#ue4-general

1 messages · Page 622 of 1

midnight gate
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HELP

latent moth
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@grave nebula I'm ok with options: what are the params that I need to implement a blur like I used to in an Aim Down Sights

grave nebula
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@latent moth Camera focal distance and aperture.

latent moth
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cannot reproduce needed effect though in ADS. Thanks anyway.

grave nebula
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No clue what is ADS, but yeah, you can get quite good sight blur with circle dof.

grave nebula
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Even simpler than before. Just set focal distance.

latent moth
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let me rephrase that. it works, but since I have a gun in front of my camera, i need to reduce the amount of blur in front

wary wave
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it doesn't work because that struct probably isn't being used anywhere?

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ah wait, no, that looks like it should work

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misread it

normal burrow
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Aim Down Sights

latent moth
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the bokeh allowed me to have better control on closer blur.

midnight gate
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OOF THATS HOT

normal burrow
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That grip is strange

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Not meant to be seen from that side lol

rotund scroll
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looks amazing, ship it

latent moth
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yep

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so: things get blurred but for some reason you can still see the contour

midnight gate
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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

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HELP ME

rotund scroll
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you sound like you're drowning

midnight gate
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yes i am

rotund scroll
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have you tried wearing a life vest

exotic thicket
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I'm not a 100% sure but I seem to recall reading something about instanced materials?

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Maybe that's something that could help with the issue of everything getting the emissive bump

rotund scroll
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it's almost as if you can create as many material instances as you need and expose values to them to modify them as you see fit

midnight gate
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i will hard researc that thank you

grave nebula
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@latent moth For best effect, focal distance should be distance to the target or otherwise any far away focal point and aperture should be larger so you don't turn gun into blurry noisy mess.

latent moth
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here aperture is already 12.

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and yes, focal is updated as per the code above

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¯_(ツ)_/¯

red crane
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targets not reacting to hit ue4

jade hawk
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Why does ue4.24 force me to have steam VR open when I have Oculus HMD's?

normal burrow
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Something about oculus having their own engine build

plush yew
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that is some aggressive blur

normal burrow
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I don’t know myself stuff with VR but have heard to get the latest oculus stuff you need their maintained build or something like that hatter

exotic thicket
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For me 4.23.1 always runs the oculus app :P

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nothing about steamvr

jade hawk
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Yeah 4.23 runs in Oculus. 4.24 forces Steam VR open and runs though that even though that is running off Oculus... They have just added extra steps for no reason.

jade hawk
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Also I just went and uninstalled Steam VR. UE4.24 launches just fine without it. Wondering now why they make Steam VR pop open for no reason.....

thin tendon
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For anyone who was interested in my bug from before I fixed it. And what I discovered is that sub-levels when using world composition will stretch to try and fit actors in. And increase their extent. So if you create a spline or something and stretch out past the bounds of the sub-level. The sub-level will grow to match it.

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Ohh and the steam VR stuff has been going on for a while. Back in 4.21 I was using a plugin to allow steam called advanced sessions. It was also opening up steam vr if a person had a vr device plugged in.

ashen brook
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reading up: loss of other DoF options really sucks.

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also using gaussian for a stylized project

normal burrow
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I enjoy the new dof. It doesn’t replace old methods entirely?

ashen brook
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it does

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they're removing the old methods in 4.24

cloud cobalt
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Yeah, they removed gaussian from PC

normal burrow
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Er I meant it doesn’t properly replace them?

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Missing features from old one that make it incompatible etc?

cloud cobalt
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The old one is gone

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And yes, some features didn't make it

normal burrow
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That’s a shame

cloud cobalt
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"No PPV blending" is a huge one

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It's workable, but it's painful

midnight gate
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does true mean hidden or visible?

cloud cobalt
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visible

midnight gate
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true = visible ok

wary wave
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...try it and find out

cloud cobalt
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Honestly removing features has some merit - UE4 has a lot of features that flat out don't make any sense anymore and they should be doing more removing. Removing stuff that's very work-in-progress yet though...

thick minnow
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Yo is there an option to make an skelet for a static mesh because i downloaded an fbx motorbike and i want to do physics

normal burrow
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Or things that are just poorly maintained BSP Cough wheeze

cloud cobalt
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Think LPV, etc

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Hell, if light actors alone could be upfront about which settings actually work depending on which mobility, we would be better off

left citrus
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Skeletal mesh inside a blueprint, added to a sequencer

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can't get animation to run on it

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is this even possible?

dim arch
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sequencer can be buggy at times, I remember it would refuse to add camera actors for a level file, but would work in another

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you can try using an event track, to grab that actor and trigger it

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make an event and send the object reference in and then activate the animation or sth

left citrus
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hmm, I'll give that a go - I presume that would leave me without the ability to scrub through animation

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which is sort of the whole point of the sequencer

alpine elm
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hi I'm trying to figure out how can i press a button in the pawn character to posses anyone that can help me

near notch
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Hello. I want the tree to have auto LOD settings with LOD 1 as the starting default. How do I remove LOD 0? It is too high poly for my requirements.

alpine elm
verbal oar
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hi ppl, sorry, this is a liuttle Off Topic, but wat text do i message UnrealBot to start an ad in Looking for telnt? plz i just got over the flu

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its for an unreal projkect that needs help, Roalities if grant by epic is avail

fierce tulip
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lol

warped tangle
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@alpine elm Not sure I understand your order of operations here...you're trying to possess a pawn with a key press...but you haven't possessed the pawn yet? You would need to put that input in the player controller, not the pawn, to make that work

verbal oar
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@near notch it seems lod auto is greyed out? i recommend exporting to something like Blender, the static mesh, and optimizing, Blender is free and very useful, tutorials on YouTube for it

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Why don't they use Bokeh for DOF and simply modify the geometry of the math?

near notch
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@near notch It is greyed out because I chose custom lods. I will try the blender option. However isnt there a way to reduce the default LOD poly count or just disabling it altogether?

verbal oar
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hmm, i don't thik UE4 really does any modelling, even if you converted to additivie brush it would be stuck with tris and verts as-is

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you can try HLOD , i would google it, and maybe if there's an option for distance simply convert to HLOD when not in direct use

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ie. when you're not using the meshes as gameplay models, it's an HLOD, which merges meshes, and it has an LOD effect

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hmm, i havent used HLODs before yet, but i think you might need to model the HLOD too, so that would leave Blender necessary as well

near notch
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Sorry, I didnt mean modelling, just any options I can fiddle through. I tried to disable auto LOD and use a single LOD but it reverses any changes when I close the window xD

hot thistle
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Did they remove camera shake? I don't have any options in my camera shake blueprint

verbal oar
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well i know you want to reduce the hit the system takes due to poly count, in any event remodelling the mesh and maybe using HLODs would be your best option

near notch
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Thank you, will give it a try. Also my AI doesnt seem to be moving on my world composition landscapes? They work fine on other maps. My navmesh and everything is in place and they can even shoot me just not move

verbal oar
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not sure about that AI issue, hope you fine help though

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find

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BTW LOD is usually set in the Static Mesh's Export from a modelling propgram

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hmm, actually if you try setting the Properties of the AI to Always Spawn, try not to collide (and move, i think is the ssetiting) but that may not be the issue, it's a trouble shooting step

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@upper heart Hi, what text message should i send UnrealBot to advertise in lft please?

gilded lichen
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how do I change the play rate of a animation through blueprints?

upper heart
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@verbal oar talent

verbal oar
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not !something?

near notch
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@verbal oar Thank you again.

upper heart
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no, "talent"

verbal oar
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i se, lft works too, i went back through my DM's i have 2 projects, one sort of mini and one like a AA A title if we get the needed help

