#ue4-general

1 messages Β· Page 643 of 1

valid vale
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@blissful trail and Target.cs file

plush yew
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but the project has gone to hell

heady moon
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Lol

valid vale
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@heady moon i think this last option

plush yew
#

I cleaned it up but I just ended up breaking lots of stuff

zealous spear
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@plush yew what do you mean.. like migrating?

blissful trail
heady moon
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Me->Doesnt(Know)

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aight im gonna complete my project cya

blissful trail
#

:/

zealous spear
#

There is a migrating option in the engine to migrate things from a project to another or just copying and pasting the uproject files from a project to another one

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Depends on what you are moving

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Like... if you move a map and the assets, you should move it using the migration feature

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If you move bp's you can just copy paste them into another project @plush yew

blissful trail
#

any idea's on how to fix my thing ?

zealous spear
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Not too much @blissful trail

valid vale
#

AddaRange to Add @blissful trail try

blissful trail
#

what does this mean ?

rotund scroll
#

you've already defined your variable or function

valid vale
#

Delete intermediate folder

zealous spear
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@blissful trail so how do you get this error?

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What are you doing?

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To replicate it

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When packaging or what?

blissful trail
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i was adding steam multiplayer but it kinda just broke for some reaosn

zealous spear
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Well

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I can help you a bit

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With multiplayer and stuff

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Since my game has this too

blissful trail
#

i know how to do steam multiplayer ive done it many times its just for some reason it litterally just broke

zealous spear
#

Better start with a template already made

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And modify that as you want

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Well...

blissful trail
#

i moved the intermedient to a backup folder

zealous spear
#

You could still try to take a template

blissful trail
#

it might build

zealous spear
#

A project already made with mp

valid vale
#

Generate new files

zealous spear
#

And make it as you want

blissful trail
#

last time i did this it just closed imdediently

zealous spear
#

Wait for it until is done

blissful trail
#

ye

valid vale
#

ΰ€₯ΰ₯€ @blissful trail working fine

blissful trail
zealous spear
#

@blissful trail so you say you know mp and networking? Maybe you can help me if I have some questions. I am not too good with that but let me know

blissful trail
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i only know how to set it up and stuff im terrible with replication and stuff like that

zealous spear
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Sure, even this is good

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I did most of replication but... I will need some more help

valid vale
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@blissful trail intermediate folder contains generate classes some time when we add apis or another framework to our code that ue system don't delete that files. So we do it manually.

zealous spear
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Because I am planning an update before alpha that uses replication

flat trail
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Is there anyway to reset project settings?

valid vale
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@flat trail yes

radiant haven
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thez were alreadz 100%

heady moon
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O

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they are custom

blissful trail
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hm

heady moon
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ahh nice

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im still training on third person

blissful trail
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i kinda gave up on third person xd

heady moon
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Does anybody know where the output log is in UE 4.24

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:/

cloud cobalt
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ProjectDir/Saved/Log

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or the output log window if you have the editor open (window -> dev tools or something)

heady moon
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Is it possible to see it while playing

cloud cobalt
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or the Visual Studio output log window when debugging

heady moon
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like if I interact with an object, I get an output log

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in Unreal itself

cloud cobalt
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Yes, output log window like i said

heady moon
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Ok

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ahh there found it thanks

tawdry storm
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quick question, if I have an fbx with multiple meshes, is there a way to not include the fbx name in the mesh names?

plush yew
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What do you mean?

hard quarry
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Hi guys, any ideas why the terrain geometry is different inside the editor and the simulation?

tawdry storm
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well if I import something with multiple meshes, all of them have the fbx file name as a prefix

plush yew
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Oh you can rename the meshes

tawdry storm
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well I would prefer if there wouldn't be a prefix to begin with as it's quite a few meshes

plush yew
#

Hi guys, any ideas why the terrain geometry is different inside the editor and the simulation?
@hard quarry It's a bit strange

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well if I import something with multiple meshes, all of them have the fbx file name as a prefix
@tawdry storm Sorry I don't know how to do that, I rename them manually

tawdry storm
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sadly that's not an option with the 500 meshes that I have here πŸ˜„ oh well I'll just pick a short filename

plush yew
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Oh

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Wich software have you used to do the 3d asset?

hard quarry
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@plush yew What do you mean with its a bit strange?
Did this ever happen to you?

tawdry storm
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I didn't make the 3D asset, but the fbx was saved in Maya, why?

plush yew
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I don't know

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@tawdry storm Total commander, a file utility for Windows and other OS, Has a quick rename tool,

hard quarry
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Anyone experience a change inthe landscape Geometry insde the editor and with the finished build?

tawdry storm
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@plush yew yeah I know that, can you just rename files outside of unreal?

plush yew
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I thought they are outside, as FBX?

tawdry storm
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no it's one fbx that's imported to unreal

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with a bunch of meshes

plush yew
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oh, my bad, dyslexia again πŸ™‚

#

I read words and I just don't understand the meaning πŸ™‚

tawdry storm
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haha it's fine

#

it's really not that big of a deal, I thought there might be an option for it

heady moon
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where is the "Progress" section that used to be in recent versions of UE4 when putting a UI, was it replaced or removed?

tawdry storm
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I guess I could try the 'import into level' thingy. pretty sure that's for cases like this

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where was that section before?

heady moon
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it had the bar fill type, and things like that..

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and the percentage

plush yew
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@heady moon Seems to be of the wrong type

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Slider versus progress bar

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I'm assuming you're looking for a progress bar?

heady moon
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Yes

tawdry storm
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yeah that's a slider. I'm pretty sure they never had a 'progress' section

heady moon
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Well by what I remember they used to have

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I want to make its fill from left to right

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im doing a healthbar

tawdry storm
plush yew
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once again that's a progress bar

tawdry storm
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like that?

heady moon
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Yess

tawdry storm
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that's a progress bar

heady moon
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yes sorry

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i cant find it

tawdry storm
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under the common section

heady moon
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wtf

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i dont even have a common section

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I will try to remake it

tawdry storm
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in the top left

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where the slider and the button and everything else is

heady moon
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Ahhhh thanks

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sorry for being dumb

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;p

tawdry storm
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happens to the best πŸ˜„

leaden dust
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I just updated to 4.24 and the viewport is having serious lag spikes

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is it a common issue?

heady moon
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4.24 is not that good tbh..

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i wish i download 4.22

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*downloaded

grave osprey
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Now i know why anination the hardest thing to make.

heady moon
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lol.

grave osprey
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:(

heady moon
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what is the best colour for a health bar? orange or red?

grave osprey
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Green

tawdry storm
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green

heady moon
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Oh yeah

tawdry storm
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going into red when it goes down

heady moon
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I totally forgot about green

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thanks

tawdry storm
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maybe even taking a detour over yellow in the process πŸ˜„

heady moon
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Ok I will try doing that

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thanks ;P

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ah shi- time for the code

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here we go again

hard quarry
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Inside the editor the Landscape gets displayed, but inside the build game, the landscape is completly missing? Any ideas why?

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I found the following:

"Is it possible that the terrain is in a different streaming level, and It needs to be set to always loaded? Unusual that it disappears; When in game view try pressing Alt + L, this should toggle terrain visibility."

If I press Alt + L, the terrain also disappears in the editor, where can I set the streaming level?

tawdry storm
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in the editor at the top under 'Window' you should find a level editor or something like that

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that'll show you the sub levels

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you can either set them to permanently loaded or to blueprint controlled

calm sphinx
tawdry storm
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woah spoilers

hard quarry
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@tawdry storm thanks, but I am a bit lost here.
What exactly is the problem why the Landscape does not get shown?

