#ue4-general

1 messages · Page 607 of 1

kindred viper
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well you can use various methods for that. Its rather complex and based on need. But you could use the Level Blueprint to construct the level. Or have a blueprint take care of it. Or a component. Or make it event driven from a game mode.

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you can go as far as creating entirely new UObjects that manage construction of new levels based that are streamed in dynamically too. I mean, its pretty comprehensive. Another method would be to create an external application that creates the levels, exports to a format UE can read, then you parse the data on each level load. That could be driven from another source via a remote database and so on and so on

grim ore
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@silk sleet does it build the level on the player side or the server side?

silk sleet
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it looks like it's client-side and being double generated, actually

fickle wing
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Build level on player side @grim ore

silk sleet
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both clients report out a "client: Clouds Broken!"

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but I gotta finish installing vs to go look at the source to really find out?

grim ore
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@silk sleet if it's client side then that is the issue

dim plover
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Is there some sort of checkbox/boolean I can set to disable the skeleton/skeletalmeshcomp from receiving anim notifies?

unreal galleon
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I know this is more the launcher then the engine itself, but has anyone had this happen to them? I've restarted multiple times :v

grim ore
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@unreal galleon the launcher is basically a web skin so it looks like your network is blocking parts of it

unreal galleon
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odd

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It's been fine until this morning

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Any suggestions to fix it?

crude vessel
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@kindred viper what I'm looking to do is to 'restrict' the color space and preview that restriction in game so I can better visualize the possible colors from a particular color range restriction.

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So I'm wondering if there is a way to modify the color picker type interface to show a subset of the color space, not the whole spectrum.

grim ore
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@unreal galleon it's possible it's just a connection issue between you and the CDN the data comes from and it might fix itself eventually. Otherwise if you changed nothing you probably have to wait

crude vessel
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(for exampe: Hue range 10* to 30*, saturation 0.25-0.5, value 0.5-0.875)

silk sleet
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@grim ore
hmmm i figure but im trying to wrap my head around a fix.
right now the map is generated by a blueprint that creates a bunch of actors to hold the meshes for different things (chunks of the map, all the streets as one mesh, all the buildings as one mesh)
would i be aiming to have the generating blueprint run serverside and create all of these actors?

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or should I jsut go to sleep i've been up too long

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i guess what im really wondering is /where/ exactly does the replication come into play

grim ore
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spawning the objects serverside and replicate on spawn would be it yep

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otherwise the server has none of this info so the server versions of each player has nothing to interact with

silk sleet
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so the server and the client get into a disagreement about whether there's actually a collision going on?

grim ore
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is there no documentation for networking on that plugin?

silk sleet
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there is so little documentation it would make you cry

soft fiber
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@grim ore Could I ask you a question about AddMovementVector? Can you give it a huge vector. For example: AddMovementInput(FVector(1.0f, 0.0, 0.0) * 200.0f). If only seems to move a small amount and stop for me.

grim ore
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server spawns stuff -> everyone knows about it. client spawns stuff -> that client knows about it.

silk sleet
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and it's not designed for networking at all lmao

grim ore
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so when client A spawns in the level and client B spawns in the level they can each manage their local actors but the other player is on the server and sees nothing

silk sleet
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im basically taking the pokemon go GPS map and turning it into a TPS survival shooter

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AH it's clicking now

grim ore
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@soft fiber I would assume that node is clamped or normalized to a maximum amount of input that can go in each frame. and it looks like it is according to the docs

soft fiber
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@grim ore Thanks

grim ore
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are you trying to push it or something else?

soft fiber
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Push it? Just trying to move it to the next grid point.

grim ore
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ah you would want to set its location over time then or something similar. movement input is intended to take input from an external device and apply a direction to move in basically. like keyboard or controller input

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I mean you could add movement input over time to simulate a keypress for example, use a timeline and a constant 1 to go from one place to another if you know the duration it should take

soft fiber
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I tried that, but the animations don't play.

grim ore
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the animations playing are up to you, right now they are tied into the movement system so that is correct. If you move it yourself by setting location you can start/stop the animation when you start/stop the move

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you basically need to decide and design if your player/you are inputting input using the character movement component or if you are moving things manually settings locations

unreal galleon
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@grim ore Thanks for the suggestion, but I just went into local files and deleted the webcache folder and it fixxed it for me

grim ore
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yay and weird

soft fiber
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Ok, thanks. I'll have a look at the timeline and constant option as well. That something I haven't done...

unreal galleon
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Very weird

grim ore
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if you do a timeline and a lerp you can move it from A-> B over a fixed time. When you do that you can start the animation when you start it then tell it to stop animation when it stops it. If you are using the anim bp system there is nothing stopping you from "faking" movement as well perhaps setting the values manually to "fake" it moving at a speed rather than it getting the actual velocity and such

quiet token
silk sleet
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im gonna have to end up having both clients generate it themselves anyway because sending all that vertex data would be just mad expensive right?

grim ore
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I can't answer that question you would have to test it

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does the map use some sort of seeding system? if so you could seed it on all 3 and in "theory" it should be in sync with their own copies for the map itself

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so unique copies of the map (1 server, 1 per client) instead of 1 unique (1 server replicated to every client)

chrome cedar
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can anyone tell me why I can see the bright spots of the lamps in the mirror but not in the "actual scene"? I´d love to have my lamps shine a bit 😦

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I´m using spotlights for them

thorny perch
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hmm how to install UE4.24 when 4.24.1 it out? cant select that, next lower version is 4.23.1

grim ore
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you cannot select older point releases in the launcher, if you need one for some reason you can use a tag and download the source and compile it

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point releases should be backwards compatible unless something broke and you need the older

thorny perch
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just a plugin I want to play with that doesnt support 4.24.1 just yet

grim ore
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but does support .24? that is odd

thorny perch
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yup

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quixel livelink

chrome cedar
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quixel livelink works with the latest 4.24.1 version

thorny perch
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Im getting alot of mixed messages now 😄

chrome cedar
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I´m using it right now with 4.24.1 so I´m 100% sure about that! 😛

thorny perch
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fresh install of 4.24.1 but it couldnt load the plugin

chrome cedar
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hmm that´s weird

chrome cedar
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did you update bridge? they released a new livelink just some days ago

thorny perch
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maybe I installed an old version

chrome cedar
thorny perch
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running latest bridge

chrome cedar
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hmm 😦 that´s weird.. you could try removing the folder manually from the unreal directory and try to install it again. maybe it didn´t update the livelink properly

thorny perch
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how did you install it?

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via bridge?

chrome cedar
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yes

thorny perch
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selected plugins folder etc?

chrome cedar
thorny perch
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exactly

crude vessel
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Humm, what do you folks think about this idea, for generating data to 'train' a randomizer I can make a struct which contains all the variables. Then I manually create samples or 'approve' of randomly generated samples, then save all those samples to an array, then use that array to feed into the generator where it makes a profile of the bounds of the samples. Then it generates a profile from those bounds to be save and used again at a later date as a generator profile?

grim ore
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lol I can't even get signed into quixel bridge anymore

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welp that was fun, stuck in a redirecting login loop with the latest quixel bridge.. I had it installed and working in .23 and now nada. Uninstall/wipe still won't let it log me in

latent moth
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i want to generate a space skybox, but most things i see relate to a mirrored sky box

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anyone has a tip for starting point?

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my own sphere?

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texuture cube?

thorny perch
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and I still cant use the plugin after yet another fresh install 😄

grim ore
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what is your order of operations when installing it?

thorny perch
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bridge open, downloaded a material, export, select folder done

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even says install successful

grim ore
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the project is open when you export?

thorny perch
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nope

grim ore
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ok so thats one problem, it should complain aboutthat

thorny perch
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project should be open?

