#ue4-general

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molten bobcat
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check the object that should recieve the impact and see under collisions how it reacts

marble pollen
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That doesn't appear to be the case on my end. It's set to receive radial impulse and force. However it has no effect.

molten bobcat
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try playing with the generate hit events etc properties of the impulse

marble pollen
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Nothing in the properties affects how it reacts to my characters cloth. ๐Ÿ˜•

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I'll probably tackle it at another time, it's more of a visual polish than anything. Was just wondering if there was an actor I had missed.

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Appreciate your help though. ๐Ÿ™‚

molten bobcat
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@marble pollen no problem at all, i'm going to look in to it a bit more

marble pollen
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Thanks. If you find anything of note please feel free to DM or @ me. ๐Ÿ™‚

molten bobcat
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what if you spawn an "invisible" collider mesh that resembles the force?

marble pollen
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The question would be how simulate the constant wind force for the duration of the ability at that point?

molten bobcat
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spawn multiple overlapping low poly spheres

rancid lynx
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@molten bobcat T runtime, dynamically i think. During gameplay. Collisions adding tags basicllly

marble pollen
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And getting it to affect the cloth and not the physical player?

molten bobcat
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@marble pollen use a different collision channel, you can set them up in the project settings

marble pollen
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I seem to have found a product on the MP that handles this through blueprint!

molten bobcat
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@rancid lynx what aboutAddGamplayTag?

marble pollen
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Might just give this a go

regal mulch
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Ah Sascha. Good guy.

molten bobcat
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@marble pollen there is always an easy button ๐Ÿ˜‰

marble pollen
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Haha, indeed. ๐Ÿ˜›

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Thanks for your help at any rate!

regal mulch
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I have that System sitting around somewhere. Never used it but should be pretty good.

rancid lynx
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Ty. Ill check gameplay. But i though gameplay was pre runtime

marble pollen
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@regal mulch From what I can see, certainly looks like it. It appears it'll allow me to spawn the actor in when needed as opposed to having to rely on one that's bound to the level.

regal mulch
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Yus

molten bobcat
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in any bp you can set the AddGamplayTag node during runtime

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scrap that, hangon

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just use the setTags node?!

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on component begin overlap -> setTags-> ovelapped

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?

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gameplaytags are all other things, i was confusing myself and you, sorry

regal mulch
molten bobcat
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yeah!! i had a flash just now, i rarely used them!

midnight gate
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help

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how do i properly cast my player variable thats is a boolean so my character can play animation when the boolean is true

molten bobcat
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right click and make it a purecast

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but you need to feed the player character

midnight gate
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what do i right click

molten bobcat
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the cast node

midnight gate
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i dont think it worked

molten bobcat
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you still need to feed the player character as the object

midnight gate
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how do i do that

molten bobcat
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drag from the object pin towards the left, type player

midnight gate
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well theres alot of results for player

molten bobcat
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you have to chose your player character's blueprint

midnight gate
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is it in class?

molten bobcat
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wait, no, just choose "get player character"

midnight gate
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yay it worked

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now how do i do the aposite?

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that was enter allowed i thin

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now how do i make it go out of it when the anim is set to false

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do i just make a new boolean and set is anim playing no so it acts like a difrent boolean and thats false

molten bobcat
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you have to make another one with the opposite direction then jst copy paste this one but add a NOT node to your bool before the return

midnight gate
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so i have to have 2 booleans? that are true? one for yes and no?

molten bobcat
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not needed

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you just check if its true or false by using the NOT after the bool

midnight gate
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so if the boolean would be set to false it would go back to not playing that animation?

molten bobcat
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exactly, by setting it to the other way you tell it to go back when the bool is false

midnight gate
molten bobcat
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yes!

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they usually have 2 ways connected when the animations needs to be interchangable like this one

midnight gate
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allrit

molten bobcat
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i don't know what your state stands for tho! usually is like fly-> idle<-run etc

midnight gate
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i think i got an error

molten bobcat
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then the idle goes to the state, unless your fly is the idle, idk

midnight gate
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my state is a 1.5 sec animation that happens when my charcater collects the orb

molten bobcat
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those are just warning

midnight gate
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it goes from fly to animtion in flight

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oki

molten bobcat
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๐Ÿ™‚ glad to be of help

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@rancid lynx did it work?

pulsar badge
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Is there anyway to put your game on Xbox just for you to test it? Without paying for anything

regal mulch
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Paying or not paying depends on how Xbox handles this.

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But ignoring that part, you need to get in contact with Xbox and register as a dev there.
Then you will get access to the Xbox part of UE4 that allows you packaging the game for it.
And further you should probably get access to a dev kit of sorts.

But without that, no, you can't get your game on a console.

molten bobcat
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yeah, usually you have to register as a developer, pay the fee and get the toolkits and sdks, if i'm not mistaken you have to buy a developer console aswell

pulsar badge
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...

regal mulch
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I can't comment on the fee or buying dev kits. But you 100% need to get into contact with Xbox first.

pulsar badge
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I thought it was done on your pc and sent to your console

regal mulch
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Yeah, but not a retail console.

pulsar badge
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I just want it for me

regal mulch
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:P Still not a thing

pulsar badge
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๐Ÿ™„

regal mulch
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Same goes for Switch and PS4

pulsar badge
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I donโ€™t even know where to get started lol

regal mulch
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You'll want to have a game first

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At least a feature finished prototype

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And a sort of business plan for all of this

pulsar badge
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Ok I just wanted to see how it ran

regal mulch
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Then you can contact xbox.

pulsar badge
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Without blowing up

regal mulch
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Yeah won't happen. PC, Linux and Mac are the only platforms you can dev for by default.

pulsar badge
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Ok

regal mulch
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And even Mac is limited to having a ios setup.

midnight gate
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aaaaaaa it doesnt rly work whyyyyyy

pulsar badge
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Thanks

midnight gate
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so i dont think it overlays the fly animation

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for 1.5sec only the orb collect anim should be playing thats why the boolean switches to false after 1.5 sec

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but in game it just keeps playing the normal fly anim instead of playing the collec anim when the BOOLEAN IS SET TO TRUE

regal mulch
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Is the collect stuff just a short anim you want to overlay?

midnight gate
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yes

molten bobcat
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maybe it's just faster to play the anim via the bp rather than blend it

midnight gate
regal mulch
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Then that should theoretically be a Montage and not part of your state machine.

midnight gate
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ok how do i do that

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cuz i tried doing it with character bp but it sometimes played sometimes didnt

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sometimes canceled itself didnt work well

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i just did play anim mesh > delay > set anim mode to bp

regal mulch
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Well, you make a Montage and put that animation into it.
Then you assign a Slot to the Montage, that also happens in there.
In your AnimBP, you let the StateMachine run through the Slot before it goes into that weird node with the mesh on it.
Then you can call "PlayAnimMontage" on the character or its mesh and it should just do it.

midnight gate
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i need screenshots to do this this sounds really complex

regal mulch
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I just linked you the docs

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Read them please

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It walks you through the whole process with images

midnight gate
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yes but that is like a playlist of animations i just need 1 animation to be on top of all and be played for 1.5 sec

regal mulch
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Buddy, read the docs

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AnimMontage can also just contain one single animation.

midnight gate
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but will it overlay the fly anim?

regal mulch
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It will replace it for the duration, blending in and out of it

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Every single "one time action" in form of Animations is and should be a montage.

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May it be a sword swing, a collect animation, a hit react animation, etc.

midnight gate
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yes thats perfect

regal mulch
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Exactly. Now off you go into the depths of the docs

uneven current
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Hey there, just found this Discord server and I'm getting started with UE4 soon

midnight gate
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yeeeeeee.......

uneven current
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I have little experience with game development and coding but I'd still be eager to give this a try and learn something haha

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The engine has almost finished installing and is going through the verification process right now

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Still a little undecided on the license that I should pick (ideally I'd like to create a small free game for the purpose of getting started and learning the engine) but I can't wait to begin ๐Ÿ˜„

molten bobcat
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no need fo it if you are just starting, just use the "free" plan

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๐Ÿ™‚ good luck with this new adventure of yours!

uneven current
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Thanks! Hopefully something will come out of it

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I've recently started playing around in Blender as well so I think this is a nice way to learn both

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Also for some reason the web forums aren't letting me post yet lol, I completed both requirements that the pop-up lists

midnight gate
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aaaaaa the animation montage wont play whyyyy

regal mulch
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:D you 100% did not read through all the docs.

