#ue4-general
1 messages · Page 614 of 1
Well then
[2020.01.04-16.51.09:773][394]LogBlueprint: Error: [Compiler PersistentLevel.MainMenu] This blueprint (self) is not a UserWidget, therefore ' Target ' must have a connection.
it have
Hi guys,little problem..newbie here..☺️
gamer liber thats most likely an editor log file then
yes
I created a fused character, exported to mixamo, saved and exported to the EU..it gave me a problem then I tried to change the parts of the character three times but in the EU I always have the same problems..someone knows what happens?
but if you've not fixed the error: do.
that's a adobe fuse character 😄
yes..is normal have this problem with adobe fuse char?ç
i have the same 😄
Could you open the materials and check that they’re set to opaque Roby
your character is good..
my character always comes out with his mouth destroyed
problem in the neck of the shirt
Check materials
ok thank you,i check now
does anyone know how to stop the swooshing sound that happens when streaming in and out of levesl?
you mean entering play mode photon?
@normal burrow that's what i can find
[2020.01.04-17.31.51:320][ 0]LogLinker: Warning: CreateExport: Failed to load Parent for WidgetBlueprintGeneratedClass /Game/MainMenu/Menu.Menu_C
How do you increase the world bounds?
As soon as I get too far away from the origin (it's not even that far, about 100K units), collisions stop working and spawning sometimes doesn't happen with the warning "outside the world bounds"
ive got a fire obstacle in my game that damages the player, but it only damages them once, how would i make it so the fire damages the player for every second they are in it?
@stark marsh you could do a sphere trace or overlap check once a second
how exactly?
How are you calculating the damage in the first place?
Get all overlapping actors?
If so just run that code again
Once a second
its has a begin overlap
Use the begin to only trigger the event
and my health is kept as a float
There’s something called the floating point problem Kyle. The further away from the world origin you are, the more imprecise calculations are. This is an issue for all game engines and 3D software have
So the begin overlap would set the timer that'd call that function
@abstract relic i can't see the 3d widget too in standalone
@abstract relic Yeah I thought it may be but it's really not that far away
Compared to games like fortnite or pubg
It's only a fraction of the distance
I'll just try and keep things in the bounds for now, thanks!
Maybe those games do origin rebasing!
But I heard that isn't suitable for MP just yet
gamer liber
?
that error is why you don't see it.
[2020.01.04-17.31.51:320][ 0]LogLinker: Warning: CreateExport: Failed to load Parent for WidgetBlueprintGeneratedClass /Game /MainMenu/Menu.Menu_C
yes
are there errors issues like this?
Fix your errors first 😜
you want to probably refresh and save all blueprints
yeah and that, i am assuming you've done this. if you've not, do it.
?
fix errors in editor
how ?
Do you need a hug pat?
please.
you have many problems going by the log
Here’s a hug https://tenor.com/N4Sj.gif
how i can resolve the problem with the widget ?
the ones that are breaking your game, are from things not being exported to standalone. why they aren't exporting? probably because they cannot compile
if they are actually compiling then you've got some corrupt stuff in your project.
but it does not sound like they are compiling.
it takes you 2 minutes per blueprint?
ok

appreciate the eta then lol
😦
not compiling?
#blueprint channel might be better place to ask
@timid jacinth im using t he 4.23 engine
@timid jacinth do you know how to get rid of the swoosh sound when unreal streams in and out of the levels?
how can I scale an image down in GIMP help
@abstract relic @normal burrow i made a simple third person project and i tried to put a widget , when i put the widget this is happening on standalone
@hearty walrus That's a curious question for an Unreal Engine server and channel, but it's Image->Scale Image...
@wary wing It was shift+T but thanks
Please stop pinging
sorry but i want to resolve it
That is no excuse to be disrespectful
i worked 2 month on my project and i can't do anything without widgets
Other people might also be able to help with your problem. It's best to ping only when directly replying
him tried to help me with this problem and probably he can help me
How does it look without the widget? Your video shows the camera inside the mesh, was it not like that before?
man that's the third person project without any modification just the widget
i have more unsolved problems with ue4 but nobody now how to solve it
please don't ping people when they ask you not to gamer liber.
i said to don't ping you ?
How did you add the widget? Can we see a screenshot of your BP?
ok
are the errors fixed?
i dont' have any errors in any bp , i tried to put a widget on a third person example project
and it is not working
too
need help ive got a moving platform matinee, but i only happens once and i need it to loop?
you are not assigning a player there.
how can i make it loop?
so i accidentally deleted the sky and trying to add it back in but cant find it in the modes panel
Do you have errors in your output log Gamer Liber?
?
same , is not working
Hello Guys Anyone Can Help me with Steam Session my friends cant see the server in browser ,,, But i can see and join from my 2nd pc
i've tried to open port checked my codes many times nothing wrong
That looks better
not working
I would suggest using timeline node instead of matinee (it is deprecated and being remove soon)
it is working just in viewport , not in standalone
Well
are you trying to create HUD ? @gamerliber
It's an Editor Utility Widget right?
So it's for the editor
Not for stand-alone
Try a different widget?
what type of widget i need if not editor utility widget ?
does anyone know how i can infinately loop my matinee?
how i can create a hud ?
i dont know what a timeline node is or how to make one
Use the Level Bp @fierce forge
@quick hill Do you mean the sky sphere? It's here /Engine Content/EngineSky/BP_Sky_Sphere.BP_Sky_Sphere if that's what you need
?
Google is your friend https://youtu.be/v7bdcvGlgIg
What is a Timeline in Unreal Engine 4.
