#ue4-general

1 messages · Page 609 of 1

plush yew
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Uses grass too

raven narwhal
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Hello, maybe someone can help with this - I have different values in Stat Unit in Editor and in Build.
Yeah, I know that "Game" time in ms is lower in packed because that how blueprint system works, its normal.
But it is really strange to see "Draw" time that low in editor version and that high in Packaged. Is it normal?

exotic cave
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It looks like possibly some of the Game calls migrate to Draw in the packaged version?

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Only a guess. The overall time doesn't seem too much different, a bit quicker in Packaged which seems expected

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I like your screenshot, by the way :>

still moth
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is it too early for chat?

light coyote
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@raven narwhal another gess is that something in the editor is ready or loaded or whatever while in editor for when you press play. Not sure either.
Like when you first load a project it has to compile shaders, but once done it does not have to anymore.
Sure someona must have a better answer.

regal mulch
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You should always ignore Editor test values over packaged test values

manic pawn
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by default the editor is limited to 120 and packaged unlimited

calm widget
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"LogDialogs: Warning: Suppressed: Propagating Vertex Colors from LOD0 to all lower LODs. This mean all lower LODs custom vertex painting will be lost."

Any way to get rid of this warning? It's flooding the log when i'm vertex painting.

royal lance
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does anyone know where to go if the unreal client isnt launching correctly? i cant seem to find an appropriate place to ask for help from someone working at epic

kindred viper
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good question. I would go to the forum however. I doubt a passing comment in here would be picked up. Especially as Epic are still on holidays I guess

royal lance
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is there no customer support for unreal not launching properly ?

fallen wing
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hi guys! i'm a newb/noob to unreal. could anyone link me a forum or video where i can replace the animations of the third person character? thanks!

kindred viper
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its as simple as importing the new animation to the skeleton really

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then you can switch anims around

fallen wing
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sorry i'm a really big noob i don't really know how that works

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i'm just starting

kindred viper
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well you know what you want to do. Slam that search term in youtube and scan the results. Should be plenty

fallen wing
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thank you! :)

echo zealot
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REALLY QUICK QUESTION!
If i work with static lightning some Meshes look compleetly dark while others are way to bright!
What can i do?
(They all use the same Texture)
(But different parts of it)

karmic mountain
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hi

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how to do this kind of stuff i wanna learn

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any one know any refrence tutorial

midnight gate
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this is what happends when i press play

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this is how my map is suposted yto look like

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seems that all kinds of fogs completly mess up some kind of post prosc

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somebody helps

odd yarrow
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Is that the auto export?

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exposure

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Does that turn instantly when you press play, or it turns from normal to super bright?

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periodically

midnight gate
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instantly

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i figured it out

odd yarrow
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oh

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what was it

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the lights?

midnight gate
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my sun lamp are overly strong but it wasnt showing in the edit viewport for some reason

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yup

odd yarrow
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yup, well done for fixing it on your own :>

kindred viper
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they sure can

rugged siren
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I believe when both/all intersecting actors are set to static they shouldn't cause performance issues

midnight gate
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is theres a way to animate my pickup item

latent moth
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I do not see any "bumps" added... am I missing somthing?

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it's a very large mesh, maybe it has something to do with it?

rotund scroll
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yeah if it's massive maybe the amount needs to be massive as well in order to perceive changes? have you tried to make an instance and see if you see any changes on the preview mesh?

latent moth
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yes and unfortunately nothing happens...

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i'm going to switch to a mesh

azure shore
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hey Im having a random problem with physics mesh, I set up the ragdoll fine and I can spawn it in the world and its all fine but if I set the player to simulate physics (using the same mesh) its like its a different ragdoll and the collision is all messed up even though I checked and the mesh has the correct physics asset assigned

versed spear
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Hi. Is there a way to add a default weapon to a skeleton so that it spawns with that weapon? I put a weapon as a child of the the hand and it shows the weapon in the viewer but not when the skeleton mesh is spawned.

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That is dumb if the only way to add a weapon is to spawn it and and attach it to the mesh.

clever tundra
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for some reason my landscape doesn't load the textures in certain areas, it was working fine then this happened after 5 minutes of painting landscape material textures

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did any one face something similar before ?

sudden agate
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you have too many texture samplers in these components

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change your texture samplers' source to "shared" in your material

fallen wing
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hey guys! i've tried to look it up but can't find it, if i have a custom model with custom rig, how do i import my own walk/run/idle animations? thanks!

azure shore
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lol so many questions being asked and no one answering good lord

fallen wing
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lol

versed spear
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Ok I got the weapon on the character using attach component but I do not like having to do it that way. What a pain.

midnight gate
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help

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ridig bodies failed

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idk why wont they hold togerheter

rotund scroll
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is anyone here a collision expert?

azure shore
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hello again

ornate ice
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People any of you have the issue the UE4 gets stuck

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when trying to delete a file?

viral flame
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how do i reposition and rescale my models?

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ive imported one with blender and it looks too tiny and is rotated at the wrong axis

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nvm i got it now

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yeah i always ask dumb questions sorry

plush yew
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Anybody have any experience with setting up Xbox One to ue4?

clever tundra
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@sudden agate thanks , it worked ... I've applied alot of solutions including urs and it worked fine 😄

hallow compass
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Hi guys, why is my character not able to move with this blueprint?

normal burrow
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hmmm

clever tundra
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@hallow compass is it movable + simulate physics active ?

normal burrow
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tommow

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your likely telling it to move 1cm per second there

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the get forward and right will return a unit vector of 1 cm

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and axes are usually in scale of 0..1

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your likely moving, just very very slowly

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so

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would disconnect the scale pin, set it to 1.0

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multiply the axis value by 100 (1 meter per second)

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and then mutliply the vector by that float

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or

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just pump it in as scale (the axis by 100) and keep direction as is

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(unsure the point of that scale pin, and or if it takes unit vector only)

hallow compass
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@normal burrow still no joy. @clever tundra it is moveable and simulate physics changes nothing

normal burrow
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it is a Character ?

hallow compass
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yes

normal burrow
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you don't want simulate physics then

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just make sure the collision profile is pawn

hallow compass
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I have bought a course on Udemt,. he has put mouse input in the player controller but the W,A,S,D in the character BP I dont know why

normal burrow
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Do you know how to set a debug target?

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while playing, ont he drop down at the top of the window set it to the pawn your playing as

hallow compass
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I think so yeah. But it just shows constant input on the axis

normal burrow
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the white wire should glow hot always

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yeah thats correct

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axis will pump every frame

hallow compass
normal burrow
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yep so thats correct. but your still not multiplying by 100

hallow compass
normal burrow
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that is fine

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but

ornate ice
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Hey is there any way to reduce the amount of translation that happens on a root motion animation from ue4?

normal burrow
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in the blueprint tommow

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add a float * float node

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multiply Axis by 100 for both

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and connect to scale

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right now your telling the game to only move you 1 cm per second

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it might be barely noticable that low

hallow compass
normal burrow
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this is an add node, you want multiply but one sec

viral flame
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im having a problem trying to change the gun model for the fps template

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cant seem to properly make a skeletal mesh

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im using blender

hallow compass
normal burrow
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get it back to where the wires are glowing tommow

quasi topaz
hallow compass
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one is a static mesh and the other is a skeletal emsh

normal burrow
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get the window open separate from the viewport tommow.
While in game hold W and press F8. this should stick your character moving forward

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then hover over the axis value

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in the blueprint

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and see what its value is

quasi topaz
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oh, can i change a static mesh to a skeleton mesh in unreal?

normal burrow
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magenta be skeletal mesh

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cyan be static mesh

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green is a material

viral flame
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i think you need to add armature to your model

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if ur using blender

normal burrow
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Mex you need to export it as such with a skelton to be a skeletal mesh

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yeah

hallow compass
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current value is 0

viral flame
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i cant do that with mine for some reason

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it has an armature object

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yet it doesnt seem to work at all

normal burrow
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that was with holding W and pressing F8 tommow?

hallow compass
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yes

normal burrow
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You are giving focus to the viewport yea?

