#ue4-general

1 messages ยท Page 638 of 1

zealous spear
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What's the problem exactly tho?

tawdry storm
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his menu is grey-ish for whatever reason when he plays

zealous spear
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Damn, I have no idea

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Like

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I never seen this

plush yew
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@storm venture You can safely ignore Camera Manager If you don't need it, and just use the camera on the pawn

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A camera manager is handy if you need a spectator, or you need to create fancy conversation with multiple cameras, and so on

zealous spear
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Yes

plush yew
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If you never plan to change the players view, it shouldn't be a problem if you ignore the camera manager @storm venture

zealous spear
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@hoary flint have you tried to re-make the menu widget?

hoary flint
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It fixed itself

zealous spear
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Oh

hoary flint
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i remaked it

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but theres 1 more thing i need to ask

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if i change the size of the play window

tawdry storm
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yeah you must've hit some weird setting somewhere

hoary flint
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the image doesnt cover the whole screen

zealous spear
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Umm

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Wait

hoary flint
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so if i play on different platforms will this happen

tawdry storm
zealous spear
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Look, so show me the widget

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You mean the whole menu?

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Or just something

hoary flint
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whole

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ill anchor it

zealous spear
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Show me the widget then

hoary flint
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just a sec

zealous spear
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Go ahead

hoary flint
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i anchored it

zealous spear
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Umm this happened to me before but I don't know how to fix it, I think

hoary flint
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it works now

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i anchored it

zealous spear
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Yes

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Good

tawdry storm
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that's what the anchors are for

zealous spear
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That was all?

tawdry storm
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they define which part of the screen the UI moves with when you scale it

hoary flint
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thanks everybody for the help

zealous spear
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Np

hoary flint
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it crashed again

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what is happening

tawdry storm
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depends on what you're trying to do

storm venture
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@plush yew awesome, thank you! ๐Ÿ™‚

west jewel
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how are you guys stopping rain and snow from coming into dynamic buildings?

cloud cobalt
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Depends on what you're doing really

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there is more than one way

west jewel
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i am using particles that i keep above the player as he moves

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i do not really want to generate mesh distance fields in project settings because it wont help me with dynamic buildings

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and things that my player builds at runtime

cloud cobalt
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Yeah, you're not making it easy to have accurate rain there

west jewel
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it works great right now but it does rain indoors... which is kind of a bummer

cloud cobalt
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You need to look into some kind of kill volume for particles that you'll spawn inside your buildings

west jewel
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i see, and i can spawn these at runtime then?

cloud cobalt
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Basically the easy part is making your particles die on collision

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That will work for low roofs

serene birch
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well dynamic buildings are still made out of static meshes no?

cloud cobalt
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For higher roofs that will be above your particle spawn zone, you'd use a volume

serene birch
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as long as you don't scale them non uniformly I don't see why mesh distance fields won't work

cloud cobalt
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You don't have distance fields on dynamically placed elements

serene birch
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what? weird

west jewel
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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

brave gate
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@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 ๐Ÿ™‚

honest rune
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Ah good suggestion

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They added world-specific subsytem types in 4.24?

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Ah nevermind, I see what you're saying. Pulling subsystems out of the world object. Yep that'd do fine

wheat nest
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For some reason, when I make a new project, I don't have any templates available. There's only blank project. ๐Ÿค”

cloud cobalt
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Maybe you didn't install them with the engine

wheat nest
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aha, looks like it is missing ๐Ÿฑ

serene birch
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found my update issue

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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

left epoch
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anyone has an idea how to minimize load time of a landscape

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it's a pretty subdivided mesh(in the material)

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easiest would be not to make it subdivided

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but

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ยฏ_(ใƒ„)_/ยฏ

radiant haven
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how can i set the rotation while i drag it?

calm widget
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@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.

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@radiant haven No idea what you mean?

left epoch
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24secs xD

zealous cloak
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is there a way to activate VR Preview? its greyed out, since im using a non VR template

radiant haven
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@calm widget I have this Pickup system

left epoch
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@calm widget

radiant haven
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and want to set a rotation of the actor that is held

left epoch
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kano check the vr plugins in your project @zealous cloak

zealous cloak
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thank you

regal path
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Why I can't even cook the first person template on 4.24

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with this erroir

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error

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An item with the same key has already been added.

zealous cloak
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hm it seeems Steam VR is not compatible with nDisplay :/

frail sail
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Guys, can possibly come custom database for UE4 ?
Like runtime datatable edit and saving (like mysql,mssql or smth.)
How would be good

wary wave
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is there a way to prevent the mouse cursor from escaping the editor viewport during PIE?

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it's driving me insane

cloud cobalt
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Yes

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It's all about mouse capture

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The project settings has default options for that, which are meant for no-cursor games

wary wave
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those settings aren't working :/

plush yew
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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

cloud cobalt
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When you set the input mode to UI or game+UI, the mouse isn't captured anymore

wary wave
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I think it's occurring when some random debug window pops up, after which it isn't locked any more

cloud cobalt
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Yeah, because another window took the focus

wary wave
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aye, but once back in focus, the cursor is no longer locked

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it's an editor debug window, so it's not even gameplay related :/

cloud cobalt
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It is, because UE4 uses the same windowing system for everything

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Welcome to PIE

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What's your current setting for capture ?

wary wave
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is there maybe a console command or something I can use to re-lock it

severe ibex
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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?

cloud cobalt
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@wary wave Is your game in UI mode when this stuff happens ?

wary wave
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no

cloud cobalt
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You can try binding a key or command to SetInputMode with game as a parameter

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That should recapture

wary wave
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worth a shot, cheers

cloud cobalt
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Focus, mouse capture and mouse pointers are the stuff of nightmare, very OS dependent etc

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I honestly spent two solid weeks doing that in UE4 since it came out across multiple projects

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And it's a lot better now

lusty carbon
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Hey all!