Source Files: https://github.com/MWadstein/wtf-hdi-files
Go to the Level BP and from Event OnBeginPlay -> Delay ( 0.0 ) -> create widget -> add to viewport
i have an another impossible problem
1 sec pls
What is your issue since you’ve asked so nicely and got buried in chat Yao? 😜
did you used apex destruction ?
Yes i asked but no one answerd xD
do you need a hug now HighTide?
Anyone know why this is happening, i only set my characters legs to simulate physics and they do this: UpperLeg_R
woops, i ment this:
Yes pat
When im creating server on steam no one can see it in browser Except my 2nd pc
Note : my 2nd pc here in same home
but friends outside country cant find server
Multiplayer is spooky. But try #multiplayer
ok i will see Multiplayer maybe someone alive there xD
that's a ue4 4.24 problem
Yeah
any solution ?
I still haven't figured it out
ne plugin
new **
chaos ?
How do you even use chaos
yes Choas
I'm having a crash when I'm opening any type of skeletal mesh asset( such as the Third Person skeletal mesh), when I'm running UE 4.24.1, any way to diagnose this? My log has no mention of the crash, and the crash report client simply states "exception_access_violation".
i can't try it
I'll try that, thanks!
because i need to edit the engine
@fierce forge Can't you request source access on github?
When does chaos get officially released?
It’ll be awhile
And I doubt it’ll ever come with standard build of the engine (or at least requires installation of it to be enabled). It’s rather heavy
I guess that makes sens
sense*
@abstract relic are you having problems with the apex destruction?
I haven’t used apex destruction in about 2 years. I remember it was rather deprecated but that’s about it.
@normal burrow stop being so wholesome, you're too good for this place
@hoary silo I've restarted my PC, still facing a crash when opening skeletal mesh assets. Could my engine build be corrupted? The error just says "Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000"
hey I have a problem with a timer widget. It is using a progress bar to display the remaining time however the length that it lasts for changes depending on the resolution. How do I keep it the same on all resolutions?
@digital badger Idk, sorry. Usually restarting my pc would fix problems like that, but i guess not for you
Rip, verifying my engine now. Hope that helps.
does anyone know how I could reimport my mesh's skeleton?
@ y'all collision experts, what's a good way to use a character's mesh as collision instead of the capsule? just use a custom collision channel for the character and leave the capsule as is?
"Instead of" in what respect?
ignoring the capsule
You almost certainly don't want to be using it for movement collisions
Do you mean for projectile hit detection or what?
Ok sure, so queries
I normally set my character meshes to be query only and respond to a few channels that the capsule ignores
Projectile for instance
I have 4.24.1 open right at the moment, but there have been no changes in that respect since forever
the reason I ask is because there is a bug where changing the collision preset to custom doesn't override project collision presets
Ooh interesting
I do use presets for character meshes
In fact there's a built-in preset called CharacterMesh is there not?
I've only seen Pawn
In my last project I tweaked that one a bit to get it how I wanted it
which is set up for both capsule and mesh from the beginning
CharacterMesh is the Pawn object type, but has different response settings
So things that collide with Pawn will collide (overlap) with it, so long as it is set to overlap with them
I see, it's interesting that both were set to just Pawn in my case
Are you using a template? Which one?
It probably didn't matter for anything the template was doing, at a guess
TPS/BP
in fairness it did seem like it was not default, but it's not something I've changed. I didn't want to mess with the preset options ever since I found that bug
but yeah okay that does answer my query, thanks
Cool 🙂
Your being mighty wholesomely helpful today too cranz
got a Cinema 4D question if anybody can help?
@hoary silo Looks like my project was corrupted, I had to migrate all the content/c++ to a new project. Same engine build though. I'm telling you this, since you've helped me before, and I figured that it may come useful to you in the future, in the unlikely event that your project get's corrupted as well. 🙂
i have now "set game paused" here put how to play it again
@Maestro thanks for letting me know
I have a problem with my editor. after rotating an object the pivot does not rotate with the object. before it rotated.
I have a problem with my editor. after rotating an object the pivot does not rotate with the object. before it rotated.
@forest totem click on the globe icon in the upper right corner of the viewport
https://learn.unrealengine.com/home/LearningPath/90587 Is this a good course to take for blueprints? Will it teach me pretty much all I need for making inventories, weapons and other stuff?
Hello @slim sand ! I can tell you that is better you learn by watching specifcs tutorials about things that you want. This inventory tutorial is pretty good: https://www.youtube.com/watch?v=81wnJaixBnQ&list=PLmKKTERcjTPKEPl0nk48Tpmj-iWmzqo_Q
In this video i will showcase an inventory system i worked on lately in Unreal Engine 4.
If you are interested in seing a tutorial series on how to create a system like this yourself hit the like button, leave a comment or subscribe to my channel :D
Okay Rockly, i will do. I just think that I want to be able to create stuff that I cant really find on youtube like a grid based inventory system, as the only system out there is out in marketplace at a high price point.
Just while CTRL+Clicking assets in the Content Browser, my editor froze and then this happened: 🤨
I think UE just trolled me
Hello everyone I would like to know how to link an event graph to another event graph.
In the same actor?
Let me explain: I have inpute actions to manage the movement of the character and I have created an actor apparatus to manage all the attacks of the character and I would like to know how I can connect everything.
Why are you doing it so difficult?
(sorry for my English i use google translate french to English beaucause i dont speack English i speack french).
I'm new to unreal engine to tell you everything.
