#ue4-general

1 messages ยท Page 616 of 1

zealous spear
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Umm, I am not in unreal anymore to explain

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:(

viral flame
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goddamn it

spark sonnet
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Create widget -> select widget -> add to viewport @viral flame

viral flame
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wheres the add to viewport option

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i need to draw it ingame and that

spark sonnet
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Its a node

zealous spear
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Yes add to viewport... It wasn't going trough my brain

viral flame
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will it be ingame tho?

mossy nymph
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you can start it with -log, which will open a command prompt window that prints out the logs

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or you can check the log file in /Saved

spark sonnet
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"Create widget -> select widget -> add to viewport @viral flame "

viral flame
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im viewing this in the widget

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this is like graph mode in the widget

spark sonnet
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You need to make that in a different blueprint. The widget cant make itself. You can just use the level blueprint to test

mossy nymph
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"full path to your UEEditor.exe" "full path to your .uproject file" -game-log - make a windows shortcut

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its equivalent of right click .uproject -> launch but with arguments

viral flame
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i made a hud blueprint and then i tried to repeat what you showed and it didnt work either

stark marsh
viral flame
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cant create the add to viewportt node

stark marsh
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this is not good need help

zealous spear
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@viral flame I can help you tomorrow if you can't do it

stark marsh
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let me try and convert the video to mp4 so you dont kave to download it

viral flame
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goddamn it im so dumb

spark sonnet
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You need your animation to have rootmotion @stark marsh

viral flame
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its such a simple task and yet i cannot make it

stark marsh
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how?

viral flame
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what blueprint class tho

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justt to make sure

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hud?

zealous spear
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I think? Idk what is going on.. on your screen

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Try it

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If is not working mention me tomorrow, I will help you

viral flame
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well i did exactly that

stark marsh
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@spark sonnet how would that be done?

viral flame
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i made a hud blueprint

spark sonnet
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Where did you get the animation form @stark marsh ?

zealous spear
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Because you had a few problems today

viral flame
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and tried to do stuff in it to display the hud in the viewport

stark marsh
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mixamo i got all the animations and the character from

viral flame
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goddamn it i feel so exhausted and dumb

zealous spear
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Add me @viral flame I will help you tomorrow...

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Just dm me

viral flame
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this is a simple task anyone on this planet would have completed in minutes

zealous spear
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Don't need to add

stark marsh
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its until i get good at blender and am able to create my own characters and animations one day

viral flame
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oh fuck i did it anyway

zealous spear
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Congrats

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What it was?

stark marsh
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until then ill just try to learn the engien and use stuff others have made

spark sonnet
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When exporting an animation from mixamo make sure to tick InPlace @stark marsh

stark marsh
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oh

viral flame
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can someone help me right now

stark marsh
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i didnt think that changed the actual file

spark sonnet
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It does

stark marsh
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i thought that it just was for the website

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well now i know for next time

viral flame
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can someone help me do a simple task any other human being even unexperienced with ue4 would have done by now

spark sonnet
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Whats the task @viral flame ?

viral flame
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getting a widget blueprint as a part of the hud

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game hud

spark sonnet
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Here:

viral flame
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NOPE STILL CANT FUCKING ADD IT TO THE VIEWPORT CAUSE THAT FUCKING NODE REFUSES TO SHOW UP

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GOD FUCKING DAMN IT

spark sonnet
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Which node?

viral flame
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add to viewport

hollow lake
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sorry if I might seem dumb I just started today

viral flame
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i selected the widget

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i cant find get stocks class

spark sonnet
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That node is called Create widget @viral flame

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The widget you select is the widget you made

grim ore
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so much of this could be answered if you tried to learn. When you are trying to create the "Add to Viewport" node are you selecting the white execute wire and dragging off it, or off the blue output Return Value node?

viral flame
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i cant fucking change it to the widget

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i swear to fucking god i changed outer to the widget

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yet it still says NONE

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jesus christ why

grim ore
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it kinda sucks that epic doesnt even provide anything regarding UMG on their online learning portal... oh wait......

viral flame
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its a pain

spark sonnet
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Open the static mesh and scroll down to the collision tab and on Collision Complexity choose this @hollow lake

zealous spear
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I wasn't expecting something more difficult than this.. unreal engine is painful haha lel

viral flame
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it justt hurts my brain 24/7 trying to figure out anything

hollow lake
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How might I find the static mesh?

grim ore
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@viral flame you are trying to create the widget in a place you should not be, and the 2nd thing is you are using context sensitive for the search and not using it correctly.

hollow lake
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nvm

viral flame
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and now it GIVES ME AN ERROR GG

grim ore
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I think you are about 1 post away from being ignored in here ๐Ÿ˜ฆ

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not a good start when trying to get help

viral flame
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then WHERE do i create a widget

spark sonnet
plush yew
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why in the fuck unreal engine project crashes when i try to start PIE with any 3rd person character?

viral flame
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i tried makingg it in a hud blueprint

spark sonnet
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Try googling stuff

viral flame
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when i tried to google it i didnt get what i want

zealous spear
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Shadept, go to sleep and I will show you tomorrow

hollow lake
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I cant find the Collision Complexity Tab

grim ore
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HUD works fine if you know what you are doing

spark sonnet
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Have you opened the static mesh @hollow lake ?

hollow lake
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This right?

viral flame
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finally goddamn it FINALLY

hollow lake
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Found it.

grim ore
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What is the name of the UMG Widget (Widget Blueprint) that you created that has the image in it @viral flame

spark sonnet
viral flame
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"HUD"

hollow lake
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Thanks for the Help!

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I figured it out.

spark sonnet
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I have sent the link that shows you step by step how to do it @viral flame ๐Ÿ‘

plush yew
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DEGastToday at 11:47 PM
why in the fuck unreal engine project crashes when i try to start PIE with any 3rd person character?
How can i even check whats wrong?

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debug?

grim ore
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@viral flame where/what blueprint are you trying to create the UMG Widget in?

viral flame
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the world blueprint

stark marsh
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ive downlaoded the animations again but i cant put them into my blendspace

grim ore
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the Level Blueprint?

viral flame
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yea

stark marsh
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its just stood T posed

grim ore
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delete everything in there, right click and type event begin play, and add that node to the blueprint

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drag off the white execute wire with the left mouse button to the right and let go, type in create widget in the search box, and add that node

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click on the drop down where it says Class (select class) and choose your HUD (it should be in the list)

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once this is done it should say Create HUD Widget at the top and if so we can move on

zealous spear
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Told him to use HUD

grim ore
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he doesnt know what the hud class is, he called his UMG widget HUD

viral flame
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i already got it to work

plush yew
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DEGastToday at 11:53 PM
DEGastToday at 11:50 PM
DEGastToday at 11:47 PM
why in the fuck unreal engine project crashes when i try to start PIE with any 3rd person character?
How can i even check whats wrong?
how to debug this?

viral flame
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i just followed the tut

grim ore
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@plush yew "crashes" can mean a few things. more info? or you just want to keep repeating

plush yew
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LoginId:700189e24d650cf2decea6a0d9c81d36
EpicAccountId:ba167d7955814663867bda39f01ddaf3

Assertion failed: UniformExpressionCache.bUpToDate && UniformExpressionCache.UniformBuffer [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Renderer/Private/ShaderBaseClasses.cpp] [Line: 383

grim ore
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is this a blank project you added custom classes to, the default third person template without changes? etc.

plush yew
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u talkin ta me?

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this is my project working on 3 months now it just doenst work

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i htought its my als character

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but no

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i put default also

grim ore
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have you tried deleting the DDC cache and your intermediate folder?

plush yew
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actually everything 3rd person crashes

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ddc yes

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so i can delete intermediate whole folder?

grim ore
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yes that is a temp folder. Any plugins installed? Internets say substance can cause this issue

plush yew
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yes sorry subs is installed

grim ore
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but if it happened suddenly then that sounds like a temp issue

hollow lake
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You guys know how in the 3d preset thing, You can push boxes with the gun. How might I add the ability to be pushed onto a cube?

grim ore
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are you using substance? if not try disabling it and see if it goes away

plush yew
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ok

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deleted everytthing

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nothing works

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trying subs now

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nope

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did not work

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how can i access some info on my project what keeps it crashing?

grim ore
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besides doing a full source build and debugging it i dont think there is much

plush yew
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fuck my life

grim ore
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@light lintel he simply called his widget HUD

plush yew
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is this normal for people

viral flame
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im using a widget

plush yew
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that projects just fuck up?

viral flame
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i just renamed the widget to "HUD"

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cause im brainless

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i have no idea

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yes thats what i used

jolly slate
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Typically we don't refer to widget blueprints as HUDS, as a HUD class is an entirely different thing in unreal.

viral flame
grim ore
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yep it's just a name in this case, he could have called it Uranus and it would still work

plush yew
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its weird i can start the game standalone but not in pie

grim ore
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no issues now

viral flame
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how can i make jumping quicker

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like to make the player accelerate quicker when he jumps

jolly slate
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That's exactly what it was, it was a separate class blueprint meant to contain variables and such for your UI.

