#ue4-general

1 messages Β· Page 604 of 1

chrome ivy
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paste this instead

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save

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and then double click

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and see if it works

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i deleted the modules section

delicate needle
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DING DING DING

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I love you.

chrome ivy
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ur welcome

delicate needle
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Thanks, its project represents lots of work! And is part of a proposal, big bummer if lost. I'm not surprised though the project is a plain text.

next badger
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Does Convex Decomposition work in 4.24?

young cliff
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Hello. I just installed 4.24.1. When I choose 'Installed Plugins' from the Epic launcher, its empty. The plugins that are in my vault however states that it supports 4.24. Any idea why my marketplace plugins are not showing up?

next badger
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cause you need to install them?

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vault is cache, nothing else

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to see them you need to install

soft fiber
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Dungeon made from a BP of static meshes. I don't believe anything is overlapping... but there is a lot of flickering? πŸ’©

cloud cobalt
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Probably overlaps.

soft fiber
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Is there a way to hide actors in the scene while the game is paused?

abstract relic
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Set their visibility

wispy cosmos
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Hello

Today i reset cache directory..

Double Click my Map and i get this crash.. 4.23.1

Why is that?Anyone help me ?

next badger
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cache? like Intermediate? Saved?

wispy cosmos
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And have problem this 4.24.1

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What is Intermediate ? And i have only this problem my main map..Testmap its load

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Assertion failed: OutMipChain.Num() == NumOutputMips [File:D:\Build++UE4\Sync\Engine\Source\Developer\TextureCompressor\Private\TextureCompressorModule.cpp] [Line: 2306]

UE4Editor_Core
UE4Editor_Core
UE4Editor_TextureCompressor
UE4Editor_TextureCompressor
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

next badger
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those are folders in your project

wispy cosmos
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  • info (I right clicked my map again crash
edgy moat
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Find your projects folder, go into content, saved, backup, and then find your maps name, it will say your maps name but will also have the date next to it the day it was saved, copy that map you selected and paste it into your content folder

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Are you using megascans in your level?

wispy cosmos
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My level its fully optimized

edgy moat
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Are you using megascans

wispy cosmos
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No any problem here,before im clear derived cache

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Im not using megascans,im using only megascan textures 1k and 2k

abstract relic
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So yes 😜

soft fiber
edgy moat
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Ok find your project, go into it, go to your project saved backup, then when your in the backup folder find your maps name and then COPY it into your GAMES content folder

digital anchor
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thats frustum culling, its always one frame behind, an easy fix would be to increase bounds

abstract relic
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Looks more like culling Free

edgy moat
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your maps name will also have the date next to it, you will know which one to select. copy that map you selected FROM THE BACKUP folder into your CONTENT folder

soft fiber
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The bounds are default to 1. How much do I increase it by? What is culling free?

digital anchor
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lmao i though the same thing, whats culling free

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then i realized free is your name

edgy moat
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How much performance gain would there be if i were to use static lighting instead of dynamic?

next badger
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depends...but generally a lot

edgy moat
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For large scale landscapes and i mean really large would, static would be the best choice, right?

next badger
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dynamic shadow depth maps are probably most expensive thing in current gen gaming

edgy moat
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But also my scenes look a lot better with full dynamic lighting compared to when i bake the lighting (static)

next badger
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i can't tell anything about landscapes, as soon as 4.24 has new pipeline for them

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but for meshes, gpu memory bandwidth and its amount of it will be the main factor...and not the performance of the gpu

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as soon as you manage the streaming of shadow maps it won't be an issue

versed surge
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Where do I put in a request for a Houdini help channel?

next badger
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um...on Think Procedural Discord...

sweet relic
next badger
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Prox already on it

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@sweet relic also Discord links are possible reason to get banned, even if relevant

normal burrow
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nah

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luos said its okay

abstract relic
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🀷

versed surge
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@sweet relic thank you so very much.. kinda mad I didnt ask around in here if anyone knew it sooner. I just got in that channel today.. amazing what google tells us when we arent being lazy lol

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@next badger awesome to hear I noticed they have UE4 and Unity channels in the Houdini discord and thought I was pretty sure slackers didnt have a houdini one last time i poked around in here begging for help

abstract relic
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Slacker is a ue4 only server. There’s no dedicated software section

next badger
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@versed surge i have zero clue what you are talking about...neither slackers or houdini discords have cross related channels...

normal burrow
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yeah, blender does the same with its unreal channel.

versed surge
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yeah

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Think Procedural has a channel for third party talk guess its Unity UE4 and some other softwares.

next badger
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Blender Discord* at least has #unreal channel

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afaik there were 2 Blender discords

versed surge
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as there should be!

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well the UE4 channel

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not the two

soft fiber
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Hmm... I double the bounds from 1 to 2 just to see... that didn't really clear up the issue... Is there another setting? πŸ₯Ί

pseudo grotto
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People! I have a huge problem. I can't stop getting an error in the game. Where can I post to see if anyone can help me? I'm desperate

dim plover
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Post the error would be the first step.

pseudo grotto
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||LoginId:790c08384b6bb31b56ca7db5db777b7b
EpicAccountId:1c5f23a4e10646e3b1f3f4b502812740

Assertion failed: false [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 4789]

UE4Editor_Core
UE4Editor_Core
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
user32
user32
UE4Editor_ApplicationCore
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll||

dim plover
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In the Epic Launcher, where you install the engines, click the dropdown arrow next to Launch and then select Verify.

pseudo grotto
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I've done it, I've even downloaded another version of the newer engine

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But it does not work

dim plover
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Is it just that project?
You can also download the debug symbols for more information on why you crash.

timid jacinth
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How can i add the resolutions to a combo box

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Or how can i turn int array to string

dim plover
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Something like a for each loop.

timid jacinth
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ooh thank you

pseudo grotto
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I only have this project. I try to find information but nothing comes out. I hope this is not dead because repeat EVERYTHING

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Blame me for not having a backup

timid jacinth
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wut

pseudo grotto
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It is very rare ... only one level has been damaged ... the rest seems to work if standalone shot

abstract relic
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cough source control cough slap

normal burrow
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for real

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cough

vivid narwhal
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I feel like I need to give my students an entire lesson on using source control

next badger
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@pseudo grotto serialization error may be caused by the BP logic...(in constructor)

pseudo grotto
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So what could I try to do?

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honestly totally blocked

next badger
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make new map, and start adding all the cator you had in that level

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open the project file and change startup map file to some another map

pseudo grotto
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And why could this happen? To never make the mistake again

next badger
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it once happened thanks to Epic, since they've changed something in code, after migration our project had this error

vivid narwhal
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if you write something bad in your construction script that crashes on complie and then save it your project will never open

next badger
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change startup map, and you can open the project again

pseudo grotto
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It's weird because I wasn't playing anything from the level script

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Sisi, it works, I'll have to relocate everything again

next badger
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construction script is run for every actor in level

pseudo grotto
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Yesyes*

errant ice
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UE 4.24 is bugged as hell. Got 3 different crashes right away.

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They should have done another two previews with testing and bug fixes.

loud knoll
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@errant ice what are the crashes?

errant ice
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LandscapeRender causes a crash with level streaming.
New audio mixer causes a random crash.
Another another one I don't know about

loud knoll
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@errant ice Also this is normal for them they get the last version done for the year, and then fix it in Febuary. I was surprised they already released an update.