I do this like this because I want to create an actore that will manage all the attacks of the character and I want to make sure that if we press a key (hence the imput action) that the character launches are attack.
i want to get my game looking like this someday https://www.youtube.com/watch?v=pwGpIg0Q7WU
Yooka-Laylee and the Impossible Lair is out now!
It's time for Yooka and Laylee to free the Royal Beettalion Guard and take the fight to Capital B's Impossible Lair!
Grab it on PC, Nintendo Switch (60FPS docked and undocked), Xbox One and PlayStation 4.
Stay up to date wi...
i hope ill get there someday
Yeah, good plan, sounds like an input buffer. Yo need to send your input commands to it via functions. Maybe make it a component @plush yew
@long grotto you speack french ?
Hehe nope
ok is ok.
how down i send you screen.
You are reinvinting the wheel though. Many people have done this, you should learn from their Blueprints:
I made an input buffer for a fighting game from scratch. Then I saw the marketplace ones and thought "ahh crap"
Yep. Laurent perhaps you are asking how to communicate between blueprints?
Ok, I think this is what you are looking for:
https://www.youtube.com/watch?v=-CybtvNa2Ng
In this video, you'll learn how to get a Level Blueprint and a Class Blueprint to communicate in UE4.
(00:05) - Creating a New Blueprint Class
(00:49) - Creating a Component & Changing Material
(01:51) - Custom Event Setup
(04:40) - Level Blueprint Functionality Setup
(06:57...
Tank you so much @long grotto .
You know if unreal engine have discord tchat for french user ?
THATS PRETTY CLEAN CODE, ISNT IT?
THATS PRETTY CLEAN CODE, ISNT IT?```
Is no clean is o_o .
Tank you @long grotto .
if you would to help my project comme pm 😉 .
@long grotto Please DM a Moderator before posting a Discord link please.
Consider me a learned man : )
Read the #old-rules and #more-resources channel thanks.
I am very good at creating spaghetti
I'm looking at the kite demo and they have multiple landscapes that are aligned perfectly. how did they do that? is there a way to sculpt on multiple landscapes at the same time?
Common sense would say they sculpt one big one then break it up, pipeline is probably something like that. I work with procedural landscapes so idk
@long grotto I'm looking at only 2 landscape and each is 4k x 8k. The max is 8k x 8k from what I know, so not sure how they would do that ?
@steep ferry i'm pretty sure it is there is a way to sculpt on multiple landscapes at the same time? how?
Oh if they're pushing engine limits I wouldn't know anything about that tech
do u guys know anything about this enviroment on the backgroud?
probb who made it, is it a demo real frome unreal or smth?
They love to show off dauntless, but that looks a bit more realistic
May not be a game, doesn't look that great, just a good foggy shot
the house on top of the rock forme the "garden smth" free enviroment\ show reel
Then it's probably from a tutorial or something like that
@fervent sigil Oh sculpt more than one in the same time? Well then i guess we can have a problem
Just click Get Started, trust me you can make better stuff than that in a few months 😄
:\ is there no way to align the borders of multiple landscapes then?
dude try to do it then
i dont need multiple landscapes since i do closed areas
xDF
.. I did, I don't know how 😐
Sorry i cant help much


could any one guide me with approaching the new hair rendering from 4.24? i particularly mean importing the alembic thing, i cant really find a tutorial for this anywhere and i dont understand a thing in this doc page https://docs.unrealengine.com/en-US/Engine/HairRendering/AlembicForGrooms/index.html
Describes guidelines for exporting Grooms as Alembic files for use with Unreal Engine 4.
Hey guys
I have a little problem,
since i have an unsheath animation in my animation blueprint
and after it ends everything seems fine until character turns into reloading state
then the unsheath animation plays for 0.5 second and then reloading animation plays
my anim bp
Transition from sheath to idle
I'd really appreciate help ;-;
This would be easier with animation montages
@steep ferry sheath Seems to be your entry point, which is not preferred
hey can anyone help me make a damage script for an axe to kill things in VR?
ideally you have idle as the entry point, and a transition that happens once for sheath, and then back to idle @steep ferry
yes scrub on overlap just add damage to your target
thank you
what is scrub
I know theres a way to set the damage but I forgot lol
Should game devs learn how to use datasmith?
It says in the documentation "Datasmith is designed to solve the specific challenges faced by people outside of the game industry who want to use the Unreal Engine for real-time rendering and visualizations — in industries including architecture, engineering, construction, manufacturing, live training, and more."
Is there a plug in or engine option to not package stuffs thats not being used?
But when looking one of the tutorials for AEC it seems like some of the topics there would be useful for game dev too.
@plush yew Ah thank you
good die script?
oop
forgot to plug in the right nodes
is this good?
how tf do I fix this
its my AI move script, its supposed to be in an infinite loop
Send a screenshot of the code
its supposed to
How do you get a RepNotify function override in a Child BP?
does anyone know how to get out of this mode, I clicked something and now I cant move when I hit play
its like a box in the viewport
but I cant move my pawn
@tawdry raptor looks like you might have to reset your settings in ue4
like the viewport ones
Should projectiles be spawned from centre-screen, or from the gun barrel?
I just closed out
gun barrel
its more visually appealing
bro stop shittin on my vibe
dude im just saying the truth. if you dont know anything about ue4
VFX can be separate, but the actual damage logic, where should it be?
how can you tell me whats better
It should look like its coming form the barrel but if its coming from the barrel it wont hit where you aim
@digital badger well theres also a possibility for it to go through wall
@spark sonnet he can easily fix that with velocity settings
Are you using a physical bullet or line trace?
aight
I see
you can easily do that then
you just have to put the traces end to the camera forward vector
Just looking for more of a player opinion, rather than technical ability
End at the camera, starting at the gun barrel? Surely that'll just hit the player
I'm probably going to go with, visually starting at the barrel, but gameplay-wise starting at the crosshair.