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ok now project is open

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bridge too

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selecting the project folder

grim ore
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when the project is open does it show the megascans icon?

thorny perch
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no it cant even load the plugin

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with the plugin there it wont even start

soft fiber
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@grim ore Finally figured it out. I used VInterpTo in the Tick Event along with a fake speed with the ABP... Thanks for the help... 👍

grim ore
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ok so that needs to get fixed first, when you tell it to install the plugin what happens?

thorny perch
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it installs

grim ore
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and did you confirm the plugin is in the engine folder?

thorny perch
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and then its in the plugins folder

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yup

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and when trying to start it says thus

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this

grim ore
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can you create a new project with that engine version, blank project

grim ore
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and in a new project what happens?

thorny perch
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who knows, cant open the engine at all with the plugin installed

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plugin in the plugins folder = no go att starting at all

grim ore
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so in the ENGINE the megascans plugin is preventing any projects with that engine folder from starting up?

thorny perch
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its preventing the entire software to start up

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just give me the error above and nothing more

grim ore
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maybe its something weird in your install then or we missing something then. go into your megascansplugin folder in your engine plugins folder and open the .uplugin file. change the " "EnabledByDefault" : true," to false and try loading the engine again

thorny perch
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fresh install of all

grim ore
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and while you are in the plugin make sure it shows .24 for the EngineVersion

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all I can think is you have part of it installed in the project as well as the engine but making a new project would eliminate that issue and you said that fails to load as well

thorny perch
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cant get that far

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crash is before that

grim ore
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well change the .uplugin like I suggested and see if it loads then

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but if you cant make a new project then it's definitely in the engine folder lol

thorny perch
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set to false the engine starts

grim ore
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oof and it showed .24 as the EngineVersion?

thorny perch
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yup

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i can see it in the plugins section now in the software

grim ore
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but if you were to enable it now and restart the project it would error out?

thorny perch
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havent enabled it yet, it wants to restart then

grim ore
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yep thats normal

thorny perch
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new fun error when restarting 🙂

grim ore
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is this a C++ or BP project?

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it's like your binaries folder is missing for the plugin

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or the wrong version is installed not the .24

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its easy to check in the folder itself

thorny perch
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bridge is up to date so it should install the latest 🙂

grim ore
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bridge is up to date if you told it to install the latest, you could have installed and older version

thorny perch
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check for updates said it was the latest though

grim ore
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go into the MegascasPlugins\Binaries\Win64 and right click the .dll file and see what details shows

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the BRIDGE is not the same as the PLUGIN

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the bridge doesnt know which plugin to install where, you tell it that

thorny perch
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but it does download it?

grim ore
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only once you tell it what to do

thorny perch
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you have this plugin installed?

grim ore
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yep

thorny perch
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could you zip that folder?

grim ore
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nope

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with the .23 plugin installed in the .24 engine it gives me an "older plugin, run anyways" message so not even that is the same as your problem lol

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but then I get the rebuild issue lol

thorny perch
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deep diving the github for info now

grim ore
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wont help much its out of date

thorny perch
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I see lots of ppl wit 4.24.1 running it though so It should work

grim ore
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all I can suggest at this point is to shut down bridge, delete the plugin folder from the engine, restart bridge, then manually choose Unreal Engine, 4.24, and pick the UE4 folder again and see if it shows in the top right it's installing

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and that its in the right place (dont point the folder to the plugin dir for example)

thorny perch
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the path should be the plugin folder?

grim ore
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I just did that and it reinstalled fine

thorny perch
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according to quixel atleast:

Now set the "Engine Version Path" option to where your engine's plugins are installed, like this for instance: C:\Program Files\Epic Games\UE_4.20\Engine\Plugins.

grim ore
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the older instructions are incorrect, like i said out dated

thorny perch
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ah out of date THAT way

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so just Now set the "Engine Version Path" option to where your engine's plugins are installed, like this for instance: C:\Program Files\Epic Games\UE_4.20 ?

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or Now set the "Engine Version Path" option to where your engine's plugins are installed, like this for instance: C:\Program Files\Epic Games\UE_4.20\Engine\

grim ore
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inside quixel if you choose 4.24 for the engine version, then choose your engine main folder for the installation folder it should change after you select it and add the \Engine\Plugins part automatically

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so inside quixel it should show blah blah \UE_4.24\Engine\Plugins but you select blah blah \UE_4.24 in the popup dialog

thorny perch
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same error still

grim ore
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did it show it was installing in the top right after you chose the folder?

thorny perch
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indeed it did

grim ore
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and your folder structure and file details look similar to this?

thorny perch
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weird

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no dll in my

grim ore
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yep then that is the issue it's not installing

thorny perch
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not a hidden item since its shows them

grim ore
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so...

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what virus scanner?

thorny perch
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but its says installed fine

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windows own + adaware

grim ore
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all I can think of is something is preventing it from copying the .dll. You atleast know the issue now, the install is failing to install

thorny perch
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well a weird issue, bridge says it works, but it doesnt, turned off all AW now still same issue

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so nothing should stop it

grim ore
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bridge just doesnt what it does, its possible something else is killing it after its copied

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maybe watch that folder when you install it and see what happens

plush yew
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hey guys, i was searching for an answer on Google but didn't find it... i have a problem when trying to save Landscape Layer Info... Upon clicking on "OK", the UE immediately freezes and doesn't produce a crash report. Do you know what could possibly cause this?

thorny perch
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not a damn thing happened =/

grim ore
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😦

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as you need to log in to get access to the plugin I don't know if it's ok to share outside of the bridge program

thorny perch
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ue4 access = free unlimited 🙂

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i dont think they will be mad

grim ore
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yes but it's all behind a EULA and a login

thorny perch
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im their disc aswell can ask for the files there too

grim ore
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uh maybe its a permission issue. I just installed it (change the installation folder in bridge) to d:\temp for example and it put the entire folder in there. Maybe you can try another folder outside of program files

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see if it installs completely. if it does you can atleast copy it, if not... your pc is haunted

thorny perch
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ah good idea

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new folder, same issue

grim ore
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does the binaries folder have the .modules file or just nothing at all?

abstract relic
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Just checking, you didn’t download .24 from source yes?

thorny perch
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working now

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bridge-issue

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found a fix the their disc

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suddenly added dlls etc too now

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voila

grim ore
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what was the fix?

thorny perch
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delete the app-data folder of bridge

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*appdata

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relogin = works now

grim ore
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oh weird so like old bridge info stuck or something?

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it's good to know a full nuke of bridge might help in the future

cosmic matrix
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Hello,
Anyone could show me a file in engine source where there is a sample of multithreaded code manage with game thread 🙂

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Thx if any

normal burrow
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describe more what you are looking for exactly indie

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if your looking to fire off parallel tasks or just looking how to deal with thread safety etc

cosmic matrix
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I want to see how guys done multithread task in the engine

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to get a good place to start

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What do you mean buy paralell task?

normal burrow
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it runs your function on multiple thread workers and waits on the calling thread for all to finish

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if your looking into actual tasks

cosmic matrix
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What s the difference this vs multithread?

normal burrow
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problem is I don't know what you mean by that, multi threading means using multiple threads. ParallelFor uses multiple threads. Async() https://wiki.unrealengine.com/Using_AsyncTasks also uses multiple threads, and the entire animation system ideally uses multiple threads so, you'd have to explain more what your looking for

cosmic matrix
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For exemple I tried to make lots of ai but i need to thread there behaviour i mean by this some task cause performance issues

normal burrow
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are you using c++?

cosmic matrix
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both c++ and bp

normal burrow
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is the thing your trying to make faster in c++?

cosmic matrix
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yes

blazing owl
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Is there a way to make a function so that if the user types a certain string of characters (like a cheat code) then the game will trigger a specific function?

grim ore
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there is an any key function that triggers on any key press. You can just append a string every time they type and check to see if it matches and if not clear it. Or set up an input event to trigger on any key and use that

blazing owl
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ok thanks

grim ore
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might be "safer' if you have a cheat code menu or screen or something so it only checks during that time anystead of parsing every press

normal burrow
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Is there a tool to generate redirectors?

hoary vortex
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Hey where are the save files stored on my computer for the game I made? It's not in the game's folder and not in the documents folder

abstract relic
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[Project]/Saved

vivid narwhal
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Can anyone help me work out a solution to procedurally generating a labyrinth?

tawdry heath
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When you click play, does the engine automatically optimize the game like only rendering what the player is looking at and not every single thing behind the player?

cursive salmon
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Hi, There is a reason why when I add a Child from a viewport, it doesn't work. An idea ?

kindred viper
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@tawdry heath frustrum culling occurs in engine. So things that are entirely out of view (every single pixel) are not rendered

tawdry heath
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thanks! that's good

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why is mine green and his blue?

