#ue4-general

1 messages · Page 640 of 1

plush yew
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Vice versa

normal burrow
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rotate it around z

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you could also rotate it around the root bone in the anim graph

plush yew
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Is that horizontal?

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If so, I did that

normal burrow
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Hm I’m not sure what you mean horizontal

abstract relic
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Think of this way. The earth spins along the z axis. A ballerina twirls along z axis. When you spin on your office chair, that’s rotation along z axis

plush yew
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Like the rotation axis

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Yea I've tried rotating my camera along z

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@normal burrow

fading vector
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Could someone help me with this basic health bar?

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I've made one before but I cannot seem to find out what is wrong

abstract relic
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Don’t ask to ask. Just ask

normal burrow
abstract relic
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I want that

jolly steppe
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someday I'll be able to help people here .-.

fading vector
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Thats on my character ^

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It's set to 75

abstract relic
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Can tell you right now

fading vector
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Go ahead

abstract relic
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You should have a Current Hp and Max Hp variable

fading vector
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I know, but I can't even get one to display

abstract relic
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That way you can divide current with max to get the percentage

fading vector
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I just divided by 100 for the time being

abstract relic
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Is the bar not rendering?

fading vector
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No it renders

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Some basic code

jolly steppe
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wrong variable type I think

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shouldn't it be an integer?

abstract relic
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Nah

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Float is fine

jolly steppe
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dang I'm useless ._.

fading vector
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It's a float?

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lag

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sorry

abstract relic
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Can you confirm that it is casting properly?

fading vector
abstract relic
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Just throw a print string before the return node

normal burrow
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also

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don't have it default to .75 lol, the exact number your testing for

fading vector
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Nothing printed

abstract relic
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Alright so no casting is being done

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What version are you using?

fading vector
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The latest

abstract relic
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Good

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We don’t have to do bp interface then

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But let’s try an equally stupid solution

fading vector
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Yeah I've been clawing my eyes out over this

abstract relic
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Make a pawn ref var in the widget bp at begin play. Then set the var with your target character

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Then use that pawn ref var to get hp var

fading vector
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What's weird is this works on my other game

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Exact same code

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This is a new game btw

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brand new

abstract relic
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Well we can do the equivalent of power cycling and have you delete your intermediate folder 😜

normal burrow
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Try putting a print on the other side of the caste crypto. Perhaps that ain’t tunning at all?

abstract relic
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and maybe binary if pat doesn’t kill me

fading vector
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I suppose the only difference is that this is a sidescroller and the other game is a 2dsidescroller

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lol

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I can try a print

normal burrow
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Never

fading vector
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Nope

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Nothing

abstract relic
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Check your Maps and Mode in your project settings too. The fact that it’s rendering tells me that there shouldn’t be an issue there but you never know

fading vector
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I guess I could've ran the game and looked at the code, shows no indications of even starting, no orange line. nada

normal burrow
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Yeah good to check

abstract relic
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And check if you set the correct widget to the viewport. All that nonsense

fading vector
normal burrow
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How is that function to be invoked?

fading vector
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Um

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Maybe thats the issue

normal burrow
fading vector
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Ngl

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This code is from youtube

jolly steppe
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Still waiting for someone to solve my issue. I don't know where to stick the begin play event node. Can someone show me?

fading vector
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omg

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I'm stressing from here....

normal burrow
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The middle, put it with everything else

abstract relic
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I’m not touching that

jolly steppe
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Thanks it worked!!

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xD

fading vector
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High tide

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save me

jolly steppe
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lmao someone reacted with a fire

abstract relic
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Screen shot your event graph crypto

fading vector
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event graph?

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Haven't heard of that

abstract relic
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Please tell me you’re running the function

fading vector
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wait

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nvm ik what u mean

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Which event graph?

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The character or hud

abstract relic
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hud

fading vector
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uh

jolly steppe
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lot's of terms to remember. it's hard to keep up, lol

fading vector
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I think I messed up

jolly steppe
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Did you make a new Blueprint or something? Forget to save?

fading vector
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Nah, but I recall needing to put something in here..

abstract relic
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😛

jolly steppe
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Yeah definately

fading vector
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Wait am I tripping

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My other project

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Has nothing there

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I must've called it somewhere

abstract relic
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They don't need anything

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It has it's own listener

jolly steppe
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oh

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alright I'm going to go to bed. later yall

abstract relic
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I think you're simply using the incorrect get player node

fading vector
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See ya

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Maybe?

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It's the exact same as my other project

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I mean I wrote it here, didn't copy it

normal burrow
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Is it a binding or something? Tbh not sure how health was shown either

abstract relic
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it's a binding

fading vector
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That's my character

abstract relic
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Don't care about that, shoo 😛

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first, would like to confirm that the binding is running

fading vector
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Okay, so how can I check

abstract relic
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just throw a print string before the cast

fading vector
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I did that, no print

abstract relic
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Next

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Check that the binding is applied to the progress bar

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in the details panel

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I think you already sent a shot of it

fading vector
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This?

abstract relic
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just confirm that it is the same function

fading vector
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it is

abstract relic
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Cool, so try using Get Player Pawn for the Cast

normal burrow
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Hm that thing doesn’t print at all?

fading vector
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I remade it

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It's working

abstract relic
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yay

fading vector
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Phew

normal burrow
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Woo

fading vector
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That was

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So tedious lol

abstract relic
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it happens

normal burrow
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What did you do different the second time?

fading vector
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I didn't rename the function

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Whats sad is that is a small fraction of what I have to do now

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I'll be in chat hanging out and working on this. I'll letcha know if something comes up 😛

abstract relic
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What? You didn't compile the first round?

fading vector
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I did

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Not sure what happened

normal burrow
abstract relic
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delete those Intermediate and binaries squint

normal burrow
fading vector
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hmm?

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Oh also changed to pawn

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which made no intial difference

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however it was working after soooo

normal burrow
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initial?

fading vector
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oops

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Yeah

normal burrow
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So maybe no initial but yea ultimately?

fading vector
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The first function, that I deleted didn't work with it

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the second one did

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but I didn't try anything else sooo

abstract relic
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I still think it's conflicting temps

fading vector
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I got a question for y'all

normal burrow
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Unfamiliar with binds but makes sense

fading vector
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How do you feel about event TICK

abstract relic
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delete those folder squint

normal burrow
fading vector
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I use event TICK for everything

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health and stamina regen

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jk

normal burrow
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Why are you capitalizing it?

fading vector
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because its awful

normal burrow
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Lol 😂

fading vector
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Sadly youtube is full of people who use it with no care

normal burrow
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Yeah well, it is something that happens every frame

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Things happening == time spent

abstract relic
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vector square

normal burrow
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It’s not as bad as it sounds unless using it wrong

fading vector
normal burrow
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Kinda yeah. It’s kind of the same thing as tick

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Just that’s a joystick float

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Not the number of seconds

fading vector
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So that makes it better?