If combat sucks, I'll try gun barrel tracing
hey I have a bug, why does Left Mouse Button node only respond on double clicks? I literally have to double click for it to work single clicks to nothing
script?
wdym
I have a material instance that's being used. When checking references, it shows an entire level. Any way to see what exactly is using it?
.
Send a picture of the code @azure shore
its literally just the Left Mouse Button node, seems to be for everything I use it for but I guess I can still show
currently just this
grapple is just a bunch of grapple stuff
tried testing it with just a sound effect and yeah it still needs double click
I should mention that this is a 3d project on a 2d perspective and you can use your cursor on the screen
If you hook up a print string from the beginning of the Grapple function before the rest of the code you can check if registers the first click
Is there anyone here with level streaming experience?
If there is could you please come to the #multiplayer channel?
@spark sonnet sorry for the ping but do you have an idea of why its doing this?
No worries. I have had that issue too before. Try making an input action mapping with left mouse button and see if that solves the problem
oh, is there not one already?
which is cheaper, add impulse in a timeline or add impulse in a tick event? shouldnt they be the same ? how much cheaper is the timeline? why ?
if i want to rotate 1 clouds mesh every frame, wouldnt tick and timeline be the same cpu usage?
Im terrible with event ticks, I put so much on them
i started using manual time line activation with a random guess that its better for cpu usage but.. i dont understand how it could be lower cpu.
seems like less math if you just use a tick X_x
instead of timeline divisions on top of the "move it"
my ai use ticks set to 1 second activating timelines using add impulse. i dont like the idea of square nav meshes
ive only been a fake dev for 1 year after learning from youtube. dont take my advice
I'm getting a weird error while trying to package my project
i got one of those doing that also
i cant read the entire red line of text. ill search google. that seems like an easy lead
First thing you should do
ty HT. that SEE is new to me also. i learned something also
@spark sonnet nope, still same result with an action mapping
Do you get same results if you use a different key?
Ouch, the log isn't being helpful either. Just saying your inisetting is invalidating the cook
inisetting????
@spark sonnet just checked, and actually no its fine with keys
Hi guys, anyone used world creator or world machine? If so which is best and why
Mixamo.com @glacial trench
Thank you
I have had the same issue before @azure shore but I dont remember what I did to fix it. I'm trying to find it now
thanks
that made it work the first time I clicked, but then after that I had to keep double clicking each time again
Are you showing your cursor ingame?
same result
😦
in other news, my players started bouncing up and down on the ground for no apparent bloody reason
magic, see Harry potter and the sorcers cup
You did try this, right?
yeah I did that and thats what made it work on the first click but only once
When you hook up a print string before the rest of the code do you then get something like this?:
Click - print
Click -
Click - print
yeah but then every time after that it has to be a double click
like not just every second click, it has to be two clicks in quick successsion
Hmm
Ok I got the same issue now I think. For testing
It has to be two clicks within a certain time to register as you said
Try this @azure shore
Yeah me too. Maybe its using left mouse button for something else?
really dont know why my players being all shakey and not hitting the ground properly now though
though I doubt this is a problem anyone could help with without knowing the full context
I can try if you add some context 🙂
Does anyone know if there's a way to adjust the auto exposure thing? I don't really want to turn it off, I just want it to be less intrusive.
If I can't adjust it, I'll turn it off though.
That area should be dark though, lol
for a start sebb, Im using a weird custom gravity thing; the players mode is flying and its being moved by launch character nodes, it was working fine though
You can use a post process volume and adjust the Eye Adaptation @jolly steppe
https://docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/AutomaticExposure/index.html
Automatic adjustment of scene exposure to simulate eye adaptation from changes in brightness.
ooh sweet! Thank you : )
oh! I was at that link earlier and didn't think that was the answer. I should have checked more carefully, haha
how do i get the velocity of a mesh that is attached to another mesh ? meshes with parents show a zero velocity if their parent is not moving.
my VR HMD has 2 controllers, if i hold a sword mesh that is attached to the controller, the velocity shows Zero for the component
Have you changed anything after it was working? @azure shore
well I must have done, it was working fine earlier today but now without me realising something will have messed it up
I dont even have much currently in the third person bp and I cant find anything that could be affecting it
fgs
Could you send a picture of the movement code or a video of it?
well I could try
actually idk if I can because none of it even seems relevant
none of it would be affecting anything, UGH
When i first installed UE4 on my old laptop i installed it on an external hard drive, Today I got a new laptop is there a way i can make UE4 Show up in Epic Games without having to install it again
good lord this problem is so inconsistent too
Would Get Component Velocity work @rancid lynx ?
Wait. How would the sword move if the controller is 0 velocity?
my god am I sick of being a shit developer
generous of me to call myself a developer
What are you making @azure shore ? A space game?
well heres a gif of it https://gyazo.com/5624eea7b858c2d6b472ec6c22accfae
done some more stuff since this but nothings changed too dramatically
Looks cool
thanks its just theres two main features that are very difficult, wall walking, (havent got the gravity sorted out for it) and a grappling hook-like tongue
idk how to make it like, actually act like a bungee cord cus right now it doesnt affect the player at all
this shakey bouncey glitch Im having really comes and goes randomly, Ive tried taking things out and putting things back in to narrow down the problem but nothings worked, yet sometimes I cant even get it to happen whatever I try, and sometimes it does it straight away, IT MAKES NO SENSE
I know the feeling :))
Thanks Sebb! You helped fix the exposer thing. It's perfect now :D
saw that cheeky edit
I edit a lot, lol
Glad I could help!
my god, anger issues + game development is NOT fun
especially on a shit pc where everything takes ages and its slow, and on top of that the constant crashes undoing all my work
really do torture myself
Hey guys!
