#ue4-general
1 messages · Page 605 of 1
I have it working, but the light is off
I lighting seems to build for the setup position.
@soft fiber I don't quite understand what this means "I lighting seems to build for the setup position." 🙂
I using createinstance to position the levels.
can anyone help? my snow looks very flat and I want to add depth to it? how do I do that?
After I rotate the levels the lighting doesn't look right.
@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...
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).
@tawdry heath did you tried to just add detail normal to the snow, it should be ok
how do I do that?
How much do you know about making materials @tawdry heath ?
@soft fiber Are your objects in the world set as static?
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
They are - should I change to moveable?
no I know some stuff
Like I know what a normal map is and a texture and how they work together
but I need depth to this snow
@soft fiber For your own sanity, trial and error may point you in the right direction :-), so yes try different options
But do you know how they are connected in the material ?
Or how to make instance and expose parameters ?
@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?
this is what I have
You need to learn the basics of making the material with the nodes
isn't that picture what u r talking about
Yes 🙂
ok but when you make it and then paint the landscape it's very flat
so how do you add depth
Is this for game ?
You want the snow to have thickness ?
yep
That goes a bit more complicated
It's important aspect for the game so I need to know how to do it
And also it might get heavy on performance if you use tessellation
Static lighting left -Moveable lighting right... 😃
ok so what other options do I have?
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
wym by mesh
Model the landscape in another software like zbrush or blender
or maybe World Creator
ok ye Ima just stick to having it flat it's fine. The sculpting helps a bit
thanks for tryna help but I have 1 last question if u don't mind
shure 🙂
when I place grass it tends to be very laggy, is it because it has an animation or?
It depends on the grass mesh, it might be heavy performance with poly or the material is to complicated
Are you placing the grass with the foliage tool ?
ye
What is your pc hardware ? Also check if the cull distance is set to high
GTX 1060 6gb
it should be ok, check the max cull distance in the foliage tool on that grass
and also how much do you set it to spawn on the landscape, dont go to high
ok thanks I will try that
As i remember the more instances is heavy on the CPU
I'm still stuck T-T
hey so i'm getting terrible performance and it seems to be directly linked to the addition of a large landscape
even in unlit mode with no other meshes, i get around 20fps, but once i delete the landscape, i get 120fps
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
Maybe raytracing is still being calculated, just not shown
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??
how to create like white box to widget
how do i make text box to float
so i can rotate sun
and how to get sun and sky reference to widget
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.
@regal yoke
Okay now how i get spin box numbers to level bp
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.
If it has decimals, its a float
Int is a whole number
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.
how to get that text box float now to level bp @light coyote
That spin box is in a widget right ?
yes
Instances are temporary copys of something.
You need to point where that is.
Can you like tell how to
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.
Get that var, and you can now drag from it and access stuff in it.
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.
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.
@regal mulch if he still strugles with referencing, i think that may be a bit harsh.
maybe, but learning it "wrong" from the start is also shit
and then i somewhere get float
Please do not use GetAllWidgetsOfClass
Spawn the Widget on BeginPlay and save the return value to a variable.
Access that variable then to get the float value.
@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.
Why cant you just tell how to reference that thing from scene to widget
@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 get the var of the widget, drag and type the name of the spin box
It should come out, if not, check its a var in the up right on properties when selected
umm how to reference this stuff to that widget thing
i sent photo
how it looks
sun sky
@regal mulch also the proper way of doing something is fully dependent on the stuff you have, and here things are.
Could you check #blueprint . There are pinned messages. One is a link to Epic's BlueprintCommunication stream.
Please watch that first if possible.
@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.
Yes, the LevelBlueprint allows you to directly reference Scene Actors.
Including that LightSource.
This is more about your needing access to the Widget.
Yes, but it also provides alternatives if to do stuff without having to be super experienced.
Which does not live in the scene.
You can get all Actors in the Level the same way you got the LightSource.
