#ue4-general
1 messages Β· Page 603 of 1
and by double spring arm I mean, if you really want the pivot to be above the head like that
well then, make that pivot the end of another spring arm π
though I have no idea if it works or is a good idea π
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.
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
why a "unique hand made lod mesh"?
pretty sure you can set manually the LOD mesh when you look at the "main" mesh import settings
but UE4 is pretty good at making the LOD meshes automatically
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
thats just not what I want, I want a way to make a static mesh pop in at a certain screen size
or you can just use the built in tool to generate an LOD mesh
Information on the Hierarchical Level of Detail system in Unreal Engine 4
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.
I don't think there is one without doing something hacky
hacky will do as long as its still cheaper
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
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
pretty sure UE4 has a way to bundle static meshes together in one long distance LOD mesh
that's the HLOD system
HLODs can replace multiple Static Mesh Actors with single, combined Static Mesh Actor at long view distances
ok that's the term indeed
what makes HLOD not work for your case?
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?
Net/Unrealnetwork.h
i can remove Unrealnetwork.h from header file then?
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
No, you need to change it to Net/UnrealNetwork.h
HLOD doesn't hard merge the meshes
@plush yew - but that's what the HLOD system does
okok thank you stranger π
HLOD builds a long distance LOD for the merged set and makes it show up when far Β―_(γ)_/Β―
you probably don't want to try doing the same feature set manually
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
or the reverse, having both show at the same time
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.
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
UI progress bar scales both horizontally AND vertically when fill from center... does anyone know how to force it to scale only horizontally??
HLOD doesn't merge your buildings, it only creates LODs using merged meshes for long view distances
I still don't understand what your actual problem is
yes, but for THEM TO WORK you'd have to attach said lod mesh to a merged building
what is so hard to understand here
you don't have to "attach" anything to anything, I'm lost :/
then how do you magically make that nice mesh hlod generated appear in game at a distance?
did you look at the HLOD doc?
the HLOD system does it automatically
it's all explained there
the whole process is automated
we have HLODs across something like 12-15 large levels, and it's all done automatically
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
that's, a different issue
it should be being automatically used at a given distance / screen percentage
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
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?
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
you don't assign anything to anything, it should just work :/
I think you're missing something somewhere
I'm not working on a bethesda game, it doesn't just work sadly
when you "Generate Clusters" it should create the cluster mesh actors if I'm not wrong
that would merge your individual meshes into one static mesh though
you still need to generate the lod mesh though
no it generates a new actor and a new mesh that shows up when far only
^
basically it does what you want, automatically
mostly automatically, you might want to tweak grouping maybe
HLOD Scene Actors can also be built from only specified parts by using the HLOD volumes
most stuff can be tweaked from the HLOD outliner
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?
not without modification, I don't think
This proxy mesh will be a newly created Static Mesh Actor that combines materials (if enabled), has itβs own lightmaps, and itβs own editable static mesh that can be opened in the static mesh editor.
maaaybe you can
but it's probably a pain to keep them in sync
may be able to import over the top, yeah, but I don't know that that's an option
like what happens when you move stuff and need to regen the proxy meshes?
well, you'd probably have to make a new LOD mesh in those instances anyway
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
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
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 π€·ββοΈ
if no one would notice, what's the issue? π
time
well I was commenting only on the looks, your time issue is orthogonal and the important one I suppose
you look for some kind of "reusable modular HLOD" I guess
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
hlod is fine, just not in my current situation
we generate all of ours overnight with an automated process, same with lightmap builds, content cooking, compiling shaders etc
you don't really need to generate them to test most of the game indeed so delaying building them to overnight isn't bad
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
how would you go about making something that teleorts you from level to level
Level streaming / World composition
level streaming isn't really built for that kind of thing
you'd probably have to handle the streaming manually to ensure the other level was actually loaded and available
@wary wave speaking of that.....
