#ue4-general
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ur welcome
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.
Does Convex Decomposition work in 4.24?
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?
cause you need to install them?
vault is cache, nothing else
to see them you need to install
Dungeon made from a BP of static meshes. I don't believe anything is overlapping... but there is a lot of flickering? π©
Probably overlaps.
Is there a way to hide actors in the scene while the game is paused?
Set their visibility
Hello
Today i reset cache directory..
Double Click my Map and i get this crash.. 4.23.1
Why is that?Anyone help me ?
cache? like Intermediate? Saved?
And have problem this 4.24.1
What is Intermediate ? And i have only this problem my main map..Testmap its load
Assertion failed: OutMipChain.Num() == NumOutputMips [File:D:\Build++UE4\Sync\Engine\Source\Developer\TextureCompressor\Private\TextureCompressorModule.cpp] [Line: 2306]
UE4Editor_Core
UE4Editor_Core
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UE4Editor_TextureCompressor
UE4Editor_Engine
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kernel32
ntdll
those are folders in your project
- info (I right clicked my map again crash
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
Are you using megascans in your level?
My level its fully optimized
Are you using megascans
No any problem here,before im clear derived cache
Im not using megascans,im using only megascan textures 1k and 2k
So yes π
Here's a short video is the issue. https://youtu.be/XhwspWJF0V0 Does this look like z-fighting?
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
thats frustum culling, its always one frame behind, an easy fix would be to increase bounds
Looks more like culling Free
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
The bounds are default to 1. How much do I increase it by? What is culling free?
lmao i though the same thing, whats culling free
then i realized free is your name

How much performance gain would there be if i were to use static lighting instead of dynamic?
depends...but generally a lot
For large scale landscapes and i mean really large would, static would be the best choice, right?
dynamic shadow depth maps are probably most expensive thing in current gen gaming
But also my scenes look a lot better with full dynamic lighting compared to when i bake the lighting (static)
i can't tell anything about landscapes, as soon as 4.24 has new pipeline for them
but for meshes, gpu memory bandwidth and its amount of it will be the main factor...and not the performance of the gpu
as soon as you manage the streaming of shadow maps it won't be an issue
better ask #graphics if you need more info
Where do I put in a request for a Houdini help channel?
um...on Think Procedural Discord...
@versed surge https://discord.gg/b8U5Hdy
Prox already on it
@sweet relic also Discord links are possible reason to get banned, even if relevant
π€·
@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
@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
Slacker is a ue4 only server. Thereβs no dedicated software section
@versed surge i have zero clue what you are talking about...neither slackers or houdini discords have cross related channels...
yeah, blender does the same with its unreal channel.
yeah
Think Procedural has a channel for third party talk guess its Unity UE4 and some other softwares.
Hmm... I double the bounds from 1 to 2 just to see... that didn't really clear up the issue... Is there another setting? π₯Ί
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
Post the error would be the first step.
||LoginId:790c08384b6bb31b56ca7db5db777b7b
EpicAccountId:1c5f23a4e10646e3b1f3f4b502812740
Assertion failed: false [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 4789]
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In the Epic Launcher, where you install the engines, click the dropdown arrow next to Launch and then select Verify.
I've done it, I've even downloaded another version of the newer engine
But it does not work
Is it just that project?
You can also download the debug symbols for more information on why you crash.
How can i add the resolutions to a combo box
Or how can i turn int array to string
Something like a for each loop.
ooh thank you
I only have this project. I try to find information but nothing comes out. I hope this is not dead because repeat EVERYTHING
Blame me for not having a backup
wut
It is very rare ... only one level has been damaged ... the rest seems to work if standalone shot
cough source control cough 
I feel like I need to give my students an entire lesson on using source control
@pseudo grotto serialization error may be caused by the BP logic...(in constructor)
make new map, and start adding all the cator you had in that level
open the project file and change startup map file to some another map
And why could this happen? To never make the mistake again
it once happened thanks to Epic, since they've changed something in code, after migration our project had this error
if you write something bad in your construction script that crashes on complie and then save it your project will never open
change startup map, and you can open the project again
It's weird because I wasn't playing anything from the level script
Sisi, it works, I'll have to relocate everything again
construction script is run for every actor in level
Yesyes*
UE 4.24 is bugged as hell. Got 3 different crashes right away.
