#ue4-general
1 messages · Page 623 of 1
Any one tried adding virtual texture to terrain? I'm getting CTD "Shader expected a uniform buffer of struct type LandscapeContinuousLODParameters at slot 3 but got null instead. Rendering code needs to set a valid uniform buffer for this slot."
@whole quarry theyre my enemies
If arrays are your enemies, well, you're outnumbered
why it has problems?
@calm widget I've added it, didn't encounter that error.
Hm, i see, any idea what to make of the error? @thick herald
Just broken variable. Don’t panic Fish
Sorry @calm widget nope. All I did was follow the docs for it basically.
Seems like there is no input given from the Structure, resulting in a null == NotAnItem
a ok
I did some setting in input because this was written in the docs
so how to fix the problem? I want to test the inventory and then add this inventory in my project
read the docs carefully, if it doesnt inform you how to fix it, you can ask @vale halo, he's very kind and usually awnsers fairly quick on messages and mails
ok cool
Hello, i was just wondering if anyone can help me make my character rag doll?
@ember shadow enable simulate physics on the physics component of the character
Its a bit more trickey than that
in my own project I went in edit project settings then in input and I imported the file of the inventory in my project and then I decided to open the inventory project and test the inventory and now the variable is broken-wtf-what's then?
check the docs fishy 😛
maybe you need to populate the items list so it has items to check or something
@ember shadow maybe this helps: https://www.youtube.com/watch?v=qhkdZAK85pQ
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source code
Support my work on Patreon : https://www.patreon.com/CodeLikeMe
We have already implemented a death system for our melee combat system in unreal engine 4. Today, I am going to activate ragdoll effect w...
(i only checked the first 3 seconds, but the thumbnail is promising)
thanks! i will check it out, i only want part of the character to rag doll, the top half so hes floppy lol
cool ill check that out then
Your level has too many foliage instances. First, make sure they have cull distance set up and set up light mass importance volumes. If it’s still too heavy, you need to have your level broken up into metaphorical bite size pieces. Look into level streaming and world composition
@whole quarry that video isnt what im looking for
Perhaps this? They have examples in content example. You can -I believe- download it in the marketplace. That or the learn tab. Probably the learn tab https://docs.unrealengine.com/en-US/Engine/Animation/PhysicallyDrivenAnimation/index.html
You can blend the results of physics-based animations to ragdoll your characters.
its not rly that either
i just want half of my character mesh (top half) to simulate pyshics (ragdoll)
There is a node "set all bodies below simulate physics" i used that in my project, works just fine for that
where about is that?
Set it up in your player bp
All my assets and projekts dissapeared. Not a singel track of them. Cant find then anywhere in the pc what can I do?
@wise stone is the hdd/sdd where you stored them still present on your computer?
I have some question about the docs-I am doing the steps now but when I copy the bp-s from the InventorySystemChaarcter to my own character there are no variables that are used in the code-dod I need to create them or not? @whole quarry
cus I have errors:
I am a little bit confused-xD
Did you migrate it or did you copy-paste the blueprint nodes to your own project?
I migrated it
I followed the steps
I have the whole folder with the following bp-s and files
Weird, it says the CurrentlyOpenChest variable does not exist
yup but this code I pasted it from the other character bp to my own-do I need to do it?
do I need to make the branch to each action in my own character bp?
in my own character bp in action forward it doesn't exists the code with the branch-do I need to do it ?
I havent used the Inventory System yet, so I dunno
ohh gg
ive it in my vault for a year or so 😛
oh ok
I need help
!
do I need to paste the bp from the other character to my own character??
who to contact? @contact wi?
I recently started exploring UE and hence, I don't have much experience. When I imported a mesh into UE, a portion of it turned black, the rest of it is fine but can't do anything about the black parts. I checked the normals, the UV, everything is fine, but I can't get rid of that... I need help
@vale halo
best is to send him a DM
ok yeah I did it
so from this I need to paste this code to my all action inputs? but in which character in my or the other?
@plush yew did you do this:
yes
I've the docs open, so just verifying all the steps
is there any way to change a sockets rotation at runtime?
Yes. You can get the socket by name from the mesh and then set its rotation. There's also a node in the animation graph to do the same.
i cant find any get socket by name
oh, i suppose i can use find socket
cant figure out how to actually set the transform, id really really prefer to do this in the bp and not the animbp
err I may be wrong. You can definitly do it in the animation graph. I thought you could in bp too, but I don't see it now.
in the animation graph there's a transform bone node
yeah okay, well thanks 🙂
super frustrating they dont have a transform version of that damn node lol
when you view skeletons and modify their orientation and translation. it generates a huge animgraph internally of just modfy bone transforms
really would prefer to skil the euler conversion
I've never used it and don't see a use in my normal flow.
Yeah, my bad. I wasn't thinking. I should have remembered to drag off the get socket to see the set rotation, I was looking for it in the root right click menu and didn't see it.
hey guys, does anyone know where the github link for the unreal engine 4.23 chaos destruction went to? xD
mb, found it^^
Hello there ! I have to make http call to my own web server. I've seen many here using VaRest which is a plugin to achieve that using BP only.... But it doesn't have much documentation and they are actually changing some things making the plugin not very easy to use. Should I ditch that and do everything in C++ ? I feel like it's going to be much easier to maintain in the future
@weak sorrel Ya, if you are comfortable in c++ you should do it. C++ is hands down easier to maintain than BP
I accidentally saved "Two-Step" on a computer I do not want to save it on, how do I remove it from this computer?
well I'm not comfortable with C++ atm but I'm gonna spend lots of time learning more right now
hey, i have a jump animation that starts after half a second. And how can I make it so the jump starts after .5 second after I press jump?
thanks @sweet relic
always good to learn! and simple http calls should be pretty straight forward in cpp
It can't hurt to try the VA Rest plugin, spend an hour on it see if it works. The source is available as well so you can always maintain it just think of it as a headstart to your C++ code at the worst. It's pretty easy to use it follows normal REST structure last time I used it.