I haven't been able to load levels in any kind of way.. that would guarantee that ALL has been loaded
there's a delegate / callback somewhere for when a level is loaded and visible
how do you query that the level is fully loaded?
theres loads of appropriate stuff for level streaming now. Although I do manage my own latent functionality
but it's not exposed to BP
I only use BP
then you're outta luck
O o
if you have access to GetStreamingLevel and pass it the world package name, you can get access to the loaded status
that might work
it does. I did it earlier
isn't this like.. essential functionality of an engine? I was hoping something would exist... in BP, easily available
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
atm I'm level streaming with block on load
but it doesn't really work... entirely... not sure when it does and when it doesn't
how are you loading it?
well, either by get streaming level, make instance
and then set block on load afterwards as a separate node
OR
or by stream level with b lock on load
There is a GameplayStatic function for loading a level that comes with an FLatentInfo that fires a callback function. It will its ECurrentState == LoadedVisible
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++
yeah but they are in blueprints too
What's the functionality you need here ? Switching levels with a good old loading screen works quite well
neah.. I don't have loading screens. and I put together my world from modules
so atm level streaming works
I just have to do some silly stuff afterwards
like.. I can't get all my spawning points, cuz not all of them have been spawned yet
so I wait, and then get one randomly
and the rest disappear as the player walks around
@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().
it works, but... it's not ideal yet
hmmm.. the problem here tho, is.. that you're explaining in C++ code
no its in blueprint
the top one is latent. The bottom one you can bind from the return value to the level loaded/visible events
nope
does not work
I tried using instancing, the bottom one
atm I'm doing this
luckily ive bene doing it all night in various ways
yeah but atm I'm using level streaming
made my own latent version of the bottom one
and it's much better for me
maybe... I can instance some things, and stream most of the content
me too. dynamic created levels in dynamic level streaming scenario
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
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.
so that way I have an entry and an exit
π
atm I'm deleting all to the last, and keeping the last
which works... but it's a bit silly, cuz you will always find the EXIT on the absolute LAST place yo're looking for
haha
it's a bit like a Murphy law
same. I'm trying to make a nice algorithmic way of creating a hypercube based dungeon
that's like a.... more cube than a cube?
a cube meets a hypercube.
Hi, I'm Cube.
Hi, I'm Hypercube.
DAMN!
something like this but infinite.
cube 2 β€οΈ nice
indeed π
yeah, I'm... uhm... into.. hypersquares....
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
its also dynamic, so it wont always equal dimensions. I might want to make a really long one and turn it into a corridor
I guess you could do that fairly easily with bounding extents and the origin of each cube/oblong
hypercube is a generic cube definition that works for 4d and more worlds
a 2d hypercube is a square etc...
my brain breaks when vectors go out of the realms of 3 dimensions
haha yeah I understand the logic ...but........
cast to player > get trigger box
Ok but how can i access the variables inside the box collision placed in my scene from my players bp
what exactly are you trying to do?
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.
Then do the same with the overlap end event, but set the boolean to false
And check that the boolean is true before doing your actor placement
ok but how can i get the trigger box placed in my scene as the other actor in my players bp?
You want the reference to the trigger box you're standing in?
yes
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
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?
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? π€ (and would it be legal if sold on the marketplace?)
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
yeah true there was something like a 30 LOC limit... that's an issue for me as I'm writing code for articy.. lol
you can't distribute, let alone sell any of the engine code
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
or maybe im bad at looking π
Syllabus week?
Do I need Direct X in running unreal? I believe not right?
@wary wave https://gyazo.com/f0f9cad46a1b5f0d3f81130de3e3e576 according to this FAQ entry you are allowed to copy paste it - just that your product will be governed by the EULA and you owe royalties. In case the plugin is free that means it is legal?
I suspect a plugin that is resold would fall foul of another rule
since that plugin is then effectively part of the other project too
when in doubt, ask directly
yeah I guess contacting Epic would be the best way to go about this
hey guys, anyone knows a good 'path to learn' for begginers ?
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?
wintersport template is coming
in 2120
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
create grass using material or mesh, is there any performance difference?
@young cliff this issue was about Source build...
there won't be 4.23.2
@next badger Thank you. Just so I understand correctly, does that mean this issue will only be fixed in 4.24?