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Impossible in the amount of time that passed

midnight gate
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why wont it work

uneven current
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Anyhow I'll be off to find and watch some videos for beginners so I can get started with simple things

regal mulch
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@midnight gate Read through all the docs I gave you.

uneven current
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And when I come across anything I need help with, I'll let you guys know ๐Ÿ˜„

regal mulch
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There is more needed than just creating and calling it.

molten bobcat
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@midnight gate put a print string before the montage and see if it actually goes to exec the node properly

regal mulch
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That's not why this isn't calling. The reason is a missing step in the AnimBP.

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Which is shown with an image in the docs.

midnight gate
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aaay give up on these methods ill just try to figure something out thanks for the help

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the docs are useles

regal mulch
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No they aren't. You aren't reading them.

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But sure, have fun giving up and using something that is not the correct and intended way. That sure brings you far in UE4....

molten bobcat
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@midnight gate i understand the frustration but be patient and more will come out of it! just a friendly reminder

tender flume
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@regal mulch Do you know how much tri counts should a grass have minimum?

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Considering its going to be around the entire terrain

molten bobcat
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@tender flume what's the target platform?

regal mulch
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No, I don't. That's not my field of expertise.

molten bobcat
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@tender flume if it's for mobile do as low as possible but avoid alphas, if it's on pc then depends on the swaying resolution you want to give'em, as rule of thumb tho just stay low and slice them horizontally for how many times you want them to fold properly

midnight gate
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its i figured something out it will do

tender flume
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Mobile

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Wait why avoid alphas?

thorny perch
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can one apply bloom only to lights?

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so that walls etc doesnt bloom from it?

molten bobcat
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@tender flume alphas, especially on mobile, are extremely expensive! it's cheaper to a have a flat mesh that has the topology of a strand of grass than have the mobile gpu try to figure out all the alphas to blend

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@tender flume oh and you might want to avoid Niagara animations aswell

fervent sigil
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Trying to ask again: anyone knows how to choose the editor initial camera position (for existing project) ?

molten bobcat
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@fervent sigil i never tried to change the default editor camera position

fervent sigil
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Well it changed somehow on my project, and it's on a very weird position. I tried to move it then simply close the editor, but it won't "stick"

tender flume
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Niagara phew.

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Good thing i didnt use that yet

somber quail
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@fervent sigil you need to resave the level to save the camera position - but this requires the map to be marked as dirty so you need to change something

molten bobcat
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@fervent sigil @somber quail yes, i can confirm that after a change and a save the new camera position gets saved aswell

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@tender flume you are welcome!

somber quail
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Don't forget that you can have camera bookmarks too

smoky sonnet
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anyone know how can i change the time dilation for a level sequence

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my game is slower if i change the global time dilation but my level sequence audio track isnt

fervent sigil
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@somber quail ha it worked! I sort of did that btw, but since I use world composition I needed to make the persistent level dirty and not the sub levels. Thanks!

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@smoky sonnet I don't think changing time rate for a sound is that straightforward.
If you really want to, you can use a sound cue and change the pitch. It will sound different as well though

thin tendon
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Is there a way I can search for all files containing a compile error?

smoky sonnet
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@fervent sigil yeah but it will still run normal with a different sound or not

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i need to change the speed of my level sequence

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because if i set time dilation at for example 0,1 everything gets slow but not my level sequence and in my LSQ (LEVEL SEQUENCE) it runs different functions to spawn objects and they will overlap because they are slow but the level sequence which spawns this objects run at normal speed

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anyone know how to fix my problem?

fervent sigil
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@smoky sonnet from what I know you'll need to change things manually. Since it's common for the level sequence to play at different rate than the game, it's not tied to the global time dilation. For each thing you want to run at a different time - do it manually.

smoky sonnet
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yeah i already tried to change the framerate the play rate the custom dilation of the sequence

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but nothing worked to change the speed of the audio track thats inside of the level sequence

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dont know how to do this and i dont find anything on Google

plush yew
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Is there an app like screen shoots by take small videos?

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So we can share with ppl

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I cant find this Geometry Collection on Physcis

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Was watching online training for ue4

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any thoughts?

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Enabling this would help??

uneven current
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Just finished a video tutorial and built a very basic game, feels nice

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Though when I switch to my UE4 window my GPU starts working hard from the sound of the fans lol

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Okay so I have a quick question now: I just tried to build the game, where does UE build projects to? I can't seem to find the executable in the project folder, assuming it builds an executable in the first place

normal burrow
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Exe should be in the packaged build directory you picked at the start

uneven current
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Odd, I'm not finding anything

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I'll try to build again

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Still nothing, I must be missing something

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Does pressing the "Build" button next to the "Play" button build the executable or is another button reserved for that? Just to be sure

normal burrow
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Look in every directory in your build. There arenโ€™t many

regal mulch
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Might be in /Saved/Builds

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You usually use the Unreal Frontend to create a proper build profile.

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You can also use the Editor directly for a simple WindowsNoEditor build. That can be done in the file settings (too left button in the toolbar). There is an entry for packaging for windows 64 and then development

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I never user the build button directly

uneven current
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Went to the Saved directory and there's no Builds folder at all

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So I guess just pressing the Build button isn't enough to build the executable

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Okay I found a video that I'm looking at that will hopefully help me

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Found the solution, turns out that what I'm supposed to do to actually build the thing is not press the "Build" button but navigate to File and then go to Package Project

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From there I've been able to choose the type of package I wanted (Windows 32-bit) as well as the directory and after a minute or two it dropped a fully functional executable

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Another basic learned ๐Ÿ‘

plush yew
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Any way i can add some parts that have Emission color on that weapon?

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Or Texture masking is the only option?

serene birch
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either you split your mesh into two different materials or you find where you want emissive through some math magic, or you make an emissive mask/texture

delicate needle
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Is there a way for my map to see its build data for lightmass? I resaved the map, new name, but I want it to see the build data?

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Without rebuilding the lightmass.

honest vale
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@plush yew just make a texture and slap it into the emissive slot on the material

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dark parts = no emissive, greater than 0 = emissive parts

nova kelp
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hello

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i have a problem... my animation is horizontal and transform rotation isnt doing anything

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how to fix

radiant haven
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disable camera input?

sour tundra
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Hi, I am having a problem to make my 2d blendspace work correctly, for now the idle, strafe and walk animations work fine, but the back animation (walking backwards) is not working due to the direction obtained in the blueprint of the constant mind animation jumps between -180 and 180 which causes the strafe animations to be reproduced, if anyone knows how to solve that error I would make the day thanks.

grim ore
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their blendspace is also differently set up, with the walking on the 0 speed -180 and +180 axis

scarlet birch
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@grim ore Thanks again for the help last night. Pointing me to that page saved a lot of time.

keen pawn
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My dudes
can you guys point me towards the right way to make a texture rotate
as in
constantly spin
in a certain direction
basically its a rolling cylinder
have the top part done and its using a planer all fine
GG
but the sides need the material to rotate clockwise constantly
any idea?

scarlet birch
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What does rotator and custom rotator do in the material editor? Could you use those?

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@keen pawn

keen pawn
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ermmm

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let me check

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i didnt check rotator on its own

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perfect @scarlet birch thank you

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works now

plush yew
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@honest vale really thanks mate i will test it now hopefully it wil lwork โค๏ธ

pale forge
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Hey guys and gals. I was wondering if anyone has tried UE4 Light Propagation mode aka Dynamic GI and have any opinions on it. I recently switched a scene over to using it. It looks pretty great - but I wonder what the drawbacks are. My only observation is the strange glow of reflective light seems unnatural.

pearl mango
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Has anyone here ever worked with the Paragon assets, specifically the characters? I got Shinbi in my game prototype, and it works perfectly. I want to change the movement so that characters have multiple 'gaits' if you will, where slightly tilting the stick is walking and tilting the stick more increases speed and full tilt is a run. I want the animations to blend. Animation blending I think it's called?

Also I noticed the blueprint has stuff for attacking, do the characters have attack animations and stuff that come with them, and if so how to implement them? I set up inputs for attack, it just doesn't do anything atm

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P.S. I want to make a Paragon-based ARPG, ideally titled Tales of Agora like the stories. I want to explore the lore and backgrounds of the characters, both individually and together (Like when Phase meets Shinbi, for example)

fierce tulip
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no experience with it myself, but I do know there are quite a few tutorials on youtube on how to set em up and be usable.
Including the anim bp's

pale forge
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Thanks been looking at them. AFAIK it's a very new feature. Seems like a no brainer... which is why I'm wondering about the drawbacks.

fierce tulip
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was talking to Sun :p

pearl mango
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@fierce tulip Would you happen to have a link to one that I can use as a jumping-off point? There's a lot of videos on Youtube, but I want to make sure I'm using one that's reliable and that I'm setting things up correctly and efficiently. I implemented a targeting system that one guy did, which was based on an article. I ended up with a lot of node spaghetti, the cleaning up of which took up more time than getting it to work lol

plush yew
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Luos If i wanted to take the animation of the character in the market Place and put it into mine

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Is that possible with retargeting?

fierce tulip
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@pearl mango no clue, havent watched any of em so my guess would be as good as yours.

plush yew
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Such as these

fierce tulip
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@plush yew it should

fierce tulip
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but again, no experience with retargeting, i tend to leave it for someone else to do so

plush yew
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Oh i just wanted to know if its possible so i start working on it

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thanks mate

fierce tulip
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good luck

grim ore
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@pearl mango The Shinbi character as it comes has attack set up in the shinbi BP, it's hard bound to left mouse and controller button if you read the comments in the BP. The Gate is set up based on the blendspace you would just adjust it to your requirements.

pearl mango
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I did see that. What is the gate, a node in the attack section of the bp?