@worthy flame How are you triggering the animation to play now?
alternately does it need to wait 0.5 seconds? If not cut that first part off and problem solved
well there is a animation before the jump. and it takes .5 seconds to jump. Im using anim BP to tell it when to play the animation. triggering animation when pressing space and jumping
@grim ore
so you need press space -> animation play -> delay 0.5 seconds -> character jump?
yes
so that should be your code then. I assume your BP is using the Is Falling to determine if it's jumping like normal? if so you might have to set a separate boolean to trigger when you hit space to start the animation instead of checking is jumping is triggered
yes i did do it like that. I think I know what you mean
could even split up the animation into starting jump, jump and then trigger the starting jump when you hit space and trigger the transition into the "jump" animation when you hit the jump event on your character
yes but isnt that the same thing as the one you said before?
its the same thing but different way?
yes you just have more control in the end but the end result would be the same. having delays just feels weird sometimes
what you do all depends on your project tho so it's hard to just say "do this" and it will work
it sounds like just changing the transition rule in the anim BP to checking a boolean for like "start jumping" and setting that when you hit space and delaying the actual "character jump" command half a second might work
do you have auto exposure/eye adaptation turned on?
Have you rebuilt your lighting recently?
two words for the same thing basically. in the editor you can disable it in the editor by clicking lit in the viewport then at the bottom changing the setting or disabling it
in your project settings you can disable it in the rendering section
you can also enable/disable it in a post process volume in the level
@grim ore Ive tried to cut the animation and do it that way, but its even worse. I cannot set up the delay. Is there a way to trigger jumping after the delay, without using the anim bp?
it adjusts the level of light that camera takes in (brightens up a dark scene over time)
you would put the delay into the character BP where you have the jump command
press key -> set bool to start jumping (triggers animation in anim bp) -> delay 0.5 -> jump event
this is off the top of my head since I don't know how your anim BP is set up but assuming its triggering on the jump command like the normal template and checking the is falling property which triggers when you jump
how would I set up the trigger anim in the bp? when the bool is set to true?
hello , what is renderviewfamily ?
in the animBP i assume?
and why it is so very big ?
please for the love of God can someone help me with something on UE4? i just want to preview my game but the camera just falls straight down the map when i do it
@azure cargo i think you have the same problem I had a couple months ago. I had to delete my project and start over. That was the answer when I was trying to fix it. You could try to set the cameras position when you start play but that still wouldnt help you i guess, bcs it didnt help me. i dont remember anything else that I found for that
@worthy flame https://imgur.com/a/91fAFxT I modified the jump command, checked for the variable in the character and set it in the anim bp, and changed the transition from idle -> jump start to check for the new boolean instead of the older one
@azure cargo are you using a template for this project?
@grim ore i believe so. the 2dSideScroller template
any chance you can show a screenshot or video? what have you changed.
for the side scroller the camera should be on the character, and the character should be using collision on the platforms by default
@fierce forge its normal for things to not be perfectly uniform in stats. some things you should expect to be larger than other things. I'm fairly confident that that is normal overhead, but you've cut out the timing information so I have no idea.
Don't know exactly what that stat is for, but if you try using the same stat command on something that runs well, like a template you can get an idea of what is normal stats
RenderViewFamily - Total scene rendering time.
aka, the sum bar
it's for UE3 but https://docs.unrealengine.com/udk/Three/StatsDescriptions.html is still accurate for the stat info
@grim ore how did you get the start jumping bool in the last pic, i cannot get it. I made my bool in the character BP. and got access in the event graph by casting to it, and now when i want to put the bool in the anim thing I dont have it
the 2nd picture is me getting the variable from the character in the anim bp event graph and saving it to a new variable in the event graph called StartJumping
so you got the start jumping from the character bp and set it to a bool you made in the anim bp?
yep, same way the is in air is done
heh doing that to the third person template with a 0.25 delay makes it look weirdly weird
MathewW and how i can make it lower ?
Gamer Liber, pay more attention to the time reading
?
it sounds like that bar will always be at the top because it encapsulates everything below it.
you can make it lower by making your scene "better"
less draw calls, less unique materials, combining meshes as needed, etc.
you can make the time lower yes, but it does sound like the size of the bar in the graph (what is actually reported in your screenshot and not cut out) will not change for that particular thing
combining mesh will help much ?
we don't know, it's your scene
just stating that if your under impression that you can shrink the bar, it does not work like that. you need to look at the time
10000000000 cubes using unique textures is going to end up different than 3 objects with the same material
i have just a road , some trees and some grass
Could make it worst or could help. Very hard without a lot of specification
start with the draw calls count that should be in the bottom section
draw calls ?
@fierce forge foliage tools is the way to go for tree and any vegetation
at mesh draw calls is 216
and what is your performance like? Stat fps
80 fps in viewport
with build
with a gtx 1060 , amd fx 8370 and 16 gb ram
but if i see really everything it is like 600 at mesh draw calls and 60 fps
well is 60fps bad?
is not
you are looking at this wrong
that bar will be based on your project, and draw calls as well. you are going to have a certain amount and it's not bad
if your project is running bad, then yes optimize where you can but if it's not you are optimizing prematurely and without possible gain
if you want to see your unlocked fps type in t.maxfps 300 and see what it goes to
what is your target goal for this project?
like fps or what ?
yes, what
why do impulses need those very high vector values to have a visible effect?
60 on 1920x1080
on what hardware?
gtx 1060 , amd fx 8370 and 16 gb ram
ok so your spec then. Is it getting that target or are you below?
@fierce forge don't forget that you run the editor which is far from light 🙂
play in editor, stand alone, or built project?
in standalone
(I assume maybe too fast hehe)
you should always test against built project if you have a chance
so at this point you basically just need to figure out what is causing your frame rate loss and start improving it. foliage is probably a good start
i optimized it
are you using the foliage tools or just placing down meshes? is the foliage optimized iwth LOD's
i use LOD'S
- do you have set a cull distance
Have a quick question if someone can help me with if they can DM me about unreal camera system
and i have cull distance
yep you just might not be able to do that
there is no 1 answer for optimizing, it's a very skilled skill
Did you look the material complexity? Maybe your tree have unoptimized textures for the leaves.
probably
It depend on so many little factor
i use a leave texture from megascans
@plush yew in my experience you need very high vector if the character his on the ground
@trim steeple oh hey how is it going 😄
you were Gabriel from Mike's discord? with that game you were working on
anybody have any idea what's causing the black area to appear and how to fix it?
