#ue4-general

1 messages · Page 659 of 1

frigid needle
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Happens to me every day. Trying to carefully make something happen only to find out there’s a Blueprint node that does exactly that thing.

nova kelp
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hehe at least I'm not alone in struggle 😄

midnight gate
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how can i lock a particle in an axis?

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its just a plane right so why does it face the way i face it?

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how do i only make it face the z axis

rotund scroll
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a particle is a sprite

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sprites always face the direction of the camera

midnight gate
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so how do i do the not face

rotund scroll
#

I suppose you can make 3d particles as well

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or not even particles, just a mesh with emissive materials

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because if you think, the sprite has no backface, so you won't see anything from the back

wise linden
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In cascade there's an option to Lock Axis

next badger
wise linden
#

You probably want RotateZ

plush yew
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Am trying to knockback an cube when i attack it

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But

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this node wont work on the cube blueprint as it work in the mannqine bp

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Any thoughts why?

next badger
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@ebon linden how...can you make it yourself?

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generator makes animation (Fourier based)

midnight gate
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@wise linden i did the lock axis and sadly it doesnt follow the character rotation axis

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but hey atleast its locked in z axis so thats great

midnight gate
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but the particle wont follow my character axis

tender flume
#

Yeehaw.

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Physics finally worked so there's wind and all. Phew.

midnight gate
wise linden
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You may also need to set local space on it, and choose a non-rotate option. This stuff gets super fiddly very fast

midnight gate
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help

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pls

astral pond
#

@midnight gate looks like wings right? would be better to rebuild that as mesh

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locking axis in particles are mostly good for flat things.. like a water effect on the surface from a fountain or something

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but in most cases its doesnt looks good

viral flame
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is there a way to disable smoothing on images that i import?

midnight gate
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@astral pond so how do i make the particle work

viral flame
midnight gate
#

cuz i need it to activate when spesific events happen

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and i cant do that with mesh its too complex

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it will be much better with particles

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how do i lock the particle axis to the character rotation?

viral flame
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hello?

uncut onyx
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wasn't sure if there is a support channel but occasionally im getting this "Unreal Engine is exiting due to D3D device being lost." error when i try to add new nodes

astral pond
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ah, if it in your charackter bp and you locked the right axis, and rotate it in the bp it should be following.. but there is still the problem with the camera... you can make the material from the particle two sided but still not the best approach

viral flame
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can someone help me

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how can i disable image filtering

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so the image doesnt stretch and blur

astral pond
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for what you want to use the texture for hud? or as texture on mesh?

viral flame
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a widget

grim juniper
#

There's a filtering option when you open the texture

viral flame
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i dont see it

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i dont see that option

grim juniper
viral flame
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how can i access that menu

grim juniper
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You open the texture and it's in the details panel

tender flume
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Material instance is my best friend.

grim juniper
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might need to expand the little arrow at the bottom of the category

viral flame
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i just dragged an image into ue4

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do i make it a material

grim juniper
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Open the texture. Double click it

viral flame
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its still not there

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there is not a filtering option available

grim juniper
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Screenshot it

viral flame
grim juniper
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click the arrow under the texture category

viral flame
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thanks

midnight gate
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how do i lock the particle axis to the character rotation?

tender flume
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Hohoho. That was fun.

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Thank you material instance.

midnight gate
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when i rotate my charcter particle system doesnt rotate pls help

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allrit i figured it out i had to figure out where to switch from world to local and lock the z axis yAY

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WHY IS IT SO HARD TO SET IT TO LOCAL XD

plush yew
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@tender flume how you did that?

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@midnight gate show me the particle

midnight gate
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its locked in all the axis and rotations

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perfect amirite?

tender flume
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Just do it haha.

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I spent weeks learning how to fix several issues so it doesnt appear on the sand

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or any surface which i do not want to

plush yew
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@tender flume and what do you press to take a vidoe with gayzo 😄

craggy flax
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Can anyone point me in the right direction with this? I have managed to create a Grid from a BP to spawn under my building as a way to check the 'grid' map space for placement. My issue is that I want to have each square checking for validity (like the house does in the gif) and need to be creating this grid as child actors I gather so that I can have them ignore the building itself, as currently they will block it from placing if they have collision.

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eff file too big one sec

tender flume
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@plush yew Ctrl + Shift + G

plush yew
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You got Gayzo prem?

uncut onyx
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my ue keeps crashing anyone who could help me find a solution?

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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: 0x887A0020 - 'INTERNAL_ERROR')

tender flume
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I dont know about that sorry @plush yew

uncut onyx
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already updated ue

pallid talon
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@uncut onyx When does it crash? What were you doing when it crashed? etc.

uncut onyx
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just tried to connect a node

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simple stuff

plush yew
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Hey ! My UE crashes very often too... 😆

midnight gate
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same

pallid talon
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@uncut onyx A node in blueprints? A node in materials? A node on Widgets? Can you be any more informative?

uncut onyx
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blueprint

midnight gate
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ue should stop responding insteald fo crashing

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just like blender

plush yew
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but for me, it's each time I attempt to do any action while the shaders are compiling...

grim ore
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@uncut onyx thats usually a driver or hardware issue, make sure your drivers are either up to date or using an older version that is supported.

uncut onyx
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okay thanks ill check it out

tender flume
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Drivers

midnight gate
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i updated all my drivers it still crash

grim ore
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from what I have seen the latest ones cause random issues, especially with RTX. I run 441.66 and have no issues here

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assuming this is nvidia

craggy flax
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Hey Matthew, is there a way to spawn actors from a diff class as a child of current class?

tender flume
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I run 840m

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Hohoho.

midnight gate
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i have intel :<

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ndvidia too pricey

plush yew
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Nvidia for me and I crash too... 😅

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Oh and the log says :

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LoginId:67f86bc049badc5ef5882fb1317d3778
EpicAccountId:f69f6e1f984f4494bf1ae0c02c91ef21

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_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_SlateRHIRenderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

midnight gate
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d3d is actualy just direct x from mcrosoft

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updating it to latest helps a bit but it still crashes

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what i figured out is that ue4 has a ram limit and once it uses up that ram limit direct x crashes

uncut onyx
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whats the ram limit?

midnight gate
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i thin its based on your total ram

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like a %

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but its just my theory im not an expert

pallid talon
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Hey @grim ore I have a successful local connection with Pixel Stream. I switched my -PixelStreamingIP from localhost to my external IP address to connect out of network, but when trying to connect via external IP and port. "This site can' be reached". So I used https://www.yougetsignal.com/tools/open-ports/ and it says my Port is closed. Is this a router problem?

midnight gate
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but from my experiments its what ive got

uncut onyx
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only using 800mb ram

midnight gate
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ue4 8mb ram is the limit?

uncut onyx
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no it just shows that its using around 800mb at the moment

midnight gate
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for me it can use 1.5gb

somber quail
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3gb here

midnight gate
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how much ram do all of us have in total

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i have 8gb

uncut onyx
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i got 32gb

hidden aurora
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Im using ue 4.24 built from source, when i package the game it compiles like 6k classes, this is supposed to happen just the first time i package the game or every time?

midnight gate
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weird

jade ice
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Guys does anyone know what this means?
Im trying to package my project.

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogChildActorComponent: Error: Found cycle in child actor component '/Game/Festival.Festival:PersistentLevel.BassPedal2_2.BassPedal2'. Not spawning Actor of class 'BassPedal2_C' to break.

hidden aurora
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Cause compiling 6300 classes is so annoying and takes hours lol

dim scaffold
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Anyone know if there's an easy way to get a new unreal install to recognize all your old projects without launching them all one by one?

midnight gate
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how do i make it go transparent at the end of lifetime?

plush yew
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My GPU drivers wasn't udpated. So I've just update them...

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but UE is still crashing... It has change nothing... 😩

midnight gate
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its cuz direct x not drivers

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@plush yew

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d3d is direct x

plush yew
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aaah ok, you're probably right

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I'm gonna check it

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You can attach the Damage Volume to the enemy?

glossy kayak
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@plush yew If u can fix it, can u please tell me about solution this problem? I haven't can repair this trouble for 2 weeks.

pallid talon
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Hey @grim ore I have a successful local connection with Pixel Stream. I switched my -PixelStreamingIP from localhost to my external IP address to connect out of network, but when trying to connect via external IP and port. "This site can' be reached". So I used a port checker website and it says my Port is closed. Is this a router problem?

next badger
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@plush yew "3D device being lost" is a common bug of GPU hung, cause UE4 stress it really heavily

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but in most cases it's related to GPU/Drivers

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not to ue4 directly

plush yew
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can any1 explain how i can use interface?