How can i set a distance where after it is exceeded my particle effect will dissapear in the scene
Found a fix
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.
it sees None, instead of seeing me..
but I saved Me, as the only Player in existence.. in this game
O o
sometimes it works.. most of time it doesn't
BP communications... will be the death of me. and my game..
: <
Δ° know how you feel, dude
I'm casting all sorts of things.. some are probably unnecessary
Same here
casting just doesn't make sense
I mean, I got it, I understand the basics of it.. it's just Mad
supercomplicated way of communicating between 2 obejcts
Interfaces, I didn't even try to understand that complete and utter....... omfgness
π
Especially if both objects have variables you need to access from the other object
yeah, or you need A to communicate with B, and B with A
they keep casting, it's inefficient..
and nuts
: D
Very nuts
I have no idea how this could be handled in a more elegant way.. I'm not a genius programmer
but it's so far the biggest problem I'm having with Unreal
this, and the UI
and 100 more things...
π
so look, can anyone understand why this fails....?
You didnβt set anything
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
a custom volumetric fog material, not exponential height fog
@abstract relic oh, yeah, wrong example. but I did connect the dots
the nodes..
in the real example
this is just a simplification
Please donβt cold ping Vader. Thereβs 6k people online. Someone will answer if they know or feel like it.
let's cold ping them all..

@copper flicker have a hug
I also tried connecting directly from the Collision Output, without saving to a variable
same
it's like... the only way to cast is to use that collision output on the frame it collides
Can you print what tag the actor has.
the actor is definitely tagged Player
uhm.... it prints None, if I try to use it later
Verify. You know how it goes with such silliness
from the InputAction
From the ref variable or direct cast.
yeap, I checked, it prints Player on collisoin
every time I enter the collision
so I'm expecting that variable to Remember... that it's got an object tagge PLayer
it doesn't
Can you try from direct cast? I donβt suspect a difference but you never know
what do you mean?
Instead of Get other actor > set var > get var
Just print directly from Get other actor
but I was kinda.. doing that
anyway, strange enough, it works now
I have no idea why, or what I changed
O o
nothing probably...?
Magic clearly
magic from hell, definitely
Glad itβs resolved at least
Spaghet too long?
I find that itβs typical with those collision boxes
Sometimes it just doesnβt want to work
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
I'm using the latest version of UE4.
Do tell
Hi
So anyone knows how to make something like rivers be swim-able , only can make a physics volume be squared?
@trim granite its motion blur, try to disable it for anything on the vehicle body
@normal burrow I can link you to the open source project. Basically Iβll have to recreate it or use an older version of UE4, Iβd rather recreate it.
Iβm attempting to create rail grinding for an inline skate game
Are you saying the errors are too abundant?
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
well you gotta fix the errors obviously π
@dim merlin Thx, but where can i turn this off?
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...
But its just 1 texture sample, and all the signs are in it
Trying to google some info on how to properly do it but hard to find results when you dont know what thats called
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
thats not really a thing, but you can use the flipbook mat function and change a value
I have an example i can rip apart its just easier to understand if i could watch a tutorial on it
somebody please, how to debug *.gen.cpp unhandled exceptions??
that usually means you called a function on a ptr that was null
@manic pawn but we check if != NULL before executing or should we check in another way by IsValid() or something?
if name = "NONE" does it mean i didnt give it a name or is it some kind of nullpointer?
substance designer has a normal vector rotation node. how can i do this with unreal nodes?
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
@sly coyote It is called pass some kind of data per primitive and select appropriate UV based on that data.
Texture atlas @manic pawn was right and you too deathray, its using the uv to tell it what peice to show...
Sucks through as tutorials on making them seem slim to none on ue4, theres a couple tuts for making them in substance...
@trim granite on the skeletal mesh component (inside the blueprint) look for motion blur
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.
My numbers were as high as 250,000+
no such issues in 4.23
@young cliff if it was fixed in 4.23 means it is fixed in 4.24
with exception of reoccurring "zombie" bugs
@violet umbra 4.24 has new landscape pipeline...so, may be possible
@dim merlin still happening,
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...
