#ue4-general
1 messages · Page 607 of 1
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
@silk sleet does it build the level on the player side or the server side?
it looks like it's client-side and being double generated, actually
Build level on player side @grim ore
both clients report out a "client: Clouds Broken!"
but I gotta finish installing vs to go look at the source to really find out?
@silk sleet if it's client side then that is the issue
Is there some sort of checkbox/boolean I can set to disable the skeleton/skeletalmeshcomp from receiving anim notifies?
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
@unreal galleon the launcher is basically a web skin so it looks like your network is blocking parts of it
@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.
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.
@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
(for exampe: Hue range 10* to 30*, saturation 0.25-0.5, value 0.5-0.875)
@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?
or should I jsut go to sleep i've been up too long
i guess what im really wondering is /where/ exactly does the replication come into play
spawning the objects serverside and replicate on spawn would be it yep
otherwise the server has none of this info so the server versions of each player has nothing to interact with
so the server and the client get into a disagreement about whether there's actually a collision going on?
is there no documentation for networking on that plugin?
there is so little documentation it would make you cry
@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.
server spawns stuff -> everyone knows about it. client spawns stuff -> that client knows about it.
and it's not designed for networking at all lmao
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
im basically taking the pokemon go GPS map and turning it into a TPS survival shooter
AH it's clicking now
@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
@grim ore Thanks
are you trying to push it or something else?
Push it? Just trying to move it to the next grid point.
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
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
I tried that, but the animations don't play.
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
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
@grim ore Thanks for the suggestion, but I just went into local files and deleted the webcache folder and it fixxed it for me
yay and weird
Ok, thanks. I'll have a look at the timeline and constant option as well. That something I haven't done...
Very weird
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
👌
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?
I can't answer that question you would have to test it
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
so unique copies of the map (1 server, 1 per client) instead of 1 unique (1 server replicated to every client)
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 😦
I´m using spotlights for them
hmm how to install UE4.24 when 4.24.1 it out? cant select that, next lower version is 4.23.1
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
point releases should be backwards compatible unless something broke and you need the older
just a plugin I want to play with that doesnt support 4.24.1 just yet
but does support .24? that is odd
quixel livelink works with the latest 4.24.1 version
Im getting alot of mixed messages now 😄
I´m using it right now with 4.24.1 so I´m 100% sure about that! 😛
fresh install of 4.24.1 but it couldnt load the plugin
hmm that´s weird
did you update bridge? they released a new livelink just some days ago
maybe I installed an old version
running latest bridge
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
yes
selected plugins folder etc?
exactly
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?
lol I can't even get signed into quixel bridge anymore
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
i want to generate a space skybox, but most things i see relate to a mirrored sky box
anyone has a tip for starting point?
my own sphere?
texuture cube?
and I still cant use the plugin after yet another fresh install 😄
what is your order of operations when installing it?
bridge open, downloaded a material, export, select folder done
even says install successful
the project is open when you export?
nope
ok so thats one problem, it should complain aboutthat
project should be open?
ok now project is open
bridge too
selecting the project folder
when the project is open does it show the megascans icon?
@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... 👍
ok so that needs to get fixed first, when you tell it to install the plugin what happens?
it installs
and did you confirm the plugin is in the engine folder?
and then its in the plugins folder
yup
and when trying to start it says thus
this
can you create a new project with that engine version, blank project
and in a new project what happens?
who knows, cant open the engine at all with the plugin installed
plugin in the plugins folder = no go att starting at all
so in the ENGINE the megascans plugin is preventing any projects with that engine folder from starting up?
its preventing the entire software to start up
just give me the error above and nothing more
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
fresh install of all
and while you are in the plugin make sure it shows .24 for the EngineVersion
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
well change the .uplugin like I suggested and see if it loads then
but if you cant make a new project then it's definitely in the engine folder lol
set to false the engine starts
oof and it showed .24 as the EngineVersion?
but if you were to enable it now and restart the project it would error out?
havent enabled it yet, it wants to restart then
yep thats normal
is this a C++ or BP project?