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have to click the viewport first

hallow compass
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I play in viewport and press W and f8 at the same time then I switch to the character BP in debug mode and hover over the axix value

normal burrow
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Do you have a game pad?

hallow compass
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I do

normal burrow
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would plug it in

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Set it up for the axis bindings

viral flame
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can someone help me?

normal burrow
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Add a screen log on the input event too

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recommend it just because gamepad is a bit easier to diagnose

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are you exporting the fbx shadept?

hallow compass
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So when I print string the value and press W A S D im gettig value returns

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SO it is updating the axis value

normal burrow
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ok

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try disconnecting the scale

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and instead

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multiply the vector by float

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then hook that in to direction

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i'm unfamiliar with the add input node tbh

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but when you disconnect scale

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type in 1.0

abstract relic
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Screen shot the settings in your character movement component first

normal burrow
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Yeah tbh, just looked and the scale connection is likely what you want tommow.

hallow compass
midnight gate
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I BEG

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i need help with ridig bodies in unreal

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they all fail

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the constrains arent wokring

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and theres not a single video

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ive been trying to do this for weeks

normal burrow
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Even the multiply by 100 seems wrong at this point lol tommow

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Can't see any settings there that would prevent this from working

abstract relic
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Collision issue in the scene maybe?

normal burrow
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I'm unfamiliar with pure bp input with movement tbh, I dunno if there is an additional function you must call to execute the added inputs

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could certainly be collision

abstract relic
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You shouldn’t need to

normal burrow
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hmm

midnight gate
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;-;

normal burrow
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rigidbody needs a physics asset gloria

viral flame
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@normal burrow yes i am exporting in fbx

normal burrow
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do you have one assigned on the skeletal mesh that has been configured?

viral flame
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i mean

normal burrow
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What is the problem when you bring it into blender then shadept?

viral flame
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i attached one skeletal bone to the model

normal burrow
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ah is the weapon a static mesh?

abstract relic
viral flame
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yes

abstract relic
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Make the socket bone in unreal. Less messy

normal burrow
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Unfamiliar with the fps example but I remember it has separate view and world models/meshes yeah?

abstract relic
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No

normal burrow
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is the gun just a static mesh attached to the bone then?

abstract relic
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It’s just a floating arm

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Yep

viral flame
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i need to attach a custom model as the gun

abstract relic
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Add static mesh in the character bp> make it the child of the character mesh > set socket to the hand bone

hallow compass
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just followed a youtube video and everything seems fine so I have 0 idea why I can't move. The mouse input works but I simply can't move backwards and forwards

normal burrow
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er just brought the first person template up

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Looks like the weapon is a skeletal mesh that comes with it

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SK_FPGun

abstract relic
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Wouldn’t matter. They just need to delete it

normal burrow
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Yeah just shadept said they wanted to modify it, there should be bones when you import it to blender shadept

abstract relic
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Ah

normal burrow
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I may be confused though

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first person template is really lacking lol

abstract relic
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Wasn’t there a community project that was going to overhaul the template?

normal burrow
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yeah

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Well

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ShooterGame is the thing people jump into

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and what ARK / PUBG was started on iirc

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not BP friendly afaik though

abstract relic
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What is that bs

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Cpp gets all the goodies

normal burrow
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haha yeah, rigged.

viral flame
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so how do i attach it to the hands

spare kernel
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the small recoil whilst shooting

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i tried using cameramodifiers

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but they don't work so well

normal burrow
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open up FirstPersonBP/Blueprints/FirstPersonCharacter @viral flame
find FP_Gun on the component list and change skeletal mesh on it to your gun.

exotic thicket
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I don't know how that specific recoil is made but in something I worked on previously, we just adjusted the rotation for the player

normal burrow
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@spare kernel i do believe its all camera there.

viral flame
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my mesh isnt visible

normal burrow
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Looks like standard aim code affair

viral flame
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i cant get it to be a skeletal mesh

normal burrow
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did you parent your gun to the armature with vertex groups?

viral flame
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yea

hallow compass
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this is so frustrating

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UE4 is giving me a stress headache

normal burrow
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when you export from blender you select the armature, the mesh then tick box selected only, turn off leaf bones , export geometry and armature?

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@spare kernel your asking only about the camera? or are you trying to tap that into actual recoil as well?

spare kernel
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well to me it seems its a camera movement with a bit of random spread

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camera only seems to move with every shot

normal burrow
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imo its all random spread that grows

spare kernel
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and always tries to go back to 0

viral flame
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fuck this

exotic thicket
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yeah it looks like there's view kick and spread

viral flame
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i cant seem to even change the gun model fuck this

normal burrow
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there is view kick but i don't think its affecting aim

viral flame
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this is giv ing me a headache

spare kernel
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it is

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you see my spread location change

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to a slightly higher spread location

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as im shooting

exotic thicket
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at least for basic view kick you can just adjust the camera upwards either instantly or over time for a smoother effect

hallow compass
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@viral flame makes me wish I learned Unity 🙂

normal burrow
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but there is a cone on top of everything randomly affecting things for shot after shot. I've not played fortnite though

viral flame
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i only began learning ue4

normal burrow
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just mean, the aim cone could be making it look this way too

viral flame
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and i already give up

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i didnt even look through much tutorials

spare kernel
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yeah i dunno i mean even my spread isnt that great

normal burrow
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and no one shall speak such blasphemy of switching to unity

hallow compass
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@viral flame not enough support material out there it sucks

viral flame
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this is just stressing

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:(

normal burrow
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prepare to pay for dark theme

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You've got something wrong tommow, if its printing 1.0 when you press W

exotic thicket
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If you're using like a line trace for the shooting, you can adjust that by a random amount in a random direction

hallow compass
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I cant even get a character to move hahahahaha

exotic thicket
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That's what I did in a shooter project and it seemed to work reasonably well for spread

viral flame
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guess i do really have issues learning anything

abstract relic
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Hello weekend warriors

normal burrow
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shadept, when you import it doesn't do it as skinned mesh?

viral flame
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idk

plush yew
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Hello everyone ! I recently started "Unreal Engine Blueprint Developer: Learn Visual Scripting" course and I finished the first section.But i have 1 problem In the video 15 (Packaging). The problem is that when I want to start the .exe file of the packaged game it won't open.But when I package it for Windows 32bit it just works fine.
My laptop is lenovo y520 , windows 10 64bit, nvidia gtx1050 4gb, 16gb ram
I dont have Avast antivirus
My videocard driver is updated
My UE4 version is 4.24
I also tried to run as administrator and tried different settings of compatibility