@sharp inlet Definitely doable. You may be REALLY interested in the #gameplay-ability-system , check the pins there to learn more about it
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)
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 π
okay great, I'll check that out! β€οΈ
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?
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!
Oh yeah, also Dan's github project which is a blessing π https://github.com/tranek/GASDocumentation
Np, good luck for your project !
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
I keep loading up a project only to see 2 reasonably well lit chairs.
Spherelocation
Did I miss something?
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
@north snow do you not want to see the 2 chairs?
There are 2 chairs and a table are they any sort of included models you see when you start using the software?
@north snow those are the included starter map in the starter content
Are they appearing over the other project that I'm trying to open?
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
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.
so in the editor, when you open the .uproject, the default map is the default starter map?
Yes unless I'm doing something I don't understand.
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
I'll try again.
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
I see advanced lighting minimal defaults. and starter map.
hmm.
This doesn't seem to have loaded properly.
those all sound like just the starter content maps. are you loading it up in the correct version of UE4?
is 4.21.1 correct?
Can anyone tell which is which?
Weird, thought its Polygon mesher
Or was it Mesh Tool for Polygons π€
Maybe some are missing form that list.
the actual camera takes this seting
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?
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
@next badger I can tell them apart, but I already knew before hand. π
I suspect the average user poking through plugins wouldn't know which was which.
guys, any not high-end laptop recomendations that can handle UE ?
anything like i7 9gen, graphic card rtx series
it can run unreal easily - drawbacks are 5kg weight and battery life of 24 minutes once you start the editor
not high-end
so
a latop with lower specs than that
low time battery its not a problem btw
@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
whats the budget?
for example, if I pick a 8gb ram dd4, a i5 7gen wihtout any decent graphic card
its enought ?
i mean it will for a little while, but you will regret the decision
unreal editor leaks memory, and fast
RAM is pretty cheap nowdays
but you still need either a 16GB to come with laptop, or extra RAM slots to upgrade
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
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
i really prefer a laptop but it seems no one rather than the 'laptop gamers' has at least 16g ram
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
btw
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
do u guys think integrated like mx150 can handle or dedicated version to laptop like gtx its needed
huuuuum
with that said an integrated GPU from amd or intel will run it at ~30fps on 720p if that is enough for you
thanks guys
I started ue4 on a i7 49something/nvidia 750m/16gb ram
I was really considering buy a 8gb
Was fine for a long time
my personal recommedation is 4 core CPU so i5 8th gen or higher or amd ryzen 5 or higher
Only thing is massive patience for shaders
8GB will work if your project is reasonable, you will run into limits quickly with 8gb tho
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
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
PhysX 5.0 is just around the corner, and we wanted to provide a look at all the new features! In this version, available in 2020, weβll be introducing support for a unified constrained particle simulation framework.
KEY FEATURES:
The Finite Element Model (FEM): an indust...
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?
its always in progress and improving and being integrated in the engine should be a good thing
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*
Since ue4 going to use Chaos mainly, will they drop Physx?
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?
@next badger that was the idea I got when they announced it
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
how can I spawn a pawn at a location? spawn actor didn't work but from what I can tell it should π€·
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?
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 )
the wiki has been locked and waiting upgrade for a very long time, did they forget to migrate it somewhere else?
I wouldn't count on it ever coming back :/
that sucks
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
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?
yep, but people there are way more informed about Linux than people HERE
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
anyone found any tutorials on how to make a climbing system like breath of the wild?
Looks okay actually
Mostly UE4 doesn't officially support Linux
Even producing Linux binaries requires Windows
Unless you're extremely careful with your environment
Why would you punish yourself by using Linux
Probably you have them installed already
oh yeah i am dump
found it
Does anyone know how to stop light from bleeding through the landscape
I recommend blockers
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?
heyyyyoooo! is there a way to lock selection of an object? I find myself constantly selecting the wrong object and moving it. π
Ahh!.. Wonderful Thanks!