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I never touched anything like streaming

tawdry storm
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I'll let you know when I've developed psychic abilities.
I have no idea what your project setup looks like 😦

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what does that levels window look like?

tawdry lodge
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if you only have one persistant level you shouldnt be having problem with your landscape not loading

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you can look just in case if you go to Window>Level Details

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if you only have Persistant Level then the problem is elsewhere

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maybe there is something that is checked in the details panel on the landscape that make it disappear

hard quarry
tawdry lodge
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ye that it

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you dont have sub level its not the problem

tawdry storm
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so yeah no streaming level stuff needed. weird

tawdry lodge
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it comes from something else

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try creating a all new landscape

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just brush it randomly

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then play to see if it show

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if it doesnt show then there must be some shitty option checked somewhere that make your stuff not appearing

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like in the viewmode, you can filter stuff like landscape, bsp, etc...

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you might want to look that too

hard quarry
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@tawdry lodge Thanks, I will have a look at that

plush yew
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Hello guys I made the day night cycle but I have a little problem-I think it doesn't change from night to morning but I think the problem is from the location of the wather manager

serene birch
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the position of the sky generator node doesn't matter

plush yew
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idk or I don't wait enogh? cus I star tthe game and wait 20 seconds and it is still dark 😦

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hmmm

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it should move from night to sun and then back to night

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as cycle?

serene birch
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20s? where do you see that?

plush yew
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no, when I start the game I wait to see it moves or not but it doesn't move 😭

serene birch
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I mean

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why do you say it should take 20s? did you configure that somewhere?

hidden aurora
#

Is there a way to control cable component with a spline

tawdry storm
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@plush yew in your first screenshot it's set to 0 minutes per day

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maybe set that to 1 and see if that does anything?

heady moon
#

How do you remove a binding in BP

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🀦

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i messed up

tawdry storm
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delete the node?

heady moon
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ok sorry for noobity

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ok my messing up made ue4 crash πŸ˜„

misty creek
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Don't worry that won't be the last time you crash the engine πŸ˜„

heady moon
#

LO

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thankfully i restored everything

misty creek
#

When using lots of c++ I crash the engine pretty regularly

heady moon
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ps thanks for the motivation πŸ˜„

misty creek
#

Hitting the save button has become a habit

heady moon
#

yeah

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my progress bar's color wont change

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:what:

tawdry storm
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can you show your setup?

heady moon
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I lost some C++ Files πŸ˜„

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yes compiler error

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i lost some c++ files

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πŸ˜„

tawdry storm
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oh you're using C++? nvm

heady moon
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yes C++ & BP

misty creek
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I can probably help with blueprints, not so much with c++ although I would try

heady moon
flat trail
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@valid vale so how can i reset the project settings?

heady moon
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that means im missing some bp files mb

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n o

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n o

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n o o o o o o o o o

valid vale
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Use default ini files @flat trail
Check upper corners here a option default settings

heady moon
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I WILL HAVE TO RESTART ALL THE C++ AND BP

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GG

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😦

cloud cobalt
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Just revert in source control

heady moon
#

of the UI

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I spent half n hour on that

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wowie

glacial pecan
#

what's the keyboard command for the console in development builds of Unreal?

cloud cobalt
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Defaults to Β² IIRC

glacial pecan
#

sigh... need to force windows to english keyboard layout apparently 😦

flat trail
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@valid vale its greyed out :/

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but can i just delete the default ini files?

cloud cobalt
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@glacial pecan Or just set the console key in project settings

glacial pecan
#

@cloud cobalt good tip, thanks!

valid vale
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@flat trail can reset all project settings or a proper option

flat trail
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All project settings, but i want to reset physics settings as im loosing an actor when packaging the game, thinking there is a fault within the projects settings apparently

valid vale
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@flat trail ok

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I will send file

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@flat trail received file

plush yew
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no I didn't configurate anywhere but t doesn't change 😦 @serene birch

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ok I will set @tawdry storm

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yup it works now with 1 minute-nice thank you man

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but 1 minute so fast it change from morning to night 😦 hmmm

serene birch
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then try 2 minute

plush yew
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ok

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yup it is slower πŸ™‚

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nice thank you

zealous spear
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So, I found a nice ambiental music for my game main menu from soundcloud free for commercial and I wanna use it in my game but is only mp3 and I need it as .wav file to import it

fierce tulip
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google: mp3 to wav converter

plush yew
#

hey everyone. I have an issue with the new landmass plugin and would like to know if anyone can reproduce this issue?

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would appreciate if anyone finds the time to check this. thanks for reading! πŸ™‚

zealous spear
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@fierce tulip yes but is it safe for getting a game up on steam?

abstract relic
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google β€œmp3 to wav converter”

zealous spear
#

yes man but i am supposed to get this game to steam, i don't think is safe to use random converters from google

exotic thicket
#

ffmpeg can convert pretty much anything to anything

grim ore
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Look at wherever you got it from for the license. If there is no license then ask the author. If not assume no

exotic thicket
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it's a bit tricky to use being a complex command line tool but it does everything :)

abstract relic
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The .wav itself isn’t going to have a virus or anything. That’s not how it works

zealous spear
#

no man

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you don't understand

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steam

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and law things

exotic thicket
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if you use a tool to convert file from A to B it has nothing to do with steam or "law things"

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anyway use ffmpeg, ffmpeg is free and safe

serene birch
#

you aren't putting the wav file on steam anyway

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the engine will encore it and package it

abstract relic
#

Yes ma’am

zealous spear
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i can't trust just a random convert website....

exotic thicket
#

use ffmpeg

abstract relic
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There’s also audacity

exotic thicket
#

:P

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or audacity yeah..

zealous spear
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no, i am not putting the wav file but the "converter" is like telling your friend to make a song but he makes it somewhere, where the program is supposed to be paid license but is basically cracked license

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this would be bad

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is like using c4d cracked instead of blender

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if you don't have a good budget

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@abstract relic "ma'am"?

exotic thicket
#

both ffmpeg and audacity are opensource and licensed such that you can use them for whatever

abstract relic
#

Do you want help or no? Both suggestions are free

zealous spear
#

why did you just said that?

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ma'am?

abstract relic
#

You kept calling me man 😜

zealous spear
#

i don't know your name... i don't understand what is the problem

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you know what ma'am means?

abstract relic
#

Now you’re just making a mountain out of a molehill

tender flume
#

Skylight should be Movable or Stationary?

zealous spear
#

you just called me like that for no reason

thorny perch
#

anyone know how to setup swarm over wan, if thats even possible

zealous spear
tender flume
#

Omahgawd.

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Bruh.

tender flume
#

Don't make a big fuss over it

exotic thicket
#

lol what is going on

zealous spear
#

he called me ma'am and i asked him why he did that

tender flume
#

Will you even get a prize for finding out why lol

zealous spear
#

if he knows what that mean

abstract relic
#

His insist I’m a male 😜

pallid talon
#

@upper heart This is usually where the Moderators step in.

tender flume
#

@upper heart

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Help.

abstract relic
#

Indeed

exotic thicket
#

@zealous spear High Tide was remarking that she is not a man, she was not calling you a ma'am :P

zealous spear
#

at least to understand what that means to not call every single person ma'am

tender flume
#

There is no rule

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that says you cant.

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🐷

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You trippin

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Over a name.