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However it's pointless these days.

grim ore
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the HUD class itself still makes a good global that you can use to manage your UI plus it's client only in multiplayer

jolly slate
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Tidiii that depends entirely on how you intend to use the mesh in the engine

viral flame
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do i change the jump velocity?

jolly slate
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There isn't a global "one way" to do it

grim ore
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@light lintel most of the time no as you want them separate with separate materials (hair/etc) might have opacity while the body itself is opaque

viral flame
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cause i want to get my player jump way quicker

jolly slate
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A series of meshes that have been merged together can still contain several different materials.

grim ore
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that's up to your bone and rig setup pretty much

viral flame
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hello?

jolly slate
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So unless you're planning to do something specific with the mouth and eye stuff as separate pieces in the engine, you may as well merge

viral flame
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how can i make my player jump quicker

spark sonnet
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Google @viral flame

jolly slate
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Does your skeletal mesh contain bones for your eyes?

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If so, merging them is fine

zealous spear
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@spark sonnet go to DM for a sec

jolly slate
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Yeah then you're fine

viral flame
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yeah but i cant seem to find the "how fast the character jumps" option

jolly slate
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There is no option for "How fast it jumps"

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You change the velocity to a higher value

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If that makes your character jump too high, you change the gravity

viral flame
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yeah but that only makes the character jump higher

jolly slate
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So change the gravity

viral flame
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yes this is what i searched for

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gravity

jolly slate
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Okay, good, so change that.

viral flame
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on another note

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how can i get a smooth animation for crouching and uncrouching

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im familiar with blender animation in one way or another

jolly slate
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Mate, you'otta start googling stuff ^^ There's a million threads on the forums about that

gilded lichen
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Why doesnt my widget show in the viewport, but shows in the blueprint editor?

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nvm

still schooner
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hi guys dont know if this right channel

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but i have a problem with video texture

grim ore
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it could be, it could not be

normal burrow
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to be? or not to be?

still schooner
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well i have a video texture applied on a plane

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but on the rendered video it plays faster than it should be

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in viewport its fine

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i matched all the fps setting with video's

grim ore
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using sequencer to record it out?

still schooner
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yes

plush yew
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https://www.youtube.com/watch?v=ovNdg_RTjHA&t=384s followed this tutorial to about 6:50 and the volumetric material for the particles don't seem to show anything at all, anyone tried something like this? I have the volumetric height fog set up too still nada, using 4.24

How to create localized volumetric fog in Unreal Engine 4. Topics covered: Material graphs, material instancing, sphere mask, particle systems, volumetric fog, lighting, post processing.

LINKS:
Texture Pack - https://gumroad.com/l/cdba
Rainbow Map - https://i.imgur.com/rBX60...

โ–ถ Play video
grim ore
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@still schooner hmm.. Assuming you are playing it back in a media track and rendering it out at the video fps it should be synced. faster or slower? does it seem like it goes up/down to a fixed frame rate

still schooner
grim ore
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when you export out in the render movie settings have you tried use custom frame rate and locking it to the rate you expect? that is the one that matters in the end

still schooner
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yes

grim ore
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Damn I have no other ideas. I can say that I tried a sample file in .24, set it to render out at 29.97fps to match the video and it played as expected. I set the frame rate to 120fps and it played it 4 times speed as expected ๐Ÿ˜ฆ

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using a sequencer with a camera track and a media track in it, with the media track playing the sample media source and texture

still schooner
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if i set half of it then video will be like clay animation

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dx12 wouldn't cause it right?

grim ore
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it might but I can check here

still schooner
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how

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i also need ray tracing for the video

grim ore
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well I mean I tested with dx11 as the default, swapping to dx12 and trying again

still schooner
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ah okay

grim ore
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have you tried it without the path tracer turned on to see if that is the issue

still schooner
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plane is invisible with path tracer

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so only ray tracing

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there is nothing about this issue on forums

grim ore
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well i just swapped mine to dx12 and rendered out no issue

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not using DXR tho

still schooner
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"Setting playback rate works. Event tick > set rate is working for my purpose ... need to record a small movie of a flyaround."

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found something like this

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but no idea what is this

grim ore
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well I know what they mean but I would guess they are playing the media back outside of the sequencer

still schooner
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sad

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i wonder what kind of issues the mandalorian makes faced

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makers*

grim ore
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are you playing back your media player in the sequencer or outside of it?

still schooner
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outside

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with blueprint level

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if you mean that

grim ore
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yeah

still schooner
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should i do a sequencer blueprint?

grim ore
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that doesnt seem to help much and you can't really tick in the sequencer effectively

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what they are saying is after you start playing your media player

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in the event tick set the rate to your playback rate every frame basically

upper heart
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Does anyone know why Insights isn't being insightful?

jovial pollen
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any ideas on how to fix you flying when you grab a sword in VR?

upper heart
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It is giving me a timeline with times, but no details

jovial pollen
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I tried removing its collision but then I couldnt pick it up

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any other ways I should try?

timid jacinth
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Does anyone know anything about implementing LUA into unreal

jovial pollen
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wtf is LUA

upper heart
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It's a scripting language

jovial pollen
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nvm

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oh

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you cant use any other language except C++ or blueprint

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from my experience

exotic thicket
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You would probably have to integrate Lua using C++

jovial pollen
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any ideas on how to fix you flying when you grab a sword in VR?
I tried removing its collision but then I couldnt pick it up
any other ways I should try?

exotic thicket
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ah, yeah the wiki page pretty much says the same :)

grim ore
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@still schooner something like the bottom part is what they are suggesting in that thread

timid jacinth
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But how does that work,

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Can players call lua functions when I package the game

still schooner
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let me check

timid jacinth
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Or on dedicated servers

exotic thicket
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You would have to look at what sort of C API Lua provides

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If you build some UE C++ code that embeds the Lua parser and interpreter, then it would make it so that you can run Lua code at runtime

timid jacinth
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Ah thanks, I only want lua to add support like Garry's mod did

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Oohhh

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So I just create a .lua file or something

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When I implement it

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And I can just use it

exotic thicket
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The wiki page that was linked seems to show something along those lines, or at least something you could modify to do that

timid jacinth
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Ahh thanks

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Also

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How do I avoid this client lag on networking

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Only when they move left or right, not forward

still schooner
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@grim ore still was same but the delta seconds did something

jovial pollen
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any ideas on how to fix you flying when you grab a sword in VR?
I tried removing its collision but then I couldnt pick it up
any other ways I should try?

still schooner
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when i connected to set rate

grim ore
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@jovial pollen you have collision channels when working with collisions. You could set the sword to ignore the players collision channel but still listen for the channel you are using for looking to pick it up. Alternately after you do the event to pick it up you could disable the collision before moving it to the player

still schooner
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lol

jovial pollen
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aaah ok

still schooner
jovial pollen
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thanks

still schooner
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thank you so much @grim ore

grim ore
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so it's playing back at 4x speed? that is weird

still schooner
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very

grim ore
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but a fix is a fix

still schooner
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dont know if its the correct rate tho

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anyway looks good to me

jovial pollen
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@grim ore where do I set the ignore player collision?

marsh swallow
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Okay... serious question here because i feel almost crazy asking this.... does anyone else have issues clicking on actors when you apply a transparent material to the mesh? Its like you can no longer click on it view port.

fierce tulip
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press t

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weve all been there hehe

grim ore
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it's not a button to set, you would have to figure out which collision channel the player is on and then set up a custom channel for the other item or change it's existing collision settings to ignore the channel the player is on https://www.unrealengine.com/en-US/blog/collision-filtering @jovial pollen

still schooner
grim ore
marsh swallow
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OMG THANK YOU

