#ue4-general

1 messages Β· Page 603 of 1

rich rose
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u da bomb πŸ’£

serene birch
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and by double spring arm I mean, if you really want the pivot to be above the head like that

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well then, make that pivot the end of another spring arm πŸ˜„

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though I have no idea if it works or is a good idea πŸ˜›

rich rose
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Changed the socket offset. Worked like a charm

glossy oriole
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Hi, can anybody help me , why i am getting this type of error in my imported assets? my assets is created in 2.81. mesh is imported with following errors .i googled for solution but i found no solution.

plush yew
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hi, I have a level full of buildings made out of modular kits and I wanted to give each one of them a unique hand made lod mesh. What would be the best way to make it pop in at a distance? I know plenty about culling but I can't think of a way to have something pop in

wary wave
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why a "unique hand made lod mesh"?

serene birch
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pretty sure you can set manually the LOD mesh when you look at the "main" mesh import settings

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but UE4 is pretty good at making the LOD meshes automatically

plush yew
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Can't do that thats the thing, my buildings are made from modular pieces so I'd have to assing the entire lod mesh to one of the kit pieces

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thats just not what I want, I want a way to make a static mesh pop in at a certain screen size

wary wave
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or you can just use the built in tool to generate an LOD mesh

plush yew
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I know what lod and hlods are, doesn't matter. I'm doing it this way for a reason and I just want to know a way to make an object pop in at a certain screen size.

wary wave
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I don't think there is one without doing something hacky

plush yew
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hacky will do as long as its still cheaper

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I did thought about just taking my modular buildings and merging them all into a static mesh but that just negates the benefits from them being modular in the first place aka having individual pieces culled out by walls and culling volumes instead of one giant mesh disappearing

wary wave
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I mean the HLOD system does more or less everything you apparently want it to do, save for manually specifying the mesh, so I would start looking into that

serene birch
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pretty sure UE4 has a way to bundle static meshes together in one long distance LOD mesh

wary wave
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that's the HLOD system

serene birch
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HLODs can replace multiple Static Mesh Actors with single, combined Static Mesh Actor at long view distances

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ok that's the term indeed

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what makes HLOD not work for your case?

lavish creek
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hello, i got Cannot open include file: 'UnrealNetwork.h': No such file or directory. this worked properlt in 4.23 has anything changed in 4.24? my build fails when i include this, but Net/UnrealNetwork.h build properly, is it redundant? do i need both?

cloud cobalt
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Net/Unrealnetwork.h

lavish creek
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i can remove Unrealnetwork.h from header file then?

plush yew
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again, that is not what I want to do. I had the buildings purposely made to be modular so individual parts get occluded by walls and culling volumes. I don't want to merge all of them and loose all of that. I just want separate meshes for building viewed from a distance that I can have pop in at a certain screen size as soon as the modular pieces get culled away

cloud cobalt
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No, you need to change it to Net/UnrealNetwork.h

serene birch
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HLOD doesn't hard merge the meshes

wary wave
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@plush yew - but that's what the HLOD system does

lavish creek
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okok thank you stranger πŸ™‚

serene birch
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HLOD builds a long distance LOD for the merged set and makes it show up when far Β―_(ツ)_/Β―

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you probably don't want to try doing the same feature set manually

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it'll be pretty hard to make sure pieces of your house don't disappear before the others and before the long distance LOD turns on

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or the reverse, having both show at the same time

plush yew
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for the third time now, my buildings are modular so individual kit pieces get occluded by walls and culling volumes hlod merges your modular buildings and can generate lod meshes out of it google earth style. Point is even if I do use that I still want a way to have that lod mesh pop in at a certain screen size. With hlod it would have to be attached to the merged building.

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and no, it wouldn't be hard. I already tested that and if you copy screen size values from your culling volumes and do some simple math it'll pop in right before the modular bits start being culled away

copper flicker
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UI progress bar scales both horizontally AND vertically when fill from center... does anyone know how to force it to scale only horizontally??

wary wave
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HLOD doesn't merge your buildings, it only creates LODs using merged meshes for long view distances

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I still don't understand what your actual problem is

plush yew
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yes, but for THEM TO WORK you'd have to attach said lod mesh to a merged building

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what is so hard to understand here

wary wave
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you don't have to "attach" anything to anything, I'm lost :/

plush yew
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then how do you magically make that nice mesh hlod generated appear in game at a distance?

serene birch
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did you look at the HLOD doc?

wary wave
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the HLOD system does it automatically

serene birch
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it's all explained there

wary wave
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the whole process is automated

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we have HLODs across something like 12-15 large levels, and it's all done automatically

plush yew
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I followed the docs and multiple tutorials, all I get from hlod is a mesh sitting in its own folder with its own materials doing nothing

serene birch
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that's, a different issue

wary wave
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it should be being automatically used at a given distance / screen percentage

plush yew
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you can type in a screen size in the hlod generator if thats what you're thinking of but it doesn't make your mesh appear at a certain distance it just uses that to approximate how detailed the hlod mesh should be

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what would it even be automatically assigned to? I select a bunch of modular pieces and generate hlod mesh out of it, what is it supposed to be assigned to?

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thats what I was talking about, you'd still need a mesh you assing that hlod to, unless I'm seriously missing something here or my stuff just broken

wary wave
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you don't assign anything to anything, it should just work :/

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I think you're missing something somewhere

plush yew
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I'm not working on a bethesda game, it doesn't just work sadly

serene birch
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when you "Generate Clusters" it should create the cluster mesh actors if I'm not wrong

plush yew
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that would merge your individual meshes into one static mesh though

serene birch
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you still need to generate the lod mesh though

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no it generates a new actor and a new mesh that shows up when far only

wary wave
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^

serene birch
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basically it does what you want, automatically

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mostly automatically, you might want to tweak grouping maybe

wary wave
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HLOD Scene Actors can also be built from only specified parts by using the HLOD volumes

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most stuff can be tweaked from the HLOD outliner

plush yew
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ok, so lets assume I just missed out a step and it indeed does just work - can I still have it use my own lod meshes?

wary wave
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not without modification, I don't think

serene birch
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This proxy mesh will be a newly created Static Mesh Actor that combines materials (if enabled), has it’s own lightmaps, and it’s own editable static mesh that can be opened in the static mesh editor.

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maaaybe you can

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but it's probably a pain to keep them in sync

wary wave
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may be able to import over the top, yeah, but I don't know that that's an option

serene birch
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like what happens when you move stuff and need to regen the proxy meshes?

wary wave
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well, you'd probably have to make a new LOD mesh in those instances anyway

plush yew
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ugh yeah then thats not really helpful to me, thing is the modular buildings are very big, many many pieces. If I wanted to generate hlod for each one of them it would take weeks and it frequently crashes. That's why making lod meshes by hand is the better option for me at least until I manage to idk rent a render farm or something

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I already tried generating hlod meshes for some of them and it just takes a whole day and the result is... not great, not just visually but topology, sure its at a distance and no one would notice my big hospital has a giant hole in the middle of it but still

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I guess I'll just go back to trying to hack the shit out of the normal lod system by having 1 triangle meshes as lod 0 and then my lowpoly buildings as lod 1 πŸ€·β€β™‚οΈ

serene birch
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if no one would notice, what's the issue? πŸ˜›

plush yew
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time

serene birch
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well I was commenting only on the looks, your time issue is orthogonal and the important one I suppose

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you look for some kind of "reusable modular HLOD" I guess

plush yew
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well it is a big thing when just one hlod takes hours and makes your machine unusable while you can make an lod mesh for that building in 20min and its going to be accurate and extremely well optimised so yeah

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hlod is fine, just not in my current situation

wary wave
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we generate all of ours overnight with an automated process, same with lightmap builds, content cooking, compiling shaders etc

serene birch
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you don't really need to generate them to test most of the game indeed so delaying building them to overnight isn't bad

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but if the level is made up of a lot of "reused" modular sets, it could be neat to also reuse the HLOD mesh I suppose

jovial shuttle
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how would you go about making something that teleorts you from level to level

kindred viper
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Level streaming / World composition

wary wave
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level streaming isn't really built for that kind of thing

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you'd probably have to handle the streaming manually to ensure the other level was actually loaded and available

copper flicker
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@wary wave speaking of that.....