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While 1 like and share can save a hungry pig.

zealous spear
#

nvm so i am still the one wrong here...

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every single time

tender flume
#

Bruh.

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What do you get from being right all the time lol

exotic thicket
#

lol don't worry about it

zealous spear
#

@tender flume let me call you a woman every single time

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are you gonna feel good?

tender flume
#

Sure.

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Onii-chan.

grave nebula
#

I see people linking discord messages.. How.. How they are doing it ? Sorcery beyond my grasp.

exotic thicket
#

There is a discord plugin thing or something that lets you do that I think?

tender flume
#

There's nothing wrong with being called a whamen or a boi.

abstract relic
#

No one was calling you anything, I was respectfully correcting you😜

tender flume
#

You're making a big fuss over a small issue

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while you can like and share to save a hungry pig.

#

🐷

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1 Like = 1 Food.

abstract relic
#

You need to enable developer mod Death

zealous spear
#

@grave nebula you just right click and copy id and you have the id of the message

thorny perch
#

ffs....

zealous spear
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copy link

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i told him to respect me because i am respecting him

tender flume
#

This is so sad.

zealous spear
#

not to call me what he doesn't know what it means

tender flume
#

Can we get F's in the chat?

grave nebula
#

You need to enable developer mod Death Told you. Sorcery. I barely managed to master code tags.

zealous spear
#

yes, then you can do that

exotic thicket
#

@zealous spear you talk about respect but you keep calling her a man still :P

zealous spear
#

no, by man i wasn't talking about him itself, i was talking to the ones that were helping me....

abstract relic
#

It’s not scary, I promise Death

thorny perch
#

why dont we try this simple exercise

zealous spear
#

is like: man, do you understand

thorny perch
#

STFU πŸ˜„

zealous spear
#

or i mention

exotic thicket
#

@zealous spear okay maybe it's a language thing... "him" is for men, "her" is for women

zealous spear
#

just go do your job....

upper heart
#

Okay, lets all calm down here please

tender flume
#

Your username defined who you are.

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As simple as that

zealous spear
#

cool

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@tender flume You're making a big fuss over a small issue
while you can like and share to save a hungry pig.
🐷
1 Like = 1 Food.

abstract relic
#

I appreciate the advocacy zomg but it isn’t worth it

fierce tulip
#

ya all better ffin behave because I am in no mood to do this gently and with care.

tender flume
#

@zealous spear Ayeeeeee.

zealous spear
#

do it again, be the 3th time...

tender flume
#

🍚

exotic thicket
#

@abstract relic yeah I'm getting that feeling but I try to give people the benefit of the doubt

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My native language doesn't differentiate genders in pronouns and even I mess that up from time to time even though I'm fluent in english :P

tender flume
#

Genders should never be an issue in the first place. It's only misunderstandings but somehow someone can turn it into war. Huhuhuhu.

abstract relic
#

Never thought my quick aside would make such a mess that the mods had to enable slowmode

#

Tldr: use ffmpeg, audacity, or do your own research

zealous spear
#

why do you keep mentioning that?
i got the information i needed, is enough. Thanks all.

abstract relic
#

That was your question

zealous spear
#

i got the information from the first... don't need it that many times

fine

#

oh i just realized i can talk even if i got slowmode by using edit :)

calm widget
#

I can't really find much information on 'texture sampler source' and its options from google or documentation. What's the pros and cons of using shared or from texture asset, anyone knows? I get i can get around the 16 sampler limit with shared.

midnight bolt
#

when fixing redirectos in UE, does it save progress constantly? my UE crashes at some point, and i dont know if doing it again continues the progress or go from scratch again

abstract relic
#

Treat it as it doesn’t save.

barren bear
#

I think you can set it to save automatically in the project settings?

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but don't quote me on that. I know almost nothing

midnight bolt
#

i disabled auto save cause restoring it never really did anything, i think its for content and level only anyway.

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i just want to get rid of redirectors, as i moved some assets around that were referenced in other level

barren bear
#

Oh yeah I just ran into that about 20 minutes ago. I just deleted the old folders

abstract relic
#

Are you using source control. Just know redirectors are a fast way to break a project if not saved properly

midnight bolt
#

no, i don't

abstract relic
midnight bolt
#

overall everything works fine in my project, i just couldnt rename certain stuff cause redirectors existed, so i want to clear them up now... anyway doing it again seems to continue further. will report back if it crashes agian

#

well, i dont know what source control is to be fair. i haven't enabled or disabled it :)

abstract relic
#

Be sure to delete the /intermediate folder every now and again. It’s known to cause such issues too.

tender flume
#

What's that folder for?

midnight bolt
#

life pro tip

abstract relic
#

Temporary files

tender flume
#

But whats the purpose for, what are those temp files related to?

craggy perch
#

hmm, what is VisibilityCommands in GPU Profiler / Stat GPU ?

abstract relic
#

And I do know it’s best to regenerate visual studio project file after deleting the folder (if it’s a vs project). This is more so if you deleted binaries though. This is just paranoia

tender flume
#

Is it possible to copy a blueprint from another project and apply it onto my other project?

abstract relic
#

Asset action > migrate

midnight root
#

windows 10 pro

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only reason I'm asking is I'm wanting to try out GPUlightmass

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Sigh sorry I'mm moveto graphics

jolly steppe
midnight root
#

well I guess this is fine here nvm

jolly steppe
tender flume
#

@abstract relic It works, thanks.

midnight bolt
#

@abstract relic fixing redirectors finished. crashed only once before.

jolly steppe
#

I'm using an animation montage. I set it up like how it was set up in a stream on the Unreal Engine channel

midnight bolt
#

didnt remove anything, just did it again

thorny perch
#

anyone a pro with swarm?? πŸ™‚

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just cant get my other machine working

vale bison
#

hello when this marketplace on sale end

crystal ruin
#

who here knows in character targting rigg i need some help

opaque vector
#

How would I find an blueprint class inheriting from class "A" in the Content Browser?

zealous spear
#

umm

#

wait

#

i think i know

opaque vector
#

yeah but isn't that just all blueprints classes?

zealous spear
#

you select filter to be blueprint classes and you search the class?

opaque vector
#

No, what I'm looking is finding a blueprint class that inherits, from lets say "MyClass". Appreciate the effort regardless.

zealous spear
#

oh... i am still learning unreal so i am trying to help at least however i could...

#

can't get it without trying at least hah :)

crystal ruin
#

Hello everyone so i am retargeting some animations from anime sets i bought from epic marketplace and from some free characters there but when i retargeting it and apply it toΒ humanoid rig and i set all my bones to skeleton only pelvis to animation scale when i retarget it my character arms and hands are out of place and not doing a good job i attached a pic down below pls check it out

jolly steppe
#

Are you sure all the bones are set correctly? I would double/triple check to make sure each bone is being retargeted to the right bone. It's annoying and time consuming but it looks like that's what's happening.

tender flume
#

I doubt it's set correctly.

