#ue4-general

1 messages · Page 608 of 1

light coyote
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Top left of vieport check if you are in any other visualizing mode you may have entered accidentaly via shortcut.

digital anchor
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i dont believe hes talking about graphics..

light coyote
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@digital anchor i dont either, but is worth a try

plush yew
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no

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sorry for my bad english

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car no scalling when click play

plush thicket
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hey all!

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trying to access an object in another blueprint

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but I can't use "GetPlayerCharacter" because my object isn't a "character"

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normally i would use "get player character", but in this case i can't do that

kindred viper
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what is it you are trying do?

plush thicket
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I'm trying to set up a "lookatpoint" thing for my game

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it's REALLY fucking complicated to explain the system, but to sum it down

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I'm attaching an object in one blueprint to another blueprint in the world

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it'll be a hidden object, but I'm using it for tracking movement stuffs

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I'm trying to access that object that's in a seperate blueprint in the character blueprint

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those are basically two different blueprints

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I'm just trying to ask

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for casting to the other blueprint, what function should I use if I can't use GetPlayerController?

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is there a function for like

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"GetActor"

kindred viper
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why not use an Interface?

plush thicket
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that would work for casting

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wdym interface

kindred viper
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you can check against implements interface to get a list of objects for one. You can have an interface send back references around the place to save casting everything everywhere and storing references too

plush thicket
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there's gotta be a way for me to just use a "getactor" function while I'm already here

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I've already used casting in my other blueprint

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to reference the character

kindred viper
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well you can learn good methods, or bad ones. Its upto you

plush thicket
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how would I create a blueprint interface for referencing an object?

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this video only talks about referencing events

plush yew
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hey

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is hotfix 1 out ?

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oh nice

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@plush yew 4.24.1 yes

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i saw it , so is it stable ?

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Works for me for what I need so far 🙂

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Alright, downloading now via launcher while having a hair cut 😉

plush thicket
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@kindred viper isn't blueprint interface only for calling functions from one blueprint to another

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would it work for trying to reference a physical object from one blueprint to another

hoary locust
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you could just make a function that returns the object you want referenced?

plush thicket
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that seems like a 3 way step solution to a 2 step problem

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instead of just referencing an object from one blueprint to another, create a separate blueprint interface to return an object, to then reference that object from one blueprint to another

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i can't use this

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this would solve my problem

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but idk what that means

kindred viper
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usual method of getting references and interface method of getting references are just a clean code issue really. They do the same thing. If you are spawning an actor, its just as easy to set a ref here and there when that occurs. Or save the ref and store a pointer somewhere else. Or even have an interface return it for you. But where I find most use is when you dont have access to the object, and you haven't spawned it (its in level), or you don't have the code setup to deal with it on spawn. Then you can use Interfaces to do the work. It gives you everything as long as things are implemented.

plush yew
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anyone have spline blueprint ?

kindred viper
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@plush thicket that error means you need to set it on an instance, not the actual class default object

plush yew
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for moving object

plush thicket
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wdym set it on an instance

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where

kindred viper
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I couldn't tell you. I haven't seen any of your code

plush thicket
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im using blueprints

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not code

kindred viper
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blueprints are still code

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semantics aside, I think people who do blueprints deserve that label of coders

plush thicket
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Basically my issue here is

mint sequoia
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My computer froze and corrupted all my work, first time in a long time source control has saved me 😄

kindred viper
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gg

plush thicket
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I'm setting a variable in this "PlayerCharacter" blueprint to reference an object in the "LookAtPoint" blueprint

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but I need to set that variable

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because right now it's giving me an error of "accessed none trying to access property LookAtPointRef"

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which means i need to set it

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but when I cast to the other blueprint

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I can't just do what I'd do for my other blueprint

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I can't use the "Get Player Character" function

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because the "LookAtPoint" blueprint isn't a "Character" type blueprint

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ot

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it's an Actor

kindred viper
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cast it as an actor then

plush thicket
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yes that's my question, what's the function for doing that?

kindred viper
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same one. Cast<>()

plush thicket
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no for blueprints

kindred viper
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Cast To Actor

plush thicket
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it doesn't inherit from character, so I need to use something like

kindred viper
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that isn;t the right input object

plush thicket
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Get Actor

kindred viper
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What you need to do here, is Get Player Character. Then drag from that to get the look at point object. Then cast that and store it

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or if you are storing it on the character. You need to get a reference to the Look At Point actor in the world, then cast to your character as usual, and store it on a variable you have setup in your character

plush thicket
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The LookAtPoint object isn't in my Character blueprint

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it's in an entirely different blueprint

kindred viper
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yeah that second part covers that

plush thicket
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i already have it stored as a variable in my CHARACTER blueprint

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and it's already referenced correctly

kindred viper
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instance editable

plush thicket
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yeah but i can't edit it in game

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i can't set it to the proper object

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because i'm using PlayerStart

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and it's only when I hit play

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that it shows up

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im able to set it in game, but the second I stop playing

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it resets

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and forgets that reference

kindred viper
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so on Begin Play, get the LookAtPointRef actor ref. Then GetPlayerCharacter, cast to your character, store LookAtPointRef in your char

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yeah its an instance. Do you want to set it in editor?

plush thicket
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yes

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I have a PlayerStart in my world that spawns my character in

kindred viper
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then you need the reference from the level blueprint

plush thicket
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but it spawns it in as "MannequinCharacter"

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and THERE i can edit it

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and it works

kindred viper
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ok then it doesnt exist in editor

plush thicket
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yeah that's my problem

short trout
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Hello guys i started with multiplayer and changed some things in Mannequin character (I changed max walk speed to 150 and added control to run od left shift) but when i turn on te multiplayer the Client 2 is just walking even if press left shift , but the client 1 is perfectly running and walking

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Can somebody tell me whats wrong

plush thicket
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@kindred viper solved my issue, thank you for the help ❤️

short trout
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the first one is for multiplayer

plush thicket
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sorry for being bothersome

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it was really hard to communicate my problem through words

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with no visual examples

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but the issue boiled down to:

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no reference in the world of the character

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i swapped my player-start with my default character

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and it works now

plush yew
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Hi, I'd like to change some parameters of the HDRI in runtime. This is my actual BP (see the enlightened nodes) :

short trout
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Jorickan do you maybe know how to fix my problem

plush yew
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The cinematic does play but the HDRI doesn't change. Why ? 🙁

kindred viper
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@plush thicket its ok glad you fix it.

plush yew
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@short trout Sorry bro I'm not into multiplayer yet

short trout
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oh okay

kindred viper
plush thicket
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what did i just press for this to be showing up

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this weird "X" thing

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i can't do anything

kindred viper
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looks like its trying to offer an Anchor for another window

plush thicket
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oh

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yeah

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ue4 glitch

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lmao

plush yew
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how do I do that

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I can't even find Steamworks.build.cs

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anyone have spline patch script for object ?

kindred viper
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@plush yew that is an engine plugin in your Engine/Source/ThirdParty folder

amber harness
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Hi can someone make my game for me

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I have good ideas

brisk osprey
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🤠

kindred viper
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Sure I will. Perhaps at the chance I might get royalties if you aren't a complete charlatan too? Any job benefits like aquiring my own software and feeding my own family on thin air I can get whilst I'm at it 😄

shell jetty
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@kindred viper like royalty share lets say 50/50?

amber harness
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Hi are you a programmer because I need someone to program the characters in because I want to make a game like with call of duty and sonic character those are my favorite games but it will be a fighting game except the sonic characters are fast and the call of duty characters are good at shooting

brisk osprey
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ngl this is pretty cute tho 😭

amber harness
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No it’s more tough it will be a boys game

kindred viper
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50/50 sounds a bit too balanced to me. how about seeing as I didn't come up with the idea, I take a 10% cut, which is unfortunately required as part of the "self-investment" programme I donate 10% to feel better about myself

amber harness
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With fighting

brisk osprey
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I am not sure if you are trolling or a kid

amber harness
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I am 11

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Just kidding I’m an adult.

