#ue4-general

1 messages Β· Page 601 of 1

manic pawn
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just pass it to remove instance

normal burrow
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cast the hit component to instanced static yada yada

abstract relic
normal burrow
#

I think the instanced static mesh component thing treats multiple meshes as a single actor

gleaming lotus
#

Yeah, I dont think you're getting it High Tide

abstract relic
#

It should be stored somewhere though

#

Going off of Houdini logic though

normal burrow
#

We wouldn't know you were even using a hit result grandma otherwise lol

gleaming lotus
#

And Zeblote, hit item doesnt give the instance index, or anything that can be used to get one

normal burrow
#

I think the hit result has the index in it

manic pawn
#

(it does, though)

gleaming lotus
#

What am I missing?

manic pawn
#

(assuming your hit result actually hit the instanced mesh)

gleaming lotus
#

Yeah its a line trace that is searching for instanced meshes

#

its just a regular ol' line trace

normal burrow
#

you were asking for an index no?

abstract relic
#

Hit item then

gleaming lotus
#

Is this what you guys are referring to?

chrome moss
#

How can I use nativized assets in-engine?

gleaming lotus
#

Okay, it is that. 'Hit Item' will return the index of the instance. Thats bloody useful but at the same time so misleading πŸ˜› Thanks for the help @manic pawn @abstract relic @normal burrow

abstract relic
#

Indeed, the docs have their faults. Good luck, don't blow up the computer (unless you rigged some confetti to it) πŸ‘

gleaming lotus
#

Oh earlier today my friend convinced me to load up a few hundred thousand instances with multiple materials to a button press

abstract relic
#

slap them

gleaming lotus
#

His reaction was 'I'm surprised your PC hasnt blown up' lol

#

kept that 100 fps.. I think I've done instancing correct so far!

normal burrow
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instancing is cool, but its also automatic for static things i think?

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but its good for your use case of randomness definitely.

gleaming lotus
#

I dont think its automatic

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I don't understand it exactly, I just read up a little bit on it and heard its really good if you want a simple brick builder game

normal burrow
gleaming lotus
#

Got the inspiration from a game I used to play called Blockland.

manic pawn
#

auto instancing of static meshes is better and worse

normal burrow
#

blockland you say?

gleaming lotus
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Yeah, I believe Zeblote here used to play also

normal burrow
#

better and worse?

manic pawn
#

instanced meshes are the wrong approach for blockland bricks

gleaming lotus
#

Whys that?

manic pawn
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better in that you don't have to mess with instanced static meshes (integration with the level editor is br_egg ), you get lods and culling automatically

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worse in that the auto instancing is more expensive than normal instancing

gleaming lotus
#

I see

#

I'm using a brick manager class to handle the instancing. The brick is converted in an ID using its type/mat and then compared to figure out if it should be a new HISM or an instance.

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Essentially unlimited bricks but limited shapes/materials.

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But thats not so much an issue for what I'm trying to do for my game, its a lot less sandboxy than Blockland - more gameplay focused in design.

cunning raft
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hey guys I'm trying to control 2 characters with only one controller but i cant seem to find anything useful so anything i can read to do that?

normal burrow
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@chrome moss could you describe what you mean by nativized assets

gleaming lotus
#

Never heard of anyone doing that before - afaik the standard controller class can only have one pawn. You could use C++ to create your own controller class or maybe just have a 'secondary' pawn referenced and then put all the movement functionality to mirror to the second pawn? @cunning raft

cunning raft
#

i tried using a bp interface that migrates inputs from one controller to another character

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but it wont work with action inputs

manic pawn
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for controlling multiple characters, you will have to make everything from scratch

cunning raft
#

oh :c thats sad im terrible at coding hahaha

manic pawn
#

might have some success with an ai controller for the second character that repeats your inputs

abstract relic
#

wouldn't you just need to link the playercontroller to multiple pawns?

manic pawn
#

you can't possess more than one pawn at a time

cunning raft
#

maybe making a single pawn with two components ?

abstract relic
#

I remember doing mirrored input with pawns but that's as much as I can recall

normal burrow
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Perhaps if you don't swallow the input on one pawn, and just don't posess the other, but have it read input regardless?

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Force input from player 1 or whatever idk. More or less you'd be bypassing controller to do it

manic pawn
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default player movement only works with character and controller working together

thin tendon
#

What's the best way to make my clouds not so bright at night time?

normal burrow
#

right, forgot about rotation

cunning raft
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i think the best shot i have at this is trying what zeblot was saying with an AI repeating inputs

normal burrow
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maybe read this bochito

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very, very old forum post

cunning raft
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ty! will do

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ill let you all know if i manage to do something

normal burrow
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bright clouds waffle?

blissful trail
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is there a way to detect if your mouse is hovering over a widget ?

normal burrow
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as in, you are the widget and you want to know when you've been hovered on?

blissful trail
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so i just need to detect if the mouse cursor is hovering over the widget

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i did try a button but right mouse presses it

normal burrow
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"Enable Mouse Over Events"?

blissful trail
#

nvm i fixed it

normal burrow
#

good

tight needle
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i need help

blissful trail
#

can you linetrace from mouse position ?

blissful trail
#

nvm fixed that as well :/

fathom glade
#

@hoary locust Thanks! Would there be a place I can see the actual number for 'size'? The cullDistance Volume just says 'size' is there a way to grab that from an actor?

blissful trail
#

ok so is there a way to allow the player to move when the game is paused ?

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like look around use line traces but physics objects pause or somethin

scarlet birch
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You can sleep the physics objects

blissful trail
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is there a way to sleep every physics object ?

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cos i need to pause the game when you click the pause button but still be able to move around

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like basically pause time

scarlet birch
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I'm not sure if you can pause all physics with a built in method. I'm sure you could have your physics actors listen for an event and have that trigger them pausing their own physics.

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You might look at time dilation though.

blissful trail
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will it slow player movement tho ?

normal burrow
#

Slomo 0.01
in console?

scarlet birch
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I haven't used it, but my understanding is it effects delta time. You still get the same number of ticks but delta is scaled, so if you use something other than delta (like a timer with a timer interval float) it shouldn't

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But, I have no idea.

normal burrow
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Allar might know a better console command to stop time.

blissful trail
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yep it does

normal burrow
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But slomo 0.01 should be near paused lol

blissful trail
#

it slows down player movement

normal burrow
#

True

scarlet birch
#

If it's due to delta time, and your movement is based on delta time then ...., so you'd have to untie it from delta

normal burrow
#

Or divide by dilation in bp yes

scarlet birch
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That's a good idea, yeah. Just use the dilation and scale the delta back.

normal burrow
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Real delta seconds = delta seconds/ dilation

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Afaik

scarlet birch
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It's just a personal preference that I first think to make a timer and use an interval. Habit.

normal burrow
#

Yea not all too different

tight needle
#

i need help with my packaging

#

here are the logs

alpine zephyr
#

i get this error whenevr i create a cpp project

cloud cobalt
#

Have you tried opening them in the VS installer to confirm ?

alpine zephyr
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what do u mean?

cloud cobalt
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What happens if you open the VS installer ?

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I mean the error message tells you this

alpine zephyr
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it opens

cloud cobalt
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Okay ?

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And what does it look like ?

alpine zephyr
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weird

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vs 2017 used to work !

cloud cobalt
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Hit retry, wait for it and you'll be fine

alpine zephyr
#

it want to update

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how can i change ue to use 2019

cloud cobalt
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Uninstall 2017

alpine zephyr
#

what if i want to keep both ?

cloud cobalt
#

Then you need to make UE4 opti in to 2019

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There's a compiler setting in the project settings

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And IIRC you also need to change the default for the editor somewhere

alpine zephyr
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thanks @cloud cobalt

severe ibex
#

Hey all, I'm looking at the hair and fur in UE4.24. Is there a way to export the 3ds max hair and fur groom as amelbic? All I see is Ornatrix when I google.