it's like your binaries folder is missing for the plugin
or the wrong version is installed not the .24
its easy to check in the folder itself
bridge is up to date so it should install the latest 🙂
bridge is up to date if you told it to install the latest, you could have installed and older version
check for updates said it was the latest though
go into the MegascasPlugins\Binaries\Win64 and right click the .dll file and see what details shows
the BRIDGE is not the same as the PLUGIN
the bridge doesnt know which plugin to install where, you tell it that
but it does download it?
only once you tell it what to do
you have this plugin installed?
yep
could you zip that folder?
nope
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
but then I get the rebuild issue lol
deep diving the github for info now
wont help much its out of date
I see lots of ppl wit 4.24.1 running it though so It should work
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
and that its in the right place (dont point the folder to the plugin dir for example)
the path should be the plugin folder?
I just did that and it reinstalled fine
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.
the older instructions are incorrect, like i said out dated
ah out of date THAT way
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 ?
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\
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
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
same error still
did it show it was installing in the top right after you chose the folder?
indeed it did
and your folder structure and file details look similar to this?
yep then that is the issue it's not installing
not a hidden item since its shows them
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
well a weird issue, bridge says it works, but it doesnt, turned off all AW now still same issue
so nothing should stop it
bridge just doesnt what it does, its possible something else is killing it after its copied
maybe watch that folder when you install it and see what happens
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?
not a damn thing happened =/
😦
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
yes but it's all behind a EULA and a login
im their disc aswell can ask for the files there too
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
see if it installs completely. if it does you can atleast copy it, if not... your pc is haunted
does the binaries folder have the .modules file or just nothing at all?
Just checking, you didn’t download .24 from source yes?
working now
bridge-issue
found a fix the their disc
suddenly added dlls etc too now
voila
what was the fix?
oh weird so like old bridge info stuck or something?
it's good to know a full nuke of bridge might help in the future
Hello,
Anyone could show me a file in engine source where there is a sample of multithreaded code manage with game thread 🙂
Thx if any
describe more what you are looking for exactly indie
if your looking to fire off parallel tasks or just looking how to deal with thread safety etc
I want to see how guys done multithread task in the engine
to get a good place to start
What do you mean buy paralell task?
it runs your function on multiple thread workers and waits on the calling thread for all to finish
if your looking into actual tasks
What s the difference this vs multithread?
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
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
are you using c++?
both c++ and bp
is the thing your trying to make faster in c++?
yes
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?
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
ok thanks
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
Is there a tool to generate redirectors?
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
[Project]/Saved
Can anyone help me work out a solution to procedurally generating a labyrinth?
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?
Hi, There is a reason why when I add a Child from a viewport, it doesn't work. An idea ?
@tawdry heath frustrum culling occurs in engine. So things that are entirely out of view (every single pixel) are not rendered
when building a project using the FPS Shooter template, where is the best place to put assets that you are going to import?
Just make a folder and call it assets, easy .
Cool -- just in the project file? -- im new at this and trying to learn best practices
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
what does the shading setting in engine scalability settings do
adjusts shading quality
try it out, it will recompile shaders though (fair warning)
yeah, at cinematic it does extra light/specular calculations or something
you can see the difference if you try adjusting it, its fairly easy to spot
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
when you are authoring materials, you can put a quality switch in as well
Guys I created a custom collision in blender but it won't let me go through it.
This is the collision
but in UE4 it is set as a whole collision box
yikes that is a lot of shaders
is each side convex and separate or something alex?
are you intending it to be used for simple collision with simulated physics?