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I haven't been able to load levels in any kind of way.. that would guarantee that ALL has been loaded

wary wave
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there's a delegate / callback somewhere for when a level is loaded and visible

copper flicker
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how do you query that the level is fully loaded?

kindred viper
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theres loads of appropriate stuff for level streaming now. Although I do manage my own latent functionality

wary wave
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but it's not exposed to BP

copper flicker
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I only use BP

wary wave
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then you're outta luck

copper flicker
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O o

kindred viper
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if you have access to GetStreamingLevel and pass it the world package name, you can get access to the loaded status

wary wave
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that might work

kindred viper
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it does. I did it earlier

copper flicker
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isn't this like.. essential functionality of an engine? I was hoping something would exist... in BP, easily available

kindred viper
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world comp used to be a pain, but its got the functionality to even stream levels that aren't in your persistent level world outliner

copper flicker
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atm I'm level streaming with block on load

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but it doesn't really work... entirely... not sure when it does and when it doesn't

kindred viper
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how are you loading it?

copper flicker
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well, either by get streaming level, make instance

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and then set block on load afterwards as a separate node

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OR

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or by stream level with b lock on load

kindred viper
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There is a GameplayStatic function for loading a level that comes with an FLatentInfo that fires a callback function. It will its ECurrentState == LoadedVisible

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you can make your own latent action though pretty easy and use it with any of the other non-latent setups if you use C++

copper flicker
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is that in C++?

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I don't speak C++

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πŸ˜„

kindred viper
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yeah but they are in blueprints too

cloud cobalt
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What's the functionality you need here ? Switching levels with a good old loading screen works quite well

copper flicker
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neah.. I don't have loading screens. and I put together my world from modules

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so atm level streaming works

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I just have to do some silly stuff afterwards

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like.. I can't get all my spawning points, cuz not all of them have been spawned yet

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so I wait, and then get one randomly

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and the rest disappear as the player walks around

kindred viper
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@copper flicker LoadStreamlevel is the GameplayStatics function that is latent. So the Completed node will be when the state is loadedvisible. Otherwise you can use LoadLevelInstanceByName and use the return node to bind an event to OnLevelShown().

copper flicker
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it works, but... it's not ideal yet

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hmmm.. the problem here tho, is.. that you're explaining in C++ code

kindred viper
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no its in blueprint

copper flicker
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yeah but I have to translate your language...

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πŸ˜„

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into BP

kindred viper
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the top one is latent. The bottom one you can bind from the return value to the level loaded/visible events

copper flicker
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nope

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does not work

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I tried using instancing, the bottom one

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atm I'm doing this

kindred viper
copper flicker
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hmmm... yeah, I didn't try that

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thanks!

kindred viper
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luckily ive bene doing it all night in various ways

copper flicker
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yeah but atm I'm using level streaming

kindred viper
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made my own latent version of the bottom one

copper flicker
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and it's much better for me

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maybe... I can instance some things, and stream most of the content

kindred viper
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me too. dynamic created levels in dynamic level streaming scenario

copper flicker
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if it gets to that, for now my system kinda works.. I'm thinking of creating an update, and it's gonna be fine, despite the hacky workaround

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I'm streaming in a few starting points, I'm keeping one, and as the player walks around, a few are deleted... one is kept... the rest are deleted.

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so that way I have an entry and an exit

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πŸ˜„

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atm I'm deleting all to the last, and keeping the last

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which works... but it's a bit silly, cuz you will always find the EXIT on the absolute LAST place yo're looking for

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haha

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it's a bit like a Murphy law

kindred viper
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same. I'm trying to make a nice algorithmic way of creating a hypercube based dungeon

copper flicker
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that's like a.... more cube than a cube?

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a cube meets a hypercube.

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Hi, I'm Cube.

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Hi, I'm Hypercube.

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DAMN!

kindred viper
hallow shell
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cube 2 ❀️ nice

kindred viper
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indeed πŸ™‚

copper flicker
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yeah, I'm... uhm... into.. hypersquares....

kindred viper
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im trying to get a good math setup for figuring out all the vectors for each spawning point based on depth of the cube. In practice I wont go more than maybe 4 deep, but it interested me to see how much I can get away with before it kicks the performance cost up a notch

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its also dynamic, so it wont always equal dimensions. I might want to make a really long one and turn it into a corridor

ripe saffron
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I guess you could do that fairly easily with bounding extents and the origin of each cube/oblong

serene birch
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hypercube is a generic cube definition that works for 4d and more worlds

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a 2d hypercube is a square etc...

ripe saffron
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my brain breaks when vectors go out of the realms of 3 dimensions

serene birch
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well nth dimension is easy

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you take n-1th dimension, and add another

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πŸ˜›

ripe saffron
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haha yeah I understand the logic ...but........

serene birch
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ah, the 4d hypercube has a name

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Tesseract

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neat

edgy moat
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How could i get the trigger box placed in my scene inside of my players bp

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access it*

ripe saffron
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cast to player > get trigger box

edgy moat
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Ok but how can i access the variables inside the box collision placed in my scene from my players bp

honest vale
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what exactly are you trying to do?

edgy moat
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if the player is in the trigger box he can place an actor

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if he is outside he cant

gleaming creek
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Add an on overlap begin event to the player, check if the thing you overlapped is your trigger, if it is, set a boolean variable.

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Then do the same with the overlap end event, but set the boolean to false

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And check that the boolean is true before doing your actor placement

edgy moat
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ok but how can i get the trigger box placed in my scene as the other actor in my players bp?

gleaming creek
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You want the reference to the trigger box you're standing in?

edgy moat
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yes

gleaming creek
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Save it to a variable when you enter, clear it when you leave. Instead of the boolean. And check that the reference is not null before allowing the spawn

vivid narwhal
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I'm trying to get this square to spawn in front of the enemy AI. When I spawn it just using the transform it spawns at this angle. Do I just need to spawn it at the forward vector or am I misunderstanding forward vectors?

dusky inlet
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been wondering, if you are writing a UE4 plugin and sell it outside the marketplace and you are implementing some features by copy pasting some of the engine code - is that legal? πŸ€” (and would it be legal if sold on the marketplace?)

fierce tulip
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afaik you are only allowed to use/share X amount lines of codes in public, so not sure how that exactly goes when it comes to selling outside of mp

dusky inlet
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yeah true there was something like a 30 LOC limit... that's an issue for me as I'm writing code for articy.. lol

wary wave
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you can't distribute, let alone sell any of the engine code

junior scroll
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Anyone know of a guide/course/etc that doesn't have a "syllabus week" feel. I feel a lot of tutorials just cover how to use the UI of Unreal

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or maybe im bad at looking πŸ˜›

abstract relic
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Syllabus week?

plucky reef
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Do I need Direct X in running unreal? I believe not right?

dusky inlet
wary wave
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I suspect a plugin that is resold would fall foul of another rule

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since that plugin is then effectively part of the other project too

fierce tulip
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when in doubt, ask directly

dusky inlet
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yeah I guess contacting Epic would be the best way to go about this

worn peak
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hey guys, anyone knows a good 'path to learn' for begginers ?

trim granite
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what's wrong with the wheels? is this a bug?

abstract relic
young cliff
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Hello. I've just update my project to 4.23.1 and one of my players is having a crash to deskop with the error 'DXGI_ERROR_INVALID_CALL'. I noticed that there is a bug report for this, however the fix is released for 4.23.2:
https://issues.unrealengine.com/issue/UE-81742

The problem is, I can't find 4.23.2 in the 'Engine Versions' in the Epic Launcher. Is there a 4.23.2 somewhere or am I missing something?

hallow shell
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wintersport template is coming

in 2120

vital cosmos
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my editor drawcall count is a lot more than the drawcall count when I play, which one should I use for the benchmark to keep drawcalls under

plush yew
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create grass using material or mesh, is there any performance difference?

next badger
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@young cliff this issue was about Source build...
there won't be 4.23.2

young cliff
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@next badger Thank you. Just so I understand correctly, does that mean this issue will only be fixed in 4.24?

edgy moat
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How can i set a distance where after it is exceeded my particle effect will dissapear in the scene

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Found a fix

copper flicker
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so.. I'm tagged Player. I'm colliding with George. I'm saving the only object tagged Player as a Player variable, inside George. I'm trying to use that variable later.. I ask it, are you tagged Player? it says.. NO.

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it sees None, instead of seeing me..

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but I saved Me, as the only Player in existence.. in this game

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O o

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sometimes it works.. most of time it doesn't

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BP communications... will be the death of me. and my game..