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Hey all, I'm looking at the hair and fur in UE4.24. Is there a way to export the 3ds max hair and fur groom as amelbic? All I see is Ornatrix when I google.

plush yew
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my BT isn't executing after repossessing the AIcontroller after possessing by playercontroller, how comes?

true plover
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anyone know good rendering settings for most photorealistic look?

cloud cobalt
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Rendering settings is not what gets you photorealism.

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Great assets do that

true plover
#

ive already done lighting and assets, i was just making sure it wouldnt be a heavy factor πŸ˜„

honest vale
wary wave
#

neat

tidal wing
#

Hey Slackers,
don't really know if Ndisplay questions fit here but i didn't find any other channels suitable for this one. I am trying to setup Ndisplay on a single screen with multiple window instances. I created a config file according to my specs (IP, Resolution etc) and packed my project (ndisplaytemplatescene).

Ndisplay Launcher works as intended (no errors) and the the Listener receives my call to open the intended project file in the way its intended through my config file. Also the logs dont show any errors.

PROBLEM:
When I click run on the ndisplaylauncher a window in the right resolution which is described in the config file opens and then closes immediately afterwards. It doesnt launch my project as intended and there are no errors in the launcher window. If i start the project .exe manually it works perfectly fine.

Additional Info:
I found a thread in the Forum describing the same problem where they intend to open the ports 41000-41003 in the firewall (already did that) and Update your DirectX (already did that as well) there are also no spaces in my config and application paths.

Does anyone of you have any experience on this problem? Would be thankful for any potential hints.

light thunder
#

Can anyone recommend a resource for understanding how tangent lines work when doing vectors and splines? I want to be able to understand the concept of what will happen when I change a tangent value to the start or end point of a spline

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There are plenty of tangent videos on YouTube for calculus but nothing that applies to splines in unreal

edgy moat
#

oh, thanks

eager ice
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Does anyone know how to create an overworld map, when i press M i want it to load a world map

edgy moat
#

for the capsule location would it be the players capsule component?

light thunder
#

Yes

edgy moat
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then how could i use the 'floor result' to get a location for the actor to be instantiated

dim merlin
#

Hi, anyone did terrain materials using Quixel ? any advise?

light thunder
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If you break the results you should get the location if I remember correctly

honest vale
#

@dim merlin there isn't anything special to them

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they're just textures and materials like any other

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so usual techniques apply

edgy moat
#

@light thunder the break hit results are floor result blocking hit floor result walkable floor floor result line trace floor result floor distance floor result line distance and floor result hit result

light thunder
#

Try getting the floor distance and then adding that offset to the actors world offset

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Essentially that find floor is a specialized line Trace that supposed to also help with AI navigation I think otherwise you essentially just want to do is to line Trace down from the players capsule till whatever it collides with which matches the ground, so you could make a collision channel that's just the actual things you want to be considered as ground and line Trace out until it hits that

#

There's probably something on YouTube for this

dusky inlet
#

related question, since only the top collider can block, how is good hit detection in ue4 usually handled? Overlaps dont give you enough data (hit normal etc.). If you do a trace when an overlap triggers, results might be more accurate but the input data might be inaccurate (trace starting point etc.)

light thunder
#

What are the accuracy based on the frequency of update?

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Sorry wouldn't the accuracy be based on the frequency of updates

dusky inlet
#

I was thinking of only doing one trace upon overlap to determine actual collision data

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as in "was there a hit? If so, do a trace to get more accurate info about the hit, because we really only know about an overlap"

mossy nymph
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@light thunder if you're using navmesh walking, use projectpointtonavigation

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it works in similar manner, it just stops when it hits navmesh

light bone
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Is there a way to move an object to the cursor just generally in the editor not at run time

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I mean the editor is run time but you know what I mean πŸ™‚

plush yew
#

Hi ! i have some invisible wall called english ! πŸ˜„ so im searching some people who can talk nederlands/dutch are here such people ?

silver crown
#

Luos, another Dutch! 😱

hoary silo
#

Why won't SSGI work on every level?

fierce tulip
#

@plush yew im dutch, though practicing english is good practice :)

plush yew
#

@fierce tulip o thats so nice! wel im busy for 2.5 years to bad i only did the environment stuff , 6 months im trying to do the struture stuff , all without server specifications, im struggling with a stupid exp system, like level 1 health=100 hp / if u have 70 xp u got level 2 health=150 hp, struggling so hard that even my brain is pounding, i really need help of how i can do this , best in dutch to understand what i want and how i can do it, do you like to help me with right (richtlijnen) and not a video that hasnt the right stuff haha xD ?

fierce tulip
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cant help you there, I dont know much code/blueprint, mainly material/particle person.

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and exp systems are hard af

plush yew
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yeah they are the mechanics of almost every good game

fierce tulip
#

that would be the gameplay loop itself. exp systems are often secondary or tertiary

plush yew
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yup

fierce tulip
#

cant help you with this, doubt there is much available related to it in dutch

sudden agate
#

Leveling up is just a simple check CurrentEXP >= NeededEXP what you do if this condition is met, is up to you

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I recommend reading about DataTables in UE @plush yew

plush yew
#

yes this i read lots of times bud its hard to put an ability into it, thats what im strugling with, most of the times i let my system crash ;/

toxic quest
#

Hello guys, any idea about how to convert a Blueprint project to a C++ one ?

lapis vine
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Yeah. Start coding it down. Most BP funcs have analogy in c++.

toxic quest
#

Well I created a C++ class but Unreal failed to compile the game module

lapis vine
#

Familiar name. If you stuck on a problem state where are you on this guide and what error you have.

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I never use bp projects tho πŸ€”

toxic quest
#

Well, actually, to the 10th step. I don't find the build configuration drop down. I'm sorry, this seems really easy

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So, it seems like you have to hit the "Build" drop down, and go to Configuration Manager, and then you have your projects build configurations

slim gazelle
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@tidal wing did your log of ndisplay launcher says anything about the error ?

inland kettle
#

Hello together,
is there a simple BP way to move an actor from a to b without using a navmesh and a timeline?

  • I want to use a A* system without a navmesh
plush yew
#

does a service run only once?

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i have an interval of 0.5 but it only gets executed once

gentle crypt
#

Is there a way to transform, rotate and scale without making the gizmo appear?

lapis vine
#

Yes. BP or C++ for example.

craggy perch
#

any quick way to replace dead references inside existing asset? πŸ˜› character bp has a reference to some old anim bp that doesn't seem to be anywhere in the bp itself, but it's still referenced to a thing that doesn't exist any more, and is giving warnings during packaging (want to get rid of those warnings).

dusky inlet
#

create any asset with the same name as the referenced one in the same place, then force delete that

soft fiber
#

Hey guy... I seem to be running into an issue adding UStaticMeshComponent to a Blueprint. When I click on the UStaticMeshComponent is the hierarchy the details panel is empty?

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I added a second Blueprint, which is inherited from the same CPP class, and the details panel is working for the new class?

velvet fern
grim ore
#

file -> exported selected?

inland kettle
#

Hello together,
is there a simple BP way to move an actor from a to b without using a navmesh or a timeline?