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๐Ÿ˜… i really thought i was going crazy

still schooner
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@grim ore do you know if can we use dither temporal node for chroma keying?

jovial pollen
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thanks Mathew

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it worked

grim ore
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I do not, Art is not something I am good at ๐Ÿ˜ฆ

marsh swallow
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Mathew=Coding/Tutorial Master

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๐Ÿ˜„

still schooner
marsh swallow
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Art != Coding.

hollow wave
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well that doesnt make sense

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(Art != coding) would make sense with just slang. But programming whise. if they are bools maybe or floats,etc.... but in this case to say what you're trying to say. then you would type ((Art == Coding) = false(. But even this wouldnt make sense since we arent specifying what type they are

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xD sorry just thought i wanted to spark a nerdy argument

marsh swallow
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xD

grim ore
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lol

exotic thicket
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pretty sure they would both be monads

hollow wave
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๐Ÿ˜‚ the hell is monads

exotic thicket
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monad is just a monoid in the category of endofunctors

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functional programming stuff lol

plush yew
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got anything on volumetric fog? trying to get one to be a local instance in a scene

hollow wave
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im a c# guy. that might just be a c++ thing. My studio is concidering switching to UE4 so im trying to start getting involved in the UE4 community,etc....

plush yew
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whats the best channel for volumetrics?

exotic thicket
#

It's Haskell stuff mostly :)

grim ore
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switch to UE4 and don't use C++. Win Win lol

exotic thicket
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I guess F# might have some concepts like that but I haven't really used that

hollow wave
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f# isnt really that loved xD

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yea thats what im thinking of doing mathew. im a env artist so programming isnt something i do all the time at my studio. Only some times when the programmers need some help to hit a dead line or fix a bug. But still then im thinking of just using blueprints xD

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The only annoying thing im noticing right now is how the hell well we make procedural physical animations with UE4 if our animator never done that in UE4 xD

grim ore
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lots of nodes

kindred viper
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not that many if you setup the right conduits

grim ore
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well lots for me is more than 0 so....

kindred viper
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hah ๐Ÿ˜„

thin tendon
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I want to create a shimmer effect on interact-able items within my game. I just don't know what its called so I can google. Can anyone help me out?

kindred viper
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with all the stuff inside UE4, if you know what you are aiming for, it will be fairly straight forward. It's one of the better non-animation animation tools I've used

next current
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yo how could i use a boolean from a widget blueprint in a hud class

grim ore
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@thin tendon shimmer or an outline?

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like toss an example of you want in here or #graphics and someone can help

thin tendon
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I would prefer a shimmer I think it looks nicer

kindred viper
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@next current when the widget is created, keep a reference to the widget. Or get the widget and cast it to your widget class, then pull the bool off from that

thin tendon
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Thanks

next current
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uhhh how would i do that lol

kindred viper
next current
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on the hudclass i now have get all widgets of class

timid jacinth
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Your cast is useless @next current

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What is it doing there

next current
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i thought it casted all of the variables from the widget blueprint as an array

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guess not lol

timid jacinth
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Casting is used to get variables and stuff from another class

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You'd wanna drag out of as mainmenuhudclass and get an array, and add it

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My explaining isn't the best sorry

kindred viper
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@next current That video I posted is just over 2 hours. Some of it you can skim. But it will save you more hours than you will spend figuring it out that is for sure. I would take a timeout to walk through it

next current
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@timid jacinth @kindred viper thank you :)

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what part should i go to?

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wait nvm i found it lol

kindred viper
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All of it. It's widely considered one of the more vital tutorials to get started

weak harness
#

Anyone know if Epic is doing the monthly assets in 2020?

maiden swift
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Yes, until at least October 2020.

grim ore
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Appurently it is the 1st tuesday of the month now "Going forward, new featured free Marketplace content will be released on the first Tuesday of every month, and the catalog of permanently free assets will also continue to grow."

weak harness
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@maiden swift Thanks for the link. The blog isn't working for me.

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I couldn't find it myself.

maiden swift
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No worries.

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What Mathew said, too. It used to come out on the first day of the month; now it's the first Tuesday of the month.

weak harness
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Weird that they changed it.

kindred viper
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Hi have you met the engine? :p

timid jacinth
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I really hope this months assets are really good

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I need some sort of buildings or houses for my game

kindred viper
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City Builder on the marketplace is kinda neat

timid jacinth
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Lemme check it out

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Nah I'm talking about free

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And my game is tps so that city builder wouldn't look very nice in thirsperson xdd

timid jacinth
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Thanks that would be great for testing

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My game is realistic tho

exotic thicket
#

Hum, is Player State not always available in Begin Play? Kind of seems that way

timid jacinth
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Looking for something that fits graphics like this

dim plover
#

The PlayerState has to replicate down to the client, if that's what you mean.

exotic thicket
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Yeah I'm guessing that's what's going on... I was storing it into a variable in my HUD so I can display info from it, but looks like I need to do something else

dim plover
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There might be an OnRep_PlayerState.

exotic thicket
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Hmm, will have to check, thanks

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If not there's probably something in the game mode that I could use as an event to tell the player to do some kind of init logic like setting up the HUD

dim plover
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GameMode isn't replicated. So if your clients are relying on that to create the HUD, well...

kindred viper
#

server only

exotic thicket
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Yeah but it has those events for PostLogin and such

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so I could do an RPC to the PlayerController or such from it

dim plover
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This init stuff is actually one of the more annoying parts of multiplayer at first.

exotic thicket
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well, considering how straightforward it seems to be otherwise it seems like fairly minor inconvenience :D

kindred viper
#

you say that, then you get into it and everything starts getting way complex ๐Ÿ˜„

exotic thicket
#

yeah that's entirely possible, although the local client / remote server execution model reminds me a lot of working with Elixir which has a similar architecture for many of its moving parts

kindred viper
#

the core fundamentals of mp in UE are amazingly simple. I was surprised. But then I've never really done anything complicated with it either besides some login authentication and level streaming stuff

#

Cedric's compendium should go in the UE hall of fame for documentation alongside all the WTF? videos

exotic thicket
#

UPROPERTY(replicatedUsing = OnRep_PlayerState, BlueprintReadOnly, Category=Controller)

#

looks like Floss is right... I wonder how do I access this from a BP...

#

Well, it won't let me declare a function in the BP called OnRep_PlayerState so I guess I might have to do this in C++ :D

dawn hedge
#

Why?

harsh tiger
#

could someone tell me what this is? i looked on the ue4 docs but didnt find anything for this specific setting

#

they cant connect together, so im left wondering what it even does and if its important

#

ah never mind

maiden swift
#

Indeed, and you can create concurrency settings as separate assets, allowing for multiple "presets". That's what you select in that dropdown.

grim ore
#

@dawn hedge IF you install the debugging files from the launcher (click the drop down next to the version, options) you can crash it again and get more detailed info

harsh tiger
#

@maiden swift if i leave it blank like it is by default, will it use a pre built one in the engine?

#

turning on "show engine content" doesnt show one

maiden swift
#

If you leave that dropdown blank, it will use the concurrency settings configured for the sound that's being played.

#

Which may be either in a SoundCue or SoundWave.

harsh tiger
#

thats in my sound cue

maiden swift
#

Those grayed out settings are the defaults.

harsh tiger
#

perfect. thanks

celest creek
#

Hey all, I'm wondering if there's a way to create a DOF function that allows everything to be in focus in a distance from 0 to X meters, and only after X meters will things go out of focus?

weary basalt
#

Cant you do that with the Camera controls for DOF?

#

Surely thats entirely possible with the settings already there.

celest creek
#

Oh really.. I kind of assumed it would have things in front of and beyond the focus point always out of focus

#

I'll check it out! Thanks

clear bay
#

Forgot the fix for this but my montages are not working, whats the fix for this

#

I tried all montage node variants and I changed the slot specific for it as well.

pure glen
#

When modeling for UE4 in Blender, is it better to use one mesh or multiple meshes for the same model?

fierce tulip
#

depends on the model

pure glen
#

So like a gun for an FPS game

#

Im assuming more detailed, do seperate, less detail, do the same

elfin ridge
#

do I need anything else installed other than the Epic Games launcher and up to date windows before I install UE4.24 ?