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: <

edgy moat
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Δ° know how you feel, dude

copper flicker
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I'm casting all sorts of things.. some are probably unnecessary

edgy moat
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Same here

copper flicker
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casting just doesn't make sense

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I mean, I got it, I understand the basics of it.. it's just Mad

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supercomplicated way of communicating between 2 obejcts

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Interfaces, I didn't even try to understand that complete and utter....... omfgness

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πŸ˜„

edgy moat
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Especially if both objects have variables you need to access from the other object

copper flicker
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yeah, or you need A to communicate with B, and B with A

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they keep casting, it's inefficient..

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and nuts

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: D

edgy moat
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Very nuts

copper flicker
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I have no idea how this could be handled in a more elegant way.. I'm not a genius programmer

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but it's so far the biggest problem I'm having with Unreal

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this, and the UI

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and 100 more things...

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πŸ˜„

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so look, can anyone understand why this fails....?

abstract relic
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You didn’t set anything

edgy moat
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do you know how i can make a particle system of volumetric fog render no matter what the distance is from the camera and the fog

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a custom volumetric fog material, not exponential height fog

copper flicker
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@abstract relic oh, yeah, wrong example. but I did connect the dots

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the nodes..

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in the real example

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this is just a simplification

abstract relic
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Please don’t cold ping Vader. There’s 6k people online. Someone will answer if they know or feel like it.

copper flicker
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let's cold ping them all..

edgy moat
abstract relic
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@copper flicker have a hug

copper flicker
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I also tried connecting directly from the Collision Output, without saving to a variable

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same

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it's like... the only way to cast is to use that collision output on the frame it collides

abstract relic
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Can you print what tag the actor has.

copper flicker
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the actor is definitely tagged Player

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uhm.... it prints None, if I try to use it later

abstract relic
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Verify. You know how it goes with such silliness

copper flicker
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from the InputAction

abstract relic
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From the ref variable or direct cast.

copper flicker
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yeap, I checked, it prints Player on collisoin

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every time I enter the collision

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so I'm expecting that variable to Remember... that it's got an object tagge PLayer

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it doesn't

abstract relic
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Can you try from direct cast? I don’t suspect a difference but you never know

copper flicker
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what do you mean?

abstract relic
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Instead of Get other actor > set var > get var

Just print directly from Get other actor

copper flicker
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but I was kinda.. doing that

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anyway, strange enough, it works now

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I have no idea why, or what I changed

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O o

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nothing probably...?

abstract relic
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Magic clearly

copper flicker
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magic from hell, definitely

abstract relic
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Glad it’s resolved at least

copper flicker
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maybe something was not entirely... properly connected

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O o

normal burrow
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Spaghet too long?

abstract relic
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I find that it’s typical with those collision boxes

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Sometimes it just doesn’t want to work

copper flicker
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thanks for helping High Tide!

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High Five!

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πŸ˜„

abstract relic
shy orbit
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Hello! Nice to meet you all. I need assistance. I want to use an open source project that was built using an older version of UE4 (4.5.13) and I'm running into errors in Visual Studio

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I'm using the latest version of UE4.

normal burrow
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Do tell

dim merlin
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Hi

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So anyone knows how to make something like rivers be swim-able , only can make a physics volume be squared?

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@trim granite its motion blur, try to disable it for anything on the vehicle body

shy orbit
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@normal burrow I can link you to the open source project. Basically I’ll have to recreate it or use an older version of UE4, I’d rather recreate it.

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I’m attempting to create rail grinding for an inline skate game

normal burrow
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Are you saying the errors are too abundant?

shy orbit
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Yes, there are a lot of errors. The creator says it should work with the older version but I need to recreate it for modern usage

honest vale
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well you gotta fix the errors obviously πŸ˜›

trim granite
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@dim merlin Thx, but where can i turn this off?

sly coyote
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What is the name for the technique used when you have 1 texture with a bunch of other textures like for example, street signs, where you can select from a drop down what sign on that texture in the material you are using on a given object...

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But its just 1 texture sample, and all the signs are in it

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Trying to google some info on how to properly do it but hard to find results when you dont know what thats called

manic pawn
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texture atlas?

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the drop down would have to be a custom solution though

sly coyote
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In the material it has a single texture sample with like 20 different little street signs but when i use it in the material instance there is a drop down list that lets me change what sign is shown

fierce tulip
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thats not really a thing, but you can use the flipbook mat function and change a value

sly coyote
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I have an example i can rip apart its just easier to understand if i could watch a tutorial on it

plush yew
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somebody please, how to debug *.gen.cpp unhandled exceptions??

manic pawn
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that usually means you called a function on a ptr that was null

plush yew
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@manic pawn but we check if != NULL before executing or should we check in another way by IsValid() or something?

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if name = "NONE" does it mean i didnt give it a name or is it some kind of nullpointer?

sleek spear
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substance designer has a normal vector rotation node. how can i do this with unreal nodes?

sly coyote
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Kitbash3d highways and props has what im talking about...its literally 1 texture sample and when you drop it on a street sign it automagically knows what sign to show...the other was a german street sign one where i was able to select the face of the sign through a drop down on the material instance...just trying to figure out what thats called

grave nebula
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@sly coyote It is called pass some kind of data per primitive and select appropriate UV based on that data.

sly coyote
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Texture atlas @manic pawn was right and you too deathray, its using the uv to tell it what peice to show...

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Sucks through as tutorials on making them seem slim to none on ue4, theres a couple tuts for making them in substance...

dim merlin
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@trim granite on the skeletal mesh component (inside the blueprint) look for motion blur

violet umbra
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Maybe somebody noticed already, but it looks like there's a bug in 4.24 which forces the landscape to recompile huge number of shaders every time a new landscape layer mask is imported.

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My numbers were as high as 250,000+

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no such issues in 4.23

next badger
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@young cliff if it was fixed in 4.23 means it is fixed in 4.24

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with exception of reoccurring "zombie" bugs

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@violet umbra 4.24 has new landscape pipeline...so, may be possible

trim granite
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@dim merlin still happening,

sharp inlet
#

Hopefully a quick question, but I'm currently choosing an engine for a new project and a few things are pointing me in the direction of using Unreal for the first time. The base of my game is going to be a "telegraph" combat system similar to Wildstar or FFXIV. (https://youtu.be/PgFo28scfYM?t=91) In this video you can see a quick explination of the telegraph system and at the time stamp you can see them overlap nicely. Anyway, my question is - this should be relatively straight forward to implement in Unreal right? A cursory glance looks like I can just use the decal system and some animated materials to get the desired results right? Just want to make sure I'm not missing something obvious like "decals can't move" before I explore this direction further. Thanks in advance for any thoughts/feedback! I know there's a way to do it in Unreal, as Smite and Paragon use very similar telegraphs.

Executive Producer Jeremy Gaffney walks us through some of the challenging combat you'll face throughout WildStar.

Keep up with the latest news -- http://www.wildstar-online.com
Follow us on Twitter -- http://twitter.com/Team_WildStar
Like us on Facebook -- http://www.facebo...

β–Ά Play video
runic iron
#

@sharp inlet Definitely doable. You may be REALLY interested in the #gameplay-ability-system , check the pins there to learn more about it

sharp inlet
#

oh yea, that's a huge part of what drew my to using Unreal for this. I figure the GAS will help me get a networked game with some basic cooldown based combat in place relatively quickly.

#

Appreciate the feedback! Do you think decals are the right direction or will they be limited in some way I'm not aware of? (costly to move at runtime maybe, who knows :D)

runic iron
#

I think Dan's project in the first pin of the GAS chan implements a meteor spell which places an AoE decal on the ground that the user then confirms, it could be a great reference to see how he implemented it
I don't know much about how costly they are unfortunately, you should ask more experienced people there imo πŸ˜…

sharp inlet
#

okay great, I'll check that out! ❀️

inland kettle
#

Hi Guys. I am currently working with "Navigation Query Filter" and "Nav Area". I miss a way in which you can only assign a certain "Nav Area" to a controller. My problem is that obstacles are overcome if there is no other way. This is fine for most situations. But not for a train, for example. He may only drive on the rails and should not suddenly drive over the mountains because the rails are blocked. Does somebody has any idea?

sharp inlet
#

oh wow, this alone is going to be super helpful @runic iron (removed image so it didn't spam window, but one of the GAS links has a breakdown of the flow in a nice png) -thanks again!

runic iron
inland kettle
#

I thougt there is a way to ramp the cost from a nav area up. (Navigation Query Filters). So high, that it turns into Null

ornate vessel
#

Hey guys

#

Im making a bubble partricle in niagara

#

The bubbles spawn random

north snow
#

I keep loading up a project only to see 2 reasonably well lit chairs.

ornate vessel
#

Spherelocation

north snow
#

Did I miss something?

ornate vessel
#

But i wanne rotate the bubbles around the pivot so it looks like its cooking something

#

But when i use rotate around point

#

All the bubblespawns snap to the middles

#

Middle

grim ore
#

@north snow do you not want to see the 2 chairs?

ornate vessel
#

And when i increase the radius

#

Ist just a circle of bubbles not filled

north snow
#

There are 2 chairs and a table are they any sort of included models you see when you start using the software?

grim ore
#

@north snow those are the included starter map in the starter content

north snow
#

Are they appearing over the other project that I'm trying to open?

grim ore
#

They are probably part of the project you are opening. Do you mean replacing the map?