They should have done another two previews with testing and bug fixes.
@errant ice what are the crashes?
LandscapeRender causes a crash with level streaming.
New audio mixer causes a random crash.
Another another one I don't know about
@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.
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.
I haven't turned on any beta feature. All of this happens right after opening the project in UE 4.24
Some Beta features are turned on for you though.
Which?
you have to check the plugins
go through the entire list
anything that you dont need remove it
Why are they turning on beta features by default?
save you a lot of memory on your builds
they always do it
You will see Beta by the name
Well the Audio Mixer isn't labled as beta
And LandscapeRenderer isn't something new but I'm gonna check the plugins.
yeah well they for sure fucked with that a lot, they are adding a lot to that
they have a bunch of new features
I don't see any plugins with "beta" in their names
Nope, only experimental ones
Oh I see
They turn all that stuff on because they want bugs and feedback reports on those new features so they can fix it
Pls my linetrace is not damaging the enemy pls help
LineTrace alone will not hurt anything
does your enemy have a health var? are you subtracting from that health var when the linetrace comes in contact with the enemy?
Is your linetrace set to the right type of collision?
@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.
I already got dbg symbols, coding UE C++ for 3 years now ^^. That's also why I knew where the crashes came from.
@errant ice ah ok man I didn't know that.
Thank you tho
No worries!
Hey guys, hope this is the right place, I'm a bit new π
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?
Anyway, looks like I will stick with 4.23, very stable version
@loud knoll Yes
@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)
It just passes through the player(enemy)
@plush yew Did you change it to static mesh detection and see if it works in debug on those items?
@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.
Ok thanks
Ha nice Talos is here
I need the linetrace to hit only the mesh so it can show me what bone its hitting
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
Any idea what this error crash could be... ? https://hastebin.com/evigecufeh.nginx
It's been happening non stop and it's actually really annoying lol
Okay im getting a fatal error during build 'Failed to compile material for platform PCD3D_SM$, Default material will be used in game'
so i open up that material to view the editor and lo and behold it is PERFECTLY FINE
no error, i can save it, beautiful
soooooooo why wont it build/ compile....
i cant figure it out
@barren coyote A bit hacky and not sure at all if that will work but you could try this https://www.youtube.com/watch?v=ys1gOuzvuPs
@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
@barren coyote standalone resolution is set in the editor settings (same as PIE)
don't forget, you have alt+enter to go fullscreen
well by default that is set t o1280x720 so that doesn't work either
I am runnig in a window
not in full screen
sorry, for me it always opening the set resolution window
but even when I do alt enter, it shows the desktop resolution
well, probably you're changing it somewhere
What I have been doing is resetting windows display to the desired size, but that's painful and messes up the desktop icons etc
also, your screenshot is 2420x1399...so
that's my point, it wont open a t the set resolution
I'll just keep messign up my desktop I guess π
I was just looking using my mouse and now I have kinda inverted controls in viewport
and I haven't found any solution to that
@barren coyote and r.setres does not work for you?
no, using that as an execute console node r.SetRes 1920x1080 gave me that 2040x1399
whihc is 1920 scaled up to 125%, that is MS Win10 scaling it, which is I think the real problem
sorry, typo, 2400 not 2040
and your dpi scaling is 1?
anyone had similar issue?
@next badger DPI scaling only effects UMG, at least that is how I understand it, but yes, it is at 1.0
yes thats is ticked as well, what does it do?
@barren coyote well, then no clues
same, I think it is windows 10 issue with running in windowed mode
95% probably using w10...
any one know of a quick resolution changing app I can put i the taskbar?
