#ue4-general

1 messages Β· Page 657 of 1

green sky
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And yes texture size is important reduce where not needed

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Hey if your using World Composition i hear that there are alot of awful bugs in ue 4.24.2

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game breaking bugs so beware

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Hey slimWaffle are you there?

wispy oyster
#

I haven't done it myself but one approach I've seen mentioned for really large maps is to divide it up into a grid and only stream in the adjacent grid tiles

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But it sounds like world composition is an alternative approach to that?

green sky
#

Exactly, it's called World Composition

wispy oyster
#

Mb I should have googled it first

plush yew
#

can someone show me one good tutorial for putting all kinds of animations to one freaking animbp

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i have same exactly skeletons and what not nothing works

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retargeting doesont show any mesh

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I mean WHY

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WHy there is 0 piece of information how to merge animations from UE market place.

carmine garnet
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anyone else make their particle alphas by taking screenshots of particle systemsin blender

plush yew
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Thanks

smoky sonnet
#

how can i write text to a file in ue4?

ancient lotus
#

why not just use fstream?

smoky sonnet
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fstream?

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im not familiar with c++

ancient lotus
#

so you want a bp option?

smoky sonnet
#

yea if there is one

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or copy paste c++ is good

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i already copied some code but it wont work

ancient lotus
#

google and see if theres a way. if theres not then make a simple c++ function to call from blueprint

smoky sonnet
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i cant find the function loadtxt

rigid sleet
#

anyone understand UE4 Source Code on github?

smoky sonnet
#

@ancient lotus

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do you know whats wrong with my code?

ancient lotus
#

have to look, im guessing ffilehelper is UE4's thing?

smoky sonnet
#

idk lol

ancient lotus
#

print out GameDir() + FileNameB and make sure the path is correct and not messed up

smoky sonnet
#

how

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im not familair with c++ just copied the code

ancient lotus
#

UE_LOG(LogTemp, Warning, TEXT("Path: %s"), *FPaths::GameDir() + FileNameB);

smoky sonnet
#

in the header?

ancient lotus
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in the function your using to save the file

smoky sonnet
#

πŸ˜„

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sorry

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im not good in this

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just need it for 2 minutes

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i hate c+

ancient lotus
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-_- please copy and paste your .cpp file that you posted above lol

smoky sonnet
#

// Fill out your copyright notice in the Description page of Project Settings.

#include "MyBlueprintFunctionLibrary.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"

bool UMyBlueprintFunctionLibrary::LoadTxt(FString FileNameA, FString& SaveTextA)
{
return FFileHelper::LoadFileToString(SaveTextA, *(FPaths::GameDir() + FileNameA));
}

bool UMyBlueprintFunctionLibrary::SaveTxt(FString SaveTextB, FString FileNameB)
{
return FFileHelper::SaveStringToFile(SaveTextB, *(FPaths::GameDir() + FileNameB));
}

polar hawk
#

Those copyright notices will get you every time

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also remove the log line in your header

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:p

ancient lotus
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bool UMyBlueprintFunctionLibrary::SaveTxt(FString SaveTextB, FString FileNameB)
{
    UE_LOG(LogTemp, Warning, TEXT("Path: %s"), *FPaths::GameDir() + FileNameB);
    return FFileHelper::SaveStringToFile(SaveTextB, *(FPaths::GameDir() + FileNameB));
}
#

in your editor log you should see "Path: pathHere" and just copy/paste pathHere in discord

smoky sonnet
#

how can i see that

ancient lotus
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output log in editor

smoky sonnet
#

where lol

ancient lotus
smoky sonnet
#

PIE: Play in editor start time for /Game/Maps/UEDPIE_0_MainMap 0,961
LogBlueprintUserMessages: Late PlayInEditor Detection: Level '/Game/Maps/MainMap.MainMap:PersistentLevel' has LevelScriptBlueprint '/Game/Maps/MainMap.MainMap:PersistentLevel.MainMap' with GeneratedClass '/Game/Maps/MainMap.MainMap_C' with ClassGeneratedBy '/Game/Maps/MainMap.MainMap:PersistentLevel.MainMap'

ancient lotus
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facepalming so hard

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when you call SaveTxt from blueprint the log will be written to the output log

smoky sonnet
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i cant call it

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thats the problem

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it dont show up

ancient lotus
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why not

smoky sonnet
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thats the thing why im searching help

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it doesnt work

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even with a restart

ancient lotus
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did you create a class object

smoky sonnet
ancient lotus
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create a new MyBlueprintFunctionLibrary

smoky sonnet
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correct?

ancient lotus
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in your script

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a new class object

smoky sonnet
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which script?

ancient lotus
#

wherever you need it

smoky sonnet
#

but is it correct what i do

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to create a new blueprint function library

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what do you mean with script

ancient lotus
#

create a new variable of the type MyBlueprintLibrary

polar hawk
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I salute you

ancient lotus
#

or MyBlueprintFunctionsLibrary or whatever it was called

#

shoot me dont salute me

smoky sonnet
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doesnt show up

ancient lotus
#

can i just screenshare with you

smoky sonnet
#

teamviewer?

ancient lotus
#

that works to

steep meadow
#

anyone know how i could make wallrunning

sacred inlet
#

Anyone here work with Nvidia Flex?

normal burrow
#

0lento has

sacred inlet
#

I know 0lento has, but he hasn't updated his flex repo in like a year afaik

normal burrow
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only person i know too.

sacred inlet
#

so any downsides to it? I want to build a small game that uses it, but not sure if it will crash computers lol

normal burrow
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kinda dated by now

#

you'd be limiting your audience to nvidia users too i think?

sacred inlet
#

I thought AMD could use it also as long as that had something

normal burrow
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hmm maybe, i thought cuda didn't run on amd?

sacred inlet
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idk if this is legit

normal burrow
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would seem its possible to run flex on amd now

sacred inlet
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damn Im hyped to get back into this project then

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do you work with it at all?

normal burrow
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the biggest disadvantage is you don't really get much of an idea of whats going on visually

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as far as the cpu is concerned

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no, haven't used it

manic burrow
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what up, so im new to material editing in ue4 and as a whole, i have a model with a texture applied to it, it is a upper half of the body and he is wearing a vest, how should i go about making it look like one, instead of the whole body being glossy? any tuts or tips?

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what it looks like now

odd hornet
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Is there a way to make Unreal use a C++ IDE that isn't one of the ones listed?

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I'm using an open source one and visual studio gets on my nerves, clion isn't free

pallid talon
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Is this a bug? Using "Set Collision Enabled" inside a Construction Script, works when "No Collision" is set. But does not work when "Query Only(No Physics Collision) is set. Just stays with "No Collusion". 4.24.2.
Bug?

gilded plinth
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Hey all, this is really goofy that I've forgotten the deal on this but i have a player start in my level with default game mode and obvs when i play i possess the camera. I want all that functionality but i want to change the cameraactor settings. So do i just need to create a new actor w a camera and make all the key bindings etc etc?

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hoping for any kind of short cut

loud knoll
#

anyone get an emitter to produce mesh objects that have collision on them?

shut cypress
#

https://docs.unrealengine.com/en-US/Engine/Sequencer/HowTo/RenderMovies/index.html

This page shows that UE4 has some video recording capability, however it's in the context of sequenced scenes.

Is it possible to use that functionality, especially including the fixed framerate playback, for outputting videos of replays? Assume we've already got replay recording and playback sorted using the engine's standard replay system...