Again, please watch the BlueprintCommunication stream pinned to #blueprint
@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
Its a simple solution
Ok
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.
You should rather pull the data from the Widget for now.
Which is why we suggest to create the Widget in the LevelBlueprint and access it from there.
You are not reading properly.
- CreateWidget in the LevelBlueprint on BeginPlay.
- Save the return value of the CreateWidget node into a variable.
i have created it
Do not use GetAllWidgetsOfClass
and add to viewport is done too
Then you should have a reference to that Widget already.
You don't need the code you posted.
@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.
We suggest to save this return value to a variable.
That is your widget after all.
but i have to add it to viewport too
Yeah, nothing stops you from that
what do i drag from that thing
Promote and add after.
Just put it in the middle like @regal mulch says
Drag it into empty space. It should then open the context menu. That has a "PROMOTE TO VARIABLE" at the top.
They go from left to right.
Name it as your widget
Should also rename that variable name
Whatever describes this as the varaible that holds that widget.
ok renamed
Ex.
SunRotatWDG_reff
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.
Spin box
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.
in widget?
No, still in your LevelBlueprint.
Right, now drag off of that SpinBox7 pin and try to find something with "Get" or "Value"
Not sure what the exact property is called
Yeah that might be it
i try
That's now how you can access teh SpinBox value outside of the widget.
: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.
#blueprint -> Pinned Messages -> Scroll down a bit -> "Blueprint Communication"
That should get your started a bit more.
This shit doesnt even work
You are only setting this on BeginPlay atm
I'm pretty sure you had some Tick function that was updating the sun rotation
Put the SunRotationPlease->SpinBox7->GetValue stuff there too.
what
i put tick and again those
it works
but now its speed not clock time lol
put this time is useful too, but i need time now
@light coyote how to make it so that its not speed
@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
@regal yoke i dont understand what you mean
Ahh
No
What do you mean, is turning constantly ?
yes
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
Ok
Velocity is distance over time
That means that the speed you say is because its location is beeing Set over time
If you set it once, it will simply change location,, i you set it multiple times progresively, you have velocity
oh yes yes
You got that right
i use custom event to one time only?
Depends on what you want yes
If its only selecting where sun will be yes
Next frame it will be there
why error error @light coyote
it cant find rotateo from widget
how to make it so that it comes from level blueprint
It does not have the target, does not know who.
Did you create that function?
Where is that function you want to run ?
Where are you calling it from ?
Its from Level bp
You are calling it from widget?
This is when references pose a challenge
I have made this one before but not with casting to level blueprint
You cant cast to level bp
how to do this then
It all depends on your project.
But there is a quick fix without moving stuff arround
ok tell me
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.
You can access them in C++. Epic decided to not make them accessible in Blueprints so peeps wouldn't use them wrong.
Like with nearly everything that isn't exposed to BPs.
how to use event dispatchers or change it when spin box is changing
@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.
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.
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.
You need to bind to the reference of the Widget
So pull off of the Widget variable in the LevelBlueprint and then you also don't need to disable the sensitivity.
@regal mulch yes true
I allways have to disable sensitibity when assigning, or i had to before.
@regal yoke yes, on begin play
In level.
Im going to relax for a bit
there is no event begin play in widget
i have to change nothing in widget?
Just add that stuff
is that right
If its on the level bp, then yes
target is spin box?
But i belive you will need to plug the target as the widget_reff
The widget itself where the spin box is
howq
@regal yoke That event will execute when you change the value on the widget if everything is ok
@regal yoke i have to go now.
But you have enough info to figure out the rest if any.
Figure out man, more strugle, the more you will understand, and info that will help is writed here
@regal yoke test test test
@regal yokeThe event will call the add actor local rotation¡¡¡!!!
Unplug from last pic and plug it after the event.
That is your new event controlling that
@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.
Yeah I think we've done enough walkthrough for now.
Please try it a bit yourself, you have all information you need.
