#ue4-general

1 messages ยท Page 621 of 1

plush yew
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I'm going to import these assets into an earlier version of unreal and see if that's the problem

twilit grail
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hi just wondering, I'm making a plugin and i'm trying to use unreal's log console to see if the plugin works, however for some reason, it does not work. and always says that it cannot find the source file that DEFINE_LOG_CATAGORY(). Any ideas or solutions to why it is doing that?

plush yew
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yeah this is really weird. There's no scaling in blender but it looks like my skeletons are all scaled to 10 by default

kindred viper
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scale them back to 0.1 in blender, then reset the transform

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@twilit grail have you got more information. how are you trying to use the log? Did you define a new category for the log in the header?

twilit grail
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I'm using it when I;m starting up the module in the plugin currently

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Header file with: DECLARE_LOG_CATAGORY_EXTERN

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cpp file: with DEFINE_LOG_CATAGORY()

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@kindred viper

exotic thicket
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Did you spell it CATAGORY or CATEGORY?

plush yew
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category

twilit grail
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opps sorry for the misspell

exotic thicket
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okay had to check it wasn't like that in your code :)

twilit grail
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nah

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also idk why LogTemp is not working as well when I try to use it

remote roost
plush yew
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Alright that was very bizarre. What I wound up doing was setting blender's unit scale to .01. Even in fresh blender projects with fresh skeletons the exported skeletons had a scale of 100. Which was ten times more than what I was experiencing before. Fresh blender projects have a scale of 1, so naturally by going in the opposite direction to .01 I wound up with an exported scale of 1. Very weird, but seems to be a blender problem not an unreal problem

normal burrow
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Apply transforms?

plush yew
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yeah I had to do that after setting my unit scale to .01

wheat dirge
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From my understanding... thats because UE's scale is in cm and blender is in meters

plush yew
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That'd make sense. For the past two years I've been able to just set the blender units to meters and work in a unit scale of .1

normal burrow
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.01 with meters in scene settings works

plush yew
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I guess updating to 2.8 messed with something, idk.

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I'm hoping that solving this problem simultaneously solved my issue where importing a skeletal mesh to the newest version of unreal resulted in an immediate CTD

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nope

static arch
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Can't you just change the unit/scale in Blender?

plush yew
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Yeah for the entirety of my blender-ue4 career I've been fine with just setting the unit scale to .1. That way something that was 2m tall in blender would also be 2m tall in unreal. But I guess the newest blender update messed with that on my machine somehow. So now I need to model with a unit scale of .01. So that my 2m tall blender models are also 2m tall in unreal and scaled appropriately

static arch
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๐Ÿค”

plush yew
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yeah this is really weird. With a unit scale of 1 (the default) I can model a skeleton to be 2m tall and export it over to ue4. It displays as 2m tall there, but it's also scaled to 100 times its normal size

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even after applying transforms

normal burrow
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Why decameters?

plush yew
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and even after not transforming at all in a fresh project

normal burrow
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at .01 it should be cm

plush yew
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I could upload a youtube video

normal burrow
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Itโ€™s ok

plush yew
exotic thicket
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I had a fresh install of 2.8 and exporting FBX to UE "just works" without any changes

normal burrow
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Going to bed but. Should show cm in blender too. 200 should be 2m

plush yew
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These are the settings I need to get a non-scaled skeletal mesh in ue4

exotic thicket
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Sounds like could be something wonky on your end somewhere

normal burrow
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Nah you need to set cm (.01) to match scale

abstract relic
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Set length to cm

plush yew
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oh shit is cm the default?!?!

cursive dirge
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yes

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because reasons

plush yew
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I'm so dumb

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my fresh blender files are in meters, that's weird. Maybe it's a setting I enabled somehow

cursive dirge
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isn't that the default there?

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I've always just scaled the files on export

plush yew
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When I open a new project it tells me my length is cm

cursive dirge
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there should be multiplier somewhere for it

plush yew
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I assume that no one elses unreal editors crash when they import a skeletal mesh, right?

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setting units to cm doesn't change anything. I can only get this to work with a unit scale of .01. My PC is cursed

abstract relic
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No issues with skele meshes in .24 on my end. I heard some complaints from mixamo rigs but well, mixamo

plush yew
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yeah these are all my own rigs. I can put them into .23 no problem but .24 is a crash even on single bone meshes

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so right now I put them into a .23 file then migrate them over

abstract relic
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Any particular logs?

plush yew
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is this what the logs are?

abstract relic
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Yeah that isnโ€™t telling much. Going off memory. You can find log file in [project]/Saved/Logs

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Doubt itโ€™s going to say anything useful. Do you mind dming me a sample mesh for me to try?

plush yew
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sure

peak edge
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hello

abstract relic
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Your mesh crashed it. I double checked and made my own skeletal. That one worked

plush yew
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Alright, fresh install of both Blender and UE4 time

abstract relic
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let me run a debug real quick

plush yew
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thanks for checking though, I appreciate it

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whats up eesolk

peak edge
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i'm look for same help i made dedicated server i made a menu i what know how to use text box and button i what to know how i add ip to connect

plush yew
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fresh install of blender also results in CTD

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I don't know how to help you specifically but I have this comment saved:

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the first link there leads to a playlist that should cover it

peak edge
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ok thanks i have a look

peak edge
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hmmm i can not find ware they add url in text field remote join

exotic thicket
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Having a bit of a peculiar issue... I have a mesh that's attached to an actor, and I have some nodes to rotate it when it's clicked... But sometimes when you rotate it a few times, it starts ignoring any collisions - it still renders perfectly fine and remains attached to the actor (ie. if the actor is pushed it moves with it), but in terms of collisions, it's like it wasn't there at all (I can move through it, and linetraces go through it)

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(Looking into making said child mesh simulate physics as well since the actor's root mesh does, but at this point not sure if that's going to fix this or no)

unborn hinge
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Hey is there a way to write HLSL compute shaders and have it return data like faces, vectors, normals, colors in UE4?

peak edge
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i don't know if that help

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i trip over it

kindred viper
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@unborn hinge Technically, yes, but its not something out of the box. There is a Custom Node in the material editor you can use for HLSL.

olive depot
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Heya! I'm wondering... I've been an advanced Unity developer for a few years now (I went as far as networking VR and AR experiences without a problem), and I was wondering if there are good resources to look into while making the switch to Unreal Engine. I also have C++ experience, so I'm looking for engine specific tutorials. I think I've seen some official doc to help Unity users somewhere?

kindred viper
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you would obviously have to stay within the confines of the material editor for the return value, but then you can dump that out into instanced material parameters

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@olive depot The official docs are upto date on that. It shouldn't take long to read. Check out Mordentral's youtube page also. He is the UE4 VR officiando I would say.

olive depot
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That's nice of you, thanks! Will do!

kindred viper
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bear in mind, its incredibly easy to setup. It's beyond that the tricks and traps appear ๐Ÿ™‚

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there is a VR content project you can play with too in the launcher

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or add Content Pack

olive depot
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Oh, I'm well aware! Some very simple stuff can be hard to do, too.

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Depending on if you use a library or not too

kindred viper
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well Mordentral has a fully fleshed out example project now with various tools and nice utilities. You can always look into those blueprints too

olive depot
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Thanks a lot! While I won't be doing VR with it, it's still good to look at.

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It'll probably be a third person shooter, and I'll use the experience I gain to work on a topdown, 3D fighting game. Would it be messy to use Unreal's animator along with a prebuilt state machine?

kindred viper
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well there are pieces of it that are time savers if you do. Multiplayer controllers etc.

olive depot
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Noted. I'm excited to begin!

kindred viper
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well on the animation side... you could use anything if you wanted to go the timer route. The anim graph has state machine capability though. If you wanted an external one, I can't see why you couldn't use that too.

