#ue4-general

1 messages ยท Page 606 of 1

midnight gate
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i dont understand

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this is an animation fbx i imported it wont work

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where do i select for it to import the animation is it stupid i dont think it understands its an animated file

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what am i doing wrong

digital anchor
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i mean, my dog could import animations, i press export, drag into unreal, everything is perfect

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try to find a tutorial, youre doing something wrong obviously

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first import the mesh

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then try to export animations separatelly

midnight gate
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i have it imported as tpose

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thats exacly wat im doing

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WHY WONT IT READ MY 24 FRAMES

runic iron
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start and end frame are 0

midnight gate
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yes

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why

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WHY THE FUCK

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told ya ue4 only supports mixamo

digital anchor
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oh ye i forgot about that

merry geode
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...

digital anchor
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gotta use unity to have animations

runic iron
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Come on, I import all my anims from Blender

digital anchor
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its a very advanced feature

merry geode
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@midnight gate That has nothing to do with what mixamo...

runic iron
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Calm down and tell all the steps you did in Blender

midnight gate
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then used this export settings

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and cried in disapointment

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okai so i did somehting but my character wont show i cant preview if the animation is working or not

runic iron
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Your anim is on the main timeline or is it an action ?

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Or an NLA strip

midnight gate
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idk

runic iron
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Reimport it and choose a uniform scale of 100

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In Unreal

midnight gate
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the scale is fine

runic iron
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On your model probably but anims need that

midnight gate
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well i have no idea how to do that slacing it up wont fix anything for me

runic iron
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Delete your files

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Reimport them

midnight gate
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i need to see the anim file working not to slace it up

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theres nothing to slace up the mesh is non existant in the animation file

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and i cant even preview if the armature is moving

runic iron
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And then choose 100 in the uniform scale parameter

midnight gate
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i have no idea what you mean

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where how

runic iron
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When importing your file you have some import dialog window with options

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So delete your files, reimport them and you'll have the options again

midnight gate
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i dont think there is a dialog window in the import settings

plush yew
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@midnight gate Perhaps you can try and watch some YouTube tutorials about blender and unreal, it may shed some more light that may be useful...

runic iron
midnight gate
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@plush yew you have no idea how many tutorials i watched

runic iron
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In these settings find the uniform scale option or whatever it's called and choose 100

midnight gate
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i have completely different options

runic iron
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Yeah cause I found my above screenshot on google image, yours is fine

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Just find that parameter I talked about

silk sleet
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im using instanced static meshes to create random rectangles for cover on the map, just for testing in multiplayer

doing this, the server creates all the meshes but they're invisible to every client (though the clients can collide with them)

can someone help me with this?

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this being in a blank actor's event graph

midnight gate
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but its not there

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theres nothing similar

plush yew
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@midnight gate @runic iron Let me take a look at my end, to see if I find the setting

runic iron
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At the bottom

midnight gate
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but arent i suposted to import the tpose file for the animations to refrence from?

runic iron
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No

light bone
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How can you set variable default values while simulating?

runic iron
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Your rest pose should be the one defined in Blender

midnight gate
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but i cant use the default skeleton

plush yew
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@midnight gate Empty skeleton at the import means the engine will generate one for you

midnight gate
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but i need to use my own skeleton

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i cant have it autorigged the character isnt very humanoid

runic iron
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Your skeleton is in your fbx man

plush yew
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It will create using engine format, but it would be based on your skeleton

runic iron
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Just let it empty as @plush yew said

midnight gate
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hey btw slacing it to a 100 made it giagantic

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didnt fix anything

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i knew it wounlt fix anything

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and it did not

plush yew
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okay, perhaps we can revisit this later, after we take a break

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@midnight gate also, I don't mind testing your fbx files should you be willing to share them

midnight gate
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its imposible to use blender for animation

runic iron
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Your units are set wrong in Blender or you didn't apply scale or something.

midnight gate
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sure whatever i bet ya you wont be able to import them into ue4 anyways

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MY UNITS ARE FINE

digital anchor
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ye just use unity and maya

runic iron
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I give up

midnight gate
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no thats disqusting

plush yew
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I agree with @runic iron About the possible scaling issue, I've seen it before

digital anchor
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maybe also switch to mac instead of windows

midnight gate
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who do you think i am a slut? why would i use unity you cant even animate in it

digital anchor
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its probably also the problem

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maybe get a gaming chair

plush yew
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regardless, @midnight gate , Share your FBX Files With me, I'll test them momentarily

midnight gate
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well good luck

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i bet ya its imposible

runic iron
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You probably won't be able to import it @plush yew if there are some units problems in Blender

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Cause either they didn't apply scale or chose the wrong one

midnight gate
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THE UNITS ARE PERFECT

runic iron
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Then why are your anims tiny ?

digital anchor
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cuz its not mixamo

runic iron
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lol

midnight gate
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theyre not tiny

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theyre invisible

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and yes i blame mixamo

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my mesh is fine

runic iron
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Invisible means tiny in this case

midnight gate
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but when i go to the animation tabs well gg mesh is gone

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im sure if it was tiny there would be a button to select the object in some outliner but its imposible

runic iron
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Had the same issue once and it was cause of units

midnight gate
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slacing it to 100 would fix it but it didnt so youre wrong here

runic iron
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So once again either you didn't apply scale on the armature/mesh or you set the units wrong

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On my prototype character, made in Blender

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I recommend a scale factor of 100 cause I assumed you used the default Blender units. When exporting if you choose centimeters before that your model results tiny so you have to put a scale factor in Unreal

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If your scene units were in centimeters from the beginning either the proportions are wrong or you did some scaling at the end and didn't apply scale (CTRL+A). You can check this with N if your scale vector is all 1

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Anyways will not post anymore cause I don't want to monopolize the channel.

exotic lion
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If I have a Quixel brige issue, would that question go under "plugins"

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?

dim merlin
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i guess its okay inhere, lots of ppl should know about it since its owned by epic now ๐Ÿ™‚

exotic lion
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Well I have the export set up right, Even set it's destination the content folder in my project, and when I hit export, it does it and says "successfully exported" but nothing shows up in my project. It worked fine before the update to 2019.5 I've uninstalled it and reinstalled it to fixed the bad port error, now it says its exporting, but again it's not.Followed Quixel's how to guide

copper elk
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@plush yew Ik how animations work... I'm asking how to make the shine effect for umg

midnight gate
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@runic iron lucky you

plush yew
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@copper elk On the top of my head, I would probably have 2 separate layers, one with the actual text to see at any time, and one with a more metallic texture, and you play with transparency

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I'm not an artist, unfortunately, so I can't help with the visual ideas ๐Ÿ˜ฆ

midnight gate
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how do i fix the animation slacing my model to 0

plush yew
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@copper elk But, long ago I used to look at Flash visuals, and I'm pretty sure there is a way to reproduce the way shine effect was handled in good old Flash, and basically manually re-create it in UMG

midnight gate
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ok this is how hard i had to scrool

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took me 5 minutes maybe

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how do i make it normal size tho

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the mesh view is fine but animation view is not

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its a big issue ya know

plush yew
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@copper elk Just find any inspiration from old Flash or new HTML5 for your actual widget

calm widget
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@midnight gate I've had this problem before in blender>ue4. But animations from them works fine if you do it right. Mind if i also take a look?

midnight gate
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ya want blend files?

calm widget
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Sure if you dont mind

copper elk
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@plush yew thx

exotic lion
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Okay I got a whole new issue today. Now when when I open a certain level loading a level I've always been able to load before it crashes DISCORD and the editor...

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Is that a GPU load issue?

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Maybe Ram?

humble ridge
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Welcome to my world lol

exotic lion
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But it doesn't crash anything expect Discord...

copper elk
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Ok, so I found the solution to my question, kind of https://www.youtube.com/watch?v=K5xv5NZEj9k 27:30 - 34:00

This is the 3rd tutorial in the series, this video covers the creation of the Mystery Box & implementation.

If you enjoyed the video, please head over to my forum post and let me know: https://forums.unrealengine.com/showthread.php?77631-Tutorial-CoD-Zombies-Blueprint-Tutori...

โ–ถ Play video
exotic lion
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Interesting. All my projects even brand new ones say "out of date" and I have to click the update option.

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And now my 4.23 bridge doesn't work either....

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Okay I'm at my wits end and I haven't slept in who knows when so maybe I'll find something when I wake up

hallow compass
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Hi all, does anyone know much about world machine?

ebon bough
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Hi, I'm coming from Unity3d and trying to migrate my game to Unreal Engine but I'm struggling to find some good resources on how I could achieve this functionality.