Doing alright 😄
https://docs.unrealengine.com/en-US/Engine/UI/LevelEditor/Viewports/ViewModes/index.html @fierce forge You can preview your shader complexity and more using those tools
Explanations for the available View Modes within the viewports.
@tribal sphinx do you have proper UV mapping for that part of the mesh?
@tribal sphinx Make sure you set your lightmap to the automatic UV
@tribal sphinx Also you might want to check the resolution of the lightmap, maybe it's too low :p
how i can make lower mesh draw calls , because when there's a lot i have 40 fps , when there's just 100-200 i have 120+ fps
It's a lot about making your level in a "wise" way
the quickest way is to force your meshes to the lowest LOD so they look like crap and run faster lol
@grim ore @trim steeple Thanks for the reply guys, I'll give it a try
we can't really fix your scene for you @fierce forge and all the suggestions we have given are up to you now. There are links to help you just have to go "huh, this is causing this much hit to performance. can i fix it or is there somewhere else I can make this up" over and over
and over
and over repeatedly
delete half your tress, does the FPS go up? Whoo trees are a problem. Can I live with half the trees or do I need more or less? how much of a frame in MS do the trees use up? is it related to 10 materials per tree or perhaps the trees are too high in poly count? etc. etc.
Hello, can someone DM me I have a question regarding how to make the camera turn 180 in first person mode in unreal engine to see behind? I'm trying to recreate the Outlast mechanic. 🙂
@sharp wasp You can ask here if you want 🙂
Set control rotation to forward vector * -1 lol
The quickest way aha
just make sure you turn the control rotation if using a character and not the camera or mesh
wait uh that's not the exact math there just uh napkin logic lol
Or you can set the control rotation if you don't use it
Yeah, I'm also trying to make it return back to first person when the button is released
@sharp wasp a very quick way would be to take the z axis, do a +180 and then clamp the axis again and set the rotation with the new value
I'll try that
I personally do it often
@sharp wasp if you want an interpolation you probably will need a timeline and if the camera is attached to a spring arm you will have to rinterp the spring arm rotation on the timeline or do an ease only with the Z value
yeah @trim steeple idea of just adding 180 is way easier than mine, just make sure to set the control rotation if using a character otherwise it goes wonky
took me foreeever back in the day to realize using a character and the controller to not just set actor trasnform lol
Bp weather effect is created by you?
it says the class is deleted
oops read that wrong
@ebon linden I never use a private function in blueprint, don't even know if it's possible
no worries 🙂
Is it possible that you are calling a c++ function?
what you could do is to create a event inside the blueprint that call the node you need and then you could call the event you created to which you have access
You can go into the function and there is an access specifier on it in the details panel that might be set to private if you want to change it. It's probably set up to be private for a reason tho.
I hope it is aha
Hi, I have a destructible mesh using APEX, anyone knows how to change the size of it? (when I change the mesh of it, the pieces are large and glitchy, and when I change the cell count it doesn't really work)
i moved a file to another location and now there are 2 files of the same thing
how do i get rid of the duplicate without it ruining my stuff
you can right click in the folder that had the old file and fix up redirectors, then repeat on the new folder
like matheww said, you're best just playing with things and seeing what does or does not help the frame rate.
but that particular warning i believe is more a thing on lightmap accuracy and not performance.
you have texture coordinates that overlap and thus produce artifacts on the lightmap
don't think that would do anything but make your lightmaps ugly but wouldn't pretend to know for sure without testing it now a days
Frames take effort
Wise lads! If I have a struct on my Character that is replicated in my multiplayer game, should the ActorComponent that is updating that struct also be replicated? The whole component?
Whoever just asked for a tree modeller: https://www.evolved-software.com/treeit/treeit
You deleted your post so I can't @mention you
Check treeit out @fierce forge , there's also pre-made packs on the forums 😉
But it's an awesome piece of software, and free.
totally free ?
Yes sir!
Would recommend you read the license still
without royalty ?
All model exports are 100% free to use with any engine/projects, whether its darkbasic or ue4.
yeah these sayings aren't worth much if theres a license file
if theres no license file then your not really being granted anything
Licence Agreement:
Please read the following terms and conditions
carefully before use/installation of this software.
Your use of this copy of Tree It indicates your
acceptance of the following licence agreement.
This software is not to be distributed via
any website domain without the prior written
approval of the rightful owner.This software must not be modifed, taken
apart, reverse engineer, decompile, disassemble
in any manner.DISCLAIMER: Any user that Runs/Installs Tree
IT acknowledges that he or she is
receiving this software on an "as is" basis
and the user is not relying on the accuracy
or functionality of the software for any purpose.
The user further acknowledges that any use of
this software will be at the user's own risk
and the copyright owner accepts no responsibility
whatsoever arising from the use of this software.
😉
that looks sufficient
you used it ?
not you
I have, it's used a lot AFAIK
This is the place to show, share, and link to your stuff!
If you want something easy
There's a few packs like that on the forums
i prefer to use tree it
Sure, that gives you more control
These packs are from TreeIt though
Just some premade unreal assets through TreeIt
Whichever works for you 😉
Do you guys have any good sources for academic papers for games (like bullet ballistics, etc.)
Haven't found any single one source for that sort of thing
Np 😉 Have fun!
tnx
ive deleted my character and made a new one and my camera doesnt move right, movement is weird and i cannot make it move like the third person camera did when using it
@forest tree i need to use my textures ?
was it the third person template character you deleted? Make a new project with it and look at it or migrate it. There are quite a few settings to change out for the spring arm and character
So im currently trying to profile a performance hiccup that happens when I transition out of a sequence playing in one scene, into another scene.
Kinda like an intro cutscene. When profiling the hiccup all of the threads seem to be just idling / waiting for CPU. So i really cant find, why this hiccup happens.