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UE4 has some nice entry points for external stuff. Sometimes its a drag to convert it, but its usually always possible

olive depot
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Oh, that's good news.

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The animator is the thing I hated the most using Unity

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Buuuut it should be reworked by the end of the year.

kindred viper
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I've used a couple of systems before now. UE4 has the most open one I've used for general purpose. It has Pose Assets, anim states, anim events/notifies and all the general purpose stuff. Im sure a super pro animator would pick it apart but I love it.

olive depot
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We'll definitely see! I'm using it for an university project, and we're four progs paired with nine artists who know how to use unreal's animator and blueprints, so it should go smoothly.

midnight gate
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help me

hushed hare
kindred viper
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probably need to read the error and add a volume

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๐Ÿ˜„

hushed hare
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quick question

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how do i make something in visible to a scene capture component

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a moving scene capture component, might i add

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and the invisible thing cant move with it

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i want it visible to the player

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but not to the capture component

midnight gate
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@hushed hare what will it do

hushed hare
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what

midnight gate
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also can i fix it without using the visibility volume

hushed hare
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sure

midnight gate
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how tho

hushed hare
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turn off precomputed visibility

midnight gate
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where

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@hushed hare help

hushed hare
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gimme a sec

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literally the first option

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btw its off by default so u turned it on

midnight gate
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help

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i baked my map and it has no shadows

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this is how is needs to look

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@hushed hare save me

olive depot
midnight gate
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nope doesnt seen so

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what button do i click

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idk

loud knoll
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Goofy Launcher Question: I have 360 friend requests after 1 day of turning off Auto Reject, why is this happening? How are people getting my user name to add just a bot trying every name?

final oak
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Hi guy im new to unreal and i started to learn from youtube and they told me to download textures for the next step so i downloaded some texture but when i open the zip there is many PNG file what do i do?

midnight gate
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follow the tutorial i guess

final oak
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But in the tutorial its not the same as me

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Thats the tutorial

loud knoll
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you need to take those image files and build materials out of them

midnight gate
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well you dont have to copy every single click

loud knoll
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images feed materials

midnight gate
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are you a clone or smth no youre your own human

loud knoll
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you might want to back up and work through the basic tutorials from the Epic site if you haven't already

final oak
midnight gate
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well you need to unzip the textures obsly

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else you cant acces them

loud knoll
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and you are asking people that didnt create a tutorial about why this guy is explaining things to you in this order we wont be able to help on that. Using basic functions in windows is a requirement for game development.

dapper verge
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Hello guys, is anyone having trouble with creating a new project on UE4 4.24?? It get stuck on initializing for me, at 39% exactly. It does the same shit on old projects...

loud knoll
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It is compiling shaders

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if you open up the task manager you should see a Shader Compiler per thread

dapper verge
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But why would it compile on a new project tho?

loud knoll
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I just installed the engine fresh and just created a test project so it woirks

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It tailors the shaders to your GPU, CPU and the settings for that project

dapper verge
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Ha you are right I have 5 instances of shadercompiler

loud knoll
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It gives you the raw materials but they need to "cook"

dapper verge
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But I think its bugged nonetheless

loud knoll
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yeah I am normally right around 98.5% of the time

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๐Ÿ™‚

dapper verge
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๐Ÿ˜„

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wow ok so terminating those actually got me into the engine

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wtf is going on

loud knoll
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also been using game engines for 31 years so I getting old

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yeah you dont want to do that

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you want to let it finish

dapper verge
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Yes I'll just reboot and let it do its thing

final oak
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the guy is asking me to use grass_d grass_n and grass_f but which one is wich i unzipped them and got that, im sorry if im asking dumb questions but im new to those things

loud knoll
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it will continue to process shaders

dapper verge
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but this is taking incredibly long

loud knoll
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yeah it will do it once

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and if you change a rendering feature on the engine

dapper verge
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Ok good to know

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Thanks

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again

loud knoll
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if you turn off static lighting for instnace

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it will redo it

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or enable raytracing...

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ok good luck mang

unborn hinge
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@kindred viper I need is for some proc gen work. I need it to return a point cloud which will be generated from density masks.

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custom node I dont think returns a vector array

grave nebula
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Goofy Launcher Question: I have 360 friend requests after 1 day of turning off Auto Reject, why is this happening? Perhaps, people just love you and want to befriend asap ?

loud knoll
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@grave nebula Looks like a lot of auto generated names

ember shadow
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So Iโ€™m going into a College game jam in April. Any tips ?

loud knoll
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Take Lube?

ember shadow
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...

loud knoll
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I never been to a game jam what happens?

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you break into groups and work on things?

ember shadow
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You need to create a game within 3 days or 2 days from a. Certain theme

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Teams or by your self

loud knoll
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oh that sounds fun do you know the theme already?

ember shadow
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Nope. Itโ€™s revealed on the day

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But Iโ€™m practicing by creating random things on ue4 from themes I generate

loud knoll
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Well if it was me I would make sure I have some default templates already to go, and make a template for yourself with everything setup the way you want it

ember shadow
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Yeah, only problem is you can only create the game at college. Canโ€™t do anything at home

loud knoll
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that is the first thing I do when I setup unreal is setup a basic template with all the stuff setup for me

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Sure you can take a USB drive I am assuming?

ember shadow
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I have a shit ton of free assets in my library so that will help

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Nope, no usb or anything

loud knoll
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oh

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no cheating at all?

ember shadow
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I can log into epic games launcher at college tho, so I can use my assets

loud knoll
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have you built games before in the engine?

ember shadow
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Yes

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I have more than basic knowledge

loud knoll
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so you know the templates?

ember shadow
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Yes

loud knoll
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so if they say build a space game but like robotron you could open the twin stick shooter template and start rocking?

ember shadow
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Oh right I get you now. Yes you can

midnight gate
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yea thats a good idea

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i started my platformer game with the trid person blueprint

loud knoll
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yeah thats what I am talking about

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you know if it isn't VR or what ever you can rip out all the VR crap in the basic template for 3rd person?

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like it get it ready to be clean so you can work faster and not mis click things or at least know where everything is so you can work fast

ember shadow
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Yeah thatโ€™s fair

loud knoll
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that is what I would do is just create a project using all the templates and check them out so they are fresh in your mind, they might say DO A RACING game and you havent looked at the template in 3 years you might be slower to roll hard

ember shadow
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If they say doa. Racing game Iโ€™m pretty screwed

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Although they have said we can look up youtube tutorials

loud knoll
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also dig around for all the free stuff you can add to your account so you can have a lot of assets ready t go

ember shadow
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As Iโ€™m the only person in the class who actually knows how to use unreal ๐Ÿ˜‚

loud knoll
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well the racing template will give you a lot of stuff to get rolling they have two styles and you could make arcade racing like mario in a few days that would kick ass.

ember shadow
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Yeah fr. It all depends what the theme is tho

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It could be anything

loud knoll
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ah yeah if you are ahead of the rest of the group then think about being a leader helping people to build your own team

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that is very good practice

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try to find the good folks and recruit them so you win

ember shadow
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My team consists of 2 people rn, me and someone else

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My team mate is willing to learn ue4 . In fact heโ€™s started now

midnight gate
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help

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my scene has no shadows when i bake it

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this is how it needs to look

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where and how do i turn them off

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pls tell me how

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you will be a life saver

dapper verge
midnight gate
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where is the volume sector ?

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in the editor?

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whats the editor

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is this the editor

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wich one of these tabs is the editor

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i dont have a lighmass in my level

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ok i got it

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now i bake?