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Oh if you didn't know already. Super new to Unreal engine. Relatively new to programming

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So if you think im sarcastic its a genuine question.

abstract relic
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Well, for typical movement. You need it to constantly check and run regardless

fading vector
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Why not just run off a key press?

next jetty
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can I just say that a while ago, I was plagued by this super strange bug. The reason was I was using the InputAxis node as a tick node for some things, which didn't work out. It was a while ago so I can't remember the details

normal burrow
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Yeah what makes tick bad is the amount of things that take time inside it

fierce forge
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when i'm trying to to launch my game i see this

abstract relic
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How would it know when pressed? It still gotta check

normal burrow
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Yeah, axis events run every frame like anything else

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But

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They only run for the thing eating the input

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AI no

abstract relic
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Indeed. It’s not quite a true tick

fading vector
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Wait

normal burrow
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Yea

fading vector
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So if I do the InputAction

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That is on a tick still?

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Like input action name

next jetty
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no, that fires once on press, and once on release

normal burrow
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Actions aren’t every frame no

abstract relic
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No

fading vector
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So why not just use wasd keys for movement

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Fire only once

normal burrow
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Hm crypto

abstract relic
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You’ll move once

next jetty
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because movement needs to be calculated every frame, and also consider controllers

abstract relic
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Like a hop

fading vector
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LOL

abstract relic
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And that’s it

fading vector
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I see

normal burrow
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Having the thing there isn’t what makes it slow

fading vector
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So you would have to spam the key to move fast

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This is obviously the new style of games

abstract relic
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All game characters are technically hopping 😜

fading vector
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spam key to run

abstract relic
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Just super tiny hops

fading vector
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faster you spam faster you go

normal burrow
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With input it runs every frame yeah. Calls usually one exec function and it’s done

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Lol tiny hops

fierce forge
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when i'm trying to launch my game i receive this error , what i can do to resolve it ?

normal burrow
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Delete intermediate folder and binaries

fierce forge
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are you sure ?

normal burrow
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Hm just realizing that’s a packaged build

cloud cobalt
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Trying to launch where ? Your dev machine ?

fierce forge
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i'm trying to launch it like a normal game , it is packaged

abstract relic
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Getting a lot of hits on the issue by just googling it

fierce forge
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i did but i didn't get any reslove

normal burrow
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Aw

fierce forge
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tnx @normal burrow

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you resolved my problem

abstract relic
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You’re joking

normal burrow
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Deleting worked?

fierce forge
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yes 😄

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it is worked

normal burrow
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Well shoooot

abstract relic
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Wow

normal burrow
fierce forge
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🙂

abstract relic
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Fairly sure pat was joking

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I told you those folders are evil pat

fierce forge
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😄

normal burrow
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Lol 😂 apparently even in packaged builds

abstract relic
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A bit confused how that’s possible

normal burrow
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I want to blame hot reload

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Let’s blame hot reload

abstract relic
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I’m terribly bamboozled

fierce forge
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😄

abstract relic
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Just... good night 😜

normal burrow
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Lol 😂

fierce forge
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what's the time at you ?

abstract relic
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Low tide

fierce forge
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?

normal burrow
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Technically HighTide answered you before you asked

fierce forge
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oh , i didn't see it without ping

normal burrow
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All good

fierce forge
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and a short question , where i can disable opening steam vr at game launch ?

normal burrow
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If you find out, ping me please

fading vector
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Is there a way to add start content to a project thats already been made?

abstract relic
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There’s a big green add button just above your content browser

fading vector
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ah ty

abstract relic
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It has a magical ability to cease existence from living memory. Had to double check that it exist just now

normal burrow
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It’s like the save all button

abstract relic
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There’s a save all button?

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Not joking

normal burrow
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Lol yeah 😄

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It’s on the content browser

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Not the top

abstract relic
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Bloody of course it is

normal burrow
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It’s weird where it is

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Lol ikr?

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In plain sight, securely hidden

abstract relic
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Maybe it’s the general screen position that has this dark magic

normal burrow
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Yeah it’s right next to the green add import button

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So I think it detracts attraction from it

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Cause big green button is shiny

abstract relic
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But no one remembers the green button

normal burrow
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There’s a few and it’s tough to remember what is which

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It must be that area on second thought

abstract relic
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There’s more than one?

normal burrow
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The add blueprint button is green I think too

abstract relic
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I’m hating this. Good night 😜

normal burrow
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Lol 😂

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Good night

fading vector
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@normal burrow Can you help me with something?

exotic thicket
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Oh boy... Managed to put UE into a crash-loop...

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It's hard to believe how freaking unstable this thing is with my little trivial project... how bad is it with an AAA project... :P

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Yep, I changed a function signature in one of my BP functions, and now if I try to open any other BP which called that function... crash immediately, no way to fix the other BP's...

tame delta
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Hey, if I move a blueprint to another place (say from a plugin to another), most references seems to break within it (references to neighbour blueprints and such). Is there a way to fix that without manually going through every nodes?

exotic thicket
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Oh good, the BP with the func that I changed still opens... I changed the signature back to the way it was and now the crashing BP's open again :P

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I'm really not sure if I'm looking forwards to building anything more complicated lol

cloud cobalt
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Just revert in source control and change more carefully

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@tame delta Redirectors in config files

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Add redirector, move asset, fix redirectors, save all assets, remove redirector

exotic thicket
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Yeah... it's just a bit concerning that something that seems like a fairly regular thing to do would just completely kill the editor

tame delta
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@cloud cobalt Ah! Thanks a lot

exotic thicket
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Guess I'm gonna have to remove all references to the function in the other BP's before I can adjust the signature or something...

opal coral
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Anyone who uses Character who has addressed the issue of snapping onto/off ledges like this? I've tried to modify the code to smooth it out, but it's tricky and I wonder if someone has found a way to make it smooth, in some way or another.

tame delta
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@cloud cobalt Sorry for the late ping, but could you elaborate on what you mean by redirectors in config files? I can't find any information on how to manually set up redirectors 😕

In my case I'm moving a bunch of files to a new plugin and a new version at the same time (and a new project I guess, but I assume that's irrelevant)

brittle gulch
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Hi guys, is there a way with Blutility to replace the selected actor by another one?

cloud cobalt
tame delta
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@cloud cobalt Thanks 😳

polar hawk
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low tide

coarse wigeon
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world wide

polar hawk
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mr. 305

gaunt void
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how can i stop unreal from hiding my mouse cursor on play?

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i dont want to press shift + f1 everytime i press a button

cloud cobalt
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That's quite easy

plush yew
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Hello, is there any example in C++ using LineTraceSingleByObjectType? I can't figure out how to set up FCollisionObjectQueryParams and FCollisionQueryParams correctly

cloud cobalt
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@gaunt void If you're making a game with mouse UI, you can just set your player's input mode to UI

gaunt void
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im working on a mobile game, but want to test UI stuff quickly in the editor
already set the show mouse cursor check, also told the player controller to set mode to UI and game
but anyways my mouse gets hidden by unreal after a button is released etc.