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oh nvm I figured it out

plush yew
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when building a project using the FPS Shooter template, where is the best place to put assets that you are going to import?

odd yarrow
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Just make a folder and call it assets, easy .

plush yew
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Cool -- just in the project file? -- im new at this and trying to learn best practices

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Ok, I got the object imported correctly -- which is a real big step, when I run it in test mode, and try to walk through the door, my player bounces off -- its just an open door, no door leaf or anything, I suspect I have a collision problem, but I dont know for sure -- how do I find out and what do I do about it

vital cosmos
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what does the shading setting in engine scalability settings do

normal burrow
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adjusts shading quality

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try it out, it will recompile shaders though (fair warning)

vital cosmos
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ye but it what sense

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like make materials better looking

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or something

normal burrow
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yeah, at cinematic it does extra light/specular calculations or something

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you can see the difference if you try adjusting it, its fairly easy to spot

vital cosmos
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Well I was trying to, but it turns out the 3 hours ive been waiting for 16k shaders to compile has been a waste as switching it to low now means I have to recompile 16k shaders again

normal burrow
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when you are authoring materials, you can put a quality switch in as well

odd yarrow
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Guys I created a custom collision in blender but it won't let me go through it.

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This is the collision

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but in UE4 it is set as a whole collision box

normal burrow
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yikes that is a lot of shaders

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is each side convex and separate or something alex?

odd yarrow
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I don't know

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what that is

normal burrow
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is it one object

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or many objects

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that mesh in the picture

odd yarrow
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1

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that's the collision it creates in UE4

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if u can see..

normal burrow
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are you intending it to be used for simple collision with simulated physics?

odd yarrow
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SImple

normal burrow
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I can see yeah, the shape is not convex so it wouldn't work.

odd yarrow
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coridor colision

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I thought it would be like in blender.

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do I need to make all of the walls sepparate?

normal burrow
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simple colliision needs to be convex, that means that hole in the center can't be done. unless each side is separate yeah.

odd yarrow
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oh man

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it will take more faces right

normal burrow
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you are familiar with the term convex?

odd yarrow
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no

normal burrow
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it means no inside angle

odd yarrow
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ahm, ok

normal burrow
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it is turning your concave hole into convex shape

odd yarrow
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yes it does, sir.

normal burrow
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you need each wall part to be separate object if you intend to have it be simple and simulated

odd yarrow
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I understand

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thanks a lot, sir.

normal burrow
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just to clarify, you don't have to move the mesh into many peieces, you just need many entries for collision. You can have multiple collsiion meshes on a single mesh afaik

odd yarrow
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wdym

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move mesh into many pieces

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which mesh

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the UCX mesh

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collision one

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and what are "entries for collision"

normal burrow
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I think you can have multiple UCX_ objects in the fbx

odd yarrow
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oh

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I thought it was certain

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ill test

normal burrow
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it looks like you add _00 and _01

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for multiple

odd yarrow
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I saw

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ytea

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I don't think I need _00

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start with 01

normal burrow
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yeah maybe not

odd yarrow
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yeah

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It works

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the first one is considered 0

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so no need to say 0 agian

normal burrow
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nice

odd yarrow
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thank you, for your time sir.

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can there be a problem

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if the coliders are in each other

normal burrow
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perhaps apply transform on all objects in blender?

odd yarrow
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you can see here

normal burrow
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hm yea

odd yarrow
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no but I mean

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I just manually dragged them

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I didn't snap to edge

normal burrow
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in blender it is clean angle?

odd yarrow
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no

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That's how the are

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They go in each other

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so I'm just saying if there can be a problem bcs of this

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or does it have to be necessarily like this

normal burrow
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Its not a problem for them to overlap, it only might estimate a bad mass or something with lots of overlap.

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personally i would try to make them touch accurately.

odd yarrow
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yeah

normal burrow
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but you might not have to, though someone could shoot into that corner there

odd yarrow
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probably it's what I will do

normal burrow
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2.81 multi edit mode should help make it little easier heh

odd yarrow
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too lazy to get it

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:>

tawdry heath
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it's causing so much lag

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and where they coming from?

normal burrow
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have you tried wireframe?

tawdry heath
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what is that

normal burrow
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see if theres an obvious reason for them with wireframe or not

tawdry heath
normal burrow
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do the blotches turn up on detail lighting?

tawdry heath
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yes?

normal burrow
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tessellation is on or something?

tawdry heath
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I don't know tbh

normal burrow
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hard to say really whats going on there

tawdry heath
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is it that?

normal burrow
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yea

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if you turn that off?

tawdry heath
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let me apply it

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compiling 3,200 shaders

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uhh

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so I think it fixed some of it but I still see most of it

normal burrow
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maybe if you rebuild lightmaps now?

tawdry heath
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what lightmaps?

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like "Build Lighting Only?"

normal burrow
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yep

tawdry heath
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ok I will try

tawdry heath
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that fixed it @normal burrow ! Thank you!!!

normal burrow
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yay

humble ridge
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Does anyone know why Chaos Geometry collections dont have collision with my pawn?

normal burrow
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Anyone familiar with baking lightmaps for different lighting conditions?

earnest pawn
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hey

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if my character has the same skeleton as the ue4 mannequin, do I have to retarget the animations that are in the default projects?

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or any other ones that I get from the unreal marketplace?

normal burrow
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If it’s the same, no need to retarget

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The trick with animations on another skeleton is to delete the other skeleton with replace of the replacement

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That’s the only way to change skeleton on animations (of which I’m aware of anyway)

earnest pawn
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i just selected my skeleton when i imported them

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since I import all the default assets and marketplace assets into a new project

normal burrow
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Yeah I just meant if you had 2 animation packs you likely have two mannequin skeletons

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You just delete with replace

earnest pawn
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ok thank you

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is this the same even if your character is a bit different?

#

the problem that im running into is that my characters feet are a bit thinner than the mannequin so I need to adjust the mesh height for a few animations

normal burrow
#

Yeah, though any differences will be ignored. Animations store full relative location

#

Yeah, not really a way to solve for this correctly. Lowering will look okay though

#

I don’t know that retargeting would help for the minor differences in ball bone bend

#

So lowering character mesh to floor is probably easiest option

earnest pawn
#

i tried retargeting but the mesh it self gets all messed up

#

not sure if its cause my pose isn't correct but the mesh turns all wobbly

normal burrow
#

Yeah if skeleton is the same you won’t need to retarget. Try just lowering mesh component on character

earnest pawn
#

will do, thanks

#

btw do you know how to replicate the ue4 camera in maya?

#

tried to make a few weapon animations but its a pain since what i see the maya camera doesn't match up with what I see in unreal

normal burrow
#

Nah, I am mostly completely unfamiliar with maya

#

Maybe try matching the near plane setting in your project

#

And FOV

earnest pawn
#

ill try to match the near plane settings, did the fov already

#

it sucks having to use maya LT since you can't use livelink

normal burrow
#

Yeah, I use blender for 3D. Live link sounds cool

alpine zephyr
#

hey guys, i just want to be sure. can i swap the game mode class during runtime? without changing the level.

#

for example, if i am making a game where u can fly at any moment, i want to change the game mode without changing the level

earnest pawn
#

I think you can't change it without reloading a level

#

why do you want to change the game mode? new game for when you start flying or something?

alpine zephyr
#

yes

earnest pawn
#

can you not extend the current game mode instead of creating a new one?

alpine zephyr
#

i guess i can

#

i just didnt like it

plush yew
#

Hey guys I started learning about Unreal a while ago and am still very green, I finished a lengthy tutorial that taught me the basics. I was wondering if making Cinematics using Unreal Engine would be a good learning Experience before I try making games. What do you think? I have made some games following Tutorials

#

@plush yew I'm confused about why do you think there is a dependency from cinematics to/fro games?

lavish sinew
#

@plush yew yeah, as @plush yew said, there isnt a dependency on learning sequencer to make a game. The upside of learning sequencer is you can visually tell the story you need to in unreal vs the otheriwse difficult and expensive other channels. Sequencer is a good tool to be familiar with when it comes to general unreal knowledge.

plush yew
#

Thanks @lavish sinew and @plush yew I think I will hold off on Sequencer for a bit, and focus more on coding and blueprints

silk sleet
#

this generation is gonna kill me

#

all these meshes look like they're getting made correctly but in multiplayer, if you touch the floor, you land correctly for like a second, then fall through

silk sleet
#

what could it mean that only the players fall through, the navmesh doesn't generate, but physics with like 1x1 cubes still works

#

in context to multiplayer

snow sphinx
#

how do i create a system where enemy can only see player only if they are in range. if its not, its hidden

#

and vice versa

plush yew
#

@snow sphinx It's already available, Look into AIPerception.

uncut osprey
#

18 character-wide field to describe your function

#

Even if you expand the pane that the field is housed in, the input area still doesn't change size

merry geode
#

I believe epic just wants you to write it in notepad and paste in.