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πŸ”«

crystal ruin
#

brooo

jolly steppe
#

I do it all the time

crystal ruin
#

i am doing it 2 days now lol

#

😿

frosty bloom
#

@opaque vector You're looking for ClassIsChildOf

crystal ruin
#

pls help is there is away somone can help am crying

jolly steppe
#

Yeah retargeting is really annoying. I thought I set up everything perfectly then this happened, lmao

crystal ruin
#

ooofff

jolly steppe
#

check the bones on both the skeletons. Maybe something is named different.

crystal ruin
#

i set them in blender

#

i made my own rigg and its even

#

pretty much the same

opaque vector
#

@frosty bloom Thanks for the suggestion, but ClassIsChildOf looks like a BP Node. I'm looking for a way of finding the class within the Content Browser.

jolly steppe
#

check the names of the bones on the other skeleton then. There might be something weird.
for example: The UE4 mannequin's forearm is called hand and if you retarget that to a hand it will jack things up, lol

grim ore
#

@opaque vector in the search bar type in TYPE='classname'

frosty bloom
#

@opaque vector Sorry about that, didn't read the whole convo.. Check the reference viewer, or that ^

jolly steppe
#

@grim ore I just realized who you are, lol

crystal ruin
#

ill show

#

you my retarging setup

#

and if u saw somthing weird am missing tell me is that ok ?

grim ore
#

@opaque vector also if you actually want to find anything that matches a native parent class you can use NativeParentClass='whatever'. If you mouse over an object in the browser any of the meta data (the crap in the popup) can be searched

jolly steppe
#

If I spot something. but I can't spend too much time on it. I'm also trying to work on something >_<

opaque vector
#

ooh, the TYPE thing didn't work for me, but NativeParentClass works wonderfully well. @grim ore thanks πŸ™‚

grim ore
#

yeah sorry about that the type is more for the "types" which is basically the filter (bp/anim/etc.)

opaque vector
#

@crystal ruin Try the Animations channel in Discord, the likelihood of someone helping here isn't high.

grim ore
#

check the options in the skeleton tree and swap them to animation instead of skeleton for the retarget type

stuck chasm
#

I cant find where to change android toolchain NDK's, does anyone know where?

jolly steppe
#

Yeah it's really hard to tell like that. you should look at the bones on the mesh you're grabbing the animations from. Look at the bone names.

grim ore
#

even if you get the retargetting right check out the translation retarget type like I linked above. If the bones match but other stuff is odd like the lengths between bones are not close even if the bone names are correct changing to the animation type helped me when I was having issues with the nvidia sol characters

maiden sundial
#

Are there any knowing issues from upgrading a 4.22.3 c++ project to 4.24.2 ?

jolly steppe
#

My hair looked blurry af when I upgraded.

#

whenever I moved the character, the motion blur on her hair looked like garbadge.

#

I'm sure there's a fix for that, but I'm lazy, lol.

maiden sundial
#

Aight, i'll give it a try and hope nothing breaks xD

jolly steppe
#

gl

stuck chasm
#

Does anyone know how to change android toolchain ndk's?

grim ore
#

@maiden sundial if you look at the release notes for .23 and .24 there are upgrade sections at the bottom that call out specific changes you might have to look out for

maiden sundial
#

I'll take a look. Got enough time with the backup i'm doing rn xD

grim ore
#

@stuck chasm if you go into your install folder for your NDK, possible NVPACK if you used the ue4 installer for it, you can run chooser.exe and modify your NDK install

#

if you mean where do you change it in the project, to point to another diretory or settings, it is in your Projects Settings -> Android -> Project SDK Override and Project Settings -> Android SDK

stuck chasm
#

Sorry, im new on android launching

dense tundra
#

hey anyone got a hint as to why epic is such an amateur pos company? i havent been able to get a single verification email for my account since last august, every other kind of email including password reset, marketing spam, etc go through perfectly, but the codes don't even appear in my email servers queries nor any sign of such mails being sent at all

#

is this a joke or some passive agressive way of ridding people of their accounts? ty

#

it's not like i got over 2k$ worth of asset store bundles on it nah

#

support hasnt responded

cloud cobalt
#

Did you try resending the codes ? I haven't had issues here, maybe they went to spam

dense tundra
#

purged all registries, theres no codes

#

just reset password again, yep arrived instantly

#

????

barren bear
#

"amateur pos company" is pretty harsh

dense tundra
#

having a non functional 2FA is not harsh

cloud cobalt
#

So did you try resending the codes to log in ?

dense tundra
#

yeah so much that i got blocked

#

timeout

cloud cobalt
#

2FA works fine here, at least

#

What's your email provider ?

dense tundra
#

icloud

#

apple

grim ore
barren bear
#

its not non functional. I used it just yesterday to change my email and it worked perfectly

#

somethings wrong on your end

dense tundra
#

they arrive from the same domain anyway so theres no filtering going on, both the security code and password reset come from help@epicgames

#

except the codes dont arrive

#

everything else does

barren bear
#

unfortunately, I don't have the wherewithall to actually help you or else I would have

#

cause frustration is the worst

cloud cobalt
#

I can only say that I have no issue here - might possibly be an icloud problem here, tbh

grim ore
#

I get 2FA codes to gmail every day as I swap machines and VM's daily. no current issues so it sounds like it's on your providers end or something specific with your provider and Epic's email service

thorny perch
#

why wont my remote agent work? enabled all i can do in firewall etc but it wont get any work

dense tundra
#

freshly arrived

grim ore
#

it doesn't mean it's the same system on their end

dense tundra
#

this pops and

#

nothing, crickets on my inbox

#

and they want to compete with steam

#

... lol

cloud cobalt
#

Maybe add that to your contacts and retry

grim ore
#

It's a common mesh that is used for showing materials

dense tundra
#

doubt it

#

thats the last mail i ever got in august

#

for code

cloud cobalt
#

@dense tundra Last I got was a different one

grim ore
#

in the sample map, you can delete it. just don't delete the actual mesh from the engine lol

cloud cobalt
#

This month

grim ore
dense tundra
#

i introduced no blacklists or blocks, i dont get the code, i get every other type of email

cloud cobalt
#

The address changed september last year, so maybe it goes to your spam folder now because it's a new one with an identical message and your provider decides that's suspicious

#

In any case, everyone here gets these emails just fine, so it's logical that your email provider does something

#

I don't think Epic specifically wants you to not log in πŸ™‚

#

I've seen some large email providers reject and even ban email senders for way less than that

dense tundra
#

but dude

#

i got a few friends who use apple email too

#

they got no issues with it

#

so how

#

im the only one who cant get anything since august

cloud cobalt
#

No idea, just trying to help you here.

#

Dude.

grim ore
#

"Epic is an amatuer POS company, everyone I know has no problems with them and everyone I talked to said they had no issues but Epic has got to be the worst company ever who can't handle this simple thing"

dense tundra
#

nah, its the fact that im the 1% where their 2FA fails to work

rotund scroll
#

a perfectly reasonable review

dense tundra
#

and from all the research ive seen, epic has had dodgy email certificates last year and was banned from google anyway

#

so yeah, not professional

#

fantastic, i'm locked out of over 2k$ of asset purchases and can go fuck myself because support thinks im trying to hijack the account or whatever they think

#

10/10 company

grim ore
tender flume
#

@dense tundra Contact epic.

whole vine
#

Is there a general "Help w/ UE4" channel? Would that be this one?

tender flume
#

Finally figured why my skeleton broke.

grim ore
#

@light lintel Make a new level, the one with the platform in it. Adjust the light source (directional) and skylight to both movable so they are realtime. Go to the light color on the sky light and change it to something obvious like red. now manually slide the intensity scale up and you will see your scene takes on an overall color of the red from the sky light

tender flume
#

I forgot to check the other fingers.