#

I keep getting a corrupt install message after install \ =

even formatted..

swift spindle
#

HDD issues ?

normal burrow
#

Drivers prolly

#

And dot net

elfin ridge
#

UE4.24 Download would Verify and then just keep Looping back to install never would actually install - checked the C: drive and it had lots of room left, checked the Epic Games/UE4/Folder was at about 30-31gb so I think it was fully there

#

What drivers should I definitely have updated?

.NET Framework should be updated with Windows Automatic update right? or am I mistaken..

normal burrow
#

Not necessarily, but video card drivers. All drivers really if you just installed windows

elfin ridge
#

Ok, I just did another fresh install I will make sure all my drivers are updated & I read somewhere maybe disabling Windows Defender during download might make a difference?

normal burrow
#

Hm I havenโ€™t heard of that being necessary but could try it

#

Could also install visual studio 2019 community which will install other things youโ€™d need to package later

#

Would not expect that to have any affect on the installation process, but maybe

fringe salmon
#

Hi everyone..This is my first post here, in next couple of days I'll be getting a topic for my University game project..So I was researching and came across damage skin effect that I should put in my game..can anyone tell how can I get it done in UE4..Also can anyone tell is this Render Target?

elfin ridge
#

Ok, I will throw Visual Studio on here too - any tips are greatly appreciated, thank-you p@t

#

@fringe salmon Is that your character?

fringe salmon
#

@Xpressd I wish..its Smoke from Mortal Kombat

elfin ridge
#

oh.. hah..

#

@fringe salmon - If you don't have any experience creating 3d models and rigging them up you should check out Mixamo, they have a bunch of characters you can use for free (or at least they used to have some free characters)

https://www.mixamo.com/#/?page=1&type=Character

Here are some tutorials for UE4 + Mixamo:
https://www.youtube.com/results?search_query=ue4+mixamo+

Easier to learn with mixamo first then try out your own models

fringe salmon
#

I'm familar with character modelling and stuff..its just a concept that I wanted to show what I want for my game..The idea is upon getting shot by the player the enemy's endoskeleton will be exposed..That's what I'm trying to achive in UE4

elfin ridge
fringe salmon
#

Lovely..Thanks :)

hidden aurora
#

Does anyone here knows how to use physics constraints?

calm widget
#

Yes

honest glade
#

is there any section i can pay someone to help me fix a project?

normal burrow
#

Read pinned messages

honest glade
#

@normal burrow thx

gilded plinth
#

Anyone have any luck with 4.24 control rigs? everything is renamed and the main control unit node was deprecated : p i have 4.24 kinda working now, but it's not right. I'm thinking ik bones play a more important role now

grave osprey
#

Is there tutorial to make chess game in UE 4 m

trim steeple
#

@grave osprey Just type Chess tutorial Unreal engine on google

alpine peak
#

Hi there. New-ish to UE. Is there a channel for asking beginner level questions?

lapis vine
#

All channels major beginner's questions. Just ask.

alpine peak
#

I'm going through the first person tutorial to get an idea of how the engine works and I cleared the mesh for my player character. However when I "play" the mesh re-appears and is listed in the world outliner.

#

I've tried rebuilding everything etc but can't seem to shake it

lapis vine
#

How did you cleared that mesh? I think by default Play does create one for you anyway. Otherwise you have nothing to actually play with. You can replace the mesh instead within the blueprint (I guess, not familiar with that tutorial).

#

... Also there are different "Play" options, some of them does not spawn mesh or so, e.g. Simulate

alpine peak
#

okay I think I've figured it out

#

I have a player character actor in the world

#

but that seems to be distinct from the blueprint base if that makes sense

#

so the blueprint was still using the 3d mesh.

#

I think I'm confused because when I start, I think it creates a new player character from my view point

lapis vine
#

Yes, there is even such option in Editor/Project settings - spawn from current POV

alpine peak
#

ah yeah I removed my player start object I think

#

cheers for the info

lapis vine
#

No problem, I think you have figured it out by yourself anyway ๐Ÿ‘

alpine peak
#

haha yeah, gotta rubber duck sometimes though.

lapis vine
#

Quack ๐Ÿฆ†

alpine peak
#

I'm a dotnet/azure developer by trade but figured I'd do some hobby stuff in unreal engine to hone my actual programming chops.

#

used to mess around with maps back in ut99 and 2k4 days. The engine has become so much more intense than I remember haha

abstract relic
#

Are we including spaghetti chops

lapis vine
#

I'm eating Ramen

#

So, yes.

abstract relic
#

You are doing a great service. Consume those noodly fiend.

alpine peak
#

haha I was just eating dry noodles before

lapis vine
#

Doing my best ๐Ÿ’ช

exotic thicket
#

I remember making maps for Duke Nukem 3D... yeah we've come some distance since then ๐Ÿค”

#

actually Wolf 3D too probably!

alpine peak
#

haha the ole WAD files?

exotic thicket
#

I don't think either of those used WADs

#

Doom was the one with WADs

alpine peak
#

ahh

#

I kinda assumed those engines were all based on the same thing

#

I only ever really played with old unreal and source

exotic thicket
#

Not quite, Wolfenstein 3D was made by Id but a lot more primitive, Duke Nukem 3D used the Build engine from Ken Silverman

alpine peak
#

oh cool just looking it up now

exotic otter
#

guys i have a collider on 1 object and a collider on another
and they should only obverlap wioth each other
but other colliders still trigger

these are the other collider settings
they still overlap wity each other

tame delta
#

Is there any way to build the engine using Visual Code instead of Visual Studio?

cloud cobalt
#

Sure, though you'll need VS installed anyway

tame delta
#

I do have VS installed, but I guess my trial period has ended (never used it ๐Ÿคทโ€โ™‚๏ธ )

cloud cobalt
#

What trial period ?

tame delta
#

Could you give me pointers on where to go after generating the .sln?

#

No idea, apparently there's a 30 days trial period for Visual Studio. I'm only used to Code though

cloud cobalt
#

If your company makes less than a million $ in revenue or something you can use Community forever

tame delta
#

That's 1M in revenue regardless of the field?

#

I'm the only software developer here, is why i'm asking

cloud cobalt
#

Total yearly gross revenue

tame delta
#

I mean either way as I said I'm used to Code, I assume there's not a huge difference, but if the setup isn't too complicated I'd like to try

cloud cobalt
#

Which is a moot point for you, because you'll need Visual to actually compile, while using VS Code as a code editor

tame delta
#

Is this not only for using Code with a project?

#

I meant specifically to set it up to build the engine

#

I'm already successfuly using Code with my project with the visual studio build tools

cloud cobalt
#

Ah, sorry, not sure about that, though it's very likely possible

#

You probably need to investigate how project files are generated

#

And try to do the same in the engine sources

tame delta
#

@cloud cobalt I'll experiment, see if I can get something to work, thanks ๐Ÿ™‚

upbeat tendon
#

are there any guides on how to install a minimal vs2019 setup for ue4? i really wish i didn't need need this mssql stuff

cloud cobalt
#

You basically only need the Win10 SDK and the compiler.

upbeat tendon
#

i seem to have way too many win10 SDKs

cloud cobalt
#

You only need one

upbeat tendon
#

the latest?

cloud cobalt
#

Whichever really but yeah

upbeat tendon
#

do i need incredibuild? i am only one man on his laptop

cloud cobalt
#

This is what my full 2019 build looks like btw

#

That and one W10 SDK

upbeat tendon
#

i tried to remove c# and visual basic and it wants to remove ue

cloud cobalt
#

You can basically just tick the "desktop dev with C++" box and untick everything else

upbeat tendon
#

no .net framework?