Shows you can render out your cinematic sequences to a saved movie file on your computer.

blissful trail
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is there a way to fix my player slowing down and speeding up randomly ?

cursive dirge
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@sacred inlet re: Flex on AMD, this has been supported for a long time already

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the versions I have on UE4 gameworks branches use DirectCompute by default and should run on all GPU's

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same goes to Nvidia Flow

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and to some extent to HairWorks

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I say to some extent as there's been feedback in past HairWorks games it doesn't run well on AMD gear and I have no means to test it myself (all nvidia gpu's on my computers)

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basically, blast, flex and flow are safe to use on Windows as they are not tied to cuda

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I think hbao+ should run on AMD but I don't have hard evidence for that either

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bigger issue with most gameworks techs is that they are practically tied to windows

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so if you plan to port to consoles, or need mac or linux port, you are out of luck

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there are some techs that may have linux version on the gameworks but can't remember which ones did out of my head

livid haven
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'allo again, folks

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Woops... fixing that nick.

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... maybe

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Okay, nope, it insists I'm still [Epic]

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Well, I am a free agent again, so there's that.

blissful trail
worn granite
#

wince that was a close one there :P

livid haven
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Maybe if my comments get broken up, the nickname changed will work. :X

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Ahah! There we go. πŸ˜›

weary basalt
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Not with Epic anymore @livid haven ?

livid haven
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Nein, gave my two weeks, finished my last day on Friday.

weary basalt
#

Needed a change of scenery?

livid haven
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Still working from home, so technically no?

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But it wasn't a good fit for me anymore.

weary basalt
#

Fair enough.

livid haven
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Excited to get back into pet projects and maybe streaming again.

weary basalt
#

Still working with UE4?

livid haven
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Yessir.

weary basalt
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Good to hear.

thin tendon
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Its kind of awesome you are making time to work on your own stuff. I imagine it would be very different then working with a large company.

livid haven
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Got a contract gig for now, but I'm actually able to do this now, legally.

thorny perch
#

normalmap with noise?

carmine garnet
#

can i use niagara yet?

abstract relic
#

That looks really grainy to be honest

normal burrow
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Enable it instant pudding

abstract relic
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Like a blender render

lapis vine
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You think its render in blender, but its blending render of blender. Render.

carmine garnet
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@normal burrow how?

normal burrow
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Does look like a low sample cycles render

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Plugins window

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Project settings I think

abstract relic
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Literally guides for you in there

carmine garnet
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woo

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ty

thorny perch
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@abstract relic was that regarding my image? πŸ™‚

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that's a real photo and a real finish if it was to me πŸ˜›

normal burrow
#

Still more grainy than noise

thorny perch
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although I want that look on the material

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not sure how to achieve it in ue4 though

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other than using a fine noise normal

normal burrow
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RTX

thorny perch
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raytracing?

thorny perch
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moving? πŸ™‚

abstract relic
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I see someone was having fun in substance designer

normal burrow
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Recall that type of noise from 3dsmax unfortunately

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Substance would have been better

plush yew
regal mulch
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Custom Engine Build?

plush yew
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No, I am on 4.24

regal mulch
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So just the Launcher Version?

plush yew
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Yes

regal mulch
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Then try to verify the engine files via the launcher.

plush yew
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How?

regal mulch
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Go to the Engine in your Launcher, click the dropdown and hit verify

plush yew
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Thanks, It is verifying now

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I will get back to you once it is done.

rancid lynx
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I onow you can "clear all" tags in an actor with nodes, can you "add a tag" to an actor, with nodes?

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Perhaps not.

plush yew
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@regal mulch It has finished verifying should I reload the project now?

gilded plinth
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can anyone explain why the default third person mannequin's green arrow locates him along the x axis?

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i'm a bit baffled

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Ok i see, because he's rotated as such but why wouldn't epic make the mannequin face forward on the x?

surreal viper
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any idea what can be the reason of the draw thread waiting for RHICMDLIST? πŸ€”

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or how can I figure it out?

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draw count + polygon count looks ok, GPU has way better frame time than draw thread

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this happens only in specific areas but I just can't figure out why 😐

lament saddle
#

Here's a stab in the dark: are you spawning tons of particles? There should be a console command to turn off all particle effects for testing.

thin tendon
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This is so weird I have empty folders Unreal won't let me delete

rancid lynx
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Common problem, maybe its from moving files to new folders too often. Its risky to manually delete folders in windows folders, but if you copy a backup of your game directory, you can usually manually delete unwanted empty folders from the windows explorer. Just be sure to copy a backup in case it fails.

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Ive done that a few times.

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Many people said backup, its risky

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Righr click the folder in the editor and try "fix all redirect references" that helps sometimes also

lament saddle
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Also try closing and restarting the editor

plush yew
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Been creating this world, I applied the Texture, and it is very large, each individual tile is twice the size as the player, how do I make them smaller?

serene birch
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depends on what is it that you applied to material to

plush yew
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What do you mean

thin tendon
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both fixing redirectors and restarting doesn't help

plush yew
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material applied to geometry, you can click on it and set it to be scaled, planar, wall, etc @plush yew for example. and on a basic cube it'll stretch

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@plush yew I applied it to a landscape before it was created

lament saddle
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@thin tendon try opening the folder with the computer's general file manager. Maybe there's a non-UE file in there.

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I think UE is hesitant to delete folders with stuff in them, even if it won't show you that stuff.

sleek widget
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i am working on 2D game, I lost the focus when I run the game in editor, after i stop I see a black screen have to navigate to my tilemap again, i am using perspective view, in right view it's fine.

cloud ginkgo
honest vale
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@plush yew you change the UV scale

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if you're using landscape layer coords the node should have a tiling setting in it

willow vapor
#

Hey all you sexy people (yes you); is it possible to export a Curve asset to json/csv (as they can be imported)? If so - how?

plush yew
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Hello I need help importing something. I am in a Blueprint class trying to change something and I need to import a .fbx but I do not know how to and there is no import button in the blueprint class

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NVM

cloud ginkgo
grave osprey
#

Is there a way fpr unreal engine use render farm ?

Like concierge where you allow blender to render complex scene.

tawdry storm
#

if you throw enough C++ at it, it'll be able to do that eventually

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but as far as I'm aware it's not a feature by default

radiant haven
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HEy I want to open my old project 4.22 in 4.24 but it tells me error what to do?

glad karma
#

Hey, I tried terrain.party, but unfortunately can't get place what I want exactly. Is too far. Have you got some different idea where can I get heightmaps?

plush yew
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ANy idea where i can find a cool particle for a Dash?

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Like a wind thing

dim merlin
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@radiant haven u should update visual studio

plush yew
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To publish something on MarketPlace

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you need to pay first?

polar viper
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With the MiB is there a way to increase the budget? I knkw with cinematic it gets "rid" of it but i want to increase it just incase

fathom abyss
#

I have a strange problem with ue... when I try to lower effect settings to medium or low (in editor, so bad blueprint isn't the issue) ue4 freezes and when I check task manager there's no response and CPU usage is 0%. When I changed settings before it'd start compiling, but I changed the project a lot since then. What can possibly cause it?

zealous spear
#

@fathom abyss so you are changing settings in the editor and it gets frozen?

fathom abyss
#

yes

zealous spear
#

Same problem, I know how to fix this

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So

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When you restart and play again, it is still freezed like not playable at all?

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Or it works until you change the settings

fathom abyss
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the editor freezes too

zealous spear
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Yes I got it

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But

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After restart and play again, is it still frozen

fathom abyss
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when I restart the settings aren't changed

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and it isn't frozen

zealous spear
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Ok so you don't have the settings saved

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You don't have a saving system

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If you have one you go into the GameUserSettings.ini file and set them to low as they were before or basically delete it I think and it will make a new one

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So

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It gets stuck in the engine, you gotta run it on your desktop

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Click on the arrow next to Play

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It is not gonna get stuck when you run utt on the pc, the engine can't do this

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Is like playing your own game multiplayer trought the engine...