#

πŸ”«

#

So it was like doing a thumbs up when it was attacking lol

grim ore
#

@whole vine This is the general help channel unless the question fits better in a specific one (my animations are broked might be better in #animation for example)

whole vine
#

πŸ‘Œ

normal burrow
#

one is just a file full of names and hierarchy information

grim ore
#

... playing with animations I used the Disable Movement node when playing attack animations to prevent them from moving. Apparently if you are in mid air in a jump and use that node you kinda just hang there lol

normal burrow
#

yes the mesh file will utilize a skeleton file

#

as well animation files, utilize the same one

grim ore
#

skeletons are spooooky, you better put a mesh over it

tender flume
#

Why is the feet stuck to the ground for the animation?

normal burrow
grim ore
#

when you export the character from mixamo if you use one of the characters it should be a skeletal mesh

tender flume
grim ore
#

unless you are just talking about exporting the animations, then there is an option in the download to include the mesh

tender flume
#

Retargeting default UE4 animations work.

#

But, retargeting Mixamo ones end up like this somehow.

grim ore
#

mixamo stuff has a few issues, #animation might have more help otherwise I know there are a few videos/docs/plugins out there to help with that

normal burrow
#

mixamo needs cleanup on ue4 and mixamo characters have no root bone, so they are not super ideal

grim ore
#

I think the root bone is the biggest issue people run into, it can be fixed outside of it in like blender but man it causes issues

normal burrow
#

yeah thats what i was referring to clean up as well matheww

#

best case, it treats the root bone like a disconnected pelvis

grim ore
#

I just simply gave up on using them lol

normal burrow
#

your best to watch that video mathew posted

#

i haven't seen it but imagine its correct. I just use constraints in blender to re-export and yes its tedious

grim ore
#

an issue with mixamo is it used to be directly supported back in the day as an export with the correct skeleton but now it's not

#

I guess I will take one for the team and watch the video lol

#

go go 2x speed

keen moss
#

Hey all, is im looking for a way to give the end user the ability to create a custom camera path and export video/stills from a simple scene, is that possible?

pallid talon
#

VehicleMovement Question:
There is a "Set Throttle Input" and a "Set Break Input" option. When I set the Throttle to 1.0. Vehicle moves. Perfect. But when I want the vehicle to stop, setting the "Set Throttle Input" to 0.0, it quickly stops without using the break. Shouldn't the vehicle coast when Throttle and break are 0.0? Otherwise, the Break Input is useless.

tender flume
#

If we dont use Mixamo for anims.

#

Where can we get anims?

grim ore
#

epic marketplace, gumroad, the interwebs

restive mauve
#

INB4 GODOT GETS RENAMED UE4 LITE

grim ore
#

if you are bored you can get the cambridge mocap files and fix them all up manually lol

tender flume
#

Yep. It's the way I retargeted it.

#

Time to find what's the issue with my retargeting

#

Because the default anims retargeting to my custom character works fine

#

But if it breaks for Mixamo anims, then its my retarget.

#

Yes because of the retarget

#

There's an issue somewhere

grim ore
#

aww I take it back, that virtus video won't help it's using pure mixamo and not the default UE4 skeleton/anims at all 😦

tender flume
#

It's okay this is on my end already haha

pallid talon
#

@grim ore Hey Mathew, would you happen to know the answer to my Vehicle question?

tender flume
#

Since I made a small system for me to use Mixamo on all rigs which i have.

grim ore
#

just meant in general I was hoping it was an updated video to help out people

tender flume
#

It works 90% but 10% is mostly bugs.

grim ore
#

@pallid talon I don't. I have not used the vehicle movement components

tender flume
#

And if you are 1 person doing everything, there's always the need to have automated systems doing it for you i guess huhu.

#

I figured out the solution but I need to think a little because i have lots of backup project versions for me to test rigs on yikes.

pallid talon
#

@grim ore No problem, thanks for replying!

tender flume
#

That video you sent helped a little @grim ore

grim ore
#

there is a UE4 plugin for mixamo stuff so I guess money might be able to fix all the problems lol

tender flume
#

Lol. But I prefer to learn how to create something similar to that kind of system

#

So at least if my skeleton does break or anything, i know where's the issue coming from since i set it up haha

plush yew
#

is it possible to make a flight sim with whole planet in ue4?

#

or do you need a special engine?

grim ore
#

I think the end result of all of this is the Mixamo stuff is sooooo janky that it takes an army to fix it πŸ˜›

tender flume
#

I only learnt UE4 in December 2019.

#

My progress is not really that major

grim ore
#

@plush yew You can make anything inside Unreal Engine, it just takes time and skill

tender flume
#

I think it took me a few months to figure out how rigs work and all just to implement something that is automated.

#

That was difficult but worth along the way

grim ore
#

yeah it is doable but man it's not a simple click click download import whoooo free animations

tender flume
#

Hahah

maiden sundial
#

Anyone know how to fix this after updatin the project version ?
(sry for german)

tender flume
#

Today I have at least 300+ bookmarks related to UE4.

#

325 total atm

stuck chasm
valid flax
#

I have really tried to look for an answer and can't find out anything to help. when I import my maya model into unreal engine and no matter what I do it creates this weird dark shadow around certain parts of the model. I have tested adding diferent textures/lighting ect. I appreciate any help with this.

grim ore
#

@stuck chasm that looks like what I have

stuck chasm
#

so know how do I tell the unreal engine to use it and not r18c?

#

@grim ore

tender flume
#

@light lintel But it's not with UE4 skeleton

grim ore
#

@maiden sundial you need to change the target project it is building. In VS in the top change it to your project or right click your project in the right solution explorer and set it as the startup project

tender flume
#

It's with my custom rig haha

#

And that never goes well with just Mixamo's help.

#

Mixamo ruins it more

#

Somehow.

maiden sundial
#

you need to change the target project it is building. In VS in the top change it to your project or right click your project in the right solution explorer and set it as the default project
I actually don't understand both ways ^^"

tender flume
#

@light lintel Some has capes and stuff like you mentioned, tails yes.

grim ore
#

@stuck chasm It should default to using that one, otherwise you can force it in the project settings -> android SDK or I guess unistall the newer one

stuck chasm
grim ore
#

change the Set as Startup Project from the UE4 project to your project

#

@stuck chasm the first one is right, you dont need to change the API levels (and that is not the correct way either heh)

tender flume
#

@light lintel Wait. Cloth can be done in UE4?

grim ore
#

@stuck chasm keeping the SDK api on 'latest' or 'matchndk' and NDK api on 'android-19' should be safe

maiden sundial
#

@grim ore ty ❀️

stuck chasm
#

Ok, testing it now @grim ore

plush yew
#

Hi,are 2 million tris with post processing shader too much for a completed level?(I use about 5 materials in it)

grim ore
#

is it too much? What is the performance on your target machine

keen moss
#

Hey all, is im looking for a way to give the end user the ability to create a custom camera path and export video/stills from a simple scene, is that possible?

grim ore
#

@valid flax #graphics might be able to help more with that specific issue

heady moon
#

Guys which is better, MakeHuman or Blender?

plush yew
#

It must run at 30-60 fps in 1080p on mid-level pc @grim ore

grim ore
#

@plush yew What I am saying is we cannot answer that, you need to test it.

plush yew
#

@heady moonIt depends for what you will use it

heady moon
#

character design

plush yew
#

@grim ore oh,ok

heady moon
#

I suppose "MakeHuman" since they have alot of built in tools for such things right?

#

like character designing

kindred viper
#

@heady moon if you want a quick prototype mesh, Make Human. If you want a base mesh to work from for your custom chars, Blender

heady moon
#

oh okay

tender flume
#

It was the bone lol.

grim ore
#

yay

#

so fixed?

tender flume
#

Yep.