And you keep ignoring my advice to watch the stream I mentioned.
i made it work
its now setactorlocation
but now it doesnt update sun direction @regal mulch @light coyote
Why it does that?
Yes
Can someone suggest a good article about stencil buffer - something in a simple words that a mere mortal can understand ?
@valid pike generic one, about GPU stencil buffer?
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 ⬇️
#animation probably will be better place
has someone C4D??
the new event dispatcher helper that lets you generate auto functions for events like delegates is broken
this is so dumb i updated to 4.24.1 and now cant do anything
ERgh no matter how many times i compile lightmass i still cant build my lighting and get the lightmass error
tried rebuilding the engine
same thing
yay, UE4 can't save files anymore?
You have to build Unreal Lightmass.
My bad, misread.
Yeah ive done that
builds in about 3 seconds no errors
re launch in debug mode
try compile and same issue
Anyone know why the random int is always 0? It never seems to update
Googled a ton already myself, but can't figure it out :\
print string it
It's 0 there because your execution isnt running
its stopped at the cast
Anims graphs do that
If you print string it .. it should be fine as long as the cast its correct
What do you mean?
I'm not sure what print string should accomplish to fix the flow
It doesn't fix the execution, I'd imagine?
Is the cast correct?
No it wont
it shows you that the execution is in fact not running
Ahhhh right
and you need to cast to the correct character that anim bp is on
The rest is working, so the cast is correct I imagine
Is it printing to screen?
Can't see anything, no. Unless I am missing a window or something to view the output
So its not running lol
You can also put a breakpoint on it
It just prints a string to the top left of the viewport
in game
you are using PIE right?
I wanted to preview the randomint whilst in the animation state machine, that's why
Yeah, thinking error on my part indeed
You have to do it a different way
Yes
Thanks a ton, that clarifies things a lot ❤️
No worries good luck!
make sure no second ue4 is running, no play mode is active, no read only flags are on files
would like to confirm that https://dev.epicgames.com/en-US/services EOS does not currently support players connecting to each other?
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...
what I would like to do is set up sessions without steam so I could do cross play eventually
I'm being told I need nat punch through for this
i need help i have shader problems
so here where i modeled my character it should look like this emisive on eyes and horns and the edge of wings
but also the wings are transparent
help
in unreal it wont render like this how can i get this look in unreal engine?
the most important part is the start of the wings
Wings should be separate material/channel/id
Then on that material set it as translucent
a so like 2 materials on 1 model?
also
how do i enable the "bad side" to be visible
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)
“Two sided”
Material, it’s an option
allrit ill try that
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? 🙂
IM HAVING ISSUES
so i got my materials two on the model at the bottom left
when i import in unreal engine its only one material
WHYYYY
Wings triangles belong to wings material?
yes
Did you hit the reimport button?
well im pretty sure deleting and importing counts as that yes
Only one material made on import?
i guess
im gonna try exporting as fbx
maybe obj just doesnt support multiple mats
yup fbx work
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
nevermind fixed it
DOES UNREAL ENGINE SUPPORT IK BONES?
Why caps lock?
It will read ik bones. You must set up the ik on the anim graph to use them
FABRIK is kind of basic but it works
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
im following a tutorial , for some reason stuff got messed up
and now the weapon is in the ground
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 ??!?!?
Happy Sunday everyone! Does anyone have a good grasp on "World Composition"?
Looking for a way to automatically create a material using these texture things. Just a hint is appreciated 🙂
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 ?
Just a typical material. Alright guess I'll look into scripts, thanks!
plz help 😵
@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?
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
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
Set a new root before doing so
And make sure the thing your changing attachment to is not owned by it already
Space time continuum o:
for which one the projectile or the gun , the projectile shoots from a socket in the gun skeleton
Whichever is giving you the error
And what code is causing the error?
should be the cylidner
i have no idea what you mean 😭
there isnt any code in the projectile
its a socket
do you want me to send the tutorial vid , maybe you can take a look ... if you dont mind
sry , i cant find the soloution anywhere
i made sure its the exact same as the vid
still no result
nice
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.