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NP @near notch

rustic idol
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Maybe a stupid question but - I got something from the marketplace written in blueprint and don't really like how they wrote it. I'm much more comfortable with C++, is there any way to convert it to C++?

verbal oar
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you may be able to export the BP and edit from there, probly no C++ but should be more plain text than C++

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not sure never tried but UE is generally exportable

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copy/pasting a mesh or pawn to notepad yields a string of text

latent moth
verbal oar
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My 1st guess, camera alignment issue

latent moth
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camera is aligned on gun... you can see that the gun doesn't move

verbal oar
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my second, is blueprint conflict, i had this when i used 2 versions in the same project of Player Pawn

latent moth
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blueprint conflict...?

verbal oar
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ie with 2 updates of Char, Anim BPs i started to twich once i put together the Anim BP as Updated

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yeah when an update of the Anim BP goes "wonky?" i'm sure i could replicateit ut the point is you might need to redo the cam alignment (even space is way out with large FOV to see if it still wobbles) and it it does, then it gotta be the anim BP

latent moth
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you insist on camera alignment but it has nothing to do with it, as you can see gun is always aligned. it's where the left hand is that is not consistent.

frail sail
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Can someone run Unreal engine 4.20 Ver game with AMD 5700X Graphic card?

verbal oar
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yes but in some cases the camrra lignment will self-adjust, unless you're using 1st persson Cam? then that's liekly not it, i use 3rd person for my 1st PErson cam, because like Ghost Recon Advanced Warfighter series (GRAW, 2) when you look down feet should be visilble and legs, happens when you use a 3rd person with preferable not a head p[ice of model in the way, feet to neck model

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3rd person self-adjusts, mentioned it as a possibility

tawdry heath
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virtus skips a lot of steps

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also if you are a starter like me then use first person because third person animations is very hard

forest tree
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Any TrueSky users around? My DirectionalLight is incredibly bright after installing TrueSky, and the intensity seems to be locked to 24. Can't lower it.

plush yew
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jesus it made me wait 10 minutes

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@forest tree

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if you're still here

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I believe the intensity is tied to the control setup in trueSKY

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I had the same issue when I got it yesterday let me try to figure out exactly how I fixed it

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I assume your auto exposure is off

timid jacinth
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How should I store money variables for multiplayer

forest tree
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@plush yew Thanks!

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That would be fantastic

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All I could do is change the "brightness" modifier on TrueSky, but that's a fucking hack 😄

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I assume your auto exposure is off
Yes 🙂

plush yew
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Could you send a screenshot of how it's affecting your scene, just so I know it's the same issue I was having

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I don't want to end up leading you in the wrong direction

forest tree
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Sure, bright af 😄

plush yew
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o wtf

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ok 1sec im makign a new project file

forest tree
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I tried isolating it to a new map or a new project, but in both cases it just goes apeshit with the intensity 😄

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Real weird

plush yew
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In TrueSkySequenceActor the Meters Per Unit is 0.01?

forest tree
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Hold on, restarting the project. Taking a look

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Correct, @plush yew

plush yew
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ow damn it

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The three things I did to correct my issues youve already pretty much done

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Aside from me also reducing texture brightness and saturation on my trees but they were too bright to begin with

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I'll try to replicate what you have going on still

forest tree
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It's just weird as hell that I can't change the intensity of the directional light

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Brand new project, new map and I initialise TrueSky, everything is SUPER bright

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Smells like a bug...

plush yew
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If you have trueSKY initialized you wont be able to change the directional light intensity

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as the truesky actor controls it

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So when you change the time in the slider it'll affect the intensity

forest tree
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Oh

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Hmm...but still, it being so incredibly bright seems to be a bit excessive

solid sierra
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Can anyone help me with a liquid-type thing in my game? Basically, I want to throw/shoot a piece of fruit and it splatters on the ground. (Think splatoon, it's a gel-like liquid that can maybe merge together.) I just don't really know how to go about this, do I use mesh? materials?

plush yew
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Mine's also at 24lux at midday setting

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But you're right mine doesn't look as bright as yours

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Although my scene is nowhere near as big so I can't really compare yet

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Not until I fix this damn Bridge export

forest tree
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Oh it's the same issue with the unreal test map @plush yew

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Small maps

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I wonder if it's me making a stupid mistake somewhere, or if it's bugged...

plush yew
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Well in your defence, this plugin is very buggy

forest tree
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I do remember screwing with exposure settings, but on a new project those changes shouldn't have been present anymore

sweet relic
forest tree
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Ah, it's buggy in your experience too?

plush yew
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Yeah very

forest tree
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I really want to love it, the previews look amazing

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The water is great too, though KILLS performance

plush yew
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If you have epilepsy uninstall it now, because every time you change the day time it'll flicker like crazy

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I haven't tried water yet

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But yeah it's great, saves me setting up HDRs, which is basically impossible in UE4

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I just recently switched from Corona to Unreal so I'm still getting used to it

forest tree
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because every time you change the day time it'll flicker like crazy
Wut? Really? I want to use it for day/night cycles.

plush yew
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It should be fine if you have code controlling it

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But if you have the control window open it flickers

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I had no idea what was causing it for like an hour it was driving me crazy.

forest tree
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😂

plush yew
forest tree
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Christ

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jaw drops

thick herald
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eyes burn out

forest tree
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True that hahaha

plush yew
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lmao

solid sierra
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ah, thanks @pastel glen

tawdry heath
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hey guys I did a project it has weapons, ammo, hud, animation, etc. I have decided that I no longer want third person. Is there an easy way to do that without having to restart? I'm new so YouTube video would help

abstract relic
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It’s merely a matter of camera placement and constraints

tawdry heath
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I my character to only have arms just like first person content

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I don't really want it to have a body cuz then I will need so many animation

grim ore
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You can create a new template using the first person character and look at how it's set up. You can migrate the First Person character into your project if you want to try and use it or copy your code into it for example.

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like suggested you can change your camera placement in your existing character to match the one in the first person template then replace the mesh with just the arms

tawdry heath
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yes how do I remove the body and have just arms

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hold up let me turn my pc and let me look at it

zealous spear
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@tawdry heath so you wanna make it realistic first person camera?

tawdry heath
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no I want to copy exactly what the first person template has

abstract relic
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Do what Matthew says

tawdry heath
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ye but how do I do it

abstract relic
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You can import it directly from within the project

zealous spear
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Look here

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Is really simple to make it first person

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If you follow his instructions, you will get it

abstract relic
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There’s a big green button above the content browser

zealous spear
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Oh

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To copy

abstract relic
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You can import template from there

zealous spear
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I thought you wanted to make a first person

tawdry heath
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let me see my game is already 16gb might as well

abstract relic
tawdry heath
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how about I make a new project and just paste all blueprints in there. But how do I copy Variables and such?

abstract relic
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Asset action >>> migrate

vital cosmos
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just do add new->feature pack -> first person shooter if your not on ue 4.24

tawdry heath
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hold up you guys might of just answered my question, let me try it

abstract relic
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Well, we weren’t talking to a wall or spouting nonsense

exotic otter
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hi I have a car and it has a targetpoint as child

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and i have a volume in my level when my car drives into the volume

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i spawn an actor and try to attach it to that point

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and stay at that point in the car

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but it completely fucks up

naive glade
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i cant get nvcloth to work in ue4.24, simple test runs fine in 4.23 & 4.22, but iin 4.24 nothing moves after painting the verts for cloth

grim ore
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@exotic otter Where is this code at?

exotic otter
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level blueprint

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beginplay

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i bind the overlap event

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to a volume

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on enter

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attacvh

grim ore
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where does it get the trigger from?

