#ue4-general
1 messages ยท Page 638 of 1
his menu is grey-ish for whatever reason when he plays
@storm venture You can safely ignore Camera Manager If you don't need it, and just use the camera on the pawn
A camera manager is handy if you need a spectator, or you need to create fancy conversation with multiple cameras, and so on
Yes
If you never plan to change the players view, it shouldn't be a problem if you ignore the camera manager @storm venture
@hoary flint have you tried to re-make the menu widget?
It fixed itself
Oh
i remaked it
but theres 1 more thing i need to ask
if i change the size of the play window
yeah you must've hit some weird setting somewhere
the image doesnt cover the whole screen
so if i play on different platforms will this happen
use this anchor in the bottom right
Show me the widget then
just a sec
Go ahead
Umm this happened to me before but I don't know how to fix it, I think
that's what the anchors are for
That was all?
they define which part of the screen the UI moves with when you scale it
thanks everybody for the help
Np
depends on what you're trying to do
@plush yew awesome, thank you! ๐
how are you guys stopping rain and snow from coming into dynamic buildings?
i am using particles that i keep above the player as he moves
i do not really want to generate mesh distance fields in project settings because it wont help me with dynamic buildings
and things that my player builds at runtime
Yeah, you're not making it easy to have accurate rain there
it works great right now but it does rain indoors... which is kind of a bummer
You need to look into some kind of kill volume for particles that you'll spawn inside your buildings
i see, and i can spawn these at runtime then?
Basically the easy part is making your particles die on collision
That will work for low roofs
well dynamic buildings are still made out of static meshes no?
For higher roofs that will be above your particle spawn zone, you'd use a volume
as long as you don't scale them non uniformly I don't see why mesh distance fields won't work
You don't have distance fields on dynamically placed elements
what? weird
I know that's why I added a distance mesh to my roof mesh, and tried it on one i had placed in my world in PIE. I changed the collision on my rain to distance instead of depth of field. it stopped the rain under the roof, but also stopped it outside which i dont get
@honest rune if you're on 4.24, sounds like you could use various World Subsystems (manager object instantiated for each world, also in editor) - you can have few different World Subsystem classes and decide which one to use in the given world by overriding USubsystem::ShouldCreateSubsystem()
overriden class MyWorldSettings would only set class of World Subsystem to use in different worlds
and this would be elegant solution, subsystems are kinda designed for this ๐
Ah good suggestion
They added world-specific subsytem types in 4.24?
Ah nevermind, I see what you're saying. Pulling subsystems out of the world object. Yep that'd do fine
For some reason, when I make a new project, I don't have any templates available. There's only blank project. ๐ค
Maybe you didn't install them with the engine
aha, looks like it is missing ๐ฑ
found my update issue
I had a rogue UE4 editor process in the background, the launcher knew that but didn't say it was the reason the update button was missing
anyone has an idea how to minimize load time of a landscape
it's a pretty subdivided mesh(in the material)
easiest would be not to make it subdivided
but
ยฏ_(ใ)_/ยฏ
how can i set the rotation while i drag it?
@left epoch You mean tessellated. How long does it take to load? Tessellation should add some but i don't think it should be very noticeable unless you've disabled the built in tessellation multiplier limit of ue4.
@radiant haven No idea what you mean?
24secs xD
is there a way to activate VR Preview? its greyed out, since im using a non VR template
@calm widget I have this Pickup system
@calm widget
kano check the vr plugins in your project @zealous cloak
thank you
Why I can't even cook the first person template on 4.24
with this erroir
error
An item with the same key has already been added.
hm it seeems Steam VR is not compatible with nDisplay :/
Guys, can possibly come custom database for UE4 ?
Like runtime datatable edit and saving (like mysql,mssql or smth.)
How would be good
is there a way to prevent the mouse cursor from escaping the editor viewport during PIE?
it's driving me insane
Yes
It's all about mouse capture
The project settings has default options for that, which are meant for no-cursor games
those settings aren't working :/
hello there i was wondering if some if anyone can help me or point me in the right direction i am looking for in-depth information on how the lens flare and bloom system work and how its setup
When you set the input mode to UI or game+UI, the mouse isn't captured anymore
I think it's occurring when some random debug window pops up, after which it isn't locked any more
Yeah, because another window took the focus
aye, but once back in focus, the cursor is no longer locked
it's an editor debug window, so it's not even gameplay related :/
It is, because UE4 uses the same windowing system for everything
Welcome to PIE
What's your current setting for capture ?
Would anyone know what can greatly affect GPULightmass baking times? I have fluctuated from sub 20 minutes to well over an hour. No extra lights and only material changes. Unless some values in the directional and sky lights affect it?
@wary wave Is your game in UI mode when this stuff happens ?
no
You can try binding a key or command to SetInputMode with game as a parameter
That should recapture
worth a shot, cheers
Focus, mouse capture and mouse pointers are the stuff of nightmare, very OS dependent etc
I honestly spent two solid weeks doing that in UE4 since it came out across multiple projects
And it's a lot better now
How much RAM on that machine ?
How much used when it freezes ?
idk
So check it
Keep the task manager open while packaging
something that does happen slightly before that is this message in the log
LogD3D11RHI: Timed out while waiting for GPU to catch up
Means your GPU driver crashed
Probably means out of date driver, driver bug, or hardware issue
Or bad cooling, for a laptop
well
my drivers are up to date, my GPU is fine in all other programs and im not using a laptop
also, how intensive on the GPU is packaging a project? It works well in the editor.
pretty sure compiling shaders goes through driver
Which is also not something you do in other programs
I don't believe it's a GPU issue in my case
Okay then
Packages fine on other projects.
Could this be a project specific issue? if so, what could it be?
Yes, it could be that this project has a shader that triggers the bug in your GPU driver that crashes your computer
and want to set a rotation of the actor that is held
https://cdn.discordapp.com/attachments/225448446956404738/672056285990092803/unknown.png
But you've ruled out the GPU crash to be a GPU issue, so I don't know.
If it's a GPU issue then, how can I fix it?
Update to a driver that does not crash
My drivers are up to date.
I see.