@next badger What can go wrong right? yolo etc π€£
why should i try to learn unreal instead of unity? just to throw out a question π
Hey Bob π
hello
@true leaf
@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 it says implicit vector truncation
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
hmm im just going to delete and reimplement from scratch i think cause idk what that is from
thanks
@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)
hmm whatever way I want to do this is going to be incredibly complex
if its a translucent mesh you can project
@digital anchor it is translucent
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
That's perfect, thanks!
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
To UVs of your texture.
Ahh that's problematic. I'm using vertex paramters not textures
Sounds like XY problem pretty much.
quick grab the link
Yeah that screenshot is from the twitter link but doesn't show the whole graph
it just gives the impression that the mesh conforms to the ground
its not modifying the mesh
Indeed
there is no point to conform the mesh to the surface in shader in this case...there are no benefits
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
hello all, iβm 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.
any ideas?
@barren coyote didnt notice you are a copy bob before no. i need some sleep π
yea, guess you are right. But people have to choose one over the other for some reason. personal, or not
like, why cry engine isnt where most is
crysis still holds up, considering how old it it.. π
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?
how do i get that
you buy a graphics card that isn't 12 years old?
aka get a new video card
good luck!
what are you trying to run UE4 on?
how do i find that
click start, go to run, then type in DXDIAG
if in Windows 10 just type it into the search bar instead
and under witch term do i find it
screenshot both tabs from the DxDiag report
I can read it
,it;'s the key right of F12
o oke thnx
it doesnt work
I can't seem to get that bump offset link from twitter working unfortunately
@lapis thorn if you're on windows 10 you have the "Snipping Tool" app
hmm...seems Win+Shift+S in new key for screenshot region
@lapis thorn Please don't post the same question in multiple channels.
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)
ONLY WHEN I TEST WITH 2 PLAYERS THO
when I test it with 1 player, everythings fine
Please someone help me... π
Anyone else here found 4.24 kind of crashy?
I keep getting hard crashes when importing meshes/new skeletons or modifying mesh/skeleton stuff
4.24.1 has addressed some of those issues I've found
let me see if i'm upgraded
a few reports I've seen today of 2.24 being crashing
@lethal snow #multiplayer
I don't see a upgrade option
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
glitches like?
As if the screen is blinking in different places. Similar to an electronic chip.
@peak crane how long you've been using ue4?
Already about 2 years.
so it's a new bug?
you can try running ue4 with -dx11 option
And where to write it?
when starting the engine...in shortcut or cli
Thanks, I'll try now
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.
What would you guys say the "must use" plugins are?
are there any tutorials or guides on creating a dev kit for your game?
@surreal anchor With a quick google: https://wiki.unrealengine.com/Modding:_Adding_mod-support_to_your_Unreal_Engine_4_project
Or @surreal anchor You could use the Mod Browser & Manager plugin from mod.io
Hi, How to create a score and timer backup system during all parties
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...
I noticed 4.24 is givng me a weird bug when importing meshes
with importing tangents
@light thunder spline meshes are slow af
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
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
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
hmm...this is weird, i can't find any info on it now...but i'm pretty sure there was
doest make much sense, if the texture doesnt have details, what is getting projected on the ground? it will look the same anyway
Changing the texture still has the same effect
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
dunno i just tried with that material and looks fine for me, unless thats not what you were trying
YAY!!! i fixed my 'unknown cook failure' !!!
OH MY GOD so happy
i had to validate all assets, then delete my cache project folders (derived data, etc) and rebuild it all
one hour later boom we are golden
Was that plugged into base color @digital anchor ?
i plugged on emissive, but should be the same on base color
the texture i used
That worked. having it into emmsive&opacity. also had to zero-out text coords
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
how do you use the built in SQLite plug in made by epic?
How long does it normally take before devs update assets for the lastest release 4.24?