2 distinct features of this gif are visible;
1 - The player is allowed to spawn objects on a grid cell in real-time, thus blocking the player's path as they are moving (using pathfinding).

2- The movement of the player is "free" in a sense where although they are moving in a grid-based map, they can still move in any direction they want.

3 (i suppose) - other players (enemies) occupy grid cell based on their position in the world in real-time. (You can see this behaviour at the beginning of the gif towards the right side of the screen).

Could someone please give me an idea of what resources I could use to simulate this behaviour? In unity3d I used a a* pathfinding plugin and some custom logic that allowed me to do this.

humble ridge
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Well it took me changing engine versions and building it 3 times but i finally got my level back.. whew what a ride

copper elk
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Actually nevermind, it didnt fix my problem

midnight gate
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and this is me

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help

misty creek
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@midnight gate The removal of the execution pin doesn't make a difference

midnight gate
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i cant connect it thats the problem

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help

misty creek
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You don't need to connect it

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Just plug in the next node

humble ridge
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Its a pure function so not needed

midnight gate
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if you say so

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i dont have a variable set direction

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help

runic iron
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@ebon bough Not sure if I understood well, is your game multiplayer or the enemies are AIs ?

humble ridge
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How do you recompile lightmass if your project is not using source?

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i switched from source to launcher version of 4.23 because i was having issues and it says i need to recompile lightmass

runic iron
boreal basalt
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Hello ..I have a big problem with "open level" in 4.24.. it takes like 30 seconds to load now or crashes... I also tried it in a new blank project with the original simple start scene.. Did anyone know why is it happening in 4.24?

ebon bough
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@runic iron Thanks for the resources, I'll check them out.

And multiplayer

open eagle
timid jacinth
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how do i get the hit player controller in a raycast

open eagle
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get hit actoe

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and get owner I think

timid jacinth
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@open eagle

plush yew
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what's better practice, for bullets to be block or overlap?

humble ridge
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There is a projectile collision profile thats probably a good place to start

hallow compass
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Hi guys, how can I add collision to each individual shelf so I can place items on them?

radiant haven
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how can i make a particle random color

plush yew
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@humble ridge i dont see a projectile collision preset anywhere

humble ridge
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what version are you on

plush yew
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4.23

humble ridge
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There is a projectile profile in presets

grim ore
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@hallow compass your original mesh should have collision other wise you can use add box collision to the shelves in the editor or tell it to create custom collision that wraps around the mesh parts themselves

hallow compass
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So it doesn't have collision so I have tried within UE4 to add it but no luck.

plush yew
humble ridge
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Maybe i added it awhile back ๐Ÿ˜ let me check

grim ore
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@hallow compass what have you tried?

hallow compass
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Convex and box collision. Basically I need the player to be able to get onto the shelf

grim ore
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Auto convex should do what you want but if it's not you might need to create it in your dcc program or create the individual collision blockers

humble ridge
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I'm stupid and was thinking of object type

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but thats how i do my projectiles

hallow compass
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I purchased a set from the marketplace so I have no knowledge of 3d modelling as such

grim ore
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what happens when you tell it do do auto convex? its weird it wouldnt have collision set up on it

hallow compass
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It blocks the player but I cant get onto the shelf

grim ore
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maybe your capsule is too large to fit then

slender vale
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No matter what I place, there are no shadows and ALL foliage looks very ugly.

hallow compass
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It does this

plush yew
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@humble ridge thx

grim ore
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that shows 4 collisions, did you delete all collision then do convex only?

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besides that is it large enough for the entire player capsule to fit in?

plush yew
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@humble ridge so when you're spawning the projectile do you spawn it a bit in front of the actor instead of from the center?

hallow compass
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So when I remove all collision, click add convex colission and then click apply it shows like this

grim ore
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@hallow compass if none of this seems to be working the alternative is to use complex mesh based collision. Remove any collision in the editor, then go down to Collision -> Collision Complexity and turn on Use Complex Collision as Simple and it should then use the mesh itself for collision

hallow compass
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It is big enough yes

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where do I find that option?

grim ore
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in the details panel

humble ridge
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@plush yew yeah my projectile sockets are always just out of any collision with whatever actor fires it

hallow compass
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@grim ore that works. OMG you are a god, I owe you a pint good sir

grim ore
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well it's not the best solution, mouse over the description in the panel for that but it might work if it's not used all the time

humble ridge
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Will give you warnings if you simulate physics on it

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i need to look into that for some of my actors actually

abstract relic
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Own him a subscribe at least ๐Ÿ˜œ

hallow compass
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Is it expensive to do a multiplayer game?

normal burrow
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Like and subscribe

abstract relic
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Hit the bell icon

harsh tiger
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any idea why this is returning false, which is right but in the other blueprint its returning true?

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its like the boolean is being flipped which doesnt make any sense

solid matrix
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every time I start my project, it has to rediscover assets. Is that intentional?

grim ore
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in the newer versions of the engine yes so it doesn't wait to load them all before the editor starts

slender vale
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Why does everything look so grainy, and why does nothing have shadows?

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Been having this issue for 3 years

grim ore
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your settings are bad?

slender vale
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What settings? I re-download the unreal engine quite a few times

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Downloaded on my laptop, now my desktop. Same exact graphics.

grim ore
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when you go to settings -> scalability, what does it show?

slender vale
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I don't see that in the project settings.

grim ore
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because it's not, its in the settings button in the toolbar above the viewport

slender vale
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Scaling options?

grim ore
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Engine Scalability Settings

slender vale
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It's at 0.25

harsh tiger
slender vale
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They were all set to epic with high material quality

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I tried cinematic, nothing changed.

grim ore
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you wont see a change between epic and cinematic. what was set to 0.25?

slender vale
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I think that's just for objects

grim ore
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ah that is for scaling

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and snapping and such, its grid size

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well if it's at epic and its not running at 2fps then your machine should be fine. Have you tried opening an example project to see if it's your project or UE4? your scene looks fine it's just not very high quality

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your tree does look like it has self shadowing tho

slender vale
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Sure. Lol that scene is with the best post processing I could make. Without it, it looks like absolute crap.

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Everything looks super grainy

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Like there was no aliasing at all

grim ore
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did you disable anti aliasing?

hallow compass
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My scene so far

slender vale
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I didn't disable it.

crude vessel
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Lets try here, why is it when I create a physics asset (with no collision or gravity turned on) some joints are static and proper and some joints are wiggling widly when simulated?

grim ore
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maybe #graphics can help narrow down the issues then. all of your stuff just looks normal. no normal maps, roughness maps, etc. on the materials. Anti aliasing may be off or it just might be low resolution

slender vale
grim ore
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but it's hard to guess as we can't see the source assets. You could be using mobile assets for example

slender vale
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I'm using assets from high quality libraries such as Brushify

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Even Quixel assets look like this to me

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This one guy showed me on his PC, they look NOTHING like what I see. What he saw was WAY better looking.

grim ore
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sounds like it's your pc then. what specs?

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and i know you said you tried it on laptop and pc

slender vale
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GTX 1660 TI, Ryzen 5 1600 3.9Ghz, DDR4 8GB 3600Mhz, 1TB SSD

grim ore
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monitor resolution, windows desktop resolution, and scaling?

slender vale
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1080p on both

grave nebula
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Ram! Ram! I know! It is the ram !

slender vale
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100% scaling

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UE4 is using just about 1GB RAM

grim ore
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well it all checks out but you have confirmed it's not unreal engine itself since it works on someone elses machines

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none of your materials looks right now if they are hero or high quality assets

slender vale
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Exactly. I think somethings wrong.

grim ore
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no normals, no anti aliasing

slender vale
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I don't understand why this is happening to me on all my machines.

grim ore
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the only commonality is the assets assuming you tried the same assets on them

slender vale
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Well I made some grass, and gave it to this one guy see. Then he tried it and showed me it looked TOTALLY different and significantly higher quality.

grim ore
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I would say go to the learn tab, go to the open world demo collection, and create a new project and open the sample map and see what that looks like

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that is a high quality sample project out of the box, it might not run well but it should look well and this can let you know where to look further

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its weird it would be an engine install issue if it's the same problem on 2 machines

abstract relic
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Are you trying to blow up their computer?

grim ore
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for this test, yes lol

grave nebula
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Last time I've opened open world collection, its loading times could be safely measured in fractions of a dev cycle.

grim ore
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no arguments but none of the other samples have high fidelity out of the box since that is the problem here

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especially since the stuff in question is foliage and such or else I would suggest infiltrator

slender vale
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Opening a demo project

abstract relic
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Iโ€™d download the content example instead

grim ore
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what is high quality in there? even the landscape stuff is all static and mobileish

abstract relic
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True

grim ore
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I know its silly and overkill but ๐Ÿ˜ฆ

abstract relic
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This just hurts though ๐Ÿ˜œ

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What about digital human?

grim ore
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not foliage

slender vale
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The shaders are compiling pretty quick.