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Is just the engine

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@fathom abyss works now?

fathom abyss
#

which option when I click arrow?

zealous spear
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Show me a screenshot

fathom abyss
zealous spear
#

I never remember the names:)

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Editor Pie

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Select Editor pie

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Or standalone game

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Or you can Launch it

fathom abyss
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it freezed so it's either compiling or same issue

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I'll check the task manager

zealous spear
#

You can also try if it freezes in the packed project

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Or show me the settings bp

fathom abyss
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no response, but there's more than 0% CPU usage

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probably compiling

zealous spear
#

Show me the settings

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Bp

fathom abyss
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oh boy, that's a big blueprint

zealous spear
#

Doesn't matter

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It shouldn't be that big for some settings

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Graphics

fathom abyss
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it's in no response mode now, so I'd rather not turn it off if it's compiling

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and if there's CPU usage, then there's hope it'll unfreeze

zealous spear
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If you think the bp is right, you can try changing the settings when is packed project

manic burrow
#

How do I use a exponent map (glossiness) in ue4?

fathom abyss
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all settings work same as in editor

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because even when not playing it freezes when changing them

zealous spear
#

Yes I had that problem

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But I ran it in standalone or pie

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Or packaging the project and then playing with it packed and it worked

fathom abyss
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that's probably because it has to compile

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compile shaders

zealous spear
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Yea it could

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Let them compile

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And do what I told you

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To run it like that

fathom abyss
zealous spear
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Ok, I have to go. Let me know if you fixed it

fathom abyss
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ok, see ya

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will dm when it unfreezes/crashes

smoky sonnet
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how can i see if a song is copyrighted

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and not allowed to use for commercial purposes

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(for my app)

copper flicker
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you can presume everything is copyrighted unless otherwise stated

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and you can contact the creators or copyright holders

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if you look for royalty free music, search for that specifically

smoky sonnet
#

Infected Mushroom & Bliss - Bliss on Mushrooms (feat. Miyavi)

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but i love this song

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this would fit so good in my app

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anyone know if this song is free for use maybe not :/

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Infected Mushroom & Bliss - Bliss on Mushrooms (feat. Miyavi) <

copper flicker
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it sounds all over the place..

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it's cool tho

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just unlikely to be a good fit for an app...

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but I don't know your app

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πŸ˜„

smoky sonnet
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such music would fit

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in my app

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definitely

copper flicker
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apps and games are better off with background music, something to enhance the experience, not attract attention

smoky sonnet
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yeah in my game genre

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you need to keep track of the music

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its like geometry dash

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and im spawning obstacles with the sound

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of the music track

copper flicker
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also, the song is long, and it goes lots of places

smoky sonnet
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yea true

copper flicker
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if you make a music based game, I suggest yo find a composer

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someone to make specific music

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if you can't afford it.. look for royalty free

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but composers often work for peanuts

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sad

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anyway, my dilemma today.. and not just today. Is there a way to move a simple object, or maybe one with physics enabled, to a point on the navmesh? without it being a character?

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I don't want to use character movement

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even projectile movement is kinda slow and expensive in Unreal..

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I'm experimenting with various ways to move a simple object from point to point...

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in a guided and intelligent fashion...

fathom abyss
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Maybe some kind of teleporting, except with timeline, so it's smooth?

honest vale
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that's essentially what happens on tick to characters too

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plus lots and lots more πŸ˜„

plush yew
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Any1 know where i can get a cool dash particle?

copper flicker
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I was wondering if there is an Unreal node for this, like a simple Move To, but one that doesn't require Character Movement

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jonimake, the 'lots and lots more' is a problem

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I need lightweight, simple movement

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I'm considering using physics, or projectile movement

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I also tried lerp based movement

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it's pretty fast...

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but a lot more work needs to be done there to turn it into a 'character'

plush yew
#

can someone help me rq

thin tendon
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I think I remember seeing something at one point where you could set location and instead of teleporting it would sweep movement

plush yew
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im trying to find out where the chest part is in the uv editor

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i did the chest

rotund scroll
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@plush yew you're on the unreal discord

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that is not unreal

uncut vigil
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@plush yew chest has a decal with the logo

plush yew
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@uncut vigil how do you get rid of the decal

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??????????

uncut vigil
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@plush yew what have you tried?

wary wing
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The logo has its own material slot on the mesh. Swap the 2nd material for something else

plush yew
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how i can change the particle color from here?

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@uncut vigil

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i tried pressing tab and going into uv editor

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i highlighted the chest part trying to find it in uv editor

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i couldnt find it

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sc

fast magnet
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i have answerhub withdrawal 😦

honest vale
#

I bet they'll disable answerhub like they disabled the wiki πŸ˜„

uncut vigil
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@plush yew i know you tried that, what have you tried to get rid of the decal mesh?

willow yacht
#

Hi! May be someone know, can I use environment variable in my build.cs somehow?

half panther
#

Does someone know a good introduction into voxel terrain (not plugin-specific)?

dim merlin
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Hi, i changed all my foliage types using 'bulk edit via property matrix', but now they are not switching LOD's anymore... πŸ˜’

honest vale
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@half panther all voxel terrain tools in UE 4 are plugin based πŸ€”

smoky sonnet
#

spawning objects depending on music beat is it better to use level sequence thats built in in ue4 or use fmod?

tender flume
#

How do you optimise draw calls?

solid matrix
#

@tender flume Less stuff. You have too much stuff.

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so several weeks ago, I thought I had an issue that required deleting my derived data cache. Well it turns out that wasn't the cause so I restored my data cache from the recycle bin but now, i'm still dealing with obscene compile times. Just saving locks up my PC for a long time while it builds shaders and editing a landscape material that i've been using for a while required tens of thousands of shaders to be compiled.
I'm wondering if my cache is in a different place than I thought. Where is the DDC set to by default? Has anyone had this issue before?

plush yew
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am trying to say if Max walk speed = 0 then start the FireParticle

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How i can Do that? start it

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i want to connect it to the branch

solid matrix
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the fire particle should have a node that activates it

plush yew
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@solid matrix any way to do it?

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am trying to figure it out

solid matrix
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Drag out from the fire particle, then search "activate"

plush yew
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Should i use Event Tick for this?

solid matrix
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how often do you want it to happen?

plush yew
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Every time i stop

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Would be heavy if i used event tick?

solid matrix
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yes

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very

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avoid using tick whenever you can

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stop moving?

plush yew
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Is there something like that?

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hope there is sec checking it

solid matrix
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yeah you just need some way to run those nodes.

tender flume
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DDC is normal.

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You'll have lots if you have lots of objects on the map

solid matrix
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oh no my DDC question was a general question. Sorry lol

plush yew
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This wont work hehe

solid matrix
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yes because there's no node connected to Stop Active Movement

plush yew
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Yup hummm

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Any thoughts any1?

tender flume
#

You need a node connected there.

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It has a target, but does it have a node to tell the target what to do?

plush yew
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Shin

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Our last option to use Event tick to keep checking

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but we trying to avoid that

tender flume
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Oh, just use that at the moment

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Even I struggle with coming up at efficient methods

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But make a reminder to go back to that unefficient method when you have the plan.

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I create several reminders whenever i am unable to get a much more efficient solution

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The goal is to get it playable for me to test, not to keep coming up with efficient solutions haha

plush yew
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how do you get out of this mode

young cliff
plush yew
tender flume
#

Oh right, my draw calls were related to grass

#

Haha.

#

Thanks @solid matrix

glad karma
#

Somebody know how export from blender gis to unreal engine highmap?

delicate needle
#

Is there any reason, button I am missing, or a setting that would cause none of my lightmaps to load when playing the game? They show up in the editor but all seem to turn off when simulating.

sacred inlet
#

It is true that flex will not work with mac or linux systems?

tender flume
#

Which flex is this?

sacred inlet
#

nvidia flex

#

4.20 I think

tender flume
#

Nope

#

You have to use bootcamp and use Windows then you can use Flex perhaps

hard quarry
#

Hi guys,
is it possible to move the pivot of an object?