normal burrow
#

Could widen the splitter too. It’s also multiline (it’s the tooltip)

merry geode
#

How? It doesn't seem to work on mine.

uncut osprey
#

Yeah nah, moving the splitter doesn't change its size

#

Multilines do work though

shrewd rain
#

I'm trying to understand what r.RayTracing.GlobalIllumination.FinalGatherDistance does to reduce ghosting, because it does nothing in my project. I'm on 4.24
What number should I enter to see any effect?

plush yew
#

@shrewd rain Browsing the source code, I got lucky and I found it related to RHI_RAYTRACING

#

So if you're not using RHI, It Will not do anything

shrewd rain
#

I'm sorry but what is RHI? I've looked into documentation and it says that it should work when I enable final gather

plush yew
#

@shrewd rain RHI = Render hardware interface, there may be needed to use latest graphic cards/drivers to take advantage, but I'm not sure

shrewd rain
#

I can't understand this unfortunately. How do I enable it/

#

?

plush yew
shrewd rain
#

ah, I see. I've set it to DirectX 12 according to documentation

#

so it should work

plush yew
#

Maybe, as I mentioned by chance I saw your question and found the option related to RHI Ray tracing, but it's really not my cup of tea 🙂 @shrewd rain

shrewd rain
#

ok, thanks anyway!

thorny perch
#

I have soooo much to learn 😄

wary wave
#

because 'Player Character 0' is not class 'enamy1', whatever that means

#

you might want to spend some time in tutorials

jolly steppe
#

oh nvm

#

found it 😂

merry geode
#

F2 😆

junior scroll
#

rookie question, how come when i apply the subtractive brush type it doesn't subtract? is there another button to press?

jolly steppe
#

oh F2 is quicker. Thanks!

wary wave
#

you can't subtract from a mesh

radiant haven
#

help with not applying this

plush yew
#

@radiant haven Just in case drop a player start in your world, maybe ?

radiant haven
#

oh yeah that works thx @plush yew , other thing is I make an endless runner, how do i make my player constant moving with set location and tick?

plush yew
#

@radiant haven In C++ on Character tick I use something like
SetActorLocation(FMath::VInterpConstantTo(vLoc, vDest, DeltaSeconds, nSpeed));

#

Basically: where I am, where my going, on what amount of time, how fast?:-)

radiant haven
merry geode
#

Character's movement is managed by CharacterMovement component. You shouldn't set location directly.

plush yew
#

@merry geode You can for very simple scenarios, such as move forward with no obstacles 🙂

#

I'm actually using this approach in a grid world, Made of hexes, with Dijkstra on top of it 🙂

merry geode
#

Things will get really mess in multiplayer mode. Setting actors locations directly to actors with MovementComponents may cause trouble.

plush yew
#

But I absolutely agree, Character movement component is the right way

merry geode
#

😛

plush yew
#

hi guys

#

i'm have problem with unreal engine 4

#

when exporting fbx file

#

unreal crash

#

only working without materials

#

Hi Folks: I have been working on getting an asset imported into UNREAL4 -- which I finally did without it being disassembled. So thats a great start -- I used a 1st person game template deleted all the different arena walls and stuff till all I had was the lighting stuff and the floor, dropped my asset (a small simple house) in and it works -- super -- when I play the game and try to walk in the door (which is just an open hole) my character bounces off -- I suspect a problem with collisions (duh!) but I dont know how to fix it, NOR, where to look -- can someone help me?

plush yew
#

COOL -- thank you!!!

supple totem
#

Collision On a More Complex Mesh is the meat of what you need

plush yew
#

ok cool

#

how to fix this lol

midnight gate
#

how do i make my blendanim1d not count the z axis when blending

plush yew
#

realy no body help me ?

merry geode
#

Crash log maybe?\

plush yew
#

@merry geode \

#

when import fbx file with textures/material;s

#

dds file support in unreal ?

radiant haven
#

ppl i wnat to do this actually a sphere is moving in this case

#

already made some stuff but how should i make the map

#

should i use a sphere?

plush yew
#

when importing only textures

merry geode
#

@plush yew

plush yew
#

@supple totem im working through these instructions, I cant seem to find the Collision menu that is referenced

#

[2019.12.26-12.31.24:657][813]Error: DDS uses an unsupported format.
[2019.12.26-12.31.26:236][813]LogWindows: Error: === Critical error: ===

#

realy ue4 no support dds ?

merry geode
plush yew
#

@supple totem found it - thanks

#

i'm using textures exported from assetto corsa

#

@plush yew Maybe GIMP as a middleman can be used to convert them to a DDS palatable by unreal 🙂

#

how to convert all files to dds ?

merry geode
#

Why not go png

plush yew
#

I'm pretty sure there are batch converters, But first I think you need to find the correct format on few of those textures

#

also I successfully used DDS->TGA Via batch converting

#

i'm have 163 files with .dds

#

Did you use Gildor's exporter?@plush yew

#

no

#

Try PNG or TGA

#

i'm use 3dsimed to export map from assetto to fbx

#

@plush yew Basically any format with an alpha channel supported by unreal should work, including DDS, albeit very particular about DDS supported format 🙂

midnight gate
#

how do i make my blendanim1d not count the z axis when blending

merry geode
#

Sorry I don't know that pal

plush yew
#

i'm must manual assign textures to material yes ?

#

@plush yew In your particular case, the short answer is: yes

#

There is a mechanism that is looking for matching name patterns, when importing a mesh, you can select import materials/textures as well

#

but depending on the scenario, sometimes it requires you to manually update your materials...

karmic tiger
#

hey guys and gals i have a question and it seems nowhere that i have looked can it be answered how do i add more than one weapon to my character and add animations to that like a primary assault rifle a shotgun and a pistol ....lol that doest need a reinvention of the wheel so to speak i have seen a youtube clip by bluntstuffy that shows the setup step for a paragon character and a weapon inventory system ...but when i add my weapon its almost like the data table and struc table dont see my weapon like its not linked any assistance in this matter would be great (also i didnt use paragon i used elite soldier pack on the mk and i used the sci fi weapons pack)

plush yew
#

ok how to fix alpha on road and trees

#

@karmic tiger I'm about to sign off for tonight, but basically you need to have in place

  1. Logic for Inventory system To keep track of how many and what type of weapons you have available
  2. Logic for is a weapon equipped or unequipped?
  3. Animation for each weapon equipped/unequipped
  4. Logic for An event That triggers animation equipping/unequipping, And some other stuff
  5. Logic for loading the newly equipped weapon mesh in the world, probably async load
  6. Logic for weapon snapping on socket, you may need two different socket for equipped/unequipped
  7. I'm too sleepy to think of anything else 🙂
karmic tiger
#

@plush yew thank you so much at least i have something to work with i was a little lost there you have a good night

crude vessel
#

maybe i'm dumb (I am) But is there a way to enable capsule indirect shadows to be on by default for a character class?

harsh tiger
#

i've got this editor ultility widget, but the "create copy for undo buffer" doesnt work. any ideas why?

ornate ice
#

Good morning

#

anyone knows how to get a CameraShake Oscillation Duration?

viral sluice
#

Can anyone lend me a hand with importing images with transparency to unreal engine? I'm using gimp and i have an image that's an icon with yellow and gray colors, and transparent background (only 1 layer). When I export that from gimp as png and import it to unreal engine 4, the image changes a bit and puts some yellow and light blue pixels randomly where the gray color is.