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UE4 freezes my entire PC when packaging a project

cloud cobalt
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How much RAM on that machine ?

lusty carbon
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16gb

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never happened before

cloud cobalt
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How much used when it freezes ?

lusty carbon
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idk

cloud cobalt
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So check it

lusty carbon
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how?

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task manager?

cloud cobalt
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Keep the task manager open while packaging

lusty carbon
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something that does happen slightly before that is this message in the log

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LogD3D11RHI: Timed out while waiting for GPU to catch up

cloud cobalt
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Means your GPU driver crashed

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Probably means out of date driver, driver bug, or hardware issue

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Or bad cooling, for a laptop

lusty carbon
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well

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my drivers are up to date, my GPU is fine in all other programs and im not using a laptop

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also, how intensive on the GPU is packaging a project? It works well in the editor.

cloud cobalt
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pretty sure compiling shaders goes through driver

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Which is also not something you do in other programs

lusty carbon
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I don't believe it's a GPU issue in my case

cloud cobalt
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Okay then

lusty carbon
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Packages fine on other projects.

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Could this be a project specific issue? if so, what could it be?

cloud cobalt
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Yes, it could be that this project has a shader that triggers the bug in your GPU driver that crashes your computer

radiant haven
cloud cobalt
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But you've ruled out the GPU crash to be a GPU issue, so I don't know.

lusty carbon
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If it's a GPU issue then, how can I fix it?

cloud cobalt
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Update to a driver that does not crash

lusty carbon
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My drivers are up to date.

cloud cobalt
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Which is not what I said

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Failing that, try replacing the GPU

lusty carbon
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I see.

frail sail
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Whats ur graphic manufaturer? amd or nvidia

lusty carbon
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NVidia 1080ti

abstract relic
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A good card ๐Ÿ‘Œ

frail sail
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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.

radiant haven
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Can someone HELP me with my problem

cloud cobalt
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@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

heady saddle
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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?

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it will only be inaccurate for the first shot when starting to strafe in a new direction, everything after that is perfectly accurate

radiant haven
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@cloud cobalt you know the pickup system from HalfLife

cloud cobalt
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Gonna need to explain a UE4 issue

rotund scroll
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@cloud cobalt but he needs HELP!!1111one

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it's an emergency

cloud cobalt
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I can help real fast if the question can be answered by yes/no

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or if there is actually a question really

rotund scroll
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I was being facetious really

cloud cobalt
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I know ๐Ÿ˜›

abstract relic
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Is life good stranger? ๐Ÿ˜œ

lapis vine
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Life is strange.

cloud cobalt
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It is

radiant haven
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I havea Pickup system and I want IF I pick up an actor that the rotation is static

cloud cobalt
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Okay

cloud cobalt
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So how are you moving it right now ?

radiant haven
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Physics handle

cloud cobalt
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Well, don't use physics

radiant haven
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how else then

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ui used a tutorial

cloud cobalt
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Physics is only the answer is you're making a physics game

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In your case you just need to attach

radiant haven
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well i dont

Okay what is a physics game?

cloud cobalt
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Games that use physics

radiant haven
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ehm

frail sail
cloud cobalt
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Just disable physics when picking up the object and attach it to whatever your physics handle thing is attached to

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Problem solved

frail sail
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"Attach to " search it

radiant haven
cloud cobalt
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Tutorials never give you exactly what you want.

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They're for learning, not for doing.

radiant haven
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ye

cloud cobalt
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Once you have learned, you can throw it all away and do something that actually works

radiant haven
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well ok what should I do now i am a bit pointless

cloud cobalt
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You should learn, and then do

wary wave
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well, if you learned anything from it, you can make something that does what you actually want

rotund scroll
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victorious warriors win first and then go to war, while defeated warrior go to war and then seek to win

lusty carbon
abstract relic
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Grab the logs

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Saved/log

lusty carbon
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It's a ton. should I really paste it all here?

rotund scroll
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look through them first?

abstract relic
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Use pastebin

cloud cobalt
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You should put it on pastebin and put it on #packaging

radiant haven
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BTW do i really need a LineTrace?

cloud cobalt
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No idea

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How about you think about it yourself ?

rotund scroll
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probably not, but are you really at a level where you should be asking that?

radiant haven
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its actually just the visuallizing

cloud cobalt
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What's the purpose of a line trace, and what are you using it for currently ?

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That will answer your question

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No offense, but you need to actually think about every single node you use

radiant haven
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I mean is it important

cloud cobalt
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How the fuck would we know ? It's your project

rotund scroll
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we don't know

floral aspen
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My playrate in sequencer does not affect my render movie output, any solution to this?

radiant haven
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dont curse my Friend

rotund scroll
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lol

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don't tell people what to do

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people don't usually like that

cloud cobalt
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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

hoary flint
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I need some help too

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I am using Visual Studio Code to make an unreal game

grave nebula
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I do expect being allowed to swear, after seeing a bit of life. It is integral part of being alive.

rotund scroll
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agreed

brazen hull
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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?

lusty carbon
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Stranger is a very useful guy, but he could use a better attitude indeed.

tawdry storm
cloud cobalt
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lmao, have a block @lusty carbon

floral aspen
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guess my question is ill timed, you guys got a real discussion going ๐Ÿ™‚

lusty carbon
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a block?