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Only new feature I have turned on is the 3d text, if you are expecting Beta features to work 100% at this point you are setting your sights too high.

errant ice
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I haven't turned on any beta feature. All of this happens right after opening the project in UE 4.24

loud knoll
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Some Beta features are turned on for you though.

errant ice
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Which?

loud knoll
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you have to check the plugins

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go through the entire list

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anything that you dont need remove it

errant ice
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Why are they turning on beta features by default?

loud knoll
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save you a lot of memory on your builds

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they always do it

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You will see Beta by the name

errant ice
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Well the Audio Mixer isn't labled as beta

loud knoll
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of the plugin

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yeah that is an odd one

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I havent had any troubles with audio

errant ice
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And LandscapeRenderer isn't something new but I'm gonna check the plugins.

loud knoll
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yeah well they for sure fucked with that a lot, they are adding a lot to that

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they have a bunch of new features

errant ice
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I don't see any plugins with "beta" in their names

loud knoll
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any?

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its not in the name its next to the check box

errant ice
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Nope, only experimental ones

loud knoll
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sorry that is what I mean

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beta = experimental to me

errant ice
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Oh I see

loud knoll
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They turn all that stuff on because they want bugs and feedback reports on those new features so they can fix it

plush yew
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Pls my linetrace is not damaging the enemy pls help

loud knoll
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LineTrace alone will not hurt anything

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does your enemy have a health var? are you subtracting from that health var when the linetrace comes in contact with the enemy?

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Is your linetrace set to the right type of collision?

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@errant ice Another thing I do is download symbols and debug so I can see what code is breaking when something is crashing that might be a clue to why you are crashing, could be a driver, or could be something in your setup of your level if something has changed and you haven't adjusted to the new way they want you to work then you are going to have that error until you make those changes.

errant ice
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I already got dbg symbols, coding UE C++ for 3 years now ^^. That's also why I knew where the crashes came from.

loud knoll
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@errant ice ah ok man I didn't know that.

errant ice
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Thank you tho

loud knoll
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No worries!

forest tree
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Hey guys, hope this is the right place, I'm a bit new πŸ˜„
Is anyone aware of an issue with landscape painting where a whole segment of the landscape resets to the default checkered material when applying paint?

errant ice
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Anyway, looks like I will stick with 4.23, very stable version

plush yew
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@loud knoll Yes

loud knoll
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@errant ice Yeah I am using 4.24 trying out new things but I not doing any real work in it yet, until next year. They are going or gone on Xmas break and will be back at work mid january then start making progress around febuary (normal pattern)

plush yew
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It just passes through the player(enemy)

loud knoll
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@plush yew Did you change it to static mesh detection and see if it works in debug on those items?

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@plush yew If it was me I would try to get it to work on any object first then figure out why it's not working on the AI, maybe the AI collision is setup wrong or its not large enough etc.

plush yew
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Ok thanks

timid jacinth
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Ha nice Talos is here

plush yew
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I need the linetrace to hit only the mesh so it can show me what bone its hitting

barren coyote
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Hey, is there a way to force a "play standalone" window to open in a specific resolution? I want to test on a lower resolution than my PC screen

tawdry wren
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It's been happening non stop and it's actually really annoying lol

true leaf
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Okay im getting a fatal error during build 'Failed to compile material for platform PCD3D_SM$, Default material will be used in game'

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so i open up that material to view the editor and lo and behold it is PERFECTLY FINE

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no error, i can save it, beautiful

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soooooooo why wont it build/ compile....

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i cant figure it out

runic iron
barren coyote
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@runic iron thanks, but it doesn't work, I end up with 2420x1399 because of Windows scaling, also I think the widget DPI scale is calculated on the desktop resolution, not the window resolution

next badger
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@barren coyote standalone resolution is set in the editor settings (same as PIE)

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don't forget, you have alt+enter to go fullscreen

barren coyote
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well by default that is set t o1280x720 so that doesn't work either

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I am runnig in a window

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not in full screen

next badger
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sorry, for me it always opening the set resolution window

barren coyote
next badger
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well, probably you're changing it somewhere

barren coyote
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What I have been doing is resetting windows display to the desired size, but that's painful and messes up the desktop icons etc

next badger
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also, your screenshot is 2420x1399...so

barren coyote
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that's my point, it wont open a t the set resolution

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I'll just keep messign up my desktop I guess πŸ™‚

gentle moth
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I was just looking using my mouse and now I have kinda inverted controls in viewport

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and I haven't found any solution to that

next badger
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@barren coyote and r.setres does not work for you?

barren coyote
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no, using that as an execute console node r.SetRes 1920x1080 gave me that 2040x1399

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whihc is 1920 scaled up to 125%, that is MS Win10 scaling it, which is I think the real problem

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sorry, typo, 2400 not 2040

next badger
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and your dpi scaling is 1?

gentle moth
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anyone had similar issue?

next badger
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ofc it may be your camera just flipped

barren coyote
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@next badger DPI scaling only effects UMG, at least that is how I understand it, but yes, it is at 1.0

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yes thats is ticked as well, what does it do?

next badger
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@barren coyote well, then no clues

barren coyote
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same, I think it is windows 10 issue with running in windowed mode

next badger
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95% probably using w10...

barren coyote
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any one know of a quick resolution changing app I can put i the taskbar?

true leaf
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how can i debug shaders that wont build ?

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they work perfect in the editor

barren coyote
dusk sphinx
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why should i try to learn unreal instead of unity? just to throw out a question πŸ˜„

barren coyote
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Hey Bob πŸ™‚

dusk sphinx
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hello

next badger
true leaf
barren coyote
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@dusk sphinx I am pretty sure your question has no real answer. For every reason to use one I am sure there is a reason to use the other.

true leaf
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again.. it works in the editor FOR SM5 but cant build

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seems like a bug.

next badger
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@true leaf it says implicit vector truncation

vivid narwhal
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Is there a way to deform a flat mesh so it always lies flat on the landscape regardless of whether it's a hill or slope etc

true leaf
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hmm im just going to delete and reimplement from scratch i think cause idk what that is from

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thanks

next badger
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@vivid narwhal not out of the box, but you can use either vertex shader, or using mesh deformations (Custom Mesh Component, Runtime Mesh Component etc)

vivid narwhal
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hmm whatever way I want to do this is going to be incredibly complex

digital anchor
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if its a translucent mesh you can project

vivid narwhal
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@digital anchor it is translucent

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I've been trying to make the "damage zones" like in MMOs. I orginally tried decals but then there's obviously no collision data so made flat planes with a translucent material on them, but those don't deform to the landscape

vivid narwhal
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That's perfect, thanks!

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where does this plug into? Tessalation? Doesn't seem to like it in World Position Offset. Sorry I'm lost when it comes to materials

grave nebula
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To UVs of your texture.

vivid narwhal
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Ahh that's problematic. I'm using vertex paramters not textures

grave nebula
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Sounds like XY problem pretty much.

digital anchor
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quick grab the link

vivid narwhal
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Yeah that screenshot is from the twitter link but doesn't show the whole graph

digital anchor
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it just gives the impression that the mesh conforms to the ground

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its not modifying the mesh

vivid narwhal
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Indeed

next badger
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there is no point to conform the mesh to the surface in shader in this case...there are no benefits

vivid narwhal
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Yeah, I just need one static mesh with total transparecy to act as the custom collision shape I need, then I need to show another mesh as a basically 2D object onto the ground that (visually) adapts to the surface angle or any bumps etc. I've tried using a decal but trying to use a decal as a component in a blueprint isn't giving me any results

latent moth
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hello all, i’m fishing for ideas on how to manage an approach to a planet, from deep space to surface. the last step should be a landscape, i wonder if i should just have a spheric mesh with a piece of it being a real landscape.