Is there anywhere a more detailed guide on how to profile properly?
i deleted the third person BP
ive looked and i used the same settings but I cant set it correctly
the character moves weirdly, and if I set up the settings as in before. it doesnt work the same
@grim ore
then you dont have the same settings. It might be easier to just migrate the character back into your project
i have a problem that literally shouldnt exist
a plane i have is blocking the player
problem is
and its not a blueprint changing it
@fierce forge I'm not sure on anything detailed regarding TreeIt, I only played with it briefly
@hushed hare Might help to actually show the check boxes. Your screenshot cuts off at what's most relevant.
you can change presets\
the pawn is set to block world dynamic and your other item is world dynamic no?
it's blocking world dynamic,
I was typing that , but I thought if they weren't both set to block it shouldn't block
then maybe it's not this, maybe it's something else causing the blocking?
like what?
Personally I'd use a different object type for the trigger
if you move the plane does it still block? like move it away completely just to make sure it's just the plane
could be mesh or something
and the plane is just a static mesh actor right?
the plane is on an actor that is always rotating so yeah it moves
and yes its a static mesh component
I mean, it could be the mesh on your character
the character doesnt have a mesh assigned
should i make the actor the plane is on a pawn or something?
I just tested your settings with a default TPP character and a static mesh actor plane and it went thru it fine
if the plane's only purpose is to act as a trigger I'd set a trigger object type and have both set to overlap rather than block\
so it might be something else
but yeah 👆
yeah the thing is i wasnt messing with collision
it stopped working when i started working with clip planes
Plane blocks the camera channel but not the character itself
and i undid the clip plane stuff
did you restart after changing the clip plane?
im setting it to ignore all but pawn
no
but i have restarted since then
i need a dynamic clip plane on a scene capture component thats what i was doing
my only other thought is use the showflag.collision 1 and pxvis collision commands to see what collision looks like at runtime maybe you are missing something
but those 2 settings shouldnt collide based on my tests
assuming that is on the character and the plane
https://docs.unrealengine.com/en-US/Engine/Rendering/VirtualTexturing/Runtime/QuickStart/index.html
Redirects to the Chinese language version, I've seen this weeks ago with another part of the documentation... is there a fix for this yet??
This guide walks you thorugh setting up a Landscape and its material to use Runtime Virtual Texturing.
didnt redirect for me
hmm, can't remember 🤔
that link redirects me on chrome and IE
this stupid collision is making me mad
flush your dns cache or try another dns server
setting it to custom and ignore all , overlap pawn doesn't fix it?
ill do that again to see what happens
to exxplain it
something weird happened
yep
didnt work
i didnt even get the weird thing
Happy days. What I thought was going to be a minor optimization just cut my gamethread down from 4-6ms to 1-2ms.
Does anyone know if it is possible to have a multiline copyright notice specified via settings in the editor? Or if not, if it is possible to just modify the value in DefaultGame.ini
I flushed my DNS and looked into any router issues and I don't see anything wrong that would explain why Im getting redirected
idk, it's fine for me
ok this is pissing me off
i played and it worked
i went back to editor
played again
doesnt work
No idea if they redirect based on IP or something. Have you tried clicking the little globe and selecting english? I'm assuming you have.
ok i sorta fixed my camera. but the character moves weird. if I press W it goes on the X axis forward. to go backwards i need to press S. and it only moves in -X axis. how do I make my character move where I press not dependant on the axis. It should go forward if I move my camera to the side, while holding forward and if i change the direction the camera should stay in the same position but the direction should change
how the hell does this block something
it doesn't, something must be changing something
or there's another collision somewhere
theres not another collision somewhere and i searched the entire project for nodes that change collision
nvm figured it out
its not just the portals colliding
the player collisions are messed up
it is set to "overlap all dynamic"
but still lands on the floor
welp, it's not the router, cause other computers on the same network don't get redirected to the chinese version
Vpn?
nope
idk, vpn, dns, cache would be my guesses after that I'm out of ideas
@hushed hare maybe try setting the mesh to something? I've seen weird errors with null meshes in the past
the mesh's collision is set to no collision
or start listing the collision events and see what's hitting what
I set the mesh and it still acts the same
it collides when it is set to no collision
and then randomly falls through the floor in one spot
jesus christ
this is the buggiest stuff ive ever seen
i open a normal actor
\
that seems weird. Your not super far away from the world origin are you?
no
thats what it looks like trying to view this actor in the viewport
it looks fine in the main editor window
theres the world location
😦
this is the player's collision and it still is blocked by stuff like the floor and the plane that it should overlap
are any of those meshes simulating physics?
movement component is not compatible with physics
so flushing the DNS may have fixed it, after restarting chrome it's apparently fixed
well i mean the jump thing
so then no
no physics
i set everything to overlap all dynamic and no overlap events are being triggered
its just ignoring them
u know what i just remembered
😢
time to delete half of the project files
so which folders in the project directory are the go-to deleted ones
☠️
Nut make sure your capsule is set to overlap, not just the player mesh
actually it isn't fixed, it was a different page
Every component must overlap if you want it to free fall through everything
@fallen marten every single component in the game is set to overlap
and the player still lands on the floor somehow
The floor is set to overlap too?
yeah
all of it
overlapalldynamic
the player can walk around some of the floor
but one part
it jsut falls through
thats where it all started
when i realized even tho the player was set to block the floor
and the floor was set to block the player
the player still fell through
only in that one spot
the floor was a single large plane set to block all dynamic
and a collision box also set to block all dynamic
i added the collision box later on because of the player falling through
but it didnt fix it
So wait you want the player to fall through or stay on the floor?
stay on
im testing overlap events with something else
the player needs to overlap with something
so i set everything to overlap
and it still doesnt overlap
it just ignores it
before it was blocking it for no reason
and to add on
the player still can walk on the floor anywhere but in that spot
even tho its set to overlap all
Sounds like a mess
yeah it is
i wasntt even messing with collisions when it started
i was messing with clip planes on a scene capture
Set all the collision back to fresh like in a third person template
tried it
So im currently trying to profile a performance hiccup that happens when I transition out of a sequence playing in one scene, into another scene.
Kinda like an intro cutscene. When profiling the hiccup all of the threads seem to be just idling / waiting for CPU. So i really cant find, why this hiccup happens.
Is there anywhere a more detailed guide on how to profile properly?
Profiling application performance with Unreal Insights.