#

well if this works i get 15gb back

cloud cobalt
#

Don't have anything .NET here.

upbeat tendon
#

nice

#

i think when i build myself a new rig later this year, i am going to be super careful what i install

cloud cobalt
#

More like get yourself 4TB of storage

upbeat tendon
#

i will do that too

#

i just had to delete 120gb of cached textures as my drive filled up

#

thanks, i got a good amount of space back on my only fast drive

zealous cloak
#

is there a way to get stereoscopic 3d in unreal?

dark stag
#

anyone mess with OSC yet?

vital plinth
#

Good day gents, I am rendering a video with a media player in the background. When I record in unreal the media player is moving much faster then the actual render. Any idea how i can sync it with the render? Would really appreciate a hand with this.

hasty pewter
#

Get atleast 10tb

#

To whoever is getting hard drives

upbeat tendon
#

only 10

rotund scroll
#

what do you need that much space for

hasty pewter
#

Demos with megascans can get pretty heavy

upbeat tendon
#

pr0n

hasty pewter
#

The whole megascans too

#

We don't use that word here man

rotund scroll
#

lol, I can't imagine using all of the megascans in one project

hasty pewter
#

Just for storage

upbeat tendon
#

i will probably be good with 1tb of fast storage and 2tb of slower storage

rotund scroll
#

or why you'd want to keep them downloaded instead of just getting them as needed

hasty pewter
#

Internet problem

upbeat tendon
#

i don't use megascans

hasty pewter
#

I will have 2 TB nvme but I need a harddrive too

#

@upbeat tendon why?

upbeat tendon
#

but damn 120gb of derived cache made me sad

hasty pewter
#

It's pretty

rotund scroll
#

yeah maybe if you live in a part of the world that doesn't have anything above ADSL 256kb/s speeds

hasty pewter
#

Exactly

#

I'm moving there

#

My hometown internet sucks

rotund scroll
#

but most of us live in places where 30-50 mbit is available

upbeat tendon
#

i am a cowboy, i just use free assets

hasty pewter
#

And it's pretty costly too

#

Lucky you

#

Megascans are free too

rotund scroll
#

just because it's free doesn't mean it's worth using

upbeat tendon
#

but that brushy person has made me such lovely assets

hasty pewter
#

It kinda is

#

You can't get more real stuff than that

rotund scroll
#

especially if you have something like megascans, because you are forcing the art direction of your game to conform to the megascans

hasty pewter
#

Brushify?

rotund scroll
#

instead of the other way around

hasty pewter
#

To reality

upbeat tendon
#

yes brushify

rotund scroll
#

and if you're a solo dev, good luck getting in on photogrammetry because that's what you'll need to reach that level of realism

hasty pewter
#

Yes yes

#

Exactly

upbeat tendon
#

if i made my own graphics they would look worse than minecraft

hasty pewter
#

Lol me too

#

But not with mixer 2020

rotund scroll
#

it's really easy making everything plain color

hasty pewter
#

And blender

#

It's coming soon

upbeat tendon
#

i've never got into blender and i've been trying on and off for years

hasty pewter
#

In mid jan i think

rotund scroll
#

but in either case your art direction is going to suffer if you don't think about the assets that you use

hasty pewter
#

Me too honestly

#

Houdini and maya is the best combination rn for me

upbeat tendon
#

personally i've i build something that works and doesn't look like complete rubbish i will be happy

hasty pewter
#

If only Maya indie would become official

#

You can do it

#

Check out the steam version of painter and designer @upbeat tendon

#

They cost around 40 dollars each here

rotund scroll
#

@upbeat tendon mismatching assets are worse than an art direction that is simple

upbeat tendon
#

you aren't wrong @rotund scroll

#

i found stuff that looks ok together

rotund scroll
#

I'm just saying art requires more thought than just downloading different assets and putting them into a scene

upbeat tendon
#

i didn't disagree

#

my stick men have issues

#

i will just figure out what i can get away with and what i can't

whole quarry
#

But what if your art piece consists of many different art styles?

upbeat tendon
#

i just stick to what just about goes together

#

if it looks so awful i can see it

whole quarry
#

What if you have no art direction at all?

#

๐Ÿค” to art or not to art

upbeat tendon
#

then it will look like garbage ๐Ÿ™‚

whole quarry
#

Garbage can be art tho

upbeat tendon
#

i am still not really sure what i am creating

whole quarry
#

So you're in to abstract?

upbeat tendon
#

i am like a child with some paints, brushes and a table, i am throwing stuff at the paper and i will see what sticks

#

if anything

shell jetty
#

when art its self is a beautiful

rotund scroll
#

I'm no artist, but even I can make shit look good with materials

#

not everything needs to be realistic

whole quarry
#

From my own experience, brushes dont tend to stick well on paper when throwing the brush at it

#

Never tried to throw a table to paper tbh

upbeat tendon
#

i think i've found a few packs of free that that look ok together

shell jetty
#

marketplace extravaganza?

upbeat tendon
#

i like the brushify landscape, the seaside town assets, still looking at which nature pack works

#

the matermill looked promising, but is a little cartoony to work with the other assets

#

and ultra dynamic sky

#

i am such a pro

timber minnow
#

Hi everybody, i'm trying world composition with unreal 4.24 and wanted to test layer sculpting on it but i can't find the option to enable . does anyone knows if we can mix world compostion and layer ?

upbeat tendon
#

@timber minnow not tried that yet, what would this do for you?

timber minnow
#

here is a landscape i've created in unreal , and i can check the option to edit layers

#

and here is the landscape i've created with world composition

#

and there is not the option i needed to sculpt and edit my huge landscape by layer

upbeat tendon
#

you are going to sculpt landscape by hand?

timber minnow
#

not rly , i create the first pass in houdini, then export it to unreal with world composition , then our level builder artist needs to changes some things by sculpting it .
and i want to be able to change the first pass without erasing the work from the level builder . that's why i needed those edit layer

#

then i will apply erosion with houdini

ocean crystal
#

Let's say I create a cube and I set it's scale to 50 on all (XYZ). My question is: What is that 50 measured in? Is it meters like in Unity or is it something else? Thanks!

timber minnow
#

@ocean crystal yep Meter

#

for my problem above , should i ask on the forum ?

#

@blissful trail you should put that in work in progress

ocean crystal
#

Ah, good to know. So max level size without "hacks" is 21 km in UE4 then. As for hacks...I refer to World Composition and World Origin Rebasing.

blissful trail
#

oh ok sry

#

now i know ๐Ÿ™‚

cloud cobalt
#

@ocean crystal The size of the cube would be the size of the mesh times 50

#

UE4 units are centimeters

#

If it's 100 wide, that's one meter

ocean crystal
#

So, UE4 default Cube that is scaled to 1 (default) what is an exact measurement of it then?

timber minnow
#

cap^sule character on left , cube scale on 1 on right

#

so scale 1 = 1 m

cloud cobalt
#

If the cube is exactly 1m

timber minnow
#

obviously ....

native adder
#

I have a basic blueprint script that enables me to move my character forward by pressing my left mouse, but dunno how to make my character rotate to the mouse

cloud cobalt
#

What I'm saying is, you need to open the mesh to check its size

#

Scale is a multiplier

ocean crystal
#

I think you are right Kolio because that capsule is usually between 1.8-2 m

cloud cobalt
#

Scale 1 means 1x larger than the mesh size

timber minnow
#

yeah and stranger is right too but it's not what you were looking for i think

ocean crystal
#

Stranger, how do I check the size of the cube, I opened it?

cloud cobalt
#

"UE4 default Cube that is scaled to 1 (default) what is an exact measurement of it then ?"
-> Answer is : open the mesh in the static mesh editor window and check its size

#

It should be displayed on the top left corner

#

"Approx size"

ocean crystal
#

it says Approx Size 100x100x100

#

so it is 100 cm

cloud cobalt
#

Yes

upbeat tendon
#

@timber minnow i tried enabling layers, now i have 38k shaders to render

#

see ya tomorrow

timber minnow
#

you had the option to enable the layer ? with world composition ?

upbeat tendon
#

yes

timber minnow
#

wtf

#

why don't i have this option ?

upbeat tendon
#

i just imported a tiled terrain in from worldmachine, i clicked layer editing, it said i won't be able to undo, now i have to wait while shaders compile

timber minnow
#

you've created it that way ?

ocean crystal
#

Under "Basic" under "Place" tab I can see Cube but it says "None" and I cannot drag it. I created a new project but it is missing. Anyone know how to restore it all to default?

upbeat tendon
#

yep

timber minnow
#

can you show me where the option is located ?

upbeat tendon
#

i would apart from my system is now almost frozen due to WM building me another set of tiles

timber minnow
#

shit ^^

ocean crystal
#

I am verifying my files hope that fix it.