  • I want to use a A* system without a navmesh
normal burrow
#

your A* isn't going to do this for you?

inland kettle
#

iam not doing well with vector math sooo πŸ™‚

grim ore
#

define simple? A* is part of the engine if you want to dig into the C++ code

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but there is nothing stopping you from doing it the old fashioned way. Get point A and B. get a direction to them. move them between a and b. repeat every tick. If you need actual obstacle avoidance tho why not use the included systems.

inland kettle
#

no obstacles... just from a to b

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my problem is, that i dont know how to handle it with vector math

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maby with get unit direction, set actor location and a timer?

grim ore
#

you can cheat if you know where forward is on your moving object. find look at direction will give you a rotation forward from A to B. then just move it forward X amount.

normal burrow
#

plug in Target

grim ore
#

There is a Get Unit Direction Vector node as well

inland kettle
#

wow...! thats it

normal burrow
#

that would literally just move the thing though, but that sounds like maybe what you want idk

inland kettle
#

i try this one out in a bit

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hm... its moving at the same speed evey time

normal burrow
#

it'll do that

inland kettle
#

iam trying it with a timer

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i mean the same speed with speed 1 or 1000

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dont get me wrong i want do have a constant speed thats ok

normal burrow
#

it gets tricky then. At the moment you decide to move somewhere, find the distance to the point, and divide by how many seconds you want to spend traveling. this is your speed

gilded lichen
#

Hello, I need help with some VR testing Im doing (As Im a student, I thought I would try a VR puzzle). So Im using the VR Template but Im finding when you pick two items up, there don't collide with each other. Meaning two rings that werent interlocked are now interlocked. How can I fixes this?

grim ore
#

the set simulate physics unchecked is doing that

gilded lichen
#

but if I was to check it, then it wouldnt attach?

grim ore
#

but thats going to end up being an issue when you carry it as well

inland kettle
#

and a crash πŸ˜„

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happens often since the last update

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sooo

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its back

gilded lichen
#

???

inland kettle
#

hm... it should be just a > look at direction add speed and thats ist. - per timer

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step by step

dense magnet
#

@spice scarab Did you figure out the landscape physical material issue? It seems like a huge bug to not have physical materials working. They always report "None" instead of the actual physical material. There are commits on github attempting to fix previous (editor) problems with it, but it seems entirely broken now for me on 2/3 of my landscapes, but not on one of the ones I have. Even in brand new sample projects I can recreate this without even using painted layer materials. No settings are different on my working vs broken landscape.

normal burrow
#

the A* thing is telling you the end point or something?

inland kettle
#

yeah... i know everything

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my problem is just the simple movement from a to b

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but i want no timeline and no nva mesh

spice scarab
#

@dense magnet nope but @urban meadow had the same issue as well and he sent bugreports n' stuff about it. Still waiting for more info.

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@dense magnet Epic contacted him (Juan) to send a sample project so at least someone is looking at it now.

inland kettle
#

i know it is bad... but you get the idea

dense magnet
inland kettle
#

@grim ore can you show me how i get it done with the get unit direction vector node

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or someone else?

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Actor straight from point A to B with pure vector math and a timer

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that will save me the day πŸ™‚

grim ore
#

the timer is going to be an issue as it won't be smooth

inland kettle
#

thats ok

normal burrow
#

your talking about pretty complicated stuff too tower.

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if the intention is to drive a character

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you likely want to be adding input, not translating like this

inland kettle
#

important is. that it is a constant speed

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from start to finish

grim ore
#

Why would you not use existing tools designed to do what you want?

normal burrow
#

inclines and stuff tho

inland kettle
#

for performance reasons

normal burrow
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you've got performance issues?

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or are just expecting them

inland kettle
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its a huge map with 1000 units moving at the same time

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i expecting it

rocky slate
#

hi

normal burrow
#

might be doing yourself a non-favor by assuming limitations

rocky slate
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im having a problem with my healthbar showing i wanted to fix it yesterday but i had to sleep

normal burrow
#

I somewhat doubt the overhead is going to be all path finding

rocky slate
inland kettle
#

you think 1000 actors moving at the same time with nav mesh on a huge map is doable?

normal burrow
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and wouldn't assume some non built in solution to be faster

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would recommend trying it

inland kettle
#

i thougt vector math at tick or timer is faster than the nav thing

normal burrow
#

1000 characters moving alone, without path finding, your talking about a considerable amount of work going on

fathom glade
#

@grim ore Thank you for your tutorials! I just finished two of the courses that had your voice through the online learning portal.

normal burrow
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should come to the conclusion on what will work and wont by trying i'd suggest

inland kettle
#

hm... yeah

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i just want to do it right

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and come here first πŸ™‚

grim ore
neat rune
#

how come the subtraction I have highlighted is not returning 100? 100-0=100

normal burrow
#

if you get 1000 characters using nav, and its too slow tower. you might find out that its not nav that is the slow part. so just try the easiest thing first

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like getting to the place where it does what you want, but doesn't perform how you'd like it to, is still important to identify the bottlenecks

grim ore
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@fathom glade awesome to hear, hopefully more in the future πŸ˜‰

tender cedar
#

Hey guys, do you know if it's possible to make a game moddable and use marketplace assets at the same time? I've been reading that it's not (legally) possible to share source files from the marketplace assets, but what if i generate a .pak file (or use the pak file from the game itself) and offer modders tools to just use the pak files to make mods with it?

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Or maybe there's a better solution for offering mod support to a UE4 game?

rocky slate
#

hey can anyone help me

grim ore
#

Is this on a TEXT or a SLIDER widget?

rocky slate
#

im having a problem with my healthbar showing. it shows as empty

inland kettle
#

@normal burrow @grim ore Thank you so much! i will try it. πŸ™‚

rocky slate
#

@grim ore its called a widget bluepring

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blueprint

inland kettle
#

i think i have to learn more about vector math too πŸ˜‰

grim ore
#

yes and is your binding on a text or a slider widget

normal burrow
#

if you care about performance Tower, make sure to look into using Unreal Insights, its the profiler. When you get it doing what you want it to do, you can use it to find exactly what is slow and what is not

abstract relic
#

Add more print strings

copper elk
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I have a problem where my widget randomly disappears and I have no idea why. Any ideas?

inland kettle
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ok

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thanks again

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bye together

grim ore
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@rocky slate if you just disappear when people try and help you, you won't get much help in the future lol

rocky slate
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i was called downstairs sorry

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@grim ore

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this is what its on

grim ore
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ok so it's on a slider

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the PERCENT property on a slider is from 0 to 1

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is your health variable from 0 to 1?

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ffs I can't type today

rocky slate
#

i think i set it to 1 lemme have a quick check

copper elk
#

I normally just divide the health by a 100 usually

normal burrow
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lol tis the season

grim ore
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what I am saying is ^^^ if your health is 1 to 100 you need to make it smaller so it fits in the 0 to 1 range a slider is expecting

rocky slate
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yep its 1

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im doing it from a tuttorial 1 sec ill pull it up

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this one

grim ore
#

ok doesn't change what we are saying tho.

copper elk
#

I have a problem where my widget randomly disappears and I have no idea why. Any ideas?

grim ore
#

if the health on your character is 1 then you will see 100% full bar on the ui

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if the health on your character is 0 then you will see 0% empty bar on the ui

rocky slate
#

its at 1

grim ore
#

then you are seeing it full which is correct right?

abstract relic
#

[current hp] / [max hp] if you want the percentage

rocky slate
copper elk
#

I have a problem where my widget randomly disappears and I have no idea why. Any ideas? The time between the game starting and the widget disappearing is always random

grim ore
#

ok at this point you need to see if the event is being called, your binding. You can put a print string in there to see if it prints or use debugging to stop it and check the value

abstract relic
#

Please stop spamming. If someone knows, they will answer

copper elk
#

yes but I changed the text

grim ore
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you have nothing removing the widget at all @copper elk ? anywhere in the code

normal burrow
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added text

rocky slate
copper elk
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@grim ore I do but only when a button is pressed and it disappears even if I dont do anything

abstract relic
#

Cool. Have a <@&213101288538374145> to remind you why that doesn’t matter.

normal burrow
#

timefree, when using print to find problems, don't print only on the problem
problem might be the whole thing doesn't get called

grim ore
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@copper elk then put in a print string or debug there and see if it gets accidently pushed to eliminate that.

rocky slate
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@normal burrow what else should i print this tutorial is pretty basic there are only movements and sprites that i have created so far

soft fiber
#

How to handle option UStaticMeshComponent for something like a tile where the walls are optional? It seems the static mesh is NOT assignable in BP if the UStaticMeshComponent is NOT part of the constructor?

rocky slate
#

not really sure tbh

grim ore
#

@rocky slate put a print string before the return node to see if it is actually calling this binding

abstract relic
#

Print to see if it’s binded, print the percentage

grim ore
#

man I really wish stuff would not use bindings, it just leads to problems like this 😦

#

thankfully the new UMG course on the learning portal doesn't use them πŸ˜‰

rocky slate
abstract relic
#

The casting has been fixed in the recent versions at least

plush yew
#

I NEED URGENT HELP

normal burrow
#

tho, print a different string lol

abstract relic
#

You used to only be able to do it through bp interface

grim ore
#

if you delete a bound function from the editor it still thinks its bound in the designer view which causes hell as well lol

plush yew
#

I deleted this last night by accident how do I put it back. all my animations do not work

grim ore
#

undelete?