Nut are you print stringing the overlap event? Test with that and see if you can get an actor value or an overlapped component value to come up
You need a value or a clue to work with
Same as your player. Add some print strings to some overlapped or hit events
idk i quit until they fix their engine
Lol it ain't the engine
Print string your code
Trust me, you'll find something
It's the single most helpful node when debugging your shit
When asking for help assume you don't know what's important and what's not. Don't crop screens, show everything. It's painful to have to pull out information. I don't know how everyone else does it. I just don't have the patience for it.
it is called community service and it is soul crushing
Overlap events are not easy to get working
Mostly because you need to change a lot of settings (all of them in the doc)
It's not that, the issue is items that should not be colliding are colliding and his test by turning everything to overlap is still colliding items.
something went funky in his editor when he was messing with stuff and it's cascading onto other stuff.
I love the collision system. I think it's incredibly time saving if you take the time to think out your collision channels.
Exactly
Red I haven't tried removing a C++ class yet but I imagine you would have to find the C++ file and header file in the project folders and delete it there
https://www.reddit.com/r/unrealengine/comments/cicdml/why_cant_i_delete_a_c_class/ the googles is amazing
And regenerate the project files, and recompile.
yes thanks for noticing my question, thats what im doing rn
wish there was a
FASTER WAY
create a program to do it for you?
why would you create a program to delete classes 🤔
wish there was a FASTER WAY
you can skip the deleting binaries/intermediate by doing a clean in VS instead
results now, thoughts later
There can't be a faster way because of how computer programs work, simply put.
what
rm -rf
sure there can be a faster way of deleting a class with no dependencies whatsoever out of my editor screen
Switch to Unity, deleting classes are faster there
Lol
No, there cannot be
bam problem solved
UE4 uses C++, which doesn't have any fancy notion of "removing parts of the executable while it runs".
The editor uses a .dll to load the classes, the .dll needs to be compiled from VS for UE4 to load it. You can't just remove the class from the editor without..... doing all that stuff
I'd rather smash my computer than use unity
well there is the dll way of patching but fact is the class aint used anywhere and nothing depends on it
Still need to recompile
which is supported
Which is the slowest part by far
Question, does UE4 even know where the files are on your disk for your C++ classes?
yes
No
like in the editor
yes it does
yes
UE4 knows where the class is declared, but it cannot know where it is defined.
Again, C++ limitation
uh
was mainly just curious on if ue4 would even know what file to delete if you nuked something in the C++ portion of the editor (if it was allowed, obviously it's not)
If you're wondering why, the reason is you can have a class definition split over any number of cpp files
when you double click a node in bp matheww it tries to bring you to the header file
full, absolute path.
its pretty trivial to search for the definition of a function
ye no source file
If you think anything about C++ is trivial, there's no point arguing about it
sounds good to me
imo you could just add a delete button and * hide * any interaction with it
fwiw uht does this same trivial underestimation
It does sound like switching to Unity is the easiest way to make this quicker
Obviously
matthew unity guides when
Or just use blueprints
I have one on my channel, the learn portal has one, and the docs has one, and live training has one, and uh... there is one more
your breaking my heart mathew with this joke haha
blueprints are easier to delete?
someone might think your serious
oh ok then
Blueprints aren't compiled as machine code, so they don't have the same problems
in unity, you can delete files the best!
I'd argue blueprints are overall harder to delete
yea its not as much about machine code stranger
I am serious, pick the tool for your needs. If you want faster iteration times and need grandpa code go with Unity or something other than UE4 C++
Can someone explain me tags in nutshell
it is far easier to corrupt a ue4 project deleting a blueprint than a native class
Depends on how extensive in use the bp is I guess
@spare sun Oh, but it is. Removing a fully independent, unused C++ class still needs to produce a completely new editor executable for your game. Blueprint may break half your game if the class was in use - like for C++ classes - but at least it's content
ofc I understand if you got dependencies and gotta sort all that shit out
is there a way of converting a texture to binary in order to upload to an api?
Blueprint work a lot like Unity scripts - they run inside a VM
Can someone explain tags to me
I honestly don't think I need to close the editor to generate a class do I
You do
you don't

If you don't want weird, project-breaking errors
Seriously having a hard time guessing whether Allar is joking here
But generally speaking you should never compile with the editor running
I'm not and there is so much damn misinformation about this damn engine
I do it all the time.
@cloud cobalt you actually don't. you just need to know what you are doing
I'm aware
we're at the point where we consider hot reload to be broken
You don't have to wear a seatbelt when driving a car, it doesn't mean it's safe.
maybe thats the difference?
Hey what are tags
fancy fnames
Idk, it depends on what I'm changing whether or not I restart the editor after making a change in c++
Beginners will often do something like adding a new UPROPERTY betwene two others, hot reloading, and saving the Blueprint inheriting from that class- pretty much guaranteed broken asset
ignorable unless you have a specific reason for them to be there
@regal yoke Which tags? Actor tags, component tags, gameplay tags?
extremely fancy fnames
well gameplay tags are in the docs https://docs.unrealengine.com/en-US/Gameplay/Tags/index.html
and technically Allar answered what the other Tags are lol
hey i've been having an issue with ue4.24 where the scene stutters every 3 seconds. this happens on any new project and when moving about in any rendered environment, via viewport, simulation, etc. any ideas?
this issue doesnt occur on any other version btw
Just walk away from it for a while and let the engine sort itself out. It happened to me on 4.21 and just leaving it for a while worked. Idk what is happening in the background during that time
huh hadnt tried that, alright will do
If it doesn't come good, I'm not sure what to suggest
Could always check task manager and see if there are those compiler threads running too I guess
I've noticed 4.24 having intermittent stutters too, in new projects. No idea why - mainly because I don't know how to check properly. But's more common than I'd like. Had to nuke several attempts before one was stable.
what us apple image utils image conversion result?
I'm not sure where to ask this: is there a way to populate a data table using a folder of assets?
I have a folder of over hundreds of assets of the same type. I'd like them all contained in a data table, each their own row, so I can access them via blueprints easily.
@outer lark you will likely need to write a script for it
personally i would use python to do something like that
Oh boy ... where do I go to start learning about that?
Describes how to use Python in the Unreal Editor to script content production tasks.
