#ue4-general

1 messages · Page 605 of 1

plush yew
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@soft fiber What is it you looking for? have you check out documentation/tutorials?

soft fiber
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I have it working, but the light is off

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I lighting seems to build for the setup position.

plush yew
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@soft fiber I don't quite understand what this means "I lighting seems to build for the setup position." 🙂

soft fiber
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I using createinstance to position the levels.

tawdry heath
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can anyone help? my snow looks very flat and I want to add depth to it? how do I do that?

soft fiber
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After I rotate the levels the lighting doesn't look right.

tawdry heath
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Am I suppose to add tessellation and then end up with a material_instance?

plush yew
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@soft fiber ah, lighting is not my cup of tea, But I'm thinking you need to rotate your lights too, maybe? you can use a C++ interator to search for your lights actors in the world, and when found, do something with them. But I may be wrong, and I can't think of any other way...

soft fiber
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The levels don't have there own lights, I'm just using the lighting from the persistent level. The lighting seems to be based on the bake/build lighting position (if that makes any sense).

devout rose
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@tawdry heath did you tried to just add detail normal to the snow, it should be ok

tawdry heath
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how do I do that?

devout rose
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How much do you know about making materials @tawdry heath ?

tawdry heath
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very very little

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I download assets

plush yew
devout rose
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If you dont know how i would recommend to check some basic tutorials about materials, it helped me a lot. Trust me you need to learn the basics of making materials

soft fiber
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They are - should I change to moveable?

tawdry heath
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no I know some stuff

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Like I know what a normal map is and a texture and how they work together

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but I need depth to this snow

plush yew
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@soft fiber For your own sanity, trial and error may point you in the right direction :-), so yes try different options

devout rose
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But do you know how they are connected in the material ?

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Or how to make instance and expose parameters ?

tawdry heath
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Well

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I know how they interact

plush yew
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@soft fiber Because I was under the impression, in my limited knowledge on the subject, that baked lighting has to be static and it doesn't update, but you mentioned rotating and modifying your world, which means your objects too?

tawdry heath
devout rose
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You need to learn the basics of making the material with the nodes

tawdry heath
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isn't that picture what u r talking about

devout rose
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Yes 🙂

tawdry heath
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ok but when you make it and then paint the landscape it's very flat

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so how do you add depth

devout rose
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Is this for game ?

tawdry heath
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ye it's for my game

devout rose
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You want the snow to have thickness ?

tawdry heath
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yep

devout rose
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That goes a bit more complicated

tawdry heath
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It's important aspect for the game so I need to know how to do it

devout rose
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And also it might get heavy on performance if you use tessellation

soft fiber
tawdry heath
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ok so what other options do I have?

devout rose
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Try to make it with mesh or just shape a bit the landscape and dont go with tessellation . But others might have more ideas. Also depends on how big is you level. If its not big you can make as mesh

tawdry heath
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wym by mesh

devout rose
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Model the landscape in another software like zbrush or blender

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or maybe World Creator

tawdry heath
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ok ye Ima just stick to having it flat it's fine. The sculpting helps a bit

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thanks for tryna help but I have 1 last question if u don't mind

devout rose
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shure 🙂

tawdry heath
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when I place grass it tends to be very laggy, is it because it has an animation or?

devout rose
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It depends on the grass mesh, it might be heavy performance with poly or the material is to complicated

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Are you placing the grass with the foliage tool ?

tawdry heath
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ye

devout rose
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What is your pc hardware ? Also check if the cull distance is set to high

tawdry heath
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GTX 1060 6gb

devout rose
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it should be ok, check the max cull distance in the foliage tool on that grass

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and also how much do you set it to spawn on the landscape, dont go to high

tawdry heath
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ok thanks I will try that

devout rose
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As i remember the more instances is heavy on the CPU

jolly steppe
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I'm still stuck T-T

storm venture
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hey so i'm getting terrible performance and it seems to be directly linked to the addition of a large landscape

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even in unlit mode with no other meshes, i get around 20fps, but once i delete the landscape, i get 120fps

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i've used this landscape before on earlier engine versions with no performance hit at all, i thought using it in a raytracing setup might be the cause but unlit mode still hurts performance so im lost

fathom abyss
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Maybe raytracing is still being calculated, just not shown

jovial shuttle
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i have a problem where my character spawns in every world when i dont want it to, is there a way i can fix it??

regal yoke
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how to create like white box to widget

tawdry heath
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Good night y'll

regal yoke
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how do i make text box to float

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so i can rotate sun

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and how to get sun and sky reference to widget

light coyote
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If you do it in the level bp you can create a direct reference to the item selected by right clicking on the bp graph.

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@regal yoke

regal yoke
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Okay now how i get spin box numbers to level bp

light coyote
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Text to float is not posible.
A direct conversion i mean.
You can make a map type var to assign words to values if that helps.

regal yoke
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i have spin box here

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not text box

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can i get spin box to float?

light coyote
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If it has decimals, its a float

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Int is a whole number

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But set max to be 1, and min to be 0,,, floats are most times used from a range of 0 to 1 acting as a percentage.

regal yoke
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how to get that text box float now to level bp @light coyote

light coyote
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That spin box is in a widget right ?

regal yoke
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yes

light coyote
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Instances are temporary copys of something.
You need to point where that is.

regal yoke
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Can you like tell how to

light coyote
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You can create the widget from the level bp, and what that means is that that instance will be there if you promote it to a var after creating it by right clicking the output of Create widget.

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Get that var, and you can now drag from it and access stuff in it.

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This is not the best way, it all depends on your project distribution of stuff, and the stuff it has.
But for now, so you get all the referencing ideas and everything, its perfectly ok.

regal mulch
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Generally said, LevelBlueprint doesn't like to be accessed from outside.
Should also only really be used relative to the map, cause next time you create a map you'd need to redo that stuff again to have it in another map.
Better is to learn the UE4 framework and choose a more fitting class.

light coyote
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@regal mulch if he still strugles with referencing, i think that may be a bit harsh.

regal yoke
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is it like this

regal mulch
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maybe, but learning it "wrong" from the start is also shit

regal yoke
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and then i somewhere get float

regal mulch
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Please do not use GetAllWidgetsOfClass

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Spawn the Widget on BeginPlay and save the return value to a variable.

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Access that variable then to get the float value.

light coyote
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@regal yoke in general, level bp is for things that happen once.
So you will not create all the logic with the pause menu and its vars, and then do that on all levels.

So if its something intrinsic to that level, you will do it there.
Its not the law, but a general idea.
The cool thing of level bp are the direct references when you still strugling with how to reference some things.

regal yoke
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Why cant you just tell how to reference that thing from scene to widget

light coyote
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@regal mulch
Its not learning it wrong.
Is giveing the most amount of sense of progress while learning and not have a wall in front of you stopping you from doing cool stuff untill you climb it.

regal yoke
light coyote
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@regal yoke get the var of the widget, drag and type the name of the spin box

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It should come out, if not, check its a var in the up right on properties when selected

regal yoke
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umm how to reference this stuff to that widget thing

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i sent photo

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how it looks

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sun sky

light coyote
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@regal mulch also the proper way of doing something is fully dependent on the stuff you have, and here things are.

regal mulch
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Could you check #blueprint . There are pinned messages. One is a link to Epic's BlueprintCommunication stream.

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Please watch that first if possible.