#

So move the pivot of a static mesh

abstract relic
#

Ideally do that in a 3D software tool. A less convenient way is change the transform value in the reimport menu

plush yew
#

Hey

#

I need help

clever bone
#

is there any way to move the transform gizmo slower?

#

I want to move by tiny units

plush yew
gilded lichen
#

Hello, how do I see if shift and left mouse button are pressed at the same time in a widget?

abstract relic
#

Stop spamming New

#

Bear, there’s a grid snapping icon on the top right of the scene viewport. You can change units or turn it of entirely

clever bone
#

@abstract relic but can you change the sensitivity without snapping?

abstract relic
#

Good question. Not something I ever tried. Best I can point you to is editor preference. There may be a hotkey, I’ll quickly look into it

normal burrow
#

I don't think so bear, but you could grab a mouse with a sniping button

#

would expect it to be there if possible (could be wrong, but yeah its not there.)

clever bone
#

@abstract relic @normal burrow you can only change the camera sensitivity unfortunately. Thanks anyway guys

normal burrow
#

your mouse may have such ability as well, just may need to assign it

clever bone
#

damn my mouse doesnt do that. will definitely take that into account when I need to buy another one

abstract relic
glass rapids
#

Hi, I have a little question. When I use the crouch and uncrouch nodes the camera moves roughly, is there a way for me to use that system but not have the camera move so I can implement my own system?

abstract relic
#

I’m not at my work station at the moment but I’m curious if holding shift while moving object does anything. And mouse wheel while we’re at it.

normal burrow
#

i tried and nothing

#

well, shift makes your camera folllow the thing your moving or rotating

abstract relic
#

Grid snapping off?

normal burrow
#

yep

abstract relic
#

Good to know

normal burrow
tender flume
#

There's lots of stuff on the taskbar.

#

Whoa.

normal burrow
#

i got a lot of threads 🀷

#

my windows key i bought doesn't work so i can't hide it and haven't taken time to contact ms about it lol

tender flume
#

Meh, you can always go another way around it

#

I used the other way because it does not want to activate at all on my other one.

#

πŸ΄β€β˜ οΈ πŸ‘οΈ

#

Arrrr!

austere scroll
#

MY static mesh doesnt have the option to simulate physics

#

it says it needs "simple collision" , or at least thats what i figured out

#

can i ADD a simple collision

#

or do i need to put it from the model ITSELF

pallid talon
#

Niagara question. I have a particle system that last for 60 seconds. Is it possible for me to create a keypress that will shorten the timeline during playback? For example, if I need the emitter to jump to the last 10 seconds of the effect. Is that possible?

tender flume
#

Oh lol. It was that simple to reduce tri counts on grass

frigid needle
#

@austere scroll you can add collision by going to the Static Mesh asset directly from the content browser.

#

There should be a collision drop down at the top

austere scroll
#

there isnt a collision drop

#

@frigid needle

frigid needle
#

Bah, my knowledge may be out of date. Stand by

#

Ah. It’s not the drop down, it’s the MENU.

#

Learn them, love them, bookmark them.

minor flint
#

Hey, can someone help me with parsing together a .uexp and .uasset file? (Unreal engine files) I just have never done it before and have no idea what im doing or where to start

austere scroll
#

thanks

minor flint
#

oh, this chat room isn't as active as i thought it would be

#

fuck

austere scroll
#

oof

abstract relic
#

You don’t exist I tell ya! All of you! 😜

minor flint
#

i mean, im not mad at you unreal server, i just expected more, like pc master race server.

abstract relic
#

1 message per second?

minor flint
#

something like that

#

lol

#

well sense i have your attention before i ask elsewhere

#

how the fuck do i parse unreal files?

#

i don't usually use unreal for anything, so i assume its something simple, but im being asked to do it and don't know how

frigid needle
#

What’s the context? Why are you trying to parse the files?

minor flint
#

(basically just because i was told to)
because i need the 'original file' rather then the split file

#

@frigid needle so.. do you know how to? or...

frigid needle
#

That is entirely above both my skill set and knowledge set. I was hoping some context would let me start Googling, but that’s all I’ve got. Sorry

grim ore
#

@minor flint I think the issue is you are asking something that is outside the normal usage of the engine. an asset file is normally not something a normal user would want to reverse engineer. There are a few programs out there that can do it for you if you want on the googles

minor flint
#

okay, well, where would i go to find someone to help me.

hidden aurora
#

I cant add two more than two virtual bones to a bone in the skeleton editor any help'

dapper verge
#

Anyone familiar with VR? I completely broke the VR controls blueprint system from my project. How do I get it back to the state it was initially when I first launched the VR default project but keeping my custom map and objects in the scene?

hidden aurora
#

Done

brittle gulch
#

Hi guys, is there a way to make the scale factor higher?
Reflection captures are so slow to scale! look at that, I'm dragging the mouse like crazy all over my table, and it's scaling a tiny bit :

grim ore
#

select the reflection capure, go to the transform details panel, change the scale by hand

brittle gulch
#

Yeah, that's what I do, but I was wondering if there would be a factor for the scale tool to make that easier. Apparently not

stoic folio
#

anyone have any ideas why im constantly getting this error?

#

its pretty much instant after i try to install

#

and my path is straight in the documents so theres no way its actually too long

#

i started installing in program files and its working so far

paper kernel
#

yes that is the longest path you can get

stoic folio
#

weird af

#

what do you even mean long

#

its a fucking computer

#

it calculates individual photon rays

paper kernel
#

because its actually under C:\Users\

#

dont let the file explorer fool you

stoic folio
#

im aware

abstract relic
#

Do you have non-latin characters in the directory

stoic folio
#

dont think so but good idea ill check

#

no and my projects are in there as well and have no problems

abstract relic
#

previous version were installed?

stoic folio
#

ive uninstalled them all

#

but yes they were

abstract relic
#

Just to confirm, could you reinstall a version that you previously had?

stoic folio
#

nah i fixed it now i was just curious what couldve caused that to avoid it if it comes up again

abstract relic
#

I'm curious as well

stoic folio
#

ill try it later then when this one finished installing

craggy flax
#

Icerb what are you doing in unreal? Rendering for zbrush stuff?

wet berry
#

is there anyway to get a dropdown list of values for an instance-editable string/text?

stoic folio
#

@craggy flax lol

wet berry
#

Enum, forgot about those

stoic folio
#

actually might get a job that might need dusting off my ue4 skills

wet berry
#

Got it >_>

craggy flax
#

Noice

worn granite
#

@wet berry If you don't mind cpp you can accomplish that with a custom details

wet berry
#

I'll make a note of that...for now I'm prototyping in BP and Enums/Maps should suffice for what I need. Thanks, though

keen moss
#

im getting an unknowncookfailure, anyone available to help?

hearty walrus
#

I've downloaded the cars essential pack from the unreal marketplace, how do I change the player character to the car?

hexed dock
#

Is there anything obviously stupid I'm doing if I get wavy lines like this in UE (and in the program when it's running)

#

fyi, this was my "simple test app" where I was just going to fiddle with something. Just started with the VR template (because it's for VR, though this problem seems to be independent of that) and deleted most stuff.

clever sequoia
#

Hey Guys,
I have textured my sword in Blender Eevee and now I want to get it into ue4. I have got this far (picture1), but know I want to archive the bloom effect. I am trying and trying but with my knowledge I cant get the result I am trying to get.
Hope anybody could help me.

grim ore
#

bloom is a post process in the camera if you want bloom. Emissive is making it look like it's glowing in the material itself, pump the emissive channel to a high value to get the "glowing" look

clever sequoia
#

ok I will try. First of all thank you! @grim ore

grim ore
#

of course, it looks neato would love to see it working in engine

sterile sinew
#

The item that 'None' refers to

#

I have tried to update the reference in the top bar, which seemed logical but when I update, close and return it still states 'None'

rotund scroll
#

@sterile sinew have you tried fixing redirectors?