wary wave
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@hoary flint - if you have a specific question, just ask away, if someone knows, they'll answer

cloud cobalt
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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

tawdry storm
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stranger loves to block people... he blocked me a few days ago because I kept trying to help someone he was trying to help ๐Ÿค”

rotund scroll
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@floral aspen while the war is ongoing, you could try reading #more-resources to find the appropriate channel to post in

hoary flint
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so i am making a ue4 game and coding on visual studio code

lusty carbon
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So does that mean HE can't see my messages?

hoary flint
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i declared some values in the .h file

tawdry storm
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basically

floral aspen
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@rotund scroll ah yes animation ofc ๐Ÿ™‚

hoary flint
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i want to use these values in a blueprint in ue4

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how do i do that

rotund scroll
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@hoary flint you google as a first port of call

cloud cobalt
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That's quite easy @hoary flint , use UPROPERTY

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Google it for more information on the various options

hoary flint
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ok

grave nebula
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I kept trying to help someone he was trying to help Counterhelping hmmm๐Ÿค”

tawdry storm
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basically

rotund scroll
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were you giving advice a la a loop with a delay in it @tawdry storm ๐Ÿค” ๐Ÿค” ๐Ÿค”

tawdry storm
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he interprated it as me arguing with him and blocked me ๐Ÿ˜…

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NO

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lol

brazen hull
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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? babyyodasoup

calm widget
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๐Ÿฟ

cloud cobalt
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@brazen hull This is supposed to work without remaking stuff

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Not that it always work on first try, animation is hard

abstract relic
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Better off just retargeting

lusty carbon
brazen hull
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cant retarget as it needs to be 100% same skeleton

calm widget
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There is an addon on blender, if that's what you're using

tawdry storm
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PackagingResults: Error: Unknown Error
thanks unreal ๐Ÿ˜„

brazen hull
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can you link ziecore

lusty carbon
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@tawdry storm meh. What can it be?

rotund scroll
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@lusty carbon perhaps you should try #packaging as was suggested

calm widget
rotund scroll
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or read through the logs yourself

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first

tawdry storm
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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

cloud cobalt
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If that's still the same issue, it's a common problem that pops up on Google searches for the first "error" word

lusty carbon
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@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 ?

cloud cobalt
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Not that I'm seeing these posts anymore now ๐Ÿ˜‚

lusty carbon
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^ sigh

rotund scroll
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@lusty carbon if you think people here are harsh, I don't recommend you joining the industry

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you'll be in for a rude awakening

lusty carbon
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Ok bro. thanks for the tip.

tawdry storm
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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

abstract relic
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This is a bit unnecessary honestly. Chill you lot

calm widget
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Ya'll need jesus. As they say

rotund scroll
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or as he's know on this discord, Pat

tawdry storm
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praise p@t ๐Ÿ™

cloud cobalt
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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.

lusty carbon
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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?

rotund scroll
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I don't think I am rude?

tawdry storm
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I love how stranger blocks people and then keeps arguing about them ๐Ÿ˜„

cloud cobalt
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You aren't

abstract relic
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#askpat

hoary flint
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i googled UProperty

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couldnt figure it out

wary wave
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couldn't figure what out?

cloud cobalt
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Have you read the C++ primer in the UE4 doc ? @hoary flint

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It walks you through it

wary wave
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ah right, read up

grave nebula
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why even bother hanging around here Office policy. No 100 messages per day on slackers discord- no bonus.

cloud cobalt
hoary flint
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ill try this

wary wave
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yeah they're just macros with specifiers, each specifier has a purpose

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they're documented

cloud cobalt
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This will teach you the basics of UE4 specialties for C++

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Including UPROPERTY which is quite the most drastic of them

tawdry storm
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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. ๐Ÿ™‚

calm widget
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everyone dispersed ๐Ÿ˜„

tawdry storm
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yeah ๐Ÿ˜ฆ

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so much for asking for help on this discord :^)

grave nebula
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But.. have you considered that it could have worked a tad better without the last part ?

tawdry storm
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while we're gathered here, would someone be so nice and ask Stranger to unblock me?

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like this? ๐Ÿค”

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well now the very first part is factually wrong

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dangit

rotund scroll
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@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.

digital anchor
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yea, telling what you tried is part of asking a good question

lusty carbon
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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.

rotund scroll
#

it's a question of attitude as well

lusty carbon
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But you know what, whatever, I'm not gonna stick here and continue this argument. got job to do.

abstract relic
#

Iโ€™m still trying to develop mind reading for those individuals who ask whatโ€™s wrong with their project without context

wary wave
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^

cloud cobalt
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I have the same issue

wary wave
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especially those individuals who seem to come in here almost daily

digital anchor
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just be patient, use 50 min of your time to help while i ask questions in a second

rotund scroll
#

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

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exactly

cloud cobalt
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I'm being paid to not be here, if we're honest about it

brave widget
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lol @cloud cobalt ๐Ÿ˜›

rotund scroll
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yeah but let's not talk about that ๐Ÿ˜…

cloud cobalt
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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

wary wave
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half the problem is that the person asking is often also unwilling to actually learn how to do things

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so after coming here for 6+ months asking these kinds of questions, still hasn't advanced far enough to actually understand the answer :/

rotund scroll
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yeah

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I particularly take strong offense against people like that

abstract relic
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Rip crusher ๐Ÿ˜œ

wary wave
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lol, do not speak the forbidden name

tawdry storm
#

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

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unless that makes me exactly one of those people, in that case I'm sorry for being one of them ๐Ÿ˜ฆ

wary wave
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sure, but at least you learnt about the tonemapper

tawdry storm
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that's true though

wary wave
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the difference there is you haven't come in here and posted;
"help"

rotund scroll
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in caps

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bolded

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italicized

wary wave
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then waited for a response, then asked "my blueprint doesn't work"

abstract relic
#

People are willing to help so long as youโ€™re polite and willing to learn

tawdry storm
#

HILFE!