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Dropping by 50's per second

grim ore
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i mean if this was a arch viz compare then the new arch vis stuff or realistic rendering would be fine but his samples are literally grass and trees so ๐Ÿคทโ€โ™‚๏ธ

slender vale
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I mean you place some Quixel grass down then I'll do so and take a look at the differences lmao

grim ore
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quixel is an unknown since it imports at your settings, the open world demo collection is a fixed variable

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all that should change it's appearance is hardware and the settings once it's open but it should default to high with that machine and can compare 1:1

slender vale
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Yeah.

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I just wish I knew what was wrong. It's nearly done loading.,

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It's done.

abstract relic
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Praise your computer and give it treats after this

slender vale
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I opened a demo project, it opened a totaly blank map project???

grave nebula
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@abstract relic What treats do you serve to yours, Tide ?

grim ore
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correct, the sample map is a large load so they don't want that to be the default

abstract relic
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Mostly fish boids

grave nebula
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mm

slender vale
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I have an idea

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I add the assets to one of those demo assets with alreadyvery nice graphics

normal burrow
slender vale
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Thanks unreal engine

normal burrow
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You need more fish boids in diet

plush yew
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Hello. A little question about UE4. Is it supported by Windows 7 x64? My friend made a demo and sent to me, there is an error of dll not found https://i.ibb.co/BgcYB43/image.jpg , and it seems it's because of OS version(not win8+), installing visual studio redist 2017 /2019 doesn't help. The only idea we have yet is to try compiling a demo with OpenGL instead of directX.

slender vale
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How long does it take to add a 20GB content pack to a project on an SSD?

grave nebula
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Just a blink of an eye. Perhaps, slightly longer.

normal burrow
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I like your new cool pfp death

grave nebula
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Courtesy of GeorgeR

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@plush yew Should run fine, provided that your friend packaged it properly and you are using a proper up to date windows.

slender vale
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These are some of the assets I'm using. They look NOTHING like that in my editor lmao

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The tree's don't even look crisp like that.

plush yew
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Thanks, it's probably windows updates.

slender vale
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How it looks in the demo project ^^^ AMAZING

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How it looks in my project ^^^

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Is it me, or does the quality look worse?

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Also no precise shadows

grim ore
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so the demo project looks fine on your machine then?

grave nebula
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Likely you.

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Looks the same to me.

slender vale
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Yes the demo project looks SIGNIFICANTLY BETTER

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It has REAL SHADOWS, no fake soft shadows

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And everything ain't EDGY

grim ore
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then we have narrowed it down to your project atleast

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which shader type is it set to

slender vale
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No idea, how do I check?

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Up-close shots, top looks WAY worse

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I mean in the demo project, everything is just SO high quality

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Demo project ^^^

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My project ^^^

grim ore
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stupid map is opening or I could tell you the exact setting lol but I beleive its 2 options under the engine scalability settings in settings

slender vale
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Previewing? Shader model 5

grim ore
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yep

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and unless the default windows RHI got changed in project settings -> rendering it should all be the same ๐Ÿ˜ฆ but your materials looks like they are all low and missing features like normals

slender vale
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I can tell in the demo project everything looks slightly softer as well

grim ore
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the softer is probably the anti aliasing

hallow compass
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Has anyone done multiplayer before?

grim ore
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I would almost say it looks like you are running on ES2 but that would be odd ๐Ÿ˜ฆ

slender vale
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ES2?

grim ore
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openGL ES2, mobile renderer, but your preview is SM5 so it shouldnt be

slender vale
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That's weird???

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It feels like that tbh

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See I don't understand this

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My project shaders are on production for shadows and I tried high

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No shadows. On demo its medium but produces AMAZING shadows

grim ore
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the settings under build?

slender vale
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Yes

grim ore
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those arent real time, you wont see any changes till you build. the shadows on the demo are probably in realtime

slender vale
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Yeah I click "build" and it builds. Nothing changes at ALL

grim ore
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your lights might not be set to high quality or to cast shadows but thats easy to check just make a new level and drop the plant in and see what happens

normal burrow
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looks like your lights aren't very strong either, maybe turn off tonemapping if they are

glacial basin
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@slender vale have you enabled Inset Shadows on the mesh?

slender vale
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No idea. Default settings?

hallow compass
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Any tips to stop light leaking through walls?

regal yoke
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Does player see print string and text stuff when playing .exe file

grim ore
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they should not, the nodes marked as Development Only should be removed when making a shipping build

regal yoke
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How to make it so that they see it @grim ore

violet crane
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Here's a dumb question: is anyone else getting random pages in Unreal's documentation that will only display in Chinese?

regal yoke
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no

grim ore
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you can build a development build and share it if you want

violet crane
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If I click that, it redirects to the Chinese version 100% of the time...

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Someone else in my studio is having that same issue.

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So I figured I'd ask if anyone else sees that.

regal yoke
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@grim ore I have chat in my game that prints that stuff. Is there another way

jovial shuttle
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when i make levels, my 2dsidescroller character spawns without me even putting it in there, can someone tell me why this is

regal yoke
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Choose gamemode

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to your world

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/choose it so that your character is one that is played one

jovial shuttle
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oh, thanks!

grim ore
#

@regal yoke I have no idea how your game is designed but UI stuff is typically UMG , print string is for debugging

regal yoke
#

Okay

royal sluice
#

I'm a beginner to UE4, but not to programming in general. I recently created a 3rd person project, created a HUD, and made a few widgets. I'm trying to make a menu system for when the game starts and watched a few tutorials online. I understand most of the concepts, but there is something I'm a bit confused on. I have a level that displays the menu widget, but if I have selected the 3rdPerson level and then hit the PLAY button to start the game, the 3rdPerson level loads and not the main menu. If I select the main menu level and press PLAY, then the main menu level loads. I have the GamePlayMode set to use the HUD I created and added nodes in 3rdPersonBP to set the starting widget to main menu.

hallow compass
#

cant get rid of the light bleeding through walls

grim ore
hallow compass
grim ore
#

actual mesh design is going to play a big part in it as well. thickness, overlapping, modular, and such

hallow compass
#

The meshes themselves seem pretty well made so not too sure. The walls are not that thick however

#

Also do I need to use stationary on both sky light and the sunlight?

grim ore
#

you can look at the new arch vis learning example to see how they put the pieces together

#

static if building lights only, stationary if you are building but the lights or objects might move, movable if you are not building lights and want it in realtime (this one fixes most leaking and such btw if done right)

scarlet birch
#

Any idea what might cause custom depth to work in the editor window when piloting the camera but not work once the scene is played in PIE or standalone?

#

I'm trying to exclude objects from a post process effect.

normal burrow
#

you tried looking at it?

hallow compass
#

Well ill try moveable then. Seems a better option

gray cedar
#

Hey everybody! Whoever's up for an "adventure" of "thrilling" bug investigation should check out this answerhub question I just posted. I would appreciate any help, especially from anyone who's dealt with exotic and unusual Apex destruction issues in the past:
https://answers.unrealengine.com/questions/940469/view.html

The summary: our destructible mesh is spawning in looking like it's already broken, except it's not really โ€” it's in some kind of invalid state where depth 1 is showing along with depth 0. Attempts to damage/shatter the DM fail silently. This issue only affects packaged builds.