Thanks
another option is using scripted actions
We are have a lot of sub levels and when I change a seemingly unrelated blueprint it asks me to check all of the sub levels out; any way to make it less sensitive to that?
Is it worth trying to make UCX files now days or jus let UE4 create collision?
define worth?
i think its required still to get accurate collisions authored. The simplified collision generation stuff isn't well suited for everything. Sphere shaped objects shouldn't use ucx etc
I found some logs for when my game is crashing from importing the mesh: 2020.01.15-00.02.03:562][710]LogSkeletalMesh: Section 0: 4923 vertices, 53 active bones
[2020.01.15-00.02.03:562][710]LogSkeletalMesh: Section 0: Material=0, 9842 triangles
[2020.01.15-00.02.03:581][710]LogSkeletalMesh: Built Skeletal Mesh [0.22s] /Game/Monster_01.Monster_01
[2020.01.15-00.02.03:582][710]LogLinker: Failed to load '/Game/Monster_01_Skeleton': Can't find file.
[2020.01.15-00.02.03:583][710]LogLinker: Failed to load '/Game/Monster_01_Skeleton': Can't find file.
[2020.01.15-00.02.03:584][710]LogLinker: Failed to load '/Game/Monster_01_PhysicsAsset': Can't find file.
[2020.01.15-00.02.03:585][710]LogLinker: Failed to load '/Game/Monster_01_PhysicsAsset': Can't find file.
[2020.01.15-00.02.03:591][710]LogSkeletalMesh: USkeletalMeshComponent::InitArticulated : Could not find root physics body: '/Engine/Transient.World_1:PersistentLevel.SkeletalMeshActor_0.SkeletalMeshComponent0'
[2020.01.15-00.02.03:591][710]LogWorld: UWorld::CleanupWorld for World_1, bSessionEnded=true, bCleanupResources=true
[2020.01.15-00.02.03:591][710]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
[2020.01.15-00.02.03:600][710]LogWindows: Windows GetLastError: The operation completed successfully. (0)
add material before exporting
I already have one, but ill add another
person asking about text render: its a component you add to an actor, not a bad question at all.
not a bad question at all
How do you set up a replication graph
alright so i'm gonna buy a new pc maybe soon and im choosing parts
i cant decide on the cpu either the Intel Core i9-10980XE or AMD Ryzen 9 3950X
what would be better vfor unreal and blender ?
3950x.
you gain 2 cores on the 10980xe but overall performance tanks to where the 3950x is usually gonna pull ahead of the more expensive chip.
plus the chipset on 3950x is more ideal for future things if you go with one of the latest mainboards
that's if you go with x570
10980xe is going to do well in quad channel memory tasks
believe x570 isn't the only one that has gen4 pcie
that't the only 500 series board that exists
ah they skipped 550?
yep
how does the rtx titan do in unreal ?
then yeah, you'll shell out some extra for x570
its not really a question of how it does in unreal, its a three thousand dollar gpu
it is a little better than the fifteen hundred dollar gpu (2080ti)
$4055.70 aud :/ is alot
not worth.
technically the world's best RTX gpu is the NV Quadro RTX 8000
edit: worlds most POWERFUL
not rly for gaming
?
if you ignore rtx and just compare rasters, the 2080ti isn't a whole lot different if 11g of memory is okay.
the 1080ti isn't a lot different either
but if you must have rtx in unreal then yeah, those super spendy ones are most ideal.
that site is horrible.
their rankings are nonsense and numbers are inaccurate
https://ssd.userbenchmark.com/Compare/Samsung-970-Pro-NVMe-PCIe-M2-1TB-vs-Corsair-Force-MP600-NVMe-PCIe-M2-2TB/m497261vsm841469
the above for example, this is not even a close race but they show samsung pulling ahead in read speed
high end ROG is what i go with usually
strix is good, crosshair i think is their higher end on am4 though
twice the price tho https://www.newegg.com/asus-rog-crosshair-viii-hero/p/N82E16813119109
eh, well form factor then
Anyone know why I can't change any settings of the post process volume I just added to my character? All grayed out.
whats a good case ??
are you in PIE shepkin? (playing in editor)
yea
you have to stop pie
@blissful trail if you want a nice looking build then https://www.newegg.com/black-lian-li-o11-dynamic-e-atx-full-tower-case/p/2AM-000Z-00049?Description=EAtx case&cm_re=EAtx_case-_-2AM-000Z-00049-_-Product
oh you mean actively playing no
somebody please tell me- where can I go to get some help quickly?
hmm i dunno about post process volume tbh. if your not in play mode, would think it'd be editable.
hm the pc is only $6600
@brittle remnant scroll to towards the bottom of the grayed out area
is enabled selected?
its probably the best mix of gaming and work pc you can get
i managed to get it up to $9,000 aud
you start getting into 3960x and 3970x and they'll still game 'good' but its more about getting work done at that, then 3980x and 3990x are probably a crawl at gaming
https://au.pcpartpicker.com/list/vBM8jp idk this might get the job done xd
I have no frame of reference at aud lol https://pcpartpicker.com/list/vBM8jp
that network adapter is dumb
if its as expensive as this lists it
Hi. I really need help and I don't have much time... Do you guys have options to build for Macos in your package project menu on windows 10
$9205.99 aud, $5813.78 usd, a little over £5163.15 euro
doesn't show full price in euro becos some parts are not avalible in europe
yeah i mean, these things shouldn't be that expensive
idk why its like 9k aud but what eva
its a slow ssd for the chipset there too
rgb fans incompatible with mainboard
memory is slow too
@blissful trail you can't just throw in those corsair LL120s like that, you need to throw in a few commander pros
the RGB wont work
ur mobo does not have enough headers
it might be so expensive because australia is litterally on fire rn
ima try and lower the price a little
most those should need is one commander pro. but your better off going thermaltake if rgb is a real concern. they will plug directly into the mainboard.
the controller i mean.
corsair afaik is still not addressable by aura
mp600 is the ssd to go with if your not caring on price
that intel 10g card at 300 something is just a rip off though.
would i need a wired & wireless network adapter ?
no, onboard if you go with that strix
you get on 2.5gbit onboard lan. its not as fast as 10g but a 10g card shouldn't set you back more than 80 dollars
but yeah the price in us even , with us retailers i wouldn't expect thse things to top 3k
https://au.pcpartpicker.com/list/x2gL4n its a bit better i think
$6968 aud
i accidently added too much ram xd
So many times i could have used this....