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and it shows the notification to press shift + f1

cloud cobalt
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Did you try UI ?

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You can also try the "capture mouse on launch" in your game's project settings

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Finally, you can experiment with show mouse cursor on player controller

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All of these affect your game - your game, not the editor, is what disables the mouse

gaunt void
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i dont get it, sorry.
i have show mosue cursor = true
i dont really care about the capoturing even tho i tried playing around with it.
I simply want my cursor to be visible all the time

opal coral
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@plush yew For non-custom channels, you can do for example:

FCollisionObjectQueryParams QueryParams;
QueryParams.AddObjectTypesToQuery(ECollisionChannel::ECC_WorldStatic);

For a custom collision channel, you can make a UPROPERTY(EditAnywhere) and expose the ECollisionChannel to the blueprint, so you can select your custom one from a list. That's how I remember it at least.

cloud cobalt
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@gaunt void If you've disabled the initial mouse capture and set your player controller to mouse cursor, then nothing more should be needed

gaunt void
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tried both with the capture on launch

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is there a setting in the buttons or smthing that may change this?

cloud cobalt
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What I mentioned was setting bShowMouseCursor to true in the player controller class

gaunt void
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that is from the playercontroller class, but i tihnk i found the culprit

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it was a handle cursor visibility function inside one of the plugins im using

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thanks for the help though!

cloud cobalt
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lmao, ok

cyan grove
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why?

cloud cobalt
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Error in your code

cyan grove
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can't find any

cloud cobalt
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Line 20 of your player controller

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I know there is a mistake because your code got UE4 killed by the operating system

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Windows even tells you why it had to do that

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You tried to read memory outside your program

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Commonly known as a segfault

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Most common C++ error

cyan grove
cloud cobalt
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(Basically your UMG widget wasn't initialized yet when you called code on it)

cyan grove
#

line 20 is bshowmousecursor

cloud cobalt
#

Unless you compiled in debug, lines in C++ are very rough estimates

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How is MyMainMenu declared ?

cyan grove
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or am i doing something wrong?

cloud cobalt
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Of course you are

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If it crashes with your classes in the call stack, like it does, it's 100% always your fault

cyan grove
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help me out plz

cloud cobalt
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In this case, you did not make all of the UObjects you created UPROPERTY()

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So every one that doesn't have UPROPERTY is immediately destroyed by the garbage collector UObjects benefit from

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Object gets killed right after being created, pointer is set to nullptr, you then call code on nullptr, resulting in access violation

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LoadGameButton is the first such mis-declared object

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So it's the first to crash

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Like the debugger told you - it is nullptr

cyan grove
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so it should be like that?

cloud cobalt
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Like that

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The C++ tutorial in the official UE4 documentation should have explained this already

cyan grove
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still crash

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on playercontroler

cloud cobalt
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What's the call stack now ?

cyan grove
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fixed, on chash/reload

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how to i exit game in cpp?

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by not using Execute Concole Command BP

cyan grove
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thanks

cyan grove
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Where i can get more documentation or find how to set vertical box visibility on/off

plush yew
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If it's widgets related, look at ESlateVisibility:: @cyan grove

cyan grove
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i mean i need to know even how to define it in.h if needed

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@plush yew you know?

timid grotto
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It used to be that when the editor launched, It would ask me to continue where I left off, thus opening all the classes I had open. Now it's not asking any more, how do I enable that?

heady quartz
#

How do i decrease the sound file size

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Wav files are way too big

rain venture
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alright so, appearently, the reason why unreal engine wasn't visible on my screen was because my amd software automatically turned on the anti-lag options to improve performance

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now those are disabled, and now I can see the main interface

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but

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yesterday the epic games launcher got an update

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and idk why, but launching unreal engine from there gives me a failed to launch editor error

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so now I have to open unreal engine without the launcher

brittle gulch
#

Hi guys, what if I use ConstructObjectFromClass to spawn an actor instead of SpawnActorFromClass?

ruby wadi
#

Why are the cable actors doing their thing only on every second frame of a sequencer animation?

vernal dock
#

hey guys does anyone know how to use the websocket-onMessage() function

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i read the docs but i cant figure out what to do when a message is received by the server

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iwebsocket->onMessage()

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ttps://docs.unrealengine.com/en-US/API/Runtime/WebSockets/IWebSocket/OnMessage/index.html

fathom glade
#

I'm playing around with physics, anyone know how I can disable all forces except gravity?

tame delta
#

Anyone knows how to Migrate assets from a plugin to another? I may be too tired but I don't understand Core Redirects or how to use them 😕

next ivy
#

There was a game I believe I saw here a while back which was like a classic 3d zelda game and the protagonist had a gun and a sword - anyone know which game this was?

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@fathom glade IDK whether or not there's something built in but it should be pretty easy to apply a vertical acceleration downward and disable physics.

tame delta
#

@next ivy Oh yes you're thinking of Bloodborne

fathom glade
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@next ivy I can't set vertical acceleration downward if I'm disabling physics body. (which is how I'm disabling physics)

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I tried lerping the position with a linetrace downward but that doesn't seem to work for me, the linetrace downwards always gets messed up.

next ivy
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Dont think so lol Cafe

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@fathom glade Not sure if you're into C++ or only blueprints but if c++ the movement code is handled by SaveMoveUpdatedComponent in MovementComponent.cpp/.h

fathom glade
#

I'm only using blueprints.. Darn.

tame delta
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@next ivy Yeah don't know, there must be thousands of 3D adventure games with guns and swords 😛

next ivy
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Haven't gotten into movement in blueprints I know its possible but I am not familiar wit hit

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Yea this one just looked very classical I want to say it was actually a sequel and it had the cartoony graphics and all

fathom glade
#

I'm just trying to get an object that I dropped to not respond to any forces other than gravity. Why is that so hard!

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😵

plush yew
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I'm trying to save out settings for my in-dev project to customize the Splash.bmp & EdSplash.bmp, does anyone know where these settings are stored? In the Editor it claims these settings are written to Config/DefaultEngine.ini but I don't see these properties written in there, even when I change them and export them

cloud cobalt
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IIRC there aren't any setting

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You just edit these files directly

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They're in Binaries or something

plush yew
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Seems like it must be saved somewhere, the engine knows how to load the correct BMP for the project once it's set

main fulcrum
#

Does anybody know a good system out there that can be used for Sea/Ocean and is good to build on top for a sailing/adventure game?

cloud cobalt
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@plush yew There is no setting, seriously

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The file name is hardcoded in the engine

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const TCHAR* SplashImage = GIsEditor ? ( GameName.IsEmpty() ? TEXT("EdSplashDefault") : TEXT("EdSplash") ) : ( GameName.IsEmpty() ? TEXT("SplashDefault") : TEXT("Splash") );

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From Engine/Source/Runtime/ApplicationCore/Private/Windows/WindowsPlatformSplash.cpp

main fulcrum
#

upss sorry folks, wrong chanel

brittle gulch
#

When I use structs in a function, all the struct components are loaded in the memory right?
So if I want to create a long ass struct, but use only one component at a time in a given function, is will waste memory?

plush yew
#

I'm not interested in changing the name of Splash.bmp or EdSplash.bmp, just the path.

cloud cobalt
#

You can't.