[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 >.>
will try that @mighty oak
What is kismet and what does it want from me π
Kismet is ancient word for Blueprint (AFAIK), and it's telling you you have an error. π https://docs.unrealengine.com/udk/Three/KismetUserGuide.html
The Kismet god can only be appeased with human sacrifice, which is illegal these days in most countries, so, you're kinda outta luck
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?
How would I go about printing on a new line using append to string ?
\n
nope thats not it
π¦
It used to be that I just hit enter on the blank one
B
in 4.24 is it not working?
Bummer
@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?
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
@autumn elbow I was almost going to say that, but I thought I would sound stupid
My physx vehicles snap back
It's the only thing stopping me from going to open alpha testing for my multiplayer game
lol... well... i feel stupid π
I want to fix that during the holiday week, lol
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
Oh shit really
overlap and collisions can be treated separatly
look into "pain volumes" it might be what you're looking for
look at "collision presets" pull down options
on the thing that you need to overlap with
Trying to merge 4.21 into 4.22 and I've got 66k changes and 700 conflicts. This will be fun.
vanilla ue4
OK I will do that, I gotta go afk and bit 4 work
Anyone try to recreate some of the Boneworks mechanics ?
Does anyone here have experience with copyright and fair use stuff?
Like would this be ok to use?
well.. .you should be ok.. considering it's not called Aussie Post downunder hehe
Thanks thats what I was thinking. I just wasn't sure being same colors and shapes.
it's close.. but it's not the same
Okay cool
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 π¦
@grim ore check #lounge, there is a bit of discussion there about it
tldr: insanely high poly count for that scene
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
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?
when did 4.24.1 come out? yesterday dang
blergh, fricking hate it when im in the zone, only to hit a snag and end up fixing stuff instead of enjoying work
ikr? that describes my day thus far pretty well too lol
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.
has anyone seen this before with destructible meshes?
does material ambient occlusion work in 4.24?
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:
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
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.
Disable tone mapping
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.
How many actors is too many to create per tick
My game has had 5000 and I feel like the time is too high
it depends on what they do
Fire actor with overlap volume and fire particle effect
whait... you mean spawn?
ooff π every spawn has a litte impact... dont spawn per tick
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
detecting?
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
- use instanced for the meshes
- put them in the level - dont spawn at runtime - when you can
- create particle lods
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
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
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
I wish you success
π
should I hold off on replicating those until they are impacted?
to improve client experience
i dont know much about that.
I'm taking next week off, I'm finishing this $$@
no problem
just thinking ahead, I should really fix my stuff first
cya
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.
@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
Are there groups in this discord that provide a learning experience for those new to this field?
Hi, so how to make something like a river be swimmable, cant really use a physics volume for that ?
why not?
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!
@wary wave the river has a elevation, the physics volume is just a box?
best to use print strings for debugging @jovial shuttle
first check your input is actually working then go from there
thanks π
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
@wary wave why not, like this:
because gravity
if you mean that they run downhill, then sure, but that's still something you can cover with volumes
hhm so the character will actually swim on the volume right? how would i cover it ?
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.
so i did this to the scrip but it still didnt work, or am i just being dumb
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
ooh, i get you now, sorry to waste your time
anyone in mood for helping? i have few noob/stupid questions:D
how do i display the mouse cursor on my screen??
so when you play its ther
e
nevermind, figured it out
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```
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!
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
yes those refer to the same version
@manic pawn Thank you
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?
a material function, considering the name does not match the style rules used by the engine, I assume a project-specific one
double click it
how would i make this only go once
do once node ?
how do i use it, ive tried using it but i failed
What is the Do Once Node in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
hey guys, I'm running into an issue with building
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.
This is the log txt that shows where it failed if it helps.
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.
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?
Ive made a main menu, how do i display it so that its the first level when you open the game
@jovial shuttle Go to project settings and under maps & modes set the game default map to your main menu
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?
Δ°t also looks disgusting compared to how the scene looks with fully dynamic lighting
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
does anyone know if you can add extra blocking colliders to a character aside from the capsule?