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is it that usefull?

unreal sable
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Useful yes, how to use no fucking idea lol.

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Interface saves time and efficiency by not having to use "Cast to X" or setting up a bunch of "Reference Casts"

plush yew
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😄

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MathewW where are you!

abstract relic
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(Probably at his job)

unreal sable
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You create an interface, then go to the two (or more?) blueprints and add that interface.
Now they can talk to each other without you having to use Cast to Blueprint all the time.
At least thats how i think they work?

rotund scroll
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@plush yew why don't you google it

unreal sable
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i came here to ask a question myself lol.

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Forgot what it was now..

plush yew
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Nudl you would use it for health system?

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Cranz this crying baby 😄

unreal sable
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Hmm i think the Unit you have should have the HP variable with (Expose on spawn)
Then you subtract HP from the unit when it takes damage.

abstract relic
plush yew
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HighTide

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Just watched it

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But

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Oh nvm just figured it out

unreal sable
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Ah yes.
If i want to make a flexible icon button i can use in multiple places in the hud.
How would i go about adding a flexible function call to it?
"Set Timer to Function Name" doesn't work on functions outside the Blueprint if im not wrong.

rotund scroll
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what are you fixing to do @unreal sable

unreal sable
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I'll draw on an image to show you.

plush yew
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@next badger I've just updated my driver's GPU and DirectX but I have still the same problem... 😢

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@glossy kayak Oh really ? It crashes while the shaders are compiling ?

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I have this problem for 2 ou 3 weeks too. I'm not sure but I think it's since I've gone into the 4.24...

unreal sable
plush yew
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Nudl

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How you made the circle thing in the back

grim ore
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@pallid talon that does sound like a router issue not forwarding the pixel streaming ports to your local machine

unreal sable
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@plush yew Sphere+Material

fiery mortar
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hello everbody

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I want to ask something because ıt's driving me crazy I've been trying to make a interactable door but every tutorial I watch is outdated (I guess) so I want to add "play" action as a node but it's not there does anybody know what's the new word for play or what am I doing wrong?

grim ore
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what is play action? what should it be doing

fiery mortar
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this is where they use it

grim ore
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that is play sound at location, you don't have that?

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oh the videos is not that screen, no you cannot do that anymore

slow scarab
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I have a blueprint actor with a Cube Collision as the root and a skeletal mesh as a child of the cube Collision. For some reason as soon as the game starts the actor starts flying away non-stop. Does anyone have any idea why?

clever sequoia
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Hey Guys, I skipped accidentaly the window for choosing restore file. Is there a way to get it back?

grim ore
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matinee has been removed, you would have to use sequencer or just moving it with a lerp or timeline @fiery mortar

slow scarab
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Also, if I remove the skeletal mesh then the actor does not fly away

grim ore
fiery mortar
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yeah that's what I did it I think 😄

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oh that's great @grim ore thanks a lot

slow scarab
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Hmm, I guess I figured it out. The mesh had a physics asset assigned. I cleared it and it worked alright.

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What is the physics asset responsibility and why would I use it?

rotund scroll
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@unreal sable create a widget that has that icon, then let clicking that icon trigger things?

grim ore
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usually when you use physics it uses the physics asset, so for example dropping a static mesh into the world and making it use physics it would use the physics asset and the bodies defined in it to ragdoll the character

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so in your case you removed the physics from one of the items and now they did not conflict

magic bronze
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++UT+Release-Next-CL-3525360

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What version is this?

unreal sable
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@rotund scroll Yes.

viral flame
plush yew
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ScreenShoots

rotund scroll
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@unreal sable why dont you use event dispatchers? this is the exact purpose they were setup for

grim ore
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health system?

viral flame
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i just need to know how to fix borders being a bit too wide

unreal sable
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@rotund scroll I'll give it a try, no wonder how they work though.

rotund scroll
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@unreal sable they create events that can be called by subscribers

pallid talon
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@grim ore Should I change my -PixelStreamingIP=localhost to my external IP address? I've done this, but curious if this is a necessary step.

grim ore
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in the project, that should be for wherever the server is at yes so if its local it should be the local ip or if its somewhere else it's that IP

viral flame
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hello?

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can someone help me? the border is a bit too wide

pallid talon
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Ok, yeah, the "Streamer" is the local computer. Just curious if it needs to have the external IP set to allow external users....

plush yew
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Have patience, shadept

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Is there a way to increment a float by 10?

rotund scroll
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lol the irony

plush yew
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I deleted my original message because I thought I found a way but guess not

rotund scroll
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increment it in what way

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over time

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or instantly

plush yew
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On an input action

rotund scroll
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sure

plush yew
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Instant

rotund scroll
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just use get float var -> + increment value -> set float var

high nebula
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Hey guys and girls, does anyone know how to make audio play across levels? I am trying to start the music on the splash screen and have it still play when the game moves to the menu screen. Thanks awesome people.

plush yew
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Thanks

rotund scroll
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@high nebula easiest way: have the splash screen and the menu screen be in the same level

unreal sable
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Where do i set the event dispatcher?
In the function the icon is calling to or in the icon button function that is calling?

viral flame
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jesus can someone help me

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it seems like my message will be flooded

high nebula
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@rotund scroll I would normally but I am using a marketplace project called ProMainMenu 2 for this game and it has them split up.

rotund scroll
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@unreal sable consider who is the one calling the dispatcher and who the subscribers are

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@high nebula then it's going to be a lot harder for you

high nebula
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@rotund scroll I thought I could use the gameinstance as it should work across levels? but cant work it out.

rotund scroll
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yeah but opening a new level is a blocking call

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which means that it will take priority over all other activity to load the level

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not to mention that as far as I know music has to be linked to an actor and can't exist on its own

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but that may be my wrongful understanding

magic bronze
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CL 3525109 What version?

high nebula
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@rotund scroll I dont think it does as long as it is a audio component.

naive comet
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hey guys if anybody knows alot about blender can u please please please help me and fix all da uneaven lines on dis 3d module

rotund scroll
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@high nebula regardless you're not going to get around the blocking call

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ah

high nebula
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@rotund scroll Agreed

rotund scroll
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components also need actors to exist

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and actors need to exist in a world

viral flame
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can someone help me please

rotund scroll
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so I don't think it's possible

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or well

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you could do some things

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like save the time of the audio playing and then start from there on the level load or loading screen

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that may work

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but you'll probably not get it to work seamlessly

frigid needle
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Ask your question, Shadept. Don’t ask to ask. If someone’s got an answer, they’ll give one

rotund scroll
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people forget that people here are volunteers

plush yew
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They did post the question, poorly worded, but it was posted about 20 minutes ago.

lapis vine
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Aah, poor fella. Happens.

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And one of these questions that you don't remember as you just do it without remembering. Have no UE in hand to tell.

rancid lynx
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Whats the easiest way to swap between a blueprint actor and a normal static mesh, if the bpActor is further than say 20 foot away from the player? Is it simple?

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For example. A brick.

rotund scroll
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are you talking about LODs?

rancid lynx
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Well, is that the easiest way? I want to swap between actor and mesh. So all the bp code is ignored if not close to player

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Idk

rotund scroll
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oh like that

rancid lynx
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Lod just seems like lower res mesh. But not removing actor blueprint?

rotund scroll
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you might have to hardcode that functionality

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or you could

brave gate
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@rancid lynx what's the point of such swap?

rotund scroll
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deactivate most of the functionality internally

rancid lynx
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If i have 3000 bricks in vr.