#

Does any of you know if full size earth like planet is possible in UE4 with some tricks that has gravity and you can "land" or "depart" the planet like you would in other space games? I heard that large areas are not possible in UE4 because UE4 does not support that 64 precision (double precision) but I also heard that there are hacks for that such as: World Composition and World Origin Rebasing.

cloud cobalt
#

Astroneer is made with UE4, so clearly some nice things are possible, but "full Earth size" makes little sense

ocean crystal
#

I know for gravity most likely I would use "kinematic" and make my own custom one rather than using built it because it always points down. I also heard that Pawn is the only thing that can do it and not character controller/actor.

exotic thicket
#

I'd say nearly every question in programming that involves "is it possible" - the answer is yes... but being possible does not mean easy lol

ocean crystal
#

Why you think full size makes no sense?

cloud cobalt
#

Because you're not going to have Earth-sized levels

#

So some context on your game is important

ocean crystal
#

Well, I am not trying to build the game but rather the planet itself. If I was creating a game it would be space game. So, having ship to explore a planet that does not support like in real life would not make sense but people want to do it. So, making a game to give that kind of feeling might be good. I mean people like space games and if I was to create I would try to create small game but more of a simulator to "show" how it might be in real life. Hope you understand what I am trying to say but that is my point of view.

#

*life

cloud cobalt
#

No, I can't say I understand a lot. Are you creating a game, or not ?

ocean crystal
#

No.

exotic thicket
#

No Man's Sky planets are pretty big so I mean it's not a ridiculous stretch to think about even bigger

cloud cobalt
#

Are you creating an asset pack ?

#

What are you creating ?

#

Because there is a shitload more than one answer on how to make game planets

ocean crystal
#

No. I just want to learn how it is done. What it could turn into in the future I do not know. For now, no plans for any of that.

cloud cobalt
#

What you're asking about is extremely dependent on the game itself

#

Astroneer, Kerbal Space Program, No Man's Sky or Star Citizen, for example, all work very differently on their planets

#

Because the gameplay is different

ocean crystal
#

Well, I understand if I create one planet I might be able to reproduce it and make a star system (small) and call it a game but that is not everything. To make the game I would need a lot more. As for the games you lister Star Citizen might be what i would shoot for because I find it the most realistic but that is juts me.

#

*listed

cloud cobalt
#

Can you walk on the planet ? Can you dig in the planet ? Can you orbit around the planet ? Can you land anywhere on the planet ? How high, how low can you orbit the planet ? Do other people also walk on the planet ? Can people create their own planet ?

#

it depends on the game

#

There is no such thing as "planet for space game"

ocean crystal
#

Stranger, I understand what you saying but I am not creating a game. All I wanted or asked if a planet that size can be done and if the gravity can be done. That is all. I did not ask about digging, other players, quests, mesh deformation or so on. Just two simple things. Size and gravity.

cloud cobalt
#

There is no simple answer

#

Because it depends on the game

#

It depends a whole lot

#

Gravity is a trivial problem

exotic thicket
#

I think the answer is "yes it can be done" :)

#

but the answer to "how can it be done" is "it depends"

cloud cobalt
#

I wouldn't be so sure, really

ocean crystal
#

Zomg, that answer sounds good but is that true reality for UE4.

cloud cobalt
#

it depends on the game

exotic thicket
#

Off the top of my head I'd say you could in theory support infinite sized worlds

#

But you would have to jump through all kinds of hoops to make sure it works

cloud cobalt
#

Planetary systems like Kerbal Space Program does would not be easy to bring to UE4, at all, rendering-wise

exotic thicket
#

I don't think KSP like systems are very easy in Unity either, their system seems extremely complicated

cloud cobalt
#

I mean, I shipped a space game with UE4 so I've thought about this stuff once

#

It's just not that simple

#

And it heavily depends on your scope

sly coyote
#

Quick question, how do you guys deal with creative blocks? I have all these wonderful assets but when i sit down to make something, i cant seem to get any real traction, like something is blocking my creativity... any tips would be welcomed....

cloud cobalt
#

"I want to have one planet seen from orbit with 7 unique landing sites" is not the same thing as "I want to fly around and land anywhere" and you would build your technology in completely different ways

abstract relic
#

Make something else

ocean crystal
#

It might not be simple but might be possible. even if it is not possible maybe there are other tricks. Why I want to create a full size planet? Well, why some people think that Earth is flat? Because it is a huge planet and you need to go up very far away from earth in 1000s of KM to be able to see it bent a little (no fish eye bs). So, it is all about emersion. Other trick could be to make it sphere but as you get closer kind of "unfold" it so that it gives an illusion that is very big size and "flat" like. And yes you are right Stranger, that would be two different ways of doing it. My was "land anywhere".

exotic thicket
#

Off the top of my head, if you had some kind of a definition of the planet's topography, you could scale that up for some kind of an estimation of what would be in any point of it on a realistic scale

#

no other parts of it would necessarily have to exist except in the immediate vicinity of the player

ocean crystal
#

True

exotic thicket
#

of course I'm quite heavily simplifying but I think some kind of idea along those lines could work

cloud cobalt
#

So you want to land anywhere, cool

#

Is your world procedural ?

ocean crystal
#

Well, for that size I think it would have to be because doing it by hand would be a big no no (I could be wrong) but I am not interested in that but rather pure sphere at full size and gravity flat surface as possible.

cloud cobalt
#

You're not interested in how you will design your Earth-sized planet ?

exotic thicket
#

yeah you could probably do that if you had a topography definition which could parametrize the generation

#

essentially you'd map that into a sphere, and when the user is placed on the sphere, you'd take that point of the topography map and generate a slice of the world

ocean crystal
#

I think you missed the point Stranger. When you say planet you think full size with mountains, rocks, oceans and so on. I am thinking sphere and nothing on it. I am trying to understand those two before I go into an issue how to place other assets on to of it.

#

I see what you are saying Zomg

#

*top

tame delta
#

What's the process after submitting a bug report? Will I get a mail or something telling me if the bug has been accepted, replicated...etc?

#

Didn't get any on submission, just hoping submitting it does something in the end

dim plover
#

So... should I be using Artv1/2 if I want to do Maya animation stuff with the UE4 Mannequin? Would I be completely small brain to animate by hand with no fancy IK stuff?

tawdry lily
#

@sly coyote for me it works best if I'm bored. Go sit on the couch and stare at a wall and let your mind go. It's hard at first, but after a while your brain will start entertaining itself... see where it takes you.. (I think this is pretty personal, maybe other people have different experiences)

gilded lichen
#

Hello, Im trying to get a widget to interact with the player in VR. But I cant activate the 'On Clicked' or 'On Pressed' event on the widget blueprint. I have the Widget Interaction on my player and the widget is in a actor blueprint.

#

It does both 'On Hovered' and 'On Unhovered' fine but not 'On Clicked'

exotic thicket
#

you'll have to call the pointer click methods on the widget interaction component

#

only the hovering stuff works automatically

sly coyote
#

@tawdry lily thanks :) ill give it a try , yeah, ill be working on a little city map and be like ok lets make some modular blueprint tools to make roads, make bp tool for making procedural buildings, make bps for npc spawns......but then...
Nothing...the actual creation of a small city never gets going even though i just finished all the tools to speed up creation...

gilded lichen
#

I was using the wrong nodes for the pointer key on BP_MotionController

#

thanks anyway

slow scarab
#

Hey there, is it possible to make UE4 support PS4 controllers by default? Without using any third party software. For example, the end-user would download a game I made with Unreal, they would plug in a DS4 and it would work seamlessly, without any software like DS4Windows or InputMapper. Is it possible? If so, how?

cloud cobalt
#

No, it's not

#

You can try making DS4Windows into a library

#

Depending on the license

#

But mostly I wouldn't worry - people who have a Dualshock on want to use it on PC will use DS4W

#

Most pad players use XBox pads

regal yoke
wet berry
#

sequences are your friend.

plush yew
wary wave
#

the direction of the impulse to apply to the destructible

plush yew
#

@wary wave hit impact normal?

wary wave
#

more likely the direction the hit came from

plush yew
#

but which of the on component hit nodes equates to the direction the hit came from?

#

or none and i should calculate it manually?

wary wave
#

calculate it

hollow lake
#

How can I update my unreal engine?

#

I'm still on 4.18.3 I downloaded it awhile ago

#

nvm

whole quarry
#

Lol

boreal topaz
#

trying to have a boxtrigger play the matinee when i click on it.. seems to only work when OnActorBeginOverlap

#

am i missing something?

celest creek
#

Is it possible to make a mesh that sits below a scene component react to collisions?