#

if you want another map to load when you open the project go to project settings -> maps and modes -> and change the default map(s)

#

@ornate vessel you might find someone skilled with niagara to help in the #niagara channel if no one can help here

north snow
#

That doesn't solve the problem I'll rephrase my question so it makes sense.

#

I've been given a file to work on. It's listed in files as a ue4 project.
But when I open it I only see the nicely lit table and chairs. And I don't think I see it in the list of other maps.

grim ore
#

so in the editor, when you open the .uproject, the default map is the default starter map?

north snow
#

Yes unless I'm doing something I don't understand.

grim ore
#

no it sounds like the default map is set to minimal_default

#

should there be other maps? I dont know what this project is so I dont know what you expect

north snow
#

I'll try again.

grim ore
#

if you are looking for another map you can click on filters in the content browser, check LEVEL, then click on your main content folder so it shows you all maps in the project

north snow
#

I see advanced lighting minimal defaults. and starter map.

#

hmm.
This doesn't seem to have loaded properly.

grim ore
#

those all sound like just the starter content maps. are you loading it up in the correct version of UE4?

north snow
#

is 4.21.1 correct?

next badger
lapis vine
#

Weird, thought its Polygon mesher

#

Or was it Mesh Tool for Polygons πŸ€”

#

Maybe some are missing form that list.

dim merlin
mighty oak
#

cross post: Question about the new SunSky blueprint, the default directional light intensity is 75000 lux, which turns the whole scene white, completeley white. This can't be a sane default value can it? I find that turning it down to about 8, is where I get a decent ammount of light, or am I doing something wrong?

hallow shell
#

it is winter! and I saw that some of you are working on snowboard/ski games.

#

is there ANYONE on the planet who would share a template or project for this?
if not, i will try to follow @fallow heath's "guide" to make those physics

maiden swift
#

@next badger I can tell them apart, but I already knew before hand. πŸ˜„

#

I suspect the average user poking through plugins wouldn't know which was which.

humble ridge
worn peak
#

guys, any not high-end laptop recomendations that can handle UE ?

mossy nymph
#

define high end

#

i am partial to acer predator helios 500, amd model

worn peak
#

anything like i7 9gen, graphic card rtx series

mossy nymph
#

it can run unreal easily - drawbacks are 5kg weight and battery life of 24 minutes once you start the editor

worn peak
#

not high-end

#

so

#

a latop with lower specs than that

#

low time battery its not a problem btw

light thunder
#

@worn peak Sager makes some really good (or at least the one I bought in 2014 is still kicking) laptops that are modular, so you can swap stuff out without voiding warranty

mossy nymph
#

whats the budget?

worn peak
#

for example, if I pick a 8gb ram dd4, a i5 7gen wihtout any decent graphic card

#

its enought ?

mossy nymph
#

no

#

unreal won't run with 8GB

worn peak
#

u kiddin

#

for real ?

mossy nymph
#

i mean it will for a little while, but you will regret the decision

worn peak
#

:/

#

so, it has to be a 16gb if I want to get free of this anoying crashes/freezin

mossy nymph
#

unreal editor leaks memory, and fast

worn peak
#

I see

#

its sad

#

think I will have to change to desktop instead of laptop

mossy nymph
#

RAM is pretty cheap nowdays

#

but you still need either a 16GB to come with laptop, or extra RAM slots to upgrade

light thunder
#

Naivy, you'd have better luck buying a desktop that runs well and then by a portable setup that you can remote in as long as you can count on your internet connection to be fast

mossy nymph
#

i agree

#

laptops that run desktop CPUs tend to be on high-end side

#

and there is a pretty large performance difference between the two

worn peak
#

i really prefer a laptop but it seems no one rather than the 'laptop gamers' has at least 16g ram

sweet relic
#

my Levovo X1 Carbon runs Unreal well

#

on low graphics settings at least (it only has integrated graphics)

#

ive been looking at egpus to do more intensive stuff

worn peak
#

btw

grim ore
#

I can tell you if you want to run UE4 on a laptop get a GTX 1060 minimim, 16gb ram, SSD and the rest is cake. You CAN do better but for a min spec you will be happy with this

worn peak
#

do u guys think integrated like mx150 can handle or dedicated version to laptop like gtx its needed

#

huuuuum

grim ore
#

with that said an integrated GPU from amd or intel will run it at ~30fps on 720p if that is enough for you

worn peak
#

thanks guys

sonic pagoda
#

I started ue4 on a i7 49something/nvidia 750m/16gb ram

worn peak
#

I was really considering buy a 8gb

sonic pagoda
#

Was fine for a long time

grim ore
#

my personal recommedation is 4 core CPU so i5 8th gen or higher or amd ryzen 5 or higher

sonic pagoda
#

Only thing is massive patience for shaders

grim ore
#

8GB will work if your project is reasonable, you will run into limits quickly with 8gb tho

worn peak
#

discord and peeps truly are a blessin

#

dunnow

#

I tried to open on my current one, has 6gb, to see the program

#

basically crashes after no more than 3min

grim ore
#

in order of sanity when working on a laptop I found 4 core/8 thread made a big difference, then more than 8gb made a difference, then the GPU being decent made a difference. the HDD is really important and should be an SSD no matter what

hasty pewter
#

AMD also just released their version a.k.a. FEM FX a few days ago

#

what about CHAOS and unreal?

#

what do you guys think?

grim ore
#

its always in progress and improving and being integrated in the engine should be a good thing

hasty pewter
#

but real time FEM simulations in both nvidia's and amd's solution

#

amd's plugin could help but I want chaos to support it too

#

just a thought

#

wishful thinking*

next badger
#

Since ue4 going to use Chaos mainly, will they drop Physx?

inland kettle
#

Hi Guys. I am currently working with "Navigation Query Filter" and "Nav Area". I miss a way in which you can only assign a certain "Nav Area" to a controller. My problem is that obstacles are overcome if there is no other way. This is fine for most situations. But not for a train, for example. He may only drive on the rails and should not suddenly drive over the mountains because the rails are blocked. Does somebody has any idea?

hasty pewter
#

@next badger that was the idea I got when they announced it

inland kettle
#

thougt there is a way to ramp the cost from a nav area up. (Navigation Query Filters). So high, that it turns into Null ore something

#

for me it would be the best, when the train could only use one nav area

solid sierra
#

how can I spawn a pawn at a location? spawn actor didn't work but from what I can tell it should 🀷

dusky torrent
#

I recently switched to the newest version of UE4 and I'm having a problem with version 4.24.1, where anytime I import an FBX UE4 crashes. Does anyone know about this or how to fix it?

true leaf
#

Spawn actor is how you do it. Something must be wrong such as the location... I like to use print string to debug things quickly , maybe try that. for example print the location vector that it spawned at and print the name of the object after it spawns (to see if it's null or not)

#

( You can also use breakpoints if you are a fancy pants )

upbeat tendon
#

the wiki has been locked and waiting upgrade for a very long time, did they forget to migrate it somewhere else?

wary wave
#

I wouldn't count on it ever coming back :/

upbeat tendon
#

that sucks

ornate ice
#

Hey All

#

anyone has any idea why I'm having this issue in my blockout

#

seems to be something related to the spotlight on top of my player

#

cause when I moved him and build the lights

#

changed of position

#

ok when I changed my light to be movable

#

that fix it

wary birch
#

Okay guys, I just watched this video and I think I'm going to fully switch to Linux https://youtu.be/cpE2B2QSsa0, but How usable is the Unreal Editor on Linux (Ubuntu or Arch especially), is it as supported as Windows?

next badger
#

@wary birch not usable

wary birch
#

#linux is for developing for Linux, not on it

next badger
#

yep, but people there are way more informed about Linux than people HERE

wary birch
#

Currently, we don't supply a binary installer of UE4 for Linux users. The good news is that you can compile a binary of Unreal Engine from the same source code that we use to develop the engine. If you want to access our source code, you'll have to register for an Epic Games account, sign up for a GitHub account, associate your GitHub username with your Epic Games account, and set up Git on your Linux machine.
Start pretty... Badly

plush yew
#

anyone found any tutorials on how to make a climbing system like breath of the wild?

wary birch
#

Looks okay actually

cloud cobalt
#

Mostly UE4 doesn't officially support Linux

#

Even producing Linux binaries requires Windows

#

Unless you're extremely careful with your environment

mint sequoia
#

Why would you punish yourself by using Linux

radiant haven
#

why is ther no 22 and 23 and 24 anymore?

cloud cobalt
#

Probably you have them installed already

radiant haven
#

oh yeah i am dump

plush yew
#

guys, how can i install older version of ue...4.22 to be precise

#

?

radiant haven
plush yew
#

found it

dry shuttle
#

Does anyone know how to stop light from bleeding through the landscape

swift spindle
#

I recommend blockers

mighty oak
#

Did you try setting landscape to cast shadows?