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๐Ÿคž

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i still dont have shadows

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it didnt work

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i will cry

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yes in the preview

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and in the last version of this level

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but i had to remake it cuz of playability issues

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yes it is

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this is how it needs to look

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idk about the quality settings

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seems good to me

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here yes?

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yea its set to preview

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so its fine

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the preview lighing is perfect

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but i get the preview thing everywhere

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so i need to bake it

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but when i bake theres no shadows

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hmmmm

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lighing only

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hm

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idk

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but its still building

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and the lighing is gone again

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yay

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i will cry

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how do i check it

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i have no errors

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only map check complete

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SEE

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BUT WHY DONT I GET FUCKING SHADOWS

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i used to get them

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but i guess i acsidently clicked a settings and broke it

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i DID

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i send a screenshot

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its fine

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HMMMMM

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in sky ligh the dynamic shadow was off i blieve

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i will try to bake with it on

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that might have been the issiue

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AAAAAAAAAA

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it did not work

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and i do not know where the recapture button is

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my ray tracing sample is 1

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thats all there is in ray tracing

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no i do not

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theres only ray tracing > sample , 1

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oh so its in the sky ligh

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you see my scene is very simple

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i dont need the hdri to cast shadows

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i only need the damn sun light to work

ionic moon
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hey all

midnight gate
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i do have a sky ligh but it doesnt need to cast shadows

steep ferry
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what

midnight gate
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@steep ferry you still have not helped me and i will haunt you now

steep ferry
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but -

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i have no idea whats the problem

olive depot
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Oof, sounds like you're in for a scary time, Mik

steep ferry
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lma0

midnight gate
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i NEED A UE4 LIGHING EXPERT

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how how do i get shadows on my mesh after building

polar hawk
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move it into a shadow

midnight gate
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ok this is unbuilt

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it looks absoloutly perfect

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and when i build it theres no shadows

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everything becomes a shadow

polar hawk
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ยฏ_(ใƒ„)_/ยฏ

midnight gate
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i will kill mysel

polar hawk
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that action is generally not recommended

midnight gate
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well i cant seem to fix it

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ive been asking all over the place for weeks now

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and nobody has an answer

polar hawk
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either nothing has lightmaps or enough lightmap res to capture shadow detail or you have some sort of GI setting that causes shadows to be in light when baked or something similar that results in that effect

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or all your materials are emissive only or blah blah blah

midnight gate
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but this map has no uv

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other maps use same method and work fine

grim juniper
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Or you could just use dynamic lighting

midnight gate
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for some reason this is the only one thats stupid

polar hawk
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if you have no lightmaps there is no where to store baked shadow information

midnight gate
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but other levels with no lighmaps look fine

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so the uv cant be the issue

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also it looks fine in previe

polar hawk
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maybe you're not viewing with with static lighting

grim juniper
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Preview is dynamic lighting

polar hawk
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if you have no lightmaps, baked shadow information will be wrong

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is a fact with almost no exceptions

midnight gate
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but other levels have no uvs = no lighmaps and look fine

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and theyre allmost identical to this

polar hawk
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are you baking those levels

midnight gate
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yes

polar hawk
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are you sure

midnight gate
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YES

polar hawk
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but are you though

midnight gate
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yes

polar hawk
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well then they might have lightmaps

midnight gate
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i even packaged the game and my friends played it all works

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even the same level worked before idk what happended to it

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i know for fact that they dont have lighmaps

polar hawk
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did you disable static lighting

heady aurora
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hey guys , how do you handle non traversable areas of levels? Should i just use blocking volumes? I have a couple of rivers and i was wondering how i could keep the player and AI from walking on top of it or get close to it

grim juniper
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Are your lights set to movable in those other levels?

polar hawk
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^

midnight gate
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how do i globally disable static lighing

polar hawk
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if you didn't, don't

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are your lights set to movable in those other levels?

midnight gate
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i checked my lighs in other levels are stationary

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maybe that will fix it i noticed the level were talking about had static ligh

polar hawk
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you can't have static lighting with no lightmaps

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any lighting you see must be dynamic

midnight gate
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then how did i manage to do that for other levels

polar hawk
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by using some form of dynamic lighting

midnight gate
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well setting the lighing to stationary didnt seem to work

polar hawk
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hitting the "build" button will do nothing good

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if you have no lightmaps

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stationary are a mix between dynamic and static

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they are dynamic until baked

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but they can't bake properly with no lightmaps

midnight gate
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but i dont have uvs for other maps

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so they have no lighmaps

polar hawk
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so their lighting is probably dynamic and not baked

midnight gate
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so i guess this whole level has to be dynamic too yes?

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how do i make it all dynamic

polar hawk
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look up force no precomputed lighting

midnight gate
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this?

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i clicked the true button

polar hawk
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no

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look up force no precomputed lighting

midnight gate
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ok i found it in world settings

thick herald
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it's in world settings I believe

midnight gate
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ill turn that on and try to bake

polar hawk
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...

midnight gate
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it doesnt work

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it did not give me shadows

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but it bakes in a milisecond now :3

abstract relic
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Donโ€™t tell them to google Allar, they stated they canโ€™t ๐Ÿ˜œ

midnight gate
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i actualy tried finding a way to fix this on google a million times today with multiple keyboards but nothing worked

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i found nothing

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@polar hawk

thick herald
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googles "allar" .... eeek.

polar hawk
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fucking

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1 of 100 results

midnight gate
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i bet this probably wont work :3

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but ill give it a try

polar hawk
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in that case just start over

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just

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delete everything

midnight gate
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its not like i can do anything else

polar hawk
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and start over

midnight gate
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i think i tried that

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it didnt work

polar hawk
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then the issue exists elsewhere

midnight gate
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it did not help at all

polar hawk
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how big is your project on disk

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if it isn't that big, File -> Package Project -> Zip Up Project

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send it to me, I'll take a look

abstract relic
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Careful, heโ€™ll steal your soul in exchange

midnight gate
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i replaced a mesh from a level that works with the broken level mesh

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guess what

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the level stoped working

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that means its in the mesh

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i assume its too big to have dynamic shadows

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but can i force it to have dynamic shadows

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@polar hawk

polar hawk
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how big is your project on disk
if it isn't that big, File -> Package Project -> Zip Up Project
send it to me, I'll take a look

dim plover
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I vaguely recall that you had a warning about Lightmass Importance Volumes, did you try that?

midnight gate
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it will take me forever to upload it to google drive but sure

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lets see if you can fix it somehow cuz i do believe it is imposible

polar hawk
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if it isn't that big

midnight gate
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its around 250mb

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i juts have rly bad wifi

polar hawk
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alright

midnight gate
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thank you for explaining some things about the engine

dim plover
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Please post the solution to the "no-shadows" issue when you find out.

polar hawk
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when i get it I'll just spin up a twitch stream

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that way we can give up together

midnight gate
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perfect

twilit grail
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does anyone know how to fix a missing module error

#

I just manually transferred all of my files to a new project to try and avoid this problem, however it still happened.

dim plover
#

What's the error?

twilit grail
#

Just made a new project and redid a plugin with the same code, but I;m getting a missing module error saying I need to manually rebuild the plugin

dim plover
#

Yeah, you gotta rebuild it.

twilit grail
#

specifically what do I need to rebuild?

dim plover
#

The plugin in Visual Studios.

twilit grail
#

do you rebuild the project?

dim plover
#

That probably will work too.

twilit grail
#

I never really understood how rebuild in unreal

dim plover
#

Right click your project in Visual Studio and press build.

twilit grail
#

just to be sure the project or the solution?