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I’m trolling.

brisk osprey
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hahah got us tho

amber harness
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I was probably about to get a lot of DMs asking if I’m single

kindred viper
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not me. blatent is blatent. and blatent was returned 😄

amber harness
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Sike

kindred viper
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*psyche

amber harness
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Nah it’s sike lol look up the slang

kindred viper
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I won't

amber harness
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Old person

brisk osprey
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Boooomeeer

kindred viper
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yeah you say old, I say survivor

amber harness
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I say i3 professor

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Processor

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Ewwwww

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So what do you guys do?

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Don’t tell me you’re a jack of all trades who takes five years to make a game that a team could make in one

thorny perch
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in general or in ue4? 😄

kindred viper
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a bit of everything and help others when I'm feeling lazy or compiling

thorny perch
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I am a jack of all trades

amber harness
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Oh no

thorny perch
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😄

amber harness
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You didn’t specialize?

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Are you in the industry or a fake I mean indie developer

thorny perch
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i dont even work with 3D but good at it 🙂

kindred viper
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nothing wrong with not specializing. Jack of all trades is a worthy trait in this game. If you aren't working for AAA factory farmed gamedev

thorny perch
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packaging enginner at heart, doing 3Dpackaging renders is a new hobby

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now i want to take it further

amber harness
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AAA pays an actual salary instead of pennies a day

brisk osprey
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Where did you hear that =

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??

amber harness
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It’s about money not passion

kindred viper
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for what? to be part of a machine of scumbag endeavours?

amber harness
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Look at indie developers making nothing

brisk osprey
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He is trolling again

thorny perch
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byebye for 1 minute when I kill my questionable POE

kindred viper
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I used to have aspirations to work in AAA, until it turned into a normalised mess of MTX based output. Now I would feel happier having less money and sitting in the bleachers watching it all crash :p

plush thicket
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does anyone know how I can get rid of this weird stutter?

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if you look really closely, the ball is like

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jerkin around a little bit

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could it be from me using Event Tick?

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and constantly setting the location of that ball to the player's location

abstract marsh
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I ain't a blueprinter, sorry mister.

plush yew
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@plush thicket In your design is the ball supposed to be always of the same distance away from the player? If yes perhaps you can attach it to an arm similar to the camera component? just brainstorming, not sure if it works like this...

plush thicket
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yes

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it's supposed to be fixed, because I'm using that ball as a reference point for where the camera should be looking

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it makes as a good automation point for certain parts of my game where I want to control where the camera is looking

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the ball will be hidden in game obviously, but you can see it micro-stuttering a bit

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I tried attaching it to a spring arm, and tried messing around with the "lag" settings but that didnt seem to do anything

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the issue seems to be more with me using EventTick I think

plush yew
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Oh yes it make sense...

plush thicket
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it's getting overloaded or something with having to constantly update the location again and again and again

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I'm just asking if there's a better way to go about this without using something as heavy as EventTick

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or using EventTick, but just prevent the stutter

plush yew
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@plush thicket I would probably look into converting the ball into a secondary camera component

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because it's so convenient the arm that the camera attaches to

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and it does all the logic of updating location for you

plush thicket
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wdym secondary camera component?

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I like having an object in the world to give me full control over where exactly the camera is looking

plush yew
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I philosophically tend to separate the how it looks from the how it works, which usually ends up muddying the waters 🙂

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let me try and explain a bit, hopefully I would not rumble too much

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out of the box you have a character template with a side scrolling camera component attached, at least that's how it looks to me

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your goal is to have a mechanism, not visual, but functional, so that the side scrolling camera component looks at, Or you do other stuff with, or what ever

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the key requirement is that the functional mechanism needs to be at any given time at the same distance from your visual character

junior scroll
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is there a way to disconnect the camera from the character actor?

plush yew
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one of the things I was thinking of was to look into creating a camera component, attach it to the character, and use it as a target for the primary camera

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the advantage would be that a secondary camera component doesn't need to manually worry about same distance from the character, because the arm that the camera attaches takes care of all that

plush thicket
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@plush yew keep in mind this point will move, it’s not permanently fixed

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My idea was that when the character moves right, the ball is shifted right to show more of where you’re going

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When you move left, same thing

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Ball on left

plush yew
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Then apparently I don't understand what's happening, please ignore me 🙂

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@junior scroll You can, but why?:-)

junior scroll
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i want a top down static camera

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im using the top down template, but it's angled and it follows the character

plush yew
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@junior scroll There are several ways, primarily you can create a new camera actor In the world, and update the player controller camera manager to use it completely disconnected from any character

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I guess you just need to create the reference to the newly created camera, so you can access it across your world... @junior scroll

plush yew
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does floating pawn component have any move to functions or similar?

sage wharf
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whenever i turn on dx-12 the editor crashes note : raytracing is disabled

plush yew
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how to make drift animation ? XD

plush yew
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how to disable this

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ok nevermind

unborn furnace
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Random question but how hard is it to make a VR game without any actual VR

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Never actually tried VR in Unreal Engine so excuse my ignorance

vital cosmos
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Apparently adding the First Person Content pack is broken in 4.24.1
how else do you add it

hoary locust
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migrate it?

vital cosmos
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can you migrate c++ classes

cloud cobalt
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Not really. You can move the C++ source files to another project, regenerate the solution, compile it, and you should have the classes available, though with a new game prefix.

ruby folio
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Anyone else experiencing crashes a lot in 4.23?

cosmic matrix
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Hello,
I override the foliage type instanced static mesh class in BP.
But impossible to use it in the foliage editor.

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When i create child of my new class there arn t shown in the explorer.
Anyone got a solution or the reason of the problem?

normal burrow
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@ruby folio i get crashes on compile button with niagara systems on 4.23.0

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but I do have some data interfaces for niagara which could be culprit. otherwise retargeting will crash

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and have ran out of video memory randomly (11gb)

cosmic matrix
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Only basics class are shown

spare kernel
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how do you think that recoil is handled?

flat scroll
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Any way to make static shadows sharper? Dynamic shadows have the Shadow Filter Sharpen, is there something similar for static shadows?

cloud cobalt
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Higher lightmap resolution

flat scroll
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Ah I see, Shadow Filter Sharpen works on static meshes shadows when the light is set to movable

cloud cobalt
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Movable lights work very differently

flat scroll
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Yeah. Sadly the with movable lights the resolution of the sahdow goes down and when sharpened using a filter the character shadow becomes very blobby

dark rune
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I use this for a simple day/night cycle. How do I determine when the light has completed 1 full rotation so that i know that a virtual 24 hrs has passed?

midnight gate
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HEY I NEED HELP anybody knows how can i set up a material values to change depending on an integer variable?

flat scroll
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@dark rune Might be stupid idea, but you could have an actor that acts like a clock with uses the tick to accumulate the delta seconds and once it reaches the number of seconds in 24 hours it resets. Then you can use an interface so the sun can "ask" the clock what time is it.
Having clock as separate actor would let you set custom tick interval, so it can tick like once every second, for better performance.

dark rune
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@flat scroll alright ill try
i cant set custom tick interval in level blueprint? this is the only thing i use the lvl BP event tick for, so if possible I would like to keep it there for less complexity

