
from what I've seen from the RPG example they've added a socket on the human that matches the end of the sword
We’re talking about sockets per item
Sword wouldn’t need a muzzle socket for example
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
You’d have to hard code it in with multiple weapons
I use sockets on swords for trace locations
tracing of what?
@abstract relic you mean the socket location? it's always "hard coded"; it's just either in the mesh or in the weapon.
hits
If that’s something you don’t care about, go for it. Answering why weapons are generally skeletal mesh
Mate
The sockets within the items
Not the socket for holding the item
I'm just trying to understand it, I apologize if it's coming off as offensive or something like that
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
Not annoyed, all good mah. You got a lot of voices poking at you
pokey voices
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 🙂
anybody got a clue what could be causing this?
Root bone is trying to move through the wall
is weird cause i see this issue a lot with climbing, don't recall what other dide to fix
It's because a lot of the root motion climbing animations out there are done wrong.
Keyframe and pray
this might be stupid but i tilted my editor camera and idk how i did it.
Most likely you exited out of PIE while tilted
No, just trace sockets
Yeah, trace debug draw, and a custom trail state
damn, i was hoping it was bendy
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?
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.
@abstract relic @scarlet birch Done multiple tests with the root bone and it's 100% going above the wall
@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?
and see what is happening
@scarlet birch yep it's enabled
@late verge how do you add the camera?
@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
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
You asked about the tracing
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" ?
Just an anim state
I don't fully understand what you need the 4 sockets for then
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.
@storm venture i dragged the camera in from modes exactly as he did. these are the options i have with your suggestion
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?
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.
@scarlet birch see the capsule barely moves but the animation no matter how high it goes up never moves it correctly
Are you sure the root bone isn't trying to move forward before it's above the wall?
Do you have the movement mode set to flying during the whole animation?
no
@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!
I'm pretty sure you can't apply root motion to Z unless your movement mode is flying.
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
You can't.
@late verge try just right clicking in the blank area on your sequencer and choosing it like so
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?
@exotic cave You can delete the original file, the .uasset will be UE4's version of it.
That helps, thank you. 🙂