polar hawk
#

the project

#

beware

#

go down the wrong road

#

and it'll become a task you do hundreds of times a day

twilit grail
#

ye I have been stuck on this problem for about 4 hours

fierce yew
#

I'm getting a weird lighting problem when I press play in the editor. It's not the material as I've remade it from scratch and it use to look fine but now I'm getting dark shadows when facing the light

abstract relic
#

Just to double check, you generated vs project file and build yes?

twilit grail
#

nope

#

i will do that right now

next steppe
#

hello guys I want to create a multiplayer game but dont know if it is going to be hard to create it as a multiplayer

#

can anyone tell me if it is extremely hard or managable for a c++ beginner

#

?

abstract relic
#

Hard

polar hawk
#

@fierce yew is your green channel in your normal map flipped

abstract relic
#

Stupidly

polar hawk
#

hes lying

#

its borderline impossible

fierce crest
#

Is it possible that unreal doesnt like to recompile on encrypted harddrives?

polar hawk
#

if it is encrypted at an os level, it shouldn't even know

#

it'd just be slower

abstract relic
#

You misspelled she ๐Ÿ˜œ

fierce crest
#

@polar hawk just checked on an external unencrypted harddrive and it works. The encryption is os-based

polar hawk
#

i blame preconceived notions about internet people

#

is there an error

fierce yew
#

@polar hawk Both of those settings give me the same results. I should clarify, it looks normal in the editor, but once I press play it looks like the second image.

polar hawk
#

both of what settings do what now with what in what image

fierce crest
#

yes in the logs i found this
LogFileManager: Error: MoveFile was unable to move 'E:/UE4_NoPerforce/mordentral-vrexppluginexample-08aee74c552a/mordentral-vrexppluginexample-08aee74c552a/Plugins/AdvancedSessions/AdvancedSteamSessions/Intermediate/Build/Win64/UE4Editor/Inc/AdvancedSteamSessions/SteamRequestGroupOfficersCallbackProxy.generated.h.tmp' to ..."

polar hawk
#

so I don't think UE4 has an issue with encrypted drives directly

#

it appears to write a file like it would normally on any other drive

#

and for whatever reason that is failing

fierce yew
#

Flipping the green channel for the normal maps of my clothes still gives me those dark shadows

fierce crest
#

it only appears to 4.24 projects

polar hawk
#

there could be something causing an issue with encrypted drives but I wouldn't have any idea what that could be

#

@fierce yew oh yeah that issue

#

if its only in pie maybe it is an actor rendering setting? something like 'recieve light' is disabled? iunno

twilit grail
#

I;m still compiling but I have this error before

fierce crest
#

@polar hawk Thanks, i gonna unpack on the external for now. Have a good day y all

dim plover
#

Ignore the error list. Just look at the output log.

polar hawk
#

ah

#

your shit is in program files

#

anything you do is gonna require admin

#

open visual studio manually as admin

#

then do the thing

#

or open ue4 as admin

#

really just open both as admin

#

if that still happens

#

make sure all instances of ue4 are closed if error is happening in visual studio

#

all of them

#

even that one on the 3rd monitor behind you

#

also close bob's who is on the other machine

#

it might be affecting you too

twilit grail
#

so close both VS and Unreal?

polar hawk
#

uh, well if you close them both then you can't do whatever it is you're doing

#

but if you're doing anything with building

#

close all unreal instances

#

and try to only have one VS instance open

#

unreal is incompatible with itself

abstract relic
#

Youโ€™re producing many mildly amusing quotes today Allar.

twilit grail
polar hawk
#

today is community service day

twilit grail
#

this still poped up

polar hawk
#

is this a brand new project

#

do you have anything of value

twilit grail
#

yup

#

this is a brand new project which I recoded from a previous project

polar hawk
#

so if you nuked it and destroyed it and then ran a magnet over it, life would be okay?

abstract relic
#

Now youโ€™re just being coy with quotables ๐Ÿ˜œ

twilit grail
#

not particularly

polar hawk
#

now im just embracing this pipe i got for christmas

twilit grail
#

This is my first time making a plugin

polar hawk
#

okay

#

in that case

#

I'd say

#

start over

#

the number of annoying issues that could cause your error is so high

#

that starting over is diagnostically faster

twilit grail
#

can making new directories on the plugin directory could affect it?

polar hawk
#

generally no

#

however

#

if you copy a module within a submodule of another module

twilit grail
#

like making it outside of unreal

polar hawk
#

and not remove the first copy

#

and have technically two nested submodules named the same

#

because maybe

#

your fingers slipped and hit Paste on accident

#

and then you forgot about it

#

terrible things like this can happen where no matter what you do the error won't go away

twilit grail
#

I did look at the files from the previous project and Ctrl a and Ctrl V

#

I think that would cause it at that point

polar hawk
#

make sure your structure is exactly how it should be

#

but if you're copying files from unreal to outside unreal

#

that should do nothing

#

and affect nothing

#

unless you mean you are opening those files in unreal later

#

in that case that isn't outside unreal

#

just start over

#

is easier

#

if it happens again then you know something else is wrong

twilit grail
#

I'll do that thank you

dim plover
#

So, your project compiled properly and this still happened?

twilit grail
#

ye

#

I found out that some of the files I transferred are corrupted

dim plover
#

Corrupted how?

twilit grail
#

no clue all I know is that when I removed all of the copied files, the project worked perfectly

dim plover
#

Well, I think you should continue trying to make it work this way. I'm not familiar with plugins or modules, but still.
Maybe you had to have specifically tried to build the plugin. ๐Ÿคท

twilit grail
#

ye, Its ok though, there where alot of errors in my previous code. Starting fresh would be easier now that I know what I'm doing

azure shore
#

hey how can I disable the way that the player sticks to ground surfaces?

#

for example if something like a fast moving platform moving up suddenly stopped, the player should fly up a little bit from the velocity if that makes sense

inland monolith
#

hey slacker lol. i have a question. im trying to render one of my cutscenes from sequencers into video. but it never bounces the audio. lol does anybody know how to fix this?

plush yew
#

i want to change a scalar parameter in the material of a wiget, how do i do this?

tawdry heath
#

does painting foliage cost more than foliage tool? grass for example

plush yew
#

ah, bindings

azure shore
#

so many questions, so few answers

tawdry heath
#

One day we'll get there guys :(

elfin ridge
#

Is there a hotkey for adjusting brush falloff? I know [ and ] adjust the brush size, just wondering if anybody knows about a Falloff hotkey?

#

I suppose I could make a AHK Script..

forest tree
#

Anyone using TrueSky? I'm considering getting it, looks very powerful. Curious about experiences with using it.

plush yew
elfin ridge
#

Truesky looks sick, how much is it? $$

#

im surprised Quixel doesn't have skyboxes that would be 2sick

burnt tangle
#

I want ask about size of content in unreal project. How I need storage for Open World game? When I installed some texture packs, it took 20gb of memory. And I was scared because I don't have enough memory for apps and programs. Anyway I can cook size?

thick herald
#

Scanning skys may prove difficult @elfin ridge lol

elfin ridge
#

( ;

#

@burnt tangle you definitely should invest in a few TB worth of SSD's
Quixel has nice 2k textures I noticed they were around 25mb at that resolution

burnt tangle
#

thanks, I had idea for new PC with 8gb card to run. It has 3TB and it is enough?

#

@elfin ridge

#

For now I using HDD drive 500gb :/

lofty kiln
#

I have a problem

lapis vine
#

The server is full with people with problems. Anyway, just ask ๐Ÿ™‚

cosmic matrix
#

I got a problem that i can t solve with google in blender anyone could help me?