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@light coyote True, this is a very specific case where it might even make sense to use the LevelBlueprint like this.
But UE4 in general is very strict with what to use where, hence the Framework.

regal yoke
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Is it even possible to reference from scene

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light source

regal mulch
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Yes, the LevelBlueprint allows you to directly reference Scene Actors.

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Including that LightSource.

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This is more about your needing access to the Widget.

light coyote
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Yes, but it also provides alternatives if to do stuff without having to be super experienced.

regal mulch
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Which does not live in the scene.

regal yoke
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is sky now referenced

regal mulch
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You can get all Actors in the Level the same way you got the LightSource.

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Again, please watch the BlueprintCommunication stream pinned to #blueprint

light coyote
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@regal yoke select the light in your scene objects and then go back to the level bp, right click in graph, and you will see Create a direct reference

regal yoke
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...

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its

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not

light coyote
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Its a simple solution

regal yoke
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level

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bp

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like i

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said

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its WIDGET

light coyote
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Ok

regal yoke
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so how do i now get my light source reference here

regal mulch
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It's not straight forward to get the LightSource into the Widget directly.
You need the reference to the Widget, a variable in the Widget, and then set the LightSource variable with the actual lightSource.

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You should rather pull the data from the Widget for now.

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Which is why we suggest to create the Widget in the LevelBlueprint and access it from there.

regal yoke
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Okay how to now access it

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its level bp

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now

regal mulch
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You are not reading properly.

  • CreateWidget in the LevelBlueprint on BeginPlay.
  • Save the return value of the CreateWidget node into a variable.
regal yoke
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i have created it

regal mulch
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Do not use GetAllWidgetsOfClass

regal yoke
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and add to viewport is done too

regal mulch
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Then you should have a reference to that Widget already.

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You don't need the code you posted.

regal yoke
light coyote
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@regal yokedraging from stuff is super useful.
Promote that input you sent to var if you are unsure of the target it needs, or drag of a reference of the light and type rotat to see what comes out that you need.

Sometimes is a specific thing that does not work for every actor.

regal mulch
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We suggest to save this return value to a variable.

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That is your widget after all.

regal yoke
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but i have to add it to viewport too

regal mulch
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Yeah, nothing stops you from that

regal yoke
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what do i drag from that thing

light coyote
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Promote and add after.
Just put it in the middle like @regal mulch says

regal mulch
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Drag it into empty space. It should then open the context menu. That has a "PROMOTE TO VARIABLE" at the top.

regal yoke
regal mulch
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You always need to connect the exec connections

regal yoke
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done

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yes yes

regal mulch
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They go from left to right.

light coyote
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Name it as your widget

regal mulch
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Should also rename that variable name

regal yoke
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to what

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widget name?

regal mulch
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Whatever describes this as the varaible that holds that widget.

regal yoke
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ok renamed

light coyote
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Ex.
SunRotatWDG_reff

regal mulch
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Further you can find this variable on the left side. You can drag it back into the graph and either make another set (no needed) or a get node.
You can use the get nodes to access the widget now.

regal yoke
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but what i connect now to Y axis

regal mulch
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What is in your Widget that should control that?

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A slider?

regal yoke
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Spin box

regal mulch
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Right, create a GetSunRotatePlease node, as I explained above your image, (or drag off of the blue pin on the set node) and search for the name of that spinbox.

regal yoke
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in widget?

regal mulch
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No, still in your LevelBlueprint.

regal yoke
regal mulch
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Right, now drag off of that SpinBox7 pin and try to find something with "Get" or "Value"

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Not sure what the exact property is called

regal yoke
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nothing there'

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no floats

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@regal mulch like this?

regal mulch
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Yeah that might be it

regal yoke
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i try

regal mulch
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That's now how you can access teh SpinBox value outside of the widget.

regal yoke
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doesnt work

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sun not spinning

regal mulch
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:P And that's all I have time for atm.
Please do yourself the favor and watch the stream I mentioned couple of times already.

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#blueprint -> Pinned Messages -> Scroll down a bit -> "Blueprint Communication"

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That should get your started a bit more.

regal yoke
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This shit doesnt even work

regal mulch
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You are only setting this on BeginPlay atm

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I'm pretty sure you had some Tick function that was updating the sun rotation

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Put the SunRotationPlease->SpinBox7->GetValue stuff there too.

regal yoke
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what

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i put tick and again those

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it works

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but now its speed not clock time lol

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put this time is useful too, but i need time now

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@light coyote how to make it so that its not speed

light coyote
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@regal yoke yes begin play will only execute once at the begining of loading the level,,, tick will execute every frame and the frame will not be drawn untill all tick things finish,,, you probabli want a balance between the two,,, high repetitions, but only when needed because something is changing

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@regal yoke i dont understand what you mean

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Ahh

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No

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What do you mean, is turning constantly ?

regal yoke
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yes

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i need that too and have it now, but i want settings too where player can put sun to rotation axis that is not changing

light coyote
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Ok

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Velocity is distance over time

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That means that the speed you say is because its location is beeing Set over time

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If you set it once, it will simply change location,, i you set it multiple times progresively, you have velocity

regal yoke
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oh yes yes

light coyote
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You got that right

regal yoke
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i use custom event to one time only?

light coyote
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Depends on what you want yes

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If its only selecting where sun will be yes

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Next frame it will be there

regal yoke
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why error error @light coyote

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it cant find rotateo from widget

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how to make it so that it comes from level blueprint

light coyote
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It does not have the target, does not know who.
Did you create that function?
Where is that function you want to run ?

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Where are you calling it from ?

regal yoke
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Its from Level bp

light coyote
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You are calling it from widget?

regal yoke
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Rotateo custom event in from level bp

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that is widget

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@light coyote

light coyote
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This is when references pose a challenge

regal yoke
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I have made this one before but not with casting to level blueprint

light coyote
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You cant cast to level bp

regal yoke
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how to do this then

light coyote
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It all depends on your project.
But there is a quick fix without moving stuff arround

regal yoke
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ok tell me

light coyote
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Event dispatchers can be used to comunicate with level bp.
Level bp are not var, that is the isue i belive,, or something along those lines.

regal mulch
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You can access them in C++. Epic decided to not make them accessible in Blueprints so peeps wouldn't use them wrong.

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Like with nearly everything that isn't exposed to BPs.

regal yoke
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how to use event dispatchers or change it when spin box is changing

regal mulch
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@light coyote You might be better off just making an image of a working graph.
We are basically spoonfeeding them anyway. I suggested looking into the stream 4 times already.

light coyote
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You can create a event dispatcher in the widget.
You will call that dispatcher on value changed.
It will update and call the dispatcher every time it changes.
To that dispatcher you can add an input, the input will be a float, the float from the Onvaluechanged.

Now on begin play in the level bp, you can type assign +(dispatcher name), and disable content sensitivity to find it.
Rename the event wich will be binded to the dispatcher when the level starts.

What will happen now is that the level when loaded will create a binding with that dispatcher, the dispatcher can now be called, and it will execute all events binded to it.

So when the value changes, it will call the dispatcher and send the value.

regal mulch
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Now on begin play in the level bp, you can type assign +(dispatcher name), and disable content sensitivity to find it.
That is not enough though.