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any ideas?

dusk sphinx
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@barren coyote didnt notice you are a copy bob before no. i need some sleep πŸ˜„

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yea, guess you are right. But people have to choose one over the other for some reason. personal, or not

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like, why cry engine isnt where most is

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crysis still holds up, considering how old it it.. πŸ˜„

lapis thorn
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hey guys can somebody help me i opened 4,23,1 for the first time and i got a notification that says A feature level 5 video card is required to run the editor. AvailableFeutureLevel = sm4, ShaderPlatform = PCD3D_SM4'' what should i do?

wary wave
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you need a Shader Model 5 card

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UE4 hasn't supported SM4 for some time

lapis thorn
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how do i get that

wary wave
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you buy a graphics card that isn't 12 years old?

fierce tulip
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aka get a new video card

lapis thorn
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idk:)

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oke thanks

fierce tulip
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good luck!

wary wave
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what are you trying to run UE4 on?

lapis thorn
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how do i find that

wary wave
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click start, go to run, then type in DXDIAG

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if in Windows 10 just type it into the search bar instead

lapis thorn
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and under witch term do i find it

lapis thorn
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i have a intel r hd graphics

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core i5

wary wave
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screenshot both tabs from the DxDiag report

lapis thorn
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and where do i get a shader model 5 card

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its dutch so you probably cant read it

wary wave
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I can read it

lapis thorn
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o

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how do i do screen shot again:)\

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sorry

vivid narwhal
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,it;'s the key right of F12

lapis thorn
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o oke thnx

wary wave
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usually (Print Screen / PrtSc)

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then CTRL+V into here

lapis thorn
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it doesnt work

vivid narwhal
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I can't seem to get that bump offset link from twitter working unfortunately

next badger
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@lapis thorn if you're on windows 10 you have the "Snipping Tool" app

wary wave
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I doubt they are

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Windows 10 does not run on old hardware

next badger
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hmm...seems Win+Shift+S in new key for screenshot region

upper heart
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@lapis thorn Please don't post the same question in multiple channels.

lethal snow
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Hi everyone I have a quesiton... I have been working on a multiplayer game and eveythings fine.. But I have noticed something wrong.. When I test my game in the editor window, after around 15 seconds my fps starts droping reaallly badly (like 15 fps)

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ONLY WHEN I TEST WITH 2 PLAYERS THO

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when I test it with 1 player, everythings fine

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Please someone help me... πŸ˜•

crude vessel
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Anyone else here found 4.24 kind of crashy?

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I keep getting hard crashes when importing meshes/new skeletons or modifying mesh/skeleton stuff

swift spindle
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4.24.1 has addressed some of those issues I've found

crude vessel
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let me see if i'm upgraded

vivid narwhal
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a few reports I've seen today of 2.24 being crashing

next badger
crude vessel
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I don't see a upgrade option

peak crane
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I have a problem with the engine. During operation, glitches appear on the screen. This is not the case with games. I work for 1060 Nvidia. 16 GB RAM

next badger
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glitches like?

peak crane
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As if the screen is blinking in different places. Similar to an electronic chip.

next badger
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@peak crane how long you've been using ue4?

peak crane
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Already about 2 years.

next badger
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so it's a new bug?

peak crane
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Perhaps this is related to DirectX12?

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Yes. Appeared with 4.23 version

next badger
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you can try running ue4 with -dx11 option

peak crane
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And where to write it?

next badger
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when starting the engine...in shortcut or cli

peak crane
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Thanks, I'll try now

dim plover
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In AnimGraphs, the Blend Poses by Int node only has two options, was it always that way?
I remember there was a way to add more poses.

brazen knot
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What would you guys say the "must use" plugins are?

surreal anchor
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are there any tutorials or guides on creating a dev kit for your game?

brazen knot
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Or @surreal anchor You could use the Mod Browser & Manager plugin from mod.io

cursive salmon
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Hi, How to create a score and timer backup system during all parties

light thunder
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How performant are dynamic material instances? I have a MP plugin that creates spline meshes and in its construction script, appears to make a dynamic material instance for EACH spline mesh component...

crude vessel
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I noticed 4.24 is givng me a weird bug when importing meshes

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with importing tangents

next badger
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@light thunder spline meshes are slow af

vivid narwhal
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https://twitter.com/klemen_lozar/status/952255581233889280 Can anyone help me out with getting this running? Feels like I'm hitting my head against a wall but I've plugged the offset into a material and plugged that into the base colour to no effect. It also kicks up a fuss when into the Word Position Offset and The Ambient Occulsion channels

This is the important bit, influence parameter controls the amount of distortion based on the depth height map we've created #UE4 #gamedev #indiedev

Likes

195

light thunder
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I'm using it to "drop" a length of hose on the ground, so far it looks okay but I the tiling concerns me because I end up with say, 50 spline points @next badger

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I wish there were a way for me to somehow calculate that as one item because there is an element where the hose will just DROP and won't be used again

next badger
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hmm...this is weird, i can't find any info on it now...but i'm pretty sure there was

digital anchor
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@vivid narwhal show what you have now

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hows your material set up

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and the mesh

vivid narwhal
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The texture sample is just a 1k white square

digital anchor
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doest make much sense, if the texture doesnt have details, what is getting projected on the ground? it will look the same anyway

vivid narwhal
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I mean what I'm trying to do could be done with decals, but it wasn't working when I tried earlier. Tried something different now and it worked

digital anchor
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dunno i just tried with that material and looks fine for me, unless thats not what you were trying

true leaf
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YAY!!! i fixed my 'unknown cook failure' !!!

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OH MY GOD so happy

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i had to validate all assets, then delete my cache project folders (derived data, etc) and rebuild it all

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one hour later boom we are golden

vivid narwhal
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Was that plugged into base color @digital anchor ?

digital anchor
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i plugged on emissive, but should be the same on base color

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the texture i used

vivid narwhal
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That worked. having it into emmsive&opacity. also had to zero-out text coords

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however, I'm going to just store that in the "cool materials" as it's totally not the effect I was after and I think I'm better off using decals

surreal anchor
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how do you use the built in SQLite plug in made by epic?

soft fiber
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How long does it normally take before devs update assets for the lastest release 4.24?

thin tendon
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Anyone know how I can fix these error messages

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Attempted to access index 0 from array 'CallFunc_K2_GetComponentsByClass_ReturnValue' of length 0

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After updating to 4.24 my arrays keep putting these out

soft fiber
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Considering going back to 4.23 until next summer... πŸ₯Ί

thin tendon
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Why next summer?

soft fiber
#

I figure that would be enough time for most things to be updated... Maybe not... lol

thin tendon
#

ahh ok

soft fiber
#

Looks like there's an update for 4.24....

copper flicker
#

After updating to 4.24 my build was not starting, without making any changes to my project. I had to go back to 4.23

soft fiber
#

any or many?

copper flicker
#

No errors during build, just dead exe

soft fiber
#

ok, I see...

copper flicker
#

No, just my game's build

soft fiber
#

I had one issue with replication, but I just disabled it for now...

copper flicker
#

I was advised to look into my log and try to figure it out.. It's easier to just stay in 23 : >

#

The only interesting feature in the new one is the long awaited Layouts....

soft fiber
#

Ya, I just started a project and I figured it would be best to start with the newest build. I didn't really consider the asset store..

thin tendon
#

I was able to go to 4.24 pretty easily. But its annoying me that every single array is throwing a warning about index of 0. I want to fix it soo badly but can't find any info

copper flicker
#

wow.. that's pretty messed up πŸ˜„

#

I wonder if others have the same problem

soft fiber
#

I haven't seen that... maybe cause I've only been using c++ for the most part.