How can I implement the shooter replication graph system in to my game
when scaling actors, the collision boxes work perfectly while im holding the actor , but once i drop the actor, the collisions seem like jelly. wtf is up with that?
vr game. attach component to right hand, then set simulation ON forces a detatch, if i pick up the item again, collisions work great, but while droped, if scaled, collisions act like jelly
pivot is in the center of the mesh. so scale should be proportional correct.
On the Chinese unreal forum, it's a QQ group, one of the members shared an open source hot patcher plugin, and I thought it may be useful to share it here as well
https://imzlp.me/posts/17590/
Google Chrome can be used to translate
From the developer notes It is used to track resource changes in engineering versions to make patches
heya, not sure where to post this but just giving a shout out to update windows 10 because a critical bug has been found. Its apparently pretty bad considering the NSA reported it so it could be patched up. (if you want it moved to another channel or were already informed just delete this message then >.<)
Very urgent that you manually do a Windows update and reboot after. There is a serious Windows 10 remote exploitation exploit in the wild right now.
http://wired.com/story/nsa-windows-10-vulnerability-disclosure
In other words... they found out people could keep them from spying on you, so they had to fix that so they could keep spying!
bittersweet that Epic made it impossible to bounce a trace back and forth in an infinite mirror loop, I kinda wanted my pc to shit itself









So we just got through some odd testing and what to know if anyone else experiences this. We have a music system that has a delay in it for looping and cutting in times for intro, outros etc. this makes perfect transitions. However we encountered while testing the loop on a song, that the delay was wrong. the music playing while in editor would finish, but 10 seconds or 8 or 3 or 9 of whatever it just so happened to be would pass in silence before it loops. this involved changing focus to a BP and dragging around in it while the delay was running. However if we just hit play and it sit, the loops are perfect.
tldr; does dragging around and whatnot while in BPs, if the code is not in a "break" state, cause delays to get thrown off?
4.22.3 btw. Its just the weirdest thing. we can open our in game menu, open the console whatever, just so long as we never break focus on the viewport the delays are matched up with music play time. break the focus by clicking on a BP with console open or shift+tab and click on the BP and move around and its thrown off. very weird!!!
@marsh swallow Timers and delays aren't guaranteed intervals of time as far as I know. If you break focus from the game, the framerate drops significantly by default (I think this can be disabled to keep it running) and it's probably what's causing issues. You could use delta time instead to accurately measure the intervals of time you need, at least this way it would be framerate-independent.
Someone please correct me if wrong.
see i thought delay was in seconds, not framerate. thats what i was trying to lookup.
https://www.reddit.com/r/unrealengine/comments/47gnr3/manually_created_loop_with_a_delay_executes/
There's a long comment here by "SionSheevok" that might be useful
cause if its calculated in framerate, that makes total sense, however that means its HIGHLY unreliable in framerate to match music times. each pc could fluctuate and really slow pcs with a bad framerate mess up the entire looping process. lol
I'm still having problem with exchanging files between PC/unreal project
@grizzled willow What's the problem?
well yesterday I did a test with "migrate", it's a cascade particle with some materials on it
on the other PC (with different project), the cascade settings are all messed up and all the texture was detached from the materials
I test it again just now, but this time I make sure the folders and contents are intact
When you migrated, did you migrate into the Content root folder of the other project, or how?
I select the object (cascade particle) then select "asset action" then "migrate"
What folder did you choose to migrate to?
I suppose UE will collect all the dependencies on that particular asset
Yeah
Don’t think there are other ways. They all migrate afaik
"content" folder
Entire content folder, yes
well now it seems that all the materials kept intact
but the particle don't seem to show proper color
and texture is still applied properly within the material but they don't show up on the particle?
I check on the nodes, they're all fine
on the first test, the material node lost all the texture so I had to re-apply the texture
maybe this is one of the cause : I "migrate" the particle into non UE4 content folder
Hi, I have a destructible mesh using APEX, anyone knows how to change the size of it? (when I change the mesh of it, the pieces are large and glitchy, and when I change the cell count it doesn't really work)
then on the other PC I just copy them within the new PC "content" folder
there should be proper way to reimport them on the other PC that I'm missing I suppose
but import and such only shows options for fbx and obj (external files)
or perhaps I should use .uasset?
Beyond confused by what your trying to do
ROFLMAO
Source control?
source control requires one, single unified project across all PC, correct?
basically what I'm trying to do is to collect art (in this case, particle fx) from different PC/artist
into my PC
The project is just a folder and can be move entirely
You must migrate entire content folders afaik
To merge
🤔
kind of impractical but I'll give it a try
so what if I want to merge 2 particle fx into my project
You can migrate a single asset, but it will pull all of its dependencies with it, but nothing extra
It’s why mp things are in folder of their own
what engine version are you on btw
You sure sinn?
yeah I do it regularly
UE 4.24.1
Cool didn’t think that was possible
@winged crypt it works
but like I said the particle don't display correctly
okay migrate process is good I think
how to re-import the folder properly?
What is frame of reference for color?
I've had cases like this in the past where my materials would get totally screwed up after migrating, but this was many versions ago and I don't remember what the cause was
@normal burrow Like, how do you know why red is red?
I’m just wonder if post processing is different between his projects
ohhh hahah
exorio can you post a screenshot of what they look like in your good project VS the bad one
so on the PC that I want to export the particle, I select the particle > asset action > migrate > put them on server
okay hold on
this is on the original PC
this is on my PC
I check on the materials and cascade
they're all fine
it's only that when importing them I'm clueless on how to do it, so I just use explorer and place the migrated folder into my "content" folder
making sure they're at the same hierarchy structure
so probably, the main question now is how to properly import the migrated asset into different PC?
since I'm sure using explorer isn't the way to do it
"explorer" as in windows file explorer
Does anybody know how to clear that black area when importing into unreal?
I checked the UV and Lightmaps, they are fine, but can't figure out what's causing this.