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You need to bind to the reference of the Widget

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So pull off of the Widget variable in the LevelBlueprint and then you also don't need to disable the sensitivity.

regal yoke
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this?

light coyote
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@regal mulch yes true

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I allways have to disable sensitibity when assigning, or i had to before.

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@regal yoke yes, on begin play

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In level.

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Im going to relax for a bit

regal yoke
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there is no event begin play in widget

light coyote
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You assign it in the level bp

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You only call it in the widget

regal yoke
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i have to change nothing in widget?

light coyote
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Drag it to the graph and select call

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No

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Nothing on widget or level bp

regal yoke
light coyote
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Just add that stuff

regal yoke
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is that right

light coyote
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If its on the level bp, then yes

regal yoke
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target is spin box?

light coyote
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But i belive you will need to plug the target as the widget_reff

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The widget itself where the spin box is

regal yoke
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howq

light coyote
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@regal yoke That event will execute when you change the value on the widget if everything is ok

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@regal yoke i have to go now.
But you have enough info to figure out the rest if any.

regal yoke
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no it doesnt work

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and i cant put create widget to target

light coyote
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Figure out man, more strugle, the more you will understand, and info that will help is writed here

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@regal yoke test test test

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@regal yokeThe event will call the add actor local rotation¡¡¡!!!

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Unplug from last pic and plug it after the event.
That is your new event controlling that

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@regal yoke use print string to see if it works, or what works.
And have the bp graph open aswell to see the flow in the bp in play time.

regal mulch
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Yeah I think we've done enough walkthrough for now.

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Please try it a bit yourself, you have all information you need.

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And you keep ignoring my advice to watch the stream I mentioned.

regal yoke
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i made it work

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its now setactorlocation

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but now it doesnt update sun direction @regal mulch @light coyote

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Why it does that?

timid jacinth
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Yes

regal yoke
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i too have text box

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when i press enter it prints text but 2 times

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whyyy

valid pike
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Can someone suggest a good article about stencil buffer - something in a simple words that a mere mortal can understand ?

next badger
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@valid pike generic one, about GPU stencil buffer?

quick dirge
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Not sure if this is the best place, but if anyone need custom mocap for their game, you might want to take a look at this 🙂
https://twitter.com/Trolljeigur/status/1208393688528949250

As a Christmas gift to the #gamedev community, I will record any #mocap you want
🎄🎅🤶✨
It will be wonky, raw, using the #UE4 mannequin, and recorded in my living room. So keep expectations low 🙃
But it's 100% free :)

Send requests in this thread ⬇️

next badger
valid pike
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Yes

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Not about shadows

radiant haven
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has someone C4D??

quiet token
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the new event dispatcher helper that lets you generate auto functions for events like delegates is broken

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this is so dumb i updated to 4.24.1 and now cant do anything

humble ridge
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ERgh no matter how many times i compile lightmass i still cant build my lighting and get the lightmass error

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tried rebuilding the engine

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same thing

crude vessel
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yay, UE4 can't save files anymore?

dim plover
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You have to build Unreal Lightmass.
My bad, misread.

humble ridge
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Yeah ive done that

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builds in about 3 seconds no errors

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re launch in debug mode

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try compile and same issue

forest tree
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Anyone know why the random int is always 0? It never seems to update

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Googled a ton already myself, but can't figure it out :\

humble ridge
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print string it

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It's 0 there because your execution isnt running

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its stopped at the cast

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Anims graphs do that

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If you print string it .. it should be fine as long as the cast its correct

forest tree
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No change, it seems

humble ridge
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What do you mean?

forest tree
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I'm not sure what print string should accomplish to fix the flow

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It doesn't fix the execution, I'd imagine?

humble ridge
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Is the cast correct?

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No it wont

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it shows you that the execution is in fact not running

forest tree
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Ahhhh right

humble ridge
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and you need to cast to the correct character that anim bp is on

forest tree
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The rest is working, so the cast is correct I imagine

humble ridge
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Is it printing to screen?

forest tree
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Can't see anything, no. Unless I am missing a window or something to view the output

humble ridge
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So its not running lol

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You can also put a breakpoint on it

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It just prints a string to the top left of the viewport

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in game

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you are using PIE right?

forest tree
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I'm not actually in-game, perhaps that's it

humble ridge
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press play...

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:/

forest tree
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I wanted to preview the randomint whilst in the animation state machine, that's why

humble ridge
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You cant debug anim graphs like that

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They dont go past casts

forest tree
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Yeah, thinking error on my part indeed

humble ridge
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You have to do it a different way

forest tree
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How would I accomplish that?

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Ah

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I can set it manually!

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Totally forgot

humble ridge
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Yes

forest tree
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Thanks a ton, that clarifies things a lot ❤️

humble ridge
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No worries good luck!

crude vessel
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hurr

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UE4 wont let me save some files 😦

next badger
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make sure no second ue4 is running, no play mode is active, no read only flags are on files

regal yoke
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is it possible to import 3d models inside game

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when you playing

brave lark
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would like to confirm that https://dev.epicgames.com/en-US/services EOS does not currently support players connecting to each other?

Epic Online Services

With Epic Online Services, we're making it easier and faster for developers to successfully manage and scale high-quality games. As a game developer ourselves, we've tackled numerous hard problems over the years. With Epic Online Services, we're sharing the fruits of our labo...

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what I would like to do is set up sessions without steam so I could do cross play eventually

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I'm being told I need nat punch through for this

midnight gate
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i need help i have shader problems

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so here where i modeled my character it should look like this emisive on eyes and horns and the edge of wings

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but also the wings are transparent

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help

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in unreal it wont render like this how can i get this look in unreal engine?

normal burrow
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Wings should be separate material/channel/id

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Then on that material set it as translucent

midnight gate
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a so like 2 materials on 1 model?

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also

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how do i enable the "bad side" to be visible

fervent sigil
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when making a save system for an open world, is there a better way than to iterate over every actor and save it?
(I'm talking about only the actors that are not constant, that can be moved/destroyed, but still)

normal burrow
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“Two sided”

midnight gate
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the backface

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where do i enable two sided

normal burrow
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Material, it’s an option

midnight gate
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allrit ill try that

winter zealot
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Good evening to everybody!
I'm trying to add UWidgetComponent during runtime in C++, Component successfully added but not rendered, does anybody know how to make it rendering at all? 🙂

midnight gate
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IM HAVING ISSUES

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so i got my materials two on the model at the bottom left

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when i import in unreal engine its only one material

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WHYYYY

normal burrow
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Wings triangles belong to wings material?

midnight gate
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yes

normal burrow
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Did you hit the reimport button?

midnight gate
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well im pretty sure deleting and importing counts as that yes

normal burrow
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Only one material made on import?

midnight gate
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i guess

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im gonna try exporting as fbx

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maybe obj just doesnt support multiple mats

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yup fbx work

plush yew
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Hey, real noob here, I'm trying to make a jumpscare by using the sequence tool. And i've done it so that when i'm in the trigger box there's a light that turns on and it works. But it only works if i have the sequence open(?), if i launch the game in it's own process the light is always on? (it's supposed to be off until i come to the trigger box) Sorry if i'm stoopid

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nevermind fixed it

midnight gate
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DOES UNREAL ENGINE SUPPORT IK BONES?

normal burrow
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Why caps lock?