I tried searching but keep getting answer that arent clear, im want to use a variable in my widget that is from another blueprint, because each time i create my widget variable reset (im a trying to make a bank account who is saving). I know i have to use the ''cast to XX'' but i dont want to connect to ''object'' and ''as CPUWIN'' thank you 😄
Where are you casting to this?
ogavec, casting doesn't work like this
^
you need the CPUWIN to actually exist somewhere
yea CPUWIn is a Widget, i want to make like a bank account in a blueprint, and use the variables in the bank account blueprint in the CPUWIN widget
i dont really know if its the way to do it
it isn't
Is it a singleplayer game? If so you could have the variables in a gameinstance and get them from there whenever you need them
presently is singleplayer maybe upgrade it to multiplayer, its a number game i made in a widget. didnt know about that game instance, its a blue print?
In this video we look at how we can move variables across levels.
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Check this out @nimble viper
ok cool thanks !
Is there a way to get a word in a string by the index of it? Ex:
"Hello this is a test"
"Second line test"
And then if I want the third word of each line I would get:
"is"
"test"
@spark sonnet Not out-of-the-box, you still need to implement Split(TEXT(" ")
it's getting awfully close to regular expressiosn though
Split Is fast and easy to use 🙂
at least, it's fast in the sense that you don't have to worry about learning regular expressions 😄
Hi
How would split work? The thing is the only thing the code will know is the word position, not which specific word
How make a best score . Give me the code for make it
@spark sonnet Exactly, you run a split while the string left over has a space on it, and put the first instance of what it finds in a TArray<FString>
My method is don't works
This way you end up with an array of five strings in your first line and three strings in your second line
and then you check to see if .Num() exceeds your index, and if it doesn't return whatever it founds
I see. Thats a good solution, but that would only work for getting the third word,right? How would I get the fourth word?
I had the project I didn't want to implement too many data tables so I wrote the simple method to collect the data from a CSV file, And I was using split without any problems
you check to see if .Num() exceeds your index
This means that your first example will return a but your second example would give you an error, As there is no index = 4 In the resulting string array
This is the code I was using to get the data from my CSV file
TArray<FString> ArrayofStrings; FString sToken; FString sRemain ="Hello this is a test"; while (sRemain.Contains(" ")) { sRemain.Split(TEXT(" "), &sToken, &sRemain); ArrayofStrings.Add(sToken); }
Thank you very much @plush yew I have been trying to find an easy way to do this for a long time.
I looked more into the code. I actually dont need the splitter. I could just get the 4th index instead
I'm new to the automatic test, how do I get the result of the sound is playing in the blueprint?
does everyone else get the Steam Controller Bindings full screen popup every time they load up UE4 now with VR hardware?
is there a way to disable that stupid controller binding popup ?
Hey people
how can I prevent my character from
stopping the movement at the moment I stop the input and instead gradually return to the blending animations until stop?
cause I have this walk->run blendspace that works awesome when moving
but when I stop moving
it just stops
and that feels and looks terrible
If I understood you correct I have a solution in 2 sec
Change the interpolation time in the blendspace
Try setting it to 1 and see
@ornate ice
That is only gonna work if you have the idle stand inside the blendspace with walk and run
hey guys i have a problem
yet again
i changed my holstering blueprint tho it loops from idle to sheath
idle to sheath
sheath to idle
well i have no idea ham iam pretended to change bool to false when animation ends
gonna try that @spark sonnet
I'd like to have object A orbit object B while line tracing to output bones it hits.
Do A and B have to be different actors? I can't seem to get the orbit right when they're separate.
Don't see why they should have to be separate actors? But line tracing bone hits, not sure how that's done?
I used a marketplace redemption code for a tutorial but I can't find it in my vault, is there somewhere else I can see my redeemed codes/project files?
so you can line trace from child to parent component? @calm widget
hey! i'm making an indoor map in ue4, how would i do this? i'm fairly new to unreal so would i make the whole layout and map in blender or model just a wall and piece it together? i'm a little confused, thanks! :)
thanks :) does unreal have some sort of "grid mode"? where i can piece them together evenly?
oh nvm sorr
y
When i first installed UE4 on my old laptop i installed it on an external hard drive, Today I got a new laptop is there a way i can make UE4 Show up in Epic Games without having to install it again
engine
If it’s engine maybe you can choose it with version selector by right clicking uproject file
Yeah try this I suppose
while you can run the engine from an external drive.. there are basic things that windows needs installed
I'd not suggest you do this unless you know what your doing
better to install it fresh
Well engine doesn’t have much install links afaik
If it were launcher: for sure
You would want to run the prereqs installer though
@steep ferry in your condition to return to idle from equip, just use get time remaining ratio, drag off the float value and type <= and make the value .2 - if true, will go bacK to the other state, essentially having your animation play to the end before it changes
Is it possible curently to use multi-user editing over IP instead of LAN? I tried Googling it but got mixed answers so I'm not really sure
Hey all, I have an issue I'm struggling with maybe someone can help. one of my datatable is acting strange. Explanation : when I change the "Character Display Name" in the row value it doesn't appear in the top bar, so its value isn't changed in game. If I change any other value (like character hardcoded name) it updates the CharacterDisplayName correctly, I can set the other value back to normal so that fixes the problem temporarily. However if I save, close and reopen the ditor, the characaterdisplayname goes back to having the same issue as in the picture. I'm guessing there are some in-engine shenaningans happening?