#

source control!

#

reinstall the third person feature pack

#

ask a neighbor for a floppy with that file on it

plush yew
#

.....

grim ore
#

all are perfectly valid answers

abstract relic
#

We’re not joking Riki

normal burrow
#

really, tho floppys are good

plush yew
#

i have back up auto saves but how do I use them

grim ore
#

uh I guess if I was in this situation I might make a new third person template, then copy the .uasset from it to this broken project

abstract relic
#

Always set up source control before starting your project

regal mulch
#

If you don't have source control setup, do it now. One day you'll wreck your project and it's gone. Source control saves lifes

abstract relic
#

Out of lazy curiosity, do you have a source control video Mathew?

plush yew
#

ahh ok like I have a shiton on this project and i dont wanna loose ity all

copper elk
#

@grim ore I'm not sure if its fixed, it doesnt seem to happen anymore but I have had this in the past if it takes a long time for the widget to disappear then I would have to wait that long, I have done multiple test and so far nothing has happened.

normal burrow
#

do you have a video for this problem matheww

plush yew
#

so i should make a new thirdperson template?

abstract relic
#

(He probably has a video for this problem)

grim ore
#

@copper elk an option you can try is to override the destruct function on the widget and add a print string and set a breakpoint on it. Then when it breaks you can open up the blueprint debugger and look at the call stack to see what was happening when this was called

normal burrow
#

(Probably, yeah)

rocky slate
#

i got a vid for this problem πŸ˜‰

plush yew
#

would it help me put the file back?

normal burrow
#

twood

plush yew
#

i don't wanna start again

grim ore
#

@abstract relic you mean the one that comes up as a suggested video when you type UE4 source control? https://youtu.be/74OfLMutOHE sure don't!

normal burrow
#

had you had source control in the first place yeah

plush yew
#

I did not know it was a thing I am just asking how I should fix this error

grim ore
#

@plush yew if I was in this situation I might make a new third person template, then copy the .uasset from it to this broken project

copper elk
#

I also have another issue where the edges of a widget dont go to the edges of my screen ingame, is this due to resolution?

plush yew
#

thank you

rocky slate
#

ok so on the normal cast it says something different and on cast failed it does not say anything

grim ore
#

just make sure the broken project is closed before you copy the file

abstract relic
#

Sweet. Thanks for satisfying my laziness. I will slap that video on here every time this situation comes up.

grim ore
#

@rocky slate that means it is being called then correctly, the value is bad. Something somewhere might be changing it to 0. Check your other code your health is changing

plush yew
#

ok so make a new third perosn template project?

normal burrow
#

when you decide between htf or wtf is it just a matter of grammar matheww?

rocky slate
#

ok will do @grim ore

grim ore
#

@copper elk that would be your anchoring probably

sweet relic
#

@plush yew You should be able to add the 3rd person template content to your existing project

soft fiber
#

@grim ore Do you think you could nudge me in the right direction when you get a second?

sweet relic
#

@plush yew in the content browser: go to "Add New" > "Add feature or content pack"

plush yew
#

i will update if its been fixed thx all

sage tree
#

Not sure if anyone has said it here yet, but Advanced Locomotion System is going free for everyone, forever with the next update.

abstract relic
#

But seriously. Set up source control riki

plush yew
#

which one do i copy over and i will after I have fixed this thank you

grim ore
#

@soft fiber it sounds like you need C++ help?

plush yew
normal burrow
#

first riki, watch that video

plush yew
#

which one?

abstract relic
plush yew
#

which one @grim ore

grim ore
#

BTW anyone else notice they added in Plastic SCM as a plugin for the Editor in UE4. it's just a small footnote lol

sweet relic
#

@plush yew ThirdPersonBP (probably)

rocky slate
grim ore
#

it tells you where, its in the Mannequin Animation section. look at the error @plush yew

soft fiber
#

@grim ore I'll try the other channel... Thanks

thorn lichen
abstract relic
#

Click and drag

thorn lichen
#

I do but nothing happens

copper elk
#

@grim ore but in the widgets its at the edges

#

also its in multiple widgets

grim ore
#

click the asset panel o nthe left if you dont see it @thorn lichen , its a little stacked set of lines

plush yew
#

when its fixed i will learn how do do that thing you said

grim ore
#

it opens the browser

abstract relic
#

Alternatively open up browser list and drag files into there

thorn lichen
#

@grim ore ah gotcha thanks

grim ore
#

@copper elk you can set them anchored or you can set them fixed. They might be fixed which looks fine at that resolution but when it's resized they will not be correct. If you anchor them they will be X/Y distance from an edge always.

abstract relic
#

Right click > move to is also an option

grim ore
#

so if you always want it on the side you can anchor it to that side with 0 offset and it will always stick to that side

copper elk
#

o ok

grim ore
#

I am super glad to see both of these UMG issues popping up today tho lol.. both are covered in the new UMG course whenever it goes up πŸ™‚

normal burrow
#

more videos!

plush yew
#

its fixed it but its but all the animations to default

copper elk
#

@grim ore it doesnt solve the issue

grim ore
#

official videos to hopefully get people started in the right direction

plush yew
#

so i just need to add the custom ones back

grim ore
#

@copper elk show us the issue and widget layout maybe?

copper elk
#

editor

#

at edge

#

in game

#

not at edge

grim ore
#

so is this widget in another widget?

copper elk
#

no

grim ore
#

are we sure it's in the corner then? hard to tell from the dashed lines. What does the details panel show?

#

I mean if it is the other option is to offset it by -1 but that would be weird if that is needed

copper elk
#

actually now that you mention it it isnt

grim ore
#

ah there you go. is this a vertical box? maybe you have something below it

copper elk
#

overlay

grim ore
#

check the anchoring or the size options in the panel then

copper elk
#

there is no padding for the bottom

grim ore
#

why does it have padding

copper elk
#

I dont want it fullscreen

grim ore
#

but if your screen sizes it will be wrong, like what if its 4k screen

copper elk
#

then this

#

right?

#

but that still doesnt fix it 😦

grim ore
#

we cant see the entire widget so I cant guess lol

#

is this a button supposed to be in the bottom left?

copper elk
#

its in an overlay thats a bar

#

like this

#

the entire bar is elevated not just the button

grim ore
#

that looks like it should be an overlay anchored to the bottom

#

then a horizontal widget inside of it with buttons or images for each spot

copper elk
#

it is like that

grim ore
#

ok so is the overlay set to be anchord to the bottom with a fixed Y size?

next badger
copper elk
#

as in the alignment?

#

this?

grim ore
#

the parent controls the child, what is the parent for the overlay?

#

oh it's another overlay ouch

copper elk
#

yes

#

is that bad?