wary wave
#

that kind of back and forth sometimes goes on for ages

tawdry storm
#

you forgot 'in german'

wary wave
#

getting the actual information to solve the problem is like trying to extract ten litres of blood from a stone using only a spoon

cloud cobalt
#

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"

rotund scroll
#

haha

cloud cobalt
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Like, if you won't use my help, i'll stop providing it

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Which for me is a block so that I don't lose additional time on that person

rotund scroll
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oh man yeah the people who argue with you about the solution you give them

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the best

wary wave
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haha, I remember one guy who kept coming back a few days each time complaining about the same issue

serene birch
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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

wary wave
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turns out he never understood the answers

cloud cobalt
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I'm not even mad, I'd just rather help people more likely to use the answers

serene birch
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except they don't like the answers we get anymore

abstract relic
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Those are called the โ€œnahโ€ people. A fast way to burn bridges ๐Ÿ˜œ

rotund scroll
#

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

serene birch
#

people need to understand that lot of issues are communication failures

wary wave
#

perfectly happy to waste hours of people's time, multiple times over a couple of weeks

serene birch
#

specifically, if you don't explain well your issue, you'll not be getting good answers

#

garbage in, garbage out ๐Ÿ˜›

wary wave
#

it's even worse when they've followed a tutorial, and don't even understand the issue

tawdry storm
#

THIS is what bugs me

wary wave
#

following tutorials blindly, and not actually taking the time to try and understand what they're doing or why

tawdry storm
#

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

wary wave
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then the question is "I followed this tutorial (90 minute youtube link) and it doesn't work"

tawdry storm
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so I know that nothing of that actually stuck ๐Ÿ˜ฆ

abstract relic
#

Iโ€™m starting to see a new breed. There have been some who post a tutorial then ask how to do the tutorial...

serene birch
#

there's the classic "what's wrong with this" accompanied by some random image that could be perfectly fine

wary wave
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haha

tawdry storm
#

๐Ÿ˜ฌ

wary wave
#

sprawling spaghetti that makes no sense at all

serene birch
#

in thumbnail version

wary wave
#

random node mashers, had one of those a few weeks back

tawdry storm
#

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

wary wave
#

I've seen a few where even the basic flow makes literally no sense

serene birch
#

that one image I found amazing ๐Ÿ˜„

cloud cobalt
#

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

tawdry storm
#

lol wtf is that

grim ore
#

@lusty carbon did you ever get your problem fixed?

lusty carbon
#

No

#

still trying to figure it out. but I've taken this to #packaging

grim ore
#

well that doesnt look like packaging issues it looks like CPP issues, is this a CPP project?

lusty carbon
#

It's a BP project

cloud cobalt
#

It's not really a C++ issue @grim ore

wary wave
#

I mean, it's trying to compile something

#

looks like base project cpp

lusty carbon
#

Thing is, even migrating the project around different templates won't help

cloud cobalt
#

Nah

#

He just needs to wipe Intermediate and retry

grim ore
#

well for a BP project it certainly is trying to compile CPP lol

cloud cobalt
#

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

lusty carbon
#

ill try

rotund scroll
#

Iโ€™m 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

tawdry storm
#

I mean to be fair, some tutorials out there are so bad...

radiant haven
#

y

brave widget
#

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 ๐Ÿ˜‚

rotund scroll
#

@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

lapis vine
#

some tutorials out there are so bad - VectorLengthSquared ๐Ÿค” Where is pat? ๐Ÿ˜„

grave nebula
#

y u no liek VectorLengthSquared ?

zealous cloak
#

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?

hasty smelt
#

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

zealous cloak
#

initializing the level again or such a thing?

old fulcrum
#

hi guys may i know if i still have the variables on my player controller if i change maps like game instance?

rotund scroll
#

depends on how you change

#

if you want to be safe, use game instance

cosmic panther
#

@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

radiant haven
old fulcrum
#

thank you Cranz

cosmic panther
#

@radiant haven Can you show me the blueprint for this error?

radiant haven
lament saddle
#

you forgot to connect the branch node to the boolean

radiant haven
#

oh

#

uff thx

cosmic panther
#

Thanks for helping @lament saddle I was working on something

radiant haven
#

how cna i change the mass so it will fall down quicker

cosmic panther
#

Its for you character? or a Static Mesh?

radiant haven
#

static mesh

cosmic panther
#

You could change gravity

near notch
#

Hello. I have created a world composition map. The map loads correctly when in editor but does not when in a build.Help please.

cosmic panther
#

Blueprint?

#

You have to put ur map in project build in the project settings

near notch
#

Did that

#

The level spawns above after my character starts falling

cosmic panther
#

What about changing ur blueprints to Inclusive in project settings

#

is it a streamed level?

near notch
#

Yes the Level_01 is persistent and the 3 others are streamed, have a look on the first image for the hierarchy.

cosmic panther
#

oh my bad i see it

#

did you put all those other streamed levels onto the packaged build

near notch
#

Yes, in the packaging section.

radiant haven
#

cant find it anyway and btw how can i make the rotation constant while picked up? @cosmic panther

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

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 falling๐Ÿ˜…

#

I am looking into what you said

cosmic panther
#

If you need anymore help PM me I'm going to go get some coffee

near notch
#

@cosmic panther Thank you for your answers. I will let you know if it works.

grim ore
#

@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

fierce forge
#

why i can't see the fracture , it is working on game but here i can see it , what i can do

#

?

finite grove
#

So, would anyone happen to know where i could find a video tutorial on creating a customizable character? Like, for Face Sculpting?

fierce forge
#

do you want to sculpt the face in ue4 or what ?