Anyone know how I can fix these error messages
Attempted to access index 0 from array 'CallFunc_K2_GetComponentsByClass_ReturnValue' of length 0
After updating to 4.24 my arrays keep putting these out
Considering going back to 4.23 until next summer... π₯Ί
Why next summer?
I figure that would be enough time for most things to be updated... Maybe not... lol
ahh ok
Looks like there's an update for 4.24....
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
any or many?
No errors during build, just dead exe
ok, I see...
No, just my game's build
I had one issue with replication, but I just disabled it for now...
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....
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..
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
I haven't seen that... maybe cause I've only been using c++ for the most part.
Yeah I'm using Blueprint for the whole thing
Did you try 4.24.1?
Yeah I'm on that since yesterday and no change
π©
I even tried adding is valid index in before get and that just throws the warning twice
Weird...
they already have a fix for their buggy release? I didn't try it.. I'll give them at least one more release
I'm sure the update is great... devs always do their best work a week before Christmas... π
slimwaffle if the array is on a none object, trying to do something with a none object will do this.
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.
@ Danny I also went from 4.21 and other then my array issues I'm finding its faster
really? is it my pc then, because 4.21 projects are still lightspeed compared to 4.24.
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
@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)
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
weird, fix redirectors on content folder?
it even crashes sometimes
@fierce tulip just as an fyi i managed to fix that issue with the DM by remaking the material .. weird haha.
I havent seen anyone on the forums with the same issue. Dont really know what could be the cause of it
@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
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
Awesome I'm glad it worked for you mate
does anyone have a ballpark of how much time is added to the build process with exclusive nativizationβsay with 5-10 BPs nativized
?
Here is how I am using an entity-component system with listeners to add interactive puzzle elements to my game: https://imgur.com/a/B8UytPX
Im realizing that its so powerful my mind is blowing itself
I'm also seeing some comments from back when nativization was first launched saying it's pretty error-prone... is this still the case?
anyone have any go-to values for camera shakes that feels good?
the one from the ue4 tutorial
turned down
by a lot
@potent violet
i think i decreased the shakes on all axis by like 10 ten fold, to get this https://youtu.be/M-fBw9Q8RQk?t=41
Work In Progress Pre-Alpha Footage of not another generic VR Game XD
made by Imagine-Games, LLC
#ImagineGamesOrlando #UE4
The importance of Camera Shake cannot be understated! Add weight and impact to your project with this micro tutorial.
(00:05) - Intro
(00:33) - Adding Camera Shake
(02:12) - Inside the First Person Character Blueprint
(03:11) - Testing
thats the one
Sweet. Thanks! Nice game btw.
You're using it for emulating earthquakes right?
guys, where can i find free animations like miximo ?
Trying to figure this out, I get a Datasmith plugin to install of the market place for 4.23 BUT there's no installer for importers any where
Not ready to go to a preview version of the engine yet
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.
You can get plugin on marketplace for free
@halcyon flame - nativisation is very unreliable
@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
Weird... errors?
I don't get any importer options to install like I seen in video's
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
@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
how do i give faces of my modeled object different materials?
Do that in your modeling software
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 π
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?
@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
(...
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
@light thunder Thanks, I'll take a look π
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
play mode
show me how you are loading the stream level @near notch
This is on the persistent level blueprint @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
The sub levels are landscape tiles created using world compositions
And are those events firing, when you put a break on it, does it actually complete loading?
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.
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
Yeah , I am confused too. Thanks for replying.
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?
you probably spawn particles with the same Ribbon ID.
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
Hi, anyone knows its possible to use a custom mesh as physics volume?
Is there a way to check if enum for a valid state before using a switch?
I want to check if the character state is valid before moving on
With valid state do you meant not "None"? Or that the enum would have no value?
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
Is there an "Is Valid" node for the enum?
Not that I can find so I was hoping someone else knew of another way
is the sound from Spawn Sound at Location location based?
aka it will sound softer if i get further away.
yeah it will but you need to set up attenuation so you can control how much it softens and over what distance
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.