#

I just find it way easier to set up my widget nicely with an overlay as a parent

grim ore
#

no but it explains why you dont have size options so you can't really force the bar to a certain size

copper elk
#

OH WAIT

#

for some reason it defaulted offsets for the parent overlay

grim ore
#

yep

copper elk
#

does and fixed

#

thx

grim ore
#

thats what I was going to ask lol

copper elk
#

why does it do that?

grim ore
#

probably to just prevent overlapping

#

appearance and all, yay it works tho

copper elk
#

yes

#

Im sorry for asking so much

#

but

#

this isnt an issue as in an error

#

I just want to do something

#

so

#

a few months ago I believe

#

a mission system came out on the marketplace, and there is a button function in there which I would like to recreate, but I need an image which acts as a progress bar of sorts

plush yew
copper elk
#

any ideas on how to recreate this?

grim ore
#

@next badger that is a really good question. I think the details panels just hides alot of that or removes the category headers if they are not adjustable

regal mulch
#

@grim ore Would be nice to have a version for Perforce.

next badger
#

But you can set those values

copper elk
#

are you talking to me?

normal burrow
#

svn too matheww

copper elk
#

if you are

#

I cannot copy this texture nor material into my project

#

also isnt that copyright?

grim ore
copper elk
#

I didnt create the texture

#

the problem is that I want to make the texture

#

unless

#

it isnt copyright

#

can I use the texture without any copyright

#

?

grim ore
#

well the actual texture might be if you are buying/taking it from someone else but making 2 squares is a few minutes work in paint

copper elk
#

but how can I make it into whatever it is

#

as in enable it to...

#

idk how to explain it

#

remove pixels?

grim ore
#

did you look at the link i linked? it has the material for a radial progress bar

copper elk
#

o ok

#

but can I use this texture and material without any problems

#

as in copyright

#

and legal issues

grim ore
#

we dont know where you got it from

copper elk
#

marketplace

#

free month

#

content

#

so?

sweet relic
#

ya you can use marketplace content for your project (as long as it is made in Unreal Engine)

copper elk
#

o ok

#

I have an issue again with the same ui @grim ore so sorry

#

the black is meant to cover the whole screen but ingame it doesnt

#

nvm fixed

lapis vine
#

@sweet relic nope

Can I use these products in other gaming engines, like Source or Unity?
Any Marketplace products that have not been created by Epic Games can be used in other engines. Please note that products purchased from the Marketplace cannot be sold back to the Marketplace after alteration.

Please refer to the Marketplace FAQ for such questions @copper elk

#

Or to them.

sweet relic
#

huh TIL

dry moon
#

Anyone know why Lightbloom causes this artifact

fierce tulip
#

you have ants

dry moon
#

I read it roughness problems but I checked all the materials, they all within 0-1

normal burrow
#

bad infestation

#

hard to tell by the picture but is that diagonal line to the corners of the viewport?

tender flume
#

How can I use atlas textures in UE4?

dry moon
#

Its the direction of the light, not really viewport

#

only happens when enabling light bloom

normal burrow
#

so its not like the triangles of a quad on the viewport yea?

thick herald
#

atmospheric fog or something mixing with your light?

dry moon
#

nope just the light shaft, some computational error I'm guessing

#

but not sure what in the scene would cause it

normal burrow
#

perhaps its division by zero

dry moon
#

all the values are in normal ranges, though, from the materials specular, roughness normals to the sky values

normal burrow
#

hmm wonder if unreal lets you save the output as float32

#

i'd be curious what those pixel values are

dry moon
#

Ahh

#

Found the issue

#

Something with rect light sources

normal burrow
#

ah indeed, this sounds similar

#

strange they don't have pictures on these things lol

tender flume
#

Anything about atlas texture, welp.

dry moon
#

yea turning them off fixes the issue

tender flume
#

I'm stuck here

dry moon
#

What do you mean how do you use atlas textures?

tender flume
#

I have this one atlas texture, that i want to use on a character that has no textures in UE4 because of errors from importing.

dry moon
#

You should be UVing them to the places you'd want from a modeling editor, unless you're doing a 2D game with the 2D tools

#

then I wouldn't know

#

yea not sure if you are doing a 2D game or 3D, and what the set up you're going for

#

hard to give you the best answer

tender flume
#

3D

dry moon
#

Could you show the atlas and character?

tender flume
#

Sure

#

The texture blueprint/texture or character with texture blueprint?

#

@dry moon

dry moon
#

yea only way is to go into a modeling program and modify the UVs to fit

tender flume
#

Huh.

#

Not possible to do it in UE4?

grim ore
#

no for what you want to do no

tender flume
#

Aw. But it already has a rig in the character.

dry moon
#

Keeping the rig is fine

tender flume
#

Reimporting it?

#

The mesh?

dry moon
#

that's a skeleton, but you need to UV the areas onto the atlas you'd like

lapis vine
#

Plugged into Normal... πŸ€”

tender flume
#

Uh yes. Or else it doesnt show anything?

#

qq

sweet relic
edgy moat
#

How could i make a system where the start screen is just 'press any key to continue' and has the environment in the background?

tender flume
#

What FBX importer should i use?

#

I'm currently using 2013 default

fierce tulip
#

doesnt matter much, but im using 2017

dry merlin
#

I have had nothing but trouble with this Unreal Engine Build for version 24

tender flume
#

Is there any difference with the FBX selection?

grim ore
#

@edgy moat is the "environment" in the background the game itself? if not just make a new level and put a widget in front of it with the words. If it's the actual game then the same but also spawn the player and such after

edgy moat
#

yes the environment itself

#

the game itself*

dry merlin
#

Sketchfab and some other api doesn't build, is not included, I have the build.bat refusing to execute claiming lack of permissions.

#

NOw UE4 is crashing, so having to rebuild the development editor

grim ore
#

have your base game mode not spawn in the player then and you can spawn them in when the game starts but this is all guessing as I have no idea what type of game this is. You basically need to design around what you want. @edgy moat

tender flume
#

Is there any way i can swap skeletons?

dry merlin
#

Anyone know how to build the repo version error free with this Sketchfab issue?

tender flume
#

Like just swap, without retargetting

dry merlin
#

Anyone know why the build.bat claims lack of privilege on windows?

#

And why on Gods green earth this is still using Visual Studio 2017 and not 2019 at this point?

grim ore
#

are you supposed to be using build.bat?

tender flume
#

Maybe because 2019 might not be that stable

#

compared to 2017's

grim ore
#

I have setup and generateprojectfiles

tender flume
#

What's the difference between create instanced material and material?

grim ore
#

and I have had no issues here building .24 from the repo with VS 2019

dry merlin
#

I do the setup, I generate project files then I open in MSVS 2017 and build solution in development. This builds everything but some damn sketchfab API is not present so that creates a lack of headers it's popping up

grim ore
#

are you downloading the .24 release branch or tag or the master?

dry merlin
#

release branch

#

Should I select the straight .24 branch instead?

grim ore
#

I would recommend it yes, usually the tag not the branch is better as well if you have a choice

normal burrow
#

think it goes straight to .25

dry merlin
#

Alright I'll give that a shot. Also, while it was working, when I create the project then open in C++ in MSVS when I build the program, I get a error with the build.bat in generating the headers claiming lack of permission so can't get the program built.

#

This has been a consistent problem.

grim ore
#

lack of permissions is normally a "generic" error due to something else failing upstream

dry merlin
#

Well damn

grim ore
#

the file failed to run because something else caused it to fail

#

missing compiler, bad setup, etc.

#

if you post the error log people might be able to help but that permission error is a false flag

dry merlin
#

Interesting, because it's just structs and general UPROPERTY with GENERATED standard and UPROPERTY stuff. Nothing profound. The only class is the basegamemode

#

I've lost so much time rebuilding this over and over, ticking me off. I guess I'll have to keep trying but I need to have the server target in the program for this

#

Also, I placed a post for help on the forum. Haven't seen it populate on here. I know nothing about Marvelous Designer or ZBrush, plenty about iClone, Blender and Substance. I need to get away from speed tree since this is a procedural generator for worlds with SRTM compatibility, and the licensing wont allow me to distribute Speed Tree Vegetation on Market Place. I need another alternative if anyone has one, I hate sappling gen in blender, grass cards are good.

plush yew
#

Don't know where to put my question so admins please redirect. How do I set my thumbnail for my project to be a custom image?

dry merlin
#

This is starting to suck, I need to put up the Company Website in JavaEE, I may just go ahead and develop a 3D Vegetation Program if I can't find a suitable one, and Unreal is being a pain in the build.

tender flume
#

Oh wow.