#

or to do a character like in blender ?

finite grove
#

It would be for players. They start the game and get to creat their player character.

fierce forge
#

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

grim ore
#

aww man. Funcom is hiring UE4 devs and they are in the same place as Epic, that sounds like a sweet gig

plush yew
#

Join them and let us know if they're working on a new secret world game ๐Ÿ™‚

grim ore
#

lol. I don't think they are ๐Ÿ˜ฆ It's mainly for the Dune stuff right now

midnight root
#

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

plush yew
#

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?

ornate ice
#

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?

celest creek
#

hey - if I import a character with joints from Maya, is it bad to include groups?

#

Shall I have only mesh and joints?

next badger
#

Can anyone check the Crash bug in UE4 4.24.2 ?

#

It's simple, just change the import location of the mesh

grim ore
#

@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

plush yew
#

ok

glacial pecan
#

how do I install unreal engine 4.24.1?

next badger
#

you can't

#

only by compiling the souce

glacial pecan
#

fuuuuuuuuuuuuuuu

#

even with udn access? there's no like hidden enterprise unreal engine download?

grim ore
#

I would think you would ask your UDN contact on that one

finite grove
#

@grim ore YES! Iโ€™ll have to watch the whole video later, but from what i seen, thats what iโ€™m 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...

grim ore
#

yep. Morph Targets is what you are looking for

next badger
#

@glacial pecan why would you need 4.24.1 ?

#

any bug emerged?

glacial pecan
#

yes, WMR performance bug is back

normal burrow
#

it is weird udn is still a thing

glacial pecan
#

well, I made the call... I guess I'll find out soon if they money was worth it or not ๐Ÿ™‚

plush yew
#

I got a question about a weapon system

#

Should I make montages or animation blueprint

next badger
#

can you play montages w.o ABP ?

normal burrow
#

you are my udn contact then

sly coyote
#

Alexey yeah you can

#

And the anwser is probably both...an anim bp for combat that plays different montages for different weapons

plush yew
#

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?

sly coyote
#

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

plush yew
#

and use interfaces I guess?

next badger
#

hm...i'd probably made a state machine to switch between weapons

plush yew
#

we talk about the weapons

#

not the character tho

next badger
#

but i never made any FPS ABP...may be wrong way

sly coyote
#

Yeah that's all dependent on how you set up your weapons

plush yew
#

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

grim ore
#

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 ๐Ÿ™‚

sly coyote
#

They used gameplay abilities system in that though... That's a whole other monster to learn in itself

grim ore
#

for the animations?

ashen heart
#

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)

grim ore
#

depending on what you want to do you might be able to open it in UDK which is still freely available to download

ashen heart
#

where can I find the UDK downloads?

viral sluice
#

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

grim ore
ashen heart
#

@grim ore where can I find the UDK downloads?

abstract relic
#

Google is your friend

little spade
#

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?

ashen heart
#

most of those sites arent save so I thought I'm better of asking here

viral sluice
#

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

fading vector
#

Does anyone remember where to get InputAction from? I remember setting it to a key but not sure how to pull the bp in.

abstract relic
#

Type input action in the search bar

fading vector
#

Tried that, sadly didn't see anything. That or im blind lol

abstract relic
#

Unless you mean setting it. That will be in project settings > input

fading vector
abstract relic
#

And it will need to be in a pawn obviously

grim ore
#

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)

fading vector
#

Gotcha

#

I'll look into it

little spade
#

what about using fft in packaged project D:

plush yew
#

what can i use for 2d animation?

abstract relic
#

Making or implementing?

sudden agate
#

@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

fading vector
#

Yeah its for a specific pawn

sudden agate
#

atlease i only use input in Pawns and controllers

abstract relic
#

Actors donโ€™t

fading vector
#

Thanks for the info ๐Ÿ˜›

grim ore
#

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.

plush yew
#

@abstract relic making

unique kraken
#

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?

fading vector
#

Is there a Branch in the bp that has more than one condition?

unique kraken
#

@fading vector for what if u have " and/or" boolean

fading vector
#

That would work, I was actually just reading on google lol

#

Never used those on unreal, but lets give it a try

grim ore
#

depending on what you are checking there are select nodes and uh the other one... Switch lol

unique kraken
#

would be nice if someone could give me a hint

next badger
#

switch requires enum

grim ore
#

nope there is switch on int for example

next badger
#

oh...yep

grim ore
#

@unique kraken you might have more help in #animation if anywhere

unique kraken
#

ill try thx

next badger
#

there is an ik in Persona?

grim ore
#

I think they are referring to the physics asset editor window

kindred crag
#

So I recently started playing around with level streaming, is this basically draw distance that we see in video games?

viral sluice
#

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?

brave gate
#

@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

kindred crag
#

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?

pallid talon
#

Is it possible for Niagara to spawn a Skeleton mesh? I know it can spawn a Particle Mesh, but is a Skeleton mesh possible?

fading vector
#

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.

tame bluff
rotund scroll
#

is there a way to force a rendermesh to occlude?

tame bluff
#

But how do I stop it from repeating the animation?