@proven aurora IP instead of LAN? You mean WAN instead of LAN?
as in over the public Internet instead of local network?
Right, sorry, I'm not the most experienced when it comes to networking haha
@proven aurora Well then, the answer is yes, you can! unfortunately, someone really needs to understand networking in order to implement it. Conceptually it's very easy to implement, but in real life you may need a network engineer to tinker with public DNS entries, NAT, Port forwarding and similar goodies. well, goodies for me at least :D
But don't be discouraged, because the bottom line is: yes, you can!
Hi i've noticed that a directory in my AppData / Unreal Engine / Common/ DerivedDataCache is taking up 120GB
can i move that to another drive?
@upbeat tendon yes, in Windows you can create a symbolic link, that seems to be on C Drive but in reality can be anywhere else. This means that the folder still looks like C:\etc... But the actual data seats on D drive , or wherever
Hello, Im having this problem when I press a button I made in VR, my game goes lagy and is unplayable?
@gilded lichen could be problem with code
are you running loops or any sort of iterations in your code?
I'm running event tick, just getting the code to show you now
nvm I've worked the bug out
@plush yew thanks didn't know win10 could do symlinks
I think symlinks have been around since Windows 2000 or so
but it's a super hidden feature :P
or actually I think it's since whenever they created NTFS because it's a feature of the filesystem
How do you actually better understand what the engine is doing when you do certain things? Do you just go read the source code?
For example I was just trying to figure out what the "set input mode to game" type things do, or how pausing the game affects input handling. None of which really have any documentation besides stating the obvious like "pauses the game" which is... entirely unhelpful
(I did figure out how to get it working the way I wanted but I keep running into this where I don't quite know for sure and things just seem to be working)
Yop, Source Code
Okay guess that's what I'll have to do then... the documentation feels like a big weak link with UE tbh
The high level stuff is explained pretty well but a lot of this other stuff not really
@upbeat tendon Alternatively you can maybe check out this link https://docs.unrealengine.com/en-US/Engine/Basics/DerivedDataCache/index.html
Overview of the Derived Data Cache and the storage of assets in formats used by UE4 and its target platforms.
Hmm. Is Texture 2D Array actually working? I have 4.24.1 and it's always failing when creating the asset.
@thick herald @unique gull You need to enable cvar
ah, cool. Thanks. r.AllowTexture2DArrayCreation 1
I'm pretty sure I'm just doing something wrong and someone else knows what it is, but when after creating a custom player pawn, adding it to the map, pressing the play button to test the map doesn't let me control the player pawn on the map, instead it spawns a new on from the location of the view in the editor. How do I make this not happen?
Click on the new pawn in the viewport. Scroll down on the settings (down right corner) and find Auto possess player. Click it and select player 0 @civic otter
Found it 🙂 Thanks!
Does anybody have any experience with using the XDK and UE4?
wow moving my cache dir is taking hours, probably time to invest in a new pc
Is it possible to swap out an Anim Montage/Slot in the AnimBP at runtime?
So I can use different montages based on the weapon.
is there something in twinstick shooter template that doesnt want me to spin
@dim plover I think that's something that would be best suited to creating a base weapon BP, then creating children BPs for each different weapon and assigning the different montages for each that way.
I've been using UE4 for 3 days... I'm not the best for giving advice haha
Whats your issue @regal yoke ?
@spark sonnet is there something that stops addactorrotation in twinstick shooter
I'm gonna have to open an example of it. 2 sec
Just unhook this to not get rotation
i want rotation...
it lags on server
Oh
it works when i simulate but not when i play like WTF
Why not? Did you change the code?
wtf
are you making spaghetti?
no i dont want same rotation thing. It should rotate ship when i press E and it does it when i simulate but when i play it just rotates fast without lerp stuff
your trolling..
no?
@civic otter Unfortunately some of the montages I play are on the character which currently switching AnimBPs at runtime, I imagine, would not be so smooth.
THIS IS MAKING ME ANGRY
I dont get what you are trying to achieve. The template comes with rotation
lol
Just to be clear, https://blueprintsfromhell.tumblr.com/ are examples of things not to do.
@spark sonnet IT SHOULD ROTATE IN X AXAIS
Unless you give us better pictures we can't even really try to help you
I DONT WANT THAT TEMPLATE SHIT
Calm down
lmao this is hilarious
IN GAME ITS ONLY ONE LAGGY MOVE
i have tried to do this shit week now and not working
and then amarok zoomer laughs at me
I wonder why
yeah i wonder too why it only rotates in simulation
You are being ridiculous thats why
^
what there can be that stops this movement
im not ridiculous if i rage when thing that i have tried to do for week is not working
what ever
bye
i use new week to this
cya
We wouldnt be able to help you because you havent sent a clear picture of the code causing this
this is very toxic community
Mate..
You arent responding to legitimate questions and then you start caps locking and swearing
@spark sonnet k where is the problem=!
this is a Crate model i made in blender , u can see it alright nothing wrong with it
Even with that picture I'm having a very hard time seeing what you are doing
Try organizing your code and then seeing if you can see the problem
it kinda doesnt have the sideways faces
Here is the problem @regal yoke
i have this community
im starving here, tried to do this stuff for week now
i need food
Im sorry but its so messy. How am I supposed to understand what you are trying to achieve?