#

@brittle gulch generally you should never use scale

shell compass
#

Anyone know how to properly uninstall/reinstall an engine plugin? I suspect my VaRest plugin for 4.24 is broken, because my project just flat out refuses to see that it's installed, but all the folders and files are in the engine plugins folder, and the .uplugin looks correct and all.

sterile sinew
#

@sterile sinew have you tried fixing redirectors?
@rotund scroll Yes, I have

shell compass
#

I just removed the folder from the engine plugins folder, but I can't reinstall it from the Epic Games Launcher, it just says "You cannot install this plugin as it is already installe to all compatible Engines."

hexed dock
#

@sterile sinew just tried it, no effect. Tangential question: do you know if fixing up redirectors on a folder automatically does it recursively?

#

oh, misread that as for me. still wondering about the tangential

steep ferry
#

I have a problem. Sprites are tinted white

hexed dock
#

btw, @plush yew , let me just say thanks SO MUCH for your little bite-size WTF videos. I'm learning UE4 and they're a godsend

#

argh, I mean @grim ore

#

something about the @ autocomplete always throws me off on where my focus is X)

sterile sinew
#

@sterile sinew just tried it, no effect. Tangential question: do you know if fixing up redirectors on a folder automatically does it recursively?
@hexed dock Usually I use fix up redirectors on a regular basis, though I can't answer your question, sorry

vale girder
#

Hey y'all... I hope this is the right place to ask this question...

sterile sinew
#

The text above the 'None' reference is read only, whereas the text at top can be modified, but it doesn't save the updated reference

vale girder
#

My current PC is a little more than a plastic she'll with two aged hamsters for processing power. Does anyone have any off-the-shelf suggestions for a PC that can handle UE4 Game Dev? Any suggestions will be met with the glee an excitement of a 14 yr old girl meeting Justin Bieber in person! ✊🏾😁

grim ore
#

off-the-shelf is based on where you are and your choices

vale girder
#

I'm in the states. Is that what you mean?

grim ore
#

well I mean you walk down to the piggly wiggly and pick up an HP, or you use amazon and get one delivered, or you can go to a micro center, etc.

#

like where I am off the shelf would be Best Buy or online

#

maybe you mean pre built if online is an option or do you literally mean in store local only?

vale girder
#

There where isn't as important as the what. Processing power and graphics card capabilities.

grim ore
#

that will depend on your goal

#

basic game, real time ray tracing, the next halo

#

etc.

#

like you could get away with a new 10th gen i5 with built in iris if you wanted

#

but in general the min specs for UE4 for general use would be a quad core CPU of a recent generation (amd or intel is fine), I would say a 1060 or higher GPU for general use, 16GB of ram is smarter than 8 at this point, an SSD 256 or 512 depending on how much crap you want to hold and the rest is gravy

vale girder
#

If it's not too invasive, what kind of rig do you use Mathew?

plush yew
#

Wonder why we cant have low rez ray tracing for low end hardware

grim ore
#

desktop is a 2700x, 32gb ram, 2700 super, and uh 1tb ssd

#

the biggest issue with that is ray tracing is hard, very math intensive

vale girder
#

Is your workflow pretty speedy? Any processor lag?

grim ore
#

workflow is nice and happy for the majority of stuff. Higher end projects with alot to compile takes time but thats going to happen unless you break out the big bucks

vale girder
#

True

grim ore
#

again what you want is based on what you want to do. Not doing much C++ or engine compiling, a quad core is fine. Not doing any ray tracing or higher end film work, a 1060 is fine. not doing a ton of asset work, 16gb is fine. etc.

vale girder
#

I'm looking to do a platformer. But using art that's as complex (or simple) as Spelunky.

grim ore
#

if you wanted to just get a machine that worked and didnt mind waiting on it a simple project can run on the newer integrated GPU's in the 10th gen intel CPU's or even the higher end ryzen desktop CPU's. Even a cheap 1050ti would be overkill

#

This work machine here is an older i7-4790, 1050ti, 16gb ram, 512 SSD and it works fine for 90% of the light work I do in the engine and it was not expensive

#

I mean it takes like 90 minutes to compile the engine but hey i get what I paid for lol

vale girder
#

Lol... Fair point!

grim ore
#

2nd hand I paid ~100 for the machine, ~60 for the memory, ~50 for the GPU, and uh like 65 for the hard drive

#

but I know what I am doing so its definitely not off the shelf heh

vale girder
#

Damn! That's wonderfully affordable!

#

Also fair point... As I'm just starting out

grim ore
#

yep just look to hit something around those recommended specs and you should be fine. The more you pay the better you get generally but no reason to go overkill unless you want to overspend

vale girder
#

Yeah, I defo do NOT want to overspend. Just want to get a working prototype, post mortem and start building another.

sterile sinew
#

@sterile sinew just tried it, no effect. Tangential question: do you know if fixing up redirectors on a folder automatically does it recursively?
@hexed dock You got me at 'Tangential' too

grim ore
#

@sterile sinew the Reference viewer just does that, its a viewer you can't edit. Have you tried to go into your referencing items and saving/editing them to remove the reference internally. if the file is gone then fixing redirectors is probably not going to fix the issue itself.

vale girder
#

@grim ore Thanks for the info, Man! It helps A LOT! πŸ‘πŸΎ

sterile sinew
#

@sterile sinew the Reference viewer just does that, its a viewer you can't edit. Have you tried to go into your referencing items and saving/editing them to remove the reference internally. if the file is gone then fixing redirectors is probably not going to fix the issue itself.
@grim ore They're animations, [/Game/0_MyStuff/3D/Import/ETs/TheNewCrew/Animations/Alien01/Alien01_Ani_table_lean_01_loop - Dependencies], should be called [/Game/0_MyStuff/3D/Import/ETs/TheNewCrew/Animations/Alien01/Alien01_Ani_HaveASit_table_lean_01_loop - Dependencies].
The latter file is present, the other isn't.

grim ore
#

what is the Alien01_Ani_HaveASit_table_lean_01_CC file?

abstract relic
#

Best file name yet

grim ore
#

your _CC, DR, ETC file are what you need to open up and change what they are looking for

sterile sinew
#

An animation file reference where the character is sitting facing forward center

grim ore
#

so when you open up that file what do you see?

sterile sinew
grim ore
#

thats not opening the file, thats the reference viewer for it. what happens when you double click on the file

#

oooh Niagara live stream this week, neato

sterile sinew
#

I see the correct animation file open

grim ore
#

so when you double click on the CC file, one that is broken, it shows what?

sterile sinew
azure shore
#

can anyone help me with a really annoying physics problem

#

this cant be my fault at this point, are ue4 physics just shit or what?

kindred viper
#

UE4 physics is PhysX. So no. It's how you use it that causes it to be shit. It doesn't just work out of the box for 99.9% of things. It needs more tweaking than a $20 crack whore.

azure shore
#

well, I dont know what I could have done to make almost all physics assets pin to the spot

#

like if I place one in the map or make the player ragdoll, its ragdoll but just stuck at its location, yet if I spawn the one the player uses, it works fine but not for the player bp, IT MAKES NO SENSE

#

if I move the player a bit then ragdoll, the physics asset jolts back to the player spawn location

#

OH and now one that used to be broken works, I DIDNT EVEN TOUCH IT

#

anyone there?

regal mulch
#

No one probably knows what to do about that

#

Also not enough info. Is that a single or multiplayer game?

karmic galleon
#

is it me or does 4.24 crash alot?

regal mulch
#

Can be both

karmic galleon
#

4.24 crash alot?