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sorry, target point

exotic otter
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but the attaching is super funky

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from a volume

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target point is a child from the car

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its also in the level

grim ore
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the target point is a component in the car blueprint?

exotic otter
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no

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i just attached it in sceneview

grim ore
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oof so your car is a blueprint in the level, then you added a target point into the level then attached it to the blueprint?

exotic otter
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yup

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thats what i do

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can i add a target point to a blueprint?

grim ore
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If you wanted a location from something in a blueprint, like an offset, you would typically just add a scene component as thats what they are for. You could add a scene component to your vehicle blueprint, name it whatever you want, and use that for your location

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but your code itself seems fine your attach to actor might not have the correct rules for what you want

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collision could also be an issue, we have no idea what is exactly happening in regards to "it completely fucks up"

exotic otter
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what is weld sim bodies

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seems k?

grim ore
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Is there more than one trigger in this level or just the one and the one overlap in the level bp?

exotic otter
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1

grim ore
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also... you have the cast failed as the event that fires after you check if it's the car bp

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If this is just a one time thing and specific to the car blueprint, perhaps have the car handle all of this and not the level. If you still want to use the level blueprint and the overlap event, you can still do that part, but after the "is this a car, we want to do something" part just call a custom event on the car and move all your code into the car. Is the BP Simon Says a large or heavy blueprint or something simple?

exotic otter
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pretty large c++ actor blueprint

grim ore
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Level Blueprints are dirty, if you say wanted to make a new level and do the same stuff in it you would have to copy/paste or redo all the code (it's not re usable or portable). If you put the code in the vehicle itself or put the trigger volume in it's own BP you can easily re use them

exotic otter
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its pure for this level

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but what happens is basically it being attached

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but not moving with

grim ore
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yeah the code looks fine, so its not moving with its staying still?

exotic otter
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yup

grim ore
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well relatively fine, I dont know what the spawned BP is, or its collision or movable settings

exotic otter
grim ore
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are we sure this object is not intended to be in one place and not move around?

exotic otter
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oh can it be cuz level streaming

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the object is in 1 level

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the car in another

grim ore
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so your car is not in the active level when you spawn in the object?

exotic otter
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altho it should be

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hmm

grim ore
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I would assume level streaming should not be the issue, more the item is either static and not intended to move or collision or some other setting. If the object is spawning in the correct place that part is atleast correct

exotic otter
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but maybe the object spawning spawns in another level

hushed hare
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how do i zoom to an object in the actor editor

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my camera bugged

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and its prob billions of units out

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i dont even see a grid

grim ore
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click on an object in your world outliner and hit F (Focus) to zoom in

hushed hare
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epic thanks

exotic otter
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its a skeletal mesh

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i cant set its mobility

grim ore
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I tested and when I spawned in a new actor and attached it it spawned it into the same map as my character but besides that it should not be an issue

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at this point you will have to go thru your settings on the objects and check for collisions and mobility and such. I tested and your nodes atleast look correct if they are hooked up. Spawn an actor in a spot, attach it to a component, and it moved with me. I had to adjust my mobility and collision but that was due to my spawned actor having settings that were not compatible which I assume your blueprint is already set up correctly.

exotic otter
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collision seems fine tho

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there aint a mobility option

grim ore
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any mobility would be on the top of the details panel, in the transform section

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but as this is a c++ class as the parent and those are all inherited from the parent I don't know what will be exposed for editing, etc.

hushed hare
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my collision wont work for no reason ive literally never had this problem before

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its such a beginner problem wth

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not asking for help just ranting

exotic otter
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@grim ore can i set mobility of a skeletal mesh in c++

tame salmon
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where is the modding tab in the ue launcher? some training videos reference it for v4.19 is it still around and if so where?

low violet
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This used to open the project in unreal editor when I clicked start, what happened?

grim ore
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@tame salmon All of the items that were in the modding tab are now in the store if you scroll down far enough in the Browse section

low violet
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Oh I actually recognize you

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You are the one behind the WTF videos on youtube

grim ore
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yep yep

low violet
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Sign here pls

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Your tuts are really cool keep it up

grim ore
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🙂

tame salmon
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ty @grim ore

thick herald
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Mathew's videos are the equivalent of UE4 Bible. 🙂 a great resource.

lusty saddle
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Hey can I ask someone for so help it’s a small thing but I feel like I’m going bonkers over it

normal burrow
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end up getting some ue4 in over the weekend matheww?

swift hearth
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Dumb question here, but can I change the size of the transform gizmo in unreal? Like how in maya the + and - keys change the size?

lusty saddle
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Like I’ve looked all over the web before coming here. Say I want to edit a cube but specify I want to do so by selecting a face, edge or vertex, how do I do that. I’ve tried doing geometry editing but it’s not working. Pls help.

grim ore
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@normal burrow some stuff here and there, mainly prep work for work work this week

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@swift hearth You can in the editor settings, you can also use ALT-[ and ALT-] in the viewport

forest tree
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Hey guys, I'm trying to have sprinting working in multiplayer, but my character jitters like mad. It works fine in SP, this is how I did (part of) the BP:

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I feel like I am missing something silly. Replication maaaan 😄

grim ore
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@lusty saddle Are you asking about Geometry Brushes/BSP items in the editor or Static Meshes?

swift hearth
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@grim ore Thanks! I appreciate it

tame salmon
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actually, i was watching @grim ore ue training videos Comprehending Projects and File Structure when I had the modding tab question, and vid creator answered question , sweet

grim ore
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@tame salmon yeah we havent updated the older videos when major changes happen 😦

lusty saddle
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I don’t want to use brushes I Just want to move the face on a static mesh. I was trying to make walls but I couldn’t figure out how to select one face rather than the whole mesh.

plush yew
grim ore
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@lusty saddle If you are using .24 or later you can enable the new Mesh Modeling Toolset/Modeling Tools Editor Mode plugins and use those otherwise the engine does not support changing Static Meshes like that

abstract relic
tawdry raptor
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I have discoverd a bug in 4.24.1 unreal keeps bring up the streaming level and light mass importance after you tell it not too

grim ore
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craaaap.... Editing the default cube with the new mesh tools changes the default cube in the engine content. I knew that would happen but didnt actually think it thru lol

thick herald
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oops

grim ore
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thankfully the edit is non destructive until you save

thick herald
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ctrl+z hit hit hit hit... lol A friend who is learning UE, kept hitting undo to try and fix something... I'm like nooooo!

grim ore
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heh

forest tree
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Nice to see that even the sage still find surprises in their work @grim ore 😉

grim ore
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the engine is sooooooo large no way to learn it all so always new stuff to find 🙂

forest tree
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Hey guys, I'm trying to have sprinting working in multiplayer, but my character jitters like mad. It works fine in SP

Fixed it. I added a client side movement speed increase event before I had the server run it. I'm not sure why that fixes it though. Can anyone comment?

lusty saddle
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Oof well I guess I’ll just have to scale the whole thing then cuz it won’t let me select just a face lmao. I’ll be fine. It was only slightly annoying.

forest tree
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the engine is sooooooo large no way to learn it all so always new stuff to find 🙂
Yeah, I've heard from multiple people that it was so overwhelming they quit for that exact reason. I enjoy the expansiveness though, feels like a never-ending toybox.

grim ore
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@forest tree When you have the server change the speed of the character on the server, does that change tell the client to update as well?

forest tree
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Good question, I thought that this would happen automatically if I chose "Executes on server" for the replication setting.

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That is not the case, I take it?