I would like to know what do I have to do inside gimp to export an image with transparent background that's going to be imported to unreal engine, and what do I have to do inside unreal engine with that imported file (in case I have to change some settings there)

river bridge
#

Hello everyone, how can I fix stack overflow error?
Log beginning:
ProcessResult.StdOut: LogWindows: Error: begin: stack for UAT
ProcessResult.StdOut: LogWindows: Error: === Critical error: ===
ProcessResult.StdOut: LogWindows: Error:
ProcessResult.StdOut: LogWindows: Error: Fatal error!
ProcessResult.StdOut: LogWindows: Error:
ProcessResult.StdOut: LogWindows: Error: Unhandled Exception: EXCEPTION_STACK_OVERFLOW
ProcessResult.StdOut: LogWindows: Error:
ProcessResult.StdOut: LogWindows: Error: [Callstack] 0x00007ffba5ac211d UE4Editor-Core.dll!UnknownFunction []

grim ore
#

@river bridge You need to install the "Editor Symbols for Debugging" for that engine version and get it to crash again to give you a specific crash function. You can install those in the Options drop down next to the engine version in your launcher

river bridge
#

Allright then it is installing now. Thank you very much! 🙂

#

But my project is blueprint only. I guess it is for c++ only?

regal yoke
#

how to spin actor 360 when button is pressed

dim dragon
#

Add rotation per second using variables?

night bridge
#

hello

#

does anyone know how i can change the skybox to night

midnight gate
#

@regal yoke use the animations and play animation

regal yoke
#

how to make infinite particle

normal burrow
#

Example?

regal yoke
#

It was just stupid bug

amber tangle
#

4.22 -> 4.23 or 4.24 blueprint only upgrade. Everything works except 1 variable in 1 animation that says it can't be found, even if I delete and recreate it. Anyone seen anything like that?

proper hatch
#

Hi, I just created a new blank Archviz project on 4.24.1, launched it to my android mobile, the project shows the UE logo as if it's starting then crashes. In 4.23 I could create any project and launch it on the same android mobile. Does anyone experience the same problem? Can someone try to launch a project into Android in the new 4.24.1 and tell me if it's me or something is wrong with the update?

shut minnow
#

Anyone have the output log undock it'sself and not be able to dock it or look at it, even though it's showing it's out? IF so, how do I fix this. I had that issue in 4.23 then just installed a fresh SSD and installed 4.24 and still have the same issue

lofty wave
#

Question:

Is it possible to make UE create an external process (e.g. a vbs file)?

plush yew
#

how do you set the scalar parameter of a material on a decal rather than mesh?

#

also is it possible to expose blueprint to c++?

royal sluice
#

If I have multiple videos I would like to play in a widget, do I need to create a media player for each video or just 1 and choose the video I would like to play?

warped tangle
#

1 media player

hot crypt
#

Ive got a weird error/bug goin on with the editor atm and could use some help to fix it if anyone has experience this problem

#

This is on repeat ever second

#

currently using 4.24

regal yoke
#

How to save variables

#

between levels

unreal galleon
#

So I want to set up a system where you can move objects on a grid, and put them in a inventory, is there any documentation/videos I could get started with?

hot crypt
#

use game instance or save out through SaveGameToSlot

#

@regal yoke

#

GI can hold persistent variables or u can save them out and reload when in new level

hot crypt
#

@unreal galleon a grid in a UI or a grid in the world?

unreal galleon
#

in the world

hot crypt
#

@unreal galleon Sent Dm to move from spamming channel

karmic tiger
#

so guys i have made state machines and all my animations work but when i use saved cached pose and the i added my jump state machine to my aim os and then i connected it to the base pose or whatever but i cant get my reload animation to work although my reload does work its just the animation any ideas what i can do or did i do something wrong

#

i think i have to delete old saved cache pose add reloading and redo it i think and use new saved cache pose in order for it to work what do u guys think?

ornate vessel
#

does anyone know how to fix sorting issues in translucent blending mode

spice canopy
#

Uh oh. I think i broke my epic games launcher. I turned off some stuff in visual studio so I could get it unstuck (it wouldnt launch). Also added a bunch of exception folders to my antivirus in case that was what was stopping it from launching. Now my visual studio works but my launcher crashes and the crash report screen doesnt even work right (blank buttons and no text). Maybe it is just a coincidence though. I tried repairing the epic gamesnlaumcher installation via control panel but that got stuck too. Now my computer is taking forever to restart. I think I will try uninstalling the epic games laumcher and installing fresh.

#

Should I do that from the control panel or some other way?

proper hatch
#

Android app crash in 4.24.1 anyone?

spice canopy
#

Now the installer is stuck on " Setting Permissions". Maybe it is because I got 400 free things from the marketplace?

silk sleet
#

anyone have an idea why a procedural mesh (over multiplayer) would end up such that this 1x1box collides with the generated mesh fine, but the players will fall through if they step off the TemplateFloor

ornate forge
#

Is it possible to display spawned actors in the editor viewport while the game is running? I can see them in the outliner and in the game window, but not there

vivid narwhal
#

what do you mean? you want to delay the spawning of actors or you want them to be delayed in the editor only?

ornate forge
#

I want them to be visible in the editor viewport

#

I'm trying to write my own level generator, so that would make debugging a bit easier

#

The level generator is basically an actor that generates and then spawns the whole level

#

It's written in C++

vivid narwhal
#

sorry that's beyond me

ornate forge
#

I would like these static meshes to be visible, not just the sphere that is the actor that spawns them

#

Not sure if it makes sense to anyone but me 😄

vivid narwhal
#

I know they'd appear in editor if it waws the construction script

ornate forge
#

waws?

vivid narwhal
#

wes

#

was

warped tangle
#

@ornate forge if they're being spawned at runtime, then they won't be visible in editor

ornate forge
#

@polar anvil I suspected that, thank you for clarification

vivid narwhal
#

if they're spawned in construction script they will be, but i have no idea how to access the construction script in c++

warped tangle
#

Don't think you can spawn actor in construction script

#

you can add components, child actors, etc. But I don't think you can actually spawn an actor

vivid narwhal
#

I'm getting some weird behaviour on my map generator.

When I generate the first room, the corridor spawns correctly, and the 2nd room off the corridor spawns correctly (each room is spawned by the previous room/coridor's level blueprint) however when it comes to the next room, it spawns at an incorrect angle.

Currently they're spawning with a rotation of 0,0,0, but when I add the spawn point's rotation to the spawn logic, instead it just makes a giant "cube" with everything in the wrong position.

I can't work out why the first 3 levels are spawning correctly but the 4th isn't

hallow compass
#

Hi all, does anyone know how I would create a landscape that looks similar to this? I can't find what grass to use, everything just makes the game lag

vivid narwhal
#

with "actor rotation" of spawn location connected to the rooms. Actor rotation on the corridor is working fine

marsh swallow
#

Spring Arm Component..... Socket Offset vs Target Offset?

#

they both seem to do the same thing

mint sequoia
#

Is there some cheap and procedural way of getting the overall surface color of an object (from a trace)

#

Want my particles to be fancy (based on the surface color that I'm spawning them from)

#

Even just querying the color at a specific point

normal burrow
#

You can make your own physics material class vaei

#

pack whatever extra data in that you want

grim ore
#

@marsh swallow test it on the default third person putting 200 for the X for one offset then rotating around the player then test the other. The socket offset is the offset where the item on the end of the spring arm is (normally the camera). The target offset is the end point where you are tracing towards (normally the player). With the target offset 200x the focus point when rotating the camera is in front of the player. with the socket offset 200x the focus is still the player and the camera is just 200 units closer to the player to start with (length is 300 minus the 200 offset is effectively 100 length from the target)

vivid narwhal
#

@mint sequoia you could have a phys mat of each colour you want to include

mint sequoia
#

Hmm true

#

That works, thanks @vivid narwhal

vivid narwhal
#

if you want to grab the actual pixel colour of a line trace, I'm not sure you can actually achieve that

mint sequoia
#

I have particles per phys material

normal burrow
#

technically, i think you could use the triangle data to get a uv to get a pixel but that omits a lot of stuff, and very expensive

mint sequoia
#

So I guess I already have it

#

I would have wanted something a bit more intelligent if possible

#

This is a waste of time if its not easy, since its not the focus of what I'm making 😄

vivid narwhal
#

Hmm. World rotation doesn't work either

normal burrow
#

Luos has a trick for this stuff vaei

grim ore
#

I know I was able to get the color/alpha from a pixel from a line trace but I will be damned if I can find that video/project lol

mint sequoia
#

Sounds computationally expensive? Otherwise sounds awesome

marsh swallow
#

@grim ore Yeah i wasnt seeing it at first but when i reset some settings, I began to realize this. This may be why some of my traces come out wonky in comparison the camera.

normal burrow
#

awesome asset batch editor plugin

exotic thicket
#

Does it make sense to create an interface where a function takes just an Object as its parameter, and the recipient has to cast it? I'm trying to make a generic way of sending messages from actors to other (arbitrary) actors, and not entirely sure if this makes sense in UE :)

crude vessel
#

I'm shocked to say I stumbled across the answer to a question i've been asking for months and nobody has ever replied with an answer to.

mint sequoia
#

@normal burrow Oh awesome!

#

But where is it 😄

normal burrow
#

I didn't get to trying it but, if luos says its good it prolly is

mint sequoia
#

Is it the $70 one on MP

#

Err thats my currency so nm

#

(Actually no its USD, but with 15% GST)

grim ore
normal burrow
mint sequoia
#

Ah render targets are pricey as

#

Its fine if the footsteps aren't too smart after all 😉

vivid narwhal
#

I'm clearly not understanding Stream either.