None of those options solved the problem

So please help me. Thanks for reading

normal burrow
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"idk"? lol

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is it pink

viral flame
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no

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its static

exotic thicket
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@spare kernel that looks reasonably good to me :)

normal burrow
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show us a picture of the import settings when you try to freshly import it

spare kernel
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yeah but the recoil drops down

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i might just have to do some fine tuning

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trying to use camera modifiers

exotic thicket
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if you want the recoil to automatically come down, something you can try is make it stop doing it if the player moves it down themselves

spare kernel
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i think as long as i try to keep it lerping towards 0,0,0

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and only allow it to go upwards for the kick

viral flame
normal burrow
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are you using any learnable patterns? - this could also account for what looks like a bump up in view (in terms of aiming)

exotic thicket
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that way if the player doesn't move the aim down, it'll come down on its own, but if the player compensates for recoil, then it won't behave strangely

abstract relic
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Enable skeletal mesh

spare kernel
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i mean in the fortnite video, i was just holding trigger, not moving the mouse

normal burrow
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I agree with HighTide

spare kernel
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so you can see it comes down by itself

normal burrow
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Yea but learnable recoil does stuff like this

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not saying its out of the question though

spare kernel
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yeah

normal burrow
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If you did want it to affect aim

spare kernel
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the up kick is always the same on that gun, but the spread is unpredicatable

normal burrow
#

it really should be as disconnected from the cmera as possible imo

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then just applied on top of it

spare kernel
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which makes me think its a view kick with a vrandcone

normal burrow
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old games like CS had the same 'random' spread for each weapon which was programmed in per weapon

viral flame
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eh fuck this i cant be bothered to learn anything

normal burrow
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i dunno what fortnite does

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shadept, literally click the skeletal mesh button lol

spare kernel
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@viral flame you might aswell give up trying to make a game if you are defeated that easily.

normal burrow
spare kernel
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why isnt the weapon exported as a skeletal mesh?

normal burrow
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it is

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the option is off.

abstract relic
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lol

spare kernel
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every time i import a skeletal mesh, i never have to tick that box, its already ticked

normal burrow
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ikr?

viral flame
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i did but it just tells me to use the existing ones

normal burrow
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is it pink?

spare kernel
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there is a option to make a new skeleton

abstract relic
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Set skeletal mesh to NONE to make a new skeletal mesh

viral flame
spare kernel
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set the skeleton to none

viral flame
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jee finally

abstract relic
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You're welcome

normal burrow
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birb knows best

viral flame
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thanks

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finally it sorta works

normal burrow
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so now @hallow compass

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do you have root motion on or something in the animation?

hallow compass
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I dont have any animation or anything, just a blank character BP with no mesh and I have added what I have sent over

normal burrow
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just using the mannequin/third person template anim bp you mean?

viral flame
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now i cant seem to change the models' sc ale

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its too big

hallow compass
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No I have nothing . I am following a course on Udemy and we just made the Character BP, added the inpouts and added the movement BP. He clicks play and he can walk around with the camera

viral flame
normal burrow
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@hallow compass set the mannequin in at least

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no idea if that will change anything, but i'm really at this point just trying to figure out why the thing isn't working like it should.

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@viral flame go to the mesh in content browser and open it. in import settings adjust the import scale then press the reimport button to apply it

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if this doesn't work, you need to rescale in blender apply transforms and re-export then reimport button again

viral flame
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mhm

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the static versoin is sized normally

normal burrow
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static version is pointless now

viral flame
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and once i get it in here it in the fps thingy

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it looks too big

normal burrow
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its the armature then

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you need to scale it down in blender and apply transforms on it then rexport

viral flame
normal burrow
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am aware, re-read what i wrote

viral flame
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oh

rich reef
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Is it just me or is the built in tutorial in UE4 a little bit outdated?

hallow compass
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added a cube with a camera, still no joy

normal burrow
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haven't ever gone through it

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yea tommow, add a skeletal mesh to the component named "Mesh"

abstract relic
rich reef
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No, I meant the little tool tips in the engine itself

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I dont see no Max Angle setting

abstract relic
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It's in there. Default is 45

rich reef
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Well where?

hallow compass
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still nothing. Gotta be a bug

normal burrow
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if it were a bug, then third person template wouldn't work either tommow

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may be worth trying

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its more likely you missed a step or accidentally hit something.

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but if third person template doesn't let you walk around, yeah

viral flame
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finally i got it

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how can i offset the camera a little bit tho

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without moving the viewmodel

normal burrow
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Would move the camera then un move the Mesh2P

viral flame
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oh

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movement breaks then

normal burrow
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yea

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so maybe you want to move the view model and not the camera.

regal yoke
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Is there way to let UE4 use users camera

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If its mobile project

viral flame
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i cant move the viewmodel

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no matter what i try

exotic thicket
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I don't think there's a "view model" if I understood what you were doing

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it's the same model that's attached to the character

normal burrow
exotic thicket
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so if you move the camera, the model will be in a different location relative to your view.. so you'd either have to adjust where the model is attached, or do some other trickery to have a separate view and world model

viral flame
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fp_gun

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thats what i meant

normal burrow
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well

exotic thicket
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Oh sorry I'm talking about something different then :)

normal burrow
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Mesh2P is the arms

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yeah Mesh2P is the vm arms and FP_Gun is vm gun

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theres actually no world model in fps template

regal yoke
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hey is it possible to give ue4 access to my phone camera

hallow compass
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New project guys, I have left the FPS for now. Anyone know why I am getting these lines?

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This is a tessellated material

normal burrow
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don't bake with tesselation on

hallow compass
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the lights are all moveablke

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movable

normal burrow
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@tawdry heath had a similar issue but that was lightmaps

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disabling the tesselation fixes it?

hallow compass
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If I use the non tesselated material it is fine

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but Using this tessellated material has these lines

normal burrow
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whats your tesselation factor thing?

hallow compass
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What do you mean? I have purchased an auto material from the market

regal yoke
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Can someone answer my simple fk question?

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@normal burrow

normal burrow
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I do not do mobile development, which is why i didn't comment on it.

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I would use google to answer your question

hallow compass
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I have just used a non tessated material

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Shame really but its the only way to get this to work

normal burrow
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something about tess and shadows is strange 🤷

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Without knowing, imagine something with the shadowmap and tesselation mismatches from viewing distance/angle

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does make me wonder if landscapes and tesselation are not meant to be used together

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you could look into voxel plugin which does support tesselation and caverns

still schooner
#

how do we render particles with ray tracing transculency

hallow compass
#

Are the trees from the open world demo optimised at all?

flat idol
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Not really. Last time i checked they got no lods either. Maybe they fixed that since.

hallow compass
#

im trying to make a golf course

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seems impossible so far. you cant even make smooth lines with terrain paintin

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Simple things like creating a bunker (sand pit) isn't looking right at all

fierce forge
#

do somebody know how to make a blocky destructible mesh with VOX4U or without it ?

fervent sigil
#

Is there a way to edit DefaultGame.ini while the editor is open?

white canyon
#

Could someone help me with a relatively simple problem?

edgy moat
#

Anybody know what category of material a orange and green texture falls under? (EG. metallic, specular)

jaunty cedar
#

I enabled all the Chaos plugins, and there is the chaos solver object for example able to be created, but I have no fracture editor?