#

i got a cube and a curve and i want the cube deform to morph the curve but without any reason he stop morphing at a certain point.

humble ridge
#

If anyone knows of a nice way to do scene view render targets for UMG i'd greatly appreciate some help ๐Ÿ™‚

calm widget
#

Well this is unreal discord not blender

#

But have you applied the transforms?

cosmic matrix
#

@calm widget we can talk in private if you want

#

no i don t for now

#

cause i have problems

sinful nimbus
#

I am experiencing an issue with 4.24. I used to be able to make a new cpp class and select public. In 4.22 it used to be able to include right from the public folder. Now I have to add ../Public before my file. Is there any way to set the Public folder to be a folder you can automatically include from?

near notch
#

Hello folks. I have created a multiple landscape using world composition. What is the correct way to load the sub level through a menu system? Also, my AI cant move in this level but works fine on a third person template map. Thank you.

azure shore
#

"he" lol

elfin ridge
#

@burnt tangle check out the Megascan 2k scans they should be small enough for you to use on that 500gb hd just when you Download them make sure you set it to 2k and then export to 2k as well - I messed up and started downloading them all in 8k and then exprorting to 2k, thought it would save my settings at 2k but it didnt' so I had to go change them all to save HD space because I am in the same boat as you <500gb on this machine actually

https://quixel.com/pricing <<FREE for UE4 Users

#

the good thing is you just download what you are going to use its simple with the Bridge to import them in when you need them that way your not taking up all that space with a texture pack when you may not even be using the majority of assets

tawdry raptor
#

does anyone know how I can edit my collision more percise in this mode? I can only stretch it using the mouse and its making it to big

violet cove
#

You cant really get more accurate controls than that unfortunately

#

If you want better collision youll want to look into manually making it in a modeling program

vital cosmos
#

does the proxy geometry tool use up a lot of memory

#

because my editor seems to always crash when changing certain settings while using it

calm widget
#

Anyone got problems with landscape displacement in .24? Tesselation is working fine but it just wont displace. Tried it on static meshes and it's working.

midnight gate
#

DOES USING TRANSLUCENSY USE ALOT OF RESOURCES

#

i set my actor to have alpha and emisive controler thought a collection instance and everything i try to play my game it crashes cuz i think i run out of memory

calm widget
#

Don't think translucency is your problem

normal burrow
#

Check the log

calm widget
#

I take my previous statement back, Tesselation is NOT working in .24 on my landscape material, works for static meshes. Any ideas?

normal burrow
#

Tessellated landscapes are a frequent topic here. I donโ€™t know of any documentation stating: Do not tessellate your landscape. But given no one really having success with it, it makes me think itโ€™s not intended

calm widget
#

Well, i updated my project from .22 and landscape tesselation is working just fine there, tesselates and displaces

normal burrow
#

No splotches in lightmaps?

calm widget
#

.22 and .24

normal burrow
#

Hm idk

#

Game is all dynamic lit?

calm widget
#

Yes

normal burrow
#

Most tessellated land scape issue I know of is related to malformed lightmaps. Curious if they maybe did something to address that in 24 which is affecting your dynamic lit solution

cerulean gate
#

Hey guys I'm having a weird issue. Why can't I drag procedural foliage spawner volumes into the editor window anymore? It just does nothing

#

This is a problem new to 4.24 afaik.

calm widget
#

Hm, not sure how lightingmaps could affect the displacement of a mesh at all?

normal burrow
#

Not saying they should, just curious if the fix is affecting you somehow

calm widget
#

Or it should at least tesselate, even if there's something wrong with displacement or lightmapping.

normal burrow
#

Should the fix be to disable them I mean. Yeah hard to say

#

What is the multiplier set to?

calm widget
grave nebula
#

@calm widget Landscape Loding changed a bit. Check tessellation screen space size for component on landscape itself.

calm widget
#

@grave nebula Thanks! Tried disable default falloff and that seemed to have worked, sliding it from 0-1 doesn't seem to affect it at all.

#

That's one issue solved, thanks for help people. I do have another issue with light shafts in .24

cerulean gate
#
This is a problem new to 4.24 afaik.
calm widget
#

Flickering as i move the camera, i really like the old version better than the new

#

Specifically an issue with light shaft bloom

raven summit
#

I have a reflective window, but standing too close with a light source (like a flashlight) to it, makes white squares appear. Anyone knows why?

burnt tangle
#

How reimport Mannequin (skeletal mesh) with obj or fbx without errors? I got some message that physic doesn't match and textures is missing. After all my actor standing in T pose.
I want just link to the guide because I can't find on Google search and Youtube. Maybe you have?

rustic panther
#

anyone else unable to load 2 4.24 Unreal projects simultaneously?

#

if I have a project loaded and try to load another one it never loads

dull oyster
#

hello guys. I asked this question before here, but people were not sure how to solve this issue. So i come again in hope maybe someone will have an idea on it. I have a BALL : d . This ball which u see on the screenshot. Its a magic ball, that only appears in the "play" mode. Its not created in my blueprint. I have only 1 bluprint. For walking with my manequin.

#

and that ball appears when i press play button.

#

and T - for getting into manequin. It doesnt appear when im out of the character mode.

mossy nymph
#

its what your gamemode spawns for your character

#

those usually aren't pre-placed on a map

#

if you set default pawn class in game mode overrides in your world settings to none it will go away

#

or you can set it to your third person character class, and remove the pre placed character, let the thing work out of the box

final parrot
#

I have a small tiny question can someone dm me pls tyvm

brave lark
#

anyone know when 4.23.2 engine update will be released for binary?

raven summit
#

I have a reflective window, but standing too close with a light source (like a flashlight) to it, makes white squares appear. Anyone knows why?

compact ether
#

Does anyone know if the radial blur of wheels has been fixed?

#

And does the workaround they use in the comercial is good? The one we can get on the content examples...?

plush yew
#

what did I do that my level's cue is playing when PIE isn't even open? it has to do with the auto activate. It shouldn't be playing outside PIE though eh?

#

4.22.3

lilac wedge
#

no sure why but when launching game standalone there is a black screen for 5 seconds before starting anything. ( same on andriod phone, works fine when launching in editor window)

obsidian lily
#

hey so, when I look at an object in the outliner, I see a hierarchy of components attached, but I have a couple questions -- 1. What does "inherited" actually mean when it's next to a component in the component hierarchy window? This component is Inherited from what, exactly? 2. I'm confused about what exactly I'm seeing in the window just below that which is also part of the details window. Does it contain all editable settings from the component, including child components? What if the parent and child have the same type of settings as each other, like a transform? Or I don't know, say the parent has a mesh and also a child has a mesh, how does those show up in the details list?

timber river
#

for games is it generally better to have a building made of several cubes or one made of a very high poly single cube with insets and loopcuts and such

kindred viper
#

well having a single mesh, nicely UV unwrapped can help with some lighting issues. But the important factor really is the material. Having as few draw calls as possible.

obsidian lily
#

goddamn this learning curve. I tried making a simple change to the FPS template player controller. I added a field to header and then initialized the field in the ctor. A bunch of problems came up (I'd tell you what, but there were dozens, and I have since reverted), so I reverted the change to figure out the issue and now UCLASS above AFPSTestCharacter has the error "Unknown type name 'FPSTest_Source_FPSTest_FPSTestCharacter_h_12_PROLOG'" and the GENERATED_BODY right below that says "C++ requires a type specifier for all declarations" -- I'm guessing I fat fingered something, but I have no idea what's wrong. Just frustrated

final parrot
#

can anyone help me with my reloading system, I got 2 major problems with it.

hybrid canyon
#

Hey all, have anyone had this issue with ribbon trails in ue4? https://imgur.com/aVDvyy2 I'm using UE 4.21. The ribbon appears to be respawning, at full length, when the particle the ribbon is attached to, dies (actor collision set to kill). To make it weirder, if I set my actor collision to freeze, this issue does not happen. I also tried updating to UE4 v4.24 but then I get this issue with the actor collision set to freeze and kill 100% of the time. Without collision, it also occurs randomly but less frequently. :/

south abyss
#

Hello! do anyone know how can decent lighting be achieved on a game everything is destructible and has both interiors and exteriors?