#

sorry

next badger
tame bluff
#

Sorry I'm still a bit new how do I get to that?

next badger
#

you have your flipbook you called it "Sprite"

tame bluff
#

umm

fading vector
#

@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.

plush yew
tame bluff
#

is this it? @fading vector

fierce forge
#

star wars separatist tank ?

tame bluff
#

yes

fierce forge
#

i'm a big star wars fan ๐Ÿ˜„

tame bluff
#

me too

fierce forge
#

i want to make a star wars game too but is not legal to publish a star wars fan game

tame bluff
#

indeed

#

๐Ÿ˜”

fierce forge
#

disney and ea ๐Ÿ˜ฆ

#

you know what's happened to the company who made first star wars bf 1 and bf 2 ?

#

@tame bluff

cloud cobalt
#

It's not legal to publish anyone's work without permission, not just Star Wars stuff

#

Game or not

fierce forge
#

it's legal to make a star wars fan film ๐Ÿ˜„

tame bluff
#

Lol

fading vector
#

@tame bluff It'll be in the blueprints, so double click on the object that is animating and go to event graph.

fierce forge
#

from what i know from disney they give prizes for fan films

cloud cobalt
#

@fierce forge It's legal to make a Star Wars fan film if you have permission to do so

#

Like I said

fierce forge
#

you don't need it

cloud cobalt
#

You absolutely do need it

tame bluff
#

Umm

#

Epic

cloud cobalt
#

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

fierce forge
cloud cobalt
#

So maybe LucasArts has a fan film license

tame bluff
#

Lol

fierce forge
#

lucasarts was closed a long time ago

cloud cobalt
#

I'm just saying the default is not allowed, unless permission is granted

tame bluff
#

โ˜น๏ธ

#

Lucarts

fierce forge
#

and pandemic games , who made bf1 and 2

tame bluff
#

Big

#

Sad

cloud cobalt
#

Your own link explains the rules too

fierce forge
#

pandemic games was closed by ea ๐Ÿ˜ฆ

tame bluff
#

Indeed

cloud cobalt
#

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

tame bluff
fierce forge
lament star
#

Is the new audio mixer enabled by default in 4.24?

brave widget
#

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.

cloud cobalt
#

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

wooden leaf
#

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.

cosmic panther
#

one second

wooden leaf
upper karma
#

Hi! Quick question, where's a good channel to ask for help on something?

cosmic panther
#

What are you needing help with? @upper karma

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.

cosmic panther
upper karma
#

Thanks!

cosmic panther
#

@wooden leaf what are you trying to do

wooden leaf
#

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

cosmic panther
#

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.

wooden leaf
#

it says it's pure at the top, It says InventorySlot> Refresh Slot (pure)

cosmic panther
#

yea i know

wooden leaf
#

so if it's a pure function. why can't I connect it

cosmic panther
#

Pure function are connected by Variables and NonPure are with exec

fierce forge
#

how i can make a destructible mesh to don't fall on destruction ?

wooden leaf
#

ok, so what do I have to do to get the Refreshslot to pin to this event

cosmic panther
#

uncheck pure

wooden leaf
#

Cool. Thank you

pallid talon
#

What is the cheapest blueprint code to move itself in a direction? "Set Relative Location"?

fierce forge
mortal cedar
#

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

fierce forge
#

and why all of the dm is falling when i hit it ?

#

how i can stop it ?

plush yew
#

im trying to make a 2d game

mortal cedar
#

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

arctic notch
#

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 โค๏ธ

fallen marten
#

@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.

grim ore
#

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

fallen marten
#

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

tawdry storm
#

did they completely remove that or is it just hidden somewhere?

dark depot
#

@tawdry storm all mods are now on the game store

tawdry storm
#

oh wow

#

yeah I found it! thanks ๐Ÿ˜„

cursive dirge
#

it's actually been like that quite long time already

#

(but easy to miss if you don't look for these)

tawdry storm
#

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 ๐Ÿ˜…

crimson vector
#

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

grim ore
#

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

thin tendon
#

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

grim ore
#

its in the options for your terrain

#

just keep in mind more cpu intensive and all, you might also look at your brush settings

thin tendon
#

Do you know what the setting is called? I can't find anything that sounds suitable

grim ore
#

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

thin tendon
#

thanks mate

#

This was exactly what I needed. Legend

grim ore
#

yay

woven flax
#

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?

thin tendon
#

So it turns out every time I hit apply with the tool for change component size it crashes the engine

hoary silo
#

@fierce forge How did you get destruction working?

fading vector
#

Is there a way to load a png into unreal engine? It's for a hud.

grim ore
#

it should take a png directly as an import

tawdry heath
#

Hey guys do the templates come with motion blur on default?

brave widget
#

Motion Blur on is default for the engine (I believe) and so most templates/projects from Epic have it on by default

tawdry heath
#

it just feels like there is motion blur

#

where can I turn it off?

brave widget
#

Project Settings

tawdry heath
#

oh I see, ty

mossy plover
#

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.

lost reef
#

@mossy plover delete the built lighting and rebuild

mossy plover
#

oh. thank you

rain lintel
#

Can I pack an emissive texture in an alpha channel on a color texture?

normal burrow
#

hmm

#

you can use the alpha channel however you like put it'd be one channel

rancid lynx
#

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 ?

pallid talon
#

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?

rancid lynx
#

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.

pallid talon
#

Numbers can be bool, 0 is false and 1 is true.