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 ...
also im new to game development , so i dont know much
Can someone help me???
Its usually easier the tell the question than asking if someone can help
man unreal is such a bad engine, you cant even do custom collision on a character
Yes you can
how then?
By changing the channels?
i mean custom shape
Your info search skills are bad, not the engine
Then import a mesh that functions as the collision
Hell, I'm not sure you can not have custom collision on a character
you can't have mesh collision on a character, right?
You can but takes some steps
i guess, i want to use the UCX colliders from my mesh
@whole quarry that doesnt apply to characters
The general workflow is to author per-bone collision in the physics asset
what if there's no bones
If it's a character, it probably does
Since the root mesh is a skel mesh
"character" is meant for, well, characters
Animated 2-legged humanoids
it's a small tank
lol
Aw i can't login to my account anymore, Thanks Epic Games
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
so wait, if i assign bones to it then i can have non-capsule collision for the character?
Gonna try here 1 more time before i try the forums.. I have an issue with 1 of my assets that i turned into a DM that does this https://cdn.discordapp.com/attachments/225448446956404738/657407152935403551/unknown.png
anyone seen it before?
@plush yew Use another class.
Nice how the first call was to call the engine bad, but it turns out you just lack knowledge/skill
@cloud cobalt i want to use character for the movement functions and like orient to movement and stuff
@whole quarry the only way to get a response on here is to call the engine bad
And it will be the only one you'll get from me because that's a horrible attitude
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 ...
cant help you with that @humble ridge
Usually a response to a question is given when a question asked and somone has the knowledge and time to answer
Danm π¦ All of my assets seem ok, Ill try the forums!
@humble ridge is that the new destruction system?
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.
I do use it in my game though
Just not as much as DMs
there is no way not a single expert knows why
@cloud cobalt maybe but i'm under time pressure and already looked for answers online to no avail
@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
@humble ridge my camera in the viewport wont rotate vissually , it just changes numbers. and the result is this
the camera is sideways
Is it inherited?
yea
Are you sure nothing in the parent class is manipulating it
it worked in the latest version , but i had to install 2.21.2 bcz of some external animations
wdym manipulating ?
as in any code changing the camera rotation
@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
how do i know ?
open the parent and have a look? π
it worked in the latest version , it should work here right ?
It could literally be 1000 different things so its hard to tell
Youve just shown me a picture of the rotation
have you tried debugging the rotation?
like trying to set it with a timeline to the rotation you want through begin play
checked error logs
etc..
well im following a tutorial
and im using the third person template
if that helps...
ok... ?
I'm not going to watch it to see whats wrong with it haha
just debug yourself man
print string
check rotation
try rotating manually
go to minute 6
do all that fun stuff
his camera is not inherited
so if yours is you are doing it to the wrong camera
inherited means the child of another object , right ?
It will say inherited next to the component in the viewport
So you set the x axis to -90
compile and save
hit play and its still not rotated?
you sure you are playing the right character π
show the entire screen
screenshot the entire thing
Is there anything in the conscript?
@polar viper thats usually done in the 3d program like blender/3d max
Else you might want to use double sides shaders
Nothing in consprict
Ill see if i can replicate it 1 sec
is editable when inherited checked?
i dont have any issues with it
restart your editor
or close and reopen bp
@whole quarry the normals and tangents are fine on 3ds max
I even have renders to prove it
Try to invert them to see what ue4 does
You can always switch it back
Sometimes I have the same thing with Blender
-_- it's one massive environment
It's not finished i just needed to see how it looks in ue4
In blender i can select the faces to invert the normals, cant 3dmax do that too?
You can but then I'd have to fully export the entire thing again
Well, the laziest and quickest way is to set double sides shader in the materials that you use for it
That worked. And then there's the double sided geometry thingy as well
Now the fun part.... trying to fix 118 collisions 0.0
I would say: see where you can get away with jusy using Blocking Volumes
Nope all 118 need to be complex
@humble ridge IT WORKEDD !!!!
i just restarted the engine...
hold up
this doesnt make sesne
its fixed in the viewport , but not in the game ?!??!?!?!?!
funky
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
Delete the character and start again π
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.
go on thne
IS there return policy on the marketplace? I bought a plugin that has a cheaper alternative.