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3000 actors, even with no shadows and physics off, lags a little in vr

brave gate
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use HISM for them

clever sequoia
#

Hey Guys, I skipped accidentaly the window for choosing restore file. Is there a way to get it back?

brave gate
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not separate blueprint actors then

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you can still operate on individual instance from script, move them, scale to zero (hiding)

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but it would be just one draw call per entire HISM

rancid lynx
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How do i recall the actor once im close?

brave gate
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3000 meshes would be basically the same for renderer as blueprint actors (both having static mesh component)

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recall?

rotund scroll
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might be worth making it something like a foliage instance

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those are low performance and turned off when not in vicinity

rancid lynx
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Well. Instances mesh cant be physcially moves by collisions right? So i need to swap between physics actors and instance meshes

brave gate
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yep, foliage often used for placing a lot of rocks, chests, etc

rotund scroll
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well no

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so you have to choose

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or if you want both, likely hard code

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there's no easy way out

brave gate
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you not gonna have both: VR-ready performance and 3000 bricks ready to move on physics 😉

rancid lynx
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I can disable physics on 95% of meshes

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I just need to be able to enable phsyics on a dozen meshes when im close. Thats easy but

brave gate
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you could lay out all the bricks as HISM or foliage (supporting blueprints as foliage element since 4.23) and hide wanted instances - spawn brick actors from actor pool in the place of the ISM instance

rancid lynx
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Should be an easy way to swap between basic mesh and actor based on distance from player right?

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Okty. Ill look into that also

brave gate
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you have hide/destroy one, and spawn interactive one (that's why I mentioning pooling)

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but don't expect performance if every single of brick gonna be an individual mesh

rotund scroll
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I mean none of this is really easy

brave gate
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we have dynamic instancing in engine now, but it's also have some cost

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in flat games 3000 dynamically instanced brick maybe would be ok, I wouldn't go there in VR...

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HISM + mechanism for actor pooling
you need a bit of coding, but it's NOT crazy complicated 🙂

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or foliage but I didn't try accessing it from code, can't say a thing
not sure if foliage can be accessed from blueprints/scripted

rancid lynx
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Some access

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Ithink

rotund scroll
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pretty sure they can be extended as blueprintable

idle mesa
#

Hello everyone, I am mostly a web-dev getting interested in game creation, and I am taking my first steps with Unreal. I found that there's plenty of documentation about how to create stuff, but I haven't seen much about how the engine itself actually works, and how the generated games are structured (I've tried looking into the code, but all those C++ preprocessor macros are quite confusing ...). For example, something that would explain what threads will typically be running into a basic sample game. Ideally I'd want a guide such as this one for Node.js:
https://nodejs.org/en/docs/guides/event-loop-timers-and-nexttick/

brave gate
#

well, maybe Procedura Foliage would be fine...

rotund scroll
idle mesa
#

Hmm, I must have missed the relevant section then, thanks 🤔

rotund scroll
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I'm sure if you search for threads it'll give you a solid answer

brave gate
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@rancid lynx just be sure - don't spawn a new actor when you need a new interactive brick, get a brick from pool, move to the right place, make it visible, enable collision
limit amount of pooled bricks, easy to adjust performance

nova kelp
#

question how would i make my character reach for some part of enemy body lets say arm

plush yew
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GitHub is the best way for PROJECT COLLABORATION ?

next badger
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@plush yew depends on project

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for c++ one - yep, it's quite good

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w/o assets

plush yew
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@next badger i just watched a video there is live collabration thing?

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real time editing

tropic horizon
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Regarding UFloatingPawnMovement, is it possible to sweep with a static mesh that only has complex collision and set up to use complex collision as simple? From what I've tried so far my mesh just goes straight through other meshes but if I add a simple collision then it works just fine so I assume it's something to do with the complex collision but is there any way to work around that?

next badger
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@plush yew are you talking about MUE plugin?

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Multi-User Edit

plush yew
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That works for bps and other stuff?

next badger
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mue requires own server

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it's not how people generally collaborate in gamedev, just FYI

plush yew
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Alexey github can push more than 100MB

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if you have textures models etc

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that wont work

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or have you tried it?

serene birch
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for a project collaboration, you might want Azure Teams rather than Github (for a UE4 project)

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because it has pretty insane allowance in repository size 🙂

serene birch
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Azure DevOps to be exact

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though I haven't tried it personally yet because I didn't have the need for it

clever sequoia
#

Hey Guys, I skipped accidentaly the window for choosing restore file. Is there a way to get it back?

viral flame
#

is there a way i can lock the hands to the camera but keep the third person shadow and all that

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i just need to make the shadow from the third person character in first person

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while keeping the arms as if theyre a viewmodel

next badger
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@plush yew are we talking about realtime collaboration or about version control?

plush yew
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realtime collaboration

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😄

next badger
hollow tusk
#

hey guys, i want to reset my player rotation after a certain event, whats the best way to do that?

smoky sonnet
#

hey i have a question im taking screenshots right now with the built in tool in ue4, basically i screenshot my 2d game and change something every frame and screenshot it again, at the end i have around 20 screenshots to make a sprite->flipbook->material and so on but they might be not the same x-y because parkinson im shaking a little bit and some might be bigger than others is there a way to change them into the same x-y automatically i know i could do it for every screenshot in photoshop manually

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but is there a better way?

next badger
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@hollow tusk set an event, set the rotation on that event...

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@smoky sonnet add camera capture

smoky sonnet
#

is ther ea tutorial for it

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is it the same like high resolution screenshot where i can screen with 7x multiplier of size and so on

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but without adjusting my own viewport over and over again?

next badger
#

search for Scene Capture 2D

hollow tusk
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@next badger could you eloborate?

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i want to reset the rotation, not change it

next badger
#

@hollow tusk reset is -> re-set

smoky sonnet
#

okay saw a video

next badger
#

so you set ti to some value, it's just how you decided what this value will be

smoky sonnet
#

but how can i screen it what the camera see

#

and with a good quality

hollow tusk
#

no no , i mean reset

#

as in, make it look the same direction it does when you open the level

next badger
#

@smoky sonnet you can't , camera capture is using different camera, but no shaking in hands...

#

@hollow tusk well, you need to save that state to reset to it

smoky sonnet
#

oh you mean to jump into the camera and then screenshot it?

next badger
#

@smoky sonnet no, i was suggesting to use camera capture (it writes image to texture)

smoky sonnet
#

okay can i put the texture thats live updating in an UI?

#

and then the ui image/texture also gets changed live?

#

is this possible

abstract relic
#

that's called a dynamic material

smoky sonnet
#

i saw a video of that

#

but can i also put it in an ui

abstract relic
#

Yes

smoky sonnet
#

really

#

ok

#

that will keep the energy low

#

i already made 12 screenshots

#

but i will give it a try with camera capture

next badger
#

why i keep caling it camera capture, it's scene capture...whatever -_-

opal lark
#

hELLO

#

Hello even

plush yew
#

Is there a node that i can set the health

#

between 0 - 100?

#

What this one do?

#

of the two values plugged into it, it returns the value which is the smallest, aka in your example it compares the value of pin 1 against the value 0 and returns whichever is smaller

harsh tiger
#

https://youtu.be/ScEeRs-u1Lw?t=447 i've time stamped that video at 7:28. how would you go about doing something like that? they draw a shape and its made into some sort of mesh thats used in game

smoky sonnet
#

are they even using ue4?

harsh tiger
#

not sure, but i'm sure it would be possible. no?

smoky sonnet
#

idk

#

i hope someone who knows it will answer

hollow tusk
#

Seems like a mesh that is just rotating around the player right?

smoky sonnet
#

yea

#

but how can you let the player draw something mhh

harsh tiger
#

its made by voodoo. just went to their website an looked at jobs an they are looking for unity people

smoky sonnet
#

so its made in unity?

harsh tiger
#

looks like it

smoky sonnet
#

idk if i should stick on ue4 or unity many say unity is better for 2d and ue4 is only for 3A games and 3d idk mhhh

harsh tiger
#

ah looks like a cpp thing. thank you!

#

i thought it would be like a spline type of thing

plush yew
#

There are Blueprint bindings but I'd have to do a bit more hunting to find them

frigid needle
#

You don’t need to put in a loyalty to an engine. Use what you enjoy using the most, and barring that, use what is the best tool for the job in your hands.

harsh tiger
#

right okay, thank you @plush yew for the link. i seen an ad for that game and thought it looked interesting

plush yew
#

yep, they're just tools to accomplish your goals; that said the more you put into one tool the greater your craft and skill becomes with that tool

harsh tiger
#

is there a quick suggestion for how i would go about actually drawing the lines in a widget to create the mesh? i've never seen anything like that in unreal before

plush yew
#

widgets support a few drawing functions, you can capture mouse points and then feed them into a series of Widget DrawLine calls
https://www.youtube.com/watch?v=6FP6pvgh-rs

What is the UMG: Draw Line Node in Unreal Engine 4

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files. https://github.com/EpicGames/Signup

▶ Play video
#

those same points can be reused when building the procedural mesh

atomic onyx
#

can you delete bineries folder from a plugin folder?