rotund scroll
#

anyone an expert with ue4's collision? I'm getting strange inconsistent results from them

edgy moat
#

Set your meshes collison to complex

cloud cobalt
#

That's a great way to get inconsistent collision

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Simple collision should always be prefered

rotund scroll
#

@cloud cobalt so far there are three separate issues that I'm contending with

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the first is that collision only works while standing still

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the second is that despite not being physics objects, sometimes a projectile will push my pawn out of the way instead of hitting it

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the third is that sweeps on overlaps only work, again, while moving

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or well didn't mean to call you out, really if anyone has answers please let me know

cloud cobalt
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Probably need to explain each of these in quite more depth. "only works while standing still" and what, all objects in the level fall through the ground if you move ?

rotund scroll
#

projectile shoots, pawn walks on the ground freely

#

pawn enters projectile's collision, gets hit correctly

#

pawn stands still and projectile aims at pawn, projectile passes through freely

cloud cobalt
#

Which one is the desired behaviour ? How is the projectile set up ?

rotund scroll
#

desired behavior is that projectile hits pawn

#

even while standing still

#

projectile is set up as a query with an OnComponentHit event

cloud cobalt
#

Sounds like the projectile does not check for collision while moving (probably wrong), but the pawn does (as expected)

rotund scroll
#

possible, is there a fix for this?

cloud cobalt
#

No idea how your projectile code works, so no, but basically at the lowest level, the component is moving without checking collision.

rotund scroll
#

I'm using a projectile movement component and a separate collision component that is not set as root

cloud cobalt
#

Well, this is probably the problem. Sub-components in UE4 are never checked for collision while moving the parent

#

So the colliding component is properly checked by other moving actors (against their root comps)

rotund scroll
#

I see

cloud cobalt
#

But your projectile makes no attempt to check collision for its own components (other than root)

rotund scroll
#

is there a remedy for this?

#

other than SetUpdatedComponent which does not work as intended

cloud cobalt
#

Make the colliding component the root.

exotic otter
#

Why does an object with physics simulate on not get influenced by addforce

rotund scroll
#

and if that's not possible?

cloud cobalt
#

Then you need to subclass whatever you want as root, and override MoveComponentImpl in the subclass to reproduce the collision check for all child components.

#

About 100 lines of C++ for a simple version

rotund scroll
#

thanks, I'll now go shoot myself

cloud cobalt
#

Two working solutions that you can start working on right now is better than it usually goes in game dev !

dark stag
#

howdy fellas

rotund scroll
#

it is above my paygrade however, especially given my limited knowledge with UE's cpp

#

let me just try something really dumb though

cloud cobalt
rotund scroll
#

threshold being the collision component

#

but apparently if and only if any other attachments are already children of the collision component

plush yew
#

PackagingResults: Error: Unable to instantiate module 'zlib': System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> UnrealBuildTool.BuildException: Unexpected XboxOneCompiler version for GetVisualStudioCompilerVersionName(). Either not using a Visual Studio compiler or switch block needs to be updated

#

anybody know whats going on with my packaging?

dark stag
#

does UI handle HAP video decoding?

#

*UE

rotund scroll
#

@cloud cobalt appreciate it, thanks. if I can get around to understanding the cpp behind I'll definitely want to implement it that way

cloud cobalt
#

It's really a modified version of the source version in UPrimitiveComponent

#

That adds a loop on children and copypastes the checks.

#

Simple stuff, made even simpler because I didn't care

rotund scroll
#

is it optimized or doesn't it really matter?

cloud cobalt
#

Well obviously if you have 9 child mesh components you're looking at 10x more expensive collision checks on movement.

#

It's not too intense here but I use that on 1 to 3 actors

rotund scroll
#

that's fair

#

I'd probably have a few different projectiles taht would each have that, but I suppose there'd be a limit to how many projectiles are active anyway

jolly steppe
#

wow

#

I just realized how much talent I have.

dark stag
#

better than pubg,

scarlet birch
#

@rotund scroll Use an overlap not the hit event.

jolly steppe
#

I doubt anyone is going to have more fun playing that than Pubg 😂
for now, my game is inferior.

scarlet birch
#

It does not have to be the root component.

jolly steppe
#

...for now.

rotund scroll
#

@scarlet birch same issues persist for overlap

#

I would usually stick with overlap, however I need blocking hits in this case

jolly steppe
coarse wigeon
#

Some one forked it 🙂

noble zenith
#

I'm not sure which channel to ask this in, but I have a question regarding wind and SpeedTree in UE4.

#

Specifically about SpeedTree, wind, and physics actors.

#

Oh, wait a tick. Physics! That might be the one.

thin tendon
#

I'm constantly having to type in the cmd for r.streaming.poolsize to increase it. Is there a file or a setting somewhere where I can change it permanently ?

plush yew
#

@thin tendon In your config Folder there is an INI file defaultengine.ini, [/Script/Engine.RendererSettings] Section maybe?

thin tendon
#

thanks mate

plush yew
#

@white canyon Describe your simple problem 🙂

thick herald
#

in one word or less to prove it's simple 😄

abstract relic
#

Initiate mind reading protocol

plush yew
#

I know there are some free assets available -- I saw them in one of the tutorials that I did, I just dont remember where to find them -- can someone please help me out?

normal burrow
#

What is learn mind reading protocol?

abstract relic
#

Unreal marketplace and quixel Taholmes

plush yew
#

Thanks

gray shale
#

Greeting I m making a Paper 2D game, basicly I make a Camera Rotate, and I want to make when I rotate my Camera my enemies or NPCs Rotate at the same time and the same way with me, can be possible?

plush yew
#

@gray shale Try #paper-2d For questions specific to paper 2d, you have better chance to get an answer, this channel is UE General channel, Less likely for specialists to lurk 🙂

scarlet birch
#

@rotund scroll Ah. I only half read everything anyway. I do some creative stuff with collision that, at least I think, simplifies a few things. Extensive use of custom object types, channels etc...

rotund scroll
#

@scarlet birch I've encountered both a bug and some dodgy code within the collision system today, to which I had to respond with workarounds that I'm not particularly happy with. but at least it's done

stuck chasm
#

Anyone one knows how to exclude an actor? (Im trying to make a game where I can click and delete actors, and not myself)

white canyon
#

@plush yew i cannot figure out how to make a top down character that moves with right click to move.

gray shale
#

@plush yew alright thz

plush yew
#

@white canyon The top-down template has everything set for you except the right Click part, right? and the right-click or left click are inputs, So just change them

white canyon
#

@plush yew nice!

#

@plush yew is it possible for 2 people to work on the same project?

#

like, us, the two people in the general voice chat right now, we are trying to develop a game together.

icy mulch
#

My landscape brush tool is invisible

naive comet
#

hey guys i was wondering how do i lock the z axis on my sphere

ornate ice
#

Hey People

#

Anybody has any idea why if moving the pivot point of a cube

#

with ctrl + middle mouse btn

#

and then setting it as pivot offset

#

doesn't seem to work on when trying to animate with sequencer

naive comet
#

do you know how to lock the z axis when its moveable

#

yes its is posable its called multi user edatinggggggggg

#

i loined the voice chat

#

joined

jolly slate
#

Hey folks! My programmer just added some c++ to our project for the first time

#

And now I can't run the editor anymore

#

I'm asked if I want to recompile the modules but this is all that happens

#

I've made sure that visual studio and the proper SDK's are installed, so I don't quite understand why this happens

plush yew
#

@jolly slate attach here the log from Saved\Logs folder In your project, so we can take a look

jolly slate
#

Roger that, thanks!