thin tendon
#

Yeah I'm using Blueprint for the whole thing

soft fiber
#

Did you try 4.24.1?

thin tendon
#

Yeah I'm on that since yesterday and no change

soft fiber
#

πŸ’©

thin tendon
#

I even tried adding is valid index in before get and that just throws the warning twice

soft fiber
#

Weird...

copper flicker
#

they already have a fix for their buggy release? I didn't try it.. I'll give them at least one more release

soft fiber
#

I'm sure the update is great... devs always do their best work a week before Christmas... πŸ˜…

normal burrow
#

slimwaffle if the array is on a none object, trying to do something with a none object will do this.

real saffron
#

Yo, is anyone having issues with UE4.24? mine is way too slow to perform anything. I used 4.21 before and everything was super fast.

thin tendon
#

@ Danny I also went from 4.21 and other then my array issues I'm finding its faster

real saffron
#

really? is it my pc then, because 4.21 projects are still lightspeed compared to 4.24.

thin tendon
#

I'm not sure it could be a just me thing. But I found going to 4.24 I had a ton of errors. And it gets faster each time I work through one. And for me its already a ton faster then 4.21

#

But I found my array problem using the nodes "Get all wdigets of class" and "Get all components of class" are causing these index 0 errrors

mossy nymph
#

@real saffron running or starting? if its just starting you might had forgotten to allow for a larger DDC (assuming you need more then 512MB)

real saffron
#

when it is running, for example, deleting anything in 4.21 is almost immediatly. Now it takes almost a minute to actually delete an asset

mossy nymph
#

weird, fix redirectors on content folder?

real saffron
#

it even crashes sometimes

humble ridge
#

@fierce tulip just as an fyi i managed to fix that issue with the DM by remaking the material .. weird haha.

soft fiber
#

@real saffron I haven't seen that issue...

#

Crashes yes... a minute to delete no.

real saffron
#

I havent seen anyone on the forums with the same issue. Dont really know what could be the cause of it

thin tendon
#

@real saffron I had the long wait time for delete issue back in 4.21 after moving up from 4.20. What worked for me was deleting the folders for; Build, Binaries,Intermediate, and Saved. If you try this though back up first

real saffron
#

oh ok, imma try that now

#

it is a little bit faster now, and it didnt crashed when deleting

#

Thanks @thin tendon that did helped me

thin tendon
#

Awesome I'm glad it worked for you mate

halcyon flame
#

does anyone have a ballpark of how much time is added to the build process with exclusive nativizationβ€”say with 5-10 BPs nativized

#

?

true leaf
#

Im realizing that its so powerful my mind is blowing itself

halcyon flame
#

I'm also seeing some comments from back when nativization was first launched saying it's pretty error-prone... is this still the case?

potent violet
#

anyone have any go-to values for camera shakes that feels good?

sonic pagoda
#

the one from the ue4 tutorial

#

turned down

#

by a lot

#

@potent violet

#

thats the one

potent violet
#

Sweet. Thanks! Nice game btw.

You're using it for emulating earthquakes right?

alpine zephyr
#

guys, where can i find free animations like miximo ?

chilly gale
#

Not ready to go to a preview version of the engine yet

lapis vine
#

4.24 is not preview?

#

Also what do you mean by installer, Kiwi? I haven't used Datasmith, but see in your screenshots you got some plugins for importers that you can use.

swift spindle
#

You can get plugin on marketplace for free

wary wave
#

@halcyon flame - nativisation is very unreliable

chilly gale
#

@lapis vine, @swift spindle Those one's greyed out I can't find to install, what I got off the market place is what's highlighted and active, the others did not install

lapis vine
#

Weird... errors?

chilly gale
humble ridge
#

Is it normal to have to restart the engine every so often to get texture streaming pool back to normal ranges?

#

I find that without me actually adding anything to the level my streaming budget seems to always slowly tick higher over time

#

if i restart its not over budget and is fine for a few hours

chilly gale
#

@humble ridge I get that because the default is low for my card if I set it to 4gb I have an 11Gb card it goes away, That said I maybe doing this all wrong

elfin bridge
#

how do i give faces of my modeled object different materials?

cloud cobalt
#

Do that in your modeling software

autumn cove
#

Is there an easy way to scale up a particle effect wihout messing it up? I'm very very new to unreal engine, so please be kind if that was a stupid question πŸ˜…

blazing owl
#

is there a way to start a new blueprint project without automatically including all of the vr plugins and files? Including the vr controls and camera in the default bp files?

light thunder
#

@autumn cove https://www.youtube.com/watch?v=OXK2Xbd7D9w If you increase the size parameter (a part of the actual particle, not scalingresizing it when you have it placed in the world) you can sometimes make it bigger without messing it up

For the full tutorial playlist:
https://www.youtube.com/playlist?list=PLZlv_N0_O1gYDLyB3LVfjYIcbBe8NqR8t

This video covers some key terms that you will need to know in order to comfortably use the particle effects systems in Unreal Engine 4.

(00:05) - Particle terminology
(...

β–Ά Play video
somber wadi
#

How can i have a full control on my 2D character when he's falling? I mean i'd like to be able to flip direction instantly when i'm jumping, for now i have to wait 1sec before my character flip

autumn cove
#

@light thunder Thanks, I'll take a look πŸ™‚

near notch
#

Hello folks. I am creating a landscape in world composition. The issues I am having are: The sub levels are unloaded every time I restart the level and also in the build version, they do show up in play mode. How do I spawn a sub level on the game start

light thunder
#

show me how you are loading the stream level @near notch

near notch
light thunder
#

is 01 your lighting level?

#

Try one thing, put a delay and a print string BEFORE the load stream level, like a 5 second delay

near notch
#

The sub levels are landscape tiles created using world compositions

light thunder
#

And are those events firing, when you put a break on it, does it actually complete loading?

near notch
#

Actually the levels are loaded automatically when I play them, I cant control which ones to load though, they all are loaded.

#

I have used level streaming before and I never had an issue. This is the first time I am using it with landscape wolrd composition.

light thunder
#

4.24?

#

Seems like it would be a common problem but I haven't done much with world comp

#

other than just verifying they are actually loaded by using breaks, not sure if world comp has more blueprint events you can verify other status

near notch
#

Yeah , I am confused too. Thanks for replying.

ornate vessel
#

hey guys i followed a ribbon tutorial

#

but ended up with my ribbons glitchin out..

#

can anyone help me?

#

niagara unreal btw

#

nvm

#

changed lifetime of ribbon from 5 to .7

#

fixed

#

but why tho?

sudden agate
#

you probably spawn particles with the same Ribbon ID.

austere scroll
#

in animation blueprint , did the "Calculate Direction" get changed to another name in future releases ?