SImple
I can see yeah, the shape is not convex so it wouldn't work.
coridor colision
I thought it would be like in blender.
do I need to make all of the walls sepparate?
simple colliision needs to be convex, that means that hole in the center can't be done. unless each side is separate yeah.
you are familiar with the term convex?
no
it means no inside angle
ahm, ok
yes it does, sir.
you need each wall part to be separate object if you intend to have it be simple and simulated
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
wdym
move mesh into many pieces
which mesh
the UCX mesh
collision one
and what are "entries for collision"
I think you can have multiple UCX_ objects in the fbx
yeah maybe not
https://community.gamedev.tv/t/blender-unreal-collision-animation-pipeline/33402/13 i'm just reading this, but i don't know if it reads the numbers really hah
nice
thank you, for your time sir.
can there be a problem
if the coliders are in each other
perhaps apply transform on all objects in blender?
you can see here
hm yea
in blender it is clean angle?
no
That's how the are
They go in each other
so I'm just saying if there can be a problem bcs of this
or does it have to be necessarily like this
Its not a problem for them to overlap, it only might estimate a bad mass or something with lots of overlap.
personally i would try to make them touch accurately.
yeah
but you might not have to, though someone could shoot into that corner there
probably it's what I will do
2.81 multi edit mode should help make it little easier heh
hey guys how can I remove these blobs???
it's causing so much lag
and where they coming from?
have you tried wireframe?
what is that
do the blotches turn up on detail lighting?
tessellation is on or something?
I don't know tbh
hard to say really whats going on there
let me apply it
compiling 3,200 shaders
uhh
so I think it fixed some of it but I still see most of it
maybe if you rebuild lightmaps now?
yep
ok I will try
that fixed it @normal burrow ! Thank you!!!
yay
Does anyone know why Chaos Geometry collections dont have collision with my pawn?
Anyone familiar with baking lightmaps for different lighting conditions?
hey
if my character has the same skeleton as the ue4 mannequin, do I have to retarget the animations that are in the default projects?
or any other ones that I get from the unreal marketplace?
If it’s the same, no need to retarget
The trick with animations on another skeleton is to delete the other skeleton with replace of the replacement
That’s the only way to change skeleton on animations (of which I’m aware of anyway)
i just selected my skeleton when i imported them
since I import all the default assets and marketplace assets into a new project
Yeah I just meant if you had 2 animation packs you likely have two mannequin skeletons
You just delete with replace
ok thank you
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
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
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
Yeah if skeleton is the same you won’t need to retarget. Try just lowering mesh component on character
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
Nah, I am mostly completely unfamiliar with maya
Maybe try matching the near plane setting in your project
And FOV
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
Yeah, I use blender for 3D. Live link sounds cool
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
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?
yes
can you not extend the current game mode instead of creating a new one?
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?
@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.
Thanks @lavish sinew and @plush yew I think I will hold off on Sequencer for a bit, and focus more on coding and blueprints
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
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
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
@snow sphinx It's already available, Look into AIPerception.
This annoys me:
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
I believe epic just wants you to write it in notepad and paste in.
Could widen the splitter too. It’s also multiline (it’s the tooltip)
How? It doesn't seem to work on mine.
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?
@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
I'm sorry but what is RHI? I've looked into documentation and it says that it should work when I enable final gather
@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 maybe https://answers.unrealengine.com/questions/37056/index.html ?
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
ok, thanks anyway!
I have soooo much to learn 😄
because 'Player Character 0' is not class 'enamy1', whatever that means
you might want to spend some time in tutorials
F2 😆
rookie question, how come when i apply the subtractive brush type it doesn't subtract? is there another button to press?
oh F2 is quicker. Thanks!
you can't subtract from a mesh
@radiant haven Just in case drop a player start in your world, maybe ?
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?
@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?:-)
tried this nope
Character's movement is managed by CharacterMovement component. You shouldn't set location directly.
@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 🙂
Things will get really mess in multiplayer mode. Setting actors locations directly to actors with MovementComponents may cause trouble.
But I absolutely agree, Character movement component is the right way
😛
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?
COOL -- thank you!!!
Collision On a More Complex Mesh is the meat of what you need
how do i make my blendanim1d not count the z axis when blending
realy no body help me ?
Crash log maybe?\
@merry geode \
when import fbx file with textures/material;s
dds file support in unreal ?
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?
Talk about Level Design, Static Meshes, Physics, and more.
@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 ?
@supple totem found it - thanks
@plush yew I think it's just particular about the type of DDS
https://docs.unrealengine.com/en-US/Engine/Content/Types/Textures/Cubemaps/ExportingCubemaps/index.html
How to export cubemaps out of Photoshop using the NVIDIA Texture Tools plug-in.