How would I go about making a trigger box that plays a video when you step over it, like a cutscene
it gives me this error ^^^
and the gun shows up on the ground instead of inside the characters hands
here is the tutorial , if that helps https://youtu.be/-Q2ZEFmnnmw?t=430
We take a look at how we can setup a projectile for a weapon, showing you how to create the socket and spawn the projectile actor.
We go over all the blueprints and skeletal work required to get our weapon/gun firing for our first person shooter.
βΊ Resources: https://www....
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
Would this be of any help https://m.youtube.com/watch?v=a5SOK9D2818
What is the Game User Settings: Shadow Quality Node in Unreal Engine 4
Source Files: https://github.com/MWadstein/wtf-hdi-files
Δ° will check it out, thank you
does anyone have any idea how to fix my problem ?
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
what is your frame timers?
so 40 gpu, 37 frame? Yeah that's draw calls
use stat initviews
also if you think things should be occluded, use FreezeRendering and see whether they are or not
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
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
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!
any time!
legend those commands are super helpful
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
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
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
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
I believe that it doesnβt include culled objects cause thatβs 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
Render doc?
@dusk steppe that has beend reported for landscapes and the "fix" is in the works
βfixβ
anyone having problems with installing plugins to 4.24? I can't install collision disabler.
@grim ore thanks Mathew, I couldn't find it in the known issues.. I may or may not have submitted a ticket.. #SorryEpic
@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;
}
}
}
Heads up
I think AI pawns will be locally controlled on server
so may need to check IsPlayerControlled() too
but nice!
thank you for the tip! I won t be using any Sniper AI
when my i uncrouch, my character stops moving
in thirdperson template
blueprint is just
C key
FlipFlop
Crouch, Uncrouch
looking for someone to make anims and stuff
#looking-for-talent read pins
@light coyote
thats blueprint
it just stops movement when its uncrouched
there is nothing else in crouch blueprint
This very weird
and stupid
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?
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
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?
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
how do you tranfer stuff from project to project
What do you guys thing about making unreal engine an extra launcher and removing it from the epic store thing?
@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
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 what's your roll here boss?
@barren coyote I'm giving an advice, where you can find an answer with a higher chance. #2804
anyone know where I could find free, no copyright bird songs/calls/sounds?
freesound has some cc0 probably
filter by "Creative Commons 0"
ah gotcha, jus found it; still 4k sounds phew
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
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
select asset >>> asset action >>> migrate
more specifically
@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
Is the "proper" way to do custom cursors, only in UMG?
or is there a setting in preferences
you want a custom cursor in UMG only?
ue4 has a setting to set up the cursors in the project settings
no in general
i saw tutorials, they seem to use UMG, but i found this in the settings
this one, right?
yep
ty
afaik those are well optimized to draw
okay nice
does ue4 automatically create texture atlas with merge actors?
Going off memory. It adds mat id slots when you merge actors
Hello,
Anyone know how to use a custom ufoliagetypeinstancedStaticMesh
cause seems to doesn t work
@flat axle maybe your install is bad
you could update too, because youre 3 builds behind by the looks of it
That's very hard to tell, looks like the crash details are optimized away
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
Yes
You open that with Visual Studio
That contains info for Visual Studio to be able to find what line it crashed on
Unhandled exception at 0x00007FFB43989F0D (UE4Editor-Core.dll) in UE4Minidump.dmp: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF.```
Does it not show where in the code? Does it just tell you that?
When does the crash happen? While just using the editor?
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..?
Might not necessarily be your fault, it can crash randomly at times, does it happen a lot that it is a nuissance?
Yeah
it used to not do it, one day i just started back on a new project with UE4
and it started happening
What have you changed since then?