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nvm u can

supple totem
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@midnight gate search for Material Instance Dynamic there's a lot of tutorials out there

midnight gate
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thanks i will look that up

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rn i found material parameter stuff it seems to be juts what im looking for

midnight gate
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yea it works but my math is off i need help

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i need a mathematician to help me fix my code

gray shale
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Greetings, i m trying to make a Game like pokemon, but idk how i just make the Grass Encounter.... somone can help me?

plush yew
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Im trying to work with materials, I am coming from blender -- The materials were properly applied in blender, but when I arrived in UE4 via FBX export, one of the materials stayed properly applied, the other 2 didnt. So I want to edit one of the ones that didnt

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its a standing seam metal roof -- green in color, what I cant find is where I go to attach the photo texture

solemn siren
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Hi everyone!
Is it possible to show a graph inside a game in UE4? I want to show a graph on the screen of an equipment inside the game which will depend on the inputs given by the player. If yes, how to do it?

dim plover
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Is it your game? If so, I don't see why not.

abstract relic
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@plush yew get texture sample node or just drag the texture from your content browser to the material graph

plush yew
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is the material graph the part in the middle where the nodes are?

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(sorry to be dumb)

abstract relic
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The material graph is the screenshot you displayed

plush yew
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Ok, cool

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@abstract relic how do I add a content browser to the material editor window?

abstract relic
plush yew
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Excellent thank you

open eagle
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can someone help me in #cpp

solemn siren
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@dim plover how to make the functions and show the graphs?

royal sluice
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When creating a Media Player in my Movies folder, I am only seeing Video output Media Texture asset option. What might be the reason I don't see the Audio output Sound Wave asset option?

midnight gate
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@gray shale make a colision object that when you step on it the pokemon appears but at a random chance to it so its not a 100 that you step on it

open eagle
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why is my fbx importing a ton of pieces

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If i open it in any other program, it is all assembled and fine

midnight gate
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@gray shale also youre making a Pokémon game? ill need to know how you code the batling system cuz i have a similar game idea but i cant find anything about the battle

open eagle
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but UE4 separates it in to 100+ pieces

midnight gate
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@open eagle you can have multiple objects in fbx files and unreal engine likes to seperate them you should merge your objects into one object in your program and then export and import

gray shale
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@midnight gate Alright i will try my best but first i m trying to compreend something in a Paper 2d video tutorial...
that I can't understand why my Unreal doesn't have the same conditions

royal sluice
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@midnight gate @gray shale I would think it would be something like a collision object where you set a condition so that WHILE inside the collision object's bounds, any movement action taken will have a % chance to encounter enemy

gray shale
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@royal sluice Alright, i will try that

midnight gate
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yup thats what i said

steep ferry
cosmic matrix
plush yew
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hello, does pivot point matter when it comes to lods? since they screen size based I'd assume you don't need pivots to be in the exact center of your mesh right?

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jak to cie kurwa

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w domu nie ma

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no nie ma kurwa no

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to bądź kurwa

exotic cave
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Hey everyone!

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Is there any way to make a material get its textures per-instance instead of per-material?

plush yew
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I have the feeling that with the 24 update the editor doesnt suggest to reopen assets anymore that have been open before closing, is it a toggable feature now?

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@exotic cave for static materials use material instances with a texture sample parameter 2D node, for dynamic materials you can make dynamic material instances in the blueprints

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yeah the editor doesnt restore open tabs on restart anymore, I also toggled it in the preferences, any idea what causes this?

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google knows nothing about this

midnight gate
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@exotic cave material parameter collection might work

exotic cave
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Interesting

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UE be deep

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I should have switched from Unity long ago

dense gate
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Is there any way to detect what causes "Fatal error!" crashes?

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I've tried using VS debugging but it doesn't point to anything

grim ore
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make sure the debug libraries are installed and it hopefully crashes with a traceable error, otherwise nope compile from source and attach the debugger and see what happens in the trace

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there are usually logs as well in the saved folder so that can be looked at

dense gate
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I already use a build that's compiled from source, 4.23.1 with Chaos

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Error tends to happen right after I hit PIE

grim ore
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then yep crash and watch the stack trace

dense gate
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Welp, after crashing it 5 times to no avail, last hope I have is disabling some plugins

cosmic matrix
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Anyone got answer for my question?

dense gate
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@cosmic matrix is your class based on InstancedFoliage or Actor?

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If it's the former, it's a StaticMesh foliage

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When you do either, on the Component Class of your new foliage, select your proper class you've created

cosmic matrix
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@dense gate hey, on foliage

dense gate
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This is based on StaticMesh foliage

cosmic matrix
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I undestand but what i need is to and a property like in mesh section

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Need to add a string value

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I can t create one comp class by foliage i want

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i need a custom foliage type with this value added

dense gate
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Create a child BP based on your foliage class?

cosmic matrix
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yep

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Foliageclass->myClass->X children I need

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Cause in the pic upward you can see that s work well in the BP editor but after i can t select anywhere my class

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😦

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I tried to restart the engine but nothing more

dense gate
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Select StaticMesh foliage as a start

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Then try to find your class in Component Class

cosmic matrix
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That s not the component class i tried to override

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@dense gate

dense gate
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Aight me lad, so

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I'd assume you have your "parent" foliage as something that's a child of "Foliage Instanced Static Mesh Component"

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Children of your parent class are the ones I assume you want to use

cosmic matrix
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No not component

dense gate
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If it's not based on the component, you can't have Static Mesh foliage

cosmic matrix
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I need to add a property in the foliage type class

dense gate
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Ah

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Now that makes things more complicated

cosmic matrix
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Yes

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Cause i see 2 class like actor and foliage static mash but i want to create "min?" custom class based on foliage static mesh with a string property added to that one.

dense gate
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Saving strings per instance would be very costly to performance, are you sure?

cosmic matrix
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Don t no if i m clear with my explainaisons

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not per instance

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per foliage type

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like the mesh or component class

royal sluice
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Can someone take a image snippet of the pop up they see when selecting to create a media player in their Movies folder? I'm wondering if they removed the Audio output option in a recent version of UE 4.

narrow oxide
#

Hey guys, where do i post to ask for a bit of help please?

misty creek
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@narrow oxide Depends on what you need help with try reading the #more-resources

narrow oxide
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Thanks

plush yew
royal sluice
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@plush yew Thanks. Looks like they did remove the Audio output asset there. I guess now you have to create a sound media controller and hook it up through a blueprint.