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 ?
Why not go png
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 🙂
how do i make my blendanim1d not count the z axis when blending
Sorry I don't know that pal
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...
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)
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
- Logic for Inventory system To keep track of how many and what type of weapons you have available
- Logic for is a weapon equipped or unequipped?
- Animation for each weapon equipped/unequipped
- Logic for An event That triggers animation equipping/unequipping, And some other stuff
- Logic for loading the newly equipped weapon mesh in the world, probably async load
- Logic for weapon snapping on socket, you may need two different socket for equipped/unequipped
- I'm too sleepy to think of anything else 🙂
@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
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?
i've got this editor ultility widget, but the "create copy for undo buffer" doesnt work. any ideas why?
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)
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 []
@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
Allright then it is installing now. Thank you very much! 🙂
But my project is blueprint only. I guess it is for c++ only?
how to spin actor 360 when button is pressed
@regal yoke use the animations and play animation
how to make infinite particle
Example?
It was just stupid bug
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?
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?
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
Question:
Is it possible to make UE create an external process (e.g. a vbs file)?
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++?
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?
1 media player
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
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?
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
@unreal galleon a grid in a UI or a grid in the world?
in the world
@unreal galleon Sent Dm to move from spamming channel
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?
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?
Android app crash in 4.24.1 anyone?
Now the installer is stuck on " Setting Permissions". Maybe it is because I got 400 free things from the marketplace?
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
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
what do you mean? you want to delay the spawning of actors or you want them to be delayed in the editor only?
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++
sorry that's beyond me
I would like these static meshes to be visible, not just the sphere that is the actor that spawns them
This is how the level actually looks like in the game:
Not sure if it makes sense to anyone but me 😄
I know they'd appear in editor if it waws the construction script
waws?
@ornate forge if they're being spawned at runtime, then they won't be visible in editor
@polar anvil I suspected that, thank you for clarification
if they're spawned in construction script they will be, but i have no idea how to access the construction script in c++
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
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
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
with "actor rotation" of spawn location connected to the rooms. Actor rotation on the corridor is working fine
Spring Arm Component..... Socket Offset vs Target Offset?
they both seem to do the same thing
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
You can make your own physics material class vaei
pack whatever extra data in that you want
@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)
@mint sequoia you could have a phys mat of each colour you want to include
if you want to grab the actual pixel colour of a line trace, I'm not sure you can actually achieve that
I have particles per phys material
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
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 😄
So next question, I need to assign the same phys mat to all of these (testing), do I have to do it one by one
Hmm. World rotation doesn't work either
Luos has a trick for this stuff vaei
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
Sounds computationally expensive? Otherwise sounds awesome
@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.
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 :)
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.
I didn't get to trying it but, if luos says its good it prolly is
Is it the $70 one on MP
Err thats my currency so nm
(Actually no its USD, but with 15% GST)
yes found it and it was "in theory" a slow operation but it works lol https://twitter.com/mathewwadstein/status/1141189773156945920
yea i'd assume its this one https://www.unrealengine.com/marketplace/en-US/product/asset-batch-edit-plugin-for-ue4-editor but idk. might want to ask luos to clarify
Ah render targets are pricey as
Its fine if the footsteps aren't too smart after all 😉
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
what is your code?
uh, yea that does not sound right jack lol
This is in each "rooms" BP in the level blueprint
yeah only 2 things in the array
so I should be using Length not Last Index?
you are using the same stream for each room?
may want to read the tool tip, but i believe its exclusive max (meaning one more than max out)
hm confusing, if thats true then yea, how you had it.
it is inclusive yeah, double checked the source.
It's inclusive, and you want Last Index not Length
Length is literally Last Index + 1
Yeah Mathew, each room is using the same Stream.
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
Yeah
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
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?
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
strange that its pure tbh
regular rand functions are pure too though i mean, still strange to me
so if I don't pull off the stream and make it local, rather just pull it off, it should be different?