#

i can even revert my project back to 4.23

#

cant*

azure shore
#

well singleplayer

#

idk what else I CAN say because Ive hardly done anything

#

its literally just a normal physics asset

abstract relic
#

You can’t revert a project back to any previous version. That has never been a thing

normal burrow
#

The big warning dialog saying as such should be read lol

grim ore
#

you can if you have source control πŸ˜‰

normal burrow
#

source control is time travel so yeah

azure shore
#

alright so I dont suppose anyones even heard of this happening before

#

physics asset stuck to the spot

grim ore
#

if it's told not to go anywhere sure

#

or if it's colliding with something else (like something around it)

azure shore
#

no

#

I can spawn seperate physics assets in the map on their own and they work fine, but then sometimes they DONT

#

without me even changing anything

#

god I hate these problems

#

ok I dont even get this it seems to be map based

#

I have two different ragdolls right, in one map, one works and the other stays pinned to the spot, in another map, THE OTHER ONE WORKS and one DOESNT WTF

#

Im gonna lose it in a minute this is unsolvable

grim ore
#

sounds like multiple problems then

somber quail
#

@grave osprey nDisplay can do clustered rendering of sorts and swarm allows for network distributed light builds.

azure shore
#

jeez it really is too much to ask to just make a simple little game isnt it

grim ore
#

it is work to make a game yes

azure shore
#

but this is SUCH a simple game, in fact Ive even made the most complicated parts of it already, the rest is easy, stuff Ive done before even but OH THIS TIME its BROKEN

plush yew
#

dj legend ive seemingly fixed some issues by making a new level and copy/pasting all stuff from the old level into the new blank one. worth a shot i guess

hexed dock
#

so is there any actual EFFECTIVE way to save editor preferences as default, since the Set as Default button doesn't seem to actually do that?

sacred inlet
#

has anyone here recently setup the Nvidia Flex from 0lento?

craggy flax
#

What would be the best way to establish a loosely circular shaped grid of squares for an RTS building placement? Like each grid square checks for valid placement and the grid is used to check available land area

brittle gulch
#

@rotund scroll The reflection box capture doesn't have any box extent parameters, so I have to use scale :/

grim ore
#

going thru the Shinbi character on the marketplace to break apart how they handled animations and attacks. After about half an hour of trying to figure out how the Attacking event dispatcher is called in the character I finally figured out it was not used at all lol

unreal wasp
#

Hey everyone, I got the burst fire down, but now I want to do the following: once a weapon fires, rotate 5 degrees towards a set direction, and fire again. Do this 5 times (i.e. fire, rotate 5o, fire), then reset rotation to original.

  • Is there a smart loop system I should use for this? (or loop within a loop)
  • Do I just create 5 instances of the weapon each with different rotation and iterate linearly across them?
  • Some other, best-practice way?

https://imgur.com/a/Crc5Fu1

grim ore
#

make an array that holds rotations, one rotation per rotation that you want. Loop thru the array doing your fire thingy for each loop using the rotation for that loop from the array for your rotation that you want. when your loop is done you are done

plush yew
#

Hello, I need help so I made a map for Ue4 and whenever I save it, it goes back to the starting fps one how do I fix this

fiery lagoon
delicate needle
#

Hmm, pickle I might be in. Volumetric light map, its missing. I used V-Ray for unreal to bake, but I guess it can't create a volumetric light map? Is there a way to create one?

abstract relic
#

project setting >>> Maps and mode @plush yew

plush yew
#

Ok thank you

#

any clue as to why a volumetric texture wont render in a scene?

fiery lagoon
#

Can anyone help me figure out prop interactions using sequencer, I want to equip and un equip props, so i thought i could use an attach track but when ever i do this it sends my props off into space. if anyone could point me to a tutorial about using props in sequencer that would be great. i wanted to avoid using blueprints

plush yew
#

@plush yew has no destination

#

but it was working earlier

#

more than likely lucky in placement

#

so what would I do

#

GetPlayerCharacter then do get location then connect it

#

you wanna get (player controller > position and then feed it to that)

#

pretty much

#

also

#

thats not gonna run constantly

#

it will do it once then stop

#

I have a loop

#

ahh okay good

#

I can't find a location blueprint thingy

#

@plush yew

#

what is that middle thing

#

thats the root of my character

#

I don't have the Get World Location

#

or use this

#

ok

#

Fixed it

#

I didn't use the tutorial but for some reason my nav mesh bounds wasn't working

grim ore
#

@fiery lagoon When you right click the attach track on the object that you are attaching in sequencer have you gone to properties and adjusted your attachment rules so it will snap to the target. Also making sure your objects offset is normally 0 before you attach it if needed

maiden sundial
#

Any way to run in editor with a selected fps ?

grim ore
#

open console (~) then type t.maxfps XXXX where XXXX is your locked max fps

maiden sundial
#

thx senpai ❀️

fiery lagoon
#

@grim ore yeah i tried messing with those properties but they didnt seem to work, and by offset being 0 do you mean something like this? cause i just had the prop on the grill before i added it to the attach track. maybe thats it.

grim ore
#

if its on the grill that should be fine you just have to get the right settings

fiery lagoon
#

aight cool, ill keep messing with it, just wanted to make sure i was on the right "track" with using props in sequencer

tepid ore
#

Hi! thought I'll might try here.. does anyone know what could be the reason i can't move anything with the gizmo in my level? (snapping is off), i can change the location of static meshes only if i'm manually changing the location. rotate and scale don't seem to react, too. any ideas?

grim ore
#

it seems to be a pain in the rear to get the item to go back to it's starting point after detach is the issue with the attach node but I guess you could always "attach" it to the grill for example lol

#

like your grill has attach points and your character has his attach points and you just well use attach nodes to swap around

fiery lagoon
#

Ooo thats not a bad idea, i have no idea how to use blueprints, i figured this was easier.

grim ore
#

it would be easier if you just have the 2 skeletal meshes to swap, otherwise it's not that hard using attach to actor nodes and a defined list of points in the world (more work this way)

#

otherwise with the just 1 attach node it's being a pain in the ass when detatching

fiery lagoon
#

ahh

#

Thanks i think ill be able to figure it out then! if not ill just learn some blue prints lol.

plush yew
#

I have a question. If any of you know Bendy and the ink machine, could UE4 POSSIBLY make that game?

grim ore
#

yes

plush yew
#

like the way it is made in unity? With all the voices, the mechanics, etc?

grim ore
#

yes

plush yew
#

ok nice

grim ore
#

a constant

plush yew
#

that is a scalar or constant @light lintel

#

yea constant

grim ore
#

its got other names like scalar or single paramater or vector 1 but if you are trying to find it in the materials palette its constant

plush yew
#

So guys

#

whenever i import my skeletal mesh, in the preview, half of it is cut off

#

like the bottom of it is

grim ore
#

is your root, or pivot point, set to the middle of the mesh in your DCC program before you bring it over?

grim ore
#

what is it set to in your DCC program?

plush yew
#

I can retarget Mannquie animations to this character?

#

is it possible?

grim ore
#

if the skeleton layout matches you can yes

plush yew
#

its set to the bottom so that i can scale it from the feet @grim ore

#

MathewW

#

i need to retarget my character?

#

Cuz it already have animations on it πŸ˜„

#

i just wanted the Mannquie animations too

grim ore
#

you would have to retarget the mannequin animations to that skeleton yes

#

@plush yew you have set a pivot in your DCC or the root/origin/0,0,0 is at the feet of the model?