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It will read ik bones. You must set up the ik on the anim graph to use them

kindred viper
#

FABRIK is kind of basic but it works

crude cliff
#

Made a whole new project, new materials, new landscape, textures, everything is different. Still can't make the shader squares go away even after shaders are done recompiling

#

In fact, it's worse now

austere scroll
#

im following a tutorial , for some reason stuff got messed up

#

the bigger problem is : i dont know where or why this is happening

#

and no one addresed it in the comments neither in any website i found

#

please help

#

if you need code or anything else in the project , feel free to say

#

also when stopping the playtest this error appears

#

" 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.
"

#

root component cannot be attached to other components in the same actor. Aborting. what does this MEAN ??!?!?

leaden bear
#

Happy Sunday everyone! Does anyone have a good grasp on "World Composition"?

misty violet
kindred viper
#

some kind of construction script I guess. Depends what you want to do with the material. Save it to disk? Or just have a dynamic material instance built ?

misty violet
#

Just a typical material. Alright guess I'll look into scripts, thanks!

austere scroll
#

plz help 😵

kindred viper
#

@austere scroll post your component setup and I was wondering, are you trying to move the root component and attach it to a component on the same actor by any chance?

austere scroll
#

sry im new , i dont understand what you mean . The Gun used to be in my characters hands but when i added the projectile which shoots from a socket in the weapons skeleton, the weapon has been stuck in the ground since then .

and it gives me that error when i stop play testing.

#

what do you mean by component setup ? @kindred viper

normal burrow
#

Root component is the first component on the list

#

If you try to move it to child of another component that is owned by it, it causes tearing in the space time continuum

austere scroll
#

uh...ok ?

#

is there a way to fix that

normal burrow
#

Set a new root before doing so

#

And make sure the thing your changing attachment to is not owned by it already

misty violet
#

Space time continuum o:

austere scroll
#

for which one the projectile or the gun , the projectile shoots from a socket in the gun skeleton

normal burrow
#

Whichever is giving you the error

austere scroll
#

how do i change the root ?

normal burrow
#

And what code is causing the error?

austere scroll
normal burrow
#

I meant the code trying to attach

#

Is it blueprints?

austere scroll
#

there isnt any code in the projectile

#

do you want me to send the tutorial vid , maybe you can take a look ... if you dont mind

humble ridge
#

You expect alot out of people man

#

Need to learn some more on your own

austere scroll
#

sry , i cant find the soloution anywhere

#

i made sure its the exact same as the vid

#

still no result

austere scroll
#

I FIXED IT !!!!!!!!!!!

#

IT WAS A SINGLE LINE EEEEEEEEEEEE

misty violet
#

nice

torn garden
#

I'm running Unreal Engine v4.24 and trying to generate a VS project to develop in C++, but I don't have an option to create it. I have my project launching and can play it on my Quest, but am stuck on this:

I know that I can't compile Native plugins to work with Android but I don't see why I can't create a project for this engine, any help will be appreciated.

dim plover
#

I have an anim montage. I have a function for when the montage starts, and when it ends (in this case blend out).
However, if the montage is currently playing, and I tell it to play again, the order of the calls is start, start, end, end instead of start, end, start, end.
What setup do I need to get the start, end, start, end result?
Maybe I have to use notifies.

median mist
#

Hi. I brought my project over to 4.24, however the editor stopped restoring my open asset tabs whenever I restart. I activated this in the editor preferences, but it's not working. Is anyone else having this issue? 😩

brave lark
#

ree why is the gun not aligned to x axis

#

@torn garden you need to add c++ classes first

torn garden
#

I just figured that out too! lol thanks @brave lark

plush yew
#

I would like when my character has collected 20 gold coins ang goes on a certain area, this trigger a cinematic

#

I'm trying to do something in the ThirdPersonCharacter BP but I'm not sure if I'm doing it good :

#

Moreover, the TriggerBox of the cinematic is on another BP, the Level Blueprint :

quartz reef
plush yew
#

So I don't know how to call the "or" (gold in french) variable in the Level Blueprint...

sudden agate
#

@quartz reef function input

grave nebula
#

@plush yew Call it Aurum.

quartz reef
#

@sudden agate i cant find it by searching. What would i have to type into the search to find it?

sudden agate
#

you need to be in a material function

woeful glade
#

how do i make something to quickly reset my game

#

like reload it

#

im literally using keypress with reset level but it needs to target something and i dont know what its supposed to target

summer aspen
#

Hey guys, any tips on how to make characters more visible in environments?

normal burrow
#

custom stencil outline maybe?

#

quite a fancy fancy chest board

#

but yea perhaps more different specular looking floor from characters would help too. i do think that greenish light is making it hard to tell whats white though

summer aspen
#

hmm I'm more on about the characters on the far sides. They're very dark unless directly facing light sources. Is there a way to increase the passive illumination of certain actors?

#

We have selection glows and stuff like that, will be adding markers underneath them on mouseover etc, but I want people to be able to spot them without having them selected or stumbling over them with their cursor. I don't want to have a constant outline/glow or marker underneath them at all times

normal burrow
#

emissive is really the only option to brighten them

summer aspen
#

Okay, thanks man!

normal burrow
#

raising ambient level on the world settings would amp everything up

abstract relic
#

You forgot about AO. How dare you 😜

summer aspen
#

Hmm it's kinda weird but just chucking the baseColor texture sheet into the emissive color seems to work quite tidily

ornate vessel
#

how do u make a gradien with linear gradient but instead of making in less white more black and the white stays the same but the blacks get stronger

normal burrow
#

AO would help for sure

gilded plinth
#

Really random Q here. But you know how (in third person template for instance) if you fall off a platform and start falling infinitively, ue4 destroys your player start character and seems to pause the game? Is that destroy code in the character base class or something?

normal burrow
#

its in world setting i think?

#

kill z value or something

abstract relic
#

kill Z something in World setting

gilded plinth
#

oh shit nice, but what's it killing by default? obviously my character/pawn but how can i get it to kill additional things?

crude vessel
gilded plinth
#

it doesn't kill any of my attached actors to sockets on the character

normal burrow
#

it kills everything

#

maybe its just pawns?

abstract relic
#

just pawns

gilded plinth
#

they're still spawned, but just my character gets destroyed

#

so actors i don't think get destroyed

#

any way to tell it to kill my attached actors as well? just curious

abstract relic
#

There's Kill Z damage type

gilded plinth
#

i guess some kind of if character destroyed, then destroy xyz could work?

soft fiber
#

@crude vessel I upgraded yesterday.

crude vessel
#

how?

#

I don't see an upgrade option.

abstract relic
#

There's a big upgrade button

crude vessel
#

In the past it would be on the install icon there

abstract relic
#

literally in the screenshot you sent

crude vessel
#

I don't see an upgrade icon

#

oh im

#

being dumb

normal burrow
#

lol

abstract relic
#

😛

crude vessel
#

I don't think it was there the other day so I got perceptual blindness now

normal burrow
#

big shiny button to press: ok!

abstract relic
#

Words lose meaning in UI to be fair.

normal burrow
#

its true

#

[back]

abstract relic
#

shush you

cosmic matrix
#

Hello,

#

i got questions about ownership of an actor

#

I want to know how will be the behavior of rpc call on character

#

with run on owning client.

calm widget
#

anyone got problems with landscape tesselation in 4.24?

normal burrow
#

if you don't get help here @cosmic matrix i'm betting #multiplayer will know the answer. I personally haven't dived into that stuff yet

cosmic matrix
#

@normal burrow Ok thx

crude vessel
#

Good news

#

I upgraded to 4.24.1

#

and now my project crashes on open!