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
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
I'm just confused why it's working the first time but not the following times
great my project crashed randomly (again) and now it wont open
Is this normal for UE4 to just crash and corrupt projects willy nilly?
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
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
I had a couple of issues like that too which is a bit concerning being new to UE and it immediately does strange things
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.
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)
Well the issue I have is I'm blueprint only not C++
so I'm not sure how much Git would help
source control isn't only for c++...
Yeah, I liked using Git
so I can always revert it to a version I know works well
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.
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
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.
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?
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
does anyone know a good tutorial on a list inventory system ?
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.
No
Loops execute in a single frame, therefore they cannot delay upon each iteration.
Hmm, what's a way to approach this then?
Wrap the loop in a function and use 'set timer by function name'?
Anyway to 'zoom in further' in the orthographic views?
I answered my own question - rolled my own 'loop'
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 😀
Cool, introduction to ue4 type series? What would this contain 🤔
How to open unreal
lol
Come now. The launch button hasn’t change that much 😜
lol 😂, which button do i push
The current live doc is here https://docs.google.com/document/u/0/d/1nA-qFtYKwAkRrWsb7bfJY5eTbC4VUetio-ftFb8SPXI/mobilebasic?pli=1
Maybe a little shiner sure
I thought it had gotten shinier too.
And it's super in flux the actual premise changed over dinner tonight lol, finally figured out how to slide save game into it
Planning on talking some of pose watch?
Nice. You have a showcase section
Pose watch?
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
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
If you're planning on any bone controllers, its pricesless yea
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
you are leaving that for #ue4-general yeah?
Yep it's alive doc I've already walked thru it 4 times and that's the current flow
Gotta teach em print string with text formatting at least
With the wife going thru it again tomorrow hoping I can find a good spot to break something and put in debugging
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
Get out pat
hahah
Just depends on if I can find the right spot and yep I plan on linking to more as addendums
“Don’t teach in a tutorial” how dare you 😜
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
The start of the door section looks good. Toggle a Boolean on overlap
I plan on doing a full proper blueprint debugging course for epic themselves here shortly so that's not a biggie
Is it a video series or mastercourse?
Don't read too much into the docs I keep just the bare minimum of the key points to make sure I got them
very nice organization of stuff though
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
The noob project I mean 😜
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
very cool, I expect not much will come up, you do a good job of explaining stuff
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
I tend to think words like static mesh are probably at fault lol. Like what would you explain it as lol
Just explaining they are things created in programs like Maya or Max for decorating or creating your level can help
Hm good call, that gets by more jargon and statements about them being immobile.
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
well planned.
That's the plan lol. Organic and flow is the goal
Oh. One request to squeeze in. Comment bubbles and coloured folder 😄
I agree with HighTide
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 :)
It isn’t a proper project unless your internal documents look like neon rainbow barf.
Lol
It should be step one of starting a project really.
Curious though, the reason for going with third person is just popularity of it?
Yea that makes sense
I agree with you using niagara btw
Its cool to see it so much more adopted now
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
for sure, yea that would work good. not real necessary to get into custom modules and all that
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
videos always benefit from more sparkles really.
I think its fairly 'easy' to emit meshes instead of sprites but not 100% on that either.
Hey, has anyone here ever made a login system for there projects?
That's the hope @normal burrow lol, I'll find out tommorow heh
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
anyone played with the new linked animgraph stuff?
your fine wolfyj. do you have c++ code?
its a BP project
And i've not looked into that KaosSpectrum, don't completely understand what its for yet lol
:/
Just open and close the project.
it looks cool, the animation layer stuff
tried that, doesnt work
No c++ at all wolfyj?
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 🤣
im more of a graphics person, other people i work with know c++ >.<
is it something more than just another page of animgraph kaos?
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
When in doubt. Delete intermediate files 😜
lol 😄
i know as of now only the defaultinput.ini was changed a bit
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?
is it a single redirector that is being stuborn and rude wolfyj?
nope... got like 3 folders that are being a pain
deleted some of the folders inside them to narrow down which have ghost files
@icy wind welcome to the club
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
they are redirectors but we all know what you mean by ghost files too lol
ive done that with another project once and it completly broke it
might break things though, to delete it manually.