#

and intermediate?

regal mulch
#

Well yeah, but without binaries, it won't work anymore until you recompile them.

atomic onyx
#

i get a access denied error on building

#

what could i do?

open eagle
#

How would I transfer data through levels for multiplayer

#

Like

#

If a player sets their skin in the lobby and the game travels to a new level, where should I get that information from when spawning the players

regal mulch
#

PlayerState/PlayerController, given you use SeamlessTravel

#

PlayerState has an "OnOverrideWith" and "OnCopyProperties" event to pass from old to new PS.
GameMode has an "OnSwapPlayerControllers" event to pass from old to new PC.

#

Also

open eagle
#

I have two gamemodes

#

one for gameplay and one for lobby

regal mulch
#

You should make them share a common parent class

#

As well as your PlayerState and PlayerController

#

So you can have stuff that are available in both be stored in there

#

Then you can blindly cast to the parent class and move the data

plush yew
#

SomeTimes when you are followed with enemys and they get into the camera way

#

the camera get missed up a littile bit like zooming in and out etc..

regal mulch
#

SpringArm

#

Having CollisionCheck on

plush yew
#

is there a fix for that? that the cam ignore the enemis

#

oh

regal mulch
#

Use a test channel that your AIs aren't blocking

#

Or create a custom one for more control

open eagle
#

So I should put the player skin in PlayerState

regal mulch
#

For example, yes

serene birch
plush yew
#

eXi

#

can you recommend a book

#

for BluePrints or unreal in general

regal mulch
#

Not really

atomic onyx
#

to fix that camera problem just check ignore to the camera collision in the meshes that get in front of your camera

#

so pretty much just select the mesh that does this, go to collision, make it custom and check ignore to the camera

regal mulch
#

@serene birch Think that's for Subsystems that implement turn-based backend stuff?

#

It's part of the OnlineSubsystemUtils

serene birch
#

hmm, I'm not sure which one does that, interesting anyway

#

I was looking at info on how to organize the animations playing in a turn based game (the actions)

#

and found that 😄

regal mulch
#

IOS I think does that

#

Or rather supports it

crimson lake
#

Hey guys

#

anyone got an idea on how to approach making something like the Ocarina system in legend of zelda?

hollow tusk
#

Can someone tell me why this does nothing to my player ? It's supposed to reset the position and rotation but it doesn't

somber quail
#

Pretty sure those are VR specific.

hollow tusk
#

Oh darn it

somber quail
manic burrow
#

ok so when i try to import a fbx file to ue4 (which has 2 planes it) it imports as 2 different 3d files. Im exporting from maya btw. Any help?

somber quail
#

Either merge the mesh in maya or check the "combine meshes" option in the UE4 import dialogue

hollow tusk
#

do you have any recommendations wicker?

#

any tutorials on yt? search terms?

somber quail
#

Store your intial rotation on being play then reference those whenever you want to reset

kindred viper
#

@manic burrow you can check the box that says "combine meshes"

manic burrow
#

but there is no box that says that when importing for some reason

hollow tusk
#

how do I store them?

#

is there a function for that?

somber quail
#

@hollow tusk use a transform variable?

crimson lake
#

Hey guys
anyone got an idea on how to approach making something like the Ocarina system in legend of zelda?

hollow tusk
#

Like that>

severe ibex
#

Does anyone use a touch screen monitor to test or use UE4 stuff? Or with other programs?

harsh tiger
noble barn
#

my animation sequences aren't importing with the skeletal mesh, does anybody know any general fixes.

#

I've been googling for ages and I still haven't found anyone with the same issue

plush yew
#

when i put about like 30 ai in my scene
it gets laggy as hell
is there any way to reduce that?
i thought about putting around 200 ai 😄
or some place i can read from

thin tendon
#

When using world comp is there a way to tweak the distances at which tiles load in and out?

frozen pollen
#

how do you make a box trigger only trigger once

worn granite
#

destroy it

somber quail
#

cast it into the fire

abstract relic
#

Or use a Do once node

thin tendon
#

You could also use a variable to gate it. Saying if its = 0 after trigger do this. Then have the first thing it does is set the variable to 1

frozen pollen
#

ill try those thanks

plush yew
#

any idea why my scene look like this?

#

super white?

frozen pollen
#

exposure maybe?

plush yew
#

What is that ? :d

#

superhot

abstract relic
#

Project setting >>> Rendering>>> disable Auto exposure

#

disable auto exposure in your post processing volume and camera too

remote roost
#

@remote roost yes but if y attach the camera to the head of my character the bug happen
@Mr Moine#0151
what bug?

#

rip that @

solar temple
#

COOM

crimson lake
#

Hey guys
anyone got an idea on how to approach making something like the Ocarina system in legend of zelda?

wet brook
#

when ever i try to use the new sun sky BP and a skybox(sphere) there is weird clipping at the edge of the horizon. anyone know who to fix this?

warped tangle
#

I don't think that's supposed to be used with a skysphere?

manic burrow
warped tangle
#

roughness value?

manic burrow
#

dont really know why it looks like this

#

i did

#

but it still looks like this

warped tangle
#

can't say that it really looks....glossy to me

craggy flax
#

What would be the best way to approach roads for a city builder type? Im currently working under the assumption the idea would be to procedurally build them as new grids worth of length are added to it, but ive got no real direction in terms of ideas for AI pathfinding for roads that im building during the game and not just prebuilding as level design

thin tendon
#

Using world comp is it possible to adjust the distances at with levels stream in and out?

#

nvm found it you have to create a new layer with a set distance and assign them to that

opal lark
#

Hello guys i need help

#

When i loose grip of mt VR object e gun it just floats i have gravity enabled. ?

#

can you help

next badger
#

only if you send me a pair of knuckles 😛

harsh tiger
#

@opal lark simulate physics?

opal lark
#

yeah ive tried that its a skeletal mesh

#

i have a phsics volume set up

#

ok where is this found.

#

does that work if the bp is made up of 2 skeletal meshes. the gun body and slide

#

yeah its a BP

#

made of 2 skeletol

#

but does not fall just stays in postin when i release

#

position sorry

#

the whole weapon

#

its a vr weapon

tame stag
#

Is there a built in console command to enable a free camera mode (or something similar) in a development build?

opal lark
#

dont know if that helps

#

in a BP

#

YEAH IN LEVEL

#

Sorry caps

spark sonnet
#

You can press F8 while playing in the viewport @tame stag

opal lark
#

i drop it in

tame stag
#

@spark sonnet Thank you, but unfortunately I'm looking for a way to do that but in a packaged version of the game. I'm getting an issue that only seems to occur in the build of the game, not in editor.

spark sonnet
#

What is the issue?

tame stag
#

Found one built in. It's ToggleDebugCamera

#

Thanks for your assistance 👍

opal lark
#

thanks

wet brook
#

@warped tangle I need to have something behind it because when it's night the sky it pitch black

glad quail
#

This might be a bit of a long shot but does anyone know a fairly simple way to calculate the thickness of a wall in the context of bullet penetration?