#

huzzah

dim plover
#

Expected behavior.

crude vessel
#

😭

#

so am I fucked or what?

dim plover
#

What's it say when you crash?

next wedge
#

Is there any builtin system for or any direction in that sense for making actors listening/triggering a event ?

crude vessel
#

Assertion failed: SerializeNum >= 0 [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 1082]

radiant haven
#

has someone c4d cause i have a nice model that i want but its only c4d

crude vessel
#
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_SkeletalMeshReduction
UE4Editor_SkeletalMeshReduction
UE4Editor_SkeletalMeshUtilitiesCommon
UE4Editor_SkeletalMeshUtilitiesCommon
UE4Editor_SkeletalMeshUtilitiesCommon
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll```
dim plover
#

Is this a BP only project? Do you crash immediately?
You can download debug symbols to see more specifically what happens.

crude vessel
#

its a BP only project

#

and it wont even load yeah

#

it start to loads and then just hard crashes to the crash report sreen without ever loading up the UI

dim plover
#

I actually have no idea how to fix an immediate crash caused by a BP.

crude vessel
#

lol

plush yew
#

How to change the color of a mesh with a TriggerBox (I want he becomes blue on the trigger) ? Have I use the "Create Dynamic Material Instance" ?

misty creek
#

@crude vessel Try deleting the intermediate and save folders

crude vessel
#

ok!

#

thanks

misty creek
#

No guarantees on that working

polar shore
#

would a good first "game" in unreal be a moving cube?

plush yew
#

@polar shore Absolutely! you will get a feel of the entire framework, editor, flow etc.

crude vessel
#

didn't work.

#

sigh

#

so I can't even load 4.24.0?

tawdry heath
#

anyone know any free assets that have these buildings in the background?

plush yew
#

@crude vessel Check the log, it's in the Save/Logs folder

crude vessel
#

yeah what am I looking for

#

it seems like it can't load some files but I don't know why 😦

#

and my perforce backups won't do me any good if I can't even load an older 4.24.0 version

plush yew
#

@plush yew Try something like
UStaticMesh* StaticMesh = StaticMeshComponent->GetStaticMesh(); StaticMeshComponent->SetMaterial(0, MaterialInstance);

#

@crude vessel What's the actual error message in the log?

crude vessel
#

its quite long what am I looking for

#

stuff like this

#

[2019.12.22-22.58.42:048][ 0]LogSerialization: Error: Invalid boolean encountered while reading archive FBulkDataReader - stream is most likely corrupted.

#

[2019.12.22-22.58.41:396][ 0]LogFileManager: Error: ReadFile beyond EOF 2121431+84/2122211 for file ../../../../../ etc

dim plover
#

Maybe try verifying the install.

crude vessel
#

k

#

Good idea

plush yew
#

@plush yew Mh sorry but I don't use C++ at all, only blueprints. What should I put your code ? :/

distant river
#

can we please talk about the new UI glow-up in 4.24, it's so slick... 🤩

dim plover
#

Post a pic.

polar shore
#

how do you delete a class?

plush yew
#

@crude vessel unfortunately, it's possible That your blueprints serialization on save got all screwed up :(, Maybe a bug in the new UE version

#

@polar shore I don't think you can delete the class from the editor, you have to do it at the file level and Rebuild your project, Make sure your editor is closed when you do this

polar shore
#

ok

#

do i delete the .cpp and .h file?

plush yew
#

@plush yew In blueprints should be similar, get your mesh and set Your material instance that you already have a reference somewhere you can access, unfortunately I don't know blueprints at all, only C++ 😦

#

@polar shore Of course, yes

polar shore
#

ok

#

do i rebuild in visual studio?

plush yew
polar shore
#

ok

#

thx

crude vessel
#

verifying integrity didn't help.

#

Is there any way for me to try 4.24.0 again?

ember cliff
#

I'm running into an interesting problem, I think I have child actor components that aren't occluding each other, is there a way to check?

crude vessel
#

I can make a new project in 4.24.1

#

Is there any way to migrate some of my blueprints or other files from my busted project to a new one?

tawdry heath
#

anyone have free zombie assets?

grim ore
#

@crude vessel if the engine versions are the same main version .XX you can copy the .uassets from one to the other and it should load

crude vessel
#

well the last version of 4.24

#

and I can't seem to un-install 4.24.1

#

unrelated note

#

is Anim Distance matching plugin a thing?

#

I think it might be the map that is causing the editor to crash

#

I copied over the files to a new project and it didn't explode right away but when I tried to edit that map

polar shore
#

i can't figure out how to make the cube be a cube in the blueprint editor

crude vessel
#

how can I edit the default map when the editor loads?

polar shore
ember cliff
#

Looks like a cube to me?

polar shore
#

but there's a capsule there too

ember cliff
#

Yeah, because you are using a character blueprint.

#

Have to make a blank blueprint (or pawn if you want the player to control it) or that capsule will be there.

polar shore
#

oh

#

ok

#

how would i make movement with a pawn?

ember cliff
#

That question can't be answered easily without more info on what you want.

#

Though that would probably fit better under #blueprint

crude vessel
#

@grim ore I changed the default startup map in the DefaultEngine.ini and it did load, so something in that map broke 😭 Lucky it was just a test map

plush yew
#

@crude vessel You can also change your startup map via the editor, in the project settings, maps and modes

crude vessel
#

yeah but.. the game would crash

ember cliff
#

Not if you can't load the project

crude vessel
#

because the default map was the one that caused the editor to hard crash

plush yew
#

ah, i see

crude vessel
#

But I just wanted to let people know that was the cause

#

in case they have the issue.

#

I basically upgraded to 4.24.1

#

and it hard crashed when I loaded my project every time.

#

and it turns out something got fucked up in my test map, so FYI changing the map 'saved' my project, for now 🙂

#

crashed again, got to figure out what fucked up, so annoying

ember cliff
#

I'm running into an interesting problem, I think I have child actor components (and static mesh components) that aren't occluding each other, (they aren't getting culled is what appears to be happening) is there a way to check?

ember cliff
#

Huh, never mind. It appears it is culling. I gain 40 frames when I disable it.

#

So yes, it runs faster when I disable occlusion culling.

crude vessel
#

I gots a quesiton, when I 'migrate' a material to check for dependencies when making a copy, It's showing a texture that I can't find in the actual material graph?

ember cliff
#

So occlusion culling is costing me about 12ms on 8k actors. The majority of that 8k should be culled since it is just a cube made up of actor components.

copper elk
#

How do I make a text shine kind of effect, so in a widget blueprint you have a text and every lets say 5 seconds it will play, it is just like a glow that transitions throughout the text with a short animation

brave lark
#

@torn garden glad you got that set up, run into any other issues?

timid jacinth
#

What's the best way to make a weapons system and switching weapons. It's a multiplayer game.

crude vessel
#

I tried to make a new copy of a material with it's dependencies in a new location and I see it has 'soft reference' to the old texture. How do I remove these old references?

plush yew
#

@copper elk try #umg For widget related questions. Basically you make your animation in the widget and have a timer playing animation every five seconds

#

@timid jacinth I'm going to answer like an engineer, so it may not be the actual best way :)
basically you need

  1. Array of weapons
  2. Events of switching
  3. Functional replication For multiplayer
past pilot
#

is there a reason the launcher runs like trash? i cant even stomach scrolling through the market place on it. Its choppy and laggy.

distant river
dim plover
#

I wish they would change the old top bar to match the new UI.

vivid narwhal
#

Am I correct in assuming this will be able to hit more than 1 actor at a time?

tawdry heath
#

same for trees

#

I believe it happened right after I build lighting

unreal wasp
#

Hi, I'm using a struct & data table to set up some information about my player progression. I'm wondering if there's a way to either edit the data table in runtime (in my example when map01 goal01 is met and the player gets 500 points, I want to set map02 to be unlocked), or is there some other method/variable type I should be using for this? Thank you.

tight needle
#

i need some help

plush yew
#

@unreal wasp I think by design data tables are read-only at runtime, you can use the save game object to save and load from

#

@tight needle Anything more specific? 🙂

humble ridge
#

Fatal crash when opening a level on 75%

#

even reverting to previous version same result

#

oh dear....