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
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
Hmm that's odd
cant sign in with epic games to the bridge for that quixel stuff ugh thats broken too i guess
Double check the UI you made, it is complaining you are trying to access something which is invalid or null
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
@mint horizon
i doubt this would cause it.. ?
i legit have only 2 UI widget blueprints
I think that might cause some problems, remove it and try
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
not working
You need to click on one of your existing methods
tried ticking context sensitive
Not on empty space
Haha :)
@wary wave what kind of issues do people typically run into?
anxiety and dpression
well, in our case entire blueprint classes were just omitted from packaging for no apparent reason
pretty big problem tbh
4.23
no, the solution is to not use it
hm. hoping but not expecting for different results
there's no real reason to use it, tbh
I'm seeing immense FPS gains
and I honestly don't have the bandwidth/skill combo to write C++
are there any prominent youtubers or tutorial series for beginners in unreal?
tom looman
oki thx
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
oo noice ill check it out
its the one with the most reviews
you're in luck my dude
do the entire tutorial
yup
tyvml
The HumbleBundle UE4 pack might still be on sale/available.
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
Fyi. Udemy is always 95% off
yeah. I just think that one is almost worth the fake list price
Prices also vary from browser to browser, etc.
So if you really want the best deal... try across different browsers and OSs. π€·
that is strange. about the browsers
It changes by hardware and location too
This isnβt an uncommon practice. Udemy just doesnβt have any shame in it
People love those strikethroughs even if it was marked up before the discount. That class is worth the pretty penny though.
is ue4 capable of putting as many players on a map as planetside2?
More of a question of if you are capable of putting that many players in your game.
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...
One of your normal channel is inverted
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.
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 ?
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?
@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.
How could I store a money variable for each player in my multiplayer game
@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
@timid jacinth multiple ways tbh
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
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
I watched a youtube video of some guy doing it and I figured I could do it too. He made it look so easy
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
are you using quixel megascans foliage?
or where are your foliage assets coming from
I'm using Infinity Blade Ice Lands from Epic Games
this is what I want
Help the channel using this link to buy games (pc, ps4, xbox, etc...): https://www.instant-gaming.com/igr/UnrealEnvironments/
Speed level design of a Misty mountain that hides ancient secrets made with free epic games assets, free for download!
Be sure to leave a like if y...
hello guys, new to discord and ue4 channel here 
Ok so am I suppose to use foliage tool to fill the snow or something else?
In that video he used landscape paint
using a material for your terrain plane or landscape should be a good start
ok but how to do it
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
The asset came with snow
it came wit ha snow asset, but not snow for the ground, right?
like its a big asset chunk of snow
@tawdry heath check this: https://docs.unrealengine.com/en-US/Engine/Landscape/QuickStart/index.html and read down
Getting up and running with the basics of the Landscape System in Unreal Engine.
it will tell you how to make a proper landscape materials and how to add layers that you can paint on the landscape
ok I will read it
Getting up and running with the basics of the Landscape System in Unreal Engine.
click on the + and generate landscape layer
where's the +?
no I'm saying I don't have anything there
I put a landscape material on the landscape material
yes right but I don't have the layers to start with, how do I add them? I'm new btw
Follow this tutorial. You'll need to have the material properly set up and compiled to see the layers https://docs.unrealengine.com/en-US/Engine/Landscape/QuickStart/index.html#4-creatinglandscapematerials
Getting up and running with the basics of the Landscape System in Unreal Engine.
@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... π€
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...
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
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
rebuild lighting?
Building it has no effect
move landscape a bit then ctrl-z?
High quality, low quality, rebuild didn't help
Wouldn't that cause shader recompiling? Hold on I'll try
Nope didn't work
So, I'm rather new to UE4 development. I'm just following along with a tutorial, and while the guy in the tutorial is chugging along with a crappy laptop, I'm having shader compiling issues. Whenever it's not compiling over 3000 shaders on a small map, it's having issues disp...
This is My forum post about it
If anyone wants to write that would be awesome
Only quick and dirty way I can think of is make a stencil and use that to mask the background out in photoshop
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?
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 π¦
Hello darkness my old friend...
lerp and add?