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.
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? 😩
ree why is the gun not aligned to x axis
@torn garden you need to add c++ classes first
I just figured that out too! lol thanks @brave lark
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 :
Does someone know how i create these Nodes (yellow circled)
So I don't know how to call the "or" (gold in french) variable in the Level Blueprint...
@quartz reef function input
@plush yew Call it Aurum.
@sudden agate i cant find it by searching. What would i have to type into the search to find it?
you need to be in a material function
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
Hey guys, any tips on how to make characters more visible in environments?
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
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
emissive is really the only option to brighten them
Okay, thanks man!
raising ambient level on the world settings would amp everything up
You forgot about AO. How dare you 😜
Hmm it's kinda weird but just chucking the baseColor texture sheet into the emissive color seems to work quite tidily
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
AO would help for sure
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?
kill Z something in World setting
oh shit nice, but what's it killing by default? obviously my character/pawn but how can i get it to kill additional things?
I thought 4.24.1 was out? I'm unable to upgrade?
it doesn't kill any of my attached actors to sockets on the character
just pawns
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
There's Kill Z damage type
i guess some kind of if character destroyed, then destroy xyz could work?
@crude vessel I upgraded yesterday.
There's a big upgrade button
In the past it would be on the install icon there
literally in the screenshot you sent
lol
😛
I don't think it was there the other day so I got perceptual blindness now
big shiny button to press: ok!
Words lose meaning in UI to be fair.
shush you
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.
anyone got problems with landscape tesselation in 4.24?
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
@normal burrow Ok thx
Expected behavior.
What's it say when you crash?
Is there any builtin system for or any direction in that sense for making actors listening/triggering a event ?
Assertion failed: SerializeNum >= 0 [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 1082]
has someone c4d cause i have a nice model that i want but its only c4d
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```
Is this a BP only project? Do you crash immediately?
You can download debug symbols to see more specifically what happens.
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
I actually have no idea how to fix an immediate crash caused by a BP.
lol
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" ?
@crude vessel Try deleting the intermediate and save folders
No guarantees on that working
would a good first "game" in unreal be a moving cube?
@polar shore Absolutely! you will get a feel of the entire framework, editor, flow etc.
anyone know any free assets that have these buildings in the background?
@crude vessel Check the log, it's in the Save/Logs folder
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 Try something like
UStaticMesh* StaticMesh = StaticMeshComponent->GetStaticMesh(); StaticMeshComponent->SetMaterial(0, MaterialInstance);
@crude vessel What's the actual error message in the log?
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
Maybe try verifying the install.
@plush yew Mh sorry but I don't use C++ at all, only blueprints. What should I put your code ? :/
can we please talk about the new UI glow-up in 4.24, it's so slick... 🤩
Post a pic.
how do you delete a class?
@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
@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 Yes, right click on your uproject,
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?
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?
anyone have free zombie assets?
@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
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
i can't figure out how to make the cube be a cube in the blueprint editor
how can I edit the default map when the editor loads?
Looks like a cube to me?
but there's a capsule there too
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.
That question can't be answered easily without more info on what you want.
Though that would probably fit better under #blueprint
@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
@crude vessel You can also change your startup map via the editor, in the project settings, maps and modes
yeah but.. the game would crash
Not if you can't load the project
because the default map was the one that caused the editor to hard crash
ah, i see
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
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?
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.
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?
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.
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
@torn garden glad you got that set up, run into any other issues?
What's the best way to make a weapons system and switching weapons. It's a multiplayer game.
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?
@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
- Array of weapons
- Events of switching
- Functional replication For multiplayer
is there a reason the launcher runs like trash? i cant even stomach scrolling through the market place on it. Its choppy and laggy.
@dim plover the UI is so dark, I love it
I wish they would change the old top bar to match the new UI.