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I tried "multicast" too, but no dice.

grim ore
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depends on what you are doing to set the speed

forest tree
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This 🙂

grim ore
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ah so just setting max walk speed on the character movement component over time?

forest tree
#

Not sure about the "over time", but yes

#

Hit shift -> increase max walk

#

Release shift -> decrease max walk

lusty saddle
#

Anyways thank you Mathew!

grim ore
#

yeah sorry assumed over time lol, anyways yeah that property is not replicated

#

so you have to change it on the client and server, or have the server tell the client to change it when it changes

forest tree
#

Oh! I thought movement was replicated by default

grim ore
#

movement is yes but not the entire component so the max walk speed property is not for example

forest tree
#

Ahhh goshdarnit, I should have been able to find that myself. Thanks Mathew! Appreciate that a lot 🙂

grim ore
#

yeah networking and replicating is full of gotchas 😦

#

always seems so complicated and it is lol

forest tree
#

The joys of programming 😄

scenic hatch
#

@grim ore u know about cloth in ue4?

grim ore
#

@scenic hatch not enough to help

normal burrow
#

this is all you need to know

#

and all the information in the world

#

about cloth

verbal oar
#

@scenic hatch i've used PhysX clotch, its a pain to learn but worht it for characters

#

anything specific cuz there are some tutorials on YT

normal burrow
#

There is almost nothing on backstops on YT. but yeah there is one 3d studio max video that explains it. not as well as that picture but yeah.

#

(that but in unreal)

verbal oar
#

just one tutorial i have seen, where thee tesellation of an object is inherently high so that the cloth simulation is accurate too

normal burrow
#

yeah backstop is like.. thickness of the lcoth and no one explains that part is all.

verbal oar
#

i see, ty

#

i always figured there ws some magic to why cloth reacts in 3D that way, i am guessing it's a buffer to the cloth object then

#

cloth

normal burrow
#

yeah you paint up to three params

verbal oar
#

i tried max physX but didn't get to deep, i'm a level designer and wanted wind-ractive cloth, but i thought it had to be cloth object and simulated until i learned about wind reactions in Materials

normal burrow
#

backstop distance, backstop radius and max distance

verbal oar
#

eh i keep typoing cloth... grr

#

looks gross too

tawdry osprey
#

hey does anyone know what the node for materials is called that inverts things or makes them opposite to what they where? its got like a name of "-1x" i think but i dont remeber

wheat dirge
#

i think thats oneminus @tawdry osprey

tawdry osprey
#

o my goodness thank you so much

thick herald
#

thought it be multiply by -1.

winged crypt
#

maybe it's just me, someone please explain if there's a reason for this:
why do most anim packs on the marketplace have attack animations (melee) in which the character walks forward during the attack? I'm trying to put myself in the mindset of the animator deciding that every time a character attacks, they must also walk forward.

#

😩

#

🤔 hmm, true
I'm trying to use these for AI in VR and it's weird having them close the gap every time they come in for an attack but I do see what you mean

hoary silo
#

ue4 is crashing every time I import a certain skeletal mesh

#

does anyone know how to fix this?

grim ore
#

check the logs and fix the mesh would be the answer

rotund scroll
#

anything specific I need to do to make macro libraries show up in all classes?

#

currently those macros are not showing up

winged crypt
#

@rotund scroll are you setting them up in a BlueprintFunctionLibrary class?

grim ore
#

macro libraries have a parent class they will show up under

abstract relic
#

@hoary silo make sure a material id is assigned before importing

hoary silo
#

alright, il ltry it thanks

#

try*

hoary silo
#

I am using blender, and dont think it supports material ids

abstract relic
#

it does

normal burrow
#

HighTide found the fix for it.

grim ore
#

@hoary silo if this is a skeletal mesh, make sure you don't have too many roots or armatures

abstract relic
#

we just had an adventure finding out the source of the issue yesterday

hoary silo
#

so others have been having the same issue

abstract relic
#

yep

hoary silo
#

huh

abstract relic
#

if it's complaining about array being out of bounds, it's a material issue

rotund scroll
#

@winged crypt I set them up under the standard macros class

#

@grim ore show up how?

grim ore
#

@rotund scroll when you created the macro library it asked you to pick a parent class, what did you pick?

normal burrow
#

Seems like everyone it happens to is running 4.24

hoary silo
#

@abstract relic its crashing without a log

rotund scroll
#

standard macro

#

@grim ore

abstract relic
#

yep

#

it was a fun adventure

hoary silo
#

im guessing its being fixed?

grim ore
#

oh so you chose the All Classes -> Object -> StandardMacros as the parent? If so that would be why

abstract relic
#

we reported it yes

#

the issue is with the importer in .24

rotund scroll
#

so the class needs to be BlueprintFunctionLibrary?

grim ore
#

no, if this is a blueprint macro library the parent needs to be the class you want to use them in

abstract relic
#

someone swap Mat null to Mat none. So it's reading an out of bounds array

normal burrow
#

Object works fine

rotund scroll
#

isn't the point of the library that you can use them for every class?

#

ah

grim ore
#

a function library can be yes, a macro library has to have a parent class assigned to it

#

tho like was pointed out if you use Object you can pretty much use it anywhere

normal burrow
#

Yeah, thats what i gathered from it as well. Totally fixable inside blender by just.. uvs right?

rotund scroll
#

object isn't valid, dammit

abstract relic
#

assign material in blender and it'll be fix

grim ore
#

Object is valid, it's just weird because you normally restrict them to where you want to use them (actor, etc.)

abstract relic
#

if not, assign uv channel as well

rotund scroll
#

no I mean it doesn't show up as a choice for the parent class

grim ore
#

it should, it does for me

#

unless you are trying to reparent it

rotund scroll
#

well yeah

normal burrow
#

you likely have to start over cranz

grim ore
#

then no it wont work, you should create it correctly

rotund scroll
#

is this an engine limitation or why is it an issue to reparent to object?

grim ore
#

yes

#

sanity and safety restriction

normal burrow
#

kind of lame that theres no branch between actor component and actor

#

oop is hideous like this

#

does it need to be a montage?

#

if its a sequence

#

you right click the node for it and convert to evaluation

#

it will be in seconds though for some reason

#

if its a sequence player node in animgraph, right click it and convert to single frame evaluate

#

then you just hook in the time

fallen marten
#

The lead animator for epic did a tutorial on it with a paragon character to have him scrub through an animation to turn on the spot. Wish he'd shown how to make that bad ass animation to go with it -

rotund scroll
#

is square distance cheaper than distance even if you have to square the other number for a comparison?

normal burrow
#

yea

#

it depends in reality but generally sqrt is slower than squaring

rotund scroll
#

cool thanks

normal burrow
#

you may lose precision in it but its not a huge consideration more than likely

fallen marten
#

Has anyone ever tried to do an eqs type test from a static actor? Basically I want to calculate where the player is looking and spawn enemy out of view and not inside a wall or whatever

#

Guess not lol

normal burrow
#

i dunno how the visibility in ai works. but its a thing

fallen marten
#

I have an enemy spawner BP I'm trying to make more versatile instead of just spawning shit at Target points

#

It's for a TP brawler

#

Yeah I'd make it a skel mesh. Simulate physics or physics handles might allow you to do something, or perhaps have the fish get your socket location on tick and have it interp to that position? 🤷‍♂️

#

If it was physics handle setup, perhaps it would look nicer as the fish can be given a weight and it might feel more natural once it gets out of the water

#

Little bit of bounce

#

Just exeperiment

#

Yeah and it's fun stuff 🙂 I did a physics handle setup with a petrol pump so you could hold it and use it like a flame thrower and as you moved the hose dangled around like in RL

#

Only problem was once you reached the extremes of the hose the handle would leave your hand. But I was a noob back then and could probably fix it now haha

#

No problem @plush yew 😁

thick herald
#

Hmm. Just signed into the launcher to find that it's decided I don't have any engine versions installed. It also seems I can't get 4.24, 4.23.1 is the latest it's showing. Anyone got any tips on wtf is going on ?

fallen marten
#

Click the little drop down in the engine launch button and you can choose a version to install

#

So + button, go to engine Install, dropdown on the install button, choose a version

#

Boom

scenic hatch
#

quick question

#

i got my cloth material setup with wind, its working decently

#

but it seems almost like one part of the flag is like "stuck"

#

as highlighted in this picture

#

that part just seems to not move at all really

fallen marten
#

Sorry.. I got nothing lol

#

Havent tried cloth Sim yet

scarlet birch
#

If I have a BP actor that has active event timers and I disable tick,
I still need to stop/pause the timers. Is that correct?