#

There she is

scarlet birch
#

Have you tried to compile it in VS?

plush yew
#

error C2338: Visual Studio 2017 versions 15.7 and 15.8 are known to have code generation bugs that affect UE4. Please update to version 15.9.

jolly slate
#

I'm not a programmer, wouldn't know how to do that

plush yew
#

@jolly slate You need to update your Visual Studio version to the latest

jolly slate
#

Aaaaaaah that makes sense

scarlet birch
#

When you get that error, most of the time the fix is to compile in VS

jolly slate
#

Cheers man I'll give that a shot right away

#

I'm just an artist on the project, doing any kind of compiling or even launching visual studio is black magic to me

#

Alright I updated but it's still erroring out

#

Crisis seems averted, I right clicked the uproject and selected "Generate Visual Studio Project Files"

#

Aand now the editor is running again

naive comet
#

anyone know how to lock an axis when its moveable not static

desert knot
#

I'm probably wrong but I at least tried?

thin tendon
#

Does anyone know how I can fix this error?

#

LogEQS: Warning: Query EQS_FindRandomLocation_RandomBest25Pct over execution time warning. Total Execution Time: 29.62 ms
generator[0]: 7.17 ms (items:5712) (EnvQueryGenerator_PathingGrid_0)

#

From what I can gather the file FindRandomLocation is taking too long to work

crude vessel
#

So I've had some luck scaling bones up to make a character fat or skinnier but, now I need to make the physics asset work with the scaled up body... or do a second one and switch based on the character scale

humble ridge
#

is it possible to blend anim instances together

#

when swapping animation instances

normal burrow
#

swapping them? 👀

humble ridge
#

Yeah so say i have normal idle anim blueprint

#

and i want to swap to my rifle anim blueprint

#

i have to set it has a new instance on my mesh

open eagle
#

is there anyway I can use my phone in a VR headset and use the VR mode in UE4

normal burrow
#

GearVR?

open eagle
#

but have my pc render the graphics

normal burrow
#

lol nah i don't think so.

open eagle
#

I just want it to stream the vr data to my phone and have my phone stream back motion and angle data

normal burrow
#

you might get sick from latency.

open eagle
#

over USB C?

normal burrow
#

but you could probably do it

open eagle
#

how would I do that

#

is there a plugin or something

normal burrow
#

have no idea

open eagle
#

I know the app store on ipad has Unreal Remote 2 which basically does the same thing but AR not VR

normal burrow
#

Would ask google if its even a thing to tether a phone for video out

rancid lynx
#

what are the new node names for OCULUS buttons in UE4? it says "warning, old names deprecated".

#

motioncontroller facebutton 1-2 deprecated .

normal burrow
#

It should be somewhere in there if it’s 4.24 related

manic pawn
#

these are incomplete

#

it does not mention water rendering

#

I wonder what else is missing

humble ridge
#

is there a hotkey to change camera speed

manic pawn
#

scroll wheel

humble ridge
#

i mean speed

manic pawn
#

while moving cam

#

like do it while holding the right click to move

humble ridge
#

Thats a finer control though

#

it doesnt go as fast as 8 when u max it

manic pawn
#

hmm yeah

normal burrow
#

Splinter cell style, scroll wheel sneaking

rancid lynx
#

gamepad left X-axis isnt working for oculus motion controllers.

#

what is the new node name for motionController left thumbstick Xaxis. the notes dont mention shit

normal burrow
#

You are required to map it I guess

rancid lynx
#

map it to what ? some steam keyboard shit ?

#

thats a decent guess and a terrible cop out on epics part

normal burrow
#

Sounds more like consolidation of vrs

#

Input mapping in project settings

rancid lynx
#

lolol, so ill just use "valve index" names ? ill try steaching that again

normal burrow
#

Nope

#

You make something named after what it does in the game and assign it to that binding

rancid lynx
#

for example, i searched "x-axis" and only "gamepad cameup, and that didnt work

#

oh X_x manual project settings ? X_x ok ty. ill try that next

normal burrow
#

Yeah, this is what the person said

rancid lynx
#

ty. i didnt understand. but now i do. tyvm.

weak harness
#

Any good info on voip?

normal burrow
#

In game voip?

weak harness
#

Yes

normal burrow
#

Not seeing much in terms of built in

manic pawn
#

apparently there is a builtin voice chat system that relays through the game server

#

I have never ever seen someone successfully activate it

normal burrow
#

Have you tried?

manic pawn
#

yes, it did not work

weak harness
#

So I mean it's doable.

tawdry hedge
fervent sigil
#

How does the controller location works exactly? I noticed I can't get it in blueprints even though it's actor, yet I can in cpp.
Does that mean the location of it should always be the same as the possessed pawn?

brave salmon
#

what's the walkaround for findLookAtRotation using in orbiting camera? It doesn't work with pitches =~ 180

#

Combine rotators works good at some point but I don't know how to translate angle offsets to relative delta

cloud cobalt
#

UE4 rotators don't support pitch values outside -90 - +90

#

You get really weird results where values of other axis get flipped around to match

brave salmon
#

exactly

#

maybe calculate delta and feed it to combine?

#

I'm going crazy lol

cloud cobalt
#

Basically quaternions are a much better idea

#

Though IIRC they're still C++ only

brave salmon
#

I think I missed that part on my first grade 😦

junior night
#

С Наступающим "Новым годом"!

whole quarry
#

Sure, Russian, why not

chrome ivy
#

?

#

If so how? I mean I know that I gotta do it with IK

cloud cobalt
#

I did it, though it was a terrible idea and resulted in shitty gameplay

#

Most shooters have a completely fake first-person weapon setup

chrome ivy
#

U think you can send me some screenshots of how you done it?

#

Or the project file(if possible)

cloud cobalt
#

It was a decade ago on UE3 so no

chrome ivy
#

Ah lol

#

You had license for UE3?

cloud cobalt
#

UDK

exotic otter
#

Guys in unreal a friend of mine makes his character crouch

#

But it makes him hover instead

honest vale
#

IRL you'd just lift your rifle up if it hits something

#

I think red orchestra 2 did it adequately

#

it would sort of snag the rifle like in the video above and then if you moved more the avatar would lift the rifle up

#

or so

cloud cobalt
#

Yeah, basically a "raise rifle when wall is close to your face" is much easier, nicer and more realistic

oblique tangle
#

Isn't that just what most AAA shooters do? Seems way easier like you said

cloud cobalt
#

A lot of AAA shooters don't even go that far tbh

oblique tangle
#

Ye, I've noticed it's more of a recent addition

exotic thicket
#

I thought PUBG was one of the few big titles that did anything like that

#

and it can be super annoying in it lol

oblique tangle
#

I'm 99% sure Far Cry 5 has it

honest vale
#

instead it put it downwards a bit

sudden agate
#

just render your first person arms infront of everything by doing a second render pass

honest vale
#

isn't that easier said than done with a deferred renderer?

normal burrow
#

Just draw ignore z write z flip cull depth only first

#

Then again with bias

dim plover
oblique tangle
#

Something similar to this looks like the easiest/nicest way

frozen peak
#

Can someone tell me how I can get my grass rendered over a larger area for me. Because if I go further away from where there is grass you can still see the ground without grass. Thanks in advance!

whole quarry
#

@frozen peak culling distance

frozen peak
#

I am new to Ue4 idk what that is 😄

cloud cobalt
#

Try searching on Google for "UE4 culling", or culling in general

exotic thicket
#

Is grass rendering at longer distances actually going to perform adequately?