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Like I said.

plush yew
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It's built into the editor, so I don't see how you can legitimately claim that

cloud cobalt
#

Well you can very easily, just change the engine source yourself and recompile it

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You never change this in the editor

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The editor lets you overwrite the file with new content

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It doesn't let you change the actual path

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Like I said

plush yew
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Sure, that's nitpicking. No one cares whether the existing BMPs are used or not, only that you can point it at the new file path

cloud cobalt
#

You can't

plush yew
#

And where that gets written

cloud cobalt
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You never, at any point, change where the splash screen is in the project

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You just overwrite it in Content/Splash/Splash.bmp

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Either project dir, or engine dir if not found

vernal dock
#

can anyone help me with the. iWebSocket->onMessage() function....I got my basic node websocket server set up but i dont know how to handle receiving messages i can only send messages to the server please help me

plush yew
#

I see, so when I select the bmp I want to use it just copied it to that location

cloud cobalt
#

Yes, like I said right at the beginning

plush yew
#

That would have been way easier than telling me it's impossible

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But all good : ]

cloud cobalt
tame delta
#

lmao

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Sorry but this conversation is gold

cloud cobalt
#

The usual Slackers experience

tame delta
#

I've been on both sides 😄

plush yew
#

That's not really clear from my end since those files never existed in my project until I added them

cloud cobalt
#

It is indeed not clearly explained

dire flame
#

hi, I'm really new to unreal and have a question about blueprints. Im currently working for my university course and I cant seem to find out what I need to do: I have a camera and this component needs to have an Target input, how do I achieve this? https://i.imgur.com/n5kwUiE.png It should look like this, but at the moment I only have the camera component in my blueprint?

tame delta
#

@cloud cobalt Sorry to tag you again, but I'm trying to port a bunch of files from a plugin (SteamVRInput) to a new one (SecmaVR). When moving that plugin to 4.24 on a new project, it complains with stuff like : DoesPackageExist: DoesPackageExist FAILED: '/SteamVRInput/Sample/Characters/Hands/HandPoseEnum' which I guess is expected.
So I'm trying to set up redirectors, and this is what I got in Plugins/SecmaVR/Config/SecmaVR.ini (which I assume is searched automatically, I haven't linked to that file anywhere):

[CoreRedirects]                                                                                                                                                                                                                                                                                       +ClassRedirects=(OldName="SteamVRInput", NewName="SecmaVR")                                                                                        +PackageRedirects=(OldName="SteamVRInput",NewName="/SecmaVR/",MatchSubstring=true)```
I don't know exactly which kind of redirect I should use or if it's proper syntax but I went along with the doc, and the result is the same (still looking for `/SteamVRInput/...etc` and failing.
#

(By the way I tried to just migrate the entire content since it's really just a couple folders with assets, but you can't migrate between plugins it looks like. I don't get the option to)

cloud cobalt
#

Is SteamVRInput an actual class ?

vernal dock
#

can anyone pm me on how to get iwebsocket->onMessage() function to work??

tame delta
#

No it's not, I just put that in as is, SteamVRInput is just a plugin

#

I guess that line is superfluous, just wanted to see if it would do something, the doc is pretty terse

thorn vector
cloud cobalt
#

I think you need to redirect actual individual classes

tame delta
#

Individual classes?

#

Well I just want to redirect everything, every asset pointed at by BPs...etc

#

I don't have any C++ classes in there

cloud cobalt
#

I don't know if you can redirect entire folders

#

By the way, can't you move content between plugins in the content browser ? 🤔

tame delta
#

I can, but if I do that the blueprints break

#

They still look for the folder in SteamVRInput

#

Oh you mean move

#

I just copied them

cloud cobalt
#

Yeah, move

#

Making sure you have backups 😬

tame delta
#

Yeah, that's why I didn't try to move it tbf

#

but it's versioned it's alright

#

Ok I'll try that out thanks 🙂

cloud cobalt
#

Don't forget to fix redirectors + resave all assets before trying to delete the old one

tame delta
#

Oh, well they probably haven't created any redirectors since I just copied them right

#

Also are redirectors just .uassets containing a link?

#

Or are there stored somewhere else?

cloud cobalt
#

Nah that's it

#

The problem is making sure all assets referencing redirectors get saved, which reads the reidrect and updates to the new file

tame delta
#

Oh yeah gotcha, I haven't actually spawn any of those assets or have any actor reference them for now since I'm just trying to migrate it

dim merlin
#

Hi, anyone knows anything about RuntimeVirtualTextures, and knows why its not working at runtime 😛 ?

tame delta
#

But yeah I need to make sure to fix redirectors before moving it to the new version though

flat axle
#

Does anyone know how to get UE4 to read .ipa files from Autodesk Inventor Pro?

tame delta
#

@flat axle I know Datasmith can consume Autodesk stuff, don't know about the details though

#

looks like it reads .ipt and .iam, if that speaks to you

flat axle
#

ipt will work, thanks

chrome needle
#

guys pls help

#

im totally unable to enable rtx raytracing in ue

#

i have rtx 2080ti 2gtx titanx

#

fresh drivers , fresh ue

cloud cobalt
#

Are you running UE4 in DX12 with Windows 1809 ?

serene birch
#

are you on Windows 10 v1809

chrome needle
#

how can i check dx12 ?

#

dx 12

cloud cobalt
#

Read the doc !

chrome needle
#

ive read it 1000times

#

did everything step by step

#

ok not this one

#

😄

#

but theres a smaple project at start

#

with ray tracing enabled

#

i opened that one

#

still doesnt work

tame delta
#

Somehow I think I have less BP errors, but anything in SteamVRInput should have come along

cloud cobalt
#

So, it's possible that this comes from code

tame delta
#

@cloud cobalt Maybe, but one of the BPs (BP_MotionController) is lighting up like a red christmas tree

cloud cobalt
#

:/

next badger
#

@chrome needle open Nvidia control panel and go to System Information (lower left corner), make sure you have CUDA cores listed in details, and CUDA driver in Components

chrome needle
#

this is the output

vernal dock
#

can someone please pm me on getMessage for ue4 websockets pleeeereraseee

next badger
#

RTGI is disabled by default
bets way to test RT is reflections

chrome needle
#

but ive enabled it

#

in prject settings

next badger
#

in console

chrome needle
#

i put in a freakin postprocessvolume

#

and enabled it

next badger
#

oh, yep, my bad, pp volume does not require the cvar

chrome needle
#

copied the command

#

into the console

next badger
#

so, how can you tell rtgi is not working?

chrome needle
next badger
#

have you ever seen image with ONLY skylight?