Whats ur graphic manufaturer? amd or nvidia
NVidia 1080ti
A good card ๐
in my game all amd players had trouble "fatal error" in that newest drivers. sometime new drivers are not stable. so we did revert back drivers to 4-5 previous driver then its worked. maybe you can try this instead newest driver.
Can someone HELP me with my problem
@radiant haven Explain your problem in depth, stating what you want, what you try, what happens, what needs to happen, show the code, and explain. Then people will help if they can
Regarding linetracing for shooting in a ThirdPersonShooter; I currently have it set up so I always shoot a linetrace towards the center of my follow camera (crosshair) but whenever I start strafing in a new direction it will go way beyond the crosshair in the same direction.
Anyone recognize this issue and have any tips?
it will only be inaccurate for the first shot when starting to strafe in a new direction, everything after that is perfectly accurate
@cloud cobalt you know the pickup system from HalfLife
Gonna need to explain a UE4 issue
I can help real fast if the question can be answered by yes/no
or if there is actually a question really
I was being facetious really
I know ๐
Is life good stranger? ๐
Life is strange.
It is
I havea Pickup system and I want IF I pick up an actor that the rotation is static
Okay
thats the issue
So how are you moving it right now ?
Physics handle
Well, don't use physics
Physics is only the answer is you're making a physics game
In your case you just need to attach
well i dont
Okay what is a physics game?
Games that use physics
ehm

Just disable physics when picking up the object and attach it to whatever your physics handle thing is attached to
Problem solved
"Attach to " search it
Tutorials never give you exactly what you want.
They're for learning, not for doing.
ye
Once you have learned, you can throw it all away and do something that actually works
well ok what should I do now i am a bit pointless
You should learn, and then do
well, if you learned anything from it, you can make something that does what you actually want
victorious warriors win first and then go to war, while defeated warrior go to war and then seek to win
What kind of error is this?
It's a ton. should I really paste it all here?
look through them first?
Use pastebin
You should put it on pastebin and put it on #packaging
BTW do i really need a LineTrace?
probably not, but are you really at a level where you should be asking that?
its actually just the visuallizing
What's the purpose of a line trace, and what are you using it for currently ?
That will answer your question
No offense, but you need to actually think about every single node you use
I mean is it important
How the fuck would we know ? It's your project
we don't know
My playrate in sequencer does not affect my render movie output, any solution to this?
dont curse my Friend
No one here is going to dive into your entire project, look at every single node you built, read your game design doc, and tell you after days of research, yes or no
I do expect being allowed to swear, after seeing a bit of life. It is integral part of being alive.
agreed
if I put unreal skeleton in mixamo then export again with anims and import to ue4 would I need to remake root bone and shit?
Stranger is a very useful guy, but he could use a better attitude indeed.
๐
lmao, have a block @lusty carbon
guess my question is ill timed, you guys got a real discussion going ๐
a block?
@hoary flint - if you have a specific question, just ask away, if someone knows, they'll answer
Now @radiant haven - swearing here should be read as, this is not a question you will get answers to, and this should be obvious. Questions about your game, we can't answer. We just can't
stranger loves to block people... he blocked me a few days ago because I kept trying to help someone he was trying to help ๐ค
@floral aspen while the war is ongoing, you could try reading #more-resources to find the appropriate channel to post in
so i am making a ue4 game and coding on visual studio code
So does that mean HE can't see my messages?
i declared some values in the .h file
basically
@rotund scroll ah yes animation ofc ๐
@hoary flint you google as a first port of call
That's quite easy @hoary flint , use UPROPERTY
Google it for more information on the various options
ok
I kept trying to help someone he was trying to help Counterhelping hmmm๐ค
basically
were you giving advice a la a loop with a delay in it @tawdry storm ๐ค ๐ค ๐ค
if I put unreal skeleton in mixamo then export again with anims and import to ue4 would I need to remake root bone and shit? 
๐ฟ
@brazen hull This is supposed to work without remaking stuff
Not that it always work on first try, animation is hard
Better off just retargeting
https://pastebin.com/6pa1N6sA Here's the log. I can't get much of it. Any ideas why my packaging fails?
cant retarget as it needs to be 100% same skeleton
There is an addon on blender, if that's what you're using
PackagingResults: Error: Unknown Error
thanks unreal ๐
can you link ziecore
@tawdry storm meh. What can it be?
@lusty carbon perhaps you should try #packaging as was suggested
Uefy is a python script made for Blender 2.8 Beta or above that enables rigify addon to export an Epic Skeleton compatible bone hierarchy. Allowing creation of
I'm no expert, but
error C2374: 'GForeignEngineDir': redefinition; multiple initialization
and
error C2084: function 'void operator delete[](void *,const std::nothrow_t &) throw()' already has a body
don't sound healthy, but not sure what to do there, better follor Cranz's advice
If that's still the same issue, it's a common problem that pops up on Google searches for the first "error" word
@rotund scroll I did. nobody reads there anyway. And as I said, Can't figure it out myself that's why I came here. Why are people so harsh ?
Not that I'm seeing these posts anymore now ๐
^ sigh
@lusty carbon if you think people here are harsh, I don't recommend you joining the industry
you'll be in for a rude awakening
Ok bro. thanks for the tip.
I mean people are harsh at times, but you either power through and find a way to fix it somehow or you fail. it's a tough industry
This is a bit unnecessary honestly. Chill you lot
Ya'll need jesus. As they say
or as he's know on this discord, Pat
praise p@t ๐
I don't think anyone was harsh, to be honest. If you ask a question and your feedback to the answer is "I disagree with your answer", then people aren't going to answer much more.
It's not that I can't handle harsh, it's that some of you people presume not trying myself first before asking for help. And if you're so rude then why even bother hanging around here anyway?
I don't think I am rude?
I love how stranger blocks people and then keeps arguing about them ๐
You aren't
#askpat
couldn't figure what out?
ah right, read up
why even bother hanging around here Office policy. No 100 messages per day on slackers discord- no bonus.