Please let me know if you've seen anything like this before, or if you have some ideas for how to fix it! Thanks!

deep swallow
#

Actually this might be more of an Engine issue since it has to do with nativization: I can't for the life of me successfully Nativize my project, and I can only find one instance of someone else getting this same problem: Could someone help me out with this error? "Async loading event graph contained a cycle" is a very abstract error message https://www.reddit.com/r/unrealengine/comments/eepwvh/help_getting_desperate_crash_at_startup_when/?

slender vale
#

@grim ore When I create a level, the setting is "High quality" but no shadows

split ingot
grim ore
#

the reason for using a new level is the lighting should be at defaults so shadows and such should just "work" if you drop a mesh into the level. If they don't then it's something in the project itself

split ingot
#

(Yes, I've unchecked context sensitive)

grim ore
#

@split ingot which graph are you in?

slender vale
#

I'll check it out when I get back home.

split ingot
#

Event Graph. I'm using 4.24.

grim ore
#

so you are in an animation blueprint, in the main Event Graph (not a sub graph or an animation graph)

split ingot
#

Yeah, animation blueprint, main event graph.

grim ore
#

is this a new anim graph? it should have started iwth one by default. did you choose a parent and avalid skeleton? if all of this is yes then have you tried making a new one

#

if it doesnt show up the engine is not detecting you in the correct graph

slender vale
#

Also the textures placed in the demo project are of higher quality.

split ingot
grim ore
#

that is not an anim bp then

split ingot
#

Huh.

grim ore
#

what does it say is the parent in the top right

split ingot
#

Character.

grim ore
#

yep that is a character then

split ingot
#

Siiigh.

grim ore
#

character is an actor with a movement component and a static mesh, set up to drive a character

#

animation blueprint is a blueprint designed to plug into a skeletal mesh to drive animation

normal burrow
#

don't think anim bp has overlap nr. be way scrolled up

grim ore
#

@slender vale unless you want to strip out anything important and share your project so other people can see if they can figure it out (project based or pc based issue) I don't think we can help you besides you creating new projects and going from there or even stripping out the sample stuff from the open world and using it as a base.

split ingot
#

Ok, I have it now. Brainworms.

deep swallow
#

Does anyone here know a lot about Nativizing blueprints? I am having severe issues with it and can't figure out where the problem lies

slender vale
#

@grim ore The project is nothing but the brushify landscape loaded. Nothing else changed except for the added post proccessing effects.

grim ore
#

and it's still an issue with the post processing disabled? and if the assets look "fine" in the other project and none it this one then the project has to have something weird

slender vale
#

It looks way worse with it off. I showed you pictures with it on in the bad pictures

#

I'll show you what it looks like without post proccessing effects

unreal wasp
#

Hi everyone, I'm in the process of creating a system that keeps track of my player unlocks. Right now I'm focusing on map unlocks, but later I'll reuse the code to track available ships, upgrades and color schemes.

My maps have the following variables:

  • Map Name

  • Map Description

  • Is Map Unlocked?

  • Map Bronze/Silver/Gold Score requirements

  • Map Top Score achieved

Right now I have 2 maps, so I have the variables above x2. This is not optimal, and later on I plan to have more maps. I can use a data table and aggregate them into a single variable, but I cannot edit that in runtime so when player hits Map_01's Bronze score requirement, I can't set Map_02 to be unlocked. Instead I have to do:

  • Get current level name, switch on string depending on the map, and then check if the current score meets one of the unlock requirements. In my example the current level is map_01.

  • IF map02 is not unlocked AND current score is >= map01_bronze THEN set map02 unlocked.

When finishing/quitting a level or relaunching the game, it loads the save slot and when I hit my level select it reads those variables to populate the map description and enable the button that allows you to proceed to the game if you have unlocked the selected map.

What are some best practices for handling player unlocks? Because right now I'm using multiple variables and I have a strong feeling I should be using arrays.

royal sluice
#

Ok, I learned some things about the play in editor that answered a bit of my question from above. It appears like that will only play the selected level, not run a game from scratch. What would I have to do to run a game from the very beginning? Let's say I had cutscenes and then a menu before we get to any levels. Do I have to go through a packaging process?

dense gate
#

Any news on getting UE 4.24 to compile with Chaos?

south ridge
#

I wonder if there's any reason why player start is static only

gray cedar
south ridge
#

Interesting

silk sleet
#

anyone know why when I set my character to use the Anim Starter Pack blueprint it a-poses? I've replaced all the casts to the UE4ASP Character to mine too

cerulean nova
#

i want to make a palyer pawn that is pretty responsive but "feels" like a car for controlls anyone have some good advice? ๐Ÿ™‚

#

so that if i steer it has somewhat of a curve

plush yew
#

@royal sluice I think by design you start in what it's called the persistent level. Which believe it or not, it can be absolutely empty. With just the UI menu. And when you click the start button in that menu it level streams your first playable level, That is what you consider the actual game. Does it make sense?

#

@unreal wasp You can perhaps use an array of FName, maybe call it UnlockedLevels. And check if a level is in the array , if it's not then it still locked

#

@cerulean nova Perhaps consider an ease-in lerp?

royal sluice
#

@plush yew Maybe I'm getting confused somewhere. But I'd like my game to have an opening cutscene which when finished goes to a main menu. I created a 3rdPerson Project (which creates a playable test level). Now I am trying to create the cutscene widget and main menu widget. I created a main menu level to display the main menu widget on, but the PIE only plays the level I have selected. I want to see everything in a sequence as if I just started an executable of a game.

plush yew
#

@royal sluice Everything you described it's perfectly doable, I've done it before

#

think of it like a sequence of steps and broadcasting an event at the completion of each step, so that the next step knows when to kick in

#

and that's it

royal sluice
#

@plush yew So basically my default level needs to be set to the cinematic widget which will then kick off the main menu widget when it completes? And to test, I just need to always run PIE on the cinematic widget level?

plush yew
#

@royal sluice Not just PIE, a.k.a. play in editor, but yes, begin play on your first world starts the cinematic

royal sluice
#

@plush yew ok, i think im understanding. So let's say I want to package the game. When I get an executable and run it, it should play the default level I've selected in Project Settings, correct? So it should follow that same sequence (cutscene -> mainmenu)?

cosmic matrix
#

Hello,

#

Anyone know how to override instancied static mesh like that:

#

by default there is only 2 property mesh ans component class

plush yew
#

@royal sluice You got it! as long as that default level in project settings has in its begin play function a commands to initiate a cut scene.

rustic panther
#

When I go to this page it changes the en-US to zh-CN

#

it won't stop doing it...

#

Im not using a chinese VPN

#

deleting cookies doesn't help

#

going to the main doc page then navigating to that section changes it to Chinese too'

plush yew
#

@rustic panther Probably just a messy HTTP redirect at their end

#

Nothing you can do about it, I just tried it as well, being redirected to the Chinese page

rustic panther
plush yew
#

the kicker is that I'm actually in China, but I'm using a US VPN ๐Ÿ˜„

rustic panther
#

that's funny

plush yew
#

@rustic panther I'm using Google Chrome built-in translate, very useful here in China, so worst case scenario for you, just do the same and translate the page. At least for now...

ancient lotus
#

stupid question, how can i figure out how many times a timer will execute per second? for example lets say i have a timer that i want to execute 30 times a second, how would i calculate that to know what value to put in the timer delay?

rustic panther
#

ya it translates it for me too, but I dunno how accurate it is

plush yew
#

@rustic panther True, true

rustic panther
#

especially for something like a "code" documentation

plush yew
#

@ancient lotus 1.f/30 maybe?

ancient lotus
#

derp thank you -_-

plush yew
#

like GetWorldTimerManager().SetTimer(tTimer, this, &AMyActor::MyFunc, 1.f/30, true); Maybe?

hidden aurora
frigid trellis
#

I am using 4.24 with raytracing

bitter oyster
#

Has anyone here released an asset on the marketplace? I just had some questions about the daily provided reports! DM me please, thanks ๐Ÿ™‚

soft fiber
#

Is it a big deal to using multiple/many Nav Mesh Bounds?

dim plover
#

I don't think so, no. The navmeshes get merged into one.

soft fiber
#

@frigid trellis Did you try updating your drivers for the video card.

pulsar kraken
#

question. I am trying to launch my AutoUpdater executable from inside UE4 to make sure it always gets launched. Is there a equivalent to main() where I can launch this code?

soft fiber
#

@frigid trellis That use to happen to me with Photoshop and it was a video driver issue.

frigid trellis
pulsar kraken
#

Hmm? Anyone

unique kraken
#

hello i need toconfirm something befor i start working on something, might seem like a stupid question at fist but

pulsar kraken
#

where can you use fprochandle to execute code? what file?

unique kraken
#

is it possible make a part of a mesh transperent by useing a black and white img?