Yeah, get it organized then people will probably be able to help you more
im going to achieve rotation that works in game too, not just in simulation
thats what im trying to do
@regal yoke im using 2.8.. i think
You are lerping the location not the rotation
You've got better eyes than me
@spark sonnet ...
thats not the rotating thing
whAT EVER
i removed rotation skill
shit is this
I dont see any rotation code in that mess
there is no rotation
Then how is it gonna rotate?
idk
That might be the problem
...
having seen those blueprints, damn i am glad i try and keep as much in c++ as possible
i spinned it in editor and pressed "s" to save
You guys should stop responding to this guy
i rly had that problem, now i trolled in ending
problem is so weird that problem is not even in blueprints because i deleted parts of it and still spins only in simulation so whatever, i removed spnning skill
guns are enough atm
back to the days of how to ask a better question
then again i am guilty of not understanding my own problems
@humble ridge and thats pretty rude for real
i am still suck on how to version control my game, i thought i would simply use git and git-lfs, now all my diskspace is gone
probably because i keep adding assets to my code thinking i might use them
I'm fairly unfamiliar with git-lfs but thankfully so far I just have some really basic models I made myself so they don't take massive amounts of space :D
git-lfs probably would work, but i am a stupid home hobbyist who was stupid and adding content from the free stuff
What the heck is even? I turn my back for ten minutes and the world falls apart lmao
had to block this guy, still rude after coming out of costume
@regal yoke Have you considered using comments to help organize your code into easy to manage chunks?
With all of the strings you have running everywhere it's hard to keep track of what's connecting to what.
I always do like "yeah i will later clean it" and in time it looks like spaghetti
yeah later never happens lol
best to do it immediately or you get spaghetti
same with code :P
Yeah, that's one thing that took me longer to learn than it should have but that's the heart of programming and game development lmao
And that spaghetti that i just sent has nothing to do with my worst spaghetti blueprint
I don't think that's something to be proud of. Lol
im very proud
Please post your most spaghetti of blueprints.
You're likely to set yourself up for failure with spaghetti balls that intense.
You should also use variables. I saw you were casting to something and hooking everything up to that node instead of just getting a reference to it
i didnt remember that references are real
question, so being a novice, i thought i would use worldmachine generate myself some (fairly good looking) terrain and import it, now i thought i would build myself some buildings, i wasn't sure if i should place them in the level or create additional external levels and stream them in
i think i like the idea of having the buildings as separate maps
one spaghetti here too
i dont remember where my worst spaghettis are because i have so many projects and everyname is just number
im not going to go every of them
wow that took a lot of effort to create that
oof that alot of tick
Wait... Your projects are all just numbered instead of named?
Why would you do that to yourself? I can't even. I'm going to go try to sleep but this is going to give me nightmares lol
Can the quixel unreal licence be used w/ other software for promotional items about games with unreal>
Is there any good source that explains how to handle the find look at in an advanced way? because I get a lot of problems with wrong roations, inverted directions etc.
@hearty walrus if you mean the Unreal Unlimited license, you can use other software as part of your pipeline but the final render must be in UE
How would I render in unreal>
@regal yoke sometimes with a mess like that no one can help you dig your way out
@hearty walrus that just means your final work must be in UE. Quixel have their own discord server where you can find all the details of the license stuff.
can you DM me the link
Hello, How to do with my best score, since if I had a score which is the best score, this score there must become the best score, but because of that when I had the best score it makes how if I had had a score equal to the best score because it is when I have the best score that I put my score to the best score, how can this be prevented?
? ? ?
jesus fuck that spaghetti BP is giving me an aneurysm
BP?
Ramen, brother!
I like my pasta al dente and edible, not in BP
Working with a BP of that spaghetti requires actual galaxy brain.
Hey anyone knows how to slow down when you stop the movement input?
and not just stop abruptly
root motion
shit
Nah you can run input through a spring too
😮
Or constant interp to
interp to is probably the best way
but the input will give me 0 to 1
never actually thought about using that for input .. does it look ok?
that's a scale value you can multiply
If it’s too responsive interp to constant would at least make it non instant
Yeah amarock just need to tune it how you like it
as far as I know it's better to have a system that does not rely on root motion
yeah I don't want root motion either
in terms of locomotion
Yeah would make a “Target Right Axis” variable and interp “Right Acis” to it every tick
Root motion is painful to stay on top of more or less yeah
@cursive salmon nobody knows what you are asking help for. Can you explain it in short sentences?
Is there a way to use the landscape layers feature of 4.24 in runtime? (Specifically the alpha/visibility of layers)
If not, how can I make an area of my landscape change in runtime? (any "fake" ways are also accepted :p)
Before my new score goes to the best score it happens normally but after that it takes the new best score and it compares with the same value @civic otter
What do you want it to do?
Best score
What do you mean best score? You aren't using full sentences so it's hard to know what's going wrong.
the absolute best score, composed by Hans Zimmer
How to do with my best score, since if I had a score which is the best score, this score there must become the best score, but because of that when I had the best score it makes how if I had had a score equal to the best score because it is when I have the best score that I put my score to the best score, how can this be prevented?
ok I got it
😄
@rotund scroll and @humble ridge
now I need to make the animation
for when you change
amazing I get credit
for real @normal burrow thanks too
jajaja
now I need to make the change of direction abruptly
animation
you know like when you start running
@cursive salmon what you are asking I do not understand. Are you using Google translate? I am confused.
and change of direction that the character gets some "physics term here"
fuck how I forgot about that
term
lol
when you change of direction
the drag force
I think what Rayland is trying to say is he has two scores that he is comparing, and if his current score is same as the best score... something happens
but not sure about the rest :)
for some words yes @civic otter
Before than my new score goes to the best score it happens normally but after that it takes the new best score and it compares with the same value
@cursive salmon hot damn that's a lot of nodes
I know already it @hearty walrus
My code starts from the last photo to the first
Do me code for best score please, test your code before send me
does anyone know when Blueprint Initialize Animation happens as compared to BeginPlay for an animBP?