Also hmmm bound to controller BUTTON. I made the input correspond to the right trigger, so maybe I have to change it in the bp, just not sure where

delicate needle
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Howdy! Is there a way to build a volumetric lightmap, but not update / affect the lightmaps of the map? I already did a bake with a 3rd party plug in, but it did not generate a volumetric lightmap, which I need. So in turn, I need to generate a volumetric lightmap "independent" of my existing lightmass solve.

frail rover
abstract relic
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Sounds more like your hardware is processing

plush yew
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@grim ore I am sorry if you are busy am watching videos of retargeting and all of them retargeting Character to Mannequin can i do it the other way around? cuz i made a character and i want lets say an animation from the market place so i can just download a character with animation and retarget the animation to my characrter that i made?

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Sorry if you are busy again ๐Ÿ˜„

frail rover
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It's taking up to 95% of my cpu lol. When I see other YouTube add it. It's immediately added.

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I tried to even scale my landscape down like really low, no difference. Remains the same

abstract relic
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Scaling wouldnโ€™t do anything regardless

frail rover
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is it becuz the landscape is using the material instance? no idea

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cant tell at this point.

grim ore
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@plush yew you should be able to retarget an animation to a skeleton regardless if its close enough and the skeleton structure matches. so yes the goal is that any animation on the marketplace is compatible with the default UE skeleton setup so if your character that you made matches that skeleton you can retarget the animation you downloaded to it

tender flume
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@frail rover What graphic card is it using?

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The only way you'll find out is through that and RAM

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I have 8GB of RAM and running a 840M.

frail rover
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my gpu is 1060 SP.

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6gb

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and ram is 24.

tender flume
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Okay then that's an engine related bug i think

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because my 840m loads instantly when selecting that option.

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If I, am on a 840m and is able to make a large-sized map with trees and grass,etc while having stable performance.

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You shouldn't have any issues

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Unless your assets are unoptimised then theres that

frail rover
tender flume
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5K

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It's normal actually and depends on the assets

frail rover
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I haven't rlly added much in yet, thats the funny part

tender flume
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If i'm not wrong, the more counts you have in it and the more you have on the map and if its unoptimised then that leads to that

frail rover
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most of my actual aseets r in another project.

tender flume
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I would reinstall

abstract relic
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Thatโ€™s just a full shader rebuild

next current
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what would be the correct procedure to get a variable from a widget blueprint and use it in a blueprint class?

plush yew
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I think i missed up i used Mixamo animations and i thought i can add up the marketplace animations

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even if i retarget to mannquie i will lose the mixamo animations on my character right?

paper crest
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shadow pop when u walk on top of translucent material? why?

tough marsh
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@next current inside your blueprint class cast to the widget blueprint then as widget blueprint get the variable you want

next current
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should i cast it to the one that has just the name or the one with class at the end?

tough marsh
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cast to the widget bp itself

merry niche
next current
tough marsh
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yeah off the main menu blueprint (the blue node) you should be able to get the variable you want youll need to fill in the object ref as well

next current
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what is the one that goes from target to Some Variable called?

tough marsh
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Im not sure what you mean

next current
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what is the node to the right of Cast To called?

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like what would i type into the search to add it in

tough marsh
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Im confused ๐Ÿ˜ฆ

next current
orchid bobcat
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It's a boolean variable

tough marsh
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^

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yeah its just a variable i made to show you how to call any variable you want from a bp

orchid bobcat
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I keep saving my map, and it saves successfully, but the asterisk remains... When I go to exit the engine it keeps asking me if I want to save. What could be causing this?

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I don't move the camera or rebuild nav data

next current
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so what should i have As Main Menu blueprint connected to? rn i have the Object hooked up to Get (button name)

orchid bobcat
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What's the warning, what are you trying to do

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Do you have a UI with buttons that you want to do things like exit game when clicked?

next current
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i want to cast the variable of if the button is clicked or not from the HUD to another blueprint class

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yes

orchid bobcat
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...You want to waht?

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Bro just make the references on construct / initialise / begin play

next current
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god damn i suck at explaining lmao

orchid bobcat
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You have a button

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It has an event (on clicked)

tough marsh
orchid bobcat
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In the Widget BP, drag that out, and use that to fire off whatever you want to do. If you want to 'exit game', just use the 'quit game' node

next current
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the blue ones under On Clicked is the variable i want, but it wont let me connect it

tough marsh
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yeah id say bc the ref types are different

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what is that warning sign

next current
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'Main Menu Blueprint' does not inherit from 'Button' ( Cast To mainMenuBlueprint would always fail).

tough marsh
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yeah

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ofc

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main menu blueprint is inheriting from widget

next current
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i cant find the node that connects to As Main Menu Blueprint

zenith narwhal
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is there a way I can download the shooter game demo from github?

rustic python
next current
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maybe its the collision of the building?

rustic python
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And when Im not in the tank my character collides with the tank without any issues. It only seems to be when I posses the Tank pawn

scarlet birch
#

Can someone remind me how to tile a texture in local space instead of world aligned or offset the location by the objects location or anything similar? I need to specify the tiling dimensions as well.

paper crest
#

multiply texcord with scalar?

scarlet birch
#

yeah, just realized that

#

I was making it much more complicaated in my head

#

Thanks

restive mauve
#

is 4.24 worth it yet or should i remain in 4.23

glossy kayak
#

Hello everybody? UE4 constantly breaking. Who have faced with this trouble? Can anybody help me with it, please. I can't find error fix in internet. UE4 version is 4.24.2

LoginId:0d6a119b4daa7280394efc9bec9d755f
EpicAccountId:222ca8f49d0c4eb08ec4bc5d65270c1b

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x0 - 'S_OK')

UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

scarlet birch
#

Update video driver or increase TDR delay.

#

Tex coord isn't what I wanted. Absolute world position - object position + an offset works.

delicate needle
#

Is there a way with standard lightmass to only light bake specified objects, and not the whole level?

somber quail
#

Are you working on a laptop with 2 GPUs?

restive mauve
#

is 4.24 worth it yet or should i remain in 4.23?

scarlet birch
#

Lightmass importance volume and any objects set to movable won't be baked.

#

I'm about 80% that what I stated is correct. Definitly not an expert on lighting

somber quail
#

@delicate needle In short - no. However support for this is possibly coming in the upcoming DXR GPU Lightmass

delicate needle
#

@somber quail - Yeah, I imagine it is. Seems like the features I need are always a version away. That said, it is a feature of the V-Ray baker I am using, but I'm having some drawbacks from that path.

scarlet birch
#

And not what you meant

#

... sorry

#

could you use sub levels and world composition to break it up?

somber quail
#

@delicate needle It's not confirmed but Luoshuang confirmed it's at least possible and something he'll look into - however light baking select objects rather than the whole scene is going to have drawbacks.

delicate needle
#

@scarlet birch Yeah, that mgiht work, but also would likely kill the lightmaps of the obj's I made dynamic. I find the traditional unreal lightmass crazy annoying to trouble shoot, as I do archviz, and used to standard rendering.

scarlet birch
#

Yeah, it might create more problems than it solves, depending on how things are in the scene too

somber quail
#

What else are you having issues with? It's pretty straightforward but limited if you're comparing it to traditional methods

delicate needle
#

V-Ray creates a per-object EXR file in a folder, and when you delete the corresponding file, the engine will only bake that file.

somber quail
#

for large scenes like multi-floor building interiors it can be beneficial to seperate each floor into a sub-level and have your skylight & directional light in their own level that you can stream in on demand for baking

delicate needle
#

Well, imagine I bake an apartment, takes a while, and most of it renders okay, but a few objects have weird issues. In order to trouble shoot those items, I have to rebake the whole project.

somber quail
#

that allows you to bake the scene in parts but there's no way to realistically bake only a small section of a level

#

@delicate needle yeah in that situation there's nothing you can do

delicate needle
#

Yeah, I've been testing this out for work for the past 2 years, off and on. V-Ray has been great, but not perfect. For instance, it dosn't create a volumetric grid. Which is messing me up as I have dynamic prop swapping (such as a oven swapped to another oven model).

somber quail
#

V-Ray doesn't generate VLM? Ouch.

delicate needle
#

So now I am looking at maybe using V-Ray to do my trouble shooting look dev lighting, and once I am happy, do a final bake with Epic Baker.