#

as ue4 uses the 0,0,0 for the root when importing

versed surge
#

Real quick whats the hot key to snap an object to the nearest plan? Like make it snap to the floor when floating just above? Thanks in advance

azure shore
#

oi why do while loops with Is Overlapping as the condition just crash the thing

#

is it just overloading itself

#

and can I fix it?

smoky sonnet
#

hey i have a big problem but dont know why im having it or how to solve it pls help

azure shore
#

oh it thinks its infinite loop

smoky sonnet
#

im spawning objects depending on the music track (im using level sequence to run a function that spawns a object)

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why is that so

azure shore
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thanks mate

smoky sonnet
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the speed of my objects are also different

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between ue4 and my phone

versed surge
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hitting END key while selecting an object snaps selected object(s) to the nearest surface.

azure shore
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oo cool

grim ore
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@smoky sonnet are these objects in the world or using the UMG system?

smoky sonnet
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in the world

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sorry was on toilet

grim ore
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your going to have to do alot of math your resolution, dpi, scaling, etc on your pc is different than on your mobile device. Your going to have to get your camera fixed to a fixed location that works right on your target resolution then padd around it (extra on the sides) or change your camera as needed based on the target hardware

smoky sonnet
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the camera is fixed

grim ore
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as long as your ratio is good the rest shouldnt be too bad

smoky sonnet
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but the speed of my objects arent correct

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they move way to fast

grim ore
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are they physics based or frame based?

smoky sonnet
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hard coded

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i have 4 different change speed function

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they set the Y to -120 or -200

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etc...

grim ore
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which means the resolution on your device is probably lower than your pc. 2000 vertical resolution on one and 1000 resolution on the other -200 will be twice as fast on the once with less

smoky sonnet
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yeah i also thought that im trying to get the resolution divide it by a value to set the speed

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but dont know a good algorithm or calculation for that

grim ore
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you can also set up your play field using fixed points to define the top and bottom then use something like a timeline or lerp to move it over time from one location to the other

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that should let it atleast be framerate independent it just might stutter at low FPS as its jumping too many pixels

smoky sonnet
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yeah but it should play in fullscreen without black boxes

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with fixed points it would look weird or do you mean smth different

grim ore
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well you have a spawn point right? and an end point?

smoky sonnet
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yeah it spawns at a trigger box and it moves downwards till it overlaps with a another triggerbox that deletes the object

grim ore
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ok so use your first trigger box as the start point, the end trigger box as your end point then use a lerp or timeline to move it from start to end over a time

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you can lower or increase the time to make it slower or faster

smoky sonnet
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shit

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that sound so smart

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i never get the lerp

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it sounds so complex

grim ore
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lets say you want to go from 0 to 100

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0 is 0% and 100 is 100%

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the lerp lets you pick a percent between those 2 values and gives you the value

smoky sonnet
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depending on?

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the speed value

grim ore
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the 3rd value basically yes, start, end, lerp value

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with lerp value being between 0 and 1 (or 0 and 100%)

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so a lerp with 0,100,0.5 would be 50% between 0 and 100 or 50

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all that really matters is you have a start, and end, and how much you want between

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so for moving something you use a timeline that says "hey over 2 seconds go from 0 to 1"

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plug that into a lerp from your start to the end and it magically moves from the start to the end over 2 seconds

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fancier lerps have fancier stuff you can do with them like making it smoother at start or end, or adjusting the stuff that it gives you but a basic lerp is that

smoky sonnet
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i will try it

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it looks right now like this i just want to post it to get some tips if you have some more i will try it right now with your lerp method

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how should i use a timeline in my option am i stupid

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@grim ore

grim ore
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This is an example, it might not be exact to your needs but it sets the location of something from a start to an end over time. the time is 1 second according to the timeline float track

smoky sonnet
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okay i will try

grim ore
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if using something like this you would set the play rate of the timeline before you ran it, using the set play rate node, and since its 1 second long setting the rate to say 2.0 means its twice as fast (so 0.5 seconds long) or setting it to 0.5 means its twice as slow (or 2.0 seconds long)

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this is just a generic setup to move something from A to B over time

smoky sonnet
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okay either im stupid or idk

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it doesnt work like it should... idk never used smth like this

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it moves in light speed

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its so damn fast

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maybe because the second Y is negative?

grim ore
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yes if you notice you are adding offset

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I was setting the location

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literally saying ok start here then next frame go to this spot, then next frame go to this spot, until its at the end. Yours its saying start here, then add some numbers to get your next spot and go there, then next frame add more numbers to get your next spot and go there

smoky sonnet
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okay

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it works

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but...

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even if i change newtime the speed never changes

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it stay still

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so it dont get faster or slower

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is it even right to change the new time node on timeline to increase the speed

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@grim ore

grim ore
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new time is the time it's running at

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not the speed

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in your details list on the left should be the actual timeline component you can drag it and use

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get the Set Play Rate node from that and run it before you play and set your play rate

smoky sonnet
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you mean change the new rate at set playrate before running timeline

grim ore
smoky sonnet
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puh now i need to think a little bit because my timeline auto plays

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so it calls himself

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if i need to call it with set play rate

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nothign runns my set play rate

grim ore
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when you were changing your speed before, do the get timeline -> set play rate

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it doesnt need to be changed before running it

smoky sonnet
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you mean here?

grim ore
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if that is where you changed it then yep

smoky sonnet
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thats in another bp where i dont have access to my timeline component

grim ore
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when do you spawn the item, i assume the timeline is on the item?

smoky sonnet
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i set the speed (other BP) spawn the falling object (another BP) and the BP of my falling object that i have spawned from another bp sets the speed of himself with the timeline above that autoplays

grim ore
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when you spawn get your timeline and set it when you spawn it

smoky sonnet
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oh

hidden knoll
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Where can I find out how to make a parkour system for a 3D side scroller?

smoky sonnet
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okay if im changing the new rate

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what do i need to put in to make it faster or slower

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i can try it on my self of course but if you would know

grim ore
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if your timeline is 1 second long and your rate is 1.0 then your timeline will take 1 second

plush yew
smoky sonnet
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oh ok

grim ore
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if your timeline is 1 second long and your rate is 0.5 (half the speed) then your timeline will take 2 seconds

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thats why I set it up to use a timeline of 1 second long since the math is easy lol

hidden knoll
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@grim ore Do you know how to make a parkour system?

grim ore
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nope 😦 I know the concept but never tried it

plush yew
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it's not that difficult just time consuming

smoky sonnet
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Blueprint Runtime Error: "Attempted to access Enemy_Falling_C_100 via property CallFunc_FinishSpawningActor_ReturnValue_2, but Enemy_Falling_C_100 is pending kill". Blueprint: TriggerSpawnEnemyFalling Function: Execute Ubergraph Trigger Spawn Enemy Falling Graph: EventGraph Node: Set Play Rate

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@grim ore

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mhh

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my objects can be killed before they reach the enemytrigger so how can i handle this

grim ore
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well you should only be setting the play rate after you spawn it right?

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or does this speed up during play

smoky sonnet
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yeah i set it after i spawned them

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no

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yeah maybe

grim ore
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lol

smoky sonnet
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the set play rate can be changed

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because my speed changes over time

grim ore
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after it has spawned and is moving you want them to speed up or slow down?

smoky sonnet
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thats not the case

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i get the error because they got destroyed

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and i think it tries anyway to move it

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because it gets destroyed before finishing the timeline

grim ore
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yep but your saying you spawn it -> immediately change the play rate and between those 2 things it gets destroyed

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you only set the play rate once after spawning

smoky sonnet
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yea i set it once for every single object

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i dont change the speed of 1 object again

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i change the speed of a new object that gets spawned

grim ore
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yep so unless you are literally spawn -> destroy -> set play rate in the same frame that should not happen

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maybe you are spawning them in the wrong place or something. Regardless if you want to fix that you would put an "Is Valid" node before you try to set the rate and if it's not valid you dont set the rate. so spawn -> is valid? -> if it's valid set rate

smoky sonnet
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oh okay

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i will try

signal jetty
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Hi

grim ore
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the actual correct way of doing this is to expose the variable in the spawn actor function for that blueprint so you dont even change it after but you literally set that during spawn all in the one spawn actor node

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it's just more uh complicated heh

signal jetty
smoky sonnet
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it works

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nice

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thx

carmine garnet
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rig ya trees

marsh swallow
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i have 2 textures and i want to overlay 1 over the other and be able to have it either fade from bottom to top or from center out.