#

I mean that disabling tick will not stop the timers is my assumption.

fallen marten
#

I would, just to eliminate any loose ends

rotund scroll
#

I accidentally closed a tab in the blueprint debugger

#

how can I ever get that to open again?

normal burrow
#

@scenic hatch your max distance isn't high enough i think

scenic hatch
#

@normal burrow what max distance?

normal burrow
#

when you paint on the flag

#

did you use 100? it looks like you need to use 1000 or larger distance ( I have no concept of how large that flag is )

lilac wedge
#

where are plugins stored? (in filed explorer)

#

found it C:\Program Files\Epic Games\UE_4.22\Engine\Plugins\Marketplace

scenic hatch
#

@normal burrow u mean when i use the "Clothing paint" tool?

scarlet birch
#

He's saying it looks like those verts aren't weighted for cloth

scenic hatch
#

i dno what that means 😦

#

even if they are not how do i change that

scarlet birch
#

When you look at the mesh in the cloth paint is it all one color?

scenic hatch
#

the normal paint colour or the cloth paint colour?

#

its yes to both either way

normal burrow
#

you paint in centimeters

#

for max distance

scarlet birch
#

how subdivided is the mesh?

scenic hatch
#

super mike

#

loads of cubes in there

scarlet birch
#

cubes?

scenic hatch
#

squares

#

i mean its subdivided enough

#

like alot

#

i can show u pic sec

scarlet birch
#

you paint vertices

normal burrow
#

you just need to increase the value your painting for max distance. the part far away from stuffhas to move further to bend down fully.

scenic hatch
#

this is while im painting it using the cloth tool pat?

normal burrow
#

just paint everything except the verts that connect to the pole 1500. Yes

scenic hatch
#

max it goes is 100

normal burrow
#

it defaults to 100 i think, but its cm, not percent.

scenic hatch
#

and i have done that already

normal burrow
#

you can enter higher values than 100

scenic hatch
#

oh really

normal burrow
#

its a type in on the panel

scenic hatch
#

yup got it

#

will try it now

hushed hare
#

anyone know how i could do something when a line trace by channel ends

scarlet birch
#

a veritce can only be wieghted 100%

hushed hare
#

like, when an object goes out of view instead of coming into view

scenic hatch
#

it still sits unnaturally like this, even when repainting it at 1500 @normal burrow

#

its almost like its pinned up in the top right corner

scarlet birch
#

Is the whole thing pink in the painting window? The image you showed before was only partially wieghted

normal burrow
#

how big is the flag?

scenic hatch
normal burrow
#

1500 is not big enough then

scenic hatch
#

oki

normal burrow
#

60000 maybe

scarlet birch
#

This is not correct. You can fill it, or paint. Brush size does not matter. You are painting a value between 0 and 1 for how much the vertice acts like cloth.

normal burrow
#

nah

#

you define what white is

#

white is just a color to display a number here. literal values go into max distance

scenic hatch
#

ok i removed all the data

#

repainting it with 60k

normal burrow
scenic hatch
#

oof

#

ur a wizard @normal burrow

scarlet birch
#

He could have just selected fill.

normal burrow
#

worked?

#

you have to not paint the verts touching the pole tho

scenic hatch
#

lmao

#

yeah it works perefctly now

#

holy fk

#

ty so much @normal burrow ❤️

scarlet birch
#

It still represents a value from 0 to 1 though with max being 1.

normal burrow
#

no

#

the view max makes no difference at all

#

just the colors shown to you

#

you paint in cm

#

Its not a mask

#

goes directly to vertex data

scenic hatch
#

how come placing 1 small wind thing has the biggest radius ever

#

even when its set to 0

normal burrow
#

have not played with wind haha

scenic hatch
#

tried placing a flag on the other side of the map and its still being effected by the wind

#

crazy

scarlet birch
#

I see now.

normal burrow
#

its super confusing

scarlet birch
#

I had to reread the code. It's been a while

marsh swallow
#

Is there a way to run build many maps at once?

verbal oar
#

would lag

#

doubt it's worth it darius, or just make one big map oout of many small ones if low detailed, (polygons, Shader depth low)

#

darinius sorry

#

wind is magic in a sense, it is just global no matter where placed, based on direction

verbal oar
#

WIP has some really cool level design info about volumetrics that i commented on, so i have some examples ther,e to show a sample of what it can do, the issue came up when i commented on someones work, i though of it then

sinful osprey
#

Can anyone help me figure out what's causing this crash? My editor crashes all the time now (since the last 2 weeks) with this error...

#

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 372] SwapChain->ResizeBuffers(0, SizeX, SizeY, RenderTargetFormat, D3D11GetSwapChainFlags()) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:273 with error DXGI_ERROR_INVALID_CALL, Size=678x256 Format=DXGI_FORMAT_R10G10B10A2_UNORM(0x00000018)

#

I can't find anything useful with a Google search

verbal oar
#

i suspect a driver for VGA issue

#

or a Dx setting you may have

#

D3D is gfx card related

#

you have Dx 11, is developing in Dx9 and coding support for Dx11/12 (either) before cooking an option?

#

otherwise i don't know but a reinstall of drivers might fix, then submit bug report, doesn't matter what else i think

#

@zenith night Read my diag above

#

might help

#

Also has a diag error for RGB settings or functions in the 10's

scarlet birch
#

@sinful osprey I'd update your video driver and increase the TDR delay. You'll have to google it but substance has a pretty good write up on their site how to do it.

verbal oar
#

ty nice

sinful osprey
#

TDR delay? What's that stand for? I just rolled back my drivers since they are recent and it started around that time. We'll see, but I'll check out the delay thing. thanks

verbal oar
#

hmm there should be a plugin for major 3rd party (not EMP)

#

plugin check box for diag related Discord questions

#

liek the role funcktion

#

or a funckiton to message like @ a L L

marsh swallow
#

@verbal oar i work with individual levels and UE4 constantly breaks the Nav Meshes and they stop working randomly.

#

so thats why i wanted to know if i could sequentially build them.

obsidian lily
verbal oar
#

hmm, maybe level stream on a very low square radius of levels, like behind cover is a level stream, maybe that could workaround?

#

so in the city, intersection to another, is one level, around the corner out of view is another, but need to be careful of mission levls

#

missing levels (not appearing on time

plush yew
#

HEllo!

#

I'm new to this server

obsidian lily
#

inside my player controller, how do I get the movement component? I'm trying to get running to work and I think I need to get that movement subcomponent and change the MaxSpeed, but I'm not sure what the call is

weary basalt
#

@obsidian lily Your pawn should modify its movement speed, not the PlayerController.

#

But to answer your question, you will most likely need to Cast your Pawn to the correct class, then use the GetCharacterMovement node.

obsidian lily
#

yeah I wasn't sur I was doing it right, I just couldn't find a better example -- I wantthe movement speed to change when I hold shift, so I set up a key bind, and hooked up the event on the player controller -- what should I do instead?