#

That took a while to figure out haha

#

But that video you sent helped, thanks @grim ore

#

πŸ”«

#

That thing which is in the middle

#

Pelvis and root.

grim ore
#

yep the root bone strikes back... dun dun dun

tender flume
#

Why does the root bone have to exist

#

Huhuhu

grim ore
#

the good thing tho if you use Unity they all work great lol

plush yew
#

@grim ore have you seen fs20?

tender flume
#

But I'm not good at Unity yikes

#

Only visual

grim ore
#

@plush yew I have heard of it. Yes you can make a flight sim in UE4. doing something exactly like FS might require some custom code and obviously a ton of data. UE4 is just an engine that you can make do whatever you want, sometimes it might be quick and sometimes it might take skill and time

plush yew
#

@grim ore why arent xplane and p3d using current tech? their engines are soooo old and shit

tender flume
#

That's mixamo right there for you.

#

🐷

#

But when you figure it out and all

#

Wows, that library of animations is yours to take.

#

#Freeloader

grim ore
#

@plush yew money, time, effort

primal furnace
tender flume
#

I'm sure they didnt upgrade their engine because of performance.

#

Their engine might be optimised to run on older versions of Windows

grim ore
#

@primal furnace the giant orange button at the top

primal furnace
#

"Hide unrelated" Thanks @grim ore ! Useful feature in the end!

grim ore
#

@primal furnace It's super handy in the material editor if you use that

primal furnace
#

Use it at a beginner level for the moment, but I can see that!

tender flume
#

I'm trying to finish the movement system before 5AM

#

It's 3AM currently haha

#

Just fun stuff to do yeee.

stuck chasm
#

Thanks alot @grim ore It worked and next time I launch to my oculus go will it overwrite the file or should I delete the previous file?

grim ore
#

it should replace the files with the new ones as needed, if you are just launching on device it doesnt really package it but more move over the files needed individually

#

so yep you can update the project and just hit launch on device and it should launch with the latest changes

tender flume
#

@grim ore Skylight movable or stationary is ideal for performance?

grim ore
#

I guess I assumed you are talking about the Quest but if you are talking about a rift then the project is on your machine always up to date

tawdry heath
#

hey guys, does anyone know where to get blood particles?

tender flume
#

Marketplace

#

Huhuhu

tawdry heath
#

that's free

grim ore
#

@tender flume performance? best is static -> stationary -> movable is worst but what you choose depends on what lighting you need.

#

best and worst being subjective to the scene and blah blah art

tender flume
#

Do I need movable if I want the sun to move with the lighting?

#

Or stationary will do?

grim ore
#

for the skylight that won't matter, for the directional if you want the shadows and such to move and the sun to look like it's moving (using a sky sphere) then it should be on movable.

tender flume
#

Directional?

#

Is that in the skylight?

grim ore
#

there is an actual light class called sky light

#

but the directional light in the scene might be named sky light as well lol

tender flume
#

Yes thats the one, Skylight.

#

You get when you create a scene with just the rectangle floor.

serene birch
#

skylight is super important

dusky inlet
#

that gives you ambient lighting, its not the equivalent of the sunlight

grim ore
#

yep if it says "directional light" as the type on the right then thats the one that is your primary light that makes shadows and stuff and where your sky sphere fakes a "sun"

tender flume
#

So, the light should be set to movable?

tawdry heath
#

@grim ore do you have any games you have completed

grim ore
#

@tender flume it depends on what you need from the light, check out that link it tells you. If you need moving shadows you can use stationary or movable, if you dont you can use static.

worthy flame
#

hello, how can I make my particle spawn only once so it doesnt spawn more when I press a button?

tender flume
#

I need moving shadows.

heady moon
#

hi, does anybody know if there is a separate documentation for fps/third person games or are they all just in the normal documentation??

tender flume
#

So, i'll go with movable in that case

#

Thanks.

#

So, I only have to apply this to the skylight and the shadows would be dynamic/realtime? @grim ore

ruby ocean
#

I can install UE4 on my local drive right?

#

I'm running low on space on my D drive because of various updates for other programs

tender flume
#

I installed UE4 on my D drive

heady moon
#

same

tender flume
#

so i'm sure you can install it on C drive too.

heady moon
#

It is normal

#

Yes

#

I installed it on D: before now on C:

ruby ocean
#

okay perfect

tender flume
#

🐷 Huhuhu

ruby ocean
#

The ark dev kit had a 30 gig update the other week, and I'm 8 gigs short on D

#

my project just took off too lmao

tender flume
#

Ark dev kit?

grim ore
#

@tender flume Stationary on the light will let the item's shadow be dynamic when the item moves. Movable on the light will let the items shadow be dynamic when the item OR the light moves.

ruby ocean
#

for the game ark

#

it uses a variant of UE4

tender flume
#

Ooo.

#

Cools. @grim ore

#

πŸ”«

grim ore
#

@heady moon the documentation is not seperated on project type, it's the same documentation for the engine regardless of how you use it

tender flume
#

It starts with the bone. @light lintel

#

It wouldn't be flying without any bones.

#

:p

#

What. Haha

#

It has to be a bone.

#

It can't fly without a bone, thats the thing

#

Hm.

#

It can't be. Haha

#

Has to be something

dawn gull
#

@heady moon I don't have a velocity

heady moon
#

oh

#

hi

#

are you @Fartin' Dog

#

??

dawn gull
#

Yes

heady moon
#

ahh hi

#

you dont have velocity? are you sure?

dawn gull
#

I'm sure I do not have velocity

#

Wanna screen capture call?

heady moon
#

the negate vector

dawn gull
#

I have that but I can't edit the inputs

pulsar cove
#

Hello, I was wondering if anyone was available to speak a bit on paper2d character and showing cursor and to use said cursor to move the direction of the character

dawn gull
#

@pulsar cove Like a point and click kinda thing?

pulsar cove
#

@dawn gull no sir, talking about a top down and were your mouse cursor would be would be the direction your character is looking.

dawn gull
#

Hmmmm

#

Ok so this is a tutorial for a point and click and you can edit the code from making it so that when you click it gets your cursor x and y but hook it up to event tick so it is always doing that

heady moon
#

@dawn gull can you send the other BP's you have?

#

related to the character movement

dawn gull
#

Thats it in the character those were all of them

pulsar cove
#

@dawn gull its wasd movement, and paper2d characters. So the option like said video that you linked does not have the mouse options since its a paper2dcharacter

dawn gull
#

But the video tells you how to add that

pulsar cove
#

sent you a video on the what im trying to say

dawn gull
#

Yes @heady moon

heady moon
#

aight let me have a look

dawn gull
#

@pulsar cove it is a series go to the guys channel and search up point and click

pulsar cove
#

and you dont have to use the point and click?

dawn gull
#

yes

heady moon
#

@dawn gull try setting Alpha in each lerp vector to 0.0

#

that is something i saw in the documentatioon

#

*tion

dawn gull
#

nope

#

didnt work

heady moon
#

Mk

restive mist
#

Hello everyone, I just joined, I have a question and Im not sure which channel should I post at? Im getting different results in editor and actual build, if that helps

heady moon
#

what results?

#

do you mean by editor unreal and do you mean by build visual studio?