#

You guys were right thanks

abstract relic
#

@plush yew Edit > Project Setting
It'll take you to project description

plush yew
#

gottcha, thanks

normal burrow
#

I was curious about that too. knew there was a way

cursive salmon
#

How to play an attack animation while walking?

tender flume
#

Question.

#

How can I make sure my model saves with my material instance textures?

#

Without having to reapply it manually?

normal burrow
#

make sure?

tender flume
#

But it doesnt.

#

It doesnt save with the textures.

abstract relic
#

There's a save button in the asset

#

otherwise, sounds like you have an override hiding somewhere

cursive salmon
#

Who can answer at my question ?

abstract relic
#

Layered blend per bone

tender flume
#

But it doesnt save my instanced materials with textures.

#

When I import it, it became materials with no textures at all empty.

cursive salmon
#

explain a little more @abstract relic

abstract relic
normal burrow
#

do you know what an animation blueprint is rayland?

cursive salmon
#

Yes

#

OK, i will try

#

Thanks

dry merlin
#

So I wanted to make my fantasy undergarments for the Human Female Characters more realistic, I found out about the Girdle. Ever seen a 15th century girdle? I don't know how women survived and the fact they actually helped each other in and out of those things. First, they were considered modest, you look at some of those ladies, you are NOT hiding the woman, dont' care how modest you get. Second, those things were so tight, you even pull a string, heads had to be popping off. I also don't believe NASA has been honest, as tight as the girdles were, boobs were launching into space long before men got there. Those things make the Iron Maiden look like modern day acupuncture. Whatever possessed women to use them, I can't imagine. Truly medieval.

normal burrow
#

@tender flume what is your method of seeing if it saves with the mesh or not?

tender flume
#

I save it with the textured-version first in UE4

#

Export it with FBX 2013.

abstract relic
#

oh

tender flume
#

I load it in another folder

#

Then theres no textures.

fierce tulip
#

lol

abstract relic
#

yeah that's not transferable

cursive salmon
#

I already used this node but I did not know that it was used for that @abstract relic

tender flume
#

Material instances became empty too.

#

Is there any way?

normal burrow
#

why export fbx?

tender flume
#

Or else I can't import it in UE4

loud knoll
#

@grim ore What is your take on this new Sky Atomsphere Entity? I am a bit confused why I would use it over what is already in the engine?

tender flume
#

Why? What should I export it as?

abstract relic
#

if you're moving from one unreal project to another. Go to Asset action >>> migrate

tender flume
#

But I just want it to copy the textures and materials then apply it automatically.

#

Not the entire project

abstract relic
#

if you're trying to import it to a 3rd party software, you are out of luck

sleek spear
#

is landscape tessellation working in 4.24?

tender flume
#

I'm trying to import it back to UE4

#

And see if the textures appear

#

It didnt.

normal burrow
#

into the same project shin?

tender flume
#

I didnt try to import it to a third party software

#

Yes

abstract relic
#

then do what I suggested

#

Asset Action >>> migrate

normal burrow
#

select it, press ctrl+w in unreal

tender flume
#

But will it apply those textures automatically by default?

abstract relic
#

yes

loud knoll
#

@sleek spear It is but things are different my previous setting are creating things I ifxed already

tender flume
#

Wait what does Ctrl+W do?

normal burrow
#

duplicate

tender flume
#

Then now I can export it as FBX?

#

With textures?

abstract relic
#

no

normal burrow
#

you don't, can't

sleek spear
#

@loud knoll i cant get it to work. i enable tessellation in material and nothing happens

tender flume
#

Wait.

#

So what's the solution?

normal burrow
#

we don't understand why your exporting.

abstract relic
#

Asset action >>> migrate

tender flume
#

I want to edit it with textures included in Blender

#

So I don't have to redo it.

abstract relic
#

kill me

normal burrow
#

lol

loud knoll
#

oh I thought you were talking about LOD type tess, for materials not sure. Did the material work in another version of the engine? @sleek spear

abstract relic
#

I give up

normal burrow
#

then you need to export the textures one by one

#

make a material in blender

tender flume
#

It's material instance. @loud knoll

normal burrow
#

and put the textures in it.

#

then put the materials on the mesh

sleek spear
#

@loud knoll yes, every previous version

tender flume
#

Huh.

normal burrow
#

materials aren't interchangable between format, fbx does support embeding textures

#

but not unreal, it does not let you do this

tender flume
#

Huh

#

Wait.

#

So what can i do?

tender flume
#

Export each texture?

#

Then what do i do?

grim ore
#

@loud knoll It's nice as an all in one drop in and set up solution. Taking existing separate parts and combining it into one accurate item was the goal.

abstract relic
#

Ban me @fierce tulip
deliver respite please

tender flume
#

?

fierce tulip
#

@tender flume this group is not a personal-private-tutorial group, please use google and find tutorials that help you understand the basics :)

tender flume
#

But google didnt really help me out.

fierce tulip
#

then try to find a google tutorial :)

loud knoll
#

@grim ore I am trying to use it for that purpose but keep finding that it is missing features I am using from the other ents and I end up putting them back in.

grim ore
#

😦

loud knoll
#

@grim ore I figure I am not understanding it well enough to flip all the switches on

grim ore
#

maybe they will add them in? can always bug report if it's something that should be there.

#

it's super complicated for sure, the docs page barely covers the new features. I think it's meant for more accurate simulation for simulation setups like architecture and movies

sleek spear
#

has anyone else tried landscape material tessellation in 4.24?

tender flume
#

Can't find any. @fierce tulip

normal burrow
#

lol shin cmon

sweet relic
#

@tender flume I think what you are asking isnt supported. the closest thing I can think is using substance-painter to create pbr textures

loud knoll
#

@grim ore Well I am using Atmospheric Fog, Skylight and Direction Light for a test level, and I am trying to replicate the Atmospheric Fog which I have to remove or get a warning with the new ent as a test, I found one cool thing where I can lower the sphere size and give the planet a more rounded horizon but as far as foging the ground plane into a color isn't happening.

normal burrow
#

export the textures and mesh. learn how to use these in blender

thin gate
#

any idea why when i try to package my project it does this and says complete in like 1 second.
LogUObjectHash: Compacting FUObjectHashTables data took 1.25ms

#

no files are created

fierce tulip
bleak sparrow
#

new to unreal, having an issue where mycharacter seems to be firing from its center and not hitting the sights correctly, trying to find best way to resolve, would i move the cursor sights or the place the projectile spawns?

#

"crosshair"

normal burrow
#

@fierce tulip how do i use keyboard though

grim ore
#

@loud knoll that is super weird, the atmospheric fog should work with the sky atmosphere

tender flume
#

Still don't get it. There's nothing about it.

abstract relic
#

"how to export texture"?

fierce tulip
#

@tender flume you cannot export the material instance or its textures by exporting the model out of ue4. you will need to do the same one by one for the textures.
then import them into blender, and set up a material inside blender.

#

"ue4 export texture"
"blender import texture"
"blender create material"

tender flume
#

Then if I reimport it back to UE4

#

Then it will work?

fierce tulip
#

then you apply the material instance you made.

tender flume
#

Any alternative other than having to apply it in Blender?

normal burrow
#

oof.

loud knoll
#

@grim ore Ok let me try it again

abstract relic
#

read harder

tender flume
#

I'm not really used to Blender's UI.

normal burrow
#

we all just told you the wrong way to do it yea.

fierce tulip
#

then go to a blender discord channel and ask them

tender flume
#

They said to ask UE discord about it

normal burrow
#

oof.

tender flume
#

since its imported from UE4

normal burrow
#

tell them "no you".

abstract relic
#

this isn't a blender discord. Only thing unreal related is the fact you want to import from it

normal burrow
#

^

tender flume
#

It cant save material instances.