#

Also the GPU render isnt working great with the latest 2.24.2, AND it won't run cuda on swarm slave CPU's, which is technically possible.

#

There are some plugins that will easily set lightmaps to 1, and leaving the preferred objects set to whatever, 512, 1024. That's one route, but... yeah. Not great.

somber quail
#

I usually iterate at lower quality settings if lightbuilds take anymore than 5-10 minutes on our swarm

#

GPU Lightmass allows for pretty good results in a short amount of time though

delicate needle
#

Yeah, I have 15-20 machines at my disposal for cpu swarm, so I'll go back to testing it this way, starting now.

#

I've used GPU LM before, its great. That said, I'm thinking the CPU swarm will out-perform the GPU on my computer, or else, introduce lower probability for errors since the GPU render is still a "side" project. Too many avenues to test, too little time!

somber quail
#

We just put our workstations on swarm, lightbuilds are usually quick enough to not interfere too much.

delicate needle
#

Just to double check, you can't use the Luo GPU render swarm on CPU only slaves, correct?

#

At least, I just did a test and they didn't pick up.

somber quail
#

Never tested it but I really doubt it would work

delicate needle
#

The last time I tested swarming was 2018, so now I have to remember the small things I solved and forgot, as its currently not working on CPU! Doh.

livid haven
#

Anyone familiar with Gamesparks? Trying to reset the credentials (API Key and Secret) but I can find no mechanism to do this.

plush yew
#

I want to do a particle hit when i attack my enemy with sword Any built in plugins to help with that?

exotic thicket
#

trigger a particle emitter from the hit

plush yew
#

@exotic thicket is it like When the sword overlap me do the particle?

exotic thicket
#

yeah something like that could work

plush yew
#

zomg but it will keep doing it same place right?

#

is there a way to make it random or where sword did hit you? is that possible?

exotic thicket
#

you could possibly get the point where the sword is when it begins to overlap and trigger it there

plush yew
#

any events you might know of?

#
  • Spawn emitter just googled it thanks to you
exotic thicket
#

on hit or on begin overlap might do the trick

#

or whatever you're using to detect the hit for purposes of causing damage or such

craggy flax
#

So Iโ€™m working on an RTS/city builder type and I need to make some roads but donโ€™t know much about the path finding /splines/ getting splines to connect automatically if they can at all etc.

Can anyone suggest some reading material or tutorials that would fit?

loud knoll
#

You guys see that Unreal Slackers is on the Launcher? Has it been that way?

#

And the Unreal Twitch Channel?

#

Anyone want to thank me yet?

nova kelp
#

why cant you have 2 event ticks ?

grim ore
#

because there is no reason for 2

#

same reason why you cant have the same event twice in pretty much any language

#

you can have the tick do as much or as little as you want you don't need more than one execution

mossy nymph
#

you technically can, you just make MyCustomTick event and call it from EventTick

#

and you can have as many of those as you like

loud knoll
#

@nova kelp if you want to connect a sequence to the tick you can get as many events as you want firing but this isn't a great thing to do, it is fine for quick tests but you will want to break these off into function timer by name or events, timelines, and the rest of things you can do to manage events. If it is something control related I think that is worthy of the tick.

#

it might be cool if you do something core related like if you detect more cores have some sort of way of saying hey spread this one out for me if you can.

#

@grim ore you ever stream man?

plush yew
#

Am trying to say when my sword hit the cube [Overlap] print hello

#

and its not working

#

am i doing it wrong?

#

The sword is a skeletal mesh inside the player BP

loud knoll
#

that mesh node has no connection to the event?

plush yew
#

if i connect it the sword will disapper for some reason ๐Ÿ˜„

loud knoll
#

so where is the sword going? to 000 is your character sitting at 000?

#

that node seems to missing some information

#

why are you setting a new skeletal mesh with no new mesh set? why do you need to do that all? shouldnt the character already have a mesh?

plush yew
#

Vexar

#

The Player Bp have the sword in it

#

i want the sword to overlap with the object not the player

#

i am missing something here

grim ore
#

@loud knoll I used to stream daily but now I have too much crappy work to stream ๐Ÿ˜ฆ

plush yew
#

MathewW

#

can share one of your games?

#

Wanna try something ๐Ÿ˜„

grim ore
#

I've got nothing you could play sorry

astral pond
#

QBersp... i think you should add the sword as "static mesh" not as skeletal mesh

#

and add that in your charackter bp

plush yew
#

Aldi

#

This is the sword

#

Dose make a diff if its a static or mesh in overlaping?

astral pond
#

well i would only use a sword as skeletal mesh if the sword is animated itself. like stuff move around the sword

plush yew
#

@grim ore help us out ๐Ÿ˜„

#

Aldi yup i think i shouldnt have made it a skeletel

#

but st ill

#

Should that be a problem in overlapping?

#

am confused

astral pond
#

well you want to overlapp with a simple collision like a cube

#

you can add a box collision and attach that with via parent socket to the arm

grim ore
astral pond
#

charackter > sword > attach to parent socket "arm" and then add the box collision to the sword

grim ore
#

its not going to be exactly what you want but the concept is the same. A mesh on the main mesh that is parented to a socket

#

this is set up and hard wired basically but you can always spawn in an object and attach it instead

plush yew
#

What i want is

#

If i hit the box with my sword

#

it says Hello

grim ore
#

also note I am using a child actor for the weapon instead o just a mesh

#

yep you want like they have suggested, you want a collider around the weapon to simulate the hit area

#

and you use that to detect collisions/overlaps with other colliders

#

then do whatever

plush yew
#

Yup i have

#

a box collider

#

around the sword

#

and around the box

#

Both of them are set and ready

grim ore
#

then you should be able to just check for the collision on one of them, for me its on my weapon

grim ore
#

I check to see if the weapon can damage something, I check to see if the item I am hitting can be damaged, then I damage it

plush yew
#

oh ok am looking at your bp

grim ore
#

put an overlap or collision event on your box then and check

#

in the bp with that cube and box collision you should check for collision or wherever the weapon is with the box collider it can check for collision and then tell the thing it collided with to do something

#

by collision I assume it's an overlap by the way not actual collision

#

just using collision as the word since its physics and such

plush yew
#

humm something like this?

#

I am doing it wrong i bet ๐Ÿ˜„

grim ore
#

well the first thing is over overlap -> print string

#

dont even test or cast, make sure it works first

plush yew
#

oh oh

#

Yup something happened

grim ore
#

and you can when the project is running open the console and type 'pxvis collision' and it will show the collision boxes so you can see when you swing its working

plush yew
#

for the body it says hello

#

MathewW how i can open console?

#

holy shit

#

this is advanced stuff MathewW really thanks ๐Ÿ˜„

grim ore
#

uh the ` key if you still need that info

plush yew
#

Found it thats a big tip tbh

#

didnt know that

delicate needle
#

Correct me if I am wrong, the swarmcache needs to be a shared folder on the network, correct? When using swarm for lightmass. (I had this working 2 years ago, but... well forgot, network change, etc)

plush yew
#

Any thoughts why it isnt working

#

Box collider is for the sword on the player hand

#

both of them have colliders on

grim ore
#

use the print string after the overlap, and print out the Other Actor

#

also the other actor will probably never be the box collider

#

you probably want the other comp

smoky sonnet
#

hey anyone know how to change the speed of my level sequence, i already know i can slowmo/decrease the speed of the event triggers by changing the play rate but how can i change the audio track also

pallid talon
#

Hey @grim ore Quick question, the SignallingWebServer folder has a "login.htm" and "player.htm". I've successfully modified the "run.bat" to execute the "login'htm" instead of the default "player.htm". Works great. But I do not see an option to store user names and passwords or a database file where this might exist. Any suggestions?

plush yew
#

@grim ore you are a legend bro

#

but i didnt understand why we used the other comp

grim ore
#

@pallid talon as far as I know it's just a dummy page to use as an example, it would require legitimate setup to do what you want (its not that hard, node.js and a DB like mongo and you can set it up)

craggy flax
#

Have float variable, print to screen to find its 1000. Plug Variable - 500 into function to offset spacing. Works fine. Change it to /2 or *.5 to make it more scalable? Makes everything smaller instead of offsets it. ๐Ÿ˜

smoky sonnet
#

@grim ore do you know how to solve my problem i cant find anything on Google

grim ore
#

@plush yew the other actor is the entire thingy that collided, the other comp is the component on the actor that collided

pallid talon
#

@grim ore Ok cool. Thanks!