#

I have it like this, and move/rotate the Scene1:
Scene1
--- StaticMesh

..which kills my onComponentHit(staticMesh)

I if I remove the Scene1 and move/rotate the StaticMesh it works fine.

Is it possible to have a hierarchy above the mesh you want to use collisions on?

tame delta
#

I think I just spent most of the day compiling some benchmark

plush yew
#

Does anyone have any advice on how I can make a pyshics constraint attach one end at a point gotten from a ray-cast? I am trying to make a grappling hook that will let the character swing kind of like Spiderman, but from a position gotten from a ray-cast rather than predetermined positions.

dark stag
#

this OSC plugin really needs a way to just, get packets, sort, and output by index.

#

thats all.

#

for the love of god theres no way to just pull a tag by a specified address without a 4 page long filter

misty stone
#

So when building lighting I get this error
Lightning build failed. Swarm failed to kick off. Compile Unreal Lightmass.

Anyone know how to solve it or what unreal lightmass is?

grim ore
#

is this a source build? if so compile lightmass

misty stone
#

it's not a source build

grim ore
#

and lightmass is the software used to build out your light maps when using static lighting

misty stone
#

or I don't think it's a source build at least

#

the stuff I've seen on forums is all using visual studio or smth but I'm using blueprints

grim ore
#

check in your install folder (UE_4.24\Engine\Binaries\Win64) folder for UnrealLightmass.exe

#

if it's there you might have told it to not have access to networking when it first started but that should be another error

#

if it's not, reinstall the engine?

misty stone
#

I'll look for the file. I'm currently verifying the engine but if that doesn't work I'll try reinstall

#

so I ran the file, it showed some cmd stuff then closed, should I try building now?

sour tinsel
#

Hello! I am making a racing road system in Unreal by following a tutorial. I am having an issue in regard to the "Smooth Interp Roll Scale". I am literally copying 1:1 this tutorial: https://youtu.be/wR0fH6O9jD8?t=2165. But whenever it comes time to check this option, it makes no difference after compiling. (The edges do not smooth). I have attached a picture of the result with the function checked. It looks exactly the same without it. Do you have any idea why that might be happening? And if for one reason or another this function doesn't work, is there a way to mimic it somehow?

In this Livestream Tutorial we'll show how to use both Spline and Spline Mesh Components to construct an easy-to-use racetrack generator tool in UE4. Viewers will learn about custom structs, functions with local variables, using for loops, and much more!

[00:00:45] - Google ...

โ–ถ Play video
grim ore
#

if the file was there then you have some other issue

#

check for any other errors in the log

misty stone
#

alright I'll check

fervent sigil
#

how can I get the camera scale of world scale to it?
that is, for a perspective camera looking down with 1.0 fov and aspect ratio of 1, which is positioned at the center of a cube (of 100x100x100) (XY), what value the Z needs to be to exactly fill the entire cube to the entire camera?

grim ore
#

besides that is this a new blank project or have you done stuff to it? If it's not a new one you can make a new blank project then hit build and see what happens. If that works then something is corrupted in your original project (mesh/material) and you have to try and find it

misty stone
#

I've done stuff to the project so I'll try everything else suggested then try that

grim ore
#

@sour tinsel What does the mesh look like you are using, does it have enough vertices to allow it to bend to the spline?

sour tinsel
#

No, because I completely forgot about that... Thank you very much! Haha. I am sorry for the silly question in that case.

grim ore
#

not silly, took me a few minutes to figure it out ๐Ÿ™‚

#

do you have an example? it sounds like you are not using blend spaces or the built in blending system if that happens

#

yes you should be using animation blueprints to handle your animation

abstract relic
#

Read pinned message

keen oasis
#

Thanks

grim ore
#
#looking-for-talent - Jobs looking for people```
scenic hatch
#

how do you ungroup objects you have previously grouped?

grim ore
#

and yes anim graph, an animation blueprint

#

shift-G to ungroup or right click on one of the grouped items and go down to group->ungroup @scenic hatch

#

try changing the blend time for the blend out to a larger number

#

same with the trigger time

#

or switch to a full animation blueprint

celest creek
#

Is it possible or to get collisions from a mesh to trigger if itโ€™s not the top component (I have a scene component as the root)?

stark marsh
#

help ive done everything he has done in this video but my jump animation wont play when i hit space bar?! https://www.youtube.com/watch?v=RxPSvjg5OC8

Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code
Support my work on Patreon : https://www.patreon.com/CodeLikeMe
in this video, I'll demonstrate how to make the character jump with animation montage. Animation montage will have 3 sections namely jump...

โ–ถ Play video
grim ore
#

since you are using montages are the slots set up corretly?

#

both in the anim montage and in the anim graph to use it

still schooner
#

truesky doesn't work with ray tracing?

turbid wave
#

in version 4.23 i have following bug with point lights if world composition is enabled

stark marsh
#

all i need to do was set the target to mesh

wispy raven
abstract relic
#

How do you mean? When key is pressed?

wispy raven
#

i just want to put the binded key (in this case E) on a gui without putting it manually

#

(also ignore the gamepad)

wary wing
wispy raven
#

oh, thanks, i'll try that

#

it works! thanks a lot!

steel lily
#

It's my first time using unreal engine,is there a way to have a debug view while still playing the game? like a second viewport?

cloud cobalt
#

Nope

steel lily
#

Not even see the scene from debug view after pausing the game?

#

I don't know exactly how everything behaves yet so I have no clue how to fix my issues rn

whole quarry
#

You can break the player view when playing in the main viewport

steel lily
#

Ah I can exit the player view

#

This works just as good,thx

placid locust
#

does anyone know why the hair dosen't look good - UE 4.23, directx 12 nvidia 1060 (driver v440)

hard quarry
#

Has anyone of you ever hosted your finished unreal engine server inside a docker container?

crude vessel
#

With the new terrain blueprints, could you do destructible terrain by adding negative heightmap crater's or such?

subtle bloom
#

Does anyone know how to fix the degenerate polygon error when bring in fbx files?

abstract relic
#

Youโ€™ll need to open it in blender, may, 3dstudios, or other 3D editing tool of your choice and fix the mesh in there. Check to make sure all polys have 3 or 4 vertices and that the edges do not overlap, causing degenerated tangents

copper elk
#

why does this not print a string?

#

this is in a player controller that is used in the level being played

grim ore
#

F9 to set a breakpoint on the print string to make sure it's actually being called

copper elk
grim ore
#

yep hit play and then press your key and see if it stops there

copper elk
#

stops?

#

wdym

grim ore
#

the game will literally stop playing and pause on that node while it waits for you to do something

copper elk
#

nothing happens I can still play just fine after pressing the button

grim ore
#

then the key input is not being read. Is that input anywhere else?

#

and are you pressing the correct key

copper elk
#

correct key

#

and Ill check give me a sec

grim ore
#

for example if you have that same node somewhere else and it's set to take the input (consume input on the node itself) it will stop others from seeing it

#

since this is on the player controller it should automatically accept input and you probably have other keys taking input as well so that should not be an issue

copper elk
#

nope

#

no one keys

grim ore
#

you have other input on this player controller working yes?

copper elk
#

no

#

no inputs are working

grim ore
#

ah, are you sure the player controller is working then?

copper elk
#

yes

grim ore
#

is this one of the templates that you are using or custom?

hollow wave
#

Hi. Any of you got any tips or advice for me to notice and or check out cause they might be a better workflow than mine for creating Redwood trees. Then please @ me with what you think,etc....

copper elk
#

custom

grim ore
#

your game mode is showing your player controller you created and the pawn its controlling as the defaults?

copper elk
#

yes

grim ore
#

does your character move? is all your input in the controller and not working or just the input in the controller

copper elk
#

I can move and everything but the input from the player controller doesnt

#

wok

#

work*

grim ore
#

all I can think of is the player controller is not assigned to the pawn ๐Ÿ˜ฆ I tested and even if you block input on the player the controller is above it and accepts it

#

how are you testing that the player controller is working?

copper elk
#

I just made another key function for creating a widget and it doesnt do it

grim ore
#

no I mean you said the player controller is working and being used, how do you know this?