#

but can it save materials with textures?

normal burrow
#

its not exporting anything blender specific

tender flume
#

If so, i can change it

abstract relic
#

Do you actually want help?

normal burrow
#

just assume it does nothing with materials

#

think of materials as completely different things between the two softwares

tender flume
#

Yes. I'm quite confused if theres any alternatives that can be done

loud knoll
#

@grim ore SkyAtmosphere_1 A SkyAtmosphere and a legacy AtmosphericFog components are both active, we recommend to have only one enabled per world.

abstract relic
#

three people have told you repeatedly what can be done and why

tender flume
#

I want it to go like: If I export it from UE4, put it to Blender. There's textures on it still so i can reimport it back to UE4.

loud knoll
#

@grim ore That is the warning you get when you put both in the same level.

tender flume
#

Anything similar to that?

normal burrow
#

how do i say no

grim ore
#

I dont get the warning, is it in the log? @loud knoll

tender flume
#

Huh.

#

Oh.

#

I found out why. :p

#

I overlapped my materials

grim ore
#

@loud knoll ah it comes up when building, I was doing dynamic

tender flume
#

But now, how can i make it the same for Blender?

#

So when i export it to UE4, it still looks the same?

bleak sparrow
#

found it, cheers

abstract relic
#

<@&213101288538374145> spammer or troll.

tender flume
#

What spammer or troll?

#

I'm just trying to ask for help.

#

I didnt ask you to help if you didnt want to.

#

I'm just asking. You don't have to assume.

#

If you have no intention to give me an answer, you don't bash. I'm still new to UE.

next badger
edgy moat
#

Δ° said on beginplay add widget to viewport 'press any key to continue' and dragged off from that and said play level sequence. i also made an input event for 'AnyKey' for when anykey is pressed. When the cinematic starts once you start the game you get a message on the screen that says 'press any key to continue' but when you do press any key nothing happens, i made it so that once you press a key the cinematic ends and removes all widgets from the screen, but nothing happens. the level sequence keeps on playing

regal mulch
#

@next badger Offtopic? :P

next badger
#

@regal mulch it's from Luos's video he posted above

regal mulch
#

hmmmmm okay.

edgy moat
#

any help would be great guys

grim ore
#

@edgy moat is the ANY KEY event being fired? hook a print string up to it

sweet relic
#

"Where is the Any Key?" /homer

grim ore
#

where is the ANY KEY event at and what is the input mode set to

regal mulch
#

Are you changing InputMode when creating the Widget? @edgy moat

edgy moat
#

No just create widget and add to viewport

regal mulch
#

Please check if the event is actually firing, as Mathew suggested.

edgy moat
#

nope, nothing prints to the screen

#

all the blueprints are inside the level sequence

#

i created a blueprint for the level sequence and put the blueprints inside of that

#

i cant do it inside the players blueprints because there is no 'sequence player' node in it, it can only be found in the level sequence's blueprint

regal mulch
#

So the Input is not in a PlayerController or PlayerCharacter/Pawn?

edgy moat
#

However when i drag off the AnyKey Δ°nput function inside the players blueprint it works and prints a string, but not if the AnyKey input function is inside the level sequence blueprint

regal mulch
#

Did you enable Input for your custom actor?

edgy moat
#

enable input -_- lemme try that out, seems like it will work

regal mulch
#

Yeah, without that, the actor won't be in the input stack and won't actually receive the event call.

sweet relic
#

@edgy moat to allow a blueprint to listen to player input: ClassDefaults > Input > Auto Receive Input = Player 0

edgy moat
#

Ok it prints a string now, but still doesnt end the sequence player

#

Or remove all widgets

regal mulch
#

I would not AutoReceiveInput. Do it via the Enable and DisableInput node. More control.

#

So the event calls now. Can you show what you are doing?

grave canyon
#

if i set my pawn to default in the game mode should the game use its camera by default?

regal mulch
#

Theoretically yes.

edgy moat
#

Oh wait, still no print string. Δ° still had the print string in the players bp and after deleting it in the players bp and adding it into the level sequence's bp after having the enable input function it still doesnt print a string

wary birch
#

Theorically

grave canyon
#

ok i'll double check if i'm not messing up the camra

regal mulch
#

@edgy moat Can you show how you are doing that?

edgy moat
#

the print string?

regal mulch
#

No, the input enabling

#

@grave canyon Camera is not really the proper word for this.

grave canyon
#

?

regal mulch
#

UE4 handles this stuff as ViewTargets. ViewTargets are Actors.
Your Pawn is the ViewTarget (most likely) and the CameraComponent is only used to offset the location and rotation.
Otherwise, without a CameraComponent, your "view" would sit in the center of the actor.

regal mulch
#

You need to specify a PlayerController on EnableInput.

#

That pin isn't for decoration

edgy moat
#

Ok it works

#

it removes the widget 'press any key to continue' but is still in the cinematic

signal bone
#

Hello, i need some help

edgy moat
#

Δ° also set a play looping function after the play level sequence to get the cinematic to loop until the player presses something

regal mulch
#

I'm not sure about the LevelSequences (never used them).

#

At least the KeyPress works now

grave canyon
#

i get it the camera component offsets the view

regal mulch
edgy moat
#

At Least

regal mulch
#

@grave canyon Yeah, so even if the CameraComponent wouldn't work, you should at least see the world through the center of your pawn.

loud knoll
#

@grim ore I got this result after some work but I had to use Environmental Fog along with the new Ent. Took about 20 mins to get rid of the hard line between the two ents.

regal mulch
#

If even that doesn't work, then something is odd.

grave canyon
#

it's a top down camera

#

and the camera is fixed at the center of the world ingame

regal mulch
#

So it's not part of the Pawn?

grave canyon
#

it is

wary birch
#

Guys, is it possible to do rendering in ue4, like cycles in blender?

edgy moat
#

Now it removes the widgets but i control the player from the cinematic, it doesnt cut to his camera

wary birch
#

I mean, high quality rendering

abstract relic
#

yes in a way Akarys

regal mulch
#

@grave canyon Well you never mentioned what issue you have. So can't really help :P

abstract relic
#

There's a built in high quality screenshot or you can use sequencer (this is more ideal)

edgy moat
#

Δ° control the player from the cinematic now

grave canyon
#

i just wanted to know how to tell the engine to use a camera as current if its possible

#

camera as in cameracomponent

#

semantics aside

edgy moat
#

Ok it works now sine i said destroy actor /level sequence) but only cuts to the players camera a few seconds after having any key pressed

grim ore
#

@grave canyon Set View Target with Blend is how you change the current camera if you need to change it. It should default to the current possessed pawn unless you change it.

#

@loud knoll yep I have been playing with it trying to figure it out as well but it's like super technical 😦 The docs are nice but missing real information on what does what especially with fog (only mentions using height fog)

grave canyon
#

well my default pawn camera is a top down one

#

so i shouldn't need to do that

grim ore
#

correct if it is using that as your default pawn it would use one of the cameras inside of it

grave canyon
#

the view ingame is just from the world origin

grim ore
#

is it using that pawn?

#

in the world outliner when you hit play does it show the correct blueprint being used

loud knoll
#

@grim ore Yeah I agree, it is taking more work to get the same results and I am not seeing the benefit right now but I always assume I just don't know enough about it yet and need to dig deeper or I am not understanding the vision of how it is to be used. It could be an unfinished Ent and more is coming that will generate more benefits.

grave canyon
#

should it be highlighted somehow?