plush yew
#

Thanks man you really helped alot โค๏ธ

grim ore
#

@smoky sonnet I dont have enough experience with sequencer to help on that one ๐Ÿ˜ฆ you might have to do it manually and slow down the audio component or clip in blueprints or somewhere else

#

@craggy flax that sounds super weird , have you tried debugging it to see what the actual result is from the math?

craggy flax
#

Im thinking it has something to do with the for loop math yeah. Im creating a grid out of procedural mesh and wanted to center it on actor instead of building it all in the +X/+Y area

grim ore
#

it sounds like it should work, might just have the math wrong yep

craggy flax
#

I even went so far as testing to have variable - variable/2 instead of dividing it directly

#

still no go

#

lol

open eagle
grim ore
#

maybe just figure out the initial start X/Y and then loop from there using those as the base values and then + your offset X and Y from the loop

open eagle
#

perforce keeps locking all my files

#

and when I ""unlock"" them, it does nothing

craggy flax
#

well the variable is redefined each for loop. Ive never made a grid procedurally like this and wouldnt know how to deviate

#

Im assuming part of the problem is that since I want it centered, the math cant account for -X/-Y sections with multiplication/Division the way I have it set

grim ore
#

yep give me a sec I will show you the idea

plush yew
#

MathewW for later moving in the game you would recommend using sockets for weps? or its ok going with skeletal mesh stuck to your hand

craggy flax
#

Originally tried to use 2D Execution Macro off one of the tutorials from you, but couldnt figure out how to make the grid rebuild per-tick.

Trying to build a star-craft / Anno like grid for construction in RTS

grim ore
#

@plush yew the socket makes it easier to define exactly where its going to be and is usually used for this, or a floating bone in the case of like a backpack

#

lol the 2d grid would probably make this alot easier

#

wait that didnt work for you?

craggy flax
#

Well I want it essentially rebuilt on-tick

open eagle
grim ore
#

you would just remove the items and then execute the macro again

#

i mean it's not smart but its the same effect

craggy flax
#

I figured that would be too costly etc to build rebuild etc yeah

grim ore
#

it would be but it's not different than what you are suggesting the other way the macro just hides the hard work. I guess the smart way would be to after your first spawn you put the items in an array and then you just move them the next time instead of spawning again

#

so first time it runs, spawn and store, the next times check to see if the array has stuff and if so just use the new location and put them there

#

lets see!

#

ahaha... uh.. I probably shouldnt have just spawned them in the world but uh why not

craggy flax
#

Im admittedly new to UE4 and while I follow your explanation the implementation eludes me lol. I went to this procedural mesh because its a lot more optimized but obviously running into its own issues.

My end-goal is to have a grid of about 10x10 that spawns centered on my mouse, with each grid square checking if its a valid location or not

#

Yeah my first attempts with 2D Execution Macro resulted in some heavy mesh build spam ;p

grim ore
#

yep you can do that either in the item that spawns (when spawning/moving check to see if valid location and if not disappear or something) lots of math

craggy flax
#

I currently have it spawning the building mesh and doing that checking, now I just need to figure out how to make the grid and apply those checks

grim ore
#

so are you spawning in a Blueprint or a Static Mesh?

craggy flax
#

When I press the button to build, I call in a "Ghost" building BP with static mesh that follows my mouse and checks for valid location.

#

Trying to add the grid centered at mouse with it to check for valid building placement in the area

#

Sorry new to UE4 etc still trying to learn terminology

grim ore
#

nope that all sounds fine. you can use that macro as its designed to go around the center point easily. You can spawn in your grid object(s) or whatever for the look and have them be children so when you move your mouse it follows as one complete object. Then when you want to place or do your check you can do that

#

its not super basic since you want to check for collision

#

one thing to consider if these grids or ghost buildings or however you want to check each spot looks the same you can create an instanced static mesh inside your blueprint and use that

craggy flax
#

Ah yeah currently that changes based on a display mesh variable thats passed in the process

#

So what do you suggest, create the 2D execution macro grid in construction? Im unsure of the process to build and save that setup in a way for it to follow mouse on tick without rebuilding

nova kelp
#

what should i use for switching between idle animations

grim ore
#

in your blueprint that you move around, if you add the items you spawn in (your grid ghosts or whatever) as children or as part of an instanced mesh when you move that blueprint around all the children should move automatically. Now if you want to check collision every frame it's moved that would be more, you can check collisions when they move automatically or whenever you want. I think the key for you is getting those grid items to be children so they move automatically

#

@nova kelp you can switch on int or something else if you want to choose random idles or just run it thru a sequence

nova kelp
#

ok now explain more

#

what is switch on int

grim ore
#

how are you playing your idle now?

craggy flax
#

Ill spend some time noodling with it, Thanks Mathew

nova kelp
#

well if my vel is 0 play idle

#

i mean its default animation

grim ore
#

using a blend space or state machine or?

nova kelp
#

so i have animation if its not 0

frail sail
nova kelp
#

state

grim ore
#

ok so inside your idle anim is it just playing one animation?

nova kelp
#

and there is my problem how can i go from idle2 to walk

#

no i just dont know how to connect it so it switches

grim ore
#

well if you want to do it your way you just set up another wire from idle2 to walk just like you have idle1

nova kelp
#

well that sounds not smart

grim ore
#

well its fine if that is what you want, having multiple outs is normal

#

but if you want one state, like an idle state, you can use the blend poses by int and choose which one plays

#

then you can set that value from your blueprint to your anim blueprint at random or have your anim bp event graph randomly pick one or you could use a montage of idles and have them play back to back or many other options

#

it just depends on if you want random idle, or just idles to cycle

nova kelp
#

what the f is idle run

#

how do you run idle

grim ore
#

the top idlerun_2d item is a blend space, the rest are just random animations I had. I dont have more than 1 idle in this project

#

which is why I asked how you were playing the idle state, blend space or direct animation

#

"normally" your entire idle -> walk -> run would be in 1 blend space and it would handle it all automatically

nova kelp
#

oh

#

what does it mean to blend pose by int

#

oh

grim ore
#

you pick a number (the active child index at the top) and that is the input that is output

#

so 5 idle animations in, pick a number, 1 idle animation out

nova kelp
#

ok and where to set that number

grim ore
#

then you can set that value from your blueprint to your anim blueprint at random or have your anim bp event graph randomly pick one or...

nova kelp
#

ok and i put that animation blend where idle animation is at the moment

grim ore
#

I beleive so, I dont know what yours looks like. this is what mine looks like

nova kelp
grim ore
#

yes but inside your idle animation state is where you pick the actual idle animation to play

nova kelp
#

and how would i make it change randomly ?

#

thats the node for that

grim ore
#

using the int code above and this code in the main event graph you could select a random idle every 2 seconds

#

I am not saying this is correct or optimal but this is a way to do it

nova kelp
#

no animation lasts 2 seconds xD

#

but ill just change time

grim ore
#

for testing purposes it does

nova kelp
#

how to blend again

astral pond
#

hm you should use blendspace or blendspace 1D for idle to run/walk, those states are for states "like falling down" or run faster (second blendspace with diffrent animations)

nova kelp
#

nvm i found it

grim ore
#

otherwise why would I want to wait to test lol

nova kelp
#

true true

plush yew
#

Some times the wep hit the target multiple times

#

the best way to hold that is putting it in animation notify to do damage?

grim ore
#

otherwise why would I want to wait to test lol

plush yew
#

the best way to hold that is putting it in animation notify to do damage?

nova kelp
#

and how would i make it change randomly ?

grim ore
#

for me that is what I did basically. the weapon at a certain point does a notify for when damage starts, then later one for damage end. During that time I tell the weapon or the player or whatever that the weapon can now damage and after it damages once (the overlap fires and damage is done) I tell it that it cant do damage anymore until.... the weapon or player or whatever tells the weapon that it can not damage and... repeat

astral pond
#

QBersp you can set a "hit actor" on overlap and check if its the same hitactor

plush yew
#

MathewW

grim ore
#

lol

nova kelp
#

but ill just change time

#

and how would i make it change randomly ?

grim ore
#

for testing purposes it does

astral pond
#

and you reset it with the animation end or nearly end

plush yew
#

MathewW you first do the notify in the animation then you do some logic then you come back to the Anmation blueprint right?

grim ore
#

lol

astral pond
#

and you reset it with the animation end or nearly end

nova kelp
#

i just made blend

astral pond
#

and you reset it with the animation end or nearly end

nova kelp
#

i just made blend

#

i just made blend

plush yew
#

@grim ore can you show us your logic when it hits?

nova kelp
#

but how to get to node stuff ?