#

when i say interiors i mean caves for example, where there should be near to zero light (maybe some emissive mats here and there and a couple dynamic lights)

slow scarab
#

Hey there, I'm trying to do a top-down shooter game and I'm having trouble with rotating the characters. If the character's X position is negative then it won't look north. The opposite is broken as well: If the character's X position is positive, then it won't be able to look up. Here's what it looks like.

#

Oh wait, my mouse isn't showing up... It's supposed to be in the top left corner of the screen.

#

I guess the same happens with the Z position? If I go to the left, it won't look right. This time the mouse is supposed to be in the right of the screen.

#

It's a character controller

versed spear
slow scarab
#

Yeah, pretty much. The character would look at the mouse position, like in Hotline Miami.

versed spear
#

yea that is how ours is set up but we use last position and current position to determine the direction that the player is walking.

#

I posted it on paper2d channel. Its all the logic we use within the character blueprint to set the direction the player is facing.

#

scroll up to 12/30/2019

#

we base our logic on the rotation that code determines so we can set our projectiles to leave the player at the correct rotation.

slow scarab
#

I tried searching but I couldn't find anything

versed spear
#

search

#

This is my flipbook changing code for Paper2D

slow scarab
#

Oh, found it

versed spear
#

The code produces a value from 0-7 that is 8 direction

#

in the idle attack skill or walk functions it just uses that number to play the correct flipbook

slow scarab
#

The blueprint is really big, is it at the start or at the end?

#

Oh, by the way, it's for a 3D game, not a 2D one

versed spear
#

oh lol my bad

tawdry heath
dawn hedge
#

I downloaded an asset from the Ue4 marketplace and added it to my project, but i cant find it in my project. where is it?

#

i clicked "add to prroject"

#

in epic games

normal burrow
#

look in your content browser

#

mp stuff usually all goes to its own directory named after what it is.

dawn hedge
#

i dont see one thats the thing

tawdry heath
#

maybe check in file explorer

normal burrow
#

what kind of asset?

dawn hedge
#

i see it in file explorer

#

its a megascan

#

of grass assets

abstract relic
#

It goes without saying. Donโ€™t install while the project is open

normal burrow
#

Yeah, that.

dawn hedge
#

oh wait i see what happened

#

i have 2 projects with very similar names

#

so i added it to the other one

#

lol

versed spear
#

@slow scarab are you using control rotation check box? your character should rotate based on that. you should not have to be setting the rotation. Have you tried looking at the top down example. it should be set up for you.

slow scarab
#

I have the "Use Controller Yaw" on the Character's root, if that's it

#

Under the pawn settings

versed spear
#

all three should be checked I believe. pitch yaw and roll

normal burrow
#

Looks like if its not post processing alone @tawdry heath its probably the world settings for lightmapping and a lightmap build.

#

Ambient color etc. it could be tonemapping too, part is cut out from the video so its hard for me to tell at least

tawdry heath
#

ok thanks I was just tryna follow along because I want a similar map like his

versed spear
#

actually none of them are checked in the top down example.

slow scarab
#

Hmm, I tried both and neither worked

#

Checking none made the rotation stop working, checking all made the behavior stay the same

#

I think I'll just create a project with the top-down example later and take a look at that

#

Thanks a lot :)

versed spear
#

sounds good

remote fulcrum
#

anyone found a fix for the slowmo on time dilation not rendering as slowmo?

normal burrow
#

hm?

tawdry heath
kindred viper
#

it looks rendered to me. RTX for video stuff is pretty neat

#

ooh a walkthrough too. bit of lag with it but expected

exotic otter
#

i was wondering

#

sometimes a construction script in unreal bp doesnt run

#

on level load

rotund scroll
#

does anyone know how to edit variable names on blendspaces?

manic hatch
#

Hello everyone! I've join this discord as a last resort in hopes that maybe someone can help me fix a rather frustrating issue I've been having over the last month or so. I've searched far and wide to no avail, and i would really appreciate it if someone more knowledgeable in UE4 could help me pin point what's causing this issue and how to fix it. Thanks to anyone in advance for their time.

Briefly, The issue is: All of my static lights are turning off and aren't providing any light at all, after i bake lighting. Nothing is getting changed on the lights and if i move them physically, just a little, they turn back on, but as soon as i bake again, they're off.

I am using engine version 4.22.3.

plush yew
rotund scroll
#

@plush yew thanks

plush yew
#

Does someone have a skeletal mesh that they made in blender 2.81 that they can send me the fbx of? It can literally be a single bone cube, as long as it is a skeletal mesh. I'm trying to figure out what's wrong with my setup here since skeletal meshes made on my PC are now crashing my unreal engine

normal burrow
sinful osprey
#

Is there any way to make a secondary viewport tab stay on-screen when not in the main viewport window? I saw something ab out opening them as windows, but not sure how to do that

brave widget
#

Do you mean like example: blueprint editor tab stay above the main viewport?

abstract relic
#

Window >>> Viewports

sinful osprey
#

I have a main window with viewport and tabbed content browser and BP editor windows... I added a second viewport tab to my second monitor from the Window menu and then put a bunch of other tabs to it like layers, etc. When I click on the BP editor tab, that second viewport and all its other tabs hides. It's only visible when I'm in the main map viewport window

#

yeah, @abstract relic that's what I mean... having a second one of those on my other monitor only is visible when I'm actively in the main viewport window

brave widget
#

Oh, wow I never realized you can have those additional viewports ๐Ÿ˜‚
I just tried to replicate what you have going on and I was unable to get it to do what you want. Like you said, it hides unless the main viewport is active. I'll keep playing around and if I figure it out, I'll let you know

sinful osprey
#

might work for me even though that person said it wasn't for them

brave widget
#

I'm not sure what they mean by opening the viewport tab as a window. But, a work around is you can dock the additional viewport say next to the World Outliner for example. Not optimal but might do the trick

deep stump
#

Does anyone know how to call or get everyone on the level from a dedicated server?

deep stump
#

I guess in other words, I can get all actors of class but I want it to be from server side. (EX: Server starts up, 30mins later all players receive a message (or a sound... etc)

exotic thicket
#

You could probably set it up on BeginPlay with a has authority check

#

begin play -> is authority -> set timer to call custom event
custom event -> grab players, post RPC?

deep stump
#

But would that tag the server?

#

and go off of the server and not client

#

I was looking at gamestate but how do I access gamestate?

plush yew
#

@manic hatch Try ask the same question in #graphics , there may be some specialist there at some point

exotic thicket
#

if you check that you are the authority, that means it only runs on the server

deep stump
#

Meaning the timer starts before the client even joins the server? I guess I'm confused on what authority is.