Create your first code project and add a new C++ class.
ill try this
yeah they're just macros with specifiers, each specifier has a purpose
they're documented
This will teach you the basics of UE4 specialties for C++
Including UPROPERTY which is quite the most drastic of them
while we're gathered here, would someone be so nice and ask Stranger to unblock me? I'll promise to not 'argue' with him in the future. ๐
everyone dispersed ๐
But.. have you considered that it could have worked a tad better without the last part ?
while we're gathered here, would someone be so nice and ask Stranger to unblock me?
like this? ๐ค
well now the very first part is factually wrong
dangit
@lusty carbon I don't know if you noticed though, that people come in here asking for help as a first port of call. you don't mention that you've done things yourself, so we take it as a default that you haven't. it's not a jab against you anymore than it is a guarded response.
yea, telling what you tried is part of asking a good question
All I see is smart people who are willing to help other potentially smart people who are relatively new to UE4, by telling them things like "How about you read it yourself first?!" and "How the fuck should I know? It's your project" and things like that. If you're already here that means you're eager to help, which is very nice of you.. might aswell be a more patient human being though.
it's a question of attitude as well
But you know what, whatever, I'm not gonna stick here and continue this argument. got job to do.
Iโm still trying to develop mind reading for those individuals who ask whatโs wrong with their project without context
^
I have the same issue
especially those individuals who seem to come in here almost daily
just be patient, use 50 min of your time to help while i ask questions in a second
it's not like we're being paid to be here, so coming in with an attitude that seems entitled generally leads to bad results. the same for people where the questions about what they're trying to do aren't really present
exactly
I'm being paid to not be here, if we're honest about it
lol @cloud cobalt ๐
yeah but let's not talk about that ๐
I don't feel like asking for basic context is too much, or impolite or anything. I just literally can't spend half an hour of back & forth, read your entire Blueprint, understand what the goal for the feature is mechanically, and then answer
half the problem is that the person asking is often also unwilling to actually learn how to do things
so after coming here for 6+ months asking these kinds of questions, still hasn't advanced far enough to actually understand the answer :/
Rip crusher ๐
lol, do not speak the forbidden name
well to be fair, I've been here for years now and only yesterday I ran into a problem that required me to learn about unreal's tonemapper... sometimes some of the basic stuff just isn't on your scope before you run into problems with it
unless that makes me exactly one of those people, in that case I'm sorry for being one of them ๐ฆ
sure, but at least you learnt about the tonemapper
that's true though
the difference there is you haven't come in here and posted;
"help"
then waited for a response, then asked "my blueprint doesn't work"
People are willing to help so long as youโre polite and willing to learn
HILFE!
that kind of back and forth sometimes goes on for ages
you forgot 'in german'
getting the actual information to solve the problem is like trying to extract ten litres of blood from a stone using only a spoon
People who aren't good at learning comes with the territory, imho. It's not a problem, it's a step in everyone's life. The problem is when you answer, get shit attitude over your answer not being immediately helpful, or not being the answer the person wanted, or straight up "this is not actually a correct answer"
haha
Like, if you won't use my help, i'll stop providing it
Which for me is a block so that I don't lose additional time on that person
oh man yeah the people who argue with you about the solution you give them
the best
haha, I remember one guy who kept coming back a few days each time complaining about the same issue
there's that point where people aren't complete total noobs and start picking up some skills, but they are still incredibly new at stuff
turns out he never understood the answers
I'm not even mad, I'd just rather help people more likely to use the answers
except they don't like the answers we get anymore
Those are called the โnahโ people. A fast way to burn bridges ๐
like yeah my dude, please teach me on the subject that you have just asked a question about and I have spent some time teaching you how works
people need to understand that lot of issues are communication failures
perfectly happy to waste hours of people's time, multiple times over a couple of weeks
specifically, if you don't explain well your issue, you'll not be getting good answers
garbage in, garbage out ๐
it's even worse when they've followed a tutorial, and don't even understand the issue
THIS is what bugs me
following tutorials blindly, and not actually taking the time to try and understand what they're doing or why
like sometimes I even take the time in DM and coach people through some of the steps, and a few days later I get a ping and it's some basic stuff that I covered earlier
then the question is "I followed this tutorial (90 minute youtube link) and it doesn't work"
so I know that nothing of that actually stuck ๐ฆ
Iโm starting to see a new breed. There have been some who post a tutorial then ask how to do the tutorial...
there's the classic "what's wrong with this" accompanied by some random image that could be perfectly fine
haha
sprawling spaghetti that makes no sense at all
in thumbnail version
random node mashers, had one of those a few weeks back
to be fair that's literally what my blueprints are while I'm trying things until somethign works and I clean it up a bit
I've seen a few where even the basic flow makes literally no sense
That's a fun one, though it's important to keep in mind some people here are young, and logic is not as innate as we often make it out to be
lol wtf is that
@lusty carbon did you ever get your problem fixed?
well that doesnt look like packaging issues it looks like CPP issues, is this a CPP project?
It's a BP project
It's not really a C++ issue @grim ore
Thing is, even migrating the project around different templates won't help
well for a BP project it certainly is trying to compile CPP lol
It's a problem when cloning or migrating projects
All projects need to compile for shipping
Part of the packaging process
Sparks just need to remove intermediate and it will be fine, provided that's the error he posted an hour ago
Anyway, see you later guys
ill try
Iโm starting to see a new breed. There have been some who post a tutorial then ask how to do the tutorial...
@abstract relic I've watched a lot of horror movies, but that is a genuine scary thought
I mean to be fair, some tutorials out there are so bad...
y
Like tutorials where someone is trying to show you how to do something, but then they have to spend 30 minutes trying to figure out to then tell you what to do. And it turns out to be wrong the entire time ๐
@tawdry storm I don't disagree, but it's not really up to us to try and patch up tutorials that are bad, especially for systems or elements that are way out of league for whoever's attempting them
some tutorials out there are so bad - VectorLengthSquared ๐ค Where is pat? ๐
y u no liek VectorLengthSquared ?
short general question:
i have a config file in which i have loc and rot values, that are used, when i start my level(cameras for nDisplay). It shall update the new loc and rotation during runtime. Can i update my config file within unreal?
Hey, does anyone know if ue4 has a problem with ryzen cpu? i just switched some components in my pc and now my computer reboots when i try to build lighting
initializing the level again or such a thing?
hi guys may i know if i still have the variables on my player controller if i change maps like game instance?