#

just a yes or no is enough

pulsar kraken
#

using a material yes

#

img yes should be possible

unique kraken
#

good thx, just needed to confirm that, so i can save myself the alpha channel basically

pulsar kraken
#

does anyone know where I can make the game use FPlatformProcess::CreateProc(TEXT('Path/To/Executable.exe')) on startup. I need to run a autoupdater and can't find a good spot for this

serene quiver
#

How would I make an actor that on collision pulls the player towards it, but only once so that the player isn't stuck?

normal burrow
#

collision that pulls?

serene quiver
#

Essentially yeah

plush yew
serene quiver
#

Something like that yeah!

plush yew
#

@serene quiver Then there is your answer. The rest is just you patiently learning how to actually implement it. ๐Ÿ™‚

serene quiver
plush yew
#

What you actually call collision, it's actually a trigger

serene quiver
plush yew
#

If your collision channel is set to ignore, then your object becomes a trigger, that's what I meant ๐Ÿ™‚

serene quiver
#

Wouldn't I make this a blueprint though?????

plush yew
#

you can set collision presets on your mesh in blueprint or C++, I use exclusively C++, not really a blueprint person...

serene quiver
#

This is my first experience with making games and such, C++ is very threatening as an amateur

#

So I stick with blueprints

plush yew
#

@serene quiver Absolutely, whatever works for you, blueprints work just fine

#

@serene quiver The basic idea is that your trigger has to be slightly bigger than your capsule

serene quiver
#

Yeah, that way the trigger gets activated from farther away

plush yew
#

so when the collision triggers, there is room for the pull move

#

Exactly, you got it

serene quiver
#

I just don't know how to actually, pull the player

plush yew
#

you can fake a quick jump on forward vector

#

or you can enable socket snapping or something like that

abstract relic
serene quiver
#

I am very confused, thanks for the help anyway!

normal burrow
#

I agree, that would be cleanest

#

Would get complicated with multiple pullers otherwise

normal burrow
#

Anyone familiar with mixing lightmaps for time of day?

mint sequoia
#

So it turns out that custom spring node I made can do procedural squash/stretch (extremely exaggerated here), it achieves this by extending the spring controller node as follows:

  1. adding component space simulation (instead of world space)
  2. limiting displacement on a per-axis basis
  3. fixing existing crash with spring controller
#

(If anyone wants a download link just ask, only posting because I realized it can be used this way too)

normal burrow
#

Looks great, would be cool to see with mannequin compatible characters

mint sequoia
#

I'm probably going to use it even with realistic characters, just on a much smaller scale, since we do actually squash/stretch irl

#

Maybe even leave it on all the time and see how it goes ๐Ÿ˜„

#

Free landing/jumping compression

#

+Bonus for when running or entering/exiting crouch, etc

#

Just gotta be subtle

unique kraken
#

is there a way of converting diffuse data into rgb?

wary wave
#

Err, what do you mean?

unique kraken
#

well

#

let me show you

#

i want this to be converted into rgb data

wary wave
#

Oh, you want to generate a texture. That'll be a topic for your 3d app of choice, not really here

unique kraken
#

๐Ÿค”

#

not really

#

how to explain

#

by increasing the contrast of this simple diffuse i can creat cell shading of my choice

#

its a rather simple operation so i thought it should be possible

#

someone recently showed me a link to how to use color ramps, i thought couldnt be hard to find again if i need it

#

now i cant find it

#

can anyone give me a link?

normal burrow
#

Here?

unique kraken
#

here?

normal burrow
unique kraken
#

ah lel

#

such weird names for everything basic

#

thx

#

if i get a float curve its just a value curve right? how can i adjust it? doesnt seem to let me do anything

#

nvm got it

crude vessel
#

What could be more fun than layering in like 9 textures together with randomized contrast and intensity!

dim arch
#

has anyone used the new atmospheric sky to create a planet in UE

#

or know of any projects which are doing similar @steady fractal maybe you know?

unique kraken
#

i mean this works as i want it to work but does this even make sense. sry ue4 nodes still confuse me so much (even if i have previous node experience)

#

on a cube it doesnt make that much sense anymore, all i want is beeing able to put a color ramp onto things

steady fractal
#

@dim arch heya toku, xenthorx is the guy pushing atmosphere and cloud for planets atm

dim arch
#

thanks Ill check it out. Just found this too

#

more focused on the galaxy-scale LODing but he has a basic terrain system in too

steady fractal
#

I should warn you I'm not sure @agile notch is human

storm venture
steady fractal
#

And that's just adding a cube primitive to the level...

unique kraken
#

in game mode pressed on accidend f4, what does that do?

royal sluice
#

@plush yew Thanks for the help earlier with the main menu, I got it working when I got home and it looks beautiful

plush yew
#

@storm venture uncheck "allow static shadows"

storm venture
#

just disabled that on my landscape and all meshes, shaders are still chugging away

plush yew
#

Uncheck in Project Settings

#

My enemy linetrace keeps going up when he is shooting pls how can I fix it

fervent sigil
#

how can I see the full parent name of a blueprint class?

unique kraken
fervent sigil
#

static switch parameter

unique kraken
#

ah thx

#

now im looking for a mf_banding node?

fervent sigil
#

that's using material function, with the function name being MF_banding. You can create custom material functions and call them

unique kraken
#

sooo

#

without knowing whats inside i cant continou?

fervent sigil
#

nope

unique kraken
#

welp k

#

thx, then i wont do this

plush yew
#

anyone knows how to make a pawn which i posses, but camera stays on third person character?

ripe saffron
#

is there a way to resize the red hit marker thingy that shows when debugging traces?

exotic lion
#

Oooh this isn't normal. It's flickering green if you hold the camera you can keep it like this

#

And moving it is so much flickering, it's not good.

plush yew
#

@plush yew If I understand correctly, you want your player controller To possess a new pawn, but the camera should still remain in the original character location. If I got it right I would recommend looking into SetViewTargetWithBlend(TheOriginalCharacterCamera); I'm sorry, I don't know blueprints, just some basic C++

#

yea.... im doing it in blueprints

#

Blueprints should have something similar, just poke around a bit ๐Ÿ™‚

#

i cant find anything on the web.... or im using wrong keywords

#

yea... im closer for sure. thank you

#

@plush yew SetViewTargetWithBlend Should be in the player controller class

#

so in your player controller blueprint look for Set View Target Or something

unique kraken
#

is there a side where i can read what certain material nodes do?

plush yew
#

@plush yew same name in blueprints

#

thank you

#

will try

#

it works...thank you

#

but now i have shaking

#

and i dont want camera follow leaning and all this

#

@plush yew No idea, trial and error I guess ๐Ÿ™‚

#

maybe different types of SetViewTarget , With more specific parameters?

#

at least im on the right way ๐Ÿ˜„

#

do you maybe how do i make my target point go forward ? and at the same speed as my character?

#

target point is following sphere in my case...and character follow sphere

#

but i need just target point go forward while sphere stays in place

unique kraken
#

pls someone tell me where i can read about the material nodes

plush yew
#

@unique kraken try #graphics For material specific questions

unique kraken
#

but there has to be somewhere some information about the nodes

plush yew
#

It's perfectly possible, but you are asking specific questions in a general channel, where specialists may not lurk ๐Ÿ™‚

#

do you suggest any keywords?

#

@plush yew About what?

#

my previous comment was for @unique kraken

#

oh...ok. np

#

sorry

#

i mean...what i need to search to find what im looking for?

#

target point moving forward

#

@plush yew Update location on tick with some value, In your case probably match your character's velocity, which you can get

#

ok. will try

#

thank you

radiant haven
#

HOW can i make a Curved post process

wary wave
#

Err, what?

iron merlin
#

Hey guys, does anyone have docs for reducing game packaged size?

wary wave
#

There are official docs on the website

#

Fairly comprehensive

iron merlin
#

Thanks alot! @wary wave I will check those out ๐Ÿ˜„

fierce forge
#

hello , why when i create a destructible mesh on ue4 with apex destruction plugin the mesh it's just like an image , not 3d ? that's the cube from tp example :

humble ridge
#

Its just the lighting

#

fracture it and you will see the full mesh

fierce forge
#

@humble ridge when i fracture it , it will disappears

teal tulip
#

disable allow recyclin there probably

#

the particles respawn aren't attached as static

sullen cloak
#

anyone knows the reason for this error? it always crashes at 39% loading, been trying to find a solution to it for the past 2 weeks but nothing

fierce forge
#

hello , why when i create a destructible mesh on ue4 with apex destruction plugin the mesh it's just like an image , not 3d ? that's the cube from tp example :

humble ridge
#

Speaking of DMs does anyone know how to make a DM have complex collision instead of the silly box

#

Seems my character cant step on a DM untill its broken

#

ie stairs etc..

mint horizon
#

@sullen cloak might be that it is trying to execute code that it is not supposed to, somewhere in a constructor maybe you have to wrap a an if (GEngine) or if (GetWorld()) around