#

authority is only being read on behalf of the server?

exotic thicket
#

if it says you are the authority it just means you are the server

#

so that means either listen server or dedicated server

deep stump
#

Ohh gotcha

exotic thicket
#

with dedicated servers it would potentially run before any clients connect depending on where you put it

deep stump
#

that makes a lot more sense

#

Thank you so much

#

I'll give it a shot

indigo vortex
#

what

exotic thicket
#

lol

#

that's amazing

deep stump
#

I want it

dusty scroll
#

id wear it

deep stump
#

lol

indigo vortex
#

It doesn't even make sense lol

#

Set MyGame to what?

normal burrow
#

There is also no get pin

brave widget
#

Bugs happen ๐Ÿ˜‚

deep stump
#

Come on man, it's a feature

exotic thicket
#

the game is so broken it broke the blueprint editor?

normal burrow
#

My Game | Is Valid | Branch | Awesome

deep stump
normal burrow
#

My game is a string?

deep stump
#

sure

#

lol

normal burrow
#

At least that is definitely pink. Not purple

abstract relic
#

Itโ€™s nothing but empty words after all ๐Ÿ˜œ

deep stump
#

XD

normal burrow
#

Oof.

abstract relic
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๐Ÿฅ

normal burrow
#

Disconnected, empty words

deep stump
#

haha

exotic thicket
#

Shots fired

rotund tree
#

Any here knows how I can set opacity for flipbook

#

for some reason when I try to lower the alpha in sprite color option it stays the same until it's 0.3 then disappear

plush yew
#

@rotund tree Maybe try ask at #paper-2d for more specific questions?

rotund tree
#

Oh yikes didn't know that channel exist

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and thx

tawdry sigil
#

Hey someone awake who can tell me how to get a object "driveable"... ik how enter etc stuff but not how to et it to move xD

exotic thicket
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You can make it a pawn and give it a movement component like floating movement

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Then add some input events that move it around and there you go :)

tawdry sigil
#

iam at the point giving him some input events ๐Ÿ˜„ i added the pawn and movement etc

#

what is the thing i need to call kfrom the input

exotic thicket
#

Add Movement Input

tawdry sigil
#

ahhh thx xD

exotic thicket
#

if you intend on rotating it based on the inputs you'll need to use the actor's forward vector to make sure the input is in the correct direction

#

But other than that that should be enough :)

tawdry sigil
#

its just a boat ๐Ÿ™‚

#

is the floating pawn movement the correct one ?

exotic thicket
#

it depends on how you want your object to move

tawdry sigil
#

uhm forward backward with rotation

exotic thicket
#

sure that should work

tawdry sigil
#

ye it works fine atm ๐Ÿ™‚ instead of rotation and that my char is still running arround xD as a ghost while i drive away xDDD

exotic thicket
#

I've noticed it can be a bit tricky to attach characters into other moving pawns like vehicles... you can try using "attach actor" and disabling the movement component on the character and seeing if that works, or try spawning the default ai controller and possessing the character with that

#

not sure if there's a better way of doing it, still in the progress of making that work in my own project and those are the methods that at least somewhat worked

tawdry sigil
#

Okey nice thx ๐Ÿ™‚ ye i used possd way which is ending atm in weird stuff. I guess i will attach him to a Socket in the Vehicle cause its a open boat ๐Ÿ™‚ Something like that

#

how i do it with the rotation atm its rotate but not going in the direction xD

exotic thicket
#

the actors forward vector should always point into the direction it's facing, so you should be able to use that

tawdry sigil
#

uhm i dont get it xD

exotic thicket
#

so if you rotate the pawn, it moves into the same direction as before rotating?

tawdry sigil
#

ye

exotic thicket
#

right, so actors have a "forward vector" which is basically just a way to get which way the actor is pointing

#

if you multiply the forward vector using the forward movement input value, that gives you the correct movement direction

#

you can then plug that into the add movement input node

tawdry sigil
#

ye the x vector which gets atm as input the Axis Value from MoveForward

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i only have aadd input vector here

exotic thicket
#

oh nvm I'm not even telling you the right thing lol

tawdry sigil
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xD

exotic thicket
#

like that

tawdry sigil
#

xD

#

...

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ye its late

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doesnt work oO ..

plush yew
#

You know your game is going to be trash when you get coil whine only when you are testing your game lol

normal burrow
#

Trash Awesome

plush yew
#

Well you don't really want to hear it so you test less often so then it becomes trash lol

normal burrow
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My computer sounds like someone is taking a shower so meh

#

But I can follow your logic yeah

plush yew
#

I have heard people using hot glue but I am not doing that to a 1500 cards. I will just live with it.

normal burrow
#

Noise cancelling headphones pal

tawdry sigil
#

How i turn the mesh with my rotatkion xD at a tfloating pawn stuff

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get a be quiet case lokl

plush yew
#

I have good headphones that helps, my dogs Love the noise lol. Well I guess I should get back to testing lol

open gorge
#

i'm having the strangest issue atm. Whenever i open unreal it causes my entire system to think the down arrow key is being held. I've swapped keyboards, restarted my PC, shut it down for 30m, completely power cycled it and it still happens. It only happens after I open up an unreal project, it doesn't occur if I don't open unreal. Any ideas what could be causing this?

normal burrow
#

Your game pad is laying on the floor

open gorge
#

LOL

tawdry sigil
#

Did u tried to turn it on and off ? xD

open gorge
#

fc

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that was actually the issue

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omg

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i was losing my mind

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thank you xD

plush yew
#

Yeah I had that happen to me too with a joystick once

tawdry sigil
#

xD @open gorge ... u laugh .. happend to me cause i let the drive wheel controller connected... 2hrs until i got why i running against walls

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ye xD

open gorge
#

that was an oddly specific response

#

so i figured it had to have happened to you xD

normal burrow
#

perhaps

open gorge
#

i was about to reinstall my keyboard driver and if that didn't work I was going to reformat my system

#

at least I didn't need to go that route

normal burrow
#

And now you know that the editor is gamepad navigatable

#

Itโ€™s a fair exchange

#

Dunno who goes through content browser with their controller but Godspeed to them

tawdry sigil
#

i dont get my boat rotating ... cmon xD

normal burrow
#

You want up and down to be north and south turn directions?

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Like a top down game?

tawdry sigil
#

nahh xD i want that it turns with the input like left it turns left xD .. atm it drives in the direction but the mesh or object itself is pointed fix to one directikon

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#weird boat

exotic thicket
#

Did you try using the add movement using the forward vector?

normal burrow
#

Turning tho

tawdry sigil
#

ye it is moving fine but not turning

exotic thicket
#

Right so with the forward vector movement as I showed, it moves, but it still just goes in one direction?

normal burrow
#

Make a new float var and assign the value of MoveRight to it in the event

tawdry sigil
normal burrow
#

Then in tick multiply this value by 540 and DeltaSeconds (3 things multiplied) then add that value to actors yaw

#

Unless that works, what you just posted

tawdry sigil
#

nah what i posted dont work xD its whats atm

open gorge
#

@normal burrow it also can navigate the startmenu too, TIL

tawdry sigil
#

xD omg when its 8am and u oversee the half

#

Get Controll Rotation > Set Actor Rotation ....