#

I'd love to just be able to set a density on objects and have the bullet penetration work the rest out

opal lark
#

Not sure sorry

wary wing
#

@glad quail When you detect a wall hit (presuming from a line trace), pick a point 100 units or something forward along the same line, then trace backwards until you hit the 'other side' of the wall. Take the difference between the two his positions, that will give you the thickness of wall your bullet has to go through. Multiply that by density - you can probably get that from the Physical Material of one of the hits and you're on your way to having a way to 'work the rest out'

solar temple
#

Should I convert all my BSP to static meshes when I'm done?

glad quail
#

@solar temple it's probably not worth it incase yo uneed to re edit something

wary wing
#

I normally convert mine, but keep a copy off to the side, or in another level, in case I need to make edits

#

Hmm so you need something simpler than two line traces MissKraya?

glad quail
#

it's not the most performant thing in the world but it has a lot of potential edge cases

wary wing
#

You could just straight read it from the Physical Material and presume that all walls of the same material are 'about the same' thickness perhaps?

glad quail
#

it's more that it's not a perfect solution that annoys my ocd

wary wing
#

I see

#

I can well understand that

glad quail
#

The reason that I'm trying to make everything as systems driven as possible is that if I ever finish this project I want to release a mod editor where people dont really need to worry about all the internals

next badger
glad quail
#

Will give it a watch now

#

looks lik he's using Jettes suggestion but that has an issue imo

#

probably not the end of the world but if any geniuses here have an ideal solution that's be awesome

wary wing
#

You could trace from source->destination and from destination->source. Both traces for multiple hits
Reverse the order of the hits and the 'Time' (proportion of line travelled) in the destination->source trace
Combine the two lists of hits, order by 'Time', somehow marking the 'Forward' hits as 'Entry' and 'Backward' hits as 'Exits'
Traverse your list looking for Entry/Exit pairs. When you find one, pull the density of one of both materials and do what you wish with it

glad quail
#

yeah that might be the way forward

wary wing
#

So in your example there you would get
Source->Destination
Wall1 at Time 0.4
Enemy at Time 0.5
Wall2 at Time 0.7

Destination->Source
Wall2 at time 0.25
Enemy at time 0.4
Wall1 at time 0.55

Combining the two
Enter Wall1 at 0.4
Exit wall1 at 0.45 (1 - 0.55)
Enter enemy at 0.5
Exit Enemy at 0.6
Enter Wall2 at 0.7
Exit wall2 at 0.75

glad quail
#

yeah that works and probably wouldnt kill performance that much actually

karmic galleon
#

does anyone know why my game crash using 4.24 everytime something inside my game explodes?

wary wing
#

Yeah it's two traces as opposed to the one you were going to make anyway, and doesn't need a backwards trace for every thing you hit, which is nice

glad quail
#

@karmic galleon gonna need more info than that

#

you got a call stack?

karmic galleon
#

ummm lemme see

#

what is a call slack again?

#

stack

wary wing
#

When it crashed it will have dumped a bunch of text at you in a window

glad quail
#

okay so, right click on your uproject file

#

generate project files

#

open them in visual studio and then hit f5 when it's loaded

#

it will start the editor, then cause the crash to happen

#

it will take you right to the line that caused

karmic galleon
#

okay, i havent installed visual studio XD

glad quail
#

if you're only using blueprints then it's proabbly an engine bug

karmic galleon
#

ohhh okay, is there a way i could show live footage?

glad quail
#

@wary wing if they download editor symbols from the epic launcher will the engine crach screen give a decent call stack do you know?

wary wing
#

Yeah I believe it should

#

Function names at least

glad quail
#

first show us what the crash window looks like

karmic galleon
#

ok just a sec

glad quail
#

but you might need to download some debugging stuff using the launcher in a second

#

make sure editor symbols for debugging is selected, it should only be a 3gb download but will unzip to 20gb 😦

karmic galleon
#

okay thank you

wary wing
#

Ah I was going to guess sounds 😄

glad quail
#

you dont need those 2 steps btw

#

that's enough

#

gimme a second

karmic galleon
#

okay ill show more of crash

#

thats further down

solar temple
#

How to select multiple bsp vertices?

glad quail
#

it's crashing because it's trying to initialise a mixerbuffer but it already exists...

#

odd yeah that sounds like epics fault

#

not sure you can mess that up in blueprints 😛

wary wing
#

@solar temple Ctrl+Click I think it is

solar temple
#

Ty

glad quail
#

but yeah it's the sound doing it, try playing around with it and if it still doesnt work then disabling it and sending in a bug report

karmic galleon
#

@glad quail yes i had a feeling it was epic because in 4.23 everything worked f ine but now its these errors

pallid talon
#

Is the material node "Decal Lifetime Opacity" no longer supported? I can't find ANYTHING on it, and its not working properly for me.

solar temple
#

I NEVER THOUGHT I NEVER DREAMED

glad quail
#

I think this is the first version where audiomixer is the default sound engine

#

Does anyone know if we can go back to a previous sound engine?

karmic galleon
#

i cant even revert my project to 4.23 cause non of my stuff will load

abstract relic
#

Well projects can’t revert to previous engine version regardless unless you have source control

glad quail
#

Always use source control and at the very least keep backups!

wary wing
#

^ !

karmic galleon
#

how do you get souce control

abstract relic
#

Depends on what you want. The emoji above list some of the most common solutions for source control

grim ore
#

google ue4 source control for ue4 specific tutorials, or just source control as it's not specific to UE4

frozen pollen
#

i have a first person story adventure template from the marketplace with door blueprints included, and the doors work in the showroom, but i cant get them to work in any other level. what should i do

grim ore
#

read the instructions if it came with them, otherwise look at the blueprints to see how they work

swift spindle
#

I'm always amazed when people don't read the many many warnings certain software uses 😛

frozen pollen
#

?

swift spindle
#

upgrading projects without backups...

frozen pollen
#

oh i thought you meant what i was talking about lol

swift spindle
#

lol

#

in your case.. it's most likely some refs got busted... or you did not migrate assets without doing a redirector cleanup or it needs object refs set inside the scene

shrewd mulch
#

All my info inside my Data Assets keeps getting set back to default when the engine crashes, even after saving. Is there something I forgot to set? Nothing else I've done in the engine reverts like that.

broken stream
abstract relic
#

I wonder how privacy is handled with that.

broken stream
#

what do you mean ?

normal burrow
#

Probably something you need to declare as recording user interaction and sharing with public

abstract relic
#

Lol very sneaky. It states that they will not share personal identifying information only

normal burrow
#

Something that has little precedence? Yeah lol, non identifiable information lol

#

Believe this is what amazon shares with echo too

abstract relic
#

Just how it’s worded

normal burrow
#

Yea super sneaky

abstract relic
#

I alway find it funny

normal burrow
#

Especially when it’s a user ID

abstract relic
#

It makes it sound like all data will not be sold to a third party

broken stream
#

i did see this video about it and it looks okay, as i can see

pulsar badge
#

is there any water in megascans already made?

abstract relic
thin tendon
#

With exponential height fog. Is there a way to reduce its cost? I'm losing about 10 fps just by having it in my map

abstract relic
#

You can make fake fog through post processing. Not as robust but cheaper

thin tendon
#

Thanks. I'll give that a try

broken stream
#

it sounds like all sites you enter this days.

solar temple
#

Where can I get material/texture that has measurements on it in units or whatever

#

Like this guy has

#

See on his BSP

deep stump
#

Hello, does anyone know why my dedicated server, no one is able to connect to it? It loads my entry map which targets an open level blueprint to an ip but when you launch the game you get a black screen

autumn elbow
#

Anyone know if there is a way to sample the texture of a geo?

#

Trying to make a sort of camo suit like metal gear solid 4

magic tinsel
solar temple
#

TY

sly hare
#

So, I have recently upgraded to flipbooks.

#

Is there a way to make a weapon with flipbooks?

#

For an FPS?

lusty spire
manic pawn
#

it's dead

maiden swift
#

Same issue here. Might be related to the AnswerHub downtime.

umbral pagoda
#

How do I spawn a large number of particles and then make them continue to spawn at a slow speed one at a time?

gleaming temple
#

Are there any guides on how to get started with microtransactions with steam?

#

but it seems to me there should be a more ue4-integrated way rather than constructing post / get http requests manually

thin tendon
#

So I noticed that adding trees to foliage density scaling will remove the mesh but leave the collisions behind. I'm wondering if anyone knew of a solution for this to also remove the collisions?

plush yew
#

I installed UE (4.22.2) a few days ago. Visual Studio was installed automatically in the same. So, did it automatically install the last version of Visual Studio ? Is it up to date ? Or have I to download the last update ?

old fulcrum
#

Hi guys, noob question. Is there a way to add node/instructions to a child actor's inherited function?

#

im using blueprints

plush yew
#

I'm asking this because I have crashes on UE (more exactly : when shaders are compiling if I tried to move around in the level even a little movement, or play the level) and I can't find the reason...

thin tendon
#

@plush yew Check your resource usage and your pc specs. Alot of the time Ue4 crashes its because poor optimization and the PC not being able to handle the amount of resources the engine is asking for

plush yew
#

Wait !

#

Uh...

#

I had the problem until yesterday

#

but just now, it seems that all is working good

#

Damn UE... I don't know what sorcery it is but... well, ok... it works now... >_<

thin tendon
#

I have the weirdest thing going on. I'm adjusting my quality settings. I can see visually stuff changing to match the quality. But no matter what I set my FPS remains the same.