#

also, why doesn't the movement class already have the concept of running built in? it has things like swimming and flying and crouching, but not running?

normal burrow
#

Walking and running are similar things

#

They kinda draw a line at things

#

No built in crouch button. Left ctrl vs C drama

obsidian lily
#

I got it working, although it seems clunky to keep changing the MaxWalkSpeed, maybe when I feel more brave I'll change the movement class

normal burrow
#

Keep in mind that they are pretty inseparable

#

So handing max walk speed in character isn’t unheard of

obsidian lily
#

is there a normal way to do it? I made a new input action called Run which I just toggle the speeds inside of

#

I could make StartRun and StopRun separate, but I just made it toggle

normal burrow
#

float WalkSpeed;
float RunSpeed;

obsidian lily
#

I also cached the speeds in the ctor which feels gross since they could theoretically change at runtime. I guess I could cache the current walk speed when I begin running instead of caching it when the player is made

normal burrow
#

MaxSpeed=InterpToConstant.. bSprint?Run:Walk etc

#

No need to cache if your just set it constantly

obsidian lily
#

wait, I don't have a InterpToConstant in there, I just set them directly -- I assume that's to handle acceleration?

normal burrow
#

That’s what I was thinking yeah

#

You could skip that though

obsidian lily
#

can you do me a favor and be more specific about how you'd write that line? I've learned about a billion things today, I'm pretty fried on new esoteric api calls

normal burrow
#

Lol I don’t recall the

#

Well sec

obsidian lily
#

I appreciate it 🙂

normal burrow
obsidian lily
#

is there a way to use that in a fire and forgot sort of way? Or do I have to keep track of it while I'm holding shift?

lyric tusk
#

Holy hell y does my gpu go up to 80°c while sitting in viewpoint in unreal wth

obsidian lily
#

also, I assume the speed is in seconds?

lyric tusk
#

Is that supposed to happen

obsidian lily
#

you didn't know about unreal's egg frying feature?

normal burrow
#

For target bSprint?Run:Walk

runic narwhal
lyric tusk
#

I didn't know that I could cook an egg on my graphics card while it was just sitting in the viewport

rancid lynx
#

does "Set Enable Tick False" node trigger a reset on overlaps inside blueprints ? my skeleton seems to "re overlap check" if i toggle tick OFF or ON.

#

viewports a 3d scene i guess.

normal burrow
#

Are you clicking or using the node?

rancid lynx
#

so you can cook your egg

#

i have an event that calls the "set enable tick to false" node. thats how it triggers.

normal burrow
#

And that resets overlaps?

rancid lynx
#

when my spehere collision exits, it disables tick

#

when that happens, the "laugh audio on overlap" also happens

normal burrow
#

Hm

rancid lynx
#

ill check which component is causing the overlap. maybe my playercharacter has another collision i dont know about. but im pretty sure i did that yesterday also ^ ^

#

ill print node some components i guess.

#

time to work and shower first X_x

obsidian lily
#

ok I have crouching "working" but it's instant. I thought WantsToCrouch would handle interpolation for me, but it's apparently not? unless it's something I need to set every frame?

runic narwhal
#

Try using a timeline to control alpha of a lerp

normal burrow
#

There’s no interpolation for crouching

#

Believe the idea is to interpolate the camera and not the characters capsule

obsidian lily
#

why would I set WantsToCrouch instead of calling Crouch() directly?

normal burrow
#

Doesn’t have to do with Interpolation

fallen marten
#

Just make the crouch animation play slower

normal burrow
#

Can’t remember if setting that is the thing to do or not tbh

fallen marten
#

Forget the capsule

normal burrow
#

You want the capsule to be immediate really. An accordion capsule pops through ceilings

#

Animations yeah

fallen marten
#

If the camera is parented to the head, then a slower animation will equal a slower camera speed

#

Easy

obsidian lily
#

I have no idea how to do any of that, but I'll poke around and figure it out 🙂

#

I'm just happy I've made any progress at all. The moment I got running working like an hour ago was the first progress I've made in like 4 days

#

it was very sad for me, you should feel pity and sorrow

#

😉

fallen marten
#

No pity for noobs lol

normal burrow
#

Good thing with ue4 is you retain progress

fallen marten
#

Biggest secret is don't overthink things. The simple most obvious way is often the right way

grizzled willow
#

Guys, is there any way to capture the unreal editor window nicely? Currently I'm settling with OBS, but this isn't ideal.
Looking around at marketplace there's no good (and um free) ones, while Unity provided a capture plugin that works awesomely with their game mode and very easy to use. Or is there any feature in UE4 that I miss? Thanks in advance.

sinful osprey
#

Nvidia's shadow play works well for me

mint sequoia
#

OBS works just fine for me 🤷‍♂️

#

Shadowplay too but prefer OBS

sinful osprey
#

guess it depends what you're trying to do

abstract relic
#

There’s always sequencer

normal burrow
#

Sequencer is a constant

grizzled willow
#

Oh sequencer can do it eh? I haven't touched UE4 much other than cascade but I'll take a look

#

I just need to capture full screen editor window in playmode without all the junks and the UIs

#

capture different effects so I can compile them into one movie

grim ore
#

You can disable UI in viewport. Then f11 full screen. Record monitor on obs. Profit?

grizzled willow
#

sorry my pc crashed lol

humble ridge
#

Whats the best way to add communication between widgets

grizzled willow
#

it does work but like I said not ideal

lusty flame
#

Hi, on 4.24.1 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?
​​​​​​​Thanks

quick dirge
#

What's the best channel to discuss Chaos? #visual-fx ?
I'm trying to figure out how to check how much of a GeometryCollection is destroyed but can't seem to find any functions for it.

wary wave
#

physics

verbal oar
#

the link can be switched to /us instead of/ja, and bam!

#

@runic narwhal Above is link and how it happened

#

it will auto-add en-

exotic thicket
#

I have the same problem as Dave... sometimes it just completely refuses to switch even if you try to change it in the URL

#

I switched browsers, nope, switched to a third browser and then it worked... the language selection thing in the docs is a bit weird :P

signal rover
#

having a problem where the navmesh of a level does not seem to be saved and has to be manually rebuilt every time i reopen the level, and it also does not seem to exist during PIE. This only happens for one particular map and it worked fine last week. Anyone have any idea what might be happening here?

#

no matter, deleting the RecastNavMesh and rebuilding seems to have fixed it

plush yew
#

Can someone give me a case scenario for using FillDataTableFromCSVFile. Can it be used at runtime in the shipped project? Or some scenario where it's useful at runtime. Or any scenario. I'm drawing a blank...😕 Please tag me when answering. Thanks!

rotund scroll
#

@plush yew data tables cannot be modified during runtime. the idea is that it acts like an import since most often you have separate software for your spreadsheets

grizzled willow
#

Hi what is the proper way to exchange files between UE4 installations across different PCs?
I just tested, using migrate definitely destroyed the link between files
like texture is not applied within material and the material is not applied to the object, etc

rotund scroll
#

migrate assets should handle dependencies

#

it's likely that it doesn't update the links however, so technically it's referencing a file that does not exist within the scope of the project

#

you just have to reapply it from the new location you're using

grizzled willow
#

dependencies were fine, my test was a cascade particle, material and texture applied to that particle

#

seems that the cascade settings become messed up aswell

#

@rotund scroll so we have to relink everything each time?