I'm getting the Stream from the GameInstance and plugging it into Get Random INT in Range from Stream but then, it's always referring the same (Which I figure is how streams work) do I need to change the stream to make each procedural room different from the first, but always spawn the same INT for the floor.

I thought Stream would (to dumb it down) mean the first time it accesses it, it return "0" and then the second time "4" etc etc but it just returns 0 for every time it's being called

grim ore
#

what is your code?

normal burrow
#

uh, yea that does not sound right jack lol

vivid narwhal
normal burrow
#

believe that max on that is exclusive

#

are there two things in that array?

vivid narwhal
#

yeah only 2 things in the array

normal burrow
#

ye

#

use the size instead

vivid narwhal
#

so I should be using Length not Last Index?

normal burrow
#

yeah length

#

I think

grim ore
#

you are using the same stream for each room?

normal burrow
#

may want to read the tool tip, but i believe its exclusive max (meaning one more than max out)

vivid narwhal
normal burrow
#

hm confusing, if thats true then yea, how you had it.
it is inclusive yeah, double checked the source.

warped tangle
#

It's inclusive, and you want Last Index not Length

#

Length is literally Last Index + 1

vivid narwhal
#

Yeah Mathew, each room is using the same Stream.

grim ore
#

so your stream is XYZABCDEFG and you are saying I want X numbers from it each time (which determines the order you get from it when you ask it for numbers), is the X numbers the same each time you ask it in each room? like is room 1 having X and room 2 having X

vivid narwhal
#

Yeah

grim ore
#

and it looks like you are getting a copy of the stream itself when you start the level from the game state

#

so its going to be the same stream every time you get it as you are never updating the original when you get a new pull from it

vivid narwhal
#

If I incremented the Stream every time it's being called, would it cause the result to be that it's procudral but the same if the original stream is the same?

grim ore
#

pulling a value from the stream automatically updates it, the fact you are making a copy of your original stream every time you get it from the game state then incrementing the copy means all your rooms are probably the same

#

I cant see the rest of the code

normal burrow
#

strange that its pure tbh

#

regular rand functions are pure too though i mean, still strange to me

vivid narwhal
#

so if I don't pull off the stream and make it local, rather just pull it off, it should be different?

normal burrow
#

just looked at the code for random stream and didn't enjoy it.

#

but yeah you gotta take it by ref

#

it does copy, its not like Key which is just a TSharedPtr wrapper

#

so you could either considate your random stuff to functions on the thing with the stream, or just always deal with it by ref

vivid narwhal
#

think it's easier to just deal with ref

#

well that's one issue solved! Thanks everyone.

Now I just have to solve the rotation

vivid narwhal
#

I'm just confused why it's working the first time but not the following times

crude vessel
#

great my project crashed randomly (again) and now it wont open

#

Is this normal for UE4 to just crash and corrupt projects willy nilly?

vivid narwhal
#

That happened to me Buster when I saved a bad constructor script, editor would no longer open. Had to replace the BP in question (Seen in logs) via source control. @crude vessel

crude vessel
#

I don't even know what might be wrong and to be honest the source control is so squirrely I don't even trust it to recover anything at this point

exotic thicket
#

I had a couple of issues like that too which is a bit concerning being new to UE and it immediately does strange things

crude vessel
#

I moved out my physics asset of the project as a test

#

aparently the physics asset got corrupted and kept the entire freaking project from loading?

#

that's so fucking retarded silly.

exotic thicket
#

btw you can use any source control system with your project... I'm just using git with mine. Makes it a bit easier to fix things :)

#

(Thankfully I haven't really ran into any issues after those initial weird hiccups I had)

crude vessel
#

Well the issue I have is I'm blueprint only not C++

#

so I'm not sure how much Git would help

exotic thicket
#

Ah

#

Yeah I mainly use BPs... I just commit after changing things :P

warped tangle
#

source control isn't only for c++...

crude vessel
#

Yeah, I liked using Git

exotic thicket
#

so I can always revert it to a version I know works well

crude vessel
#

No I'm using Perforce Spit

#

So I have 'source control' but i'm not entirely convinced perforce isn't a useless piece of shit

#

In the past I used Git, and as much as I love Blueprints, I do miss being able to diff between versions of code.

exotic thicket
#

Isn't there some beta version of Git support in the editor too? I think I saw it lurking there

#

that might allow you to diff BPs if you so desired

crude vessel
#

From what I read since blueprints are just binaries in the end, you can't.

#

Git is supported but blueprints are treated like any other binary.

#

Which is a shame since from what I saw you can copy and paste nodes as text, so it seems like there should be some way of parsing diffs on blueprints.

#

I'm surprised it can't keep a 'text version'

#

randomly compiling 7,500+ shaders for no reason!
huzzah

#

On the plus side is my constructor script randomly generates a unique character texture each time I place a character, it's strangely satisfying.

thin tendon
#

I'm getting these errors

#

LogEQS: Warning: Finished query EQS_FindRandomLocation_RandomBest25Pct over execution time warning. Total Execution Time: 102.48 ms
generator[0]: 10.04 ms (items:5682) (EnvQueryGenerator_PathingGrid_0)

#

anyone know how to fix these?

crude vessel
#

Oh how funny

#

I tried to make a new pose asset, I accidentally picked a paragon animation asset

#

so the 8000 shaders compiling was because it had to load all the paragon materials

blissful trail
#

does anyone know a good tutorial on a list inventory system ?

unreal wasp
#

Is it possible to have a delay in a loop? I had set up something similar in Unity and C#, but here it's like it's not taking the delay into account at all.

weary basalt
#

No

#

Loops execute in a single frame, therefore they cannot delay upon each iteration.

unreal wasp
#

Hmm, what's a way to approach this then?

#

Wrap the loop in a function and use 'set timer by function name'?

crude vessel
#

Anyway to 'zoom in further' in the orthographic views?

unreal wasp
grim ore
#

Lol.. got the wife being my consultant on the new intro to ue4 series I am working on. She is 96% noob to all of this so by the time this is done the series is going to be the most noob friendly thing ever 😀

normal burrow
#

Cool, introduction to ue4 type series? What would this contain 🤔

abstract relic
#

How to open unreal

grim ore
#

Yep

#

It's a remade update for my existing series

#

Since it's 3 years young now

normal burrow
#

lol

abstract relic
#

Come now. The launch button hasn’t change that much 😜

normal burrow
#

lol 😂, which button do i push

abstract relic
#

Maybe a little shiner sure

normal burrow
#

I thought it had gotten shinier too.

grim ore
#

And it's super in flux the actual premise changed over dinner tonight lol, finally figured out how to slide save game into it

normal burrow
#

Planning on talking some of pose watch?

abstract relic
#

Nice. You have a showcase section

grim ore
#

Pose watch?

normal burrow
#

The thing for debugging animation graph. Not many people know of it, but its really helpful for trying to figure out why things are doing what they do.

#

Like, one of those things I wish i didn't stumble on much later lol

grim ore
#

Ah. Nope. Trying to keep it at intro level. There is soooooo much that could be covered but it's just too high lefel

#

Will have to check that out tho separately

normal burrow
#

If you're planning on any bone controllers, its pricesless yea

grim ore
#

I don't even think I can slide in BP debugging :(

#

I want to cover all the common stuff but there is a line that has to be straddled between intro and 5 hours lol

abstract relic
#

Actually

#

I don’t see debugging in your list

normal burrow
grim ore
#

Yep it's alive doc I've already walked thru it 4 times and that's the current flow

abstract relic
#

Gotta teach em print string with text formatting at least

grim ore
#

With the wife going thru it again tomorrow hoping I can find a good spot to break something and put in debugging

normal burrow
#

perhaps with the power of video editing, you can get by just showing it off and not explaining it

#

and or link to other video where you do

abstract relic
#

Get out pat

normal burrow
#

hahah

grim ore
#

Just depends on if I can find the right spot and yep I plan on linking to more as addendums

abstract relic
#

“Don’t teach in a tutorial” how dare you 😜

normal burrow
#

well, i feel like it'll click in someones head "what is this magic he is doing"

#

debuggers are hard to explain i mean, seeing someone using it the right way is worth something at least

abstract relic
#

The start of the door section looks good. Toggle a Boolean on overlap

grim ore
#

I plan on doing a full proper blueprint debugging course for epic themselves here shortly so that's not a biggie

abstract relic
#

Is it a video series or mastercourse?