#

If you are using c++

sullen cloak
#

Hmm not using any code, in my case the error simply pops up when i try to launch unreal engine

mint horizon
#

Ah, sorry can't help I've only experienced this before with C++

sullen cloak
#

No worries, ty for trying i shall try and keep looking for a solution

cerulean nova
#

Merry Christmas ... ๐ŸŽ„ ๐Ÿ™‚

#

atleast where i live it is already ๐Ÿ™‚

#

hope everyone is having some chill days ^^

vital cosmos
#

should I update 4.23.0 or install 4.24.1

kindred viper
#

you should test it first. in a safe place, with backups, and source control if possible.

azure reef
#

I'm creating a FPS mobile game. I've created the touch for rotating the camera and umg buttons to fire. How can I detect touch input when firing? Because I want to start fire and to rotate the camera in the same time. Right now if I press to fire I can't rotate the camera.

alpine zephyr
#

hey guys. what are good books. that you can recommend, for making back end for an MMO.

mint sequoia
#

I think if you're asking a question like that a book in scope would be better (/s). If you don't already know where to start then you probably shouldn't be making an MMO. But I'm assuming a lot in saying that

alpine zephyr
#

i've exp in backend for web

mint sequoia
#

Look into Kubernetes, Docker, ZeroMQ

#

As for a book, no idea

wary wave
#

Doubt there is a book that can cover such a broad and highly technical topic tbh

brisk osprey
#

Happy Xmass yall (Since in Norway is today)

sullen cloak
#

Happy Xmas

dry merlin
#

Question, I am having trouble in MSV with this GENERATED_USTRUCT_BODY() keeps saying, the declaration has no storage class or type specifier. I am including the generated file along with the minimal and it succeeds in build. Is there a fix to this problem?

copper elk
#

why doesn't it show up as normal PLAY

#

???

old merlin
#

Hey guys, got a weird issue since updating from 4.22 to 4.24.1. High numbers are messed up when displayed in engine (when compiling shaders for example) and in game. The spaces are replaced with a weird character. I never messed with the font (roboto being the default i guess), and the issue appeared as soon as i updated. Also happens in a new blank project, and with an other font. I'd add that in game it doesnt show if i disable "use grouping" on the ToText(integer) node. Well that makes sense at least, the space really being the issue. Any idea how to resolve this? Where did i fuck up? ๐Ÿค” i mean its the default font, its bound to work for something that basic.. even more since it always worked until now
https://i.imgur.com/938vJBV_d.jpg

timid moss
#

does 4.24 work well with vs 2019?

sullen cloak
#

4.24 won't even open for me the moment i open the UE4 launcher it insta crashes at 39%

marsh swallow
#

How would one setup so that SpringArm on the camera does not collide with anything. Camera collision i obviously want, but when NPCs and other things walk between the camera and my player it snaps forward and back.

dry merlin
#

I had the same problem guys. First, download the Repository. Extract it, run setup then generate project files. Then run MSV 2019 and open the project. Unload all Datasmith Projects, then build.

#

Once done, create your project using the editor.

normal burrow
#

Youโ€™ve got to adjust collision profiles/ set up a trace channel that only collided the way you need @marsh swallow

marsh swallow
#

okay so i will need a whole new collision channel then

#

i wasnt sure if that was just a switch somewhere or i needed to set that up.

#

thanks

frigid trellis
#

anyone know a fix for this?

#

Already updated my drivers

tawdry lodge
#

never seen that

normal burrow
#

Maybe your near is too near?

errant tusk
#

Hey i need help with something kappaross

cerulean nova
#

@frigid trellis looks like a lighting issiu to me maybe even some ray tracing problems

errant tusk
#

Im getting a cook error when trying to package my project

abstract relic
#

Hereโ€™s a something. Happy holidays!

errant tusk
#

ExitCode 25

frigid trellis
#

yeah I use raytracing
it happens no matter what map I have open, it just randomly happens sometimes and I need to restart unreal for it to fix sometimes @cerulean nova

abstract relic
#

Do you have hardware that supports it first of all

tribal river
#

Does chaos work on 4.24.1?

quiet token
#

question, when players have the game do they have to wait 3 hours for shaders to compile when they first launch... ??

tribal river
#

Does anyone know the plugin is there but it doesnโ€™t do anything

normal burrow
#

#engine-source @tribal river would be where you'd find other people trying to get chaos to work
if you wanted to skim through there

tribal river
#

I know a little about the ray tracing, you have to enable it in project settings-rendering-raytracing then also you need to use dnx12 in the window tab

normal burrow
#

also need hardware that supports it

tribal river
#

Yes if you have a gyx 1070 and up you can get some drivers that do a great job

#

Gtx *

#

Did this last night but I enabled the setting after and followed that documentation

normal burrow
#

that is screen space reflection though, is it rtx shadows or something? (also gtx 1060 6gb is absolute minimum)

marsh swallow
#

Any particular reason UE4 makes us create variables for the Key Names for AI

#

why cant it just be a field IN the damn BP node. xD

tribal river
#

Im still learning about that, yes I did see screen space reflections and a box reflection I believe.

#

Def for the shadows

hidden aurora
honest scarab
#

How do I get a reference to a Material in c++?

autumn elbow
#

Hiya! Is there a way to get the DataTable Row names into an enum ? I would like to populate a Enum with the RowNames from my data table

gentle crypt
#

is there a way to pop out a second viewport window into the second monitor?

quiet token
#

necro

harsh tiger
worn granite
#

Seems that message is truncated.

harsh tiger
#

@worn granite what does that mean ๐Ÿ˜‚

#

i dont see a lot of red so im hoping its a easy fix

worn granite
#

Yeah you need at least one more line up?

#

IDK

harsh tiger
worn granite
#

it's saying you're running into a folder blacklist, maybe change the names of your folders?

#

Yeah, rename your Switch folder to be Change or Swiitch

harsh tiger
#

it might be switch actually

quiet token
#

so strange but yea makes sense

harsh tiger
#

i have a folder called "switch" inside a audio folder, so it must be that

#

i've had the same issue but with "windows" before

late verge
#

hello! in the sequencer, how do i remove the 1,800 frames limit? my recording just stops on its own ๐Ÿ˜ฆ

short trout
#

Hi guys im currently working on a GTA lookalike game and im struggling how to add rigidbody to some objects like chairs etc. In Unity its called rigidbody but i can't find it in UE4 ,can anybody help?

abstract relic
short trout
#

@abstract relic but can you tell me how to implement it?

abstract relic
short trout
#

Thanks bro , works

late verge
#

would anyone happen to know how to remove the 1800 frame limit in the sequencer?

errant tusk
#

can i exclude the unused files when im compiling the project ?

fierce forge
abstract relic
#

Translucency doesnโ€™t use those pbr channels

crude vessel
#

anyway to make certain items in a character blueprint invisible? Like the camera?

fierce forge
abstract relic
#

Rendering > visibility > uncheck it

fierce forge
#

?

sudden agate
#

there are multiple translucency shading models

#

you need to scroll down

fierce forge
#

at what ?

abstract relic
#

The translucency tab

fierce forge
sudden agate
#

Lighting mode

harsh tiger
#

@worn granite renaming the folders has fixed it and the project is building properly now, thank you

worn granite
#

nw m8

leaden bear
#

Hey is anyone familiar with "World Composition" and could assist me with a few questions?

chrome ivy
#

Merry Christmas! (it is 12:55 AM here so yeah)

crisp fable
#

ok wtf is a yule log

#

is that what you get from indigestion

#

i think i got yule log from eating bad oysters once

#

it was NOT festive

late verge
#

would anyone mind explaining to me why a recorded sequence only lasts 60 seconds? it stops on its own.

#

is there a way to extend it?

plush yew
#

@late verge Someone else had the very similar issue recently that was caused by the default start point and end point of the sequence

#

the op solved it By moving the end point of the sequence represented by a vertical bar to the desired frame...

#

I don't have an image handy...

late verge
#

didn't work unfortunately :/

#

even extending the end point it just stops on its own

#

anything else i can try out?

plush yew
#

@late verge One thing I can think of, perhaps some of your objects in a scene are being garbage collected?

#

I don't really use sequencer, are used the old one from unreal engine 3 for a while

late verge
#

@plush yew ooh didnโ€™t see that channel iโ€™ll have a look! could you elaborate on the garbage collection?

plush yew
#

The unreal object need UPROPERTY macro, Otherwise the engine has a built-in mechanism to automatically destroy objects, similar to C# does. But this may be overly complicated, and not even your issue, so just ignore me ๐Ÿ™‚ @late verge

late verge
#

alrighty. thanks for the help friend.

weak harness
#

I'm having an issue when trying to move assets to another folder. They don't move over and the new folder is empty. Ideas? Version 4.23.1.

#

If I try to move the entire folder it just creates the folder with no content.