#

i just made blend

#

but how to get to node stuff ?

grim ore
plush yew
#

The blueprint

grim ore
plush yew
#

@grim ore can you show us your logic when it hits?

#

The blueprint

nova kelp
#

but how to get to node stuff ?

grim ore
#

lol

plush yew
#

Wew mathew

marsh swallow
#

I have this material. What i want to do is blend/fade/overlay the cracks onto the image from the bottom up. or from center out. but i cant seem to make that happen.

grim ore
#

hly hell discord is messed up for me

astral pond
#

lol.. i see my message twice and some others too.... weird discord

plush yew
#

Wew mathew

fickle topaz
#

^

plush yew
#

Is it possible you can share Damage window?

#

Discord is fked?

marsh swallow
#

wow this is bad

#

just looked it up

#

API errors

plush yew
#

same

#

same

marsh swallow
#

been for the last 3 hours

plush yew
#

Wew mathew

marsh swallow
#

been for the last 3 hours

#

this will be a fun evening. ๐Ÿ˜‚ So any ideas on the material thing?

grim ore
#

@marsh swallow you would use a lerp and then feed in for the alpha a linear gradient or a circular gradient and that should let it show the cracks where there is white on the gradient and the non crackes where there is black

fickle topaz
#

Quick thing I'm wondering about: How to light light my skeletal mesh without dynamic lighting? What light should I use?

rotund scroll
#

@fickle topaz is your skeletal mesh moving?

fickle topaz
#

well

#

yes

#

(not animated)

#

I'm doing this for VR so I am hesitant to use dynamic lighting. I wish there was a way to just purely have everying thing their base colors like the unlit mode in the editor

astral pond
#

ah well you can use emissive light in the material for that or you can do that with postprocessing

placid arrow
#

is there a built in way to rate-limit an input event? i have my fire method bound to a reliable server side event, so if i dont rate limit it, in theory users could use it to launch a denial of service attack against the server. i could always put a timer in it myself, but if theres an existing throttle for inputs that i can use, it would be better ๐Ÿ˜„

fickle topaz
#

emissive light. I think that was what I was hearing about being good!

nova kelp
#

is final and output animation pose same

fickle topaz
#

ah. baked lighting. I think I solved my problem

grim ore
#

@fickle topaz what if you used the unlit mode on the material itself?

fickle topaz
#

I'm new to ue4. not sure if or how to use unlit mode on the material but thank you for giving me a hint as to what to look as well

#

๐Ÿ™‚

marsh swallow
#

okay so i have this

#

However 0.0 is no cracks and 0.1 is full cracks as shown. lol

#

1.0 is just more emissive cracks. lol

nova kelp
#

@grim ore what is that on top red event ?

grim ore
#

the Event Blueprint Initialize Animation? Its the begin play event on an animation blueprint

nova kelp
#

im having trouble finding that

grim ore
#

@marsh swallow I think its your input your putting into your linear gradient, you shouldnt need one

#

@nova kelp right click the blueprint and type the name

nova kelp
#

yea and i cant find that

#

name of what ?

grim ore
#

are you in your animation blueprint in the Event Graph?

nova kelp
#

im in event graph

#

and it says blueprint in right corner

#

but thats blueprint for all connected to that character

#

am i on right place *

#

?

#

in *

grim ore
nova kelp
#

i found that but why does my say update ?

grim ore
#

I dont know, you can see what I have there

nova kelp
#

yea ill copy it

marsh swallow
#

@grim ore I fiddled around with it. Got it! ๐Ÿ˜„ Thank you

nova kelp
#

what is that custom event?

#

second red one

#

this one

grim ore
#

its an event delegate

#

its someting that is called when the "Set Timer by Event" node is fired

nova kelp
#

how to create one and when should have i done that

grim ore
#

you can drag off the "Event" input node on the "Set Timer by Event" and create a custom event (which I have called PickRandomIdle)

nova kelp
#

ok tnx

#

ill go test now

#

ok it works but it kinda snaps between animations

#

is there any way to slow down transition?

grim ore
#

there is a blend time on that pose by int that is 0.1, make it higher

copper elk
#

Is there a way to make a save file for a player in an online game which cannot be altered?

nova kelp
#

what is max number

#

cookys

grim ore
#

@copper elk if you have a secure online system then I would assume they cannot alter it yes, that's not really specific to unreal engine tho

copper elk
#

Idk where else to post this, so like...

#

But thx

nova kelp
#

is it possible to make one last longer then other

#

but i still want it to be randome

#

random

#

for example if random int sets to 2 and it switches i want second animation to last for 10 seconds

#

and first one for 30

grim ore
#

yes if you program it to do it. Instead of the event being called using the set timer by event and looping you can use a set timer by function and tell it not to loop. When it runs, it can pick the #, set a new delay for the timer, and then call the timer again to run after the new delay.

thin tendon
#

I'm having an issue. I keep trying to re-import my grass model and it keeps saying import failed. With no error telling my why. All I did was export it out. Decimate it. Other then reducing faces and vertices nothing else has changed.

normal burrow
#

what version of unreal?

thin tendon
#

4.24.2

#

What is weird is all my other meshes that got decimated using the exact same process all worked

abstract relic
#

Usually itโ€™s because you deleted the previous version without restarting. Itโ€™s still in a temp file so it thinks you are trying to use a file marked for deletion.

nova kelp
#

what is closest node to if that returns int

#

wait what is light green

thin tendon
#

I haven't deleted the grass before. Its been in the project since day one. Even trying reimport with new file won't open a window to select a new file

abstract relic
#

Logs please in that case

normal burrow
#

did you try another folder?

#

yeah logs would be best

thin tendon
#

Its not giving me any errors though so would anything even appear in the log?

abstract relic
#

Just try

thin tendon
#

where do I find the logs?

abstract relic
#

Saved/logs

thin tendon
#

Thanks I just had a quick read through and its not showing anything in logs

normal burrow
#

fbx?

abstract relic
#

#askpat

thin tendon
#

yeah always FBX Unreal doesn't like me using anything else

nova kelp
#

why is there 2 max walk speeds?

craggy flax
#

So say Iโ€™ve got an array that builds a 5x5 grid. How would I make it skip building the corner squares but keep overall spacing. So outside rows /columns had 3 instead of 5 while inside ones had all 5

normal burrow
#

hold mouse over the label to see the full label tiger

grim ore
#

move the divider to the right so you can see the full variable name

normal burrow
#

or that

nova kelp
#

this naming is amazing

normal burrow
#

skip cases where (row is 0 or 4) AND (column is 0 or 4)

nova kelp
#

you aren't walking now are you

normal burrow
#

crouch walk

craggy flax
#

Skip cases? What nodes? Also TY for throwing out suggestion

nova kelp
#

@normal burrow you made a point xD

normal burrow
#

the logic there deadmon would get you if the node should be skipped or not

craggy flax
#

Sorry relatively new to UE4 so havenโ€™t had exposure to all methods lol

plush yew
#

@grim ore

#

Why you used is valid here?

grim ore
#

when you are in the animation blueprint it sometimes does not have an owner (when you are previewing animation in that top left window)

plush yew
#

You told me you are trying to see if he do attacks from start to end

#

Am trying to figure it out

grim ore
#

so without that if I was to just cast or get variables it would fail

vale silo
plush yew
#

@grim ore mate you are amazing thanks for clean and explained bp mate, super helpful

solar temple
abstract relic
fallen marten
#

Question about structs - when I use a component to set values in a struct, it will change them for that function but when I use a function to check them again, they seem to have reverted back to original values. Am I missing something?

#

I get the struct data through an interface, set members, and that's it

pulsar badge
#

@solar temple you need to build your lighting

deep stump
#

Hey, question, So I have advancedsession plugin but when I package the game and run the dedicated server I get "Plugin 'AdvancedSessions' failed to load because module 'AdvancedSessions' could not be found." then it crashes

#

any suggestions on how to fix this?

patent tusk
#

Looking for opinons, all 4 are the same except for the normal data, curious what you guys think looks best. Only thing I'll say is for comparison the far LEFT tree has unedited normals

solar temple
#

@troy thank you . Do you know how to change the proportion and scale settings of the first person camera to match another games?

pulsar badge
#

Click on the person and click edit

#

or just click on the person and on the right there should be scale

solar temple
#

How do I find out what another games properties for the scale are ? Lol

delicate needle
#

Is there any typical reason why a swarm slave will work, then just stop communicating to the main job giver?

rustic python
#

When I enable physics on my pawn, I'm unable to move the pawn anymore haha, anyone know why that might be?