#

what have i done

scarlet birch
#

Look through the logs. Most of the time you can fix it.

humble ridge
#

Alright cheers what logs

#

in the project or engine folder?

scarlet birch
#

project/saved/logs

#

I think

#

also saved/crashes/

humble ridge
#

Ton of log linker wanrings

snow sphinx
#

How do i set a team for my player and enemy ?\

#

whats the best way to implement this?

humble ridge
#

a team?

#

You could do that literally anyway you want

snow sphinx
#

i wanna set like a variable to it

humble ridge
#

Just use a integer

#

set random int

#

max 32 bit int

#

last error in my log is this

#

[2019.12.23-05.52.47:377][561]LogMaterial: Display: Missing cached shader map for material Mat_Chasis_1, compiling.

lavish sinew
#

@humble ridge whatever you added recently (shaders, materials, models, animations) is causing the error. go through your content folder and remove the recently imported item

foggy marten
#

Hello all. I have a problem which trying to decrease the enemy health when attacking, i got the name, health and level all set up. just for life of me can't figure out how to decrease health with this method i using

#

if the picture to small i can find a way to make it bigger

abstract relic
#

Picture isn’t helpful. Need to see the setup

blissful trail
#

Help every time i open my ai blueprint unreal engine 4 crashes

foggy marten
#

i mean i am not going to take credit but i am using ryan lately nameplates method i use on youtube

#

so it isn't mine so the setup is the same

abstract relic
#

Guess I’ll just use my imagination, mindread, or achieve singularity with your computer 😜

vivid narwhal
#

@foggy marten use an interface to decrease the health value on taken damage?

normal burrow
#

Yeah pretty much no way of knowing your setup that you want us to explain

foggy marten
#

hold on im getting it

vivid narwhal
#

Is there any way I can set up a single seed for every randomizing blueprint node in the entire project/game?

abstract relic
#

Have you looked into Random stream Jack?

#

There’s a var for seeds if I recall

foggy marten
normal burrow
#

shift+windows key+S

vivid narwhal
#

@abstract relic I'm assuming I just need to replace Get Random N in range (int, float, etc) with Get Random N From Stream. But I'm wondering if I can put the Seed somewhere once so I can just reference it or whether I need to run through every blueprint and match the seed up every time (I want players to be able to change the seed in the main menu)

abstract relic
#

You’d want to store it externally in that case

normal burrow
#

I’d view that as unlikely to work consistently what your describing jack. Even if there were a srand()

vivid narwhal
#

Game State is constant right? So I can store the seed in Game State?

abstract relic
#

Good question

foggy marten
#

like what kind of setup do u need, the whole thing?

vivid narwhal
#

essentially it's a dungeon crawler but I want dungeons 0-99 be the same seed regardless of who's playing the game, then 100+ being a random seed players can set

#

so I want the procedurally generated dungeons and enemies (Which are built to be modular) random, but, the same for the first 100 floors.

foggy marten
#

sorry don't know how to make a full on going screenshot of my workflow

vivid narwhal
#

Vem are you using interfaces to change HP? How are you changing health? What causes health changes?

foggy marten
#

nothing yet, just tried a method on youtube, didn't work so i scraped it

abstract relic
#

Game state would probably be where I’d store it yes. Don’t hold value to my statement though, haven’t messed anything similar to what you’re going for. You could easily make a game manager class of your own.

foggy marten
#

i only got far as making the nameplate for my simple ai( Enemy) using a widget and trace by channel method

abstract relic
#

Randomizer doesn’t count Pat

normal burrow
#

It always counts. But yeah GameState or an actor referenced by a custom world settings would be my recommendation

#

Actor holding the stream that is /seed

#

So you’ve got a ui for health but no health vemous?

foggy marten
#

no

vivid narwhal
#

Real question is whether it'd be in the game state Construct or OnBeginPlay. I'm assuming, since I want the player to change it, I'd put it in On Begin Play and then swap to this MyGameState from UIGameState when changing seed

foggy marten
#

https://www.youtube.com/watch?v=ol62t71ssGw i use this guy method in creating the health nameplate as u can say but no health vara to decrease set health

In this tutorial I show you one way how you can have enemies display their details such as their health and level above their heads.

This video was voted for by my supporters on Patreon. Want to help decide what videos get released next? Support me on Patreon.com/ryanlaley....

▶ Play video
normal burrow
#

Constructor script jack be your friend if the generation is something you want to save to level and lightnap

abstract relic
#

Hmm. Probably construct. You’ll want to have something in place just in case.

foggy marten
#

sorry new to the world of ue4

normal burrow
#

I agree with HighTide

abstract relic
#

I agree with Pat

#

😜

normal burrow
abstract relic
vivid narwhal
#

Yeah, and if I expose it to spawn, when I swap game modes from the AI, it'll change it the construction scrip. At least that's how I make sense of it

#

Vemous you probably want to look into getting Interfaces understood, and use them to change your health value in the character which in turn will update the health of the UI widget.

foggy marten
#

roger that (:

vivid narwhal
#

you're probably also going to be casting in the widget's blueprint to get the health of widget owner. Although I forget how widgets do it so give me a moment to load one of mine up

foggy marten
#

k

blissful trail
#

does anyone know how to fix my issue ???

vivid narwhal
#

What's your issue

blissful trail
#

when i open my ai blueprint it crashes unreal

vivid narwhal
#

okay vem I've done a really complex way of dealing with health so it doesn't make much sense to show you (since it's across like 5 different blueprints) but this is the general idea. Don't know if it works or not as I'd have to unplug a lot to test it

#

just one blueprint Potato?

blissful trail
#

yes

#

its only the ai blueprint'

#

i worked very hard on it and went nights without sleeping to make it

vivid narwhal
#

have you checked your logs?

blissful trail
#

?

vivid narwhal
#

There are crash logs generated in your project file when your project crashes

blissful trail
#

oh where are those located

vivid narwhal
#

mine is at C:\Users\Jack\Documents\Unreal Projects<MyProject>\Saved\Logs

blissful trail
#

what is it called ?

vivid narwhal
#

whatever your projectis claled

blissful trail
#

got it

foggy marten
#

how did u get casttolockon component character node? @vivid narwhal

#

in the widget itself or what?

vivid narwhal
#

I dragged off Get Owner and cast to who the owner of the widget would be (In my cast lockon character)