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What is strange is that I don't hear the audio from the media player running PIE, but I do when I Launch. I'm wondering if creating the sound media controller will double the audio when using Launch

plush yew
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I really dont have much experience with media assets

opal berry
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hello

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I am going to be switching linux but what is currently stopping me is ue4

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I just dont understand why Mr.Timmy

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hates

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Linux

grim ore
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because everyone hates linux

cloud cobalt
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He probably does not

normal burrow
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there is a 1 % yeah

cloud cobalt
#

UE4 is however not a tool mostly used by Linux users, because most of a game development team usually doesn't run it

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So you can build it yourself because other Linux programmers support it

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And you can target it as a platform

dim plover
#

Doesn't UE4 actually support Linux development pretty decently?
There was one guy doing a tutorial while running Linux.

cloud cobalt
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It supports Linux as a target platform pretty well

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Working from Linux works, but you don't have access to marketplace or prebuilt engine.

dim plover
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You think so? I hear the "Trying to support the 5% of people using OS X or Linux for 50% more problems". Not sure if that was referring to Unity or UE4.
That's why I kind of disregarded supporting non-Windows.

cloud cobalt
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We shipped regular Helium Rain updates for Linux users, got about 12% of lifetime sales there, and I think we used something like 5 major versions of the engine

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Depends on your market

dim plover
#

Hmm, I guess I'll look into supporting it.
Anyway, @opal berry looks like you can use Linux and UE4 fine.

cloud cobalt
#

We did get a lot of platform-specific stuff there but mostly from very patient people who provided very in-depth information

night bridge
#

Hello everyone

#

Does anyone know how i can change the skybox to night

grim ore
#

rotate the referenced directional light to point up (so the sun would be below your world) and hit refresh material on the skysphere

steep ferry
#

hey guys, i have a question. What are your ideas for making a Moon in game?

next badger
#

@grim ore remember the mass rename blutility thing you've been working on? afaik it's not public yet, can i find some other resource to read/watch?

steep ferry
#

ooooooooooooooooooooooooooooooooooooooooooh

#

i totally didnt thought about doing that

#

Thanks bud!

night bridge
#

Mik

#

thats the nickname i give to my friend

steep ferry
#

yeah i was experimenting with adding a sphere with a glow effect

#

Tho it gave a very very weird effect

#

Oh hey it now works properly, anyways thanks for help @plush yew

night bridge
#

i still dont quite understand how to make it night mode

steep ferry
#

well i made an additive material

#

added a material to a sphere and located the sphere far far away

unique kraken
#

Does anyone have the proper export setting for blender to Ue4?
Also does anyone have a video/information how to quickly put my character in ue4 with the basic Ue4 skeleton and animations.

steep ferry
#

if i understood correctly

#

you want to put your character

#

and give it basic ue4 skeleton

#

?

unique kraken
#

Basically

#

I just want a quick preview

steep ferry
#

well im pretty sure

night bridge
#

nvm

steep ferry
#

you gotta head back to blender

#

and give the model your Basic ue4 skeleton

night bridge
#

i just rotated with the lightsource a bit

steep ferry
#

oh

unique kraken
#

@steep ferry Okey yes but also want to export it back and just replace the current 3d person mesh with mine

weak perch
#

why do the shadows in my scene look like blobs and shit

#

pls help

steep ferry
#

uhh

#

use youtube bro @weak perch

weak perch
#

i have

#

after i build lighting

#

the shadows turn to shit

steep ferry
#

Dude can you like

#

don't "swear" that much

weak perch
#

ofcourse

steep ferry
#

it hurts my eyes ngl

unique kraken
#

💩

weak perch
#

before building:

steep ferry
#

@unique kraken Well it's uhh...pretty much impossible if im not wrong? You should first give your model in blender that ue4 skeleton so you should first export a basic manequin mesh, get it's skeleton and attach it to your model

#

if im not wrong ofc

weak perch
steep ferry
#

what's wrong with them

#

they look normal ol

#

lol

weak perch
#

after building:

#

i have increased the lightmap res of the floor

#

and it doesnt help

steep ferry
#

hmmm

#

oh you mean that

#

well i think i know what you mean

#

tho i dont really know how to fix that , and im really sorry. I wish i could help you

unique kraken
#

I do get that bcs it needs to creat the vertex grps. But then I want to replace the current mesh. Since the grps will have the same names that should work. And I'm just asking if someone has recourse on that or can find one since I don't know all the right terms for ue4

steep ferry
#

Hmm

unique kraken
#

That would also allow me to creat a skeleton* in ue4 work with it and bind meshes to it later

#

A skeleton * in ue4

#

Sry

weak perch
steep ferry
#

you need to add that light bounds or whatever its called @unique kraken

#

Oh sorry wrong ping

#

@weak perch *

weak perch
#

oke i try dat ty

#

hasnt worked

#

😦

#

lighting is on production

#

lightmaps are 128 res

steep ferry
#

what did you add

#

you should add lightmass importance volume

weak perch
#

i did

#

theyre jsut a bit fudged

steep ferry
iron kelp
#

does anyone know how to get the file path for saved games ?

#

to be clearer I need to get the path in C++ so I can copy/rename various save files

grim ore
#

@weak perch 128 is very small for a lightmap if you want crisper lightmap shadows

fallen wing
#

hey guys, i really want to be an amazing coder. i try and find tutorials to help me get started but they never get me anywhere, anyone who's a great coder please tell me where you started and steer me in the right direction. Thank you

next badger
plush yew
#

@iron kelp maybe FPaths::ProjectSavedDir ?

iron kelp
#

testing that now but not sure if that will work on a standalone build

plush yew
#
fallen wing
#

thank you :)

iron kelp
#

@plush yew That gives me what I need for now, will need to test on a standalone build

#

thanks

plush yew
iron kelp
#

@plush yew cheers, what you gave me should work

plush yew
iron kelp
#

most stuff i can do in blueprints but copying files isnt possible without some c++ which I have now 1.5 days experience with

#

EngineSaveDir and GameSaveDir gives the same result so i guess I could use either

fallen wing
#

thank you so much guys

plush yew
#

heey guys is t here any channel where i am allowed to share my vr packaged game that i am working on ? 🙂 i would love to hear opinions

#

its on google drive btw

#

#work-in-progress

#

thanks! 🙂

rancid lynx
#

how can i change zenith sky color, without the blue also being applied to all my terrains and meshes? i want to change sky color, but if i make it a deep blue, its making my entire level drastically blue.

plush yew
#

I am looking for instructions on how to create a door animation that opens and closes when approached. I found how to do it using the matinee editor, However the note on the page says that matinee is being discontinued and we should be using sequencer but it does NOT explain how to make a door work using the sequencer -- whats the appropriate solution?

royal sluice
plush yew
#

Thank you so much

cosmic matrix
gray shale
#

Someone can help me with Paper 2D NPC Animation Movement? idk how to make

plush yew
#

am I correct that blueprints are things you can set up and use over and over?

normal burrow
#

yes

plush yew
#

cool -- thanks

rancid lynx
#

learn all you can about blueprints. they are amazing.

#

is it possible to change zenith color inside skylights without that color also applying to all meshes in the map? i want a flat white light from skylight and i want a deep blue sky, but changing the zenith to blue also transfers the blue onto all meshes. i understand the generic idea of skylight is to apply skys light to everything.. but that shouldnt be tied directly to zenith X_x.... it should be two completely different colors

fathom glade
#

I'm still doing these tutorials for blueprints and man... It's so much work to just change the color or material of things through this "logicBP".

hallow compass
#

Hi all, is creating a multiplayer game with p2p servers still a thing? I hear that dedicated servers cost a lot of money to run

normal burrow
#

you can do player hosted games yeah

plush yew
#

@hallow compass There are ways to make P2P Connections. LAN connections are very easy, if you know some basic networking. As for the WAN connections over the public Internet, you may need to play with some NAT rules and/or port forwarding

hallow compass
#

@plush yew that doesn't sound very easy at all haha. I am a newbie to game dev / unreal so I have a plan in mind for what I want to create but in terms of multiplayer I am unable to find any easy tutorials. I am guessing dedicated servers are very expensive then?

plush yew
#

@hallow compass no idea how expensive dedicated servers are, I don't use them. But look into what @normal burrow Said about player hosted games. My answer was theoretical related to networking only, not specific to unreal

abstract relic
#

don't touch multiplayer with a 30ft pool until you have a stand alone ready

hallow compass
#

Is it best to create the game for single player purposes and then work the multiplayer in last if possible? Or does it need to be done during the gameplay functions are made? Just trying to find a workflow as I am a level designer more than a coder

plush yew
hallow compass
#

Do I have to use c++ I have been using blueprints as that is easier to me

normal burrow
#

Rarely ever a best way to go after anything, but like HighTide said, your much better off having working examples to bring to multiplayer

#

Don't need c++ afaik

plush yew
#

@hallow compass C++ is not required for multiplayer, I just don't use blueprints, that's way I mentioned the C++ multiplayer course

hallow compass
#

Ah right thanks. I think I will create the game single player first and then see about getting multiplayer working afterwards if possible. Now... could anyone point me in the right direction for ball physics hahaha 🙂

marsh swallow
#

Is the Overall resolutions = size? Meaning this would be a 1.7km map?

normal burrow
#

there is a marble template game tommow

#

but sphere collision component will be your friend with ball related things

#

is that a land scape darinius?

marsh swallow
#

yeah

#

i am exporting our maps to send to our WorldCreator guy to make them look much more realistic.