#

or only SUN?

chrome needle
#

in ue ?

next badger
#

yes

chrome needle
#

not on my monitor

#

never

#

i always see this washed out stuff

#

this is not real lighting

#

like an ambient lighting behind the whole scene

next badger
#

well cause you have the skylight there

chrome needle
#

but its turned off

next badger
#

is it?

chrome needle
#

oh i got u

next badger
serene birch
#

no skylight?

next badger
#

@chrome needle yep, thta looks like sun only

chrome needle
#

ok but pls help i cannot solve this issue since weeks...

#

id like to test ue

serene birch
#

UE 4.24 has a neat plugin that basically puts a whole sky and directional light for you with realistic parameters

#

you could try that to light up your scene quickly

next badger
#

iirc there was a scene with raytracing set up on launcher

chrome needle
#

still no gi

next badger
chrome needle
#

this is the scene where ray traced is on

#

this is terrible

next badger
#

@chrome needle show the GPU Stats

chrome needle
#

how ?

next badger
#

sorry, Stat GPU console command

vernal dock
#

CAN SOMEBODY HELP ME IM RAGGING OVER HERE

chrome needle
next badger
#

indeed, no raytracing

chrome needle
#

(it works in unity)

next badger
cloud cobalt
#

Are you running in DX12 ?

serene birch
#

that's what I'd suggest checking too

cloud cobalt
#

Like basically open the output log window (in developer tools in the menu)

#

Give us the link

chrome needle
cloud cobalt
#

I did say output log window, so yes

next badger
#

@cloud cobalt no need to be angry, he just started to use ue4

serene birch
#

wait, you have 3 GPUs in your computer?

#
LogD3D12RHI: Found D3D12 adapter 0: NVIDIA GeForce GTX TITAN X (Max supported Feature Level 12_1)
LogD3D12RHI: Adapter has 12239MB of dedicated video memory, 0MB of dedicated system memory, and 16332MB of shared system memory, 2 output[s]
LogD3D12RHI: Found D3D12 adapter 1: NVIDIA GeForce GTX TITAN X (Max supported Feature Level 12_1)
LogD3D12RHI: Adapter has 12239MB of dedicated video memory, 0MB of dedicated system memory, and 16332MB of shared system memory, 0 output[s]
LogD3D12RHI: Found D3D12 adapter 2: NVIDIA GeForce RTX 2080 Ti (Max supported Feature Level 12_1)
LogD3D12RHI: Adapter has 11048MB of dedicated video memory, 0MB of dedicated system memory, and 16332MB of shared system memory, 0 output[s]

impressive stuff 🙂

polar hawk
#

lmao I had to click the log after that statement

serene birch
#

also, UE4 seems to use your GTX TITAN X right now

cloud cobalt
#

Which should support DXR

polar hawk
#

thats a 2080ti and two titan x's

#

why

chrome needle
#

because i have no money for 3rtx 2080ti

polar hawk
chrome needle
#

im starter architect

polar hawk
next badger
#

maybe ue4 just was like "WTF?" and disabled the rtx?

cloud cobalt
#

UE4 will only use one anyway

chrome needle
#

im doin my renders with redshift but i'd like to try out ue i saw impressive things

#

i tried to set ue4editor.exe to use rtx in nvidia control panel

#

but still no success

cloud cobalt
#

Yeah, it's a game engine, it doesn't care about mutiple GPUs

hollow anchor
#

Hi, for RVT runtime virtual texture on landscape i can not get it to work, in the setup with VirtualTextureFeatureSwitch it just uses the regular material, and if i set it to RVT only its just black. Followed the documentation and the livestream to the dot 🤨 Anyone can help?

brave widget
#

Yeah, well excuse my our ignorance then

next badger
#

@brave widget

For most low level features in Unreal Engine we use console variables to give user control. For this feature the console variable is called "r.GraphicsAdapter". You can type the console variable name into the OutputLog or in the game console to get it's current value and the help using "r.GraphicsAdapter ?". This is the console variable help:
User request to pick a specific graphics adapter
(e.g. when using a integrated graphics card with a descrete one)
At the moment this only works on Direct3D 11.
-2: Take the first one that fulfills the criteria
-1: Favour non integrated because there are usually faster (default)
0: Adpater #0
1: Adpater #1, ...
#

been there since 4.1

chrome needle
#

it says its read only

next badger
#

r.GraphicsAdapter ?

#

it is

chrome needle
#

yas

next badger
#

you need to set in the ini

#

ConsoleVariables.ini

brave widget
#

My apologies

chrome needle
#

where is that please ?

next badger
#

@brave widget nothing for, i just hope it helps you if you had similar issues

next badger
#

@chrome needle Engine/Config/ConsoleVariables.ini

chrome needle
next badger
#

cause you've set it wrong...haven't you noticed?

#

how other cvars look?

chrome needle
#

; ?

next badger
#

in the file

chrome needle
#

; is missing ?

next badger
#

= is missing

chrome needle
#

o yeah

vernal dock
#

how do i call a delegate method that ue4 made

#

class FWebSocketMessageEvent : public TBaseMulticastDelegate_OneParam< void, const FString & >

#

i need to call this delegate method

#

FUUUUCUUCKCUCKUCKUCKUCKU

chrome needle
#

man i cant believe i cannot make this work

#

r.GraphicsAdapter = "1" LastSetBy: ConsoleVariablesIni

#

still no gi

next badger
#

1 is which?

#

you have 3 of them

#

0,1,2 (titan, titan,2080) ?

chrome needle
#

it hasno number

#

i have no idea

next badger
#

i'm sorry this list doesn't tell me anything

chrome needle
#

how can i tell its num?

next badger
#

i think it's in the logs

#

log folder

#

will be like:

Adapter has 0MB of dedicated video memory, 0MB of dedicated system
memory, and 1792MB of shared system memory
Found D3D11 adapter 1: Microsoft Basic Render Driver
Adapter has 0MB of dedicated video memory, 0MB of dedicated system
memory, and 256MB of shared system memory
LogD3D11RHI: Chosen D3D11 Adapter Id = 0
chrome needle
#

card 3

next badger
#

"Found D3D11 adapter X" <- here your number

tame delta
#

Hello, I'll reiterate my question because I'm stuck right now and I don't want to bother Stranger any more, but I'm trying to upgrade to 4.24 (it's pretty crucial that I do, believe it or not) and I'm trying to move content from a plugin to a new plugin in 4.24. I really just need to move the content folder but everytime I do it still tries to access the old folder and fails. I've tried:

  • Copying the file and setting up core redirects
  • Moving the file to the new plugin through the editor
  • Migrating the file to the new plugin.