#

i cant find it

#

im following an old tutorial , from 2017

dim merlin
#

Hi, anyone knows its possible to use a custom mesh as physics volume?

thin tendon
#

Is there a way to check if enum for a valid state before using a switch?

mint horizon
#

With valid state do you meant not "None"? Or that the enum would have no value?

thin tendon
#

When everything first spawns I get an error? I don't know what they call it in unreal but its a null error. But after a bit its fine afterwards

#

I just want to validate it to remove the null reference

mint horizon
#

Is there an "Is Valid" node for the enum?

thin tendon
#

Not that I can find so I was hoping someone else knew of another way

dark rune
#

is the sound from Spawn Sound at Location location based?
aka it will sound softer if i get further away.

thin tendon
#

yeah it will but you need to set up attenuation so you can control how much it softens and over what distance

austere scroll
#

im following a tutorial , but nobody in the comments talked about it .
AttachTo: '/Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonCharacter_167.CollisionCylinder' root component cannot be attached to other components in the same actor. Aborting.

sturdy star
#

How would I go about making a trigger box that plays a video when you step over it, like a cutscene

austere scroll
#

it gives me this error ^^^

#

and the gun shows up on the ground instead of inside the characters hands

edgy moat
#

Δ° have made an user interface options for my game but i dont know how to make it so that once the person changes EG: shadow quality from epic to high and apply it to the game

#

its a button, once you press it, more buttons show up underneath it like high medium low, but i have no clue how to put it in bp so that if epic is changed to high for shadows then shadows are Applied to high in the game

#

i need help bros

abstract relic
edgy moat
#

Δ° will check it out, thank you

austere scroll
#

does anyone have any idea how to fix my problem ?

humble ridge
#

Anyone know if there is a way to check what is chewing fps?

#

draw call stats maybe?

solid matrix
#

depends on where the slowdown is

#

use "stat unit"

#

see whether it's cpu or gpu

humble ridge
#

ah yes thats a good one

#

its something inside 1 of my buildings

#

its draw calls by the looks

#

GPU

#

weird because i thought it would all be occluded

#

since i can visibly see anything inside it

solid matrix
#

what are your timers?

#

draw calls are on the CPU

humble ridge
#

ah yes

#

40ms on gpu and 37 on draw

solid matrix
#

what is your frame timers?

humble ridge
#

38 roughly

#

games 7

solid matrix
#

so 40 gpu, 37 frame? Yeah that's draw calls

true leaf
#

for me, it was my map system that was decimating my FPS

#

i was using a render target

solid matrix
#

use stat initviews

#

also if you think things should be occluded, use FreezeRendering and see whether they are or not

humble ridge
#

shadows taking up alot thatsodd

#

maybe the static lighting inside?

#

Some stuff that i think should have occlusion doesnt

#

Will prob help enough if i fix that

solid matrix
#

try stat SceneRendering

#

it will tell you your draw calls

humble ridge
#

Whats RenderViewFamily? is that just overall

solid matrix
#

yeah you have 10,000 draw calls. you're going to have to merge stuff together and reduce stuff. it can also be collision too. just check everything

humble ridge
#

Yeah i did start merging some stuff as i thought that would be it... boy there is alot to get through haha

#

thanks for your help mate!

solid matrix
#

any time!

humble ridge
#

legend those commands are super helpful

ornate vessel
#

in the niagara unreal system

#

how can i make the ribbon width based on the particle size

#

because i have a range to my particle size

#

parameters didnt really work

#

used to just code them

next badger
dusk steppe
#

is anyone running into issues with 4.24 linetraces returning null for physics material? can't seem to get the surface type. Same setup works fine in 4.23

timid jacinth
#

This happens when I try open my map

true leaf
#

wow I came across something VERY odd...

#

When i try to add a child actor component to another actor, it uses the WRONG child actor template

#

how could that be

#

oh and i cant change it

#

that ChildActorClass is completely unrelated to that ChildActorTempalte

#

it shouldnt be picking that one

humble ridge
#

Are draw calls inclusive off occluded objects?

#

@solid matrix You might know this one

#

I wouldnt of thought so but 10k seems like alot considering alot of it is occluded

solid matrix
#

I believe that it doesn’t include culled objects cause that’s the point of occlusion. There are other ways to debug performance. You can check out the optimization view modes, Particularly light complexity and shader complexity. If all else fails, use render doc to see exactly what each draw call is doing

humble ridge
#

Render doc?

grim ore
#

@dusk steppe that has beend reported for landscapes and the "fix" is in the works

normal burrow
#

β€œfix”

cosmic veldt
#

anyone having problems with installing plugins to 4.24? I can't install collision disabler.

dusk steppe
#

@grim ore thanks Mathew, I couldn't find it in the known issues.. I may or may not have submitted a ticket.. #SorryEpic

chrome ivy
#

@normal burrow @slow hearth I fixed my Sniper Scope issue. Thank you a lot for your help! Here is how it was done:

void ABASESniperRifle::BeginPlay()
{
    Super::BeginPlay();

    FTimerHandle InitSniperScope;
    GetWorldTimerManager().SetTimer(InitSniperScope, this, &ABASESniperRifle::CreateScopeRenderTarget, 0.5f, false);
}

void ABASESniperRifle::CreateScopeRenderTarget()
{
    APawn* OwnerPawn = Cast<APawn>(GetOwner());

    if (OwnerPawn)
    {
        if (OwnerPawn->IsLocallyControlled())
        {
            UTextureRenderTarget2D* ScopeRenderTarget = NewObject<UTextureRenderTarget2D>();
            UMaterialInstanceDynamic* ScopeMat = UMaterialInstanceDynamic::Create(ScopeMesh->GetMaterial(0), this);
            ScopeMesh->SetMaterial(0, ScopeMat);

            ScopeRenderTarget->ClearColor = FLinearColor::White;
            ScopeRenderTarget->TargetGamma = 1.0f;
            ScopeRenderTarget->InitAutoFormat(1024, 1024);

            ScopeCaptureComp->TextureTarget = ScopeRenderTarget;
            ScopeMat->SetTextureParameterValue("ScopeRenderTarget2D", ScopeRenderTarget);
        }
        else
        {
            ScopeCaptureComp->TextureTarget = nullptr;
        }
    }
}
normal burrow
#

Heads up

#

I think AI pawns will be locally controlled on server

#

so may need to check IsPlayerControlled() too

#

but nice!

chrome ivy
#

thank you for the tip! I won t be using any Sniper AI

regal yoke
#

when my i uncrouch, my character stops moving

#

in thirdperson template

#

blueprint is just

#

C key

#

FlipFlop

#

Crouch, Uncrouch

light coyote
#

@regal yoke screenshoot

#

someone will be able to help

river magnet
#

looking for someone to make anims and stuff

abstract relic
regal yoke
#

@light coyote

#

thats blueprint

#

it just stops movement when its uncrouched

#

there is nothing else in crouch blueprint

#

This very weird

#

and stupid

barren coyote
#

Hey, I am trying to run in PIE with two players, but only one of the windows is loading the mean menu level. So I must be doing something dumb, any idea what?

next badger
#

maybe you're not spawning or attaching a widget to a proper player

#

maybe it's the pawn is not spawned in a proper level

barren coyote
#

yeah, I am spawning th eUI from the level blueprint, not a pawn. Wouldn't the second window still load the main level as set in the project settings though?

regal yoke
#

Why my movement brokens when uncrouch is used?