@lusty carbon since you said it is a only BP project its trying to convert your project to CPP for packaging and you need to enable that or it wont compile or BP wont work too. if you got to Project Settings > Packaging > Blueprint Nativization Method, and if you change it to Inclusive it will unblock all blueprints and if you change it to Exclusive you will have to pick what blueprints you want to unblock if you know which blueprints you are going to be using, but for your testing to see if this is the issue you should change it to Inclusive
thank you Cranz
@radiant haven Can you show me the blueprint for this error?
you forgot to connect the branch node to the boolean
Thanks for helping @lament saddle I was working on something
how cna i change the mass so it will fall down quicker
Its for you character? or a Static Mesh?
You could change gravity
Hello. I have created a world composition map. The map loads correctly when in editor but does not when in a build.Help please.
What about changing ur blueprints to Inclusive in project settings
is it a streamed level?
Yes the Level_01 is persistent and the 3 others are streamed, have a look on the first image for the hierarchy.
oh my bad i see it
did you put all those other streamed levels onto the packaged build
Yes, in the packaging section.
cant find it anyway and btw how can i make the rotation constant while picked up? @cosmic panther
You could also change the loading time of it, if its taking to long to load in the packaging settings for level streaming @near notch
On the contrary their is no load time , as soon as i start press on the menu it spawns in the air and starts falling๐
I am looking into what you said
If you need anymore help PM me I'm going to go get some coffee
@cosmic panther Thank you for your answers. I will let you know if it works.
@hasty smelt No issues here with a 2700x. If that happens, building lighting tries to max out all CPU cores, then you have a power draw issue more than likely
why i can't see the fracture , it is working on game but here i can see it , what i can do
?
So, would anyone happen to know where i could find a video tutorial on creating a customizable character? Like, for Face Sculpting?
do you want to sculpt the face in ue4 or what ?
or to do a character like in blender ?
It would be for players. They start the game and get to creat their player character.
from what i know you can't sculpt the face in game or anything like else , you can make more options for player like change face
@finite grove so something like https://www.youtube.com/watch?v=5wWGaJL_Q_8 ?
aww man. Funcom is hiring UE4 devs and they are in the same place as Epic, that sounds like a sweet gig
Join them and let us know if they're working on a new secret world game ๐
lol. I don't think they are ๐ฆ It's mainly for the Dune stuff right now
Haven't used yet but url> see several posts to use blender instead which isn't surprising,,or sub ptr is better than shown UI - ofc this is a 3 yr old video o_0
win 10 1909 update >ltr
hello guys I have friend who can't setup the source tree-we have the project but when he log with the info of his acc and paste the link of the gitlab project it writes invalid url but it is now-how to fix this problem?
Hey
people one question
I got a the kubold movement animation pack
that includes 180 animations with root motion
and the same 180 in place
to make a good Player Locomotion Controller
is it better to use the root motion or in place animations?
hey - if I import a character with joints from Maya, is it bad to include groups?
Shall I have only mesh and joints?
Can anyone check the Crash bug in UE4 4.24.2 ?
It's simple, just change the import location of the mesh
@plush yew You could try in #source-control but without more information, such as url and such which you shouldn't give us, there is not much we can do
ok
how do I install unreal engine 4.24.1?
fuuuuuuuuuuuuuuu
even with udn access? there's no like hidden enterprise unreal engine download?
I would think you would ask your UDN contact on that one
@grim ore YES! Iโll have to watch the whole video later, but from what i seen, thats what iโm going for.
So when my players start the game they can shape the player Characters face to make it look like a unique face...
Like making your Comander Shepard at the begining of MassEffect...
yep. Morph Targets is what you are looking for
yes, WMR performance bug is back
it is weird udn is still a thing
well, I made the call... I guess I'll find out soon if they money was worth it or not ๐
can you play montages w.o ABP ?
you are my udn contact then
Alexey yeah you can
And the anwser is probably both...an anim bp for combat that plays different montages for different weapons
but I could make a structure to hold animations and play them through montages
it would be a more neat way right?
what do the big names do?
Unless each and every weapon will be its own bp with all anim handling in the graph...but that sounds like a nightmare to maintain
They make combat anim bps that play montages created for different weapons lol
and use interfaces I guess?
hm...i'd probably made a state machine to switch between weapons
but i never made any FPS ABP...may be wrong way
Yeah that's all dependent on how you set up your weapons
I use interfaces to send events to the weapon system
Right now I'm at the making of animations and sounds
I was thinking maybe make a structure like I control the weapon system with the animations
I know when I was testing I used a unique Anim BP for every weapon stance/set and just swapped the instance on the character as needed. I handled all the animations themselves in the anim bp's.
it was a bunch of work but let each anim set be unique if needed and just let it handle what happens
I don't think this was the smartest way, hence I was testing all the ways, but it let me keep all the animation in the anim BP itself per weapon set (two handed, dual wield, wand, etc.) so if my combo was 2 swings or 10 swings it didnt matter I just held attack and let the anim BP handle the animations and used notifies for damage if needed etc.
now with that said there is the Action RPG example if you want to see how epic handled it ๐
They used gameplay abilities system in that though... That's a whole other monster to learn in itself
for the animations?
quick question
is it somehow possible to get access to ue3 anywhere or open .upk files with ue4 (maybe with a plugin or somethin like that)
depending on what you want to do you might be able to open it in UDK which is still freely available to download
where can I find the UDK downloads?
Hi everyone, I'm trying to set some collisions on a monster but I'm not sure how to do it. If I set them like in the first image I would have to attach each one to a bone but I don't know if it's ok to do that with a lot of collision boxes/capsules/spheres. The second image is the physics of the character, but I don't know how to interact with those cubes in my blueprints. How should I set the collisions of monsters like this one?
https://i.imgur.com/9Z2wqS0.png
https://i.imgur.com/CphOQOu.png
the Physics assets are less about interacting and more about how they react when using physics (weight, collision, etc.) https://docs.unrealengine.com/en-US/Engine/Physics/PhysicsAssetEditor/index.html
@grim ore where can I find the UDK downloads?