Everytime making sure I saved, fix redirectors (although it appears to do nothing, I don't even get a loading bar or popup). But it always fails in the same way and my blueprints end up utterly destroyed in red spaghetti

next badger
#

@tame delta you have 2 plugins running at the same time?

tame delta
#

Any idea is greatly appreciated, it's all versioned so I don't mind experimenting and destroying it

#

@next badger No

next badger
#

they what are you "moving"?

tame delta
#

So I have SteamVR plugin in 4.23, I'm moving it to a custom plugin (I only care about the content) that is used in 4.24

#

Oh sorry yeah I guess for when I move I have both of them on 4.23

next badger
#

so, you have 2 plugins

tame delta
#

One of them being empty

#

Yeah my bad

#

One of them is literally just a content dump though

#

Which is what I want 👍

next badger
#

and it's a plugin content?

tame delta
#

Yup

next badger
#

then you can't move it

#

you have to move it in the plugin project

#

it's a bit mess -_-

tame delta
#

Hmm what do you mean?

#

Honestly I got those big BPs that break everywhere, anything is better than trying to fix that

next badger
#

@tame delta you have a project, that loads a SteamVR plugin, which is - Engine Plugin (it's installed in the Engine Folder)
means every change there will affect all the other projects (and probably ue4)

tame delta
#

@next badger Yeah actually I thought about that, and that's what is screwing me over

#

I hacked through the manifest/descriptor trying to get rid of everything but the content

#

then I'll just have to safely rename the plugin and I should be good 🤔

#

SteamVR is only embedded in the engine in 4.24, in 4.23 it's external

#

which is the cause of my misery btw

next badger
#

oooh...i see now

tame delta
#

Yeah

#

If you wonder why I would want to port the plugin over considering it's now part of the engine, it's because I made direct changes to the BPs and added a bunch of stuff (because it was the best way to deal with my use case)

#

(and still probably is tbh)

next badger
tame delta
#

No I haven't, it's not really specific to VR, but if what I'm trying to do fails I'll probably do that yeah

#

Or ask runeberg directly. Even though I hate doing it 😦

next badger
#

it's just maybe people who use SteamVR are there

chrome needle
#

Alexey

#

it doesnt work 😦

#

i vie up

grim ore
#

why not disable the two titans termporarily so it only has the 2080?

#

device manager, disable. repeat. launch ue4 from scratch. profit?

#

make sure project is set to rendering level dx12 in the default renderer for the windows platform

#

make noisy DXR renderings

chrome needle
#

all my cards are dx12

fierce forge
#

hello how i can disable destructible mesh chunks collisions ?

chrome needle
#

oh yeah

#

finally its working

#

😄

#

thx

#

there are my fancy shadows

next badger
#

mmm...looking good

chrome needle
#

postprocessingvolume needs to be so big to eat the whole scene ?

jolly steppe
#

ray tracing?

chrome needle
#

or it only needs to be added

next badger
#

@chrome needle no...pp volume only affects the camera position (if camera inside it or not)

#

you can check unbound on it

#

and it will affect whole level

serene birch
#

you can check an option on the postprocessingvolume to make it infinite

chrome needle
#

it doesnt work

#

my scene doesnt care about pp volume

#

when it comes to gi

#

only console commands

brittle gulch
#

Guys, I have a problem with loading level instances. Even though I load an Empty level, I still have a lag when it load (PIE). Is that normal?

jolly steppe
#

I imagine it is if you have a lot of stuff in the level or if you're casting to a ton of stuff in your code.

#

I'm a noob though so idk

brittle gulch
#

But the level is empty

jolly steppe
#

What about the level blueprint?

brittle gulch
#

the same, I had the problem with a level with some actors in it (a dozen), and I decided to try out with an completely new level. And it does the same

jolly steppe
#

or your character blueprint

#

Did this just start happening? If you start a new project is it fine?

dim merlin
#

hi, why is my performance so bad when i enable tessellation on a big terrain? its seems poorly optimized..

vernal dock
#

Can someone please help me with handing a response from a websocket server

jolly steppe
#

tessellation is a heavy workload. I know that much. You might have to set LOD to make tessellation not render at a certain distance.

#

I don't know how to do that with terrain though.

dim merlin
#

@jolly steppe seems i cant even handle it in material, some settings on terrain?

#

😐

jolly steppe
#

hmm, I'm not quite sure. I only messed with Terrain once but I haven't used tessellation yet. not even on basic materials on actors.

brittle gulch
#

Okay, I think I know why. It's because UE4 is installed on my hard disk and not the SSD, and I think that level streaming in PIE and in build act differently. It seems that each time it streams or unstreams a level, it grabs it from the disk. But when it plays in build or standalone, it probably loads every levels once in the ram or in the SSD and then loads them on the fly more rapidly.

flat axle
#

Is it possible to migrate all assets to all projects and all future projects?

grim ore
#

one project at a time or you can create a custom content pack and import it into your projects

#

or I guess a custom template that includes the assets that you start new projects with would work as well

chrome needle
#

when youre ready with lighting setup how do you render out the scene ?

flat axle
#

What is the directory for starter content?

grim ore
#

FeaturePacks is where the packs are stored

jolly steppe
#

@chrome needle You can build the scene or select build lighting only

chrome needle
jolly steppe
#

not sure what that is. I think you might be forcing all lighting to be dynamic??

chrome needle
#

i have no idea

grim ore
#

its a setting in the world settings that disabled static lighting, so yes all dynamic

#

keep in mind ray tracing is not used for static lighting

chrome needle
#

so how can i build the scene ?

jolly steppe
#

you'll have to turn that setting off

chrome needle
#

i dont turn off raytracing lol

jolly steppe
#

or it's technically already built since it's all dynamic?

grim ore
#

go to your world settings, go to the lightmass section, go to the advanced part, and disable the force no precomputed lighting

chrome needle
#

ive fought for this hours

#

to get it

jolly steppe
#

ray tracing for me seems to have super sharp shadows.

#

Any way to fix that?

grim ore
#

yep

jolly steppe
#

how to fix?

#

just curious

grim ore
chrome needle
#

it says lighting build completed

grim ore
#

this is a good video to watch btw

chrome needle
#

but still look too weak

#

noisy

#

how do you elevate the overall quality

grim ore
#

DXR is noisy

chrome needle
#

of everything

grim ore
#

adjust the settings, watch that video

chrome needle
#

ok

grim ore
#

the entire video is a good watch for how DXR works in UE4

#

but in the end DXR is realtime and will be noisy when pushed to high quality

jolly steppe
#

ooh nice

normal burrow
#

Thin things like hair cards still look super greasy on RTX

#

Not as bad as it used to look a year ago though

jolly steppe
#

I'm glad consoles are getting ray tracing

#

I'm hoping for some optimizations in the near future

chrome needle
#

this program is extremely difficult to use

jolly steppe
#

and something better than RTX

normal burrow
#

I do hope RTX is a bad dream

jolly steppe
#

😂 could be the start of something amazing

normal burrow
#

Or a way to charge more for cards that aren’t a whole lot better than their predecessors

jolly steppe
#

If that's the case, I'm good with my 2080ti for the rest of my life.