Am I correct in assuming this will be able to hit more than 1 actor at a time?
does anybody know why these shadows are blobs?
same for trees
I believe it happened right after I build lighting
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.
i need some help
@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? 🙂
Fatal crash when opening a level on 75%
even reverting to previous version same result
oh dear....
what have i done
Look through the logs. Most of the time you can fix it.
Ton of log linker wanrings
How do i set a team for my player and enemy ?\
whats the best way to implement this?
i wanna set like a variable to it
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.
@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
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
Picture isn’t helpful. Need to see the setup
Help every time i open my ai blueprint unreal engine 4 crashes
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
Guess I’ll just use my imagination, mindread, or achieve singularity with your computer 😜
@foggy marten use an interface to decrease the health value on taken damage?
Yeah pretty much no way of knowing your setup that you want us to explain
hold on im getting it
Is there any way I can set up a single seed for every randomizing blueprint node in the entire project/game?
Have you looked into Random stream Jack?
Explanation of random streams and how to use them in Blueprints.
There’s a var for seeds if I recall
shift+windows key+S
@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)
You’d want to store it externally in that case
I’d view that as unlikely to work consistently what your describing jack. Even if there were a srand()
Game State is constant right? So I can store the seed in Game State?
Good question
like what kind of setup do u need, the whole thing?
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.
sorry don't know how to make a full on going screenshot of my workflow
Vem are you using interfaces to change HP? How are you changing health? What causes health changes?
nothing yet, just tried a method on youtube, didn't work so i scraped it
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.
i only got far as making the nameplate for my simple ai( Enemy) using a widget and trace by channel method
Randomizer doesn’t count Pat
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?
no
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
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....
Constructor script jack be your friend if the generation is something you want to save to level and lightnap
Hmm. Probably construct. You’ll want to have something in place just in case.
sorry new to the world of ue4
I agree with HighTide


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.
roger that (:
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
k
does anyone know how to fix my issue ???
What's your issue
when i open my ai blueprint it crashes unreal
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?
yes
its only the ai blueprint'
i worked very hard on it and went nights without sleeping to make it
have you checked your logs?
?
There are crash logs generated in your project file when your project crashes
oh where are those located
mine is at C:\Users\Jack\Documents\Unreal Projects<MyProject>\Saved\Logs
what is it called ?
whatever your projectis claled
got it
how did u get casttolockon component character node? @vivid narwhal
in the widget itself or what?
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
JackUniverse i dont see anything wrong
u think it might be because its a really complex blueprint ?
ah i see
Is it a AI task etc?
i made an ai and its only blueprint and it was somewhat advanced
blueprint based ai not BT based?
and you can't open it without crashing the editor?
it freezes my computer
it freezes the computer but doesn't crash the editor itself?
idk
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
my computer freezes and i need to turn it off
ok ill try that
Rip it happened again
Im on my phone rn lol
okay, so we can identify the blueprint itself as the culprit
Yeah oof
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
Dont have source control
OOof
what the get stats thing, i do not see it at all in my context @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)
ok i see sorry
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
thanks a bunch i'll get to it
So im probably screwed ?
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 ):
Damn i really worked hard on that
I'm afraid you just learnt an important lesson ):
@blissful trail You can try something unorthodox. Which by no means guarantees success, but at this point what do you have to lose?
i guess i could try
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
the content in the content folder ?
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 And since the beginning, You started working on your blueprint using 4.22.3
until the end, still using 4.22.3
You never applied any updates on unreal engine, related to this particular blueprint?
no
I'm afraid my method, as "revolutionary" As it may be, does not apply in your case 😦
i dont think theres anything i can do :/
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?
it has a heap of saves in it
out of interest Adludum, what's this method?
Use a hex editor to change the version number @vivid narwhal
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
This is the same as opening up the .uproject file in notepad and changing the version to a later version?
the uproject File is plaintext
you operate at ASCII level On serialized data, such as uasset
@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
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...