Google is your friend
Hello, i have a project in which emmisive intensity of some objects is driven by fft cooked data yet when i cook and package for windows everything that is connected to it doesn't work and appears black. Is there any way to fix this issue?
most of those sites arent save so I thought I'm better of asking here
My objective is to have some grouped collision capsules like head group, body group and tail group so, for example, if I hit the head I can then ignore the neck hit event but i could still hit 1 part of the body group and 1 part of the tail group. But I don't understand well enough the physics or collision thing. I did it creating capsule collisions on my mannekin for torso and legs but I was wondering if making too many capsules was a bad practice or if there was a better option for something like this
Does anyone remember where to get InputAction from? I remember setting it to a key but not sure how to pull the bp in.
Type input action in the search bar
Tried that, sadly didn't see anything. That or im blind lol
Unless you mean setting it. That will be in project settings > input
That is where I set it, I'm looking for
And it will need to be in a pawn obviously
yep it's possible you are trying to use that input action node in a blueprint class that doesn't support it (such as UMG)
what about using fft in packaged project D:
what can i use for 2d animation?
Making or implementing?
@fading vector make sure your project has Inputs specified. they are magic nodes that correspond to your project input settings
Input is only available in Pawns and Controllers afaik
not ure if actors in general also have these nodes
Yeah its for a specific pawn
atlease i only use input in Pawns and controllers
Actors donโt
Thanks for the info ๐
you can cerftainly use input on an actor, just have to make sure input is enabled from the player controller to it and the other inputs dont consume it.
@abstract relic making
okey im confuseld a lil bit here.
iv exported my skeleton exactly like a ue4 skeleton. ik seem to be fine and what not. but in persona, when moving the ikยดs for the mannequin it moves the whole leg (like it should)
but for my skeleton the ikยดs dont move the bones it should move. do i need to set this up in ue4 or something?
ooooooooooooh
do i need to setup the ikยดs in the blueprints?
Is there a Branch in the bp that has more than one condition?
@fading vector for what if u have " and/or" boolean
That would work, I was actually just reading on google lol
Never used those on unreal, but lets give it a try
depending on what you are checking there are select nodes and uh the other one... Switch lol
would be nice if someone could give me a hint
switch requires enum
nope there is switch on int for example
oh...yep
@unique kraken you might have more help in #animation if anywhere
ill try thx
there is an ik in Persona?
I think they are referring to the physics asset editor window
So I recently started playing around with level streaming, is this basically draw distance that we see in video games?
I'm trying to attack a capsule collision component to a bone but once it's attached it changes the size and rotation of my capsule collision. Is that how it works?
@kindred crag probably you're thinking about draw distance set for every mesh
unreal's level streaming loads all the actors at once, so rather one huge pop of entire level
you don't want player to see, so it's occasional bug - rather than gradual appearing of meshes or foliage (based on the mesh draw distance)
Unreal will have proper per-actor streaming soon, but it won't use sublevels in that case

thank you
So how would I go about to changing the draw distance? I assume I have to tamper with the designated mesh's LOD settings?
Is it possible for Niagara to spawn a Skeleton mesh? I know it can spawn a Particle Mesh, but is a Skeleton mesh possible?
Is there a way to make a flipbook only play 1 time?
I have this bit, but the jump animation spams as I thought it would.
is there a way to force a rendermesh to occlude?
@tame bluff
Sorry I'm still a bit new how do I get to that?
you have your flipbook you called it "Sprite"
umm
@tame bluff Go to whatever is doing the animation, right click search for set looping, im pretty false = no loop and true = loop
Im new as well, I actually just found that.
star wars separatist tank ?
yes
i'm a big star wars fan ๐
me too
i want to make a star wars game too but is not legal to publish a star wars fan game
disney and ea ๐ฆ
you know what's happened to the company who made first star wars bf 1 and bf 2 ?
@tame bluff
It's not legal to publish anyone's work without permission, not just Star Wars stuff
Game or not
it's legal to make a star wars fan film ๐
@tame bluff It'll be in the blueprints, so double click on the object that is animating and go to event graph.
from what i know from disney they give prizes for fan films
@fierce forge It's legal to make a Star Wars fan film if you have permission to do so
Like I said
you don't need it
You absolutely do need it
Permission can take many forms, maybe Disney has a blanket "all fan films are okay" rule
No idea honestly
Just saying copyright is automatic, universal, and has few exceptions - if someone creates something, you generally need permission first
there's some star wars fan film https://en.wikipedia.org/wiki/The_Official_Star_Wars_Fan_Film_Awards
So maybe LucasArts has a fan film license
Lol
lucasarts was closed a long time ago
I'm just saying the default is not allowed, unless permission is granted
and pandemic games , who made bf1 and 2
Your own link explains the rules too
pandemic games was closed by ea ๐ฆ
Indeed
The reason there are rules on fan films is, they default to be entirely illegal
The rules just give you license to do this, as long as you follow them
Is the new audio mixer enabled by default in 4.24?
Saying its legal to use copyrighted material because someone else has done it, is like broadcasting out licensed music without permission because you heard another radio station do it.
Honestly I don't care much about it, people can spend years on their fan games and then get sued by the richest company in the world if they want to
Just saying
I know that there's limited support here. I wanted to see if I could find out why this function is not doing what it should be doing. On a Mouse event I need to pin a function on the end of a branch. The video I been watching says to drag and drop it in and connect the pins together. Look at this screen shot.
I should be able to pin the function to the mouse down event. and as you can see I can't. anyone have any ideas
The function Name is RefreshSlot.
one second
maybe it would be better if you saw the full window
Hi! Quick question, where's a good channel to ask for help on something?
What are you needing help with? @upper karma
Just music looping. I'm pretty new to unreal, but I'm wondering how to loop background music at a certain point of the song.
Thanks!