#

simulate physics*

livid haven
#

Because it is being physically simulated. For realsies. So your input doesn't matter.

#

Pawns aren't, typically, physically simulated. Everything about pawn physics are typically faked - it is, after all, a cylinder that's standing upright even when on a slope.

rustic python
#

Ah right. Problem is if I don't have that on my Pawn just noclips through everything ๐Ÿ˜ฌ

livid haven
#

That suggests that your movement component (the thing that fakes the physics) isn't using the collision geometry you want.

deep stump
#

When I packaged my game and launch a dedicated server i get an error of "plugin 'advanced sessions' failed to load because module could not be found"
but when i disable that plugin, it does the same but with steamsubsystem. I'm assuming my plugins folder can't be found at all. Any idea on where it should be for the source build of Unreal? It gets recognized in the editor but when I package it, I guess it doesn't?

rustic python
#

How can I change the collision geometry? Or is that easier said than done haha

#

Basically the collision for the Pawn works fine until I posses it

#

then it seems to ignore all collision and physics

livid haven
#

Could be any number of things going on, but I recall experiencing stuff like this long, long ago if I was messing with movement components.

#

I believe, by default, the movement component tries to move the root of its actor?

rustic python
#

In the blueprint for the Pawn?

livid haven
#

But it can be set to move different components.

#

With the typical UE4 mannequin character, I think the sphylinder is the root component and their intended collision geometry (for movement)

solar temple
#

Do any of you use ue4 for work ?

polar hawk
#

all day erry day D:

rustic python
#

Ah right yeah this isnt a typical char, but ty for ur help Ill try to tinker with it

livid haven
#

I just left Epic Friday after 7 years, so yes. ๐Ÿ™‚

solar temple
#

Cool

#

How does ue4 compare to ue3 ?

#

and unity

polar hawk
#

its very unreal

#

its got a very unreal-only way of doing things

solar temple
#

hmn

normal burrow
#

Itโ€™s ununity

tiny sonnet
#

how to display video?

#

i cant find any recent tutorials

normal burrow
#

Media player

#

Asset thing

rustic python
#

Just wondering if theres a tutorial out there on the net that shows how to set the collision stuff for a possessed pawn custom mesh :3

#

Just trying to fix it so the pawn mesh doesnt noclip when I posses it xD

undone pollen
#

Question for you guys, is collision ray casts transform from world space to local space of the component that's doing the collision?

#

so when I query a collision FHit Result i am technically asking in world space-> converted to my component who's doing the collision checks in local space

kindred viper
#

@livid haven wow big move. Good luck, hope you stick around and help us mere mortals from time to time ๐Ÿ˜‰

livid haven
#

Yessir. Easier to do that now than before.

normal burrow
#

@undone pollen world

#

Very rarely is anything local space

pulsar badge
#

What button is it to go from moving a object to rotate and scale it?

#

without clicking on the button

normal burrow
pulsar badge
#

Thanks

deep stump
fiery lagoon
#

Can anyone explain to me why my character is floating like this when i have him share this walk cycle from another character? even when i have these settings for my skeleton, i thought it was suppose to bring the character down. if i change the retargeting options to skeleton for all of them it sort of fixes the character being in the air but then it loses any animations on the pelvis Z axis. also it then makes my other animations floating but the retargeted animation is back on the ground.

tawdry sigil
#

Someone awake ?

abstract relic
#

Go back to bed Steve

tawdry sigil
#

Nah

thorny perch
#

anyone else having issues starting the epic games launcher?

#

just stops at "preparing launcher"

lapis vine
#

But at least it has beautiful interface, isn't it?

#

But nah, I have no. Also not using any Games tab.

thorny perch
#

not even at an interface at this step ๐Ÿ™‚

#

I just need it to update ue4 editor ๐Ÿ˜›

lapis vine
#

Yeah... once upon time it was as simple as downloading the new version, or at worst go click from Help -> Update

grim juniper
#

I had that the other day. I closed and reopened the launcher for it to work

thorny perch
#

tried the "fix" but still no go

lapis vine
#

Restart your PC?

thorny perch
#

it was started like 5 minutes ago ๐Ÿ™‚

#

ill reinstall it

#

when in doubt, reinstall

lapis vine
#

Reinstall Windows? Might work, yeah ๐Ÿ‘

thorny perch
#

epic games launcher ๐Ÿ™‚

#

the reinstall did absolutely nothing, ill try a bloody reboot then!

warm delta
#

why Epic cant change UE4 editor UI style to be minimalistic and flat? like Visual studio for example and the editors? and all the icons are too detailed...

thorny perch
#

and still no go!!!

#

I need to update! ๐Ÿ˜ฆ

lapis vine
#

The odds are against you.

#

But it might be some temporary routing/server issue.

thorny perch
#

odd, typing wrong pass wont give access

#

but pressing "log in later" opens the app

#

so it works, if you don't sign in

#

but then again, one cant update ๐Ÿ™‚

#

so there must be an issue with accounts somehow

#

quixel bridge works fine though with the epic-account

smoky sonnet
#

is it possible to change the speed/pitch of my audio track thats inside my level sequence with blueprint?

thorny perch
#

love this, cant work on my project since I cant update =/

lapis vine
#

Try with vpn?

burnt drum
#

does anyone know a good programme or a method to open unreal log externally , allowing the same sorting / filtering functionality

plush yew
warm delta
tawdry wren
#

Any reason why im getting this on trying to load up my level?

#
Assertion failed: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 3731] AssetImportData /Game/Levels/World_BuiltData.World_BuiltData:LQ_Lightmap_1_51.AssetImportData: Serial size mismatch: Got 33, Expected 19

UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:455]```
smoky sonnet
#

i saw a video on youtube to make a nice rotating material does this got changed because the tutorial is old anyone know it?

south crow
#

I have a very basic question : how to make a first person character with an entire body, I've been following this video : https://www.youtube.com/watch?v=VVttmneWJMA but the character is shaking/teleporting (I don't know how to call that) when I'm not going forward (when I'm pressing A, S or D)
So if anyone has an answer

In this short Unreal Engine 4 tutorial I want to show you how to turn a Thirdperson Player and Camera into a First person Player for FPS games in which you can see the whole character.

See my social profiles here
G+: https://plus.google.com/+JayAnAm
Twitter: https://twitter....

โ–ถ Play video
tawdry lily
#

Hi guys, we have a tricky problem (please redirect me if another channel would be more helpful). Our project does not package anymore in 4.23 and in 4.24 it crashes when trying to open any of our blueprint assets. The error message is extremely vague. And our attempts to identify the cause have not lead to anything after 2 days. This is the error message:

Ensure condition failed: ReferencingPin->LinkedTo.Num() > PinData.ArrayIdx [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/EdGraph/EdGraphPin.cpp] [Line: 1733] 
[2020.02.19-09.20.57:778][634]LogOutputDevice: Error: Ensure condition failed: ReferencingPin->LinkedTo.Num() > PinData.ArrayIdx [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/EdGraph/EdGraphPin.cpp] [Line: 1733] 

Does anyone recognize this or know a way to solve it?

serene birch
#

try opening your project with a debug editor version

tawdry lily
#

DebugGame Editor?

serene birch
#

yeah

#

you might get better information that way

zealous spear
#

@south crow I can show you how... can you wait for me to get back home in 30 minutes and show you?

#

Hi @tawdry lily

#

:)

tawdry lily
#

@serene birch I managed to hit the breakpoint where this ensure failed, it seems to be on the "Return Value" pin of a float / float node. But I'm not sure how to go on from there..

serene birch
#

was kinda hoping you'd get some more info than that

tawdry lily
#

Me too ๐Ÿ˜‰

serene birch
#

the error seems to imply you have like, a blueprint node with more pins than it really has

#

this is delving into UE4 low level code though

tawdry lily
#

Yeah, I'm okay with that, do you know if there's a way to identify which blueprint the node is in?

serene birch
#

I mean by that last sentence that it goes more low level than I can handle ๐Ÿ˜›

tawdry lily
#

Haha okay, thanks for the help anyway ๐Ÿ™‚ Maybe someone else will come by that knows ๐Ÿ˜‰

mossy cloud
#

Hey guys, looking for suggestions on how i can do this thing

I got an island here, and i would like for the player to hear wave sounds whenever they're close to the water. I'm trying to figure out a clever way to optimize this the best possible way. I first did it based on altitude, but there are low poiunts in the island that you could still hear waves. Anybody else have a suggestion that's not all too resource-heavy?