#

And perhaps add cascade far shadow maps in your directional light and make landscape contribute to far shadow cascade?

autumn elbow
#

heyyyyoooo! is there a way to lock selection of an object? I find myself constantly selecting the wrong object and moving it. πŸ˜‹

swift spindle
#

yup

#

right click it in world outliner > Transform > Lock actor movment

autumn elbow
#

Ahh!.. Wonderful Thanks!

true leaf
#

[2019.12.19-23.12.45:827][671]LogStats: FPlatformStackWalk::StackWalkAndDump - 16.471 s
[2019.12.19-23.12.45:828][671]LogOutputDevice: Error: === Handled ensure: ===
[2019.12.19-23.12.45:829][671]LogOutputDevice: Error:
[2019.12.19-23.12.45:829][671]LogOutputDevice: Error: Ensure condition failed: BP->bCachedDependenciesUpToDate [File:E:\UnrealEngine-release\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp] [Line: 1723]
[2019.12.19-23.12.45:830][671]LogOutputDevice: Error:
[2019.12.19-23.12.45:831][671]LogOutputDevice: Error: Stack:
[2019.12.19-23.12.45:831][671]LogOutputDevice: Error: [Callstack] 0x00007ffb90ed6dc9 UE4Editor-Kismet.dll!FBlueprintCompilationManagerImpl::ReinstanceBatch() [e:\unrealengine-release\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:1723]
[2019.12.19-23.12.45:832][671]LogOutputDevice: Error: [Callstack] 0x00007ffb90e55805 UE4Editor-Kismet.dll!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [e:\unrealengine-release\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:1091]
[2019.12.19-23.12.45:832][671]LogOutputDevice: Error: [Callstack] 0x00007ffb90e51e37 UE4Editor-Kismet.dll!FBlueprintCompilationManager::FlushCompilationQueue() [e:\unrealengine-release\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:2385]

#

what does that error mean >.>

dry shuttle
#

will try that @mighty oak

true leaf
#

What is kismet and what does it want from me πŸ˜”

mighty oak
#

The Kismet god can only be appeased with human sacrifice, which is illegal these days in most countries, so, you're kinda outta luck

true leaf
#

Theres absolutely no indication of which bp

#

Even in crash logs

#

Thanks epic

zealous cloak
#

I have an Actor that sets fire effects and drops a burn decal on the ground. I want to detect these decals in game but don't want to make an actor with overlap box. The amount of actors created in a game with the huge fire hits my tick time too much. Can I use code to add an overlap box and channel to the dynamic decal being placed runtime by my blueprint?

autumn elbow
#

How would I go about printing on a new line using append to string ?

mighty oak
#

\n

autumn elbow
#

nope thats not it

mighty oak
#

😦

autumn elbow
#

It used to be that I just hit enter on the blank one

#

B

#

in 4.24 is it not working?

zealous cloak
#

Bummer

autumn elbow
#

ahhhhh

#

Shift + Enter

zealous cloak
#

Lol

#

At the solution

autumn elbow
mighty oak
#

@zealous cloak Why not use actors with hit boxes? Or have a line trace from the actor that needs to detect what it's intersecting with?

zealous cloak
#

When I have a big fire burning over a big landscape the amount of actors created per tick affects vehicle movement and tick time too much

mighty oak
#

@autumn elbow I was almost going to say that, but I thought I would sound stupid

zealous cloak
#

My physx vehicles snap back

#

It's the only thing stopping me from going to open alpha testing for my multiplayer game

autumn elbow
#

lol... well... i feel stupid πŸ˜‚

zealous cloak
#

I want to fix that during the holiday week, lol

mighty oak
#

use a pain volume, and there are a ton of overlapping settings, it gets complicated, if it snaps back it means it's colliding, so you have to disable collision on this hit box

zealous cloak
#

Oh shit really

mighty oak
#

overlap and collisions can be treated separatly

#

look into "pain volumes" it might be what you're looking for

zealous cloak
#

Ok, adding it to my one note now

#

On lunch at work, I'm not a dev

mighty oak
#

look at "collision presets" pull down options

#

on the thing that you need to overlap with

bold rune
#

Trying to merge 4.21 into 4.22 and I've got 66k changes and 700 conflicts. This will be fun.

mighty oak
#

vanilla ue4

zealous cloak
#

OK I will do that, I gotta go afk and bit 4 work

autumn elbow
#

Anyone try to recreate some of the Boneworks mechanics ?

thin tendon
#

Does anyone here have experience with copyright and fair use stuff?

swift spindle
#

well.. .you should be ok.. considering it's not called Aussie Post downunder hehe

thin tendon
#

Thanks thats what I was thinking. I just wasn't sure being same colors and shapes.

swift spindle
#

it's close.. but it's not the same

thin tendon
#

Okay cool

grim ore
#

has anyone in here tried the new arch vis example project from the learn tab? trying to get a handle on its performance. its only using 1 core around 60% utilization and the GPU only around 60%. getting between 7 and 9fps when playing back the cinematic 😦

sweet relic
#

@grim ore check #lounge, there is a bit of discussion there about it

#

tldr: insanely high poly count for that scene

grim ore
#

nah I figured it out, epic are sneaky bastards

#

they snuck some console variables to increase the raytracing settings to bonzer nuts in the sequencer blueprint so they trigger on when it starts and off when it ends and doesnt effect the editor itself when editing

#

There is still something else causing issues but that is a big one. Super weird would be nice if there was some docs for this lol

bitter iris
#

Hey I'm trying to call the ExponentialHeightFog as a variable from the persistent level but i cant seem to get it like this, i had it all done but few things messed up, could someone help possibly?

normal burrow
#

when did 4.24.1 come out? yesterday dang

next badger
fierce tulip
#

blergh, fricking hate it when im in the zone, only to hit a snag and end up fixing stuff instead of enjoying work

normal burrow
#

ikr? that describes my day thus far pretty well too lol

fierce tulip
#

hehe

#

same

gilded plinth
#

Could anyone tell me... when you "Set Skeletal Mesh" to swap out a SK Mesh on an SK Component, does the former SK Mesh ever get sent to the garbage collection pile?

#

I basically want to have a bunch of UDataAssets with references to SK Meshes for a modular clothing system. I'll use the data assets to get a refence to the new skeletal mesh that I want to use to replace the existing one but i'm worried about memory management.

humble ridge
sleek spear
#

does material ambient occlusion work in 4.24?

brazen knot
#

I'm not sure what channel I would ask this in, so I'll ask this here. I was wondering if there were better transform tools for UE4 with a plugin. The "transform tools" I'm referring to are shown in the image:

plush yew
#

do we need to change something to be able to use DX12?

#

i remember a while ago you needed to add -dx12 to the filepath and etc

slender vale
#

Any tips or tricks on post proccessing and lighting? I don't seem to have shadows and every new level my lighting is awfully bright or awfully dark pitch black. It really destroys my vegetation and color grade.

normal burrow
#

Disable tone mapping

inland kettle
#

Hi Guys. I am currently working with "Navigation Query Filter" and "Nav Area". I miss a way in which you can only assign a certain "Nav Area" to a controller. My problem is that obstacles are overcome if there is no other way. This is fine for most situations. But not for a train, for example. He may only drive on the rails and should not suddenly drive over the mountains because the rails are blocked. Does somebody has any idea?