@wooden leaf what are you trying to do
like I said, I need to pin the function ReFreshSlots to the end of the On Mouse down event, and you can see. The function should have exe pins on it so I can connect it to the on mouse function
Well you have it set as a Pure, let me explain An Impure function is only called when Exec pins are connected to it whereas a Pure Function is called anytime data is fed into it.
it says it's pure at the top, It says InventorySlot> Refresh Slot (pure)
yea i know
so if it's a pure function. why can't I connect it
Pure function are connected by Variables and NonPure are with exec
how i can make a destructible mesh to don't fall on destruction ?
ok, so what do I have to do to get the Refreshslot to pin to this event
uncheck pure
Cool. Thank you
What is the cheapest blueprint code to move itself in a direction? "Set Relative Location"?
Why everything is destructing and not just where i hit ?
once destruction was initiated, your mesh will be replaced with another one, composed of pre-destructed pieces. as far as I know, there may be few levels of destruction and pieces may have force constraints that will keep them in place until they will be moved or destructed further with greater force. I am not familiar with details of destruction setup as I didn't work with destruction yet
all views in orthographic section are "2d" views
however, editor viewport settings don't define game perspective. you need to set orthographic projection in your cameras and align as you wish
Hey guys i'm re-asking if anyone knows a way to detect a dropped file into game window at runtime, it would be quite helpful, thanks in advance โค๏ธ
@fierce forge if you want something to destroy piece by piece, you have to construct your building in multiple pieces, and make destructible actors for those pieces - or - make you seperate mesh pieces have morphs, so when you shoot it, you can activate the morphs and have the piece deform first before initiating the destructible stuff to take over
To make each mesh work for morphs, it must have a bone, so it can then have an anim bp to set the morph value. You can group your meshes together in an actor that has a bunch of skeletal mesh components.
the other option is to look into the new Chaos system in the engine and try to get it to work for what you want
Actually wait, you can set morphs in the actor bp
@grim ore haven't even looked at that yet lol... It's hard to move away from the tried and proven old methods
so I was watching the robo recall project highlight and I noticed that the modding tab is missing in the launcher
did they completely remove that or is it just hidden somewhere?
@tawdry storm all mods are now on the game store
it's actually been like that quite long time already
(but easy to miss if you don't look for these)
well I'm not into modding so I never really payed much attention to the tab itself
so it's easy to miss when it's gone ๐
Does anyone know how to fix the paths/makefiles being wrong when working on a project on a different machine? I cloned the project and copied my visual studio settings file over, but pressing F5 in visual studio tried to run a batch file that's on the wrong drive location, and I can't load any engine code because the paths are all wrong
Also seems like intellisense underlines every built-in name and can't find the namespaces
it might be best to delete your intermediate/binaries folder in your project, delete the .sln file, then right click the .uproject and rebuild the solution/Generate Project Files so it's correct on your machine for your install
Is there a way I can increase the resolution of my terrain so that when painting textures to it I for lack of a better word get more accurate brush strokes
its in the options for your terrain
just keep in mind more cpu intensive and all, you might also look at your brush settings
Do you know what the setting is called? I can't find anything that sounds suitable
click on the landscape, go to manage in the landscape tools menu, change the drop down below it to Change Component Size, then you can adjust your section size
yay
Hey quick question for the community, im trying to enable openMP and openMPI support on my unreal project but the visual studio project it generated is missing the C/C++ field in its properties so i cant access the language sub property to enable these options anyone know how to fix this?
So it turns out every time I hit apply with the tool for change component size it crashes the engine
@fierce forge How did you get destruction working?
Is there a way to load a png into unreal engine? It's for a hud.
it should take a png directly as an import
Hey guys do the templates come with motion blur on default?
Motion Blur on is default for the engine (I believe) and so most templates/projects from Epic have it on by default
Project Settings
oh I see, ty
is there a way that i can force the scene to take the current light settings? it happend to me a few times. i change something in the lighting, and doesnt fully update the scene. like here, i deleted every light. and it should be pitch dark, but it's like it didnt update what i did.
@mossy plover delete the built lighting and rebuild
oh. thank you
Can I pack an emissive texture in an alpha channel on a color texture?
if I add 5 arrays (10 x static mesh each) to a blueprint, and then put 10 copies of that blueprint into my level, is unreal going to reserve ram for all 500 static meshes? or does unreal only dedicate ram once the mesh (or element item) is use inside the blueprint ?
for example, if the blueprint only spawns 1 static mesh, surely its not holding 50 mesh worth of ram, on meshes that were never called. right ?
if my blueprint only calls 1 mesh from this list of 50, it should be safe to use right ?
Question - Is it possible to use a float as a bool on a Material? Right now I'm trying to lerp between two functions on a material, but I get this error message, "arithmetic between types float4 and float3 are undefined." Haven't figured out how to solve. Any alterative way to switch between the two?
you could branch test Zero and pretend thats false.
oh oops nm
i dont think numbers technically bool. i think they just test vrs Zero or not zero. im terrible though. i have no idea.
Numbers can be bool, 0 is false and 1 is true.
Anything over 0.01 is considered True.
but you dont plug the zero right into the branch red tick
it converts
it equals zero. but its not used as a bool. i thought you asked.
but actually im just guessing based on what i see on the node box. i dont really know.
@rancid lynx maybe bring up some memory usage stats during play - start with empty arrays, and then set it so the arrays fill when you press something and see if there's a difference In that bps footprint ๐คทโโ๏ธ
I think it's stat unit object or something like that
wish you could render like other programs. let it sample n' sutff and have a rendered out image. path tracer is pretty good
Is there a way to disable flipbooks from happening? I'm trying to create a dead sequence aka player dies however if you press like the attack key the attack animation starts. Disabling input isn't an option because they need to be able to navigate a menu to restart or quit etc.
Use a bool before your attack animation activation that checks for death
If dead- dont activate
Hello people, I wanted to know how I can reduce the size of a texture, is for a red dot of a scope
I tried to scale it down, but it didn't work out.
im wanting to make a europe sized map, where you have all the countries made using landscape, (Scaled down obviously) is there a quick way to do with with previous projects/models/addons? or do i just need to get a picture of europe and start doing it by hand. ideally theres some kind of template or model you can use
Iโve seen people use satellite data to input into world machine, Gaia, etc for real world height maps
im just wanting to make a political map, such as empire total war, Europa universalis etc, just have no clue best way to get the terrain
There was your answer
thats the best way to go about making maps like in those games?