#

If I try to move assets it doesn't even move them.

soft fiber
#

Anyone around to ask a couple questions about player controllers and navMeshBoundsVolumes?

plush yew
#

@soft fiber Look at the last 4 messages from mattwla In the #gameplay-ai , maybe by chance give you a pointer in the right direction ๐Ÿ™‚

soft fiber
#

ok. thanks

midnight bolt
#

how can i edit directional light rotations? in 4.23 i could use the mouse in the middle of icon, 4.24 doesnt do anything?

plush yew
#

@midnight bolt Does it work if you change the values in the light property panel? in the rotation fields?

#

I'm using 4.24.1 and my lights rotates fine...

midnight bolt
#

hm, no, i dont see any rotation taking effect. its set to movable.

#

maybe something to do with rtx turned on in the project wizard?

plush yew
#

@midnight bolt Unfortunately I don't know, it works fine for me ๐Ÿ˜ฆ

midnight bolt
#

i'll try soon with 4.23 like before

#

4.23 works out of the box

plush yew
#

Hi Guys: I have a small basic cabin that I built in blender 2.81 -- I want to import it into UE4 so I can walk around and go in and out of it -- this is a first step down the long road of learning to do architectural visualizations that are first person walk around -- when I tried previously to import a cabin like this it tore it all apart, stripped all the materials off it and dumped it in a great heap -- I have been following the progress of this thread on blenderartists.org https://blenderartists.org/t/ncc-1701-enterprise-environment-fan-art/1195239 with great interest, but when I asked for whaever tutorial he was following, he sent me one in a language that I dont understand, so unfortunately I was not able to utilize it.

#

is there a really basic tutorial?

#

or something

#

I would really like to be able to do walk through visualizations, and I cannot believe that it is as hard it looks

coral shoal
#

you're probably forgetting a small step like "complex collision as simple" on the model you imported. It hurts performance but it's fine for archvis.

#

then just use the first person starter project or third person starter for the walking around bit

plush yew
#

hi matt -- what do I do about the pile of pieces?

#

why doesnt it stay together like it should?

gentle crypt
#

Does it import the models separately?

#

I think when importing there is an option to not import it separately. im not sure what its called but its there.

coral shoal
#

pile of pieces... i suppose its all in separate objects in the blender file then i suppose?

#

yeah i think there's an option to import all at once. if you cant find it, could always just apply and merge the objects in blender before the export (and revert without saving in blender)

gentle crypt
#

I think UE4 separates floating objects anyway even if you merge them together in blender.

crude vessel
#

Fun stuff when you're debugging a random color material generator when you accidentally hook the trigger up to TICK

#

random color changing at 60hz!

plush yew
#

@coral shoal thanks man, sorry to be delayed, we were eating dinner -- I'll try that -- thanks again

coral shoal
#

I've never had that happen iby, even for very disjoint mesh objects. Wouldnt really make sense for it to split up single objects into multiple subobjects anyways

unique kraken
#

hey guys, im more of an artist but i wonder. what would be the most practical way to creat a weapon for my character. would it be best to be a different object? does it need a rig? im just wondering how this plays together when creating animations

plush yew
#

@unique kraken Look into sockets, Specifically socket snapping

#

i.e.:Cast<AYourItem>(oItem)->GetStaticMesh()->AttachToComponent(Cast<AYourCharacter>(oCreature)->GetMesh(), FAttachmentTransformRules::SnapToTargetIncludingScale, "WeaponMainOn");

unique kraken
#

thx i will look it up.

unique kraken
#

intresting, just wondering in how far these sockets can have ther own animation

plush yew
#

@unique kraken I think the basic idea is that your character, most likely humanoid, handles the animation, therefore it requires a skeletal mesh

#

the actual weapon is a static mesh, most likely, although there may be situations when you want to add some bones

#

regardless, the socket is used so that the bone translation that owns the socket Is used to propagate said translation to the mesh that it's snapped into

#

Or something along those lines, I'm really not a 3-D person ๐Ÿ™‚

unique kraken
#

okey so let me phrase it like this

plush yew
#

but in one of my projects I had the need to have the Sword in its sheath on the back when out of combat, So I used a similar command to snap it on the back, and when in combat, snap it to the dominant hand, with a fancy transition animation ๐Ÿ™‚

unique kraken
#

in theory i want a sword, and masks wich enable abilities

#

dont really want a full game or something but thats kinda the idea i have

#

and im just kinda trying to get a general idea

plush yew
#

masks?what do you mean by masks?

unique kraken
#

wearing masks

#

like a object mask

plush yew
#

ah,ok

#

Okay let's focus on the sword then

#

or on the mask

#

just pick one ๐Ÿ™‚

unique kraken
#

k i think a sword is doable after watching some stuff

#

lets in theory say a mask+ abilities

plush yew
#

@unique kraken Equipping a sword on and off, or equipping a mask on and off are identical in implementation

#

Meaning the logical "how it works " approach is identical for both

unique kraken
#

ye agree on that

plush yew
#

What's different is the visual "how it looks "

#

Meaning the animation to move the hand to handle the sword has a different translation in the world compared to the animation to handle the mask

unique kraken
#

lel didnt even think about that

#

thats actually a tricky part now that i think about it

plush yew
#

but it's up to the animator to figure out the "how it looks"

#

The good news is that "the how it works " Is the same for any equippable item

unique kraken
#

well the "how it looks" aside, its more about the "how it works"

#

bcs im trying to get this logic together

plush yew
#

The"how it works" it's exactly as I described, snap the equipment will item for socket in combat or when equip is on

unique kraken
#

i would need animations, a kinda of inventory system, somehow to pick that stuff up from the ground, then the abilities where i legit have no idea how to do, i mean i can do mesh vfx but how to implement is something i dont understand yet

plush yew
#

And snap the same equipment to a different socket out of combat or when equip is off

#

@unique kraken Don't worry about it, watch YouTube videos, take Udemy unreal classes, Have patience and you will get there, as we all do at one time or another ๐Ÿ™‚

unique kraken
#

i do understand the logics behind these things but its all spinning together in my head arrg. yea thx, just wanted to think about some stuff befor i creat certain things

#

but u helped me already to understand the sockets

#

ah @plush yew sry to bother u again. i just remember im actually stuck at a rather simple problem. i have really low res textures 32x32 and 100x100 or so and i need pixel perfect interpolation. and i played with the settings and got some better results but i still see certain seams

#

there are a few black lines to much

plush yew
unique kraken
#

thx will try

fathom grove
#

hey there

#

can i post my problems in this channel?

dim plover
#

Yes. If they're UE4 related. ๐Ÿ™‚

vivid narwhal
#

only your UE4 problems, not your emotional christmas problems.

fathom grove
#

so i have a packaging issue

#

lol

#

i dont have christmas lmao

#

but anyway merry christmas

#

wait i post the log

vivid narwhal
#

Can I just

#

Can I just commend youfor psoting the file and not just copy and pasting the whole thing into chat

fathom grove
#

wot

#

i posted the file

vivid narwhal
#

commend means did good

#

right it looks like youhave some issues with the file "infinityPlus.cpp" and "infinityplustheforge.cpp"

fathom grove
#

i see

#

HEY TY!

#

that worked!

#

made me remember a meme

uncut osprey
#

๐ŸŽ…

tropic snow
vivid narwhal
#

is it not compiling?

normal burrow
#

More threads/cores

humble ridge
#

Compiling shaders(586)...

normal burrow
#

(-183)....

tawdry heath
#

anyone know why when I build lighting the shadows look like blobs?

fathom grove
#

Compiling shaders(674590)...

vivid narwhal
#

guess you gotta makea cup of tea

vivid narwhal
#

So I can't seem to cast a Instance of a level to the level in question to get the transform location I want to attach to. What am I missing here?

dim plover
#

Where are you doing the actual casting?

vivid narwhal
#

I thought I could cast off the Return Value of Create Instance but it doesn't appear to be an option

dim plover
#

I'm not really familiar with streaming levels. Do they typically get subclassed?

vivid narwhal
#

subclassed?

dim plover
#

the transform location I want to attach to
Where is this property?

vivid narwhal
#

That's a target point in the target levels

#

in this case the end of a doorway

tawdry heath
dim plover
#

Press Stop?

tawdry heath
#

oh that worked thanks XD

dim plover
#

Sorry, Jack. I don't think I know enough about streaming levels. But typically you only cast when you have a subclass/child class of something.

vivid narwhal
#

Sadly getting this error when I try to load an instance anyway so can't even get to tackling the transform er ror

#

Duhhh! I need to add them into Levels tab. Silly me

#

If I use Load Level Instance instead of Create Instance I don't need to add levels into the Level Tab. Interesting.

vivid narwhal
#

There must be a better way

light coyote
#

Japi Crismas Slackers !! ๐Ÿ™ƒ ๐Ÿ™ƒ

vivid narwhal
#

Merry Crimbo to you too Richard!

plush yew
#

@tropic snow Yes, uncheck "Allow Static Mesh" in Meshes or in Project Settings for all

#

I was able to speak English without using a translator ๐Ÿ™‚

next badger
crisp fable
#

how what

#

also holy shit unreal engine is ...not smart sometimes

#

did you know every scenecomponent checks every physics volume in your level on every tick to see if its in it or not

#

no octree or anything, just brute force

plush yew
#

imagined

#

bad for those who use ddr3 ram memory or average processor

#

Does that happen with Event Begin Play too?

sonic ruin
#

Merry Christmas everyone!!!

plush yew
#

tick with delicacy

vivid narwhal
#

So.
I wanted to stream in new levels into my Persistent level to make a Labyrinth.
Trouble is, if I just stream the levels in, there's no way for me to refer to the spawn location, since I apparently can't cast off Create Streaming Level or Load Level Instance to get the spawn point.