Sadly I think he just discovered why we use source control
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
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
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
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?
do you have anything in the construction script?
im pretty sure i had a little in there
but no where near as much as i did in the event graph
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
idk how powerful your computer is and if it's freezing the whole computer it could even be a hardware issue
yes my computer completely freezes and i have to turn it off
@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
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.
I’ve got a question
hm?
Can other people be Able to join me in making a level with me?
since 4.23 i think so
How
Get multiple users on different computers into a shared Unreal Editor session, collaborating live to build content together.
Thanks
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
how much blueprint to code do you generally want in a project? and where do you decide which is better?
as much as you want it doesnt matter
Somethings are just better written in code if you know how but only because its easier
@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
What do you loathe about it
but my answer is and forever will be: never! 🙂
Its the standard for visual scripting
absolutely! that's why, my point was that it's really just opinion
I love it i think its the best thing ever.
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
Nativizing BPs pretty much creates C++ classes and does away with the VM so its a pretty solid improvement
the performance difference its negligible
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
@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?
You mean in the editor? for some reason I thought you want to do it at runtime 😄
in the editor you can pick any color no problem
wht value should it change (on the param)
so I put it into each of those 3?
I don't know your goal 🙂
changing the skin color of the material
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?
I want to change the color of the texture
Maybe... You should start with learn.unrealengine.com?
there may be a miscommunication, I was talking about materials not textures
yes for material its also ok
but I dont know wht value the Vector thingi should change
Lerp or multiply your texture color output with a constant color vector can work.
in particle system how can i make that the particle TWO different colors or three or more ????
@plush yew
Right click on blank space and type 'multiply' then enter to create a multiplication node @brittle badger
oh 😄
For the full tutorial playlist:
https://www.youtube.com/playlist?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS-
(00:05) - Introduction and Materials in UE3
(04:14) - Materials in UE4
(08:56) - How Color Works Inside a Material
This high-level overview takes you through the concepts...
@radiant haven Create multiple emitter?
yay 😄
thanks a lot
I have 1 more question @plush yew
how can I add several layers of texture on 1 material?
For the full tutorial playlist:
https://www.youtube.com/playlist?list=PLZlv_N0_O1gbQjgY0nDwZNYe_N8IcYWS-
(00:05) - Introduction and Materials in UE3
(04:14) - Materials in UE4
(08:56) - How Color Works Inside a Material
This high-level overview takes you through the concepts...
@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 how does the material look like?
do you have a Particle Color node in it?
watched it already @merry geode
Walking through the tutorial provided by Epic official then basic questions like the one you just asked will be answered instantly...
I found it out
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
@merry geode @whole quarry can i make in the material a random color for each particle spawns??
I got the transparency working but I need now a 2. texture on top of the skin. How do I do tht please
@radiant haven If you want random... Change material color in blueprint.
@brittle badger You mean mixing two texture?
Hmm... That's not a problem can be solved by single material...
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
@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?
blender
And in blender you use some sort of multichannel material, right?
@radiant haven What do you mean... There's not only post process..
I could also make several materials and add them all on the mesh?
Im coming from Unity
a good state of mind is: the skies is the limit:-)
thts why its all so strange for me 😂
But you use Multichannel Material in blender, right? @brittle badger
@brittle badger if you want to do texturing i very very higly recomend you check out substance painter
@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
in Unity u could just add lots of materials on the mesh
@brittle badger try #graphics For more specialized answers
this is a very general channel 🙂
Look into layered materials and material attributes
@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.
@midnight gate you dont need mixamo for animations
you need to understand how retargeting works.
then why cant i find any tutorials not including mixamo
What's mixamo 🤣
@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
well then why do i get errors
why wont anybody tell me how the heck to import my original animations
The mesh you are trying to import is not compatible with the skeleton you selected before the import
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
Are you using Blender to make your own anims ?