Thats what we do whenever we make a map. Doesn't just magically appear in our editors ๐ No such thing as easy buttons in computer development ๐
And even those better ways involve some elbow grease ๐ค
Any amount of effort will involve grease
chipmunk, you guys import height maps? on a global scale?
grease is always the better way yeah. satellite data is basically the way to do it, but you may need rights to the data you use
@sullen wraith Just play around first with importing and tuning heightmaps within UE. You can use some available around world heightmaps (e.g. terrain party) if you want to.
"We are generally scared of JavaScript".
Same.
This is old news. Its basically a wait and see game at this point.
Epic will implement whatever they feel comfortable with, if they find something. They might not do anything at all.
My bet is they wont do anything.
It better be duck typed
I dont see the need honestly.
Iโm betting no too
If it happens it wonโt make sense on a performance front. So JavaScript would be the most enticing option imo.
The way i see it, the people that want a scripting language are the ones that dont want to adapt to the tool thats been given to them ๐
I donโt see how itโll affect fortnight. The ultimate denominator ๐
Learn Blueprint, learn C++, hire someone to do those things. Those are your options basically.
And preferably, learn both, so you can use them in conjunction with each other!
They wouldnโt be adding a scripting language to deal with blueprint performance was what I meant @worldly dust
It would be to keep the people trying to avoid c++ happy
I think it will turn its a spiralling mess, what happens when they implement a language some people dont want to use. Those people will continue to complain.
I see very little pros in adding another language to UE4
Especially a scripting one.
Well, mods
Blueprint is a Scripting language, it just has prettier graphics.
What do you mean Mods?
Plenty of examples of Games with Mods that use the Editor.
People being able to write js for a game mode or something
Yeah but you know what I mean. Having eval is a thing
The average gamer uses JavaScript? ๐ค
Guess the Minecraft generation
JS it for IT boomers
Oh boy...
Yeah, itโs also the website language highschools teach etc
High school still teaches how to use Microsoft word as their most advance course pat ๐
Yeah zomg, but what about those people who really donโt want to learn either
Hahaha true
Js isnโt only web anymore. Nodejs has been a thing for awhile
I dont want to learn JS.
Hahah
var x = new ActiveXObject('Scripting.FileSystemObject');
no negative comments about ActiveX? I guess nevermind then.
:D
I saw var and i stopped reading.
Minecraft Command Block is a whole โnother level of black magic.
Why care about the slow scripting alternative though
Just like Redstone. My props to those who dedicated themselves to it
imo they should just implement the TIS-100 machine
it would be great for modern multicore machines since it forces you to think in parallel!
Isnโt gameplay engine-related tasks?
What do they argue? C# vs C++ performance or similar?
@frigid needle Not when your discussing gameplay about another engine/game that isnt related to UE4.... Your discussing the symantics of a language that isnt related to UE4, therefore its offtopic.
Hence, since you have moved the discussion on, it needs to go to #lounge.
Hmm? I was responding to Scipio who was discussing performance differences in relation to Unreal since thatโs how the JavaScript discussion game up
Imma trying to move it devils lol
@frigid needle Just do as your directed please mate...
All right, all right
ok? this is kinda weird
when I try to open unreal engine
it loads up normally
but when it begins to show up
the interface is completely hidden
my cursor changes shape when I try moving it around the screen
it even shows in the taskbar that unreal engine is open
tidiii, there should be no problem packaging a project with the unreal mannequin, you'll likely have to look further up the error list to see the root problem
I can even close the game engine with the X button from the top right corner
even tho its not there
this did not happened to me with 4.24.1
Maybe a bad install or driver package. Try to verify the installation, and then update your GPU drivers
Anybody facing crashes in 4.24.1 version? i was previous using 4.21 is never crashed as such, but 4.24.1 is crashing a lot mostly when doing the undo operations and editing the lights.
i need help with adding several languages to my game
i simply don't know how to do it using string tables
aren't there any localization tutorials?
none of these are helpful
what about the docs?
same
@feral acorn well that's why 4.24.2 was released as a hotfix just the other day, with crash fixes
Great! Thanks for the info!!
can i vhange text files during runtime?
@zealous cloak Would it be possible to share a scenario where you need this? Just curious to understand the goal ๐
@plush yew ndisplay sets up his screens based on a config file in which screens are based on loc (XYZ) and rot(XYZ) it loads place in based on these
i found this node, maybe thats my solution, but is there a way how i can overwrite values and save them when i start a new session?
@zealous cloak Perhaps you may want to consider the save class? In C++ you can use standard C++ syntax to read and write text files. But if you use blueprints only, perhaps it's easier to dump everything in a variable that the global that is being saved and loaded during runtimes, maybe?
sry n display has a camera at root and several screens that rendered with a camera and these screens have to be set up based on where it left the last time
I apologize, I don't know anything about ndisplay except the very basics, but nothing related to its configuration...:(
the node above should do the job ๐ but can i simply create a variable and update it during runtime?
Absolutely, and you can save it in a save class should you need For the next runtime
ok what ecxactly is a safe class?
own BP_class in Unreal?
@zealous cloak A save class Is used for saving your variables before you shut down your game. So next time when you start up your project, you don't start from the beginning, but instead you start from where you left off
Overview of how to save and load your game
google -> "ue4 C++ how to determine if headless" = my own blog post about how to set up a dedicated server
GOOGLE y u do dis
Hi, is it possible to update heightmap when i use world composition ?
Is UE4 getting support for mesh shader?
Probably not, since it's a Nvidia thing IIRC
Are you sure? DX12 has mesh shaders now
Hi there, Box traces are handled by the CPU or GPU?
Okay thanks, that means that I can switch my box overlap checks to a CPU logic with the Box traces then.
I'd like to know something, Would it be a good idea to use Ray-Marching to optimize a traffic simulation?
I want to check what road is visible and the ones that are visible are simulated and cars can pop on them.