grim ore
#

Don't read too much into the docs I keep just the bare minimum of the key points to make sure I got them

normal burrow
#

very nice organization of stuff though

grim ore
#

Uh... Supposed to be a full video series covering the basics of BP debugging

#

But has to get approved still and other stuff in the way blah blah work stuff

abstract relic
#

The noob project I mean 😜

grim ore
#

Oh uh videos replacing the existing series

#

The goal was to have it good to go on the new year but I keep changing it so lol

#

But hey no rush if it's gonna cover what it needs to :). Wife volunteered to follow along on a laptop and treat is like a class course so that's going to point out a lot of newbie mistakes

normal burrow
#

very cool, I expect not much will come up, you do a good job of explaining stuff

grim ore
#

You would think but she was confused on how to save the project and what a static mesh was so 😄

#

Which is good just points out things to make clear like you are saving the project when creating. She assumed it was like word or excel and creating a new project didn't actually save it so that makes sense

#

Stuff we think is silly took me like 5 minutes to figure out what she meant on how to save the project lol

normal burrow
#

I tend to think words like static mesh are probably at fault lol. Like what would you explain it as lol

grim ore
#

Just explaining they are things created in programs like Maya or Max for decorating or creating your level can help

normal burrow
#

Hm good call, that gets by more jargon and statements about them being immobile.

grim ore
#

Yep and when I cover character and animation and explain skeletal mesh it can be made clear on why they are called static mesh and skeletal mesh

normal burrow
#

well planned.

grim ore
#

That's the plan lol. Organic and flow is the goal

abstract relic
#

Oh. One request to squeeze in. Comment bubbles and coloured folder 😄

normal burrow
#

I agree with HighTide

grim ore
#

Hmm.. I think I can do that. Filters and search bar are covered when I do textures I can do color coding when creating my folder for content to keep it distinct from starter content folder.

#

And I can point out comment bubbles when doing the third person character overview

#

I'll have to update the doc in the morning when I'm out of bed lol but great feedback so far :)

abstract relic
#

It isn’t a proper project unless your internal documents look like neon rainbow barf.

grim ore
#

Lol

normal burrow
#

It should be step one of starting a project really.

#

Curious though, the reason for going with third person is just popularity of it?

grim ore
#

The character BP and animation set up already

#

Convenience really

normal burrow
#

Yea that makes sense

#

I agree with you using niagara btw

#

Its cool to see it so much more adopted now

grim ore
#

The nice thing is the basic emitter template in Niagara is perfect to just jump in and start with compared to trying to start with cascade

normal burrow
#

for sure, yea that would work good. not real necessary to get into custom modules and all that

grim ore
#

Nope it's probably just a sparkle effect when you pick up a key or even just on the key itself before picking it up haven't figured out what I want yet. If it's 'easy' enough I want to do the mesh sparkling but haven't tried that yet lol

normal burrow
#

videos always benefit from more sparkles really.

#

I think its fairly 'easy' to emit meshes instead of sprites but not 100% on that either.

twilit quest
#

Hey, has anyone here ever made a login system for there projects?

grim ore
#

That's the hope @normal burrow lol, I'll find out tommorow heh

icy wind
#

hello all, I apologize for the amateurish question, but im currently having a problem deleting a folder in the content browser cause of a ghost file. Ive tried fixing redirectiors (doesnt work) tried renaming the folder to then delete it to see if a path will correct itself (just creates a new folder) in the show in exploror i see the two files but they dont appear in the content browser. I was hoping someone could shed some insight on how to correct this (im also connected to perforce if that makes a difference; but have had this issue without source control before as well). also if i posted this in the wrong channel please let me know and I will post it elsewhere. Thanks for any advice that flows my way

spare kernel
#

anyone played with the new linked animgraph stuff?

normal burrow
#

your fine wolfyj. do you have c++ code?

icy wind
#

its a BP project

normal burrow
#

And i've not looked into that KaosSpectrum, don't completely understand what its for yet lol

spare kernel
#

:/

abstract relic
#

Just open and close the project.

spare kernel
#

it looks cool, the animation layer stuff

icy wind
#

tried that, doesnt work

normal burrow
#

No c++ at all wolfyj?

spare kernel
#

basically thought i could use it to keep my animbp stuff clean, like have weapons in its own layer

#

but it doesnt make any sense to me 🤣

icy wind
#

im more of a graphics person, other people i work with know c++ >.<

normal burrow
#

is it something more than just another page of animgraph kaos?

spare kernel
#

well you can turn layers on and off

#

apparently

#

dynamically

#

to save performance

normal burrow
#

I'm just asking because C++ can reference files in a way where it can't be fixed and prevent them (their redirectors) from being destroyed

abstract relic
#

When in doubt. Delete intermediate files 😜

normal burrow
#

lol 😄

icy wind
#

i know as of now only the defaultinput.ini was changed a bit

sonic pagoda
#

trying to make a sniper scope, using capture component which renders to texture target, but i need to have multiple scopes and if i use the same texture target the scopes overwrite each others images, is there some way to create a texture target at runtime?

normal burrow
#

is it a single redirector that is being stuborn and rude wolfyj?

icy wind
#

nope... got like 3 folders that are being a pain

#

deleted some of the folders inside them to narrow down which have ghost files

sonic pagoda
#

@icy wind welcome to the club

icy wind
#

(is that a proper terms? just what i call them >_>)

#

lol

sonic pagoda
#

if you look it up on the answerhub, someone did post tho, you can delete it in ue4

#

then go into explorer

#

and delete it as well

#

that should do it

normal burrow
#

they are redirectors but we all know what you mean by ghost files too lol

icy wind
#

ive done that with another project once and it completly broke it

normal burrow
#

might break things though, to delete it manually.

twilit quest
#

Hey whats best for setting up Sign in profiles in ue4?

icy wind
#

yea, why im hesitant to do that

twilit quest
#

What kind of database?

grim ore
#

@spare kernel did you look at the new example for that in the content examples?

spare kernel
#

did they update it?

normal burrow
twilit quest
#

oooo

grim ore
#

Yep there is an example of the layers system in the animation map

twilit quest
normal burrow
#

you'll then see the ghost files in content browser, which will give you a clue as to whats referencing them

spare kernel
#

ill take a look, thanks

twilit quest
#

Free stuff for developers lol

spare kernel
#

need some niagara tutorials aswell 😄

#

im a noob with that side of game dev

icy wind
#

i clicked redirector and the show redirectors... nothing comes up >_>

spare kernel
#

programming is my strong side

icy wind
#

but didnt know that existed so good to know

spare kernel
#

you can right click on your content folder

#

and select fixup redirectors

#

to clean them all up

icy wind
#

did that a bunch of times / tried that already

spare kernel
#

ah

icy wind
#

like a whole lot >.<

spare kernel
#

im half convo here

#

cba to scroll up

icy wind
#

sall good lol

normal burrow
#

https://www.youtube.com/watch?v=Oy4GRB_Qn0M @spare kernel if you watch this a few times you'll catch onto niagara quick. there is like no explaination goin on but the variables and stuff, prefixing etc.. it does work like you might expect

spare kernel
#

i sometimes have empty folders

#

i just delete them outside

#

once i fixed up redirectors

#

never has issues

icy wind
#

broke a few maps that way in the past but im about to say screw it and try it if ive got no other options

abstract relic
#

Using source control?

normal burrow
#

a native ref to a file would make the project not boot, but if your positive thats not there wolfj, you could risk it.

spare kernel
#

if you have p4 backup

#

then its fine

icy wind
#

yea, if worst comes to worst i can rollback

spare kernel
#

yeah, thats my attitude

#

when ue4 screws me over

abstract relic
#

Remember to Clean up the repo too

spare kernel
#

thanks p@t

icy wind
#

havent submited anything yet just incase. figured if i completly break it firstly ill just force a download of server to replace what i messed up

#

was just hoping there was some secret technique i wasnt aware of or something

abstract relic
#

Nah. Depending on what you’re using for source control, the wires can get crossed so to speak. Committing then deleting can work.