#

Even changing my foliage cull distances from 10k - 70k still no change

umbral pagoda
#

@thin tendon You set smooth or fixed FPS?

thin tendon
#

how do I do that?

umbral pagoda
#

@thin tendon in project settings in frame section

thin tendon
#

neither are set

umbral pagoda
#

So what FPS you have?

thin tendon
#

80fps it does fluctuate by small amounts at runtime. But I can't find any way to drastically drop or raise it

umbral pagoda
#

To drop you can set lock FPS in framrate project settings.

thin tendon
#

I more need to figure out why. Because I'm building on an 8gb card. Players probably won't have that. So I need them to be able to make changes that will actually affect framerate

rancid lynx
#

if i have 1000 brick actors in a scene, only using 1 Material on all 1000 bricks, would i gain and cpu gpu performance by changing that 1 material to 1 instance material for all 1000 blocks? 1 material vrs 1 instance.

abstract relic
#

Both are compiled before runtime so it doesn’t matter

rancid lynx
#

i would imagine it shouldnt. but the instance term made me double think it. thankyou.

#

are there usually performance gains between a editor gameplay and a cooked build ? especially for VR? my games stable 90fps, im just curious

#

going to test it now.

abstract relic
#

Very much. PIE tends to be slower

thin tendon
#

what thats a thing? Editor has bad FPS compared to packaged build?

rancid lynx
#

well, editor does run impressively well but.

#

its just like "closing all shitty windows" in the background, probably.

#

editors gotta be a shitty window

thin tendon
#

I was just wondering if I interpreted @abstract relic 's comment right. because I am having fps issues atm

abstract relic
#

Performance in editor is generally much poorer than packaged build. At the very least, does not accurately represent the performance you’ll receive once you make a packaged build

somber quail
#

Having the editor running in the background WILL affect performance

#

That's why it's important to package and profile regularly if performance is an issue

thin tendon
#

ohh damn. In that case I need to start testing FPS once cooked and packaged

#

Yeah performance is a big one for me. Because its an open world game with lots of wide open space

somber quail
#

depending on the situation the difference can be like 20fps

thin tendon
#

I'm having the issue atm that no matter what my quality settings unreal tells me 80fps on the dot. Without fps being capped

abstract relic
#

Generally you want to make a build every now and again during development. Bugs will appear and performance will be different

thin tendon
#

Yeah sounds like I probably shouldn't trust Ue4's fps counter

somber quail
#

the fps counter is accurate but if you're using that to profile performance - you're doing it wrong.

#

There's many ways to profile performance. The stat commands will give you an overview of where your ms are going but using the profiler and Unreal Frontend will give you a more in-depth breakdown. There are third party tools that will break it down even further and let you see every piece of data being sent to the GPU

thin tendon
#

Thanks for the link I'll give it a watch. I have been paying close attention to the different stat command windows. As far as I can tell the only 1 I have issue with is texture streaming poolsize and texture memory size. This is even after I limited all my textures to max displayed resolution of 512.

rancid lynx
#

Oculus VR - Packed Project loads to a black screen. the game shows on my desktop 300fps, the headset is black . Ive set Default maps, I set tracking origin to floor , inside the Headset is Blackscreen. I cant remember how i fixed that last time X_x. anyone know?

#

might not be a instant focus thing, im not sure, if i mouse click the window, nothing changes. but i didnt set any instant focus things in game, so im not sure.

red crane
#

Does anyone know why my projectiles dont activate the hit component thing

#

it just goes through it and does nothing

#

tag me if youve got any idea

#

s

rancid lynx
#

does the target item have "generate hit" toggled on ? its off by default. im not sure, i never use hit events, i just use overlaps. im really new.

#

generate overlaps is ON by default, i think generate hit is off by default. that miiight be it. idk.

red crane
#

I've tried that but still no response

mossy nymph
rancid lynx
#

youtube hit videos will help also, wtf is hit event, are great videos. idk.

red crane
#

Rob

#

you gotta sound more confident

#

you know your stuff

rancid lynx
#

if i knew. i would : )

#

if i could see it. i could poke shit untill i figured it out. but im still trying to fix my problem lol

#

thanks : )

mossy nymph
#

btw Rob, is your default map packaged?

rancid lynx
#

i deleted all maps, and made my own map, then set the editor preferences to mapes and modes to point to my map

#

its called lands. im not sure what your asking. sorry

mossy nymph
#

you also need to set cooking to actually package it

#

otherwise your packaged project won't have that map at all

rancid lynx
#

ill check that but. when the game runs. i can see the working game showing fine on my desktop monitor

#

it just shows black in the headset.

#

the map does show on the desktop monitor.

#

just no interaction with the headset

mossy nymph
#

nods not that then

rancid lynx
#

i think i had this problem last year. i forgot what the dumb trick was

dim merlin
#

Hi, how is it possible to render a actor only to rendertarget with a transparent background in 4.24 ?

rancid lynx
#

this was part of it. in the level blueprint X_x. tricky to remember this turdle

thin tendon
#

So you can use stat AI to get the amount of AI in world. Is there a way to get that number in blueprint?

rancid lynx
#

if I use 1 material INSTANCE for 1000 bricks, 100 seperate meshs on my scene, i still have 1000 draw calls, 1 for each mesh right ? if im not using instanced meshes

#

material instances dont help performance, other than easier access to sliders and values change without compiling shaders, basically right ?

lapis vine
#

lol, these days its all about bricks

#

Why not you profile yourself and see?

rancid lynx
#

how do i profile? i dont know about that yet

#

i mean. i can copy paste 2000 bricks and see it cut my fps

lapis vine
#

Hmm... I would just surf the web about UE profiling.

#

There are some officla tutz even.

rancid lynx
#

ok ty. i watched a 40m unreal vid last week but maybe it wasnt profiling

lapis vine
#

Try about profiling. There are console commands, gui tools and etc which are used. You can monitor draw calls, different stages times and etc.

fallen wing
#

hey! i'm wondering how i can make a scanline widget in ue4? like your playing as a robot

#

somewhat like this but thinner maybe?

violet goblet
#

i have a general question:

#

can we adjust the slider in a more finer granular way via mouse?

cyan robin
#

guys i have a fail trying to compile a plugin:

1>Module.TCPSocketClientPlugin.cpp.obj : error LNK2019: unresolved external symbol "public: bool __cdecl UTCPClient::bCloseSocket(void)" (?bCloseSocket@UTCPClient@@QEAA_NXZ) referenced in function "public: static void __cdecl UTCPClient::execbCloseSocket(class UObject *,struct FFrame &,void * const)" (?execbCloseSocket@UTCPClient@@SAXPEAVUObject@@AEAUFFrame@@QEAX@Z)
1>Module.TCPSocketClientPlugin.gen.cpp.obj : error LNK2001: unresolved external symbol "public: bool __cdecl UTCPClient::bCloseSocket(void)" (?bCloseSocket@UTCPClient@@QEAA_NXZ)
1>Module.TCPSocketClientPlugin.cpp.obj : error LNK2019: unresolved external symbol "public: int __cdecl UTCPClient::bGetSocketStatus(void)" (?bGetSocketStatus@UTCPClient@@QEAAHXZ) referenced in function "public: static void __cdecl UTCPClient::execbGetSocketStatus(class UObject *,struct FFrame &,void * const)" (?execbGetSocketStatus@UTCPClient@@SAXPEAVUObject@@AEAUFFrame@@QEAX@Z)
1>Module.TCPSocketClientPlugin.gen.cpp.obj : error LNK2001: unresolved external symbol "public: int __cdecl UTCPClient::bGetSocketStatus(void)" (?bGetSocketStatus@UTCPClient@@QEAAHXZ)
1>D:\Documentos\Unreal Projects\TCPPluginCreator\Plugins\TCPSocketClientPlugin\Binaries\Win64\UE4Editor-TCPSocketClientPlugin.dll : fatal error LNK1120: 2 unresolved externals

i tried to search on google but didn't find anything useful. anybody had idea?

glacial pecan
#

@ebon linden not sure, but what I do is just count my gray hairs...

hearty walrus
#

@glacial pecan lol

red crane
#

Is it possible to only remove one widget?

opal lark
#

Hello

timber minnow
#

Hi, i'm trying to create level streaming LOD , but i get this result .