#

looking up the math calculations in the forums, no-one seems to really know the correct answer to get the km.

dim plover
#

I don't think that 1 resolution = 1uu. That would mean each quad is 1 uu.
Maybe, though. 🤷 You can try the ruler tool and roughly measure. Or make a 1.786km cube.

marsh swallow
#

im sorry... the what now?

#

i have been working in UE4 for 4 years....

#

what RULER!

abstract relic
#

lol

marsh swallow
#

😂

dim plover
#

You can middle mouse click or something(right mouse button?) in any ortho view to make a ruler.
If you hold middle mouse button and drag in orthographic views it starts to measure from one point to the next in Unreal units.

hallow compass
#

anyone know the difference between tesselation and no tesselation? I cant see any difference

abstract relic
#

it's ok, I only discovered that you can set folder colour a few days ago...

marsh swallow
#

I would die without my folder colors

dim plover
#

One pretty prominent person here only learned that you can have multiple content browsers recently.

normal burrow
#

every unreal dev needs a ruuler

marsh swallow
normal burrow
#

i think folder colors beat out multiple content browsers though

marsh swallow
#

i use mult content browsers sometimes

#

not often

abstract relic
#

Don't touch my secret content browser you dirty designers

normal burrow
#

I like my exactly 4 content browsers too.

marsh swallow
#

Its honestly crazy how you can work with this tool for years and not know 1/2 of it

#

and i dont mean the basics but REALLY know the itty bitty parts of modules.

dim plover
#

For 3D modeling, it seems like a lot of the cool stuff or even just using out-of-the-box tools are like secret, specific techniques.

normal burrow
#

such as folder colors

hallow compass
#

is world creator 2 worth the money? I am thinking about getting it as the game I want to make involves big landscapes

dim plover
#

I learned like an hour ago that you can color your anim notifies.

normal burrow
#

this almost makes anim notifies worth it lol

#

find them not real reliable, but wish there were more pretty organizing techniques in general

dim plover
#

What's the alternative to them?
Also... you know you can make the top bar of the UE editor any color, and even gif you want?

abstract relic
#

What

dim plover
normal burrow
#

floss

#

your blowing my mind

dim plover
#

It's not actually completely useless as he states in the video. It can be used to more clearly make sure you're using the right engine version.
And I've seen people use custom images for the UE4 Editor opening prompt/popup.

normal burrow
#

(but anim notifies for foot steps and stuff can be done based on just syncing time on the animations and putting in rules of when the foot hits the ground instead of emitting events from the animation itself)

dim plover
#

You should briefly watch that video.

abstract relic
#

Well then

#

I have plans

normal burrow
#

🍿

#

anything else to know floss?

dim plover
#

Uh... besides the stuff in that video, which I don't even particularly care for, I don't think I know anything else.
I mostly know a bunch of bugs, though. 😦

normal burrow
#

This video is pretty nuts

hallow compass
#

Is the grass from the open world demo optimised?

#

I need to use a fair bit of it

normal burrow
#

easy enough to test

plush yew
#

but I mainly use the one from the open world demo

blissful willow
#

Does anyone know the difference between Action and Axis mappings? Are Axis just for controllers

normal burrow
#

button v. trigger

hallow compass
#

So that interactive foliage isn't compatible with the latest engine version

#

@plush yew this is what the Interactive Foliage looks like for me. absolutely horrible lol

blissful willow
#

@normal burrow I'm still not quite following

#

I thought both "triggered" an action using a button

normal burrow
#

er i mean like triggers on a game pad (for accelerating in car games and what not)

#

or axes on a joystick

#

Action is something that goes on and off where an axis has a float number on it

rancid lynx
#

how can i manually set my zenith skylight color, without that same color flooding every mesh in my map ? i want white light from the sky light everywhere, but i want the sky to be blue. why the fffffx would they not be seperate settings.

surreal heron
#

hey newbie question, is Flex Nvidia the only softbody/ cloth solution in Unreal?

normal burrow
#

to get flex you need a custom engine build iirc

surreal heron
#

I see that i need a Github integration, is there any other solution to use?

normal burrow
#

do not think so

#

i'm not sure if flex is on 4.24 yet either

surreal heron
#

thats fair, real time cloth stuff is intense even in 3d programs, Just looked really exciting, but i should learn Unreal before wrapping my hear around this 🙂 thanks

#

(only a month in)

hallow compass
#

I am trying to create a golf course and failing so hard

#

Trying to create something like this, seems impossible with the toolset provided lol

rancid lynx
#

yea. the light engine in ue4 is rediculous

hallow compass
#

I mean does the entire thing need to be rendered in realtime? I don't understand how you can get 60 FPS with draw distances like that

normal burrow
#

Tricks

#

Light mapping will make a lot of it easy for you to keep frame rate

hallow compass
#

Not sure about all that stuff yet. All I know is I have imported the open world demo grass and it's waving as if there is a hurricane about... what on earth is going on lol

#

now I am getting like 10 fps. Jeeeeez

plush yew
#

Open world demo comes with a wind directional source, just play with it settings

hallow compass
#

Dont have that option in my vieport. I had to go into the actual material bp to remove the pins that control the wind

#

But now the bigger concern is I am getting less than 10 fps

normal burrow
#

Aren’t you glad you tested lol

#

Look into lod and distance settings on the grass

hallow compass
#

So I have the cull distance maxed out but it still doesn't render grass in the far distance . And the grass isn't that dense yet I can't even get 10 FPS. Damit this is hard

#

LOD is presetip from epic games

#

pre-setup

plush yew
hallow compass
#

How on earth have you managed that. This is the LOD settings I think

humble ridge
#

Anyone know much about level set collision on geometry collections?

#

trying to work out why its not surrounding my static mesh correctly

marsh swallow
#

@dim plover we actually have a custom open engine splash screen and top bar setup. 😂 im a sucker for customization whitelabeling stuff. ^_^

jovial pollen
#

hey I keep getting this error when packaging my build any help fixing it?

#

pls help :c

#

anyone :c

wary wing
#

Is your icon file in the right format?

jovial pollen
#

let me check

wary wing
#

Is it an ico file, and will other tools read it ok?

jovial pollen
#

where do I check it?

wary wing
#

I can't tell from the stack trace. What's the file extension of your icon file?

jovial pollen
#

idfk thats what im trying to find out

#

how do I check it

wary wing
#

Find the file in file explorer?

jovial pollen
#

hmm

#

I didnt change the mac one

#

I cant change it back either

wary wing
#

Ah

#

Hmmm

#

I'll copy the default for you

jovial pollen
#

ok

wary wing
#

Oh actually I think if you just delete the secon from your project's DefaultEngine.ini then it will revert to default

#

What's in there now?

jovial pollen
#

the one its using is the default mac icon

wary wing
#

Oh so you haven't changed it at all?

jovial pollen
#

no

wary wing
#

Oh!