#

As far as I know you can only increase the costs for a Nav Area and not say that you can no longer drive there.

zealous cloak
#

How many actors is too many to create per tick

#

My game has had 5000 and I feel like the time is too high

inland kettle
#

it depends on what they do

zealous cloak
#

Fire actor with overlap volume and fire particle effect

inland kettle
#

whait... you mean spawn?

zealous cloak
#

150 x 150 units

#

Yeah

inland kettle
#

ooff πŸ™‚ every spawn has a litte impact... dont spawn per tick

zealous cloak
#

I tried making one Actor and it spawns a bunch of effects and decals but I'm having a problem detecting the decals later on

#

I really just need to make a better fire so I can launch my game

inland kettle
#

detecting?

zealous cloak
#

So I don't want my fire to burn back where it has been. I need to detect that somehow. Since my fire destroys all the actors it damages, I really only have a decal there

inland kettle
#
  • use instanced for the meshes
  • put them in the level - dont spawn at runtime - when you can
  • create particle lods
zealous cloak
#

I have particle lods

#

So put the burnt ground effect in pre load and just make it visible on fire impact?

#

Because a lot of fire is spawned

#

Oooo, I have some ideas

inland kettle
#

yeah. or you can check a bool

#

burned yes or no overlap check ready

zealous cloak
#

Yeah

#

I will try that out

inland kettle
#

or you can check your next spread area with a linetrace... is somthing there that tells you "i can burn" ok. when it hits nothing... nothing will happen

#

in that case you can spawn a "burned decal" and destroy the fire actor

zealous cloak
#

I'll look into that

#

I worked a long day today. I won't be able to work on my game until tomorrow afternoon

#

I dont do this for a living yet

inland kettle
#

I wish you success

zealous cloak
#

Thanks

#

Appreciate the insight

inland kettle
#

πŸ™‚

zealous cloak
#

should I hold off on replicating those until they are impacted?

#

to improve client experience

inland kettle
#

i dont know much about that.

zealous cloak
#

I'm taking next week off, I'm finishing this $$@

#

no problem

#

just thinking ahead, I should really fix my stuff first

inland kettle
#

yeah

#

often this is my problem too hehe

#

i have to go now

#

bye

zealous cloak
#

cya

tulip helm
#

is there an easy way to get out to space in 4.24? default template

#

nm, sorry. just straight manually input it something's Z to 10000000 does the trick.

sonic pagoda
#

@tulip helm and then you can press ctrl+1 or any other number to save those locations

#

that way you dont have to keep scrolling like a mad man

#

press the number to go back to those saved locations

junior scroll
#

Are there groups in this discord that provide a learning experience for those new to this field?

dim merlin
#

Hi, so how to make something like a river be swimmable, cant really use a physics volume for that ?

wary wave
#

why not?

jovial shuttle
#

hey hey hey, i tried to make a blueprint where you click the Y key it displays a widget, it failed and i kinda need help with it!

humble ridge
#

input needs to be on a controller thats owned by a client

#

character/controller

dim merlin
#

@wary wave the river has a elevation, the physics volume is just a box?

humble ridge
#

best to use print strings for debugging @jovial shuttle

#

first check your input is actually working then go from there

jovial shuttle
#

thanks πŸ™‚

wary wave
#

you can use more than one box, and you can write tools to handle placement of said boxes if you need to

#

rivers don't typically have 'elevation', though?

#

they carve into terrain

dim merlin
ripe saffron
#

because gravity

wary wave
#

if you mean that they run downhill, then sure, but that's still something you can cover with volumes

dim merlin
#

hhm so the character will actually swim on the volume right? how would i cover it ?

misty plaza
#

Can someone help me out? Im trying to spawn several projectiles with a button but when I do It only it showing the 1 projectile coming from the weapon.

jovial shuttle
humble ridge
#

You need to run it on the actual player character thats possesed by a controller

#

you cant run it on some random trigger box

#

You could do it so the triggerbox on overlap get the character and then use some callback event or event tick on the trigger box to see if they key is pressed

#

theres about 1000 different ways to do that bit but the input it self must come from the character or controller

jovial shuttle
#

ooh, i get you now, sorry to waste your time

plush yew
#

anyone in mood for helping? i have few noob/stupid questions:D

jovial shuttle
#

how do i display the mouse cursor on my screen??

#

so when you play its ther

#

e

#

nevermind, figured it out

tawdry wren
#

Anyone getting this issue?

#
Unhandled exception

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_SlateCore
UE4Editor_Slate
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_SlateCore
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll```
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I can go and open up a brand new BP and it will crash my editor. Tried updating graphics drivers and it's still doing it..

Using 4.23.1 -> Please DM or @me so i'm able to read the message. Thanks!

tame delta
#

Bit confused, Are 4.24.1 and 4.24.1 Hotfix the same thing? Lines like those confuse me a tad, but I assume maybe those are just regression bug fixes?

Fixed! UE-85927 Datasmith Exporters installer version is incorrect for 4.24.1
Fixed! UE-85874 Assets created in 4.24.1 won't open in 4.24.0
manic pawn
#

yes those refer to the same version

tame delta
#

@manic pawn Thank you

median vale
#

I created a material but I'm getting a different result on another GPU - GTX 1650 (works fine on 970, 1070 and 2070). Do you have any idea of how to debug?

radiant haven
#

what is this can find doc of it

manic pawn
#

a material function, considering the name does not match the style rules used by the engine, I assume a project-specific one

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double click it

jovial shuttle
runic iron
#

do once node ?

jovial shuttle
#

how do i use it, ive tried using it but i failed

runic iron
jovial shuttle
#

thanks, ill watch this πŸ™‚

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after watching i feel dumb

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lol

modest bolt
#

hey guys, I'm running into an issue with building

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This is the cook log I'm getting. And I think it's because I don't have space? But my c drive has a lot of space on it.

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I appreciate any help! I'm trying to get this built out by today if possible otherwise I'll probably just record a playthrough in editor for my level portfolio.

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It isn't optimized but it's to show off the level as a blockmesh ,so I think for that purpose it's fine.
Ok so now I'm reading more of the log and it seems like before the summary I'm not able to connect to some epic server?

jovial shuttle
#

Ive made a main menu, how do i display it so that its the first level when you open the game

modest bolt
#

@jovial shuttle Go to project settings and under maps & modes set the game default map to your main menu

thorny roost
#

I deleted the thumbstick input in my engine>input settings because it's not used in game and now trying to launch the game on my phone fails. how do i fix?

edgy moat
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Δ°t also looks disgusting compared to how the scene looks with fully dynamic lighting

modest bolt
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I have a new updated text log. Still the same issue it seems. Would really appreciate any and all help! I'm a bit stumped

plush yew
#

does anyone know if you can add extra blocking colliders to a character aside from the capsule?

austere scroll
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im using 2.21.2 , and im following this tutorial : https://www.youtube.com/watch?v=0mgm16ki8zM&list=PLL0cLF8gjBprG6487lxqSq-aEo6ZXLDLg&index=2 on minute 6.

my camera rotation changes but there is no visual changes , is this normal , or will it cause problems ?

In today's episode we take a look at how we can setup the true first person camera by converting the third person camera to first person, giving us a realistic look and feel to our FPS game.

We also take a look at setting up our project and adding the animation starter pack ...

β–Ά Play video
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also im new to game development , so i dont know much

polar viper
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Can someone help me???

whole quarry
#

Its usually easier the tell the question than asking if someone can help

plush yew
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man unreal is such a bad engine, you cant even do custom collision on a character

whole quarry
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Yes you can

plush yew
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how then?

whole quarry
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By changing the channels?

plush yew
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i mean custom shape

whole quarry
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Your info search skills are bad, not the engine

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Then import a mesh that functions as the collision

cloud cobalt
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Hell, I'm not sure you can not have custom collision on a character

plush yew
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you can't have mesh collision on a character, right?

whole quarry
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You can but takes some steps

cloud cobalt
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What's mesh collision ?

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Complex collision ?

plush yew
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i guess, i want to use the UCX colliders from my mesh

plush yew
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@whole quarry that doesnt apply to characters

cloud cobalt
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The general workflow is to author per-bone collision in the physics asset

plush yew
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what if there's no bones

cloud cobalt
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If it's a character, it probably does

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Since the root mesh is a skel mesh

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"character" is meant for, well, characters

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Animated 2-legged humanoids

plush yew
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it's a small tank

whole quarry
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lol

plush yew
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Aw i can't login to my account anymore, Thanks Epic Games

cloud cobalt
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Then Character is probably not what you want to use, unless you're doing multiplayer and wan t the easy way out. You hsould look at vehicle or pawn classes

plush yew
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so wait, if i assign bones to it then i can have non-capsule collision for the character?

humble ridge
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anyone seen it before?

cloud cobalt
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@plush yew Use another class.

whole quarry
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Nice how the first call was to call the engine bad, but it turns out you just lack knowledge/skill

plush yew
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@cloud cobalt i want to use character for the movement functions and like orient to movement and stuff

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@whole quarry the only way to get a response on here is to call the engine bad

cloud cobalt
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And it will be the only one you'll get from me because that's a horrible attitude

austere scroll
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im using 2.21.2 , and im following this tutorial : https://www.youtube.com/watch?v=0mgm16ki8zM&list=PLL0cLF8gjBprG6487lxqSq-aEo6ZXLDLg&index=2 on minute 6.

my camera rotation changes but there is no visual changes , is this normal , or will it cause problems ?
im also new to unreal , so i dont know much. can someone help ?