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how would i do that? i have tried about 20 different things and i cant seem to figure it out. πŸ˜‚

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gradients and blends, etc.

thin tendon
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Does anyone here know if HLOD works with foliage instanced actors?

blissful trail
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im trying to generate a minecraft like world

manic pawn
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clearly

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minecraft doesn't run at 3 fps

blissful trail
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xd

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u know any better way to generate minecraft like terrain >

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?

thin tendon
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I think the thing you are wanting to research is voxel terrain

blissful trail
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i saw a voxel plugin but it costs money

thin tendon
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I'm sure there would be a way to do it without a plugin

manic pawn
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yes just implement voxel plugin yourself

blissful trail
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im not very good at things like generation

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im very new to it

thin tendon
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that is after a quick search. It looks old. But I'm sure if you look longer then I did you could find a newer video

scarlet birch
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What would I use to switch between different textures depending on if the surface of the mesh was vertical or horizontal. I know I've done it in a material before but I'm drawing a blank.

grim ore
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look for world aligned texture

scarlet birch
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I'm using that now. But I want to use two textures and two normal maps and switch between them in the same material depending on the surface orientation. I'm assuming I'd use the normal in some way and an interp node.

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I want to have two sets like that for use on rectangular meshes.

grim ore
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you can use an if or a lerp to decide between 2 things

scarlet birch
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Yeah, I'm trying to figure out what to use for the alpha

grim ore
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a scalar and set it to 0 or 1

scarlet birch
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πŸ™‚

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I mean to tell me if the surface is vertical or horizontal.

grim ore
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oh uh. look at the absolute world position node then use a component mask to get the R G B (X Y Z) you want

scarlet birch
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I think I found a way

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ah cool. I've not seen that but I do something similiar for laying out levels

grim ore
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yeah i used that to texture a game jam lol, just used an instance and changed the colors for each level

scarlet birch
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Ah cool, there's math on that page using pixelnormal that does what I want

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He used it with an if node to lerp between the orange and white. That's exactly what I wanted. Thanks.

grim ore
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yay

scarlet birch
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I use BPs that create instanced meshes based on setting things like room size, depth, etc... then use world aligned textures to make them look like things. 90% of the game's world is rectangles created in code and then textured to look like something.

grim ore
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nice

thin tendon
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So I just tried to set up HLOD for my project which uses 121 sub levels. While generating clusters it gave me an error. Out of video memory and crashed. But I have an 8gb GPU

scarlet birch
fervent sigil
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how can I choose the editor camera position when opening a project?

surreal drum
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is there a newbie channel on here?

rancid lynx
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Can i add actor tags to actors with blueprint nodes? I know you can clear all, but can you add a tag to an instance of an actor at runtime?

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Questions here are welcome. Try not to spam.

surreal drum
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Anyone free to help a newbie with destructable apex blueprints?

rancid lynx
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Ill answer if i know.

scarlet birch
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It works as the alpha for a lerp on the BaseColor, but throws an error if I try to use it for the normal map.

surreal drum
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I have a cube which is destructable, if i walk into it it breaks, if I shoot a projectile at it, it does not seem to affect it.

rancid lynx
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Hits and overlaps are different i think. Maybe.

surreal drum
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whats the difference?

scarlet birch
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You have to either apply a force or damage.

rancid lynx
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Generate overlap and generate hit are two different options in a actos, in the static mesh details.

surreal drum
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the projectile imparts a force

fervent sigil
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@scarlet birch I think normal map is needed for the vertex shader, so using a pixel(/fragment) shader node for it won't make much sense. I think, anyway

surreal drum
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as it can move other objects in the physics engine.

scarlet birch
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Thanks. That at least gives me a place to start looking.@fervent sigil

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I'll probably just unhook the normal map for now, and make a note to fix it up later.

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No, that looks like crap. Fix it now it is.

rancid lynx
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Hey mike

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Use print nodes to test when stuff hits. If you didnt knos

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Connect other actor to a print. Thatll let ya know when stuff effects

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Oopsnm

scarlet birch
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@fervent sigil Thanks for pointing me in the right direction.

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Sweet. It works.

molten bobcat
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Hello guys! i'm having a bit of a problem with monetization on my mobile app, i have a few questions but i'd rather talk to someone via message about it rather than clog here, anybody so kind to hear me out?
To sum my problem: I have implemented AdMob and created 3 types of ads, a banner, an intertitial and a rewarded ad. I can show the banner no problem but the other two refuse to collaborate.
I have a currency shop that allows the user to buy via IAP but the buttons don't work!

native cradle
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Pretty sweet!

dapper oak
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Can anyone give me an insight as to why I am getting problems with this.
So I am trying to make a character file in a black C++ project. I'm doing my usual file structuring thing, /Public/Characters/Player.

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When i do that though it says that it cant find "PlayerCharacter.h" and wont compile which is the file I just made

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I made another project and didnt do any folder structuring and it worked fine

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so is it something to do with /Public or something else

molten bobcat
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@dapper oak are the playercharacter.h and the cpp file in the same folder?

dapper oak
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They were sent to public and private folders, which is meant to happen if I remember correctly. I haven't used since 4.19 so it might be different now

honest vale
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did you try including Characters/PlayerCharacter.h?

pulsar badge
#

Hey is anyone really good at unreal that doesn’t mind getting in a call with me so you could help me with 2 things? Probably isn’t hard if your good just get confused with it.

molten bobcat
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what are those 2 things about?

dapper oak
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@honest vale that still gave the same error for some bizarre reason

honest vale
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then I'd double check that the actual files are in the correct folders and maybe regenerate the VS solution

molten bobcat
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@pulsar badge

thin tendon
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What is the benefit to texture streaming? Is there any obvious reason a person would want to use it? For example performance

dapper oak
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i regenerated the VS solution and the files are in the correct place

pulsar badge
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@molten bobcat Vertex painting and ground materials.

molten bobcat
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@thin tendon you answered your question, texture streaming is to have better texturing over large areas objects like landscapes etc

pulsar badge
thin tendon
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ah ok that makes sense. What about forward shading? Is that something worthwhile for performance?

molten bobcat
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@pulsar badge i know too little about landscape painting, i set a very simple one myself a while ago but i think others can give you better advices

thin tendon
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thanks I am reading through it now.

marble pollen
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Not sure what's the best channel for this, but does UE4 not have local wind support? The only thing I can find is the global actor. Is there no way to simulate wind effects from a local source that can affect things like cloth?

pulsar badge
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Ok thank you

rancid lynx
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Can i add tags to an actor with blueprint nodes? I know you can "clear all", but idk how to add a tag to an actor instance

molten bobcat
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@marble pollen there is

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under the pallette you can type "wind"

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there you go

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@rancid lynx do you mean dynamically or by the editor?

zenith peak
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hello anyone home

marble pollen
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@molten bobcat In blueprints? nothing comes up. I'm not talking about the directional wind actor, I need something that can be spawned/activated with an ability.

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Sorry I should have mentioned I was looking for something in blueprints, not the editor

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I need it to coincide with certain abilities

zenith peak
#

does anyone know that gracphics error i have a R7 370 on windows 8.1 my graphics card is up to date for the OS im on but still tells me to update my GPU driver

molten bobcat
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@marble pollen i see, i think you should add an impulse force then rather than a wind

zenith peak
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UE4 referers me to a windows 7 graphics driver witch i cant use on windows 8.1

marble pollen
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I've used that before, but never noticed it affect cloth.

molten bobcat
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is your cloth sim correct? that should be affected by forces

marble pollen
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Yeah it works fine whenever I use the directional wind actor, I'm just looking for a way to localize the effect to certain abilities rather than something that is handled purely through the level

molten bobcat
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cloths should be affected even by forces generated by a bp as long as they are physics actors\cloths