The original mesh is okay too, no visible overlapping or anything...
It really sounds like source control is what you want @grizzled willow
A single project between computers
But a zip of the entire project will transfer to another computer. Source control will make it many times easier
mmm yeah I'll try that later
but the first question is what is the proper way to import migrated assets?
Don’t think there is such a thing
so it should be fine using windows file explorer right?
Everything in unreal is file path based
So if everything in the file exists in the other project it will work
I think I should set up a single project on server
I think so too
so artist can migrate into that project
No lol
Source control is what you want
Everyone working in the same project
It makes versions
yeah but it's kind of overkill on what we plan to do
I'll take a look on that for sure
but currently we just need something quick and dirty
And you send it to the server. It keeps track of versions and everyone does not migrate anything
since we don't do full games on it
Hm yeah, you’d have to be willing to learn a bit. But I don’t see a centralized server for a project being utilized by everyone in a smooth manor
As far as file server I mean
If you just want a "quick n dirty" way to move files seems like you could just do zip files lol
but frankly sometimes source control will save your ass even in a simple project and it's not that complicated
It’s easy. It does take some sitting and reading though
svn is probably the easiest to get up and running
Apache web server plugin
git's probably easier if you just use github or something like that (assuming you don't have gigantic assets since I believe there is some limitations in filesize)
I think it works
something in my viewport don't lit the particle enough lol
weird since we're using new projects and just starter content
I didn't change anything
I tested on the original PC
turn off the light and it still show properly
Make sure that the other computer does not have editor open
So I'll check on my viewport settings first. Since the other-other PC can display properly
two panes, and one displayed it incorrectly and the other one correct
so definitely the viewport settings
@tribal sphinx have you tried detail lighting view?
thanks BTW guys
im trying to figure out the best way to make a interactable map such as plague inc, and those kind of strategy games, does anyone have any input?
yeah I figured it out, the left pane had all the post process disabled and the right pane all turned on
sorry for this lol
okay one more question
as pointed out by @exotic thicket and @normal burrow source control had to rely on external softwares like git and apache correct?
well, you could do "not really source control" and just zip file your entire project and send it over to someone
but beyond that yeah you need specialized software for it, since they do things like allowing you to "commit" your changes in such a way that you can later easily come back to them
(which is very handy because you can safely edit your files and not worry about messing things up)
just thought that UE4 should have somekind internal tools or whatsoever for that kind of need
it has builtin support for a number of source control programs, probably easier for them to add support for existing tooling for it :)
np
emmmm onnneeee more question this just came up
do unreal asset have somekind of id like in unity?
that really causes pain in the ass when I work on unity
seems like everything is packed within uasset file I suppose
subversion eh okay thanks @normal burrow 👌
for me, its git + sourcetree
will look on all the alternatives
for me, its the mcchicken, the best fastfood sandwich
normies, I prefer whopper
random sunsets in unreal be like ❤️
Amazing !! 👍
its just the sky bp and speed trees set at defaults, works wonders
real happywith that addition 🙂
cause why not 😛
Are you creating it on a laptop or PC?
Ahaha thank god I’m paid hourly
hahaha 💯
@hot pulsar pc, 970 i5-4690k 16GB ram :D
terrain in 2k
Lamo mine would crash if it is over 15k. You computer must be a beast.
can someone help me with subtitle management
i want to update a textbox in my level. Can i use the level sequencer for that?
ah yes 19 fps
@nova pier
@forest tree I’m convinced there’s a related XKCD for everything lol
What's the issue when dynamic shadows look fine in editor but disappear in game view again? 🤔
I swear I've encountered and fixed that like 5 times but have awful memory for that kind of stuff
Hi everybody , i'm trying to use the depth of field on my camera but it doesn't seems to affect anything in my scene , does someone has any idea of how i could make it work ?
i'm using a simple cam ( not a cine cam )
@zealous cloak #cinematics
@timber minnow You may need the post process volume in your level
And then play with the settings, see how it goes
The volume needs to be big enough to encompass your scene that you want to have an impact on
@plush yew it worked without post process but thx, the value had to be very very small at some point , so i had to write them down by hand hand not using the slider as it was clamp between 0 and like 10000 and the effect work with a value of 0.1
any idea's on how to make this look any better ?
rip the crystals in dialga and palkia disapeared
idek where to put this, but does anyone know why everything looks like t h e f u c k i n g s u n?
i just came back to this project looking like this
i have no idea what's wrong...
i checked all the light sources and none of them were at stupidly high brightness levels
no
if i set it to unlit i can actually see stuff
@nova pier why'd you just delete your messages? lol
and yes ill check auto exposure whatevers (thats all i saw)
I doubt it would fix it lol but lmk
Meshes are automatically triangulated importing into Unreal.
ohh, I'm new in unreal, so don't know much about these, yea something about 3's rather than 4's, I think I've read it somewhere, but the problem is that creates some black areas in my mesh, and I can't seem to fix that, how do I get rid of the black areas??
Thats not the triangulation causing that, thats another issue. You UV unwrapped it, correct?
yea, many times, did it manually too
hey, how to set it when I press a button it stays active, and when I press it again it makes it off. I cannot find my file where I dont this before. if you know ping me pls
does anybody know how to fix my issue?
@brave widget added a lightmap too, didn't fix it, been at it since yesterday, not even a single article on the internet too, I'm like what did I end up with
Hey guys! got some problems with Vertex painting! Anyone know how to connect AO properly?
Thats what it looks like in the engine
You have a material created and assigned to it in Unreal as well? Assuming yes, but just making sure @tribal sphinx
@plush yew Are you using the new SunSky actor by chance?
@brave widget Yea, I have, the material doesn't show up at the black area, the rest of it responds to the material
nope...
LightsOut, normals pointing in the same direction? I would think it'd be invisible instead, but maybe its the reason 🤔
GamingMidi, I have no idea then, sorry 😦
@brave widget Yea, I thought so too, but unfortunately that's not the problem too, that's when I checked the wireframe and thought the difference could be the problem, but that's not it too
I must be missing something somewhere
if you want AO to be visible always you need to multiply the base color with it
ok ill try my other projects then, if they're broken too than i blame myself for breaking unreal engine just like i broke way too many other apps xD