#

i can jump and crouch but cant turn or walk after uncrouch

#

lol i found what caused it

#

so stupid shit

versed folio
#

how do you tranfer stuff from project to project

glass ginkgo
#

What do you guys thing about making unreal engine an extra launcher and removing it from the epic store thing?

versed folio
#

that sounds cool

#

how do you tranfer stuff from project to project

next badger
#

@glass ginkgo that would mean ue4 will be running crappy chromium engine all the time -_-

#

the only proper solution is to wipe out the chromium engine from the launcher at all

barren coyote
#

Has anyone used the CAll URL node from VA Rest in 4.24? I can't find it for some reason, I was expecting to find it here

next badger
barren coyote
#

@next badger what's your roll here boss?

next badger
#

@barren coyote I'm giving an advice, where you can find an answer with a higher chance. #2804

jolly stratus
#

anyone know where I could find free, no copyright bird songs/calls/sounds?

next badger
#

freesound has some cc0 probably

jolly stratus
#

oo oki

#

10k plus for bird sounds, noice

next badger
#

filter by "Creative Commons 0"

jolly stratus
#

ah gotcha, jus found it; still 4k sounds phew

iron oasis
#

Hey, newbie question, I downloaded some material pack from gumroad and I have a no idea how to mport it

#

The zip file contains ue project and uasset files

next badger
#

if it's ueproject - open it in ue4, then select assets you need and pick migrate

#

ue4 will handle connected assets migration

#

i.e. material will grab all necessary textures

#

meshes - all used materials, etc

abstract relic
#

select asset >>> asset action >>> migrate
more specifically

iron oasis
#

OK got it

#

So simple

#

thanks

next badger
#

@iron oasis when you move assets inside ue4 folder structure, ue4 will generate redirectors...you should fix them asap (can be made by right click on the folder in ue4 an picking - fix redirectors)
not fixing them may cause a lot of issues later

iron oasis
#

Ok, I didn't know about it, noted

#

Thanks a lot

primal prairie
#

Is the "proper" way to do custom cursors, only in UMG?

#

or is there a setting in preferences

next badger
#

you want a custom cursor in UMG only?

#

ue4 has a setting to set up the cursors in the project settings

primal prairie
#

no in general

#

this one, right?

next badger
#

yep

primal prairie
#

ty

next badger
#

afaik those are well optimized to draw

primal prairie
#

okay nice

limber mantle
#

does ue4 automatically create texture atlas with merge actors?

abstract relic
#

Going off memory. It adds mat id slots when you merge actors

next badger
#

it does

#

but you can merge material as well

flat axle
#

can anyone help with this error message >

cosmic matrix
#

Hello,

#

Anyone know how to use a custom ufoliagetypeinstancedStaticMesh

#

cause seems to doesn t work

primal prairie
#

@flat axle maybe your install is bad

#

you could update too, because youre 3 builds behind by the looks of it

tawdry wren
#

Has anyone ever gotten this crash before?

mint horizon
#

That's very hard to tell, looks like the crash details are optimized away

tawdry wren
#

it happens at random times

#

i can close out of my game andn it will happen

mint horizon
#

Alright so since you crashed it will have generated a .dmp file under your game's Saved/Crashes folder, open that in Visual Studio and it should tell you what line it crashed on

tawdry wren
#

i tried updating my graphics driver, that didn't fix it

#

the dmp file?

mint horizon
#

Yes

#

You open that with Visual Studio

#

That contains info for Visual Studio to be able to find what line it crashed on

tawdry wren
mint horizon
#

Press Debug with Native Only

#

and then it'll show you

tawdry wren
#
Unhandled exception at 0x00007FFB43989F0D (UE4Editor-Core.dll) in UE4Minidump.dmp: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF.```
mint horizon
#

Does it not show where in the code? Does it just tell you that?

tawdry wren
mint horizon
#

When does the crash happen? While just using the editor?

tawdry wren
#

i can close out of my game, and it will happen

#

i can start my game and it can happen

#

i figured if it was from my code it would say access violation from a line of code

#

but it's not..?

mint horizon
#

Might not necessarily be your fault, it can crash randomly at times, does it happen a lot that it is a nuissance?

tawdry wren
#

Yeah

#

it used to not do it, one day i just started back on a new project with UE4

#

and it started happening

mint horizon
#

What have you changed since then?

tawdry wren
#

i haven't tried it with my other projects

#

i mean i'm creating custom networking but i've never came across this issue before

mint horizon
#

it appears its coming from SlateCore though

#

If I look in the stack trace

#

so UI related probably

#

that's the only thing I can tell right now

tawdry wren
#

Hmm that's odd

brittle stratus
#

cant sign in with epic games to the bridge for that quixel stuff ugh thats broken too i guess

mint horizon
#

Double check the UI you made, it is complaining you are trying to access something which is invalid or null

brittle stratus
#

i used it all time 4.24 existed since 4.24.1 i cant ...there is your issue

#

ill be back after holidays maybe they get this sorted

tawdry wren
#

@mint horizon

#

i doubt this would cause it.. ?

#

i legit have only 2 UI widget blueprints

mint horizon
#

I think that might cause some problems, remove it and try

tawdry wren
#

i mean i've never tried it before

#

hm still doing it

mint horizon
#

You can also put breakpoints in your Blueprints, should be easier to track down that way

#

Right Click -> Add Breakpoint should be it

#

On the node you want it to be

tawdry wren
#

not working

mint horizon
#

The breakpoint or?

#

It still crashes?

tawdry wren
#

not even in there

mint horizon
#

You need to click on one of your existing methods

tawdry wren
#

tried ticking context sensitive

mint horizon
#

Not on empty space

tawdry wren
#

ooh

#

derp

mint horizon
#

Haha :)

halcyon flame
#

@wary wave what kind of issues do people typically run into?

tawdry wren
#

anxiety and dpression

wary wave
#

well, in our case entire blueprint classes were just omitted from packaging for no apparent reason

#

pretty big problem tbh

halcyon flame
#

no doubt. what engine version was this?

#

@wary wave

wary wave
#

4.23

halcyon flame
#

dangit. solution was just to nativize manually?

#

@wary wave

wary wave
#

no, the solution is to not use it

halcyon flame
#

hm. hoping but not expecting for different results

wary wave
#

there's no real reason to use it, tbh

halcyon flame
#

I'm seeing immense FPS gains

#

and I honestly don't have the bandwidth/skill combo to write C++

jolly stratus
#

are there any prominent youtubers or tutorial series for beginners in unreal?

plush yew
#

tom looman

halcyon flame
#

@jolly stratus the official UE channel is good

#

find the right playlist

jolly stratus
#

oki thx

halcyon flame
#

if Udemy is having a sale right now, there's an excellent C++ intro

#

the list price is like $200 but the actual ("sale") price is like $20 or $30

jolly stratus
#

oo noice ill check it out

halcyon flame
#

its the one with the most reviews

#

you're in luck my dude

#

do the entire tutorial

jolly stratus
#

so the 2nd one?

#

ahh op

halcyon flame
#

yup

jolly stratus
#

tyvml

dim plover
#

The HumbleBundle UE4 pack might still be on sale/available.

halcyon flame
#

looks like HB UE is over

#

but <$15 for that is a steal. it honestly is almost worth the full price. it's an incredible tutorial series, Tristam is a consummate pro

abstract relic
#

Fyi. Udemy is always 95% off

halcyon flame
#

yeah. I just think that one is almost worth the fake list price

dim plover
#

Prices also vary from browser to browser, etc.
So if you really want the best deal... try across different browsers and OSs. 🀷

halcyon flame
#

that is strange. about the browsers

abstract relic
#

It changes by hardware and location too

#

This isn’t an uncommon practice. Udemy just doesn’t have any shame in it

halcyon flame
#

lol

#

outside of the morality of it, the psychological effect is very potent

abstract relic
#

People love those strikethroughs even if it was marked up before the discount. That class is worth the pretty penny though.

surreal cloak
#

is ue4 capable of putting as many players on a map as planetside2?

abstract relic
#

More of a question of if you are capable of putting that many players in your game.

rancid lynx
#

why is the light on the Hands so strange? i doubled checked no overlapping UVs.

#

the light and shadow on all other meshes are fine. but the hands are very strange.

#

something about blender export rotations? i dont understand.

#

------------FIXED---- randomly X_x after a week of thinking.