#

Anything over 0.01 is considered True.

rancid lynx
#

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.

fallen marten
#

@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 ๐Ÿคทโ€โ™‚๏ธ

#

I think it's stat unit object or something like that

mossy plover
#

wish you could render like other programs. let it sample n' sutff and have a rendered out image. path tracer is pretty good

fading vector
#

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.

fallen marten
#

Use a bool before your attack animation activation that checks for death

#

If dead- dont activate

chilly egret
#

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.

sullen wraith
#

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

abstract relic
#

Iโ€™ve seen people use satellite data to input into world machine, Gaia, etc for real world height maps

sullen wraith
#

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

abstract relic
#

There was your answer

sullen wraith
#

thats the best way to go about making maps like in those games?

brave widget
#

Thats what we do whenever we make a map. Doesn't just magically appear in our editors ๐Ÿ˜› No such thing as easy buttons in computer development ๐Ÿ˜›

abstract relic
#

Thereโ€™s no such thing as a best way

#

Just better ways

brave widget
#

And even those better ways involve some elbow grease ๐Ÿค”

abstract relic
#

Any amount of effort will involve grease

sullen wraith
#

chipmunk, you guys import height maps? on a global scale?

normal burrow
#

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

lapis vine
#

@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.

normal burrow
#

Lol

#

Why are you afraid of js?

frigid needle
#

"We are generally scared of JavaScript".
Same.

weary basalt
#

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.

normal burrow
#

It better be duck typed

weary basalt
#

I dont see the need honestly.

abstract relic
#

Iโ€™m betting no too

normal burrow
#

If it happens it wonโ€™t make sense on a performance front. So JavaScript would be the most enticing option imo.

weary basalt
#

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 ๐Ÿ˜›

abstract relic
#

I donโ€™t see how itโ€™ll affect fortnight. The ultimate denominator ๐Ÿ˜œ

weary basalt
#

Learn Blueprint, learn C++, hire someone to do those things. Those are your options basically.

frigid needle
#

And preferably, learn both, so you can use them in conjunction with each other!

normal burrow
#

They wouldnโ€™t 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

weary basalt
#

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.

normal burrow
#

Well, mods

weary basalt
#

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.

normal burrow
#

People being able to write js for a game mode or something

#

Yeah but you know what I mean. Having eval is a thing

abstract relic
#

The average gamer uses JavaScript? ๐Ÿค”

normal burrow
#

Likely

#

The gamer that would mod anyways lol

abstract relic
#

Guess the Minecraft generation

exotic thicket
#

JS it for IT boomers
Oh boy...

normal burrow
#

Yeah, itโ€™s also the website language highschools teach etc

exotic thicket
#

Blueprint is perfect for avoiding C++ tho

#

:D

abstract relic
#

High school still teaches how to use Microsoft word as their most advance course pat ๐Ÿ˜œ

normal burrow
#

Yeah zomg, but what about those people who really donโ€™t want to learn either

#

Hahaha true

#

Js isnโ€™t only web anymore. Nodejs has been a thing for awhile

weary basalt
#

I dont want to learn JS.

normal burrow
#

Hahah

abstract relic
#

No

#

Get that disgusting line outta here

exotic thicket
#

var x = new ActiveXObject('Scripting.FileSystemObject');

#

no negative comments about ActiveX? I guess nevermind then.

#

:D

weary basalt
#

I saw var and i stopped reading.

exotic thicket
#

lol

#

...I don't think Windows Scripting Host supports const or let ๐Ÿค”

frigid needle
#

Minecraft Command Block is a whole โ€˜nother level of black magic.

normal burrow
#

Why care about the slow scripting alternative though

frigid needle
#

Just like Redstone. My props to those who dedicated themselves to it

exotic thicket
#

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!

weary basalt
#

Getting a bit offtopic now guys.

frigid needle
#

Isnโ€™t gameplay engine-related tasks?

#

What do they argue? C# vs C++ performance or similar?

weary basalt
#

@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.

frigid needle
#

Hmm? I was responding to Scipio who was discussing performance differences in relation to Unreal since thatโ€™s how the JavaScript discussion game up

normal burrow
#

Imma trying to move it devils lol

weary basalt
#

@frigid needle Just do as your directed please mate...

frigid needle
#

All right, all right

rain venture
#

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

plush yew
#

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

rain venture
#

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

frigid needle
#

Maybe a bad install or driver package. Try to verify the installation, and then update your GPU drivers

rain venture
#

my gpu is up to date

#

lets see with the verification part...

rain venture
#

nope

#

that did not fix it

#

verifying didn't fix the problem

feral acorn
#

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.

drowsy turtle
#

i need help with adding several languages to my game

#

i simply don't know how to do it using string tables

honest vale
#

aren't there any localization tutorials?

drowsy turtle
#

none of these are helpful

honest vale
#

what about the docs?

drowsy turtle
#

same

serene birch
#

@feral acorn well that's why 4.24.2 was released as a hotfix just the other day, with crash fixes

feral acorn
#

Great! Thanks for the info!!

zealous cloak
#

can i vhange text files during runtime?

plush yew
#

@zealous cloak Would it be possible to share a scenario where you need this? Just curious to understand the goal ๐Ÿ™‚

zealous cloak
#

@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?

plush yew
#

@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?

zealous cloak
#

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

plush yew
#

I apologize, I don't know anything about ndisplay except the very basics, but nothing related to its configuration...:(

zealous cloak
#

the node above should do the job ๐Ÿ˜„ but can i simply create a variable and update it during runtime?

plush yew
#

Absolutely, and you can save it in a save class should you need For the next runtime

zealous cloak
#

ok what ecxactly is a safe class?
own BP_class in Unreal?

plush yew
#

@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

polar hawk
#

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

timber minnow
#

Hi, is it possible to update heightmap when i use world composition ?

lament star
#

Is UE4 getting support for mesh shader?

cloud cobalt
#

Probably not, since it's a Nvidia thing IIRC

lament star
#

Are you sure? DX12 has mesh shaders now

brittle gulch
#

Hi there, Box traces are handled by the CPU or GPU?