Hello I am currently looking for people to help me model a vehicle
Like in Blender or Autodesk Maya
@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 π https://discord.gg/blender
against rules cafe
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
Is it?
Linking to another discord?
yes
Those are weird rules
That rule is mostly for promotional discord links, but I get it. I feel like the official Blender discord is relevant and not advertising
could read them
mentioning it so you could avoid an infraction (by removing it before its dealt with)
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
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.
i don't know the rules anymore lol, it says you need permission before hand
for promotion yes, but linking related to question is fine imho
either go "go google find a discord for blender" or give the link.
now if someone goes "i like puppies" and someone links a puppy discord in #ue4-general thats a different thing imho :p
disclaimer: own personal view on how to follow the rules :p
heh
its a very specific problem midsoft
you'd have to make it not do this basically lol
Build powerful visual scripts without code.
by server you mean, the host?
yes
that s the thing
on a dedicated server it works fine
that thread says that it shouldn t happen outside the editor
but I am not sure
yeah, i mean the logic for rendering the target should be fixed to only do so when the weapon is
- owned by the local player
- held by the local player
well first, how do you check the owner of the weapon?
can you get the pawn that owns the weapon?
in the weapon class
yeah
exactly
APawn* OwnerPawn = Cast<APawn>(GetOwner());
OwnerPawn->IsLocallyController()
ah your c++
yeah
yeah
that code occurs in the weapon class
which is an actor
and the player spawns that weapon class on begin play
so the player becomes the owner
Dunno if GetOwner is what you actually want
why is that?
you'd have to know if it is or isn't
Get the owner of this Actor, used primarily for network replication.
is how its documented
If your positive its giving you the pawn that is currently holding the weapon then ignore what i'm saying
but if the server always creates the weapon it might be the owner
if you are dealing with AI bots or something, the host computer would be the owner and those things would be locally controlled still
i don t know, there is no other good way I can get the owner
Well midsoft is the weapon actor attached to another actor?
to the player
the pawn of the player?
GetAttachParentActor then is likely what you want
and when do I check if the owner is locally controlled
you see if I check in the begin play of the weapon class
it will crash
you need to put the code somewhere for me to see it
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
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:
visual studio is playing tricks on me hold up @normal burrow
i'm patient no worries
and I click yes and get
c++ project?
Nope.
delete binaries build intermediary saved folders
I've was trying to create my first C++ class for the project, and had issues.
oh
ok
do that
then right click on the uproject file
and generate visual studio project
Thank you! cut/pasting my files now, then I'll do that.
(that being right click and generate)
ok
if it still wont compile
just open the visual studio file
and build your project from there
Hey guys, does anyone know how I can use Chaos on UE 4.24.1?
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 π¦
take a look at #engine-source for the latest on chaos with 4.24
@normal burrow thanks π
@desert vault Couldn't you just split the struct?
(it does not look bright plusle but, its what that whole channel has turned into lol)
{
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
When I redo this new input pin just appear
@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 ?
Well now it doesnt
BeginPlay may be invoked prior to being attached
which means it was returning nullptr
And yes that is the reason
so beginplay probably not the place to decide it
yea could do this
@misty creek thank you man i found it π
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
nah that will cause performance drops
@chrome ivy
can you screenshot the project directory
Didnt work, when I right clicked it and went to generate
MidsoftGames yes, but you might be overestimating how much
its contents I mean
would recommend get it working first, then optimize turning it on and off
Nope
hmm
well if your server is rendering other peoples guns midsoft this is gonna impact performance lol
its 4.2x, maybe try and open it in a newer version, not ideal.
Dont have an option to edit
you can open with notepad
RGR
Δ°s there a way i can set a certain render distance for foliage?
"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"
}
]
}```
which after it is exceeded it doesnt render
@normal burrow ofc it is gonna affect performance
yea wasn't a question lol
@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"
}
]
}