In today's episode we take a look at how we can setup the true first person camera by converting the third person camera to first person, giving us a realistic look and feel to our FPS game.

We also take a look at setting up our project and adding the animation starter pack ...

β–Ά Play video
fierce tulip
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cant help you with that @humble ridge

whole quarry
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Usually a response to a question is given when a question asked and somone has the knowledge and time to answer

humble ridge
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Danm 😦 All of my assets seem ok, Ill try the forums!

whole quarry
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@humble ridge is that the new destruction system?

humble ridge
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No just regular DM .. Chaos isnt at a place were i think its usable yet.. I spent a good time understanding it and it does seem promising but yeah not quite ready yet imo.

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I do use it in my game though

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Just not as much as DMs

austere scroll
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there is no way not a single expert knows why

plush yew
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@cloud cobalt maybe but i'm under time pressure and already looked for answers online to no avail

humble ridge
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What do you mean @austere scroll ?

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a video or screenshot of your issue will help

polar viper
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@whole quarry i tried but it got ignored.

I want to know how to flip the normals and tangents. Because some of my models normals or tangents are facong in intead of out

austere scroll
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@humble ridge my camera in the viewport wont rotate vissually , it just changes numbers. and the result is this

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the camera is sideways

humble ridge
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Is it inherited?

austere scroll
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yea

humble ridge
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Are you sure nothing in the parent class is manipulating it

austere scroll
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it worked in the latest version , but i had to install 2.21.2 bcz of some external animations

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wdym manipulating ?

humble ridge
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as in any code changing the camera rotation

plush yew
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@cloud cobalt but i honestly do think unreal is bad, simple things can be extremely convoluted to do in unreal and somehow you always run into 10x more issues with unreal than with unity and it's documentation is very lackluster

austere scroll
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how do i know ?

humble ridge
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open the parent and have a look? πŸ˜›

austere scroll
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it worked in the latest version , it should work here right ?

humble ridge
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It could literally be 1000 different things so its hard to tell

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Youve just shown me a picture of the rotation

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have you tried debugging the rotation?

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like trying to set it with a timeline to the rotation you want through begin play

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checked error logs

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etc..

austere scroll
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well im following a tutorial

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and im using the third person template

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if that helps...

humble ridge
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That tutorial is from 2017

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try a newer one

austere scroll
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ok... ?

humble ridge
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I'm not going to watch it to see whats wrong with it haha

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just debug yourself man

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print string

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check rotation

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try rotating manually

austere scroll
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go to minute 6

humble ridge
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do all that fun stuff

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his camera is not inherited

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so if yours is you are doing it to the wrong camera

austere scroll
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inherited means the child of another object , right ?

humble ridge
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It will say inherited next to the component in the viewport

austere scroll
humble ridge
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in the components list

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no thats not inherited

austere scroll
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can i call you and screen share it , bcz i cant record rn

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also thx for ur time

humble ridge
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So you set the x axis to -90

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compile and save

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hit play and its still not rotated?

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you sure you are playing the right character πŸ˜›

austere scroll
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yea

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im sure

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those numbers are changing

humble ridge
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show the entire screen

austere scroll
humble ridge
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screenshot the entire thing

austere scroll
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side to side comparison

humble ridge
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Is there anything in the conscript?

austere scroll
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his blue(Z) axis , is facing up

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no

whole quarry
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@polar viper thats usually done in the 3d program like blender/3d max

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Else you might want to use double sides shaders

austere scroll
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Nothing in consprict

humble ridge
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Ill see if i can replicate it 1 sec

austere scroll
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ok

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sry for the many questions 😬

humble ridge
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is editable when inherited checked?

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i dont have any issues with it

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restart your editor

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or close and reopen bp

polar viper
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@whole quarry the normals and tangents are fine on 3ds max

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I even have renders to prove it

whole quarry
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Try to invert them to see what ue4 does

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You can always switch it back

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Sometimes I have the same thing with Blender

polar viper
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-_- it's one massive environment

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It's not finished i just needed to see how it looks in ue4

whole quarry
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In blender i can select the faces to invert the normals, cant 3dmax do that too?

polar viper
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You can but then I'd have to fully export the entire thing again

whole quarry
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Well, the laziest and quickest way is to set double sides shader in the materials that you use for it

polar viper
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That worked. And then there's the double sided geometry thingy as well

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Now the fun part.... trying to fix 118 collisions 0.0

whole quarry
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I would say: see where you can get away with jusy using Blocking Volumes

polar viper
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Nope all 118 need to be complex

austere scroll
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@humble ridge IT WORKEDD !!!!

humble ridge
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Yeah probably some bad memory or something

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glad you got it sorted

austere scroll
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i just restarted the engine...

humble ridge
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Yep

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power cycle works 90% of the time every time

austere scroll
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hold up

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this doesnt make sesne

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its fixed in the viewport , but not in the game ?!??!?!?!?!

humble ridge
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funky

austere scroll
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huhhhhh

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ITS rotated wrong in the gameplay

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tho

gleaming lotus
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I'm having some very strange issues with maps....
I'm basically storing spawned items to a map of a GUID and their attributes (for server replication, so clients can find items based on their GUIDs).
When a GUID is removed from the map in the opposite order to which it was added, everything works fine, like so

#

but when I remove items in the opposite direction to how they're placed, the GUIDs just zero out halfway

humble ridge
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Delete the character and start again πŸ™‚

gleaming lotus
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Here I add 6 items, and after the third, all the GUIDs zero out.
If I do it with 8 items, it'll do it after 4. and so on.

I'm testing this out in singleplayer and on multiplayer as a client or the server, and it happens on all of those tests.

austere scroll
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@humble ridge i cant

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im not an expert

humble ridge
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duplicate it

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delete the old one

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try again

austere scroll
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i will start a whole new project

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is it a good idea ?

humble ridge
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not a whole new project

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just new character

austere scroll
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why not a new project ?

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i did nothing

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and beside

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i deleted that one , so..

humble ridge
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go on thne

delicate needle
#

IS there return policy on the marketplace? I bought a plugin that has a cheaper alternative.

plush yew
#

Hello I am currently looking for people to help me model a vehicle

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Like in Blender or Autodesk Maya

tame delta
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@plush yew For help with modelling if you wish to use Blender I would suggest their discord, it's very active and people are generally helpful πŸ™‚ https://discord.gg/blender

normal burrow
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against rules cafe

tame delta
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That is if you just want general help on modelling, if you're looking for someone to model the car for you I doubt you'll find volunteers for free, but you can try

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Is it?

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Linking to another discord?

normal burrow
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yes

tame delta
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Those are weird rules

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That rule is mostly for promotional discord links, but I get it. I feel like the official Blender discord is relevant and not advertising

normal burrow
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could read them

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mentioning it so you could avoid an infraction (by removing it before its dealt with)

chrome ivy
#

Hey
So
I got an issue
I am using a render target for a sniper scope
and if I play in multiplayer
the server sees what the client sees
any methods to fix this?
I tried checking if the owner is locally controlled in the begin play, but that didnt do anything

fierce tulip
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Im cool with it, was related to topic. while we dont appreciate people promoting their discord or go "go join our fortnite youtube club" its fine.

normal burrow
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i don't know the rules anymore lol, it says you need permission before hand

fierce tulip
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for promotion yes, but linking related to question is fine imho

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either go "go google find a discord for blender" or give the link.

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now if someone goes "i like puppies" and someone links a puppy discord in #ue4-general thats a different thing imho :p

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disclaimer: own personal view on how to follow the rules :p

normal burrow
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heh

chrome ivy
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can anybody help me?