#

I always assumed that performance was the reason a lot of games just don't render grass at a distance

#

I guess it would somewhat depend on the amount of grass your game has

frozen peak
#

@cloud cobalt thanks

#

and @exotic thicket my game has an terain thats 32 by 32 so I think its ok

exotic thicket
#

Yeah just curious if there's some more general purpose solution that would work :)

frozen peak
#

Okay ;D

oblique tangle
#

Anyone know how to achieve this effect with a day-night cycle? Like, when it progresses to night, the reflections of the buildings fade to a more appropriate 'night' reflection? I've somewhat got an idea as to achieving it, but I would love some extra opinions! Any response is greatly appreciated, cheers

#

Something like that ^^

#

@ 4 secs on the right hand building

stuck chasm
#

How can I change my cursor decal when I hover over a actor or character?

midnight gate
#

how can i make actor appear again after destroy?
i want my pickups to be respawnable

stuck chasm
#

Make a spawner bp

plush yew
#

Hello is Unreal a good option for me if I suck at coding? I know the basics of C# in Unity but Its hard for me to create anything from scratch so I was wondering if I would be better in Unreal with blueprints?

regal yoke
#

iS it possible that UE4 can have access to users phone camera or send images inside the game

grave nebula
#

Unreal is a good option, no matter what you are or where you are.

regal yoke
#

Unreal good

plush yew
#

Does the games run smooth too or is it bad for low end devices because I want to make something potentially for mobile

regal yoke
#

UE4 games play smooth even with good graphics in mobile

#

And you can make bad graphics too

plush yew
#

oh wow I end up lagging my mobile games with unity because of their post processing and my terrible code so I'm happy to hear that

cloud cobalt
#

@plush yew If you're going to build a 2D game, Unreal is kind of a terrible option. Other than that, it's a good engine for 3D work

plush yew
#

I'm more of a 3D person yea I heard that unity is best for 2D

regal yoke
#

@cloud cobalt Can UE4 use phone's camera

cloud cobalt
#

No idea.

weak harness
#

So uh. My datatable is editable, but I can't edit it. lol Ideas?

regal yoke
#

Is it possible to import photos to UE4 @cloud cobalt

#

inside the game

cloud cobalt
#

Why are you asking me ?

regal yoke
#

because nobody else answers

#

so i tagged you

plush yew
#

There is an android plugin that let's u do that

regal yoke
#

ok cool

plush yew
#

^android plugin with camera

regal yoke
#

Okay

plush yew
#

Idk If it's the best or only way since I just googled it like right now

#

but seems like its good

regal yoke
#

I will test

stuck chasm
#

How can I change my cursor decal when I hover over a actor or character?

regal yoke
#

@stuck chasm try this

stuck chasm
#

I know how to do that but I dont know how to change from cursors

#

Like I need the node that senses other actors

regal yoke
#

oh that one

#

@stuck chasm

stuck chasm
#

Ill give it a try thanks

#

Not sensing my cursor and its topdown

fierce forge
#

hello , when i'm making a destructible mesh on ue4 2.24 the destructible mesh is not working , this is the static mesh : https://imgur.com/a/2QJvM6X and when i make it destructible mesh : https://imgur.com/a/5YfMw62 , if i fracture it , it will disappear , i tried on 4.20 , 4.21 , 4.22 , 4.23 and it is working , but when i try on 4.24 is not working , i tried to reinstall the version but nothing .

regal yoke
#

How to flip this mobile widget 90 degress to right?

next badger
#

Any news on 4.24.2 ?

regal yoke
#

i want it to be vertical game not horizontal

stiff quarry
#

you can select screen size on the top right

regal yoke
#

i fixed it

midnight gate
#

is it posible to make actor play animation when respawn or like when character gets nears?

regal yoke
#

of course

#

to play animation when respawn just make custom event or event begin play

#

and to play animation when character is near, make like sphere collision to your actor and then add when overlap event

#

@midnight gate

stiff quarry
#

I'm having trouble opening my project, editor just hangs in loading with 0% cpu usage. Anyone know a fix?

midnight gate
#

@regal yoke yea but how do i make an animation for an actor object

regal yoke
#

Does it have skeleton or is it just object

midnight gate
regal yoke
#

@midnight gate

midnight gate
#

its just a sphere

#

its a pickup coin

regal yoke
#

What do you want it to do?

#

What type of animation

#

Spin?

midnight gate
#

a simple scale up and down

exotic cave
#

Anyone know how to paint foliage vertices properly with wind information?

midnight gate
#

when its near it plays the scale up and its gone it plays slace down

#

@regal yoke no spining

regal yoke
#

Okay

#

Wait a second

abstract relic
#

Just use a timeline node

midnight gate
#

how do i get a timeline node

#

its to complex timeline node

regal yoke
midnight gate
#

i dont think it can scale up and down an object

regal yoke
#

use that one

midnight gate
#

no its just gonna slace it up super fast

#

not animate it

#

i dont need it to happen in 1 frame

regal yoke
#

use math things

midnight gate
#

like 20 frames

#

like delay?

regal yoke
#

no

#

wait

#

try lerp

#

@midnight gate

midnight gate
#

???

abstract relic
#

Use timeline node 😑

midnight gate
#

idk how to use timeline node

abstract relic
#

Look it up

regal yoke
midnight gate
#

im bad at that

regal yoke
#

@midnight gate

#

that one

#

lerp

midnight gate
#

but how does it play animation or reverse

#

does it actualy animate the object

regal yoke
#

A is normal size

#

B is where it goes

#

and Alpha is like time

abstract relic
#

(Which you use timeline node for)

midnight gate
#

im confused

solemn siren
#

How to make sinusoidal graphs inside UE4? Is it even possible?
Need to show a graph inside an equipment(inside the scene) which will depend on user inputs. The user will be able to see it in-game.

midnight gate
#

how do i make it play animation

abstract relic
#

I’d use a 3D widget QZOe9. It’s possible to make it in a material alone but using bindings in a widget will be more streamline.

midnight gate
#

how

cloud cobalt
#

You can use a material with a texture, or draw the function in material, or use a graph widget and UMG

#

Many ways to do it

midnight gate
#

how does material slace objects?