#

probably I miss not including the dependencies somehwere between the steps I'll try to look out for the setting

rotund scroll
#

dependencies automatically get moved

#

it will automatically pick the folders with dependencies and migrate them as well

#

but let's say you have a texture in a material

#

and you transfer both

#

the texture link in the material will still link to the old texture location on disk, which is now out of scope for the project

#

so you'll have to reapply it

grizzled willow
#

🤔

#

that's odd

#

it should be relative to the "content" folder within the project, correct?

#

the path I mean

rotund scroll
#

I suppose it should but due to how redirectors may screw stuff up it may not work or be wonky

grizzled willow
#

I'll test again later

#

but I don't believe UE4 not able to do such simple task properly

#

thanks btw @rotund scroll

abstract relic
#

cough Source control cough

grizzled willow
#

please elaborate @abstract relic ?

rotund scroll
#

well if it's between projects 🙂

grizzled willow
#

no not between project

#

not different projects if that is what you mean

rotund scroll
#

oh so the same project?

abstract relic
#

Between projects or between PCs?

rotund scroll
#

I thought it was separate projects, separate PCs

grizzled willow
#

between PCs

rotund scroll
#

yeah you need source control

abstract relic
#

Yep, source control

grizzled willow
#

ahhh okayyy

turbid wigeon
#

Hi everyone! New here, so thanks for having me.

grizzled willow
#

in my case it's different project

#

and different PC

rotund scroll
#

so then migrate is what you need

grizzled willow
#

since we don't actually centralized

#

the content

#

*centralize

#

@rotund scroll okay will try again then let see how it goes

civic cobalt
grizzled willow
#

again thanks @rotund scroll and @abstract relic for the heads up on source control

#

might need that on the future

plush yew
#

@rotund scroll data tables cannot be modified during runtime. That's what I thought! 🙂 that's the reason I'm confused why make available a blueprint helper function, when I guess it's easier to drag-and-drop the CSV file in the editor. I cannot fathom a logic flow where this function comes in, that's why I'm running in circles hoping for a specific scenario that would make sense to me 😄

rotund scroll
#

because blutilities exist?

plush yew
#

This is the description Empty and fill a Data Table from CSV file.

rotund scroll
#

I can imagine macros of importing csvs then doing some function on them before importing them as data tables

plush yew
#

It's possible, I never use blueprint logic, I just accidentally ran into this function, I was asked about tables by someone of the Chinese forum here in China, and my answer was data tables cannot be modified during runtime. to which they pointed to this function and I got BSOD 😄

rotund scroll
#

it might also be the default function actually importing the csv when you drag and drop

plush yew
#

The bottom line is, for my own sanity, it does not have any use at runtime, right? @rotund scroll

rotund scroll
#

nope

plush yew
#

If the answer is no, I can sleep good at night 🙂

thick herald
#

Didn't MathewW do a vid recently about reading live values from a csv

plush yew
#

Great, thanks! 🙂

rotund scroll
#

@thick herald reading is available, writing is not

plush yew
#

we're discussing the philosophical implication of A blueprint helper function FillDataTableFromCSVFile Muad'Dib 🙂 @thick herald

thick herald
#

ah.

floral aspen
#

Why is my object knocked over in the static mesh editor when it is not in my scene?

zealous cloak
viral sluice
#

I'm trying to use the "record" animation thing to create a new animation but the mixamo character appears in the new animation missing some parts of his body. Any idea of how to fix it?

rain venture
#

my system is literally using directx 11, I just took a peek in the dxdiag window, and it says directx 11

cloud cobalt
#

Did you add -dx12 to the engine ?

rain venture
#

no? idk how to do that

#

I installed unreal engine recently

cloud cobalt
#

UE4 defaults to DX11 so this is weird

rain venture
#

how do I change this setting ?

#

I can't open the program at all

#

so idk if there is another way

cloud cobalt
#

If you didn't do it yourself, there is nothing to change

#

What's your dxdiag info ?

rain venture
spare kernel
#

anyone know wtf is going on ?

wary wing
#

Did you try to make a project with Ray Tracing enabled? Because that will use dx12

rain venture
#

ah!

#

so thats why!

#

welp, guess I won't be using ray tracing :/

#

thought it was something else

wary wing
#

You're on an older version of Windows I presume?

rain venture
#

windows 7 sp1

#

64 bit

#

let me try creating a new project without ray tracing enabled

cloud cobalt
#

Yeah, ray-tracing requires DX12

#

Which requires Windows 10 and a 10 series Nvidia GPU

wary wing
#

^

rain venture
#

I see

wary wing
#

What are we looking at here @spare kernel ? It looks like something is moving on your client but not your server?

spare kernel
#

they are falling through the floor on client

#

but i can't work out why

wary wing
#

Ah

spare kernel
#

like there is no reason they should

wary wing
#

Does the floor exist on the client?

spare kernel
#

yes

rain venture
#

ah there we go, the project opened now

wary wing
#

Are the actors spawned the same way on both?

spare kernel
#

causes issues like this

wary wing
#

Nice @rain venture 🙂

spare kernel
#

they are spawned on server and replicated

#

they are not moving they are in null navmesh

#

but on client they just fall through the floor

wary wing
#

Interesting

#

Is the floor spawned at runtime or built into the map?

spare kernel
#

its already on the map

#

wondering if its to do with navwalking

#

and projection

zealous cloak
#

can i call events with variables in the level sequencer?

wary wing
#

Do they fall through if you don't ask them to move?

fiery furnace
#

I want to check if in Editor, google and got an answer, use "With Editor" node, but I can't find it, anyone has idea?

jaunty zinc
#

what do you mean

plush yew
#

hello guys I follow this tutorial but I have some problem with the inventory I did the bp-s but I have this:

#

how to fix the problem?

whole quarry
#

what is the problem?

plush yew
#

I have one slot in the tutorial is more than 1 slot

whole quarry
#

so add more slots?

plush yew
#

I folllowed the tutorial series the videos about the inventory and now he has more than 1 slots I have only 1

#

how to fix this problem?

whole quarry
#

i dont know that tutorial, neither can i see your code

#

you sure you have only 1 slot and not that they're all overlapping on the same spot?

plush yew
whole quarry
#

so, are you seeking help or are you seeking someone to fix it for you?

abstract relic
#

You’re going to have a tough time finding someone to watch a 30min video to help someone who didn’t provide their current code or otherwise provide elaboration.

plush yew
#

which code to provide?

whole quarry
#

dunning kreuger effect

abstract relic
#

Hey now 😜

whole quarry
#

@plush yew Well, you have a problem with your code, so.. perhaps.. the code that you have issues with is worth sharing so others (that currently have no idea how your code looks like) can perhaps take a look at it and point you in the direction to fix it

#

just a wild idea

exotic thicket
#

no need to be snarky, new users don't always know how to ask :)

whole quarry
#

its the same thing with kids, traumatize them early and they will never forgot

exotic thicket
#

lol :P

whole quarry
#

😛

abstract relic
#

Mind reading is an pretty unreasonable assumption to be fair

gleaming creek
#

Anyone know if there's a way to delete an asset from a blutility? Somehow such a node doesn't seem to exist

whole quarry
#

blutility? is that new?

gleaming creek
#

Been there for a few versions now

#

Editor scripting plugin

whole quarry
#

2014, guess not

gleaming creek
whole quarry
#

is this CPP?

abstract relic
#

Best to do so. We’re just stupidly drooling over here 😜

gleaming creek
#

It's not supposed to be, it's blueprint nodes to run in editor

whole quarry
#

i've never noticed and nor used it 😄

gleaming creek
#

You can use them in Call In Editor functions and in Editor Widgets (those are new, since 4.22)

whole quarry
#

love to help the files are not in my archives

plush yew
whole quarry
#

@plush yew 2nd screen

plush yew
#

but when I click again on "2" it makes the slot darker

whole quarry
#

Add Child to Grid

#

Row 0 and Column 0

abstract relic
#

In row and in column are both 0

whole quarry
#

those 2 needs to be updated accordingly

plush yew
#

so?

abstract relic
#

So you have no row or column

plush yew
whole quarry
#

not sure what the functions Set Row and Set Column do

plush yew
#

with each keybind it happens darker and darker

#

xD

whole quarry
#

but your inventory is being thrown in row 0 and column 0

#

the darker is because it keeps adding a new widget

plush yew
#

I will check the video rn to see

abstract relic
#

so you have no row or column

plush yew
#

yup

#

I didn't make function to add column or row

#

I will see now in the video-hmm

whole quarry
#

When you press 2, it creates a new widget, and adds it

#

it doesnt recycle a precreated widget

plush yew
#

o I found the problem

whole quarry
#

you will need to make a widget reference, check if its valid, if valid add the widget to viewport, if not valid then create a new one and add it to viewport

plush yew
whole quarry
#

how many parts did you skip from that tutorial?

plush yew
#

wdym?