honest rune
#

for the price I'd hope so lol

jolly steppe
#

😂

#

got mine used

honest rune
#

I'm still jelly

jolly steppe
#

don't be

#

RTX is not good

honest rune
#

rocking a gtx 960 still

normal burrow
#

you could get a 1080ti and be about 90 percent of the power of a 2080ti

jolly steppe
#

get a 1080 and you'll be golden

normal burrow
#

without dxr

honest rune
#

actually I really want a 1070 ti

grim ore
#

I had a 1080, upgraded to the 2070 super. Happy with the performance uplift for everything and the DXR support

jolly steppe
#

every game I've played with RTX with the exception of Call of Duty runs at about 60-70 fpx and is a noisy blurry mess

#

WITH A 2080TI

normal burrow
#

I thought those cards were similar in performance if not identical, 1080 and 2070 super

jolly steppe
#

Call of Duty runs like butter with RTX but you can't hardly tell a difference.

normal burrow
#

outside of rtx i mean

grim ore
#

shrug control and Wolfenstein twin sisters works well for me with DXR and DLSS on

normal burrow
#

twin sisters lol

jolly steppe
#

Control runs at like 70 with RTX on

#

and it looks like trash

#

well

#

maybe not trash

grim ore
#

2070 super is about the same perf as the 2080 normal which is about the same perf as the 1080ti so it's an uplift from the 1080 normal

jolly steppe
#

but it's not great

normal burrow
#

ah yeah that super branding got me

#

cause the 2070 non super is a 1080 i think?

grim ore
#

plus if you just justify the upgrade as "for work" since I needed DXR support for a few things it's a win win 😉

jolly steppe
#

fuck Ngreedia : /

grim ore
#

pretty much yep @normal burrow

jolly steppe
#

but AMD ain't no better

honest rune
#

hey off topic but just curious. Since MaxPlayers within AGameSession is decorated with GlobalConfig, do I have to recompile the engine with it marked as Config if I want to allow for GameSession subtypes to define their own MaxPlayers, MaxPartySize etc?

#

worried I'll waste a half hour building only to break my fork from changing it to Config lol

normal burrow
#

amd needs to rock nvidia, i kind of hope they pull an upset like they are currently doing by announcing the 4th gen ryzen desktop cpus next week

#

no phantom

chrome needle
#

it says light building completed still looks crappy

jolly steppe
#

I was sorely disappointed with the 2080ti when I got it. I thought "I'll just get a 2080ti and play at 1440p to increase frame rate" since all the videos I watch were mostly testing at 4K

#

that's not how it works

#

RTX bottle necks the card

honest rune
#

I though GlobalConfig implies subclasses can't override in configs

jolly steppe
#

tensor cores need to be stronger so that they can shove more samples per frame... I think that's how it works, lol.

#

@chrome needle tbh, I think you'll have to keep tweaking settings to get a good balance of appealing visuals and less noise and performance.

normal burrow
#

i haven't checked out how much better gi has become

#

i'll look into it phantom

honest rune
#

@normal burrow nah its alright. I'm pretty sure I have to if I want to specify subclass defaults in configs so I'll give it a shot. Worst that happens is I rebuild lol

jolly steppe
#

can't find the setting to soften the shading for the skylight or lightsource

#

_<

#

using ray tracing just for fun

rotund scroll
#

in a third person character, is it possible to rotate the capsule without rotating the camera with it?

grim ore
#

if the camera is not set to use the controller rotation it should be

#

the default TPP template rotates the player without the camera locked to it

rotund scroll
#

using capsule rotation or set control rotation?

grim ore
#

depends on your character and controller and cameras settings but just adding/settings the actor rotation should rotate the capsule itself and not move the camera if the camera is not locked. If you set the control rotation it should rotate the camera but not the actor if the camera is not locked

rotund scroll
#

mm I see

#

I'll do some tests, thanks

grim ore
#

the default TPP works like above, add actor local rotation rotates the capsule and the camera does not move (so you can see the player spin in place for example). Set control rotation keeps the player from moving and spins the camera around the player

fierce forge
#

this walk on pieces from destructible mesh make me to jump to space , how i can resolve it ?

golden magnet
#

so how tall is the default ue4 character then? i keep seeing different values online

abstract relic
#

The mannequin? Roughly 180 cm

rotund scroll
#

@grim ore thanks I got it working without the camera

#

what's 180 cm in real world measurements

abstract relic
#

180 cm

fierce forge
#

so can somebody help me ?

rotund scroll
#

@fierce forge disable physics on your destructible mesh

fierce forge
#

from

#

??

rotund scroll
#

from?

normal burrow
#

@grim ore do you have a video on how to make an editor only module for c++?

fierce forge
rotund scroll
#

the reason your character is going into space is presumably because of janky physics

#

but I don't know tbh

brave gate
#

after that add editor module entry to your .uproject, the same as runtime one
only change Type to Editor

vernal dock
normal burrow
#

ehh yeah doctorergot

#

more looking for a thing that explains how to set it up. Know how to do it, but matheww usually has a video for everything

brave gate
#

oh, ok 😄

#

but do you have a runtime module already? I'm asking because anatomy of editor module is exactly the same

#

the key difference is that editor module aren't included in non-editor build, really

grim ore
#

@normal burrow I do not, I try and limit the amount of C++ content I have

normal burrow
#

darn.

#

its it because its gross?

grim ore
#

less enjoyable to work with for me than BP. I do try and cover stuff that is UE4 specific and C++. I should cover plugins at some point but laziness is winning on that one lol

rotund scroll
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@grim ore I noticed there was no video on game mode the other day

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as I inadvertently told someone to go watch taht

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is that something you're planning on doing?

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or does it exist and I just couldn't find it?

grim ore
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nope you are right, the master list shows it missing lol. Game state as well from the looks of it

dim plover
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Mathew, I'm just saying, there's no video on how to Quaternions for gamedev on the entire Internet.
So... if someone made it... I'm sure it'd be a huge hit.

rotund scroll
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nobody really knows how quarternions work though

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they are mystical 4 dimensional beings

grim ore
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lol I actually don't have most of the game frame work covered in WTF videos I noticed. I cover them in my game series. I think I never covered game mode because it's so robust if you wanted to cover it all

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now I wonder if I need to add the other gamexxx stuff like game state and mode 😦

lyric timber
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how do i get a color wheel in the material editor?

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like just red

grim ore
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hold 3 and click

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its a vector 3 (RGB)

dim plover
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I was not aware of that playlist. I am about to become a mathematician.

lyric timber
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omg thx

grim ore
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I keep a ton of that high level crap subscribed to since you never know when you might want to learn 🙂

next badger
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@lyric timber most useful nodes are bound to hotkeys

worthy flame
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im not sure what to look out for, but how to make lighting realistic, so its not white. so its colored. is it the only thing to change light color? or there are other stuff I can check out

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currently its looking pale

rotund scroll
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afaik you either choose to offset light color or material color

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but not both

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and if you have vibrant colors in materials, it pays to desaturate the light color

worthy flame
rotund scroll
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to crush your enemies and see them driven before you?