#

note this isn't modular but if you're not changing who the player class is, it'll work

blissful trail
#

JackUniverse i dont see anything wrong

#

u think it might be because its a really complex blueprint ?

foggy marten
#

ah i see

vivid narwhal
#

Is it a AI task etc?

blissful trail
#

i made an ai and its only blueprint and it was somewhat advanced

vivid narwhal
#

blueprint based ai not BT based?

blissful trail
#

no

#

it was all blueprint

vivid narwhal
#

and you can't open it without crashing the editor?

blissful trail
#

it freezes my computer

vivid narwhal
#

it freezes the computer but doesn't crash the editor itself?

blissful trail
#

idk

vivid narwhal
#

Start a new blank project, and drag your blueprint into the content browser of the new project, then open it in that and see if it still crashes

blissful trail
#

my computer freezes and i need to turn it off

#

ok ill try that

#

Rip it happened again

#

Im on my phone rn lol

vivid narwhal
#

okay, so we can identify the blueprint itself as the culprit

blissful trail
#

Yeah oof

vivid narwhal
#

The next step will be to open up the blueprint from the autobackup file and see if you can find one that works from before it saved the crash-causing file

#

if that doesn't work, I hope you have either source control or at least a working document

blissful trail
#

Dont have source control

vivid narwhal
#

OOof

foggy marten
#

what the get stats thing, i do not see it at all in my context @vivid narwhal

vivid narwhal
#

that's specific to my blueprint

#

like I said, mine's overcomplex. Just drag off the character cast and get your max hp and current hp (You'll have to create them in your character BP)

foggy marten
#

ok i see sorry

vivid narwhal
#

np

#

thenwhen the character gets hit by a bullet/sword/magical attack you'd use an interface call to decrease the character's current hp

#

Sorry you should be updating on Tick not on Construct

foggy marten
#

thanks a bunch i'll get to it

blissful trail
#

So im probably screwed ?

vivid narwhal
#

if you can't open it in another project,
Don't have source control
Don't have an autobackup with it working/safe
And don't have a technical document documenting it,

Then yeah, sadly you're screwed. Sorry ):

blissful trail
#

Damn i really worked hard on that

vivid narwhal
#

I'm afraid you just learnt an important lesson ):

plush yew
#

@blissful trail You can try something unorthodox. Which by no means guarantees success, but at this point what do you have to lose?

blissful trail
#

i guess i could try

plush yew
#

this is what I'm thinking you can try. You know when you save anything in unreal, like you save a blueprint

#

the blueprint is being saved as a file on your hard drive

blissful trail
#

the content in the content folder ?

plush yew
#

the blueprint is being serialized, and also some metadata is being included when saved

#

Yes, in that folder

#

the last time you saved that blueprint as a file, what version of unreal engine were you using?

blissful trail
#

4.22.3

#

im still using that version

plush yew
#

@blissful trail And since the beginning, You started working on your blueprint using 4.22.3

#

until the end, still using 4.22.3

blissful trail
#

yes

#

i always use 4.22.3

plush yew
#

You never applied any updates on unreal engine, related to this particular blueprint?

blissful trail
#

no

plush yew
#

I'm afraid my method, as "revolutionary" As it may be, does not apply in your case 😦

blissful trail
#

i dont think theres anything i can do :/

plush yew
#

this method assumes botched upgrades of unreal engine, but in your case it doesn't apply...

#

@blissful trail and there is nothing saved in Saved\Autosaves\ Folder related to this blueprint?

#

@blissful trail Can you take a picture of Saved\Autosaves\ Folder?

#

Is it empty?does it even exist in your project folder?

blissful trail
#

it has a heap of saves in it

vivid narwhal
#

out of interest Adludum, what's this method?

plush yew
#

To trick other close enough unreal version to think as its own...

#

4.23->4.22 , then you can try and open it in an older version

vivid narwhal
#

This is the same as opening up the .uproject file in notepad and changing the version to a later version?

plush yew
#

the uproject File is plaintext

#

you operate at ASCII level On serialized data, such as uasset

vivid narwhal
#

@blissful trail see if you can find the saves of the particular blueprint?

#

Ahh so you trick the .uasset into thinking it's a different version not the entire project

plush yew
#

Yes

#

so you can put it on an older version

#

because 4.23 can open 4.22 files

#

But vice versa it's less likely

#

of course, it's not guaranteed success, but it's one of the things one can try when stuff hits the fan...

vivid narwhal
#

Sadly I think he just discovered why we use source control

blissful trail
#

i prefer to not use source control

#

mainly cos it gets annoying sometimes

vivid narwhal
#

Tbh I just use a terabyte harddrive I copy over to every so often and delete entries over a year old

#

if I know I'm going to potentially break everything I make a backup

blissful trail
#

ive managed to place the actor into the world but idk if it'll help at all i still cant open the blueprint without it crashing

vivid narwhal
#

place it in the scene, hit play, does it crash? If not, the blueprint is working it's just your PC is struggling to open it

blissful trail
#

it didn't crash

#

i pressed play its running but at 20 fps

#

and hes broken

vivid narwhal
#

okay,
So we can speculate that the blueprint itself is functional, it's just not working in the editor

#

have you got any custom C++ nodes in the blueprint?

blissful trail
#

no

#

ive done no c++ at all

vivid narwhal
#

do you have anything in the construction script?

blissful trail
#

im pretty sure i had a little in there

#

but no where near as much as i did in the event graph

vivid narwhal
#

last week I discovered a crash when I plugged too much into the construction script

#

if you want, you can PM me the .uasset and I can see if I can open it in a blank project

blissful trail
#

idk

#

maybe ill think about that

vivid narwhal
#

idk how powerful your computer is and if it's freezing the whole computer it could even be a hardware issue

blissful trail
#

yes my computer completely freezes and i have to turn it off

plush yew
#

@blissful trail As a test, just before you go to bed, try and open the blueprint, if it freezes, let it be overnight, and check again when you wake up

#

it happened on my old computer that I had to wait several hours for certain tasks to complete

humble ridge
#

prefer not to use source control?

#

:/

#

lol

#

recipe for disaster

plush yew
#

Hi

#

@plush yew Hi

calm widget
#

Anyone using landscape tesselation on 4.24? I can't get it working. Works normally with other meshes, same materialfunction for the multiplier as the landscape, same settings. Just landscape won't tesselate at all.

plush yew
#

I’ve got a question

calm widget
#

hm?

plush yew
#

Can other people be Able to join me in making a level with me?

calm widget
#

since 4.23 i think so

plush yew
#

How

calm widget
plush yew
#

Thanks

supple totem
#

hi all, I've set up a lot of widgets before... but this time I can't click on anything. I can use tab and enter to navigate and click though. I've set the hit tests to visible for everything.

#

what could cause this, can an actor capture mouse clicks from widgets?

#

ok got it, my HUD was capturing inputs

solemn kraken
#

how much blueprint to code do you generally want in a project? and where do you decide which is better?

humble ridge
#

as much as you want it doesnt matter

#

Somethings are just better written in code if you know how but only because its easier

plush yew
#

@solemn kraken It really depends who's answering your question 🙂 I personally loathe, And I mean from the bottom of my heart I loathe blueprint logic...