#

what parts to skip?

#

I don't follow the whole series-I started doing the inventory and hunger system

whole quarry
#

dont just randomly start somewhere in a tutorial

plush yew
#

the inventory starts from video number 18

whole quarry
#

especially if you dont know what youre doing

plush yew
#

but I don't need the other videos

whole quarry
#

dunning kreuger effect

plush yew
#

I want to create the inventory that's why I started doing it from the inventory and he started doing it from scratch and no errors

abstract relic
#

Do you want a hug Remco?

whole quarry
#

yes please 😦

#

🤗

plush yew
#

so there is some problem with the blueprint Add Child to Grid cus my has column and row-he hasn't got it-how to remove these 2?

whole quarry
#

remove the 2 int vars from the Return node in the function

#

but that you have to ask that tells me how far you are in the "beginner level" 😛

abstract relic
#

Gotta start somewhere

plush yew
#

I don't have 2 int vars in the return node

abstract relic
#

Trial by fire

plush yew
whole quarry
#

yes, but starting at the start is generally a better idea than going for a complex game with various sub systems like inventory, day night cycle, weapon systems etc

#

ambition is more often a bad companion than a good motivator

plush yew
#

so how to fix the issue?

whole quarry
abstract relic
#

You need to tell it how many rows and columns it has before making a grid

plush yew
#

0

abstract relic
#

Then you have no issues. It is behaving as it should with no rows or columns

plush yew
#

ok

#

so I need to do it with colums and rows

#

so why then in the tutorial there is column and rows?

abstract relic
#

Because they have columns and rows

plush yew
#

ok hmmm

#

he didn't show them in the videos for the inventory-hmm

#

okay so what to do then? is it problem or the inventory is not done and in the next videos the inventory will has colums and rows?

whole quarry
#

You have an array of the items,
You have in the inventory a grid, of i.e. 5 columns per row
From the ForLoop you take the item from the inventory, throw it in a column
Add a Column var to keep track of currentColumn, when the currentColumn = 5, reset currentColumn to 0, increase row +1

abstract relic
#

You tell me, you watched it. So far, it’s just flawed logic. Most likely you missed a step. Rewatched and follow it from scratch

plush yew
#

I can't start it again from scratch cus I have time to finish it

whole quarry
#

inventory systems sucks without drag and drop of items to arrange the inventory to personal preferences anyways

plush yew
#

I will do the steps that remco told me

#

so let's do the inventory with drag and drop then?

#

I think to make the inventory with drag and drop items, moving them from slot to slot

whole quarry
#

iirc @vale halo made a nice marketplace item which isnt that expensive but has all of that

#

much cheaper than hiring me :E

abstract relic
#

Let’s get the basic down first 😜

whole quarry
#

^ that

plush yew
#

ok

#

I am hearing

#

give me link to the system

#

also I download each free package for each month-xD

abstract relic
#

Either time and/or money will be spent. There’s no getting around that fact

whole quarry
#

but, imho, its better to learn it yourself

plush yew
#

ok

whole quarry
#

starting with baby steps

plush yew
#

yup

#

ok

whole quarry
#

like a super mario game

plush yew
#

what baby stems?

whole quarry
#

only move and jump 😛

plush yew
#

I did it already

whole quarry
#

including a level system, savegame, enemies, teleportation pipes to different parts of a level?

plush yew
#

next step I want to make a bigger project with inventory, day night cycle, then the next step crafting system and yeah?

#

enemies no, I just made a runner game

#

jump and score points collect money

whole quarry
#

i would say that the next step would be something like a breakout game

#

or ping pong

#

seems easy, but its a real hair puller

plush yew
#

I have this system -what to do with it?

whole quarry
#

install it from the launcher to your project

plush yew
#

ok so I will add it

#

and then modify?

whole quarry
#

it should be in your launcher vault

#

read the docs first

#

always, always read and consult the docs

plush yew
#

ok

whole quarry
#

RTFM is a big source of info

plush yew
#

which docs?

whole quarry
#

lol

plush yew
#

of the package?

whole quarry
#

yes

plush yew
#

ok

surreal glen
#

Is the best way to handle turn based battles to store all your world information, load a new level for the battle, then reload the world using the stored information when it finishes?
Is there any built in support for this I am not aware of?

whole quarry
#

how big is your persistant world?

surreal glen
#

undefined atm

plush yew
whole quarry
#

if its not so super bigisch, i would level stream the battle map

#

in some cases you need to migrate it from one project to another @plush yew

plush yew
#

ok

abstract relic
#

Make new project >>> select assets >>> asset action >>> migrate

plush yew
#

now I am reading the docs as you told me 🙂

whole quarry
#

development of software (includes games), require a lot of knowledge, for this you will usually have like 10 tabs open in your internet browser, thats normal

abstract relic
whole quarry
plush yew
#

yup

#

xD

whole quarry
#

those are rookie numbers, you need to pump those up!

plush yew
#

?

abstract relic
#

looks at my 52 tabs

midnight gate
whole quarry
#

my pc crashes currently twice a day (minimum) due to haveing like 50 chrome tabs open, vs2017, eclipse and ue4 😛

midnight gate
#

is this how i save wich map my charcater is on

plush yew
#

52tabs-holly xD

midnight gate
#

help

whole quarry
#

trying to make a multiplayer game with a own made online system

#

things tend to explode occasionly

#

@midnight gate what are you trying to do?

midnight gate
#

save what level my player has finished so next time he opens game and has level 1 finished spawns in level2

whole quarry
#

Isnt it beter to use a boolean array?

midnight gate
#

why

#

its too complex

whole quarry
#

what?

#

no way

plush yew
#

xD

abstract relic
#

Well then

thick herald
#

way

whole quarry
#

array starts with index 0, knowing this, you can consider index 0 as level 1,

#

then you just loop trough the array to set the completed levels, and you have the same array to check which levels are completed

midnight gate
#

so i basicly cant save my game with simple set variables

plush yew
#

wtf

midnight gate
#

ok thanks for the info

whole quarry
#

well, you can

plush yew
#

I opened the project that I get it from the package and when I started it I got errors-wtf

whole quarry
#

but if you want to end up with 500 vars to store 500 level completions, you are in for a long ride

plush yew
#

how it has errors when I didn't do nothing I just download and created it and I decided to open and test

midnight gate
#

well i have like 4 levels

thick herald
#

just store the last level completed as a variable and use that :/

whole quarry
#

structures and arrays are your friend @midnight gate

#

@thick herald likes games with easy exploits

#

😛

plush yew
#

tf