#

i need the simpliest way that works

#

but none of these seem to work

cloud cobalt
#

Answering to @solemn siren

midnight gate
#

the timeline node does nothing

#

oh ok

plucky cosmos
#

I don't know why this delay of mine doesn't work in UE 4.22, can anyone help me? It prints that it has enabled, but the delay is not completed to print it has disabled, I do not understand why this happens

#

the instructor corrects this bug by adding this cast, I did the same thing but this basic delay doesn't work

solemn siren
#

@abstract relic @cloud cobalt are you aware of any online resources which may help?

cloud cobalt
#

Learning materials is probably going to help

plucky cosmos
#

I don't know if it's a bug in UE 4.22 😦

solemn siren
#

@cloud cobalt Thanks!

fierce forge
#

hello , when i'm making a destructible mesh on ue4 2.24 the destructible mesh is not working , this is the static mesh : https://imgur.com/a/2QJvM6X and when i make it destructible mesh : https://imgur.com/a/5YfMw62 , if i fracture it , it will disappear , i tried on 4.20 , 4.21 , 4.22 , 4.23 and it is working , but when i try on 4.24 is not working , i tried to reinstall the version but nothing , can somebody help me ?

echo zealot
#

Does anyone know if deleting unused assets in your project will reduce the packaged size or is anyways only the used stuff getting packaged?

stiff quarry
#

everything gets packaged afaik

manic pawn
#

set up your maps to package properly in the project settings

#

only referenced assets will be packaged

next badger
#

^ if maps not set, ue4 will package all the assets

#

also iirc ue4 has setting to exclude assets from packaging, yet it may break the game if you won't be too careful

plucky cosmos
#

Only work if I call with Event Begin, I try most way for overlap, but failed

#

All alternatives failed, only Event Begin work, but I need work delay in overlap

dim arch
#

you can tput a delay node inside a function graph

light coyote
#

@plucky cosmos
Have the bp window open to see what is happening.
If you belive its not working you can have a bool var set to true when overlaped, and false when overlap ends.
You can plug the event tick print the var to just an idea.
Anything overlaping will triger it.
Make sure nothing is overlaping before play starts.
If you want to filter you can add a tag to a certain actor check for tag, and if ok do it.

#

If you have more instances you will have to select the proper instance to check when in play as it will only default to the one you want if you only have 1.
Shift f1 if i remember well, can show your mouse again wile in play.
You can add break in certain nodes in the bp.

#

All this may be usefull for you to figure out what is happening.

#

@plucky cosmos

desert jay
#

How do I query a skeletal mesh' s current LOD?

night bridge
#

Hello everyone

#

i kidna forgot how to add a contstant

#

soo how do i add a contstant

#

nvm

brave salmon
#

I bet there must be something implemented in the engine for this

dim arch
#

polar coordinates?

brave salmon
#

I have two vectors, need to find Yaw and Pitch between them

dim arch
#

you need to get the vector between the two, subtract one from the other

brave salmon
#

ok and then?

regal yoke
#

how can i start game, but in mobile view

#

not in computer

light coyote
#

@night bridge any 1 value number is a 1 constant.
You can have 1, 2, 3,4 number constants

upbeat tendon
#

I've imported my terrain from worldmachine, but the texture layers look funny, i was wondering how i can get information on what is going with the material

light coyote
#

3 is a color, 4 a color plus an alpha. One for each chanel. @night bridge
Shortcut for it is to hold press 1 2 3 or 4 key and right click in the graph

#

You can convert any non constat number to a constant by right clicking the node

#

@brave salmon subtracting two vectors will give you the diffrence between them in terms of world space,, the space they are in.
For what you want i belive you have to do some magic with dot product Dot node,, or there is probably somethingbfor it

dim arch
regal yoke
#

How to have mobile view when testing in computer

#

it now looks like this

dim arch
#

you ui scaling is fucked

regal yoke
#

Should look like this

#

Its for mobile not for fk computer

dim arch
#

open project settings, set the standalone resolution

#

launch it as standalone

night bridge
#

bruh i made a particle system to make fog

#

and in the editor the color is black but when playing its normal foggy white

#

i guess thats ok

brave salmon
#

@dim arch yeah that's what I asked. Projection matrix and acos(dot) seems ridicilous at this point... FindLookAtRotation is supposed to work but Pitch > 90 is fucked...

#

should be a walkaround in this case

night bridge
#

wait wut

brave salmon
#

spent 3 days already looking for the magic node

night bridge
#

the above side of my fog is pure white

#

the under side is grayish

plush yew
#

So the open tabs dont restore anymore upon closing and reopening the editor which is really bad

regal yoke
#

Hey how to play in computer but with mobile view

#

like this

hasty osprey
#

ok so i have this skeletal mesh with a cape i gave cloth paint to, but when the wind comes from behind the cape clips the armor. How do i fix this?

next badger
#

set the window size in project settings

night bridge
#

ok i fixed the color thing

#

now the fog is too thick cant see anything

#

im gonna make it less thick

brave salmon
#

omfg all I need is AddLocalRotation

night bridge
#

ok i guess the fog is good now

timid jacinth
#

How do I create a state here

pure stratus
#

I need to run custom program once Unreal Project build is finished. How can I do that?

#

Using PreBuildSteps in .uproject file allows running custom program before build. Is it possible to run program once build is finished?

night bridge
#

i have been working for like 30 minutes or maybe even more just for some good fog

#

atleast im seeing some progress

night bridge
#

finally

#

i finished my work on the fog

plucky cosmos
#

@light coyote Sorry for long time... I've been looking for more information and I'm testing the delay on a very basic basis, which is when you have begin overlap, it displays 1 message, 5 seconds later, it displays another message, and from inside the begin overlap function the delay, the second print does not work. Collision work, but the delay does not. I tried other functions like Set Timer by Event and Set Timer by Function, but unsuccessfully with begin overlap, everything works wonderfully if I call the beginplay function, but I need to work with begin overlap.

light coyote
#

@plucky cosmos im unsure on thenproblem you are having.
But you should not have much trouble in theory.

plucky cosmos
#

@light coyote
I'm finding that delay and timer functions don't work if called from begin overlap

light coyote
#

Beguin overlap is called once when beguin overlap starts.
If you en overlap, and re enter, it will get called once more.

#

@plucky cosmos are you sure.
Have you seen the flow in play time having the window of the bp graph while you test it

#

??

plucky cosmos
#

The first print is occurring, so the collision is successfully identified, the problem is the delay that doesn't run later, it can't complete and print the second print, which happens after the 5 second delay

light coyote
#

@plucky cosmos ok yes.
But have you seen with your eyes in the bp graph aswell?

#

What i mean is that you may see something that verifies what you say, or maybe you see something diffrent and makes you go,, wait a sec..

#

When in play on the top you can select wich instance to debug.
If you only have one of that bp, it should automaticaly be the one you see as soon as you press play.

#

@plucky cosmos

plucky cosmos
#

My breakpoint stop here, I go next, but in Delay dont continue, delay not Completed..

#

In my game, show message "Actived"

#

but delay don't completed 😦 BUT... If I try change begin overlap for begin play, delay work with sucess

#

I try create event custom CheckTimer and call with Set Timer by Event, but if call with begin overlap, dont work, with begin play, work....

#

I think delay/timer dont work with begin overlap

light coyote
#

@plucky cosmos create a widget with anything in it and add it to the viewport after the last print,,,, if itgets added to the viewport but the string does not get printed, it may be just the print

#

The print is only ment for debuging,,, maybe that is the issue and something wierd is happening.

regal radish
#

how would you transform your players controller into a dog with different controller (dog as example)

#

basically to shapeshift human into a bird say with a flying controller like lost ember game

grim ore
#

your controller does not have to change, it can just pass the input into the controlled pawn and the pawn can determine what it does with the input.