#

Had stubborn files too, usually ends up being the repo’s fault 😜

icy wind
#

like i see the redirector file in the explorer view

normal burrow
#

If your working with others wolfj, when you clean up redirectors you might be breaking their work too. Like if they have a level they haven't commited or, anything checked out etc. these can't be cleaned safely without knowing nothing is checked out and nothing is not committed that might be using the stuff.

icy wind
#

yea i warned everyone in advance so ive checked out the entire project so there wouldnt be issues

normal burrow
#

good good

icy wind
#

its just that ue4 hates me x.X

normal burrow
#

nah

icy wind
#

when i dont plan on it working it generally works... and when i prepare carefully well... stuff goes to hell lol

abstract relic
#

Only the computer can hate

icy wind
#

lol

normal burrow
#

lol

icy wind
#

think ima try just manually deleting and praying stuff doesnt break

normal burrow
#

if you can load up every map, your probably fine.

sonic pagoda
#

yeah Kaos just told me about that as well in graphics channel , thanks guys

#

i completely missed that node

normal burrow
#

computers are bad people though yeah

icy wind
#

i learned how to fix / put them together because just being near them usually causes them to break >_>

normal burrow
#

lol smart

icy wind
#

its how i got into computer stuff lol

normal burrow
#

the vengeance subsides once you show the computer dominance

icy wind
#

lmao... youd be suprised how often id tell my comp to knock it off and it suddenly works for no reason

normal burrow
#

exactly.

icy wind
#

ight so i manually deleted them, opened it up and got no errors... if it was corrupted id usually get a ton of error messages right >_>

abstract relic
#

Just remember to have your box of humanity nearby

icy wind
#

lol

normal burrow
#

box of humanity is essential for proper computing

#

go to every level at least wolfyj

#

you'll avoid the surprises later

icy wind
#

+1 good advice

normal burrow
#

little box with all of mankinds hopes and dreams in it

#

keeps me sane anyways

icy wind
#

that would be my computer with ue4 running lol 😛 (or at least my hopes and dreams >.<)

normal burrow
#

lol nice

#

w/o redirectors

icy wind
#

^this

#

omg no errors... time to submit

abstract relic
#

I just have a pokeball with a crystal lugia inside. That certainly won’t shatter with my hopes and dreams

normal burrow
#

Wouldn’t ever. It’ll be fine

abstract relic
#

(Cat)

royal sluice
#

Is there a way to add a delay for skipping a startup movie in DefaultGame.ini? Does it involve creating a script somewhere?

normal burrow
#

Is this for someone else’s game?

royal sluice
#

no, i created my own project and imported a movie source and added that to a startup movie, but the DefaultGame.ini does not have many options to mess around with it

#

If i can't do it with a startup movie, i could probably just do it in a blueprint widget

normal burrow
#

Yeah idk tbh, I’ve not really had to touch an ini. But would be surprised if it could be disabled this way
(As in, everyone would just disable startup movies showing publisher etc)

naive comet
#

Hey Guys, i was wondering is there anyway i can connect to the same network worldwide

#

Like using a vpn

normal burrow
#

Lol yeah there is that.

#

VPN without vpn?

#

Hopes and dreams shattering in crystal encased lugia sounds rough. Something strong like basilosaurus tooth would be better

#

VPN is what you likely want though @naive comet

icy wind
#

windscribe is a decent one I think

normal burrow
#

Er I get my vpn and vlan mixed up

royal sluice
#

@normal burrow You may have slightly misunderstood. I wanted the startup movie to show for about 5 seconds and then be skippable. Unfortunately, the only option in the .ini file is to just skip, so you can bypass from the very start

normal burrow
#

Oh interesting

#

What’s the option to skip it? If you search google for that, may find more options

icy wind
#

that moment when ue4 has been working with you and youve finaly fixed the problem and perforce does something and is like luls nope and you have to redo all that work -le sigh-

royal sluice
#

@normal burrow You check a box in Project Settings for startup movie being skippable. Then when you launch the game, you can press any key to skip i think

#

I think I will just put the startup movie on a widget and set the delay in a blueprint

#

And only have a few keys able to skip it, rather than any key

normal burrow
#

Sounds good

vivid narwhal
#

Is there a way to make a room completely infinite? Such as the loading screen in assassins creed?

normal burrow
#

If you just keep teleporting actor to 0,0,0

#

It’ll appear this way

vivid narwhal
#

I couldn't work out how to make it not obvious that the player has been teleported

normal burrow
#

What are the tells

vivid narwhal
#

most notiabily the pillars in the envrionment and the tiles on the ground.

#

I suppose I can just add the post-processing "fog of war" effect I want, and just teleport the player when they near the end of the map and accept it as a best possible solution

icy wind
#

could possibly use level streaming to create the illusion i think?

#

if you have multiple rooms n stuff

vivid narwhal
#

goal is this but infinite. I'm just going to use illusion though

vivid narwhal
#

Have they changed how Post Processing is enabled? I drag my post processing material into the Array in Rendering Features but nothing changes in-game

worldly dust
#

for a capsule component, under physics->constraints, if you lock rotation XYZ to prevent the capsule from rotating when bouncing off a wall, is there way to override the constrained yaw to from inputs? to simply rotate the capsule from input while constraining the physics of XYZ?

#

should the rotation be set in player controller? is this why PlayerController “owns” the yaw pitch and roll, but the Character “owns” its location?

cosmic veldt
#

Hey guys is there an easy way to trigger On Hit events without having an actual hit. Or do I need to create a bpi and pipe the hit events through it? I need to generate hit events with the raycast.

vivid narwhal
#

@cosmic veldt you could create a new trace channel for the hit result and trace on that channel. Otherwise if you don't want the actors to actually collide, use an overlap.

cosmic veldt
#

uhm i guess i wasn't clear. I don't need to get the hit result. I already have the hit result from raycast. I want to trigger "On Component Hit" event.

#

It's for the raycast vehicle wheels to be more specific.

thorny perch
#

I know this is waaaay off topic, but anyone with knowlege in POE? 🙂

regal yoke
#

how to fix

#

this is actor blueprint

light coyote
#

@regal yoke is a widget and you are getting the first one, wich is at index 0.
What i dont know is why you have those numbers after target as a name.

regal yoke
#

those numbers are name of text's

light coyote
#

To properly do it to each instance you have to do a loop.
In your case, a foreachloop

regal yoke
light coyote
#

The target should be the widget if you want to set the visibility.

regal yoke
#

not working

#

but i want to set visibility of that text (3,2,1, fight) not the full widget

light coyote
#

@regal yoke plug the output index of the loop and plug it in the get.
Otherwise, you are iterating/looping an amount of times equal to how many they are,, and, in each iteration, you are allways getting the one at index 0 in the array.

regal yoke
#

doesnt wor

light coyote
#

The index output gives you an int wich is the current iteration number

regal yoke
light coyote
#

@regal yoke delete the get and just plug it to visibility

regal yoke
#

plug what

light coyote
#

Delete make array, get and target

regal yoke
#

Wtf? That target is what i want to be visible and hidden

light coyote
#

Plug array element straight to visibility node

regal yoke
#

its text variable

light coyote
#

Ok plug it from the array element and not from the get you have

#

Maybe it asks you to get a copy, i cant remember now

regal yoke
#

Lol what? Then i am where i started

#

Can someone help me please

light coyote
#

I can

#

If you want of course

regal yoke
#

Then give information that makes this shit work

light coyote
#

Have you tryed what i just said

regal yoke
#

Yes because, that was my blueprint when i started this

#

its

#

ERROR

#

this shit needs to know that i want to find those text variables from that widget, not from this blueprint

light coyote
#

@regal yoke a for loop gives you two pieces of info.
The current array element, and its index position in the array.
You dont need to use them both or any at all, or both,, it all depends on what you want to do.

#

@regal yoke its not the bp from when you sent the first pic

#

In no screenshot you have sent you are using any of the two main pieces of info that the loop provides

regal yoke
#

Yes yes but its error error again

light coyote
#

Just forget about the freaking array for a second please

#

Copy paste under so you dont lose what you like

#

For each loop, after that, plug visibiliti node,,, drag from array element from loop node and type get text or something like that,, then plug that on to your visibility node.
You should be good to go.

#

Text box or whatever

regal yoke
#

i already made it work another way

#

no help needed

#

this is simpler way

light coyote
#

@regal yokeok no worries

#

You are welcome

#

@regal yoke you should not put any delays on a loop,,,, the main goal of a loop is to help you work with arrays

plush yew
#

hi

#

i'm added spline to my car

#

i'm clicked play i'm see this

#

in normal

light coyote
#

@spark dawn im unsure now, try pasting the error on google, probably someone posted similar or same issue and got the solution

digital anchor
#

seems like it wants a Category = Name

plush yew
light coyote
#

@plush yew i dont think this is the issue, but with B key i belive you could visualise diffrent ways, or M key to see full matt.
But maybe im confusing with substance painter :/