I was thinking I could just add the spawn-points manually but that would require for all my floor tiles to be the same size and not have any corners or nothing.
I experimented with having each room load up the next room, but since I'm using a Stream for my random int for the rooms (I want to be able to control the layout via a seed) the rooms will all be the same unless I've fucked up somehow and my stream isn't working how streams are supposed to work.

The other option, and I'd rather not do this, would be to have the entire level as one Actor BP as that way I can get my spawn locations, but I fear I lose so much from the level editor by creating all my levels as an Actor BP.

Any suggestions/Advice/Prayers?

plush yew
#

@vivid narwhal Is your labyrinth procedurally generated?

radiant haven
#

is someone experienced with mobile developement in GENERAL

vivid narwhal
#

Yes.

I mean I -could- create the first floors manually (0-99) but I want 0-99 to be all under 1 seed, then for dungeon 100+ to be created by either a random seed or a seed the player can choose. Which is why I want it procedural from the get go rather than doing half and half

plush yew
#

@vivid narwhal Is it 3-D? If yes is it safe to assume you have a pool of static meshes, To be used as floor, wall, etc.?

vivid narwhal
#

Yeah, 3D.

So far I've been creating each room/corridor as it's own map to stream in

next badger
radiant haven
#

cahnnel is literally dead

plush yew
#

@vivid narwhal Yeah, I think I understand your issue. Would it be possible to scrap the level of streaming approach and instead create a map of objects in your persistent level that are being generated as you go forward in your labyrinth?

#

and keep track of which objects (Walls, floors, ceiling) are compatible with each other via some data table maybe? @vivid narwhal

vivid narwhal
#

Do you mean generate all the walls, floors, objects etc procedurally?

plush yew
#

Yes, you already have the logic in place

#

It's just that your logic expects a level to be streamed in

#

Simply change level with Group of compatible meshes that Together look like a level ๐Ÿ™‚

vivid narwhal
#

so let me understand this.

I'll take all my assets in say, Tower_00 and Group them as a single asset (But not make them a blueprint)
Then in my main map, Tower_P, I put every Group from Tower_00 to Tower_0N below the level so it's not accessible.
Then, with my group assets, I copy the entire group and paste it, via blueprints, to it's desired location in my generator logic?

plush yew
#

@vivid narwhal Perhaps another way would be to stream in the level And Use an iterator To look for your static meshes That make up the floor, walls, ceiling and update each static mesh position and rotation relative to the player

#

The idea is that level streaming brings in the objects into the world at that position you set them when you statically made the level@vivid narwhal

#

Your goal is to be able to somehow update the position of these objects to match the current players location, right? @vivid narwhal

vivid narwhal
#

no

plush yew
#

My bad, then I completely misunderstood ๐Ÿ™‚

vivid narwhal
#

once the tiles are in place, I don't want them to change

#

hold on I'll grab my tablet and draw a picture, that might help

plush yew
#

okay

#

@radiant haven Meanwhile, what is the question you have related to mobile? ๐Ÿ™‚

#

Whoops, gotta go eat dinner, my wife is calling me, be back in 30 minutes or less

vivid narwhal
plush yew
#

@vivid narwhal I think that I agree with your statement: Then, with my group assets, I copy the entire group and paste it, via blueprints, to it's desired location in my generator logic?

radiant haven
#

atm i make an endless runner and i used a blank file but now i have the problem that my pawwn(character) spawn wrong

#

and it doesnt move

plush yew
#

And just keep track of that group asset In some sort of array/map... @vivid narwhal

#

@radiant haven It's unlikely this is mobile related ๐Ÿ™‚ what type of project is it, relative to the camera: top-down view, side view, first-person shooter, etc.

vivid narwhal
#

Sadly @plush yew It seems I can't reference "grouped actors" in the level BP.

radiant haven
#

well actually i want that my character stands still but the map is moving

#

how do i do this firstly

plush yew
#

@vivid narwhal Darn it, I always use C++, I would most likely use a struct with some fields such as: static mesh asset, position, rotation, and then create an array of those structs

#

@vivid narwhal But there may be better ways though, perhaps someone else has some better ideas than me...

vivid narwhal
#

I know when I made an endless runner I spawned the runner's rooms/tiles as Actor BPs but I thought maybe I could do it using level BPs so I could include stuff like different sky spheres

#

and landscape tools

plush yew
#

@radiant haven By default Unreal Framework easily handles character moving, but you can move any actor in the world without any problem by updating its/theirs Location on tick with SetActorLocation

radiant haven
#

@plush yew its not working that way

wary wave
#

if you want it to work that way you never move the character (which can just be a pawn in this case), create your world as a series of actors or something, and spawn those and move them

#

it's not really rocket science?

vivid narwhal
#

surely you're better off just not having a movement animation and moving the character

midnight gate
#

anybody knows how to add double jump and speed up the characters movement speed in air?

vivid narwhal
#

double jump is easy you literally just change an INT in the character movement to2

wary wave
#

@vivid narwhal - if you want an endless runner, you want to move the world, not the character (and obviously you want animation)

vivid narwhal
#

He wants it to be the world moving, not the character. So aI was assuming he doesn't want the character to appear to be moving

wary wave
#

no, the character should still appear to move, it's an endless runner

plush yew
midnight gate
#

thank

#

ill try that

plush yew
#

Google and YouTube is our best friends ๐Ÿ™‚

midnight gate
#

yup but not allways

vivid narwhal
#

Can I make a sub level spawn an actor on the parent level?

#

Apparently not

plush yew
#

force delete for something with a reference seems to be very slow or freezes the editor, I dont know if it is because of the update

midnight gate
#

so i need help i want my character to slow wings down when moving slower in the air and when moving faster "i have 100% air control" i have a blend space set for this but i think the issue happends cuz it also counts in the up and down axis and i need it to read only the non up and down axis

plush yew
#

Hey guys I was wondering why does the get node look different sometimes it has a target pin sometimes it does not

short trout
#

Does anybody know how to disable character on trigger and enable Car Controller im struggling with this few days

plush yew
#

good morning everyone -- Merry Christmas

runic iron
#

Merry Christmas !

plush yew
#

๐Ÿ˜„

#

why does my Get node look different?

#

(equipped gun is in different Blueprint)

tepid ore
#

Hello! first time here, iv'e never done any particles in UE4 before and i need some very basic help with a particle system i'm trying to create, is this the right place to ask?

plush yew
tepid ore
#

@plush yew ok, thanks! Merry Christmas(:

humble ridge
#

Why do my geometry collections suddenly not have collision with my pawn

#

but have collision with static meshes

crude vessel
#

Hello Gentlemen! I have a question about making a utility to define a colorspace range and wondering if anyone here has an idea of how to preview this in game to make an editor widget of some kind?

potent violet
#

Yo guys, what object lasts through the whole game? I need to save my game settings somewhere

#

any difference between multiplaer/singleplayer?

normal burrow
#

UGameInstance

fickle wing
#

How to generate maps..?

kindred viper
#

@crude vessel Slate has a ColorPicker class for such things

#

@fickle wing do you mean create dynamically generated levels? Or TMap ? or some other kind of map?

fickle wing
#

Generate levels

silk sleet
#

so im messing around w/ a plugin that generates a mesh from gps and building data. collision works fine running single player, but w/ a dedicated server players will collide w/ the floor for only a second, and then fall through.

thoughts on where I should start looking for a fix? tia