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 π¦
I would love some help
ok scratch that, I started new again. But now I'm getting this error....
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
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
Sorry not me, I just learned how to paint on my terrian lol
To make you feel better I spend 2 days just to make my character do the knife slash animation
I've spend 2 days searching the internet for answers
how is it that something simple like turning around has no answers? : /
Issa, what was the solution to your thing? I don't know much about landscapes.
Oh I was suppose to connect the height to "A" and not "RGBA"
Yo finally I am figuring out things now
ue4.24 supports direct xgen hair?
I can't imagine how hard adding zombies and guns is going to be :((((
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
This is what happens when I try to figure out how to make her turn right .-.
Looks like your turning the wrong angle (x,y,z)...
PlayerInputComponent->BindAxis("Turn", this, &ATPSCharacter::AddControllerYawInput);
I'm trying to make her do a 180 in a split second but not instantly
i imported some music to my project and the music has a weird wind effect on it theres no other sounds
looks cool! What did you do?
I downloaded assets
Did you place the houses and stuff?
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
I don't think it looks bad.
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
Look at this terrible path. Any tips on how to make it look like a path?
why is it that when walk this object its not dealing damage, i did reference the damage script
All of those blueprints is like me reading a different language lmao
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)
so has anyone figured out how to place a lot of grass without killing their graphics card?
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
same
and that's why for me there is assets I can download so I don't have to do anything π
I can't even find assets that will help
does anyone know how to remove these grid lines?
Do they show when running?
@tawdry heath rebuild lighting
its in maya
No, the grid lines...
yes they show
what lighting do I need
I have a light source
Btw I'm very new so baby steps please
@tawdry heath press on the build button and wait for the magic
where's build button
press the arrow for the build button and choose build lighting only
and they save
then
@jolly steppe thereβs 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
@tawdry heath
oh
this lighting is going to take years
When I do this, I get really close to the result that I want.
Did you just build the lighting?
This is what happens when I do that.
What I want is a turning transition between her turn.
Do you know how I can achieve that? @normal burrow
RInterpToConstant
@jolly steppe Is that the max zoom on your BP screenshot?
ok I should probably ask. How long does it take to build lighting???
This will just rotate 90 or -90 depending on the input.
I'm not sure what nodes to plug into it : (
@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 walking running and turning
I don't see how that solves it
It will
What is the RInterp (Rotation) Node in Unreal Engine 4 .
Source Files: https://github.com/MWadstein/wtf-hdi-files
oooh thanks
I'd watch the video... lol
hey guys I have a snow material in my landscape but it's so thing. How can I add some depth to it?
Tessellation
@jolly steppe look at this
Yeah that's not what I need
An overview of the Material Nodes example level, example 1.12: Tessellation Multiplier.
@jolly steppe sorry I thought you wanted turning transition, instead of her going full 180
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.
360 no scope button does sounds hilarious
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
Donβt think so
So I have to add a variable?
Yeah
Capsule component should be giving rotation
Your dragging from capsule?
drag from here?
Yes
Actor
DeltaSeconds
I need actor component and not capsule component?
I don't see why you'd rotate the capsule?
well don't I want to rotate the whole thing?
I thought the capsule was like the base
I said get it from capsule only because your setting to it
But either way you want 360+90?
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.
Shouldn't you be rotating the mesh?
Whatβs wrong with it right now?
she can stop mid turn
Ok
and face the camera
what does that mean?
On false check if the rotation of capsule is closer to 90 or -90
I don't have high speed internet speed can I pause the download in launcher
When both branches are false: If itβs 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)
okay, I'm going to start over cause everything's a cluttered mess, lol. So far I have this.
so I want to do something like this right?
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
wait wouldn't doing it that way make it so she might turn back if you didn't turn all the way?
static mesh too
I don't have high speed internet speed can I pause the download in launcher pls reply
@plush yew i think you can
Does anyone know anything about level streaming?
why does compiling shaders take soooo long
@plush yew isnt there a pause button