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idk if its the correct way but it works

exotic thicket
#

...not having a whole lot of luck trying to set up custom collision meshes in Blender ๐Ÿคฆโ€โ™‚๏ธ

tawdry sigil
#

Spider maaan Spidermaaan

tawdry sigil
#

someone still awake who can help me xD ?

dim arch
#

@exotic thicket there is an auto-generate collision in UE4

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or you can use complex (per face) collision

exotic thicket
#

Yeah both of those are a bit problematic :)

#

floating movement component for example completely ignores collisions with static objects for some reason if you use complex collisions

#

and I had some problems where the autogenerated hitboxes were a bit outside the mesh, causing some things to clip into each other and as you can imagine that also causes problems

#

I did eventually get some progress with the custom collision mesh, it's just a bit of a pain lol

dim arch
#

yeah usually they need to be created by hand to be optimal, it should be possible to use the per-face collision with floating movement if configured correctly

exotic thicket
#

yeah it seemed to be colliding with some physics-using objects just fine so I'm not entirely sure why it ignored some other things (and characters for example collided with the other things just fine)

midnight gate
#

guys i have actors like coins right? and they have particle effects right? and also when the particle effect appears the material turns very emisive but when i collect it it doesnt turn back the problem is that ALL THE ACTORS ON LEVEL get +50 emisive

#

i only need the one that juts did the particle effect

#

any way to fix this

somber quail
#

I assume you're adjusting the emissive with a material parameter collection?

exotic otter
#

i have a glass material

#

and a light

#

how can i make the light ignore the glass object and shine through it

honest vale
#

disable shadow casting on the material

#

or mesh

exotic otter
#

where in the material

somber quail
#

you disable shadow casting on the mesh

exotic otter
#

its not a separate mesh

brave widget
#

Unless I'm unaware of a feature, that can't be done by the material, it has to be done at the mesh level.

exotic otter
#

so cast shadow off

#

ehm that didnt change it

#

the light still doesnt go through my window

brave widget
#

Wait. It should just shine through it like you'd expect. I have one of my buildings with glass windows and the sunlight peers through it just fine.

brave widget
#

Oh, you want it to not shine on the glass itself, not that it can't go through it. My apologies for misunderstanding. You may have to utilize lighting channels. I'm not entirely sure the process for that. Beyond that, I'm unsure of how else to accomplish that.

wary wing
#

Lighting channels seem like a particularly heavyweight solution to the problem

#

Does the glass need to receive light from anywhere? Could it just be an unlit material?

red prairie
#

Hey guys! im working on creating some sprite particle effects in Niagara. The pictures i use mostly have transparent backgrounds and i always end up using photoshop to edit the transparent background to black. Is there a way to make the transparent areas black in UE4?

wary wing
#

@red prairie What's in the colour channels for your textures where there's alpha? Is it black anyway?

#

Have a play with Min Alpha in Adjustments on a texture asset

#

If it does what you want at 1, give Compress Without Alpha a tick too, it's up under Compression

#

If not, you can use your alpha channel as a mask in a material

red prairie
#

@wary wing

#

Ill give it a go ^^

wary wing
#

The original background for that is grey so the Min Alpha thing probably won't work

red prairie
#

that probably explains why translucent gives me an off white background

wary wing
#

Yeah I should think so

#

The background is near mid-grey

#

But

#

You can maybe chroma key it. Maybe

#

Grey is like a super bad colour for that

#

Hmm I take that back it doesn't help

red prairie
#

Its not all that much of a problem tbh ^^ it just happens to add a process i have to deal with in the pipeline

wary wing
#

Without the material you'd have anyway

red prairie
#

Why does it wound up being grey anyhow?

wary wing
#

Whoever made the image gave it a grey background

red prairie
#

really? its transparent in any other software .-.

wary wing
#

181,181,181 by the looks

#

Turn off alpha

#

In Photoshop or something

#

It'll be grey

red prairie
#

What a design flaw hahaha

wary wing
#

Maybe tell your sprite author to use black instead?

red prairie
#

well that explains a whole lot, i was wondering why translucent wasnt working. And yeah! intending to

#

Thanks btw!

wary wing
#

No problem ๐Ÿ™‚

#

Translucent with the proper alpha should have worked though

#

The alpha channel looks fine

#

You don't want the alpha channel at all?

red prairie
#

this is the one i edited myself, i just wanted to avoid the extra step of using photoshop

wary wing
#

Could that be alpha on a black background?

#

What should it look like with a lit room behind it or something?

red prairie
#

yeah it is

#

ill see if i can show you my problem a little better

wary wing
#

Cool

floral aspen
#

How do I make an object receive less light?

wary wing
#

Make the base colour less bright

#

Or shine less lights at it ๐Ÿ™‚

floral aspen
#

Was hoping for a way to change the settings in the specific object so it receives less light ๐Ÿ™‚

rotund scroll
#

@wary wing missed the obvious answer, Paint It Black

wary wing
#

Heh well that's just "make the base colour less bright" taken as far as possible ๐Ÿ˜„

#

But base colour isn't anyone's song name so is less cool

rotund scroll
#

"make the base colour less bright" isn't a song by the Rolling Stones though

wary wing
#

Yeah I know ๐Ÿ˜ฆ

rotund scroll
#

they should get on that

wary wing
#

I'm on the phone with their producer now, it's a glaring omission

rotund scroll
#

about time someone rectified this injustice!

wary wing
#

Quite!

#

@floral aspen What are you doing that you need an object to receive less light anyway? We might be able to suggest something else if we know a bit more about what you want to do

thin tendon
#

I need help. I didn't even click or change anything. Had just opened the engine. And all of a sudden one of my sub-levels is completely broken and way bigger then it should be. I need a fix

wary wing
#

Ctrl+Z?

thin tendon
#

That didn't work and neither did restoring my project from a back up

lusty flame
#

Hi, on 4.24 when I try and delete a or create a game save it will freeze for 30seconds, the save game is 2kb holding one variable in it.
Is anyone else experiencing this?
โ€‹โ€‹โ€‹โ€‹โ€‹โ€‹โ€‹Thanks

#

4.24.1

exotic thicket
#

man, this project feels like it would be much simpler if I didn't suddenly get the idea of making multiplayer an option ๐Ÿค”

#

it's not really even that the idea relies on MP it's just a "nice to have"... it just feels like bolting on MP later down the line would be harder than keeping it in mind now :D

floral aspen
#

@wary wing Hi, I have these watches that really is mostly black but they look grey. Was hoping to find an easy way to make them look black again.

wary wing
#

What sort of lights are you using? Movable? Stationary?

#

To me it looks like they do indeed have a grey material applied. When you say "really" what are you using as your source of truth?

honest vale
#

why can't you just make the material more black?

wary wing
#

^ question seconded

floral aspen
#

When I look at the object alone without light it looks quite dark. I use static light IES, 5 lumen, spots.

wary wing
#

Well, not to be glib, but of course an object will look dark without light

#

What does it look like in Unlit mode?

floral aspen
latent moth
wary wing
#

Aha

#

See that looks very grey to me

#

Can you darken the colour of that material?

floral aspen
#

I can try ๐Ÿ™‚

wary wing
#

Cool! Feel free to PM me if you need a hand with changing it

floral aspen
#

@wary wing thanks for helping out

sharp willow
#

@latent moth
We had the same problem when deciding whether to use 4.23 or 4.24

#

We decided to go with 4.23 because the loss of the DOF options was too much for our project

#

it looks like it is for yours too, so I'd downgrade to 4.23

thick minnow
#

Hello guys can someone tell me how i can make it that if the player is pressing a key a new level opens and after that if i hit another time the key the next level opens. I already got the first part where the first level opens but after that it doesnt change hitting again the key. thx โค๏ธ

abstract relic
#

Create an array of levels, ++ the current index every time key is pressed, profit

stiff moss
#

Does anybody know how to import a .dx format unreal level map into unreal engine 4? Or at least if it could be imported into 2, then 3 to upgrade into 4?

normal burrow
#

Wow I forgot about .dx

#

You mean .x right?

latent moth
#

@sharp willow ouch. There must be other options....?

sharp willow
#

We looked into it thoroughly

#

it seems Epic are in a transitional period where they don't want projects to use the old DoF methods while they implement something different

#

I wish I had a different answer for you and my team

midnight gate
#

guys i have actors like coins right? and they have particle effects right? and also when the particle effect appears the material turns very emisive but when i collect it it doesnt turn back the problem is that ALL THE ACTORS ON LEVEL get +50 emisive
i only need the one that juts did the particle effect
any way to fix this

latent moth
#

@sharp willow ok thank you. Will remove it as well then.

grave nebula
#

@latent moth No big deal. New DOF is much better than old Bokeh