#

i could create a bounding box surrounding the areas where i want the player to hear it, but i'm looking for more suggestions

mossy nymph
#

make a spline, put an audio source on it, move it locally to closest point on spline to the player on tick

remote roost
#

I have a very basic question : how to make a first person character with an entire body, I've been following this video but the character is shaking/teleporting (I don't know how to call that) when I'm not going forward (when I'm pressing A, S or D)
So if anyone has an answer
@south crow
Make the character rotate towards camera direction

glossy kayak
#

Hello everybody! UE4 constantly breaking. Who have faced with this trouble? Can anybody help me with it, please. I can't find error fix in internet. I use laptop with 2 GPU's, latest videodrivers and UE4 4.24.2 version.

Error outprint:

LoginId:0d6a119b4daa7280394efc9bec9d755f
EpicAccountId:222ca8f49d0c4eb08ec4bc5d65270c1b

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x0 - 'S_OK')

UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

somber quail
#

Is there any way to disable this failsafe? It's making it incredibly difficult to copy objects in streaming levels. (it seems to assume the bounds are non existent because this happens 100% of the time when copying objects in streaming levels)

south crow
#

@remote roost yes but if y attach the camera to the head of my character the bug happen

pulsar badge
#

Hello, got a question. Iโ€™ve seen people on twitch subdivide there maps to make it a smaller area so it doesnโ€™t overwhelm me anyone know how to do that?

#

Itโ€™s like big walls dividing the world

#

In square boxes

placid arrow
#

on modern games 100 players in a match isnt considered "massive", like an MMO, is it?

#

just trying to put into place the correct naming for a game with matches of potentially 32-100 players

#

i know some of them are called battle royale, but to be battle royale has other specific gameplay mechanics such as an ever-decreasing playable game area

#

thoughts?

tender flume
#

100 players isnt massive yet.

#

Those are just static players

#

When you make every player do something like fire a bullet or throw explosives around

#

That's when it gets massive because then your framerate drops.

honest vale
#

I'd categorize massive as something that requires multiple servers and load balancing between them

smoky sonnet
#

hey can someone help me i try to find how to do a character skin changer in ui but cant find what i want to do, it should look like this

#

you can go left and right then the cost changes

#

and its start at skin 1 if you click on the right button the number 2 should shine a little bit to give the player the felling know you are on skin 2 and it should look a little bigger (scale)

tender flume
#

@honest vale Smart.

burnt wagon
#

Hello! Iโ€™m trying to make a โ€˜gameโ€™ without a human player: so simply an actor that walks around a scene without any human input (bumps into things, changes direction etc). When the actor hits objects, things happen (noises, lights etc). Anyone see something similar or a tutorial?? Thank you !

smoky sonnet
#

how can i adjust a grid panel automatically right before he hit something like a button thats next to him

carmine garnet
#

i cant get niagara particle varyables to update with blueprint

#

like

#

it just doesnt work

brittle gulch
#

Hi guys, is it normal that the LOD screen size seems to not be respected in play mode?

#

You can see that I'm even closer to the building than in edition mode and still, the correct LOD is not appearing. I have to get really close to it

nova kelp
#

how to connect this to so it sets bollean when caracter is moving and shift is pressed ?

tender flume
#

Is UE5 really going to be a thing because of the PS5 or?

regal mulch
#

@tender flume No

#

UE4 will probably stick for a long while. If it becomes UE5 then if at all due to a bigger update of UE4. I highly doubt Tim is gonna rewrite the engine yet again :D

#

@nova kelp

  1. Get data from the character inside the anim bp, not other way round.
  2. I would handle this as two different states. One being "moving" which you can check via the size of the velocity variable of the character movementcomponent. And the other being "IsSprinting" which you should set when the player uses the shift key.
thorny perch
#

BAH still no go with the bloody launcher, repaired, reinstalled, deleted folder etc

regal mulch
#

You can then use both to adjust your anims.

thorny perch
#

still wont work

regal mulch
#

Problem being?

thorny perch
#

Preparing the epic games launcher loop

#

tried all possible solutions google can find

#

its fun how a black screen saying that can use 20-25% of my GPU ๐Ÿ˜„

#

pressing sign in later works though

#

but I need to be signed in to update

tender flume
#

Rewriting an engine could take months or up to a year depending on the workload

midnight gate
#

HOW DO I hide collisions

#

nvm i figured it out

nova kelp
#

@regal mulch i have such boolean that keeps track if shift is pressed but i want to add second requirement so i cant press shift and sprint in one place

serene birch
#

I think UE5 will be when they redo the whole gameplay framework to be more Data Oriented if they do that one day and can't smoothly transition to it

#

if not, there probably won't be a UE5 for a LONG time

#

that's due to the paint layer resolution probably

honest vale
#

the resolution is tied to the vertices of the landscape

serene birch
#

hiding it with decals/meshes or making a higher resolution landscape

honest vale
#

essentially, yes

plush yew
#

Am trying to call this node

#

but its not working

#

Any thoughts??

zealous cloak
#

Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsBP_Interactive_Engine_Part_2". Blueprint: BP_EnginePartHolder Function: Execute Ubergraph BP Engine Part Holder Graph: EventGraph Node: Branch

can i ignore that error message?

#

i compare the bitmask from 2 actors, since i only get the first actor when my pawn overlaps (holding an object) it access none most the time

#

when closing my preview it throws the error

dim merlin
#

Hello, anyone knows its possible to save a rendertarget into the content folder (so i wont have to import it) at runtime?

rotund scroll
#

does anyone know if the camera manager can be set to use a specific camera instead of having its own?

stiff moss
#

Hello, I was wondering if anyone had a real basic FPS project I could import to adapt to the levels I have designed? You know like the scripts

rotund scroll
#

there's an FPS template

stiff moss
#

Oh already?; Where do I go to find it?

rotund scroll
#

when you make a project you can choose it

#

as a start

stiff moss
#

Ah ok, thanks

#

Guess I need to find what they mean then thanks for the quick response

plush yew
#

@rotund scroll google it

rotund scroll
#

I did thank you very much

#

I'm only asking because google returns zero answers

#

something I wish more people would do

serene birch
#

how reliable is gltf import for UE4?

#

it's annoying how importing models is mostly solved but importing materials still needs to be done by hand so often ๐Ÿ˜„

hasty osprey
regal mulch
#

@hasty osprey "this" being what? The normal map?

plush yew
#

How can i have same material on different meshes with different values on parameter collections

hasty osprey
#

@regal mulch yes how can i make a normal map stronger

#

it may work

plush yew
#

@hasty osprey do you kno

hasty osprey
#

try using material instances

regal mulch
#

@ebon linden No idea how to implement that but I would say it's "Underwater light refraction" or so.

#

At least that brings some google image results

serene birch
#

caustics

#

In optics, a caustic or caustic network is the envelope of light rays reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface. The caustic is a curve or surface to which each of the light rays is tangent, defining a ...

honest vale
#

@hasty osprey that's a really roundabout way of just multiplying with a constant3

hasty osprey
#

then i would be multiplying the blue channel tho

#

correct?

steady owl
#

Since Fortnite mentioned that almost every mesh in the world is contained within a separate blueprint for easy variation / updating, does this mean that the overhead of a blueprint with a static mesh component is very small compared to just a static mesh placed directly in the world?

normal burrow
#

Yeah. For placement the construction script bakes out

nova kelp
#

how would i do this better

frigid needle
#

Why tick instead of calling an Input Event?

patent apex
#

hey guys are you guys having crashes in AActor::Modify and UObject::SaveToTransactionBuffer when changing the default value of variables in blueprints in 4.24?

nova kelp
frigid needle
#

Okay itโ€™s still early in the morning. What is it youโ€™re trying to do here? Flip a bool in the mesh to tell it it can move?

nova kelp
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yea flip bool to change animation

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tring to do the sam with sprint but idk how

frigid needle
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I feel like this could be better handled with a state machine instead of casting to the mesh

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A... what is it. Blendspace?

devout rune
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Noob question, but my project usually runs at 60 fps on the editor, but it sometimes jumps to 120 fps without me doing anything that would improve performance. What's the reason for this?

nova kelp
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no i made it in Caracter blueprint

plush yew
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@nova kelp you trying to make an animation as you move?

nova kelp
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well not make

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just change

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from walk to run

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i mean it works but there is a problem when i press shift it starts running in place

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and then i did this

plush yew
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@nova kelp

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Watch this

nova kelp
plush yew
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Watch this and make your life easier

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He will do your idle walk run in 1 animation using blend

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watch it and save time

frigid needle
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Yeah, youโ€™re trying to do things manually that the engine has tools to support automatically

nova kelp
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yea that happens alot when you dont know what engine has

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im like blind man trying to draw

plush yew
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Its ok mate keep learning