It happens lots of times kinda
but when
At the time you expect and also after teleportation
Also after skeletal mesh change
but it doesn't happen before BeginPlay or at the same time as BeginPlay?
Anything that would alter previously init data or require history refresh
Is there a begin play for animbp?
I think it probably would happen inside the begin play of skeletal mesh component but not exclusively
there is
I can't get the Init to work consistently though so I just moved everything to BeginPlay
May be what you’d want then yeah. Just if the mesh/skeleton changes. So long as no data cached in begin play is left over
I’ll double check in a bit
LINK : fatal error LNK1181: cannot open input file 'wininet.lib'
I get this error while packaging and prevents it
How do i fix it?
@rotund scroll
looks like BeginPlay is just invoked within the skeletal mesh component's BeginPlay as assumed
only invokation
@normal burrow ah, cool. that still works though, so it's all good.
thanks for the lookup
anyone good with IK here?
skeletal controls?
Hey guys, Im working on my first game and ive hit a road block as im unsure how to do something or the system needed if there is one. So part of my game requiers the player to disarm a bomb. This needs to be done in a specific order or it will detonate. In my head and planning it looks like im going to be using a LOT of booleans, to check weather something has been completed. Would this be the best way to go or is there another solution which im not thinging about? Ill take any help I can.
why when I put my nav mesh bound volume, when I play the editor crashes
@normal burrow well yeah. I had an old IK system I wrote but I don't think it was very elegant. I'm trying to rewrite it, but I'm at the point where I need to be able to drop the mesh below the capsule, and doing that elegantly seems a tad beyond my understanding
UATHelper: Packaging (Windows (64-bit)): [2/11] SharedPCH.Core.cpp
UATHelper: Packaging (Windows (64-bit)): [3/11] projectrp.cpp
UATHelper: Packaging (Windows (64-bit)): [4/11] SharedPCH.Engine.cpp
UATHelper: Packaging (Windows (64-bit)): [5/11] Module.AdvancedSessions.gen.2_of_2.cpp
UATHelper: Packaging (Windows (64-bit)): [6/11] Module.AdvancedSteamSessions.gen.cpp
UATHelper: Packaging (Windows (64-bit)): [7/11] Module.AdvancedSteamSessions.cpp
UATHelper: Packaging (Windows (64-bit)): [8/11] Module.AdvancedSessions.gen.1_of_2.cpp
UATHelper: Packaging (Windows (64-bit)): [9/11] Module.AdvancedSessions.cpp
UATHelper: Packaging (Windows (64-bit)): [10/11] projectrp.exe
UATHelper: Packaging (Windows (64-bit)): LINK : fatal error LNK1181: cannot open input file 'wininet.lib'
UATHelper: Packaging (Windows (64-bit)): Took 206.0561446s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Administrator\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Non-Steam+Games+Epic+Games+UE_4.24\UBT-projectrp-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error```
How do i fix this?
@rotund scroll i think @mint sequoia figured out the exact math to get things on the ground with it
some kind of arbitrary skin width or something?
Contact them and ask for a devkit
You will need a devkit
Look up ID@Xbox
If you want your UE4 game to run on a XBox, you need to get a XBox devkit, I don't know why this is unclear
So you need to ask Microsoft for devkits, sign the NDA, maybe pay some fees, though I understand they give out kits generously
They might require a legal company setup too
no fees and no company is needed
...
but they won't give you kits just to test
afaik you have to apply with a game concept 🤷♂️
Ok
when I'm trying to load my project I get "the following modules are missing"
You need to rebuild it from source
how do I do that
Open vs >>> build >>> [project]
vs?
hmm can you describe what you did recently to your project?
visual studio code
i assume when it says "the following modules are missing" it then says some module(s)?
yeah, it's the title of the project
you do have some c++ then?
i don't know enough about vs code, but if it can compile ue4, as HighTide suggested it sounds like this is what you need to do. Build your module.
If you don't have an sln to open
you right click the .uproject file and click Generate Visual Studio Project Files
and hope this opens in vs code i guess?
if you want to avoid the headaches
install visual studio 2019 community, and make sure the minimum required things in it's installer are checked
@normal burrow it's the standard mannequin, but it's not dropping below the capsule
https://docs.unrealengine.com/en-US/Programming/Development/VisualStudioSetup/index.html read through this for the requirements @vast fjord
you can't just lower the skeletal mesh component Cranz?
I can but the IK should handle that, or am I misunderstanding something?
what i was trying to say earlier is vaei found some artificial additional offset
like its not just center of the capsule
I did manually drop the mesh in my other implementation, but I don't think that's correct to do
I don't like that theres another transform to go through either but I actually do think its the proper thing to do. Like the capsule is what counts more than the mesh really. mesh just needs to be visually placed correctly
I guess
if the mesh was animated in 0,0,0 == center of capsule i would think differently
I'd love to see the implementation of someone who's proficient with this
Don't really expect there to be many options with it
its basically between starting with component offset or some other offset in anim nodes
Someone could set some strict rules on the animation authoring with the floor and how things work in component space
but not a real in depth thing one could work from really
did you read the thing i sent jayne?
@rotund scroll @normal burrow You just lower the pelvis by the same translation provided to the lowest foot for IK