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ahem

worthy flame
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what 😂

rotund scroll
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your light seems to be bleaching the landscape

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but IDK if you have HDR enabled

next badger
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@worthy flame geometry is ok

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lighting is off, texture blending is off

worthy flame
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it is bleaching it a little

next badger
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it is

worthy flame
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dont care about the textures, this is just me learning

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so to change the light color?

next badger
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what you care about hten?

rotund scroll
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there's a guy on youtube that does lighting art masterclasses

worthy flame
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polygon academy?

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arch viz?

next badger
rotund scroll
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yep that guy

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really solid series

next badger
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the playlist right at the beginning of post

worthy flame
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yup this is what I need thanks

rotund scroll
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helped me build proper light art for another project

proven aurora
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Is there a way to select objects through other objects? I've got an entire room filled with props and I'm trying to select the whole thing at once. I was hoping marquee selecting in wireframe mode would do the trick, but it still only seems to select the objects at the front.

fierce forge
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i need to package my game with project launcher or i can just package my game with package project to publish it ?

cerulean sorrel
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new to unreal engine do i have to learn all these nodes just thinking about it makes me want to quit allready

sudden agate
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use c++ then

naive burrow
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@quartz ibex wuut ur here too?

hexed dock
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I'm trying to package up an apk that I can hand my boss and he can try on his Quest with sidequest. I kind of asked this before, but how does one do this with UE? I only got it to create an apk+obb files and required an install script to put it in a very specific place (not sure if it matters)?

cerulean sorrel
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i dont know c++.....

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when i say new like really new

worn granite
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@cerulean sorrel flip the script on this.

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You get to learn different ways to do things, so you can make things in a simpler or easier way.

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Different tools, or nodes, work in different situations

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same thing with the classes of the engine

cerulean sorrel
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what

worn granite
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nobody else started knowing all the engine

cerulean sorrel
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oh really

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i saw it and was like hell no

worn granite
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Take it slow, its easy to be overwhelmed

cerulean sorrel
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where do i start?

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there is so much stuff?

worn granite
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I would pick up from the official youtube channel

cerulean sorrel
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i don't even know what most of the nodes even do

worn granite
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the videos can be a bit old but the core concepts haven't changed

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follow a tutorial series, maybe. @grim ore has a great series, "WTF is"

cerulean sorrel
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who

worn granite
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search that on YouTube. "MathewW unreal"

cerulean sorrel
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oh ok

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they were not joking when they said unreal is powerful lol

gleaming wing
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Hello everyone

cerulean sorrel
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hello

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@gleaming wing

gleaming wing
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I'm having a somewhat problem with state machine, i wonder if you can help me @cerulean sorrel

cerulean sorrel
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sorry i'm new to the engine

gleaming wing
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Ohh okay xD
Me too, tbh idk what is wrong in my logic

cerulean sorrel
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now there is state machine i can never get them to workkk

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idk why

gleaming wing
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I want to make the character play a stop move animation

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But if while you're playing

cerulean sorrel
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i did too with death but my eneded up looping for some godam reasson

gleaming wing
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you like press WSAD, it stops playing the stop moving and go back to moving again

cerulean sorrel
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ok wait that would be

gleaming wing
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I'm trying to make stop going to idle if i stop moving

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But start moving again if i try to move

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And interrupt the stop animation

cerulean sorrel
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thats my prob i did that with a death thing when hp =0 but diidn't work

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WhhhhYYYY

gleaming wing
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Pretty sure that conduit solves your problem

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Damn i just saw a tutorial about that death thing lol

cerulean sorrel
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yes that one

gleaming wing
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But TBH, you can do it with animation montage too

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I guess that would be better

cerulean sorrel
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i can't beleve a game like ark just think

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im sure you need transition rules in between @gleaming wing

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or it won't know which one to go to

craggy flax
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can anyone help troubleshoot something? New to blueprinting so not sure where I went wrong.
Error code:
Blueprint Runtime Error: "Accessed None trying to read property CameraPawnRef". Blueprint: MayorController Function: Execute Ubergraph Mayor Controller Graph: EventGraph Node: SetActorTransform
Blueprint Runtime Error: "Accessed None". Blueprint: MayorController Function: Movement Speed Calculation Graph: MovementSpeedCalculation Node: Return Node

lament saddle
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the error means the CameraPawnRef variable isn't set -- it's empty

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so you have to figure out where it's set, and make sure it's doing that

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before you execute the stuff in your screenshot

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that's all I can say, generally

gleaming wing
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@lament saddle do you know anything about my stop state machine problem?

lament saddle
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sorry, never worked with AI/animation before

craggy flax
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@lament saddle thats what I assumed, but I def have CameraPawnRef Variable Type set to 'Mayor Pawn"

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or is there more to it than that?

lament saddle
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without knowing the particulars of your project... Your "Camera Pawn Ref" variable probably accepts a "Mayor Pawn" actor reference, but for some reason the variable is unset -- it was never given a particular Mayor Pawn actor reference in the gameworld

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so your SetActorTransform node is saying it has no target to work with

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hence "Accessed None"

brave turret
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Making animations

craggy flax
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This at least narrows down where my trouble is, I appreciate it!

brave turret
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In a call

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Hes using steam vr and running across the floor for a dog animation

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He's now punching the wall

gleaming wing
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I think i know the problem now

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I have a problem regarding my stop moving state machine. My character is playing the stop animation only if i try to move (WSAD) while the stop animation would be playing. If i let go the keyboard she just snaps from walk/jog/run to idle, but if i try to move immediately after letting go the keyboard, them it plays the animation.

Someone can lay me a hand with this?

spice canopy
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@gleaming wing are your input action or input axis events allowed to execute all the way to the end if they have a zero value?

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For axis events look for whether zero value still goes all the way through all the nodes. For action events check for released pin

gleaming wing
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Thats the movement logic i'm using

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at the blueprint

spice canopy
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Hmm ok then i guessed wrong on that problem

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Unless the playingequipanimation variable is true

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Have you tried stepping through with breakpoint debugging?

gleaming wing
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I plugged out the node alredy, it isn't that

spice canopy
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Yeah

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What does your state machine look like?

gleaming wing
spice canopy
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The problem is on the transition between walk/jog/sprint and stops?

gleaming wing
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yeah, the problem is definetly at the stop

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i guess that the problem is between stop and idle

spice canopy
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Have you watched the state machine changing while you play the game? Sometimes it helps to preview the state machine by changing the preview variable values in the state machine editors preview

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Double click the transition icon and see how it works

gleaming wing
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Just did it again so i can tell you whats happening

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Basicaly if i start moving it goes to the walk/jog

craggy flax
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Man I just can’t track down why this variable isn’t set properly.

spice canopy
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What does the transition graph look like, when you open the transition node?

gleaming wing
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If i let go the keyboard it goes to stop

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but it doesnt play the animation

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Only if i try to move again while at the stop on the state machine it plays the stop

spice canopy
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What does the stop state graph look like?