#

its not highlighted

#

hmmmm

grim ore
#

you can hit shift-F1 to escape the viewport, then find that pawn in the outliner so you can see if its the correct one

#

we cant see your world settings, game mode, or the pawn so we can't guess at what is wrong

#

well we can, that is what I am doing lol

grave canyon
#

wait a minute, i think i got this

dire parcel
#

how to fix?

edgy moat
#

try making it movable

dire parcel
#

how do i do that? @edgy moat

#

its my 3rd day on sorry for the noobish

edgy moat
#

press on the light and it should say STATΔ°C STATΔ°ONARY AND MOVABLE press on movable

#

Right at the top of the details

dire parcel
#

got it

#

thanks

edgy moat
dire parcel
#

you the goat @edgy moat

#

i been having that problem since yesterday

#

and now its fixed

#

less than 5 seconds

edgy moat
#

Same thing happened to me on my first days

#

or you could bake the lighting

dire parcel
#

yeah for my first 3 days i think i am doing good

#

i was following a tutorial but then stopped because i wanted to revise things my way and not have a game that everyone has already

#

so i am pretty happy that for 3 days i am doing good

edgy moat
#

you could say build at the top, should be 3rd last button

#

if you have static or stationary lights you would have to bake them into your scene

dire parcel
#

ah, thank you!

#

how long have you been using unreal for?

edgy moat
#

since june, stuff like this has to go into the off topic section though

grave canyon
#

i'll move this to #cpp actually

edgy moat
#

Δ° am still having trouble with ending the cinematic in my scene when any key is pressed, is there anyone experienced with cinematics here that can help me out?

timid jacinth
#

This happens when I open my project

#

And when I press "yes" this happens

#

Happened when I created a c++ class for the first time

wary birch
#

You run a built from source engine?

timid jacinth
#

What do you mean

wary birch
#

You have just downloaded the engine from the launcher or you have built it from a local copy of the source code?

frosty bloom
#

The error means you have an error in the C++ code. It's asking you to boot visual studio and fix it manually.

timid jacinth
#

I dont know what you mean sorry

#

Where are the c++ files located

#

\Source\projectrp?

frosty bloom
#

You want to open your project solution

timid jacinth
#

Im new to c++ is it the .h or .cpp file

#

Wait i think i found the error

#

Lemme try

#

nope

#

same error

grim ore
#

go into the project directory, open up the .sln file, compile the project, see what errors it shows

timid jacinth
#

theres no sln file

grim ore
#

right click the .uproject and generate SLN file

#

generate project file, solution file, generate something

timid jacinth
#

I dont need the c++ code btw

grim ore
#

yep so what does it say for the errors

timid jacinth
#

Can i delete it somehow

#
Discovering modules, targets and source code for project...
While compiling C:\Users\Administrator\Documents\Unreal Projects\projectrp\Intermediate\Build\BuildRules\projectrpModuleRules.dll:
c:\Users\Administrator\Documents\Unreal Projects\projectrp\Intermediate\Source\projectrp.Build.cs(3,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'projectrp'
c:\Users\Administrator\Documents\Unreal Projects\projectrp\Intermediate\Source\projectrp.Target.cs(3,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'projectrpTarget'
ERROR: UnrealBuildTool Exception: Unable to compile source files.
grim ore
#

yep delete the source intermediate and binaries folders

#

open up the .uproject file in notepad and remove the modules section

timid jacinth
#

I have no binaries folder is that fine

dire parcel
#

nice @edgy moat

#

you got any projects?

grim ore
#

if you have no folders then that is fine since you can't delete them

timid jacinth
#

omg thank you so much man

#

It works

#

You are a lifesaver

edgy moat
#

Yes Δ° do come to @onyx crystalnge

manic pawn
edgy moat
#

-__-

dire parcel
#

i will meet you there

#

i am trying to make a door way

#

i changed it to submissive

#

but still not working

edgy moat
#

Does anybody here know how to end a level sequence in progress (AKA cinematic) when you press a certain key no matter where it is in the cinematic and cut to the players camera?

grim ore
#

@dire parcel is there another brush in the way? is the subtractive brush thick enough?

plush yew
#

Guys I have an issue

#

I cannot see where I move Geometry

#

my Geometry doesn't show me where I move it, it only shows me after i move it.

grim ore
#

that is normal for geometry brushes

plush yew
#

is there a way to make it move like others?

grim ore
#

no

#

they don't update in real time as they calculate what they look like when they are finished moving

plush yew
#

well idk how im gonna line up my walls

grim ore
#

the orange border is still there

#

If you don't see the outline hit "G" on the keyboard to toggle Game View

plush yew
#

oh there we go

#

that's what i was looking for

#

Thanks @grim ore

edgy moat
#

After Δ° press anykey i want the cinematic to stop/end and for it to cut to the players camera

#

but nothing seems to work

grim ore
#

does the cinematic stop?

#

I just tested it seemed to work fine as expected. Button presed -> Stop the sequence -> Set view target with blend targetting the player to control and the controller for the player.

#

assuming the player is already in the level of course. Enabling input as well if needed.

dire parcel
#

@grim ore the brush thick enough, how can i check that?

crude tinsel
#

Hi UE4 Slackers ,

UE4 version 4.24 has implemented an awesome feature for USD(Universal Scene Description). This new format from Pixar offers robust support for Departmental Asset Assignment, Referencing, LOD, and Variant Management and much more!

This is not your GrandPa's FBX!

I am currently working on an USD pipeline workflow. My DCC Hub is Houdini 18 and UE4 will be my realtime app.
I recently discovered that the UE4 USD Plugin is broken for Mac users. I filed a bug report with Epic Games and today I received an email from Epic Games about my bug report. They have confirmed that the USD plugin is not working on the Mac or Linux and they have logged a report on the issue!

If you come across any UE4 usersβ€”can you have them go to the link posted below and click the vote button. This will expedite the bug fixing process.

https://issues.unrealengine.com/issue/UE-85966

Thanks!

Happy Holidays!

DrΓ© 2.0

grim ore
#

@dire parcel it was just an idea, make it larger and see what happens. It looks like you have 2 brushes there it is trying to subtract from. Geometry does addition and subtraction in order so the subtractive brush has to be last or on top to subtract from the additive ones below it

dire parcel
#

i will play around with it

#

and see what happens

#

im still noobish on this

#

so i will try my best

grim ore
#

try taking the subtractive brush, cut it (CTRL-X), then paste it (CTRL-V) and it will be the top brush and see if that works

pliant yoke
#

I have an issue (new engine bug?) I am tearing my hair out over.

I posted this elsewhere, am still looking for help. the "get surface type" node for retrieving landscape hit results seems broken in 4.24? It simply refuses to return anything other than "default" for layers with physical materials applied to them. this was working before I updated from 4.23 to 4.24. other reports I found here:

https://discordapp.com/channels/187217643009212416/225448446956404738/655869771056676865
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...
https://discordapp.com/channels/187217643009212416/225448446956404738/653992748554387505
in 4.24 it seems my footstep system breaks because there is no way to break the Phys Mat struct from a hit result to get the surface type. is this a bug or is there a new way to do this?

any ideas? where do I submit this if it's actually a bug?

grim ore
#

you can also get the landscape material itself from the hit actor and the material inside of it and get that physical material if you have it set up in the material itself... if that makes sense lol

pliant yoke
#

I will try this, thanks again

dire parcel
grim ore
#

maybe? Atleast it looks right

dire parcel
#

thank you

#

i appreciate it

#

its a lot of goats on this server

#

idk what i would do without this server

grim ore
#

at some point you should look into making those brushes into meshes unless this will not be a permanent project or very detailed

dire parcel
#

does adding asset packs depends on your internet?

swift spindle
#

what do u mean ?

#

once an asset pack is downloaded by the launcher it's stored locally

#

if you are getting them as part of a plugin... then you can install them manually whenever you want

pliant yoke
#

@grim ore sorry to bother again. the 'select' node for "get physical material" doesn't act as an index for the physical materials?

bitter edge
#

I dont think so.

pliant yoke
#

downloading asset packs definitely depends on your internet speed @dire parcel :)

#

I'm not sure where to go from here hm

bitter edge
#

@pliant yoke I'm not sure how it could It should say.

#

can you select via a text string instead of an int?