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it is kinda annoying

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the issue i mean

normal burrow
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its a very specific problem midsoft

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you'd have to make it not do this basically lol

chrome ivy
normal burrow
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by server you mean, the host?

chrome ivy
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yes

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that s the thing

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on a dedicated server it works fine

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that thread says that it shouldn t happen outside the editor

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but I am not sure

normal burrow
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yeah, i mean the logic for rendering the target should be fixed to only do so when the weapon is

  1. owned by the local player
  2. held by the local player
chrome ivy
#

yeah

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of course

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but how would i do this

normal burrow
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well first, how do you check the owner of the weapon?

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can you get the pawn that owns the weapon?

chrome ivy
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in the weapon class

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yeah

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exactly

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APawn* OwnerPawn = Cast<APawn>(GetOwner());

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OwnerPawn->IsLocallyController()

normal burrow
#

ah your c++

chrome ivy
#

yeah

normal burrow
#

so, GetOwner()

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is this a actor already?

chrome ivy
#

yeah

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that code occurs in the weapon class

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which is an actor

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and the player spawns that weapon class on begin play

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so the player becomes the owner

normal burrow
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Dunno if GetOwner is what you actually want

chrome ivy
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why is that?

normal burrow
#

you'd have to know if it is or isn't

chrome ivy
#

yeah you can check if it is valid

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if (OwnerPawn) ....

normal burrow
#

Get the owner of this Actor, used primarily for network replication.

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is how its documented

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If your positive its giving you the pawn that is currently holding the weapon then ignore what i'm saying

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but if the server always creates the weapon it might be the owner

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if you are dealing with AI bots or something, the host computer would be the owner and those things would be locally controlled still

chrome ivy
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i don t know, there is no other good way I can get the owner

normal burrow
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Well midsoft is the weapon actor attached to another actor?

chrome ivy
#

to the player

normal burrow
#

the pawn of the player?

chrome ivy
#

yeah

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it is attached to the player s mesh

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to a hand socket

normal burrow
#

GetAttachParentActor then is likely what you want

chrome ivy
#

and when do I check if the owner is locally controlled

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you see if I check in the begin play of the weapon class

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it will crash

normal burrow
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you need to put the code somewhere for me to see it

chrome ivy
#

ok

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wait

desert vault
#

Hello, May I ask why those parameter will disappear when I change the Inputs in the function to another variable then I change it back to default those variable still won't appear again

delicate needle
#

HELP! I'm stuck out of my project! I was watching a tutorial on how to create a BP class, has some issue about compile, closed my project. Now when I open it I get this window:

chrome ivy
#

visual studio is playing tricks on me hold up @normal burrow

normal burrow
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i'm patient no worries

delicate needle
chrome ivy
#

c++ project?

delicate needle
#

Nope.

chrome ivy
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delete binaries build intermediary saved folders

delicate needle
#

I've was trying to create my first C++ class for the project, and had issues.

chrome ivy
#

oh

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ok

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do that

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then right click on the uproject file

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and generate visual studio project

delicate needle
#

Thank you! cut/pasting my files now, then I'll do that.

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(that being right click and generate)

chrome ivy
#

ok

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if it still wont compile

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just open the visual studio file

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and build your project from there

rapid ridge
#

Hey guys, does anyone know how I can use Chaos on UE 4.24.1?

desert vault
#

How to input smaller variable from struct to the parameters of the function like this? When I input the struct like the default those parameter don't appear, there is just a struct 😦

normal burrow
rapid ridge
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@normal burrow thanks πŸ˜›

misty creek
#

@desert vault Couldn't you just split the struct?

normal burrow
#

(it does not look bright plusle but, its what that whole channel has turned into lol)

chrome ivy
#
{
    Super::BeginPlay();

    // APawn* OwnerPawn = Cast<APawn>(GetOwner());
    APawn* OwnerPawn = Cast<APawn>(GetAttachParentActor());

    if (OwnerPawn)
    {
        if (OwnerPawn->IsLocallyControlled())
        {
            ScopeCaptureComp->Activate(false);
        }
        else
        {
            ScopeCaptureComp->Deactivate();
        }
    }
}```
#

@normal burrow

desert vault
normal burrow
#

@chrome ivy so, begin play is probably not the best place to do this check. it shouldn't crash anything though regardless.

#

is there an event / place that is called when the weapon is attached ?

chrome ivy
#

Well now it doesnt

normal burrow
#

BeginPlay may be invoked prior to being attached

chrome ivy
#

Because i added that check

#

At the beginning

normal burrow
#

which means it was returning nullptr

chrome ivy
#

And yes that is the reason

normal burrow
#

so beginplay probably not the place to decide it

chrome ivy
#

Yeah

#

Maybe

#

Theck in the start aiming

#

Check

#

And the stop aiming functions

normal burrow
#

yea could do this

desert vault
#

@misty creek thank you man i found it πŸ˜‹

normal burrow
#

Ideally, there is something being called when the weapon is attached though

#

I dunno how you'd set that up with replication

#

You could even just do the check before rendering the target. its not as nice of course, to run the check every frame on every weapon

chrome ivy
#

nah that will cause performance drops

delicate needle
chrome ivy
#

can you screenshot the project directory

delicate needle
#

Didnt work, when I right clicked it and went to generate

normal burrow
#

MidsoftGames yes, but you might be overestimating how much

chrome ivy
#

its contents I mean

normal burrow
#

would recommend get it working first, then optimize turning it on and off

chrome ivy
#

@normal burrow i only got a thing or 2 on tick

#

=)))

delicate needle
chrome ivy
#

no not the content folder

#

the previous folder

#

ur project directory

delicate needle
chrome ivy
#

if you double click the uproject right now

#

doesnt it work?

#

cuz it should

delicate needle
#

Nope

chrome ivy
#

what does it say

#

?

delicate needle
chrome ivy
#

hmm

normal burrow
#

well if your server is rendering other peoples guns midsoft this is gonna impact performance lol

delicate needle
#

its 4.2x, maybe try and open it in a newer version, not ideal.

chrome ivy
#

nah

#

right click the uproject

#

and edit

#

copy everything and paste here

delicate needle
#

Dont have an option to edit

chrome ivy
#

you can open with notepad

delicate needle
#

RGR

chrome ivy
#

but just send the UPROJECT file on discord

#

ill look into it

edgy moat
#

Δ°s there a way i can set a certain render distance for foliage?

delicate needle
#
    "FileVersion": 3,
    "EngineAssociation": "4.22",
    "Category": "",
    "Description": "",
    "Enterprise": true,
    "Modules": [
        {
            "Name": "UpperDublin_422_002",
            "Type": "Runtime",
            "LoadingPhase": "Default",
            "AdditionalDependencies": [
                "Engine"
            ]
        }
    ],
    "Plugins": [
        {
            "Name": "Substance",
            "Enabled": false,
            "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/2f6439c2f9584f49809d9b13b16c2ba4"
        },
        {
            "Name": "VRayForUnreal",
            "Enabled": true
        },
        {
            "Name": "VRayTeleportBP",
            "Enabled": true
        },
        {
            "Name": "MediaFrameworkUtilities",
            "Enabled": true
        },
        {
            "Name": "MediaIOFramework",
            "Enabled": true
        },
        {
            "Name": "MfMedia",
            "Enabled": true
        },
        {
            "Name": "WebBrowserWidget",
            "Enabled": true
        },
        {
            "Name": "UnrealWebServer",
            "Enabled": true,
            "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/44361270bbdb4b9689c75595274c5e89"
        },
        {
            "Name": "BlueprintJson",
            "Enabled": true,
            "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/f837e4835fbc434a853fe1ead2410b84"
        }
    ]
}```
edgy moat
#

which after it is exceeded it doesnt render

chrome ivy
#

@normal burrow ofc it is gonna affect performance

normal burrow
#

yea wasn't a question lol

chrome ivy
#

@delicate needle ```{
"FileVersion": 3,
"EngineAssociation": "4.22",
"Category": "",
"Description": "",
"Enterprise": true,
"Plugins": [
{
"Name": "Substance",
"Enabled": false,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/2f6439c2f9584f49809d9b13b16c2ba4"
},
{
"Name": "VRayForUnreal",
"Enabled": true
},
{
"Name": "VRayTeleportBP",
"Enabled": true
},
{
"Name": "MediaFrameworkUtilities",
"Enabled": true
},
{
"Name": "MediaIOFramework",
"Enabled": true
},
{
"Name": "MfMedia",
"Enabled": true
},
{
"Name": "WebBrowserWidget",
"Enabled": true
},
{
"Name": "UnrealWebServer",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/44361270bbdb4b9689c75595274c5e89"
},
{
"Name": "BlueprintJson",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/f837e4835fbc434a853fe1ead2410b84"
}
]
}