#

you technically don't even need to do that as the pawn itself can determine what it does with input automatically using input nodes you just unpossess the first pawn and possess the 2nd and let it handle it's own controls

grave osprey
#

hi. i want to set my character to jump. it didnt move the actor at all. how to fix this ?

abstract relic
#

You don’t have character movement component in

grave osprey
#

like what ? (i am still newbie so i got confused)

#

is it use get actor location ?

normal burrow
#

Uh yeah hellatze, why aren’t you using Character for the base blueprint?

grave osprey
#

let me try again.

plucky cosmos
#

@light coyote solved, changed as check functions for bp player and not on the object (magnet), this way has become even more logical, or my BP player who needs to check if the feature has been activated by going over it, and not my object evaluated if it was the player who overlap. Now work delay with begin overlap! xD

#

thanks for advanced! 🙂

grim ore
#

whats is your "jump value" variable set to?

grave osprey
#

@grim ore 20.0

warped tangle
#

20 is tiny

grim ore
#

20 is very small you might not be noticing it. ignoring that this is "setting" it to 0,0,20 in the world

#

this will not add 20 to the current location

#

and ignoring that, do you know if your actor is even getting the input (the Jump input action)

rotund scroll
#

hey guys, is there any way to contact or comment on something that did not get turned into a bug report because the person reading it misunderstood the query?

light coyote
#

@plucky cosmos congrats man (:

plucky cosmos
#

xD

grave osprey
#

@grim ore how to know that ?

#

i change the jump value 2.000.000 btw

#

still the same

grim ore
#

@grave osprey have you told the actor to accept input?

normal burrow
#

There is a lot wrong there matheww

warped tangle
#

put a printstring after the inputaction Jump to see if it's even receiving input

grave osprey
#

i got all confused now

normal burrow
#

It’s bomb bp that is using input right hellatze?

grim ore
#

input is generally handled Player Controller -> Controlled Pawn

#

if this is just an actor that is not being controlled you need to tell it to accept input

grave osprey
#

it actor are controlled / i posses the pawn

#

it work to move left and right.

grim ore
#

well that's a good start. Like someone suggested you can add a print string to see if the jump is even being called

#

InputAction Jump -> Print string, then see if when you hit the jump key it prints the string

grave osprey
#

updated bp. so when i press jump. it print the jump. however the pawn gone.

normal burrow
#

20000 meters in sky?

grim ore
#

well it would be 2000000 units high at this point

grave osprey
#

the camera should follow the object

arctic sonnet
#

just wondering

#

is it possible to get a UE4 file into blender?

grim ore
#

if you are trying to make a rolling ball why not use the jump code from the rolling ball template?

warped tangle
#

@arctic sonnet export it as fbx (assuming it's a mesh you're talking about), then import into blender

grave osprey
#

@grim ore no. its handmade from scrach

lethal cliff
#

hi all. stupid question. when i make children of a blueprint for a item system and after saving it the children it gets empty if i reopen it to edit it. did i make something wrong or is there a way to reopen the blueprint from the children to edit the item informations etc.

grim ore
#

ok... sooo... if you are making a rolling ball why not use the jump code from the rolling ball template?

grave osprey
#

i set value to 100.000 the ball didnt jump but it still print

lethal cliff
normal burrow
#

Try add impulse

#

It sounds like your dealing with physics right?

grave osprey
#

yes. thanks, impulse is node i was looking for

normal burrow
#

Use it on the thing your torquein

grave osprey
#

yes. it worked. btw why i cant use the set actor transform ?

grim ore
#

@lethal cliff that certainly looks weird. the toolbar seems to be missing the nodes related to blueprints like settings and defaults. What is the parent class?

grave osprey
#

is that mean i have to disable physics ?

normal burrow
#

Maybe you have other things also setting location?

lethal cliff
#

@grim ore its an actor parent class. thanks for the reply, i could reopen the blueprints and viewport again under the window tab. thanks for your time and sry for wasting it.

grim ore
#

weird that happened but yay for a solution

lethal cliff
#

agree, as long it all works again im fine

plush yew
#

can you add a component at runtime in BP?

#

or at least enable and disable components in BP?

kindred viper
#

sure

grave osprey
#

what set actor location really do ? it teleport actor to desired location right ?

plush yew
#

@kindred viper how?

kindred viper
#

well its a basic thing to do. I would simply advise a youtube tutorial

plush yew
#

ah i guess activate and deactivate

#

hmm

#

deactivate doesnt seem to do anything

warped tangle
#

@grave osprey it does what the name suggests, it's sets the location in world space

#

there are flags for teleporting (physics) and sweeping, but otherwise yes, it just moves it

grave osprey
#

oh. thanks.

plush yew
#

@kindred viper i cant find any youtube tutorials

#

it's really easy to do in unity but in unreal i cant seem to find how to do it...

kindred viper
#

might be best to use Unity then.

exotic thicket
#

There is a deactivate and activate node on blueprints at least :)

plush yew
#

it's a group project and we're already over half-way into unreal

exotic thicket
#

Perhas that's what you're looking for

plush yew
#

@exotic thicket i tried that but it doesnt do anything, the component is still visible in-game

exotic thicket
#

isn't there also a rendering on/off thing

#

Tbh I would have expected deactivate to stop rendering it

plush yew
#

me too but it doesnt even disable collision

#

hmm, set visibility can make it invisible but it still has collision, etc.

#

there should be a way to disable/enable components just like in unity

exotic thicket
#

Have you tried using actors and enabling/disabling those? Maybe that would work?

lusty carbon
#

Is it true that Static Lighting Lever Scale * Indirect lighting quality should equal 1?

grave osprey
#

where do you find set control rotation ? my blueprint doesnt exist.

exotic thicket
#

iirc that's in the player controller object

#

so if you get that you should be able to call it in the blueprint

#

(I never had much luck using it for anything though, but it's entirely possible I did something wrong)

grim ore
#

@plush yew There is not out of the box, changing visibility and collision when you need it is normally how you would handle what you want

#

calling the SetActive function on a GameObject in Unity does a bunch of stuff under the hood to help you out. Out of the box Unreal Engine does not have that function but you can create a blueprint function library and replicate it if you want.

regal yoke
#

how to make it so that it doesnt count specific actors?

grim ore
#

many ways depending on the goal, what is the goal.

regal yoke
#

@grim ore Its now overlapping all the time because this enemy shoots bullets. I dont want it to overlap when it shoots the bullet

grim ore
#

the item that overlaps when this is called is the Other Actor. If you want it to just ignore bullets you can check to see if the Other Actor is the bullet class (Cast to Bullet) and if it is do nothing

#

alternately if you only want it to overlap with other things, check if the Other Actor is the other thing and then do something only then (so you ignore everything but that other thing)

#

alternately you can use blueprint interfaces on items you want to interact with and only interact with those

regal yoke
#

Can i remove bullet collision for like 0.2 secs @grim ore

#

or does it still count it?

grim ore
#

you can have it spawn with no collision if you want then have it turn on later sure, you can set up the collision on your collision box to ignore the bullet collision channel if you set one up, you can move the bullets spawn point out of the collision box, etc... there are many things you can do

grave osprey
#

Is it possible to combine 2 input to execute 1 purposes ?

normal burrow
#

yep

#

set up input mapping

plush yew
#

@grim ore i see, is there a way to add or remove components at runtime in blueprints however?

wary wave
#

.... add component
... remove component

plush yew
#

@wary wave i cant find those nodes

wary wave
#

they exist

#

adding generally requires you to 'add X component'

#

i.e. Add Static Mesh Component

#

they exist for a reason

#

though looking at it, those API docs are woefully incomplete 😐

#

🤦‍♀️

#

so, never mind