Hey whats best for setting up Sign in profiles in ue4?
yea, why im hesitant to do that
What kind of database?
@spare kernel did you look at the new example for that in the content examples?
did they update it?
goto filters and check box this @icy wind
oooo
Yep there is an example of the layers system in the animation map
IDK if this will help anyone... But I found this site of free stuff... https://free-for.dev/#/?id=issue-tracking-and-project-management
you'll then see the ghost files in content browser, which will give you a clue as to whats referencing them
ill take a look, thanks
Free stuff for developers lol
i clicked redirector and the show redirectors... nothing comes up >_>
programming is my strong side
but didnt know that existed so good to know
you can right click on your content folder
and select fixup redirectors
to clean them all up
did that a bunch of times / tried that already
ah
like a whole lot >.<
sall good lol
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
i sometimes have empty folders
i just delete them outside
once i fixed up redirectors
never has issues
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
Using source control?
a native ref to a file would make the project not boot, but if your positive thats not there wolfj, you could risk it.
yea, if worst comes to worst i can rollback
Remember to Clean up the repo too
thanks p@t
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
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 😜
like i see the redirector file in the explorer view
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.
yea i warned everyone in advance so ive checked out the entire project so there wouldnt be issues
good good
its just that ue4 hates me x.X
nah
when i dont plan on it working it generally works... and when i prepare carefully well... stuff goes to hell lol
Only the computer can hate
lol
lol
think ima try just manually deleting and praying stuff doesnt break
yeah Kaos just told me about that as well in graphics channel , thanks guys
i completely missed that node
computers are bad people though yeah
i learned how to fix / put them together because just being near them usually causes them to break >_>
lol smart
its how i got into computer stuff lol
the vengeance subsides once you show the computer dominance
lmao... youd be suprised how often id tell my comp to knock it off and it suddenly works for no reason
exactly.
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 >_>
Just remember to have your box of humanity nearby
lol
box of humanity is essential for proper computing
go to every level at least wolfyj
you'll avoid the surprises later
+1 good advice
that would be my computer with ue4 running lol 😛 (or at least my hopes and dreams >.<)
I just have a pokeball with a crystal lugia inside. That certainly won’t shatter with my hopes and dreams
Wouldn’t ever. It’ll be fine
(Cat)
Is there a way to add a delay for skipping a startup movie in DefaultGame.ini? Does it involve creating a script somewhere?
Is this for someone else’s game?
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
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)
Hey Guys, i was wondering is there anyway i can connect to the same network worldwide
Like using a vpn
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
windscribe is a decent one I think
Er I get my vpn and vlan mixed up
https://www.techjunkie.com/how-to-set-up-a-vlan/ @naive comet
@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
Oh interesting
What’s the option to skip it? If you search google for that, may find more options
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-
@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
Sounds good
Is there a way to make a room completely infinite? Such as the loading screen in assassins creed?
I couldn't work out how to make it not obvious that the player has been teleported
What are the tells
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
could possibly use level streaming to create the illusion i think?
if you have multiple rooms n stuff
goal is this but infinite. I'm just going to use illusion though
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
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?
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.
@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.
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.
I know this is waaaay off topic, but anyone with knowlege in POE? 🙂
@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.
those numbers are name of text's
To properly do it to each instance you have to do a loop.
In your case, a foreachloop
The target should be the widget if you want to set the visibility.
not working
but i want to set visibility of that text (3,2,1, fight) not the full widget
@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.
The index output gives you an int wich is the current iteration number
@regal yoke delete the get and just plug it to visibility
plug what
Delete make array, get and target
Wtf? That target is what i want to be visible and hidden
Plug array element straight to visibility node
its text variable
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
Then give information that makes this shit work
Have you tryed what i just said
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
@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
Yes yes but its error error again
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 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
@spark dawn im unsure now, try pasting the error on google, probably someone posted similar or same issue and got the solution
seems like it wants a Category = Name
there this blueprint
@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 :/