#

Hmm

#

What filename it is trying to reference?

jovial pollen
#

UE4.icns

wary wing
#

I presume something in [Engine Directory]/Build/Mac/Resources?

#

(I'm on Windows so can't actually check)

jovial pollen
#

its using the UE4.icns

wary wing
#

Can you see that file on disk?

jovial pollen
#

idk

#

I tried to use both of the files

#

they both didnt work

wary wing
#

Hmm

#

So your stracktrace was moaning about loading an ico file

#

GroupIconResource.FromIco

jovial pollen
#

hold on a sec

#

its never gotten this far

wary wing
#

Huh

jovial pollen
#

:poggers:

wary wing
#

What did you change?

jovial pollen
#

just the windows icon

#

I guess that was the problem

wary wing
#

Yeah that would match the strack trace

#

Well

#

Good!

jovial pollen
#

yay!

#

thanx

wary wing
#

Those errors in the project settings are a bit of a red herring :/

#

I'm glad you got it sorted 🙂

jovial pollen
#

me too :)

crude vessel
#

How can I scale a character's bones to change their appearance (for NPC randomizer)

royal sluice
#

This is just for a question (my code doesn't look like this) Are these equally efficient?

merry geode
#

Yes

royal sluice
#

Thanks. I have a media player variable that is just all over the place, so creating multiples should clean the blueprint up a bit

merry geode
#

Exactly.

tulip wind
#

my game start keeps spawning my actor away from the camera view

chrome cedar
#

can anyone tell me where I can get high quality indoor plants for unreal? thanks in advance! 🙂

abstract relic
chrome cedar
#

ty! 🙂

weak granite
#

Hey sorry this is a random question but is it common for there to be programmers asking about details before working with them? They are asking a lot about the game before I purchased the package on the website, I don't know if that is suspicious or just normal in the UE4 forums. Lol maybe I'm just on edge

abstract relic
#

Of course

wary wing
#

A package of programming?

#

As a programmer I'd say it's 100% super normal to ask a whole heap of questions

abstract relic
#

Assuming you are contracting

wary wing
#

^

#

We all have this estimator in our brains that we use to work out how long things will take and if they're even possible, and it likes to be fed information. Lots of information

#

They're probably trying to get a feel for the technical difficulty of your project, not trying to steal your game idea

abstract relic
#

Be suspicious if they don’t ask you for details

wary wing
#

^ Oh yeah, that!

abstract relic
#

You can’t expect an architect to work before scouting the landscape so to speak. The contractor needs information to provide reliable estimates, plan of action, make sure you are a good client, etc

weak granite
#

That makes a lot more sense thank you @wary wing @abstract relic

hoary locust
#

in general I think it's pretty safe to assume that no one is looking to steal anyone's idea for games, movies, or books. It's the execution that matters, not the idea.

edgy moat
#

How can i add a value to a integer overtime, and stop adding if it reaches a certain number?

exotic thicket
#

Depending on what you're doing, you could do max(yourInteger, maximumValue)

midnight gate
#

how do i do this

abstract relic
#

Follow the tutorial

midnight gate
#

I CANT EVEN ACCES THIS WINDOW

light coyote
#

@edgy moat you can use the ++ node wich is cool because it sets the var after adding 1,,, you would use a branch, wich is an IF condition, and plug to it the condition of equsl or greater to,,, just an example

edgy moat
#

Yes i have done something similar, thanks!

midnight gate
#

how the fuck do i do boob jigles
theres not a single tutorial for it

cloud cobalt
#

Careful animation work & physics interaction

#

Character art is one of the most complex gamedev topics so it's something you usually spend years in schools to learn

midnight gate
#

i need jiggly bones

#

i have a chracter with rly long horns and it would be amazing if they could jigle

#

you can go only so far with animation

light coyote
#

@midnight gate you can check an external program, it is for sure the most apropiate way if you need realistic physics

#

Computing realistic physics is an intense task,, so having an external program specialized on that and make an animation from it instead of computing it on runntime is the key

magic hawk
#

Hello gentle folks, currently I am on UE4.20 source and I was wondering how can I add UClass class under UE4/Source/Runtime/Engine/Classes/GameFramework, my issue is myclassname.generated.h file is not being generated, do I need to modify any .cs or .ini file in order to create the .generated.h file?

light coyote
#

And blend each one correspondingly

wary wing
light coyote
#

@midnight gate check on google best physics simulator to animation or something along those lines and make uour mind up with what to use

magic hawk
#

@midnight gate u can achieve that using material as well, I am sure there are some tutorials out there on the topic

midnight gate
#

i know what physics to use but i cant find anywhere how to do them

#

i juts need bones w physics on them

cloud cobalt
#

The easiest is to create a jiggle animation and drive it from the anim blueprint.

#

Actual physics are unpredictable and create inconsistent results

midnight gate
#

thats exacly what i need

#

those incossistent results

cloud cobalt
midnight gate
#

i tried this

cyan robin
#

Hey guys, i have a problem. I want to hit a flying actor but i'm using SetActorLocation and it's like doesn't have collision, any idea?

whole quarry
#

Give it a collision?

blissful willow
#

This seems like a really stupid question, but I'm making a character blueprint from scratch, and I cannot for the life of me figure out how to spawn as it in world

#

Can somebody give me a hand?

plush yew
#

does anybody have there xbox license?

blissful willow
#

I already know plenty about blueprinting, I just can't get this one specific thing to work

#

Even though I have it marked in Game Mode and everything

#

That's why I'm confused

plush yew
#

okay have you tried googling it? cause to me it sounds like your world settings and game mode settings aren't correct

blissful willow
#

Ah, you know what, I was just being stupid lol

#

I set everything up right, but forgot to mark that Game Mode

#

Thanks 👍

odd yarrow
#

Guys can I sculpt side ways on terrains?

#

something like this

#

where you have a gap between the mountain and the ground

#

sort of a tunel.

wary wave
#

no.

odd yarrow
#

So how would I create that?

wary wave
#

static meshes

odd yarrow
#

oh

#

Alright, thanks.

fierce forge
dusky inlet
#

(if this is against rules already I'll remove it)

exotic thicket
#

... :D

odd yarrow
#

dssadasdsa

#

:DDDD

#

bro

#

xDDD

rancid lynx
#

when you drag and drop a mesh onto terrain, it uses the origin or 3dcursor to auto snap allign to the ground floor. but if you move it and press END it uses first contact of collision to allign "I.E Trash". how can i force a mesh to origin align to terrain instead of collision snap ?

#

besides deleting and manually dragging 40000 bullshits

#

wow... maybe "allign pivot to floor worked for multipul meshes. i thought it didnt before.

#

yea... fuckingtrash... align to floor and snap to floor only works with 1 selection at a time, if you try to select 2 meshes, they all snap to the first mesh

#

fffkn surel ythere is a way to span 2 pivots to the floor at once, instead of manually placing 900000 trees

#

------- How can I align-snap multipul selected meshes to the floor ? surely i dont need to manually select 52 rocks and snap them

#

thank crackhead god. if you goto the world outliner, at least you can shorten the pain by pressing DOWN alt End down alt end down alt end down alt end 500000 times, instead of mouse click 5 times per actor

#

surely im missing something.

magic hawk
#

I hope someone can answer my question

leaden dust
#

I just bought a laptop to upgrade from my crappy and old 960m

#

Are these specs enough for UE4?