#

there was a modifier in blender, something about rotation. but it wasnt "applied" yet...

abstract relic
#

One of your normal channel is inverted

rancid lynx
#

somehow an unApplied rotation modifier in blender. after i clicked apply X + 90 rotation to the base mesh... the lighting is fixed. it alwyas looked correct in blender

#

i completely dont understand why. but it fixed.

#

wow sorry spam. now the animations are gone. so ill have to reapply them or something. perhaps it was the animation that did it. nevermind. sorry. idk yet.

#

ty hightide. ill check that also

#

whats a normal channel ? i know how to flip normals on polygons, but i dont know what normal "channel" means

#

i think it has something to do with, the mesh is turned 90 degrees whlie armature is active, in pose mode, but -90 degrees while in edit mode.

covert ivy
#

Hello, I'm trying to understand the cinematic system with the Level Sequencer. I've just done a little test, doing like this :

#

When I click on Play in the Sequencer Panel, below, it does nothing. Is it normal ?

burnt glade
#

is ue4 slow? it seems that data oreinted is faster than object oriented

#

i dont think ue4 is data oreitned, will it run ok on lesser computers?

lavish sinew
#

@covert ivy you need to add your character to the asset list in the sequencer, with their animations and transform if they are moving on the timeline.

feel free to message me if you need a walk through.

timid jacinth
#

How could I store a money variable for each player in my multiplayer game

mint horizon
#

@burnt glade while Data Oriented may be faster than Object oriented, that doesn't mean anything using Object Oriented Programming is slow, it's just a bit faster in comparison, it does not make that much of a difference though I imagine

#

(yes UE4 is Object Oriented because it uses C++, OO is more common in general)

#

C++ is also pretty fast in its own right

exotic otter
#

@timid jacinth multiple ways tbh

tawdry heath
#

hey guys can someone help my small brain. I downloaded the InfinityBladeIceLands assets and I don't know how to add snow on the ground

#

do I create a landscape and add the material then what?

#

anyone?

#

I tried foliage and placed it around the map then my fps went to 30

lavish sinew
#

yeah, youve got a bunch of things you gotta do to optimize those assets instead of dropping them in

#

but a snow material would make sense on the ground planes you have

tawdry heath
#

I watched a youtube video of some guy doing it and I figured I could do it too. He made it look so easy

lavish sinew
#

also, what are your system specs?

#

thats gonna be an important factor too

tawdry heath
#

GTX 1060 6gb

#

i5 8400

#

I am very new to Unreal Engine

#

the hardest part has been making land, I don't know how to do it I just use foliage tool to place grass and snow and that seems to be very laggy. Is there a way to fill the landscape with snow without killing the fps

lavish sinew
#

are you using quixel megascans foliage?

#

or where are your foliage assets coming from

tawdry heath
#

I'm using Infinity Blade Ice Lands from Epic Games

#

this is what I want

lavish sinew
#

yeah

#

uhh the assets shouldnt be an insane resolution

noble frigate
#

hello guys, new to discord and ue4 channel here unreal

tawdry heath
#

Ok so am I suppose to use foliage tool to fill the snow or something else?

#

In that video he used landscape paint

noble frigate
#

using a material for your terrain plane or landscape should be a good start

tawdry heath
#

ok but how to do it

lavish sinew
#

no, id find or make a snow material that isnt a crazy high resolution to use. also, make sure that youre not using 4k textures from somewhere else potentially in your assets.

#

uhh there are some snow materials you can google online that are free to use most likely

#

i know youtube has a bunch of people that have some materials you can use for free

#

or check the free for the month

tawdry heath
#

The asset came with snow

lavish sinew
#

it came wit ha snow asset, but not snow for the ground, right?

#

like its a big asset chunk of snow

tawdry heath
whole quarry
#

it will tell you how to make a proper landscape materials and how to add layers that you can paint on the landscape

tawdry heath
#

ok I will read it

whole quarry
tawdry heath
#

ok my question is where do I get these?

#

how do I put things there

abstract relic
#

click on the + and generate landscape layer

tawdry heath
#

where's the +?

#

no I'm saying I don't have anything there

#

I put a landscape material on the landscape material

abstract relic
tawdry heath
#

yes right but I don't have the layers to start with, how do I add them? I'm new btw

abstract relic
covert ivy
#

@lavish sinew It's me again...

#

What if I want to spawn my character in the beginning of the cinematic ? I've tried to add a "Spawn Actor from Class" but I think this node works only with BP Class Actors. Yet, also, I believe that I can't put a BP Actor in the asset list of the Level Sequencer. Well, in fact, I can but it doesn't display the "Animation" and "Transform" options. Apparently, to have this options, it needs a skeletal mesh. So... πŸ€”

#

If someone knows how to do this...

#

Or maybe it's not possible and so I think I'll simply mask the visibility of the character then make it appear in the beginning of the cinematic. This should work, I presume...

halcyon flame
#

is there a way to move things out of their containing folder in the content browser of UE4?

#

I want to migrate a set of assets, but not all of them, from a series of folders. but at the same time so that all dependent assets come only once

crude cliff
#

Already posted on the Unreal Engine forums, but anyways.
Finished compiling shaders and these are still left over, it's a pretty simple set of textures and it's a 31x31 area so pretty small.

#

I'm stumped and I'm new to the engine

#

Any help is appreciated

halcyon flame
#

rebuild lighting?

crude cliff
#

Building it has no effect

halcyon flame
#

move landscape a bit then ctrl-z?

crude cliff
#

High quality, low quality, rebuild didn't help

#

Wouldn't that cause shader recompiling? Hold on I'll try

#

Nope didn't work

#

This is My forum post about it

#

If anyone wants to write that would be awesome

abstract relic
#

Only quick and dirty way I can think of is make a stencil and use that to mask the background out in photoshop

tawdry heath
#

Ok I figured out how to paint the ground

#

I had to make some layer blend but I had to disconnect some nodes. Is there a way to combine all of these?

#

I want the layer blend so I can paint the ground

#

but I also want the lerp and add. I can only choose either them or layer blend so is there a way to do both?

tawdry heath
#

ok so this is my landscape material from my downloaded asset. I want this to have layers so I can paint it on my landscape. How would I do that?

#

pls help 😦

tawdry heath
#

Hello darkness my old friend...

normal burrow
#

lerp and add?

tawdry heath
#

yes I want to connect them to layer blend

#

wait I might of figured some things out

#

I just need my shaders to finish compiling

#

no I did not figure it out

#

I literally spend so many hours and have yet to figure out how to place snow on the ground 😦

#

I would love some help

tawdry heath
sonic pagoda
#

what is the point of being able to have 2 viewports in ue4
if you collapse 1 the other disappears as well

#

or am i doing something wrong

tawdry heath
#

ok I fixed my error

#

I'm so dumb lol

jolly steppe
#

Is there anyone around that can help me? I've been stuck on something for days and I'm about to lose my mind .-.
I just want to make a turning animation for a side scroller and I can't find anything that works.

#

I have the animation made but I don't know how to get it in the game

#

it's a 3D side scroller

tawdry heath
#

Sorry not me, I just learned how to paint on my terrian lol

jolly steppe
#

: (

#

Event graph is so confusing. I don't understand what I'm doing.

tawdry heath
#

To make you feel better I spend 2 days just to make my character do the knife slash animation

jolly steppe
#

I've spend 2 days searching the internet for answers

#

how is it that something simple like turning around has no answers? : /

dim plover
#

Issa, what was the solution to your thing? I don't know much about landscapes.

tawdry heath
#

Oh I was suppose to connect the height to "A" and not "RGBA"

#

Yo finally I am figuring out things now

limber mantle
#

ue4.24 supports direct xgen hair?

tawdry heath
#

I can't imagine how hard adding zombies and guns is going to be :((((

woeful glade
#

for some reason i cant make an object deal dmg to my character even though i referenced it

#

and the health bar works because ihave a key to make it directly take damage

jolly steppe
soft fiber
#

Looks like your turning the wrong angle (x,y,z)...