#

or are you using Blueprint

restive mist
#

Im line tracing the spline mesh, and trace complex doesnt detect the mesh at all, while in editor it works fine, If I untick the complex, it traces as if the spline was zigzag, you know, without any smoothing

#

I mean Editor and if I make a packaged build from the project in editor

#

Im using blueprints

pallid talon
#

@grim ore Can you or anyone else explain this to me? Why am I getting a negative output when I have a "Normalize to Range" and a Lerp from 1.0 to 0.0? The final output should not be a negative number. Am I missing something?

grim ore
#

@pallid talon if your max is a negative number it can certainly be normalized between 0 and a negative

restive mist
#

@grim ore I watched a ton of your youtube, you are an amazing person thank you

dawn gull
#

@grim ore Hi, sorry if I am interrupting, but I am following this tutorial:
https://www.youtube.com/watch?v=pwtKcDA-RTI
I finished but I can't move the character at all. The inputs do nothing. I have checked the commenta and done what they say, but it still won't work. I am willing to get in a screenshare call or get in a TeamViewer call. I have tried everything I know

This is my solution for scripting nice feeling Jet like movement in Unreal Engine 4.

β–Ά Play video
pallid talon
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@grim ore Thanks! I'm looking into this now.

grim ore
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@sick stirrup MF_ nodes are normally material functions and there is a good chance that was a custom one they created and not one part of the engine

pallid talon
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@grim ore I think my Distance By Velocity is incorrect, would you this is not the correct way to determine the distance by velocity to a location? I'm basically trying to smooth the breaking of a vehicle when it reaches a location in the world...

grim ore
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@pallid talon velocity is not normalized in a direction so it's going to be plus or minus depending on which direction you are going and which axis you are going on. do a print string on the Get Velocity and see the results

sick stirrup
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@grim ore That's what I didn't wanted to heaaaaaar ahah, but thanks!
But actually, they didn't write about how they made it (what's pretty bad for understand the tuto) and if it's a custom, it's shouldn't have empty case right?

grim ore
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its possible they are using a sample project, like content example, that has that node in it and they didnt realize it

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@dawn gull have you tried to debug to see if the inputs are being called in that blueprint?

sick stirrup
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Ho okey, that's bad new ahah, but thanks for your help!

dawn gull
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@grim ore i will try that now

gleaming creek
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I've been working on a system for playing AI broadcasts, thinking of putting it up on the Marketplace.
Kind of looking for some advice on if it sounds useful enough, or what someone might want from such a system.
Right now it's really just about picking a line to play on a given topic from a voice set, with support for various rules based on states that can be passed into the request.
(For example: Play a line about having spotted an enemy, with the tag that the enemy is standing near some crates)

restive mist
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@grim ore could you please take a look in the packaging channel πŸ™

eternal patrol
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Hi, I am trying to create a target board for my game and I am not sure what tools I can use for it. Can someone please guide me or share some links that i can use?

grim ore
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I would love to help but I haven't worked with splines much 😦 I saw the question earlier all I can think of is whatever code you are using that uses that spline do a print string or another sanity check to make sure it's actually valid. If it's not you can use the packaging section of the project settings to force it to be packaged (maybe it's being skipped) @restive mist

restive mist
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what do you mean exactly? sorry language barrier and also pretty new to this stuff

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I know there is a way to make all of the debug stuff to appear in the package, is that what you meant?

gleaming creek
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Are you packaging to mobile?

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Because mobile has limited support for spline meshes IIRC.

restive mist
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no, windows x64 and 32, neither works

gleaming creek
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You may have to bake the splinemesh down to a static mesh before packaging

restive mist
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how do I do that?

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would work for me because I delete the spline after I trace it anyways

cloud cobalt
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You definitely do not have to

restive mist
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I would like to try

cloud cobalt
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I have spline meshes in my shipped game

gleaming creek
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I know I had someone who used my Spline Tools ask me about physics not working in shipping, but it was specifically for Android. I don't think they ever came up with a good solution other than converting the splinemesh to a static mesh before shipping

cloud cobalt
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I can attest that spline meshes work perfectly fine on packaged PC, inc physics

restive mist
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you mentioned that I can bake it into static, how do I do that @cloud cobalt ?

cloud cobalt
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I did not mention that

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I never did it, and it's not needed

restive mist
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@cloud cobalt sorry, mistaken with @gleaming creek

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This is what happens if I drop a ball on top of everything, notice the spike, thats a trace hitting the ball, also ball treats spline same way as if it wasnt complex

gleaming creek
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Oh, you just select the splinemesh(es) in the editor, right-click, and Merge Actors

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you shouldn't have to do it, though

restive mist
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@gleaming creek can I do that in runtime? because the spline is randomly generates every time I start a level

dawn gull
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@grim ore for some reason whenever I try to add anything other than the code that I was told to put it immedietly quits

gleaming creek
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Ahh. No, probably not

restive mist
grim ore
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@dawn gull that is weird. You should be able to either breakpoint (hit F9 on the node for input) or add something like a print string after it to see if it works when you press it

dawn gull
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ok so I am trying to make it so when you press the boost it says joe mama once but instead it says it immedietly forever @grim ore

neat forge
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I made a respawn system and it works great other than the fact that it randomly crashes after a few seconds, can anyone help me with this? Could it be because Im using player controller? This is whats causing the crash

grim ore
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@dawn gull Paste a screenshot of your code when you press the button or wherever this is at maybe we can figure it out

dawn gull
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@grim ore ok I will do that later when I get back on my pc

stuck chasm
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How can i setup input for my oculus go controller in 4.24?

grim ore
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the VR Sample template has input example maps that show how VR controls are handled, it should work out of the box and you can migrate them over to your project if you want. Alternately you can add the VR template pack to your project and remove what you don't want

fading vector
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@grim ore Do you have any videos covering setting up a character from scratch?

stuck chasm
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Ill try that out @grim ore

tacit girder
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Howdy all. I'm completely new here, and trying to make a simple project in UE4. I had one question regarding scaling pixel art if that's ok. I have a pixel art character created in photoshop. 32x32 dimensions. I put it in game and created a flip book and everything. But it came in as blurry and extremely small. Is there something I'm missing in regards to turning off the blur and being able to work in those pixel dimensions without the game making it extremely small?

grim ore
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@fading vector technically a FPS character in the MVP FPS Series but no animations since its FPS

thorny coral
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hey so UE4 wont display info if the lighting in the game engine needs to be rebuilt

sleek spear
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does anyone else get crashes when trying to use material layers?

harsh comet
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@tacit girder I tested a little bit around with sprites before. could it be your flipbook is 32x32? So if you have 4 pictures, it will be 8 x 8 per picture at the end and that causes the blurriness?

stuck chasm
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Every time i try to launch a vr template, it stops at 45%

tacit girder
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@harsh comet yeah, i have a run cycle flipbook, 4 images. I throw it in the test level and it's extremely tiny and blurry

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where can i check the size of the lfipbook?

harsh comet
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I think there was 2 methods in UE4 if IΒ΄m not wrong. I just checked my project. Also I used the classic method from UDK. That is 9 images included in 1 image. That means 512x512 -> x9 images = 2048x2048. And then I setup the UV inside the material.

stuck chasm
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If someone could take a picture of the input page in a vr template, I would gladly appreciate it, thanks in advacnce

harsh comet
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@tacit girder And maybe important for you. I used a tool called GlueIT 1.06 very useful to easy create flip books for UE4.

tacit girder
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i'll check that out then. thanks. I was just going to result in scaling up my pixel anims in photoshop.

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but its just an extra step i dont wanna deal with ya know?