#

CPU: i7-9750h
GPU: rtx 2070 max q
RAM: 16 GB 2x8 2666Mhz
Storage: 256GB SK hynix pcie nvme m.2 ssd

#

and a 1TB HDD

normal burrow
#

Those are great specs for ue4

leaden dust
#

ah.. then it's alright

#

It think Imma need more ram tho

normal burrow
#

Might

#

But should get by on 16 for awhile

odd yarrow
#

baking shadow gets me these

#

round shadows

#

from the point light

#

how to get rid of them

crude vessel
scarlet birch
cosmic veldt
#

guys is there a way to change the sorting order of the clear coat layer?
clear coat material on cars looks so cool but when i add the damage decals they look like they are under the clearcoat is there any solution for that?
Non-clear coat vs clear coat notice the decal on top of the car

plush yew
#

can anyone tell me if raytracing is good for a 2d hand drawn game or what even is it?

violet cove
#

2d isnt exactly what raytracing should be used for

#

Has anyone run into this issue when building lighting that not all objects can be built?

#

Its an issue with instanced foliage

kindred viper
#

@plush yew pre-rendered raytracing is awesome for 2d. If you want realtime, its overkill. Although its the same implementation if you are simply fixing a camera angle. ie. pseudo-2d, so its no different than 3d in that sense.

fathom glade
#

Some of these tutorials are very strange... Why doesn't the instructor duplicate repeated text boxes? He keeps re-making the exact same text box for a good 2 minutes straight.

plush yew
#

@kindred viper thanks for telling me!

marsh swallow
#

When switching between pawns, we dont use a camera manager, how could i set the new pawns camera location to the same location as the current pawn? SetRelative and World does not work. lol

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I am able to set the socket offset and arm length no problem.

upper heart
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@open eagle Please only post your question in one channel

open eagle
#

sorry, that channel was just kinda slow

odd yarrow
#

People, my LOD's don't change, even they are all set up and saved. When I go from a distance the LOD doesn't change

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help pls

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Ok fixed it.

untold crag
#

Hi, so I'm not very smart and just played around with UE4 before learning anything. I've managed to delete my sphere and cube from "basic shapes" of every project as I dragged it into the content browser of one of my scenes then deleted that scene. Is there any way to get this back?

fathom glade
#

You can get a sphere, or any of the basic shapes from the Modes Panel. If you mean trying to get back something you deleted.. I don't think so, I'm a noob too though so idk

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ctrl+z is the only other way I think?

untold crag
#

Oh gosh. Then I'm screwed :D I'll have to import an fbx of a sphere from somewhere else I guess

fathom glade
#

idk I don't think it's possible to delete things from the modes panel like that, but who knows 😮

exotic thicket
#

There's a reset button for the editor layout somewhere in the menus, maybe give that a go

west jewel
#

Would an asset pack from the market place that only lists up to 4.20 Supported Engine Versions work in 4.23? Its mostly meshes I think "Medival Crafting Tools"

oak linden
#

It should

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Meshes tend to transfer over without a hitch unless they use some super fancy shaders

west jewel
#

ok thank you

oak linden
#

anyone knows why this happens?

#

hitting my head against the desk here 😬

karmic tiger
#

hello guys i need to know how i can get my character to aim his weapon (go into iron sight ) while i am standing still and press the right mouse button and when i release the right mouse bitton the weapon goes back to rifle hip base pose

candid stratus
dark depot
#

@candid stratus that last pin isnt alpha but RGBA so your feeding in 4 channels into the height channels

rugged siren
#

anyone's 4.24.0 or 4.24.1 freezing pretty often when finishing PIE or closing editor? I think there's a thread deadlock somewhere in audio code

#

maybe it's just my project

candid stratus
#

@dark depot thanks

open eagle
#

is it that bad if I make an RPC to the server on event blueprint update animation in my AnimBP for some replicated variables

atomic forge
#

How stable is Ue4 4.24 vs 4.23?

#

Should I upgrade from 4.22.3?

blissful trail
hallow compass
#

Has anyone shipped any games yet?

blissful trail
#

its not rly workin :/

abstract relic
#

You need [current hp]/[max hp]

blissful trail
#

any tutorial on it ?

normal burrow
#

i'm confused where is the question potato god? lol

blissful trail
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on the current hp/max hp thingy

normal burrow
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psychic lol

abstract relic
#

They’re trying to get percentage for health bar or something. But didn’t set up any math to get percentage

normal burrow
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oof yea i didn't look at the function name

naive comet
#

Hello i have a glitch that i want to play a sound when the player jumps and then i want it to wait 1 second before it can play that sound again?

normal burrow
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btw potato god, you should have a return on the cast failed.

naive comet
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srry im new to this

normal burrow
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do you have the sound playing?

naive comet
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yes

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but i can spam the space bar and it will just continue

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btw im on blueprints

normal burrow
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add a variable and do one of those. then check if its <= 0.0f

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and when you play the sound, set it to 1.0

naive comet
#

thanks

abstract relic
#

What is that spaghetti Pat

normal burrow
grave nebula
#

It is ticking even there, through the screen. brrrr

normal burrow
#

a -= node would be nice

jovial pollen
#

does anyone know how to fix a shitty collision system?

normal burrow
#

fire

manic pawn
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make it not shitty

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is this not obvious

jovial pollen
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no shit sherlock

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im just wondering

normal burrow
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what is shitty about it?

grave nebula
#

You can keep it as it is, being shitty, but pretend that it is nice instead. Has same effect.

manic pawn
#

you can just make a -= node like they have a -- node as a macro

jovial pollen
#

I am making a VR game and I have sticks and little rocks that you can pick up BUT when they get too close to the player (anywhere where your arm isnt fully extended) the player starts flying n shit and I dont want that to happen

normal burrow
jovial pollen
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I am making a VR game and I have sticks and little rocks that you can pick up BUT when they get too close to the player (anywhere where your arm isnt fully extended) the player starts flying n shit and I dont want that to happen

normal burrow
#

hmm

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do they have to collide with the player?

thick herald
#

No need to repeat the question @jovial pollen. Try disabling physics on them when you pick them up

jovial pollen
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ill see if that works, I tried doing CanPlayerStepUpToThisComponent false and making it a character mesh and it still collided with the player even though doing that on other things such as the houses (to walk into them) the player cant collide with them

#

so in the pickup cube BP I should set simulate physics to false?

thick herald
#

From what you've described, yes. It sounds like physics is going a bit mental 😄

jovial pollen
#

ok thx for the help

#

btw

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do you know how to make a inventory system that sits on the waist of the player or can be opened by looking at the wrist?

thick herald
#

Nope

jovial pollen
#

oof ok

candid stratus
#

is their a way that i can make it so i can select a different actor or mesh but still see the view from my camera?

jovial pollen
#

I dont think so

vital cosmos
#

Is there a way in the staticmesh asset viewer you can change the scale of your object so that 1,1,1 would be that new scale

gentle jasper
#

@candid stratus I don't know what do you mean exactly but you can display the selected camera view in the viewport by clicking Ctrl+Maj+P and then select differents actor or mesh still see the view from the camera 🙂

#

Maybe a not so important question but I'm currently modeling 3d platforms into Blender for a little game. I was wondering if it's better to modeling the platforms in little separated blocks then assembling them in UE4 or can I modeling some big groups of platforms with all the walls and floor attached together and then export it ready in UE4 ?

plush yew
#

@gentle jasper It's up to you and what you need, I've seen it done either way...

normal burrow
#

Anyone know of using multiple lightmaps for different times of day without reauthoring or copying the map?

manic pawn
#

light scenarios

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create sublevels and then tick the light scenario box in the levels window

normal burrow
#

oof, thanks zeb

manic pawn
#

there's probably a docs page

normal burrow
#

Know off hand if it can be changed on the fly?

manic pawn
#

yes, we have a thing that changes it in game, though I wasn't the one who made it so I don't know how

#

it's an instant change (no transition)

plush yew
#

I am trying to replicate my pawn movement, it is done already but when I play from the virtual joystick, in the client it always controls player 1 (who is the server) even in the second tab? What am I doing wrong?