#

PlayerInputComponent->BindAxis("Turn", this, &ATPSCharacter::AddControllerYawInput);

jolly steppe
#

I'm trying to make her do a 180 in a split second but not instantly

blissful trail
#

i imported some music to my project and the music has a weird wind effect on it theres no other sounds

tawdry heath
#

yo what you guys think

#

it took two hours to make please be nice

jolly steppe
#

looks cool! What did you do?

tawdry heath
#

I downloaded assets

jolly steppe
#

Did you place the houses and stuff?

tawdry heath
#

ye

#

So I made a landscape texture, filled it in. Then I sculpted some terrible terrain. Then I added fences and houses. Then I use foliage tool for trees and grass

jolly steppe
#

I don't think it looks bad.

tawdry heath
#

But I can't figure out a way to place a lot of grass without my graphics card having to delete system32. I have a GTX 1060 6gb

woeful glade
#

why is it that when walk this object its not dealing damage, i did reference the damage script

tawdry heath
#

All of those blueprints is like me reading a different language lmao

woeful glade
#

been stuck here for like 2-3 hours

#

and im like

#

i know its wrong but i dont know whats wrong and its so tilting

#

if collided -> cast to character for reference -> pick up code and activate it (dmg deal)

tawdry heath
#

so has anyone figured out how to place a lot of grass without killing their graphics card?

jolly steppe
#

Event Graphs are so hard to get. I've been trying to make my character turn right for 2 days : / I'm going to scream

woeful glade
#

same

tawdry heath
#

and that's why for me there is assets I can download so I don't have to do anything πŸ™‚

jolly steppe
#

I can't even find assets that will help

tawdry heath
woeful glade
#

you could try looking for euler filter

#

it might help but im not too sure

jolly steppe
#

what's that?

soft fiber
#

Do they show when running?

gleaming herald
#

@tawdry heath rebuild lighting

woeful glade
#

its in maya

soft fiber
#

No, the grid lines...

tawdry heath
#

yes they show

#

what lighting do I need

#

I have a light source

#

Btw I'm very new so baby steps please

gleaming herald
#

@tawdry heath press on the build button and wait for the magic

tawdry heath
#

where's build button

soft fiber
#

press the arrow for the build button and choose build lighting only

#

and they save

#

then

normal burrow
#

@jolly steppe there’s a lot going on there. But you most likely are intending to compare < -0.05 instead of == -1. And >0.05 instead of ==1.0

gleaming herald
tawdry heath
#

oh

jolly steppe
#

I'm sort of putting stuff together until something works .-.

#

I'll try that

tawdry heath
#

this lighting is going to take years

jolly steppe
soft fiber
#

Did you just build the lighting?

jolly steppe
#

What I want is a turning transition between her turn.

#

Do you know how I can achieve that? @normal burrow

normal burrow
#

Yes

#

RInterpTo I think

jolly steppe
#

it'd save my life if I found out πŸ˜‚

#

RInterp?

#

OH!

normal burrow
#

RInterpToConstant

soft fiber
#

@jolly steppe Is that the max zoom on your BP screenshot?

tawdry heath
#

ok I should probably ask. How long does it take to build lighting???

jolly steppe
#

I can go closer.

#

wait, maybe I do

soft fiber
#

This will just rotate 90 or -90 depending on the input.

jolly steppe
#

I'm not sure what nodes to plug into it : (

soft fiber
#

Replace rotations with RInterp

#

Delta times can by typed

#

Target is the angle

gleaming herald
#

@jolly steppe I had the same issue with my side scroller game, simply use blend space 1D

#

@jolly steppe then call it from your Animation BP using an Animation graph

jolly steppe
#

for turning??

gleaming herald
#

@jolly steppe For walking running and turning

jolly steppe
#

I don't see how that solves it

gleaming herald
#

It will

soft fiber
jolly steppe
#

oooh thanks

normal burrow
#

Honestly didn’t expect Mathew to have a video on that one

soft fiber
#

I'd watch the video... lol

tawdry heath
#

hey guys I have a snow material in my landscape but it's so thing. How can I add some depth to it?

abstract relic
#

Tessellation

tawdry heath
#

what is that

#

let me look it up

gleaming herald
jolly steppe
#

Yeah that's not what I need

abstract relic
gleaming herald
#

@jolly steppe sorry I thought you wanted turning transition, instead of her going full 180

jolly steppe
#

I do but she needs to make a FULL rotation

#

at the press of a button

#

I think P@t and Freelance got me hooked up : ) Thanks though.

abstract relic
#

360 no scope button does sounds hilarious

normal burrow
#

Very leet

#

So torbulous, yeah what I scribbled there but two times, second time you use -90 for z

#

Wonder if you can rinterp to 360

#

Don’t think so

jolly steppe
#

So I have to add a variable?

normal burrow
#

Yeah

jolly steppe
#

So far, I got this

normal burrow
#

Capsule component should be giving rotation

jolly steppe
#

oh, how do I give capsule component rotation?

normal burrow
#

GetRelativeRotation

#

But it won’t add 270 degrees

jolly steppe
#

I don't see any when searching

normal burrow
#

Your dragging from capsule?

jolly steppe
normal burrow
#

Yes

jolly steppe
#

oh, no

#

I found it

#

haha

normal burrow
#

You want the get version of the set

#

Ok

#

Add a float parameter to your function

soft fiber
#

Actor

normal burrow
#

DeltaSeconds

jolly steppe
#

I need actor component and not capsule component?

soft fiber
#

I don't see why you'd rotate the capsule?

jolly steppe
#

well don't I want to rotate the whole thing?

#

I thought the capsule was like the base

normal burrow
#

I said get it from capsule only because your setting to it

#

But either way you want 360+90?

jolly steppe
#

I think so. I want to make sure she's turning 180 with the push of a button and it needs to be a smooth transition.

soft fiber
#

Shouldn't you be rotating the mesh?

normal burrow
#

What’s wrong with it right now?

jolly steppe
#

she can stop mid turn

normal burrow
#

Ok

jolly steppe
#

and face the camera

normal burrow
#

Then

#

You need to change your logic

#

Or handle the false case

jolly steppe
#

what does that mean?

normal burrow
#

On false check if the rotation of capsule is closer to 90 or -90

plush yew
#

I don't have high speed internet speed can I pause the download in launcher

normal burrow
#

When both branches are false: If it’s closer to 90 then keep going to target 90, otherwise -90. If you know which direction is facing right in the world you could UnrotateVector by the rotation and check if axis value is negative or not (if -90 is not a thing)

jolly steppe
#

okay, I'm going to start over cause everything's a cluttered mess, lol. So far I have this.

dark rune
#

guys, everytime I import an FBX (shotgun) using default settings with skeletal mesh it always breaks into pieces
I think I am doing sth wrong

jolly steppe
#

wait wouldn't doing it that way make it so she might turn back if you didn't turn all the way?

dark rune
#

static mesh too

plush yew
#

I don't have high speed internet speed can I pause the download in launcher pls reply

dark rune
#

@plush yew i think you can

soft fiber
#

Does anyone know anything about level streaming?

plush yew
#

How

#

@dark rune

tawdry heath
#

why does compiling shaders take soooo long

dark rune
#

@plush yew isnt there a pause button