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but i'll check out that tool

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it's a really minimalist game, just an infinite runner copying 8 bit NES style

grim ore
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@stuck chasm 45% is normal you just have to wait for the shaders to compile.

stuck chasm
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ok

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thanks

harsh comet
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@tacit girder It could be that was the problem. Or maybe it was another setting in the material? Did you tried to change inside the material setting to change the "Material Domain" or maybe the "roughness"? But it sounds to me like the flipbook reduced the resolution, maybe IΒ΄m wrong. But this GlueIT 1.06 is very helpful. Not sure if photoshop could do the same job, because I use another software.
NES retro is always cool. ^^

tacit girder
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@harsh comet It came into the engine blurry also, without the flipbook

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so maybe its a setting i missed or don't know about

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i'll check those attributes you mentioned

harsh comet
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hm? okay IΒ΄ll try it too. I will import a 32x32. But you used 4 different images, not like me 1 image with 9 images combined to eachother?

tacit girder
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it was initially one image. but i broke it up into a flipbook

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initially 128x33

harsh comet
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OH I think I know what you mean now. The engine blur it and you donΒ΄t want it to be blurred. I think it is the anti aliasing from the engine blur it.

tacit girder
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yeah!

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sorry, i should have made it more clear, my fault

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where would i find the anti aliasing check mark? lol

harsh comet
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Oh itΒ΄s okay. I wasnΒ΄t aware when using a very very low res texture the anti aliasing blurriness would have such a big effect. Yeah that is a good question how to deactivate it... xD

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Got it. Click your image and there is a group Level Of Detail, change Texture Group to 8 Bit Data or 16 Bit Data.

tacit girder
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OMG you got it!

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thanks!

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yes! it looks great! lol

harsh comet
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And I learned something too ^^

tacit girder
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lol, now i gotta figure out the sizing lol

dawn gull
plush yew
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Can someone help me? My box collider isnt working

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i have both my player and box collision on generate overlap events

grim ore
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@dawn gull so that is an axis, and if it's printing that means it is atleast getting input into that blueprint. for the first one, inputaxis thrust, if you put an actual # into the set physics linear velocity (like 200,0,0) does it move? If it does then your code is bad (using a lerp with a fixed value for example is not going to work well.

plush yew
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please someone help

grim ore
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how do you know it's not working?

plush yew
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because i ran a check

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its supposed to create a widget on overlap

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but its not

grim ore
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does the overlap not happen or the create widget not happen?

plush yew
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the overlap

grim ore
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if you change the collider box to block all does it block the player?

plush yew
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hold on

grim ore
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and we dont know how you set this up so it's hard to figure it out besides random guessing

spare kernel
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new options in 4.25

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lol

plush yew
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yes

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it blocks

fading vector
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quick q, how can I set the color of a plane. Turned into a blueprint and have a begin overlap with box collision.

grim ore
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ok so what is your setting, or what was it before you changed it to block all?

plush yew
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its working now for some reason a new node was randomly placed in the bp

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i didn't do that

grim ore
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weird

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but yay for working

fading vector
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Is there an easy way to change color via BP?

grim ore
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you would adjust the material by making a material that has a color parameter you can change.

fading vector
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Uh

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What

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lol

grim ore
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meshes use materials to show stuff on them (textures, colors, effects). materials use parameters to allow materials to be changed by a blueprint.

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so you need to look into making a material that you put on your mesh that has a color parameter you can change. Then you can use the blueprint nodes to change the parameter on the material that is on the mesh

fading vector
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Ohh

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I see

topaz thunder
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Why don’t we define functions in header files? Sometimes I do it and I don’t really notice a difference

rustic atlas
wary wave
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no, because there is literally zero information on that screen

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you have not installed debugging symbols

rustic atlas
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this is KOVAAK'S FPS Aim Trainer, and just need to ectract files

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and after this it will work (theoretical)

summer zealot
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Good evening. Any way to get integer input?

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Player in game need to set price, it should be an integer.

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Text box, gives only value as text

rotund scroll
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@summer zealot rich text?

summer zealot
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Will check it

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Ah wait, thats an output no?

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I need window, where player enter price. Atm using spinbox, but hate that it's float

plush yew
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@summer zealot I would recommend using the built-in text to string to int conversion methods from Kismet library. Would that work for you?

normal burrow
abstract relic
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Dang that asking price is a scam

upper heart
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@fast berry Wrong channel

thorny coral
normal burrow
thorny coral
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thx m8 πŸ‘

hybrid shale
normal burrow
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its a big number yes

hybrid shale
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Any way to prevent it when adding things like megascans or marketplace items?

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Gonna take hours 😦

normal burrow
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depends on how you install them

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i think materials lay dormant until they are needed.

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if your using bridge or something, it makes the materials so i don't think that'd work

hybrid shale
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Just straight from the epic launcher library > add to project

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It's odd since i just put one grass material on a landscape

normal burrow
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your project was closed when you did that yeah?

hybrid shale
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no

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I did it while it was running

abstract relic
hybrid shale
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Bad idea?

normal burrow
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mh yeah you should close it when you do such things

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engine is like: the hell is going on right now, check everything

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just let it run though, too late

hybrid shale
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Aha, i've been using UE4 forever and have never known this. Duly noted πŸ˜„

abstract relic
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you only keep the project open if you're using quixel bridge

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you'll get a port error otherwise

normal burrow
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same with source control, your better to close editor first

fathom glade
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I'm wondering if it's more efficient in blueprints to go down a logic tree or use logic nodes to do determinations?

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gosh it's so hard to explain what my question is LOL

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pictures, pictures

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one sec

normal burrow
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answer will likely be: test it

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you can dump the bitcode and see the difference between the two, but you'd likely just want to time the different approaches

fathom glade
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ok so I can do it like this

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or I could use a ton of branches so that I don't have all those red lines all over the place, the middle part is what confuses me

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when I initially did it, I was thinking a decision tree, but then I realized there are only 3 possible outcomes

grim ore
fathom glade
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so I made a truth table based on the inputs of 4 condition types

normal burrow
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if your saying you can use an OR node for the first two, go ahead and do it q0999

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but i'm assuming that the boolean values your getting are not heavy to retreive

fathom glade
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oh right I should have done that lol

normal burrow
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all pure nodes run

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for that line running to the exec

gleaming creek
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It all depends on how crazy you are for optimisation

normal burrow
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so that OR node will decomplicate redundant calls between the two potentially

gleaming creek
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I think technically two branches are more efficient than a single branch with an AND, because it has to calculate both sides

normal burrow
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you see that sequence node nameless voice?

fathom glade
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Yeah you're right this is more of an efficiency question

gleaming creek
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Blueprints doesn't use short-circuiting

normal burrow
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it'll run the whole thing either way, one has the added overhead of an exec

gleaming creek
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Yes, that was my next point, they should be if/else not three ifs always checked

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But at the end of the day, unless this is being run every frame or something, you probably want to just go with making it readable over being the most efficient

grim ore
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turn it into a switch on XXX node somehow and profit!

gleaming creek
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Also, if you're really looking for efficiency.... write it in C++

grim ore
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Blasphemy!

normal burrow
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yeah

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If anything, when not using C++ looking for efficiency is more attainable

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with blueprints the thing that does the least lines wins usually.

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overhead from cast is more that its an exec or a pure get than the actual cast itself

grim ore
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but what if it's a pure cast.... πŸ€”

normal burrow
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the overhead node to node isn't a lot differen't imo

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a pure line or a exec line

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thing that bugs me is that according to the bitcode a lot of things execute all the options

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like select float, will evaluate a and b

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so.. that makes your case for exec branching nameless voice