#

In the second tab, I am moving my player 2's controller to left but player 1 fires

#

Player 2 must fire when I move the controller from second tab

#

I cant find any replication in joystick's editor

tawdry heath
#

what is "Can't Play in Editor when performing Edit Rate Scale operation"?

fallen wing
#

hey guys! does anyone know a tutorial on how to switch out the third person grey mannequin to your custom fbx? thanks! (i'm in blueprint mode)

plush yew
#

@fallen wing You don't need a tutorial :-). Opened the third person blueprint, click on mesh on the left side. And select your mesh on the right side, ideally you already have an animation blueprint available for your custom mesh

fallen wing
#

thanks! i'm a somewhat beginner so how do i replace custom animations?

plush yew
#

if you don't have an animation blueprint. Is just gonna sit in whatever pose you Imported

fallen wing
#

thanks :)

#

it does this? sorry for being annoying, is it because the scaling's messed up or is it for another common reason? thanks! :)

plush yew
#

any tips for changing instance foilage actors into a static mesh or multiple static meshes?

#

@fallen wing Perhaps you forgot to attach a picture?

fallen wing
#

oh! yeah sorry

left citrus
#

When parsing an array by reference to a function, how do you add a value to that array?

fallen wing
#

and i cannot move the camera in blueprint

#

it disappears

plush yew
#

Camera is placed on the character's feet

fallen wing
#

thanks but i can't move it because it disappears?

plush yew
#

No it is another problem but I think is happens because of your camera and spring arm not placed properly

#

Spring arm = CameraBoom

#

And check your character's scale

#

Maybe it is too big or too small

#

Grid isn't visible in the screenshot

fallen wing
#

thank you so much i'm pretty sure it's scale

plush yew
#

That explains why camera is below 😄

#

By the way, scaling down is not always healthy for Unreal

#

I assume this is a fbx

#

You can adjust your fbx import settings in your modelling software

#

But I'm not an expert about this things

#

You can research it

solar swift
left citrus
#

ahh ofcourse

#

cool no prob

#

will work around it

fallen wing
#

thank you so much guys it's working!

plush yew
#

@solar swift Yes, in C++ is easy, Unfortunately I don't know blueprints :(. It should be similarly easy, assuming set up is correct

solar swift
#

ah okay thanks

plush yew
#

@solar swift And assuming I understood your question 🙂

solar swift
#

So something weird has happened, my actor is no longer visible from my viewport anyone know why?

plush yew
#

@solar swift press F I think it should focus The view on your character assuming it's still in the scene, just outside the camera

solar swift
#

nope didn't work

#

it was here like 2 minutes after i posted this ^ lol

plush yew
#

Yeah I just tested it, I was wrong

#

@solar swift Close the window and open the window? it worked for me, the character was back in the view

solar swift
#

nope rip

#

when i place new components in (like a cube), they don't show at all

plush yew
#

click mesh on the left side, and make sure there is a mesh assigned on the right side

solar swift
#

yeah, it shows the details like normal

plush yew
#

I'm out of ideas 😕

left citrus
#

Is it possible to change the direction of the curve editor? so that the time runs vertically?

#

just in terms of visualization in the editor

late verge
#

anyone know why my rail looks like an empty actor?

#

it seems anything i drag from Modes looks like this

plush yew
#

@solar swift check the visibility in the right

solar swift
#

where? i dont see that

tawdry heath
#

oh wait

normal burrow
#

Waiting

open eagle
#

How can I make certain actors have no physical effect on others

normal burrow
#

Set the primitives on them to NoCollision

open eagle
#

No,

#

I still want it to have collision and simulate physics

#

but do not let other actors push it around

#

only let it fall

normal burrow
#

mass

#

i don't think there's another way to do it. things with higher mass are harder to push

abstract relic
#

Can’t you set it to ignore pawns though?

normal burrow
#

I think they are saying they want some things to collide but be simulated but not respond to other things?

tawdry heath
#

When my character jumps, the jump animation keeps looping until he lands. How can I fix this?

abstract relic
#

Yeah, there’s a list under physics tab

open eagle
#

Fix your state machine

#

@tawdry heath Show me your state machine

tawdry heath
normal burrow
#

Hm maybe I’m misunderstanding @open eagle

tawdry heath
#

that was very useless picture lol

open eagle
#

transition between walk and jump

abstract relic
normal burrow
#

Yeah that is prolly what you want XZ

abstract relic
#

You need jump start, jump loop, and jump end by the way

open eagle
#

it still responds to pushes from other actors

normal burrow
#

Nah XZ they will pass through, just have to be mindful of what object types things are

abstract relic
#

There’s also a present to ignore only pawn

pulsar kraken
#

Has anyone here successfully made a successful multiplayer game in unreal?

#

By success I mean players actually playing it and still playing it.

exotic cave
#

@pulsar kraken : I mean, Unreal is called Unreal because it powers a series of network-based shooters that are legendary in the industry to this day. So yeah. 🙂 Epic certainly has.

#

Smite is built in Unreal Engine as well: https://en.wikipedia.org/wiki/Smite_(video_game)

Smite is a free-to-play, third-person multiplayer online battle arena (MOBA) video game developed and published by Hi-Rez Studios for Microsoft Windows, macOS, PlayStation 4, Nintendo Switch, and Xbox One. In Smite, players control a god, goddess, or other mythological figure...

#

Millions of players.

#

If what you're really asking is how to get good at it, or expressing that you're frustrated because you're having trouble with networked features, that's a different thing though 😄

#

Ooooh, you said "anyone here". Sorry, my misread

abstract relic
#

There are epic staff here

exotic cave
#

That's awesome actually

abstract relic
#

And several unlabeled staff

exotic cave
#

Hi Epic! I like your engine very much

#

I need to get very good at it, very fast 😄

normal burrow
#

It’s just like god right? (She’s listening right?)

pulsar kraken
#

I am more interested in successful indie developers that are here. Mostly interested in speaking with them on roadmap, advertising, what I should prioritize and what I should avoid.

#

Currently, I am headed the steam route. It seems the most probable.

normal burrow
#

Well there are a few that come to mind yeah

pulsar kraken
#

A good example would be spellbreak maybe.

normal burrow
#

There are multiple people anyways

pulsar kraken
#

thanks @normal burrow good to know.

exotic cave
#

Does anyone have any good links/tutorials on grass?

#

UE seems capable of some incredible fidelity grass but it also seems to require some intense setup inside the landscape material, right?

#

Also, just a shout out to the engine here, the innate rendering is crazy good. I just noticed, for example, that the engine will actually lens flare the reflected light beam of the sun from highly metallic/shiny surfaces.

#

How is that even possible? Does UE do some minor raycasting or tracing just within the internals?

royal sluice
#

I'm noticing an odd issue. Playing (PIE) a media player video through a Level Blueprint causes the video to loop, but playing outside of that Level Blueprint does not cause it to loop. Looping is not set in the Media Player object (I don't even think that does anything anymore in the current version of UE).

plush yew