#

i have two question :

  • why my lod is all black ?
  • why no matter if i put 1 or 99 in static mesh details percentage , i get same amount of triangle on my lod ?
opal lark
#

Not sure on that one

#

This is an easy one but i cannot get my head arpund just want to set up in game music enter one area music plays and stops previous track. ? how can i do this thanks

dim merlin
#

So anyone, did the last unreal updates for render target broke the ability to render with transparent background?

opal lark
#

Can anybody help me please

thin tendon
#

@abstract relic Thanks for the help earlier with FPS counter. Turns out you are 100% correct. Once packaged my games FPS was double what it was getting in Unreal and the quality settings were affecting it.

#

I'm actually pretty happy about it because its running at 150 fps

opal lark
#

?

edgy halo
#

i have a mag thats attached to a gun (not welded) whenever the mag is sitting at 0, 90, 180 degrees, it flickers, why is that ?

sudden agate
#

gimbal lock maybe

edgy halo
fallen wing
#

<3333

jade ice
#

Sorry to ask again.
Does anyone know what this means?
Im trying to package my project.

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogChildActorComponent: Error: Found cycle in child actor component '/Game/Festival.Festival:PersistentLevel.BassPedal2_2.BassPedal2'. Not spawning Actor of class 'BassPedal2_C' to break.

warped tangle
#

have you checked that actor to see what's going on?

opal lark
#

So nobody helping with my question then ?

warped tangle
#

People get on at different times, what's your issue?

#

alrighty then, I guess you solved it

opal lark
#

Nope

#

Ok no problem thanks for responding. Bassically i want music to start when i enter an area i do this by trigger in level bp but i want the last track to stop when new one begins,

warped tangle
#

well if you're using level bp, you should have a saved reference to the currently playing sound. Before playing the next one, stop the current, play the new, then set the var to the new one

opal lark
#

Ok Ill try thanks

#

what button is to shown nav mesh volume p not working

strange moat
#

not too sure where to ask this but i'm following a how to create your first fps game tutorial and I've come across an issue with the animations, the tutorial says to create a state machine but there's nothing when I type it into the search, any assistance would be great, thank you

junior solstice
warped tangle
#

@opal lark It's P, if it's not showing, adjust it and see if it populates

opal lark
#

Adjust ?

warped tangle
#

move the nav mesh bounds volume like 1 unit and it'll refresh it

warped tangle
#

@junior solstice #cpp

plucky reef
#

just a quick question, shave and haircut still not out for maya 2019?

glad karma
#

Hey guys, I download character from maximo and get errors, that's normal in ue 4.24?

warped tangle
#

did you try using another skeleton when importing? or did you create a new skeleton?

glad karma
#

@light lintel what should I do? Leave and will be okay or must find another way

#

@warped tangle I downloaded from mixamo site and used two of different pose like T-pose and Original Pose and is the same

muted tree
#

He

#

Hello

#

Where do I ask for support with ue4?

warped tangle
#

well...here

muted tree
#

Ok

#

ty

#

lol

warped tangle
#

depending on what it's related to, you may be directed to another channel

muted tree
#

Ok so is there a simple tutorial on how to make procedurally generated terrain??

glad karma
#

On YouTube you can find a lot of this stuff

warped tangle
#

tons, check out youtube

muted tree
#

Link to a good one?

glad karma
#

Write for example open world unreal engine and over there in playlist is a lot

warped tangle
#

none that I know of off hand, just start looking around, some will be trash, but you'll still learn little tidbits here and there

glad karma
#

@warped tangle but back to my question, how you got some kind of idea?

abstract relic
muted tree
#

thanks

warped tangle
#

@glad karma try re-importing that mesh, on import options check T0 as ref pose

brazen hull
#

basicly tryna hide a object with E press

abstract relic
#

You need to set up communication between the pawn (that’s giving input) and the actor (receiving input)

warped tangle
#

you want set hidden in game

muted tree
#

Hey I just want to say if I ask for help here in the next year or so please be nice and try to be helpful as I'm new to ue4

warped tangle
#

I have to be nice for a YEAR?!

abstract relic
brazen hull
#

@abstract relic ye what I am trying to do just new at UE4 still so dont know shit lol

abstract relic
glad karma
#

@warped tangle I choosed t0 as ref pose and those problem go out, but I've now no smoothing group information was found in this fbx scene

muted tree
#

@warped tangle hard right

warped tangle
#

that's fine

#

smoothing group thing is common

glad karma
#

Check out export smoothing group? Or not?

abstract relic
#

Don’t worry about smoothing

glad karma
#

So can I leave it?

warped tangle
#

yep

abstract relic
#

If you really want to remove the error (it’s a false negative anyway). Set smoothing to faces

warped tangle
#

@muted tree Just a tip for you, try to post in channels related to what you're looking for help on (ie #blueprint , #graphics , #gameplay-ai , #animation to name a few). And try to post questions with supporting pics/vids to help people understand your question better without having to dig for info

grim ore
warped tangle
#

LOL

#

stealing that

abstract relic
#

It is! Everything is fine 😜

muted tree
#

Ok ty

glad karma
#

Haha okey, so check out option like "preserver smoothing groups" and should be okay? :D

abstract relic
#

Don’t worry about it

warped tangle
#

Or just leave it as is and don't worry about it

#

lol

abstract relic
#

Old bug

glad karma
#

Okay if you say that it not important so I'll leave it :D

warped tangle
#

huzzah!

abstract relic
warped tangle
#

queue root motion with mixamo questions

glad karma
#

So just lust question I hope kn this moment. What a different is with T-Pose and Original Pose(.fbx) in mixamo? Because before I saw on video was with skin and without skin :D

brazen hull
#

ok so now I can sit on it to make it hide

#

how do I make it use the key hahaa

bitter iris
#

hey just dabbling into this, could anyone point me in the right direction for entering a username so it saves then i can join a server with that username? Thanks

plush yew
#

سلام

warped tangle
#

Hi

lavish python
#

Hello👋
I want to recreate the Territory system from the settlers 6 in ue4

The System: The howl Map(red mark on the image) is diveded in territories and the borders are marked by stone(light blue mark).
My Goal would be to paint the territories on the map in the editor and then let BP spawn the stone at the start of the game.
The BP should also act as a hitbox for any Player that enter the territory.

My first Idear would be that I create an actor based of an TerritoryTexture is that possible? Didnt find anything like that yet on the internet.

glad karma
#

Okay I took tpose but I've got problem I haven't got skin of my character.

#

Okay, fixed

plush yew
#

Guys, im trying to find a tool to create landscapes and fast Levels, i have seen blender but its to complex for a starter, thanks

brittle gulch
#

I feel like I have too many objects in my scene. What do you think would be a solution?
I though about HLOD and Level streaming.

abstract relic
#

@plush yew Gaia, world machine, voxel plugin, Houdini

plush yew
#

Those are amazing for landscapes ok thanks

#

but Level design @abstract relic ?

stone pilot
#

What are the default ports when hosting a unreal online game (steam subsystem)?

brittle gulch
#

@plush yew do you mean assets modeling? Because level design is best to do in UE4 directly

#

Or in Houdini and then use the Houdini plugin, but it's not for starters

abstract relic
#

For white boxing? Unreal’s ancient and built in Box brush tool

plush yew
#

im going to explain my situation, i want to make a farm level, with grass and mud road and a barn and some corn in the back, i want add a barn house and a backyard in a desert-lake environment. teach me how can i make this as a starter, i can bring the assets like Barn and house from a website so dont worry about that

#

@abstract relic @brittle gulch

brittle gulch
#

okay so do it in UE4. You can use the landscape tool and the foliage tool. And for the buildings you just place them in the world

plush yew
#

Thats it ???

#

how do i generate a landscape then ?

abstract relic
#

The doc and YouTube will be your best friend

plush yew
#

@abstract relic @brittle gulch thank you. gonna start working on it now

brittle gulch
#

You have wonderful live streams on the ue4 YT channel, they explain you well how to use their tool 😉 Type landscape in the search of their channel

plush yew
#

Last question, There are 2 softwares that has amazing textures, how can i get them inside UE4

1- Brushify.IO
2-Poliigon
@brittle gulch @abstract relic

#

megascan too

serene birch
#

wait Quixel 2020 is out !