wary wave
#

CPU

#

all gameplay code is on the CPU

brittle gulch
#

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 ? ๐Ÿค”

serene birch
#

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

brittle gulch
#

@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.

serene birch
#

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

brittle gulch
#

@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.

serene birch
#

you'll not get a perfect solution

#

do more ray checks ๐Ÿ˜›

#

not perfect obviously but you can check the corners of the traffic box instead of the center/etc...

brittle gulch
#

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.

serene birch
#

you can always subdivide the area more to do more ray checks

#

it's just a matter of performance in the end

brittle gulch
#

๐Ÿ‘ I'll give that a try, thanks for helping!

mossy cloud
#

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.

austere scroll
#

i have been trying to fix it for multiple weeks now

mossy cloud
#

Where does the bullet come from, the gun or the middle of the screen?

austere scroll
#

no its a socket in teh gun's skeleton

mossy cloud
#

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

austere scroll
#

i would greatly appreciate that

mossy cloud
#

the crosshair is just a widget in the middle of the screen, yes?

fathom glade
#

Does anyone know if there's a way to make an object drop to the ground without simulating physics?

#

Basically, to only apply gravity?

mossy cloud
#

could add offset every tick, i guess?

sterile zodiac
#

@gleaming narwhal Any news on a new unreal wiki?

austere scroll
#

yea

#

an offset every tick ?

mossy cloud
#

ah, sorry @austere scroll , ended up just shooting from camera.

#

answered q099's question

austere scroll
#

so u got no soloution ?

#

thx for ur time ๐Ÿ˜„

mossy cloud
#

i'll play abit around

#

i mayh ave one

austere scroll
#

ok

#

the big problem is that im following a tutorial

#

but for him it worked

#

but it didnt for me

honest vale
#

you need to spawn the projectile from the camera and not gun

austere scroll
#

could it be the socket rotation ? because even when i aim down , it still shoot a bit to the left

#

/right

honest vale
#

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 ๐Ÿ˜›

fathom glade
#

Thanks, I don't like the solution, but it's a solution haha.

mossy cloud
#

hahah same

austere scroll
#

it doesnt seem i can change the spawn location

#

IM REALLY CONFUSEDDDD

mossy cloud
#

whats your fire function?

austere scroll
#

where tf do i find that

#

thats the fire function

#

in the pic

#

isnt that what u mean

tawdry storm
#

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

tame delta
#

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

timber minnow
#

Hi, is it possible to update heightmap when i use world composition ?

heady saddle
#

@austere scroll can you show the blueprint for the weapons Fire event?

placid arrow
#

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

heady saddle
#

@austere scroll not the PrimaryFire event, the "Equipped weapon"s Fire event

placid arrow
#

im not sure if my question belongs i the physics channel, because i dont know if its possible... yet

austere scroll
#

but where do i find that ?

heady saddle
#

you don't know where your weapon blueprint is?

austere scroll
#

my weapon blueprint

#

yes i know

#

@heady saddle this one ?

heady saddle
#

yes

austere scroll
#

whats ur soloution ? change the spawn from the socket to camera ?

heady saddle
#

no but you need to tell it in which direction it should go

austere scroll
#

so the rotation ?

#

sry im new , im asking too many questions

heady saddle
#

yes i believe so, you need the cameras forward vector

austere scroll
#

and how do i get that ?

viral sluice
#

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

cloud cobalt
#

You can't use component instances in UPROPERTY at all

#

Only classes, level actors, content or basic types

austere scroll
#

@heady saddle how do i call the camera "forward vector"

viral sluice
#

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 :/

cloud cobalt
#

You can use the component name and fetch that component

heady saddle
#

@austere scroll get a reference to the camera

timber minnow
#

Hi, is it possible to update heightmap when i use world composition ?

heady saddle
#

@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

austere scroll
#

?

heady saddle
#

i dont know what camera your character bp uses

#

but i would just get player pawn > cast to your character > get follow camera

austere scroll
heady saddle
#

you need to use the "as character" pin

#

since your camera most likely is a component of your character

austere scroll
#

i tried all the pins

heady saddle
#

go into your character bp and check the name of the camera component

austere scroll
heady saddle
#

just type camera?

austere scroll
heady saddle
#

just "camera"

mossy cloud
#

you are casting to the correct class, right?

#

whats your character blueprint's name?

austere scroll
mossy cloud
#

yeah, you gotta cast to ThirdPersonCharacter then

austere scroll
#

oof i thought of that ๐Ÿคฆ

mossy cloud
#

haha no worries bro, we were all new sometime

#

heck, im still new

austere scroll
mossy cloud
#

there we go

austere scroll
#

?

#

??

heady saddle
#

sec ill just show you how I did it

austere scroll
#

ok

novel mauve
#

did anyone had problems with 4.24.2?

heady saddle
#

this is your aim vector "end" location

novel mauve
#

the epic game launcher is all messed up as well ๐Ÿ˜ฎ

heady saddle
#

you plug that into find look at rotation "target" and your muzzle vector as "start"

mossy cloud
#

i haven't had any problems Nobel

austere scroll
novel mauve
#

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

mossy cloud
#

updated your graphics card?

#

aka like your drivers

viral sluice
#

I can't figure out how to search for a component using a name :S

heady saddle
#

@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

novel mauve
#

@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 !

heady saddle
#

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

mossy cloud
#

I see, i have no clue why then, sorry

novel mauve
#

@mossy cloud thanks, i guess it's the latest launcher update that messes everything up :/ not expected though

#

That's what i'm facing right now