#

That doesn't make me right though

humble ridge
#

What do you loathe about it

plush yew
#

but my answer is and forever will be: never! 🙂

humble ridge
#

Its the standard for visual scripting

plush yew
#

absolutely! that's why, my point was that it's really just opinion

humble ridge
#

I love it i think its the best thing ever.

gleaming creek
#

Use whatever you like best

#

If you find something easier in one or the other, use that one

#

There's a few things you can't do in BP, so if you want to do one of those, use C++ (possibly to write a new node that you can use in BP)

#

Only case you might want to use C++ specifically is for code where performance matters a lot - not sure how good the BP optimiser is

#

But most game logic is simple and infrequent enough that you don't need to optimise it that much

humble ridge
#

Nativizing BPs pretty much creates C++ classes and does away with the VM so its a pretty solid improvement

#

the performance difference its negligible

brittle badger
#

Wht is the easiest way of coloring textures?

#

I have a skin texture (white to be easy colorable) and want to change the color of it

plush yew
#

@brittle badger Make a material, have a material parameter, Have a material instance, access the material parameter in the material instance, Change RGB values, maybe?

brittle badger
#

I have a material

#

isnt there a way to just color pick a color or so? @plush yew

plush yew
#

You mean in the editor? for some reason I thought you want to do it at runtime 😄

brittle badger
#

no xD

#

look

plush yew
#

in the editor you can pick any color no problem

brittle badger
#

how?

#

@plush yew

plush yew
#

Use a constant3vector

brittle badger
#

wht value should it change (on the param)

plush yew
#

RGB

#

whatever color you want

brittle badger
#

so I put it into each of those 3?

plush yew
#

you can use constant 1 vector too

#

but RGB is more flexible for me

brittle badger
#

wht to do?

plush yew
#

I don't know your goal 🙂

brittle badger
#

changing the skin color of the material

plush yew
#

if you just want to update the material manually in the editor, use whatever convenient method, like a texture, or whatever

#

I'm not sure I understand: changing the skin color of the material

#

do you mean dark gray color?

brittle badger
#

I want to change the color of the texture

merry geode
plush yew
#

there may be a miscommunication, I was talking about materials not textures

brittle badger
#

yes for material its also ok

#

but I dont know wht value the Vector thingi should change

merry geode
#

Lerp or multiply your texture color output with a constant color vector can work.

brittle badger
#

wdym

#

where is the input for my color changer?

radiant haven
#

in particle system how can i make that the particle TWO different colors or three or more ????

brittle badger
#

@plush yew

merry geode
#

Right click on blank space and type 'multiply' then enter to create a multiplication node @brittle badger

brittle badger
#

oh 😄

plush yew
merry geode
#

@radiant haven Create multiple emitter?

radiant haven
#

how?

#

i mean how do i even change the color

brittle badger
#

yay 😄

#

thanks a lot

#

I have 1 more question @plush yew

#

how can I add several layers of texture on 1 material?

plush yew
merry geode
#

@brittle badger You should check out the video he mentioned first...

#

@radiant haven Right click on the blank at the bottom of a emitter.

#

You will see Color->Initial Color

radiant haven
#

yeah

merry geode
#

That works.

#

Click on that and see the detail panel on the left.

radiant haven
#

looks same

merry geode
#

Start color

#

Oh you mean it's not colored though you already set.

radiant haven
#

and now?`?

#

not colored

whole quarry
#

@radiant haven how does the material look like?

#

do you have a Particle Color node in it?

radiant haven
#

size one pixel white

brittle badger
#

watched it already @merry geode

merry geode
#

Walking through the tutorial provided by Epic official then basic questions like the one you just asked will be answered instantly...

brittle badger
#

I found it out

midnight gate
#

hey so i wanna import an animation and have a character walking in 3rd person
but i have my own animations NOT FROM MIXAMO
how do i work with that?
cuz from what i see you "require" mixamo to make a game
and i need to make my own animations
oh welp guess ill have to use unity since ue4 doesnt support normal animations only mixamo animation

radiant haven
#

@merry geode @whole quarry can i make in the material a random color for each particle spawns??

brittle badger
#

I got the transparency working but I need now a 2. texture on top of the skin. How do I do tht please

merry geode
#

@radiant haven If you want random... Change material color in blueprint.

#

@brittle badger You mean mixing two texture?

brittle badger
#

yes

#

2 layers

#

eyes and skin

#

and clothes

merry geode
#

Hmm... That's not a problem can be solved by single material...

brittle badger
#

and how?

#

I tried it with multiply

radiant haven
#

and how can i do this post process???

merry geode
#

You have to walk through the whole beginner's course. That involves meshes, materials, actors and so-on. Sorry to tell you but you have to know that people here won't have time and patience for tons of basic questions like that...@brittle badger

plush yew
#

@brittle badger What do you have against google and YouTube 😄 They are your good friends!

#

@brittle badger What 3-D software are you using?that you imported the mesh from?

brittle badger
#

blender

plush yew
#

And in blender you use some sort of multichannel material, right?

merry geode
#

@radiant haven What do you mean... There's not only post process..

brittle badger
#

I could also make several materials and add them all on the mesh?

#

Im coming from Unity

plush yew
#

a good state of mind is: the skies is the limit:-)

brittle badger
#

thts why its all so strange for me 😂

plush yew
#

But you use Multichannel Material in blender, right? @brittle badger

brittle badger
#

its a UV texture

#

this name inst familiar for me xD

light coyote
#

@brittle badger if you want to do texturing i very very higly recomend you check out substance painter

plush yew
#

@brittle badger I know 3DS Max a bit, But you can use YouTube and search for: blender and unreal engine 4, I got a lot of hits

brittle badger
#

in Unity u could just add lots of materials on the mesh

plush yew
#

@brittle badger try #graphics For more specialized answers

#

this is a very general channel 🙂

abstract relic
#

Look into layered materials and material attributes

light coyote
#

@brittle badger yes you can join materials by using alpha chanel as a mask and apply cerain materials in certain areas.
You can also do that on substance painter, and export the textures for the end material and just have one applied to the mesh in unreal.

#

Also you will only need the alpha chanel if that material uses transparency, mask or something,, if not you dont even use it and save resources.

lavish sinew
#

@midnight gate you dont need mixamo for animations

#

you need to understand how retargeting works.

midnight gate
#

then why cant i find any tutorials not including mixamo

merry geode
#

What's mixamo 🤣

plush yew
#

@midnight gate mixamo happens to be popular and free

#

But you can really use any animation from any humanoid skeleton and just set up animation retargeting properly

midnight gate
#

well then why do i get errors

#

why wont anybody tell me how the heck to import my original animations

merry geode
#

How about FBX?

#

You animation -> FBX -> UE ?

midnight gate
#

yes

#

and i get errors

merry geode
#

In UE?

#

What did it say

midnight gate
#

i did not the change the bones in any way

plush yew
#

The mesh you are trying to import is not compatible with the skeleton you selected before the import

midnight gate
#

but how

#

if its the same model

plush yew
#

just as a test, instead of selecting a skeleton from the drop-down menu, let it create new skeletons for each mesh

midnight gate
#

thats what i did

#

its selected as none

#

and then the animation is selected the skeleton from the tpose

runic iron
#

Are you using Blender to make your own anims ?

midnight gate
#

yes

#

the skeleton is fine everything works but the character wont play

#

this is so offensive

#

why is 2d animation easier to work with in unreal than 3d its a 3d software ffs