copper elk
#

I didnt

#

I said I can move

#

but the input isnt used

#

oh

bitter iris
#

or will this mess things up

copper elk
#

well umm I thought that it was

grim ore
#

you can delete it, it will remake it

copper elk
#

but I guess it isnt

bitter iris
#

what is it lol

grim ore
#

that sounds like your game mode is set to the incorrect player controller then

#

its cached versions of files/shaders that the engine uses

bitter iris
#

oh 100% not deleting it then

#

cba to rebuild all the shaders

grim ore
#

it gets bloated between engine versions if you stop using older ones so every couple versions it can't hurt to clean it up

bitter iris
#

right now its only quite low, im just saving space on my main drive

#

was a bad idea to put it on it

grim ore
#

the DDC will still be there unless you change it even if your engine is on another drive

bitter iris
#

is it possible to move the vault to adifferent drive

grim ore
#

you can change the vault location from the launcher options (bottom left), you will have to move existing items to the new location afterwards

bitter iris
#

ahh gotcha cheers dude

odd yarrow
#

What causes this?

static flicker
#

can someone help

#

i get this error on my packaged project

abstract relic
#

That is quite a big array

static flicker
#

yeah

kindred viper
#

what I wanna know is... why are you running vbs scripts from your game?

static flicker
#

im not

kindred viper
#

its an app?

static flicker
#

yes. an executable file

#

for my packaged ue4 game

kindred viper
#

im confused. Is it part of your UE4 game that uses a standalone exe to fire up the msgbox and you call the exe from UE4?

grim ore
static flicker
#

can i vid call u @kindred viper

#

cuz i dont know

kindred viper
#

sorry no my family is in the room

grim ore
#

I think he just pasted the wrong image first

abstract relic
#

I would recommend not pretending to attack someoneโ€™s computer. Even if in jest

static flicker
#

ok

#

im njot

abstract relic
#

Then delete it

#

Why does it exist

kindred viper
#

did you know you can call Windows msgbox dialogs from UE4?

static flicker
#

xD. sorry wrong pic

#

second image

#

that was just a prank vbs file i wrote xD

grim ore
#

the only way without you going thru your code is to hook up a debugger to the project while its running and see what crashes it in the call stack

static flicker
#

how? i use bp

grim ore
#

yep you can still hook up the visual studio debugger to it. otherwise look thru your code to see if you are using arrays anywhere. if you are not start commenting out stuff or disconnecting blueprints or loading blank levels to start tracking down the issue

#

it's a really generic error so I don't think anyone here can go "ah hah do this to fix it"

kindred viper
#

needs a call stack to see that error

abstract relic
#

Click on the project file >> generate visual studio file >> you get a .sin >> open it and run your project in debug mode

normal burrow
#

I agree with HighTide

steel lily
#

Is there a way to hook a string to a text renderer?

midnight gate
#

i cant refrence my mainmenumusic

#

help

grim ore
#

@steel lily you can sure, there is string -> text conversion nodes

midnight gate
#

help pls

odd yarrow
#

@grim ore I did delete the cash, I still get the error

grim ore
#

@odd yarrow if you create a new level, and build lightmass does it do it? if not something in your level is bad (too large, not enough memory, no lightmass volume) and you have to start guessing

odd yarrow
#

I will try, cuz it used to work, and 30 min ago I did some changes, added new lights and now I can't balke anymore

steel lily
#

I've seen about the conversion node,but I don't know how to make the text render itself change itself to the text [first time using UE4 btw]

grim ore
#

yep your new lights are causing it then ๐Ÿ˜ฆ

sly coyote
#

Hey guys im working on a modular building bp and i want to hide the options for the 2nd and 3rd floor unless i set it to have those floors... for example currently i see all my bools like "show windows" "broken window" ect..
For all 3 floors even when i only have 1 floor set in my modular bp "num floors" variable...i want it to only show when i have the correct number of floors...this is in editor only...not a game feature

odd yarrow
#

why would they

grim ore
#

@steel lily there is probably a set text node you would use on the text renderer to change it when you want it changed

#

some bad setting, not enough memory, no lightmass volume, etc.. @odd yarrow

kindred viper
#

ToText is the conversion node. Its not the usual one as its got to allow for localization I guess

sly coyote
#

Is there a "switch" that acts like the one with in material editor that only shows options when checked

#

?

grim ore
#

@sly coyote if you are talking about the details panel then right now no ๐Ÿ˜ฆ If you use an editor widget then you can create something like that. This is for BP only, in C++ you have properties to control editable

sly coyote
#

Urgh, any way to add variables dynamically in cpp?

kindred viper
#

did they update anything to allow Widget Utility to extend beyond the Editor yet?

silent harbor
#

I have a question. If unreal engine culls objects not visible by itself, is there need to stream levels?

kindred viper
#

@sly coyote depends how you want it scoped

sly coyote
#

I mean i can deal with it but kind of dumb that it exist as a thing for material editor but not bp editor

grim ore
sly coyote
#

I can do either :)

kindred viper
#

yeah detail panel customisation is the way to do it

static flicker
#

: Display: STEAM: Loading Steam SDK 1.42
LogPlayLevel: Warning: LogOnline: Warning: STEAM: Steamworks: SteamUtils() failed!
LogPlayLevel: Warning: LogOnline: Warning: STEAM: Steamworks: SteamUser() failed!
LogPlayLevel: Warning: LogOnline: Warning: STEAM: Steamworks: SteamFriends() failed!
LogPlayLevel: Warning: LogOnline: Warning: STEAM: Steamworks: SteamRemoteStorage() failed!
LogPlayLevel: Warning: LogOnline: Warning: STEAM: Steamworks: SteamUserStats() failed!
LogPlayLevel: Warning: LogOnline: Warning: STEAM: Steamworks: SteamMatchmakingServers() failed!
LogPlayLevel: Warning: LogOnline: Warning: STEAM: Steamworks: SteamApps() failed!
LogPlayLevel: Warning: LogOnline: Warning: STEAM: Steamworks: SteamNetworking() failed!
LogPlayLevel: Warning: LogOnline: Warning: STEAM: Steamworks: SteamMatchmaking() failed!

kindred viper
#

I've used DPC's to associate vars with classes without extending the class before. Its hacky but it works

sly coyote
#

Matthew as always a wealth of knowledge, ty sir

kindred viper
#

just needs manual serialization

static flicker
#

?

sly coyote
#

Yeah its an ocd thing...cause it doesnt hurt to have a bunch of bools shown when they dont effect things...but when i see it my ocd ticks

silent harbor
#

Sorry to ask this again

#

I have a question. If unreal engine culls objects not visible by itself, is there need to stream levels?

#

Does someone know?

sly coyote
#

Like why is it showing 2 and 3 floor options on setting for 1

grim ore
#

@static flicker Those are just warnings, they should not cause crashes

silent harbor
#

Im trying to understand why I should be streaming levels when unreals culls automatically

static flicker
#

no, they are the only errors in the whole game

#

so that must be it'

grim ore
#

welp I guess it must be it

static flicker
#

i just dont know how to fix it

#

it says it needs steam sdk

kindred viper
#

@silent harbor yes because a ULevel is a container within a UWorld. If it becomes invisible, everything in it just goes poof !

silent harbor
#

Can you explain in different words? Thanks I didnt quite understand

grim ore
#

@static flicker you might have to try and get support where you got the template from ๐Ÿ˜ฆ I would assume if Steam was required they would have instructions on adding it

#

in order to cull you have to process data, if you are using streaming levels and the level is not streamed in it has to process no data. win?

kindred viper
#

ok the whole UE thing starts with a World. or UWorld. Inside that, we can add our level. Now in order for your game to do anything, things are put into the ULevel. If you were to cull a level, everything without a hard ref elsewhere would unload, any AI would break (perhaps disappear too), a lot of game logic relevancy would falter without a proper cleanup. So in streaming terms, levels are distance culled but you have to order it properly with appropriate care. Otherwise you end up in the void

#

the frustrum culling of objects via the camera is a different matter. That is merely a rendering cull I believe

jaunty cedar
#

Why is it that having a reference to an actor of a type adds the whole size of that type to my sizemap?

grim ore
#

yeah I was assuming he meant frustrum culling lol

silent harbor
#

Yea frustrum culling

#

Mathew when are you continuing wtf is ๐Ÿ˜›

#

Your videos are the best!

jaunty cedar
#

For example, my reference to my gun is a simple actor reference, yet the entire gun class is present in the size map of my character, which is pretty annoying