I tried with overlapping but it doesn't care about walls. So I thought maybe Ray-Marching would be the solution ? ๐ค
overlapping, so you mean using the engine collision checks?
is the issue you have that the check "teleports" through walls? you could try doing a trace/sweep check instead I guess
@serene birch My main issue, with both overlap check and trace/sweep checks, is that It doesn't tell me if the object I want to check (the traffic box, where my cars are simulated), is visible, or hidden by a wall.
visibility check is always a tricky business with complex 3D worlds
but a ray check should take walls into consideration if you configured correctly the collision masks/stuff
@serene birch Ray checks does indeed take walls into consideration. But they don't know if the wall is partially, or completely hiding the traffic box.
you'll not get a perfect solution
do more ray checks ๐
not perfect obviously but you can check the corners of the traffic box instead of the center/etc...
I was thinking about something like that. It would do the trick no? And then I can subdivide the grid if I want more precision, or unsubdivide it for more performance?
The blue dotted boxes would be the traffic boxes. When it does check against a traffic boxe, it activates it, then it continues (multi-line trace), until it touches a blocking wall.
you can always subdivide the area more to do more ray checks
it's just a matter of performance in the end
๐ I'll give that a try, thanks for helping!
Anybody else had problems with metallic materials with the new sky atmosphere component? for some reason, it doesn't reflect anything.
like, top pic is how it looks like with the new sky atmosphere component, below is with the default map. Also, i'm bad at materials and lights, so i may have just forgotten something silly
also, this is how it looks in the material instance editor. Also, sorry if this is in the wrong channel.
the character doesnt shoot where the crosshair is
i have been trying to fix it for multiple weeks now
Where does the bullet come from, the gun or the middle of the screen?
no its a socket in teh gun's skeleton
i see i see. Let me open up one of my old projects, i think i know the solution to it.
I'm not 100% sure though
i would greatly appreciate that
the crosshair is just a widget in the middle of the screen, yes?
Does anyone know if there's a way to make an object drop to the ground without simulating physics?
Basically, to only apply gravity?
could add offset every tick, i guess?
@gleaming narwhal Any news on a new unreal wiki?
ah, sorry @austere scroll , ended up just shooting from camera.
answered q099's question
ok
the big problem is that im following a tutorial
but for him it worked
but it didnt for me
you need to spawn the projectile from the camera and not gun
could it be the socket rotation ? because even when i aim down , it still shoot a bit to the left
/right
of course it shoots right, the gun is right from your aim's point of view
the bore line and sight line aren't the same there ๐
Thanks, I don't like the solution, but it's a solution haha.
hahah same
this is the graph
it doesnt seem i can change the spawn location
IM REALLY CONFUSEDDDD
whats your fire function?
where tf do i find that
thats the fire function
in the pic
isnt that what u mean
when I tried to experiment with that I used the first person shooter example as a basis, but then I did a trace from the camera forward and when it hit something I made a trace from the socket of the gun towards that new point in the center of the camera, and that's the direction I used to shoot the bullet
it's really simple and always hits the middle of the screen
Hi, I have an issue that says it's fixed in a commit. Said commit looks like it's been merged in the release breanch and tagged 4.24.2-release, yet the fix doesn't appear in the list of bugfixes for 4.24.2. Anyone knows what's up?
I ask only because I have a terrible, terrible bandwidth
Hi, is it possible to update heightmap when i use world composition ?
@austere scroll can you show the blueprint for the weapons Fire event?
lets say i wanted to make a tower on wheels, made of cube shaped components, each floor of the tower is 9 cubes square, with say 10 storeys. i want all the cubes to be bound together by a weak attractive force, so that enough inertia or external acting force will force them apart, once forced apart they cant go back together. the movement of the wheels should exert some force on the object as a whole. Can this be done with the built in physx engine of ue4, or should i come up with some custom cartoony physics model for it?
A bit like that
@austere scroll not the PrimaryFire event, the "Equipped weapon"s Fire event
im not sure if my question belongs i the physics channel, because i dont know if its possible... yet
but where do i find that ?
you don't know where your weapon blueprint is?
yes
whats ur soloution ? change the spawn from the socket to camera ?
no but you need to tell it in which direction it should go
yes i believe so, you need the cameras forward vector
and how do i get that ?
Is it possible to use actor components as a variable type for map variables? I'm trying it but when I get to choose from the drop down list it appears empty
You can't use component instances in UPROPERTY at all
Only classes, level actors, content or basic types
@heady saddle how do i call the camera "forward vector"
I have to attach a dozen or so of capsule collisions to bones and I thought I could simplify the blueprint with a loop and a map with the capsule and the bone name :/
You can use the component name and fetch that component
@austere scroll get a reference to the camera
Hi, is it possible to update heightmap when i use world composition ?
@austere scroll i think the solution is to use "find look at rotation" as rotation in make transform for the projectile spawn. use your weapon muzzle as your start vector and your cameras forward vector as target
oh the target should be the cameras location vector + its foward vector
i dont know what camera your character bp uses
but i would just get player pawn > cast to your character > get follow camera
there is nothing such as "get follow camera"
you need to use the "as character" pin
since your camera most likely is a component of your character
go into your character bp and check the name of the camera component
just type camera?
just "camera"
yeah, you gotta cast to ThirdPersonCharacter then
oof i thought of that ๐คฆ
ah yes
there we go
sec ill just show you how I did it
ok
did anyone had problems with 4.24.2?
the epic game launcher is all messed up as well ๐ฎ
you plug that into find look at rotation "target" and your muzzle vector as "start"
i haven't had any problems Nobel
I Dont UNDERSTAND ! whta do i put instead of this ????
it all messed my graphics, i don't know if it's my graphics card or the unreal engine and epic game launcher itself, it suddenly broken
I can't figure out how to search for a component using a name :S
@austere scroll i dont know how to help you better, but this works for me. the gist of it is you need to get a vector from your "start point" (where you want the projectile to spawn) and the vector from the end point. The reason you use the cameras forward vector is so that the projectiles trajectory will go in a straight line right towards the camera (assuming your crosshair is perfectly centered)
from wherever your start location is that is
@mossy cloud yeah it's on the latest, i've noticed an update from the epic game launcher so i did, after that everything went bad !
you need the "find look at rotation" from these 2 vectors, as well as the starting location vector (which is the same as the start vector for the rotation) @austere scroll
I see, i have no clue why then, sorry