#

(Bridge)

plush yew
#

@brittle gulch @abstract relic https://youtu.be/I2yHeydcnOg

please man please i want to live in this environment , TEACH ME LIKE HIM PLEASE

You can purchase the Brushify Natural Roads pack here: http://bit.ly/BrushifyUE4

Find out more at https://www.brushify.io

Support me on Patreon:
https://www.patreon.com/user?u=16149910

Create massive open worlds in Unreal Engine 4 using Brushify!

All content in this video ...

▶ Play video
serene birch
#

well you can use Quixel Bridge 2020 to import Megascans in UE4 if I'm not wrong

grim ore
#

but the video you linked is literally a tutorial

plush yew
grim ore
#

and now they are just spamming, not off to a good start lol

plush yew
#

https://youtu.be/_SnbSMZVNFQ

if someone makes a 3rd person shooter in this exact environment, you will be a billionaire in a day. just 1 map thats all u need

This tutorial is now outdated
New tutorial here: https://youtu.be/YPR1XFOUvp4?t=46
Specifically, the part shown at 7:30 is outdated. Drag and drop MI_Landscape instead.

You can purchase the Brushify Grasslands pack here:
https://www.unrealengine.com/marketplace/brushify-gra...

▶ Play video
abstract relic
#

Please stop spamming Cyber

muted tree
#

@plush yew that's arma

plush yew
#

arma textures are outdated

#

we want a new next gen graphics

#

I dont want my health to go above 100 or below 0

#

any way of doing that?

#

clamp

#

set min to 0, max to 100

#

Thanks ❤️

grim ore
#

I want an item to pass thru something else, overlap. I want something to stop when it hits something, hit.

#

I want a "trigger" I would use an overlap. I want something to smack something else I would use a hit

frozen pollen
#

i figured out how to fix the doors so yay me

#

i do still have an conundrum tho

#

i need to have the door close when a trigger goes off

#

im not sure how i would go about this in the blueprint

grim ore
#

how do you get the door to open?

frozen pollen
#

by clicking it normally

#

i want to make it open when you walk into a trigger

grim ore
#

so you click your mouse on the door and it opens?

frozen pollen
#

yes

grim ore
#

I am guessing the door is a blueprint? and it has an event to open it then. does it have one to close it?

frozen pollen
#

what i plan on doing is having it close and then lock so the player cant open it

#

yes it is a blueprint

#

you can close it by clicking again

#

do you want a pic of the blueprint

grim ore
#

You can create a new blueprint, that has a trigger in it (box collider or another collider) and set up it's overlap event. When the player walks into it, the overlap event fires and it can tell the door to close. You can put the trigger blueprint into the world, set up a variable for the door blueprint and click the eyeball to expose it to the world, then you can click on that trigger blueprint while it's in the world and select the door. this will set up your connection between the trigger blueprint in the world and the door blueprint in the world.

frozen pollen
#

so another door blueprint with a trigger or just a blank blueprint with a trigger

grim ore
#

a blank blueprint with a trigger, all you want is an invisible trigger somewhere that closes the door right?

frozen pollen
#

yes

#

but how do i get it to tell the door to close? im confused on where the door closing event actually is in the original blueprint, which is why i wanted to send a pic

grim ore
#

you said when you click on it the door closes

#

so there has to be something you run in the blueprint to close it

#

you would call that same something

plush yew
#

Destroying 100 actors at the same time

#

will cause a problem?

#

are you creating and destroying very often?
if its not often, ie, on level reset then it's fine
if it's happening potentially every second, then it's not fine

frozen pollen
#

thats what im confused about mathew

#

i cant find it

forest tree
#

Guys, I renamed my project and now whenever I click play in editor, it freezes for a few minutes. Anyone ever had that possibly?

plush yew
#

@plush yew i think it will be like creating 100 zombie then destroying them as they die

#

it will take a while as they die i think about 5min

#

you think that will be a problem?>

#

I'd go ahead and try it and see what happens, if it's fine then great, if you find performance spikes then you'll want to look up "object pool"

#

Yup i think i have to test it out

#

thanks for the tip

frozen pollen
#

@grim ore i cant find the thing that runs the door closing and opening on the blueprint

#

thats the problem

grim ore
#

@frozen pollenit sounds like you didnt make the BP? We can try and look I guess

frozen pollen
#

yeah it was a part of the template i had

#

you want a pic of it

forest tree
#

[2020.02.20-18.50.42:731][728]LogNetCore: DDoS detection status: detection enabled: 0 analytics enabled: 0
[2020.02.20-18.52.42:737][728]LogInit: WinSock: Socket queue. Rx: 131072 (config 131072) Tx: 131072 (config 131072)
Re: my earlier question. I got this from the log. There's 2 minutes between those two steps...

plush yew
#

MathewW is there a node like on OnActorDestroy so i can spawn item lets say?

#

is there such a thing?

#

when enemy dies 😄

grim ore
#

there is a function override yes

dim merlin
#

So could please someone explain what happened to the ability to draw e.g. a character to render target with transparent background. it aint work anymore

jade ice
#

have you checked that actor to see what's going on?
@warped tangle Sorry for the late response. Yes i have checked it but i dont know what the error message means so i dont know what to look for?

grim ore
#

@plush yew go to the left where it says functions, mouse over the + and go to overrides, then you can go to destroyed and override the built in destroyed function

delicate needle
#

Curious question. Prior to Unreal 4.24.X, was it not possible to migrate specific files? Were you forced to migrate everyting?

dim merlin
#

i mean, i really think transparent backgrounds are broken from like 4.22 or so on

glad karma
#

Guys, my character walking like with lags. Do you have any idea what can be problem? I created animation blendspace where I put animation and later I created animation blueprint.

#

And set everything like in one video and mine not working correctly 😫

grim ore
#

you would have to show more info on what "lags" looks like to you for us to even guess

#

its one of the other is what you want to choose, most weapns would be overlap in most games (some might go for realistic which is different)

#

for a bullet hit might be good as it hits, does damage, gets destroyed

#

so "what happens" when something touches something else should determine if you want overlap or hit. bullet hits a target and goes away, its a one time thing normally unless you want something like penetration then you would do overlap and keep checking what else it overlaps with as it goes thru

dim merlin
grim ore
#

you could do hit on a bullet penetration as well but usually "hit" is associated with stopping while "overlap" continues

#

yes for the 2nd, the first would be either one as once you react to the overlap or hit you would then do something with the sword (like make the animation stop and go back to idle)

green sky
#

Anyone here has some experience with cloth in ue4

grim ore
#

I would assume using hit because once the item he is firing hits the ground he is not going to do anything else with it so he wants the actual hit event not when it enters or leaves it

#

and if its solid your going to be using hit events since you cant go thru a solid object (which is when it overlaps)

green sky
#

I wanted to know how or what value i would have to use to have like a pocket or button follow cloth simulation

grim ore
#

correct if its blocked it wont overlap

opal lark
#

a long shot but any idead why an ai is not attacking a player ive set up nav bounds but he just stands . I must be missing something

#

yerh

#

yeah

grim ore
#

I fire a bullet at a player, I want to use an on hit when it hits the player (collision)

green sky
#

Wow! so know one here works with cloth?

grim ore
#

when its a solid check for collision its a hit, when its not solid and it goes thru its overlap. Its your choice on which you use

glad karma
#

@MathewW#9472 my character making like 2 steps and going back to same position

grim ore
#

you probably have a root motion issue then

opal lark
green sky
#

For Melee hits use traces there more accurate and can also ignore self, unlike regular collisions that dont ignore self

glad karma
#

@MathewW#9472 my character making like 2 steps and going back to same position

grim ore
#

you probably have a root motion issue then

abstract relic
#

enable root motion

glad karma
#

@grim ore my character making like 2 steps and going back to same position

#

That's about root motion to me message?

grim ore
warped tangle
#

LOL I think earlier in this thread I had said "queue root motion issue"

grim ore
#

assuming this is the issue because we have to guess because we never saw the actual problem

opal lark
#

ok

grim ore
#

@opal lark walk thru the code and see whats broke. When you run and debug do you have a valid AI controller for that character? Is it set to auto possess correctly on spawn or placed in world depending on how you have it

#

after that since you are using a behaviour tree, open it up while its running and set your actor as the debug target and see what it is doing

radiant haven
#

nice

#

tried open my old project 4.22

glad karma
#

I tried changed for everything this root motion but not working.in animation blue print?