#ue4-general
1 messages · Page 659 of 1
hehe at least I'm not alone in struggle 😄
how can i lock a particle in an axis?
its just a plane right so why does it face the way i face it?
how do i only make it face the z axis
so how do i do the not face
I suppose you can make 3d particles as well
or not even particles, just a mesh with emissive materials
because if you think, the sprite has no backface, so you won't see anything from the back
In cascade there's an option to Lock Axis
@ebon linden you can fake underwater caustics, there are generators, you can stitch a flipbook and i think it will be cheaper than generating it in realtime
https://softfamous.com/postdownload-file/caustics-generator/24150/9566/
You probably want RotateZ
Am trying to knockback an cube when i attack it
But
this node wont work on the cube blueprint as it work in the mannqine bp
Any thoughts why?
@ebon linden how...can you make it yourself?
generator makes animation (Fourier based)
@wise linden i did the lock axis and sadly it doesnt follow the character rotation axis
but hey atleast its locked in z axis so thats great
but the particle wont follow my character axis
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 looks like wings right? would be better to rebuild that as mesh
locking axis in particles are mostly good for flat things.. like a water effect on the surface from a fountain or something
but in most cases its doesnt looks good
is there a way to disable smoothing on images that i import?
@astral pond so how do i make the particle work
you can see a little bit of blur and its annoying me
cuz i need it to activate when spesific events happen
and i cant do that with mesh its too complex
it will be much better with particles
how do i lock the particle axis to the character rotation?
hello?
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
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
can someone help me
how can i disable image filtering
so the image doesnt stretch and blur
for what you want to use the texture for hud? or as texture on mesh?
There's a filtering option when you open the texture
how can i access that menu
You open the texture and it's in the details panel
Material instance is my best friend.
might need to expand the little arrow at the bottom of the category
Open the texture. Double click it
Screenshot it
click the arrow under the texture category
thanks
how do i lock the particle axis to the character rotation?
when i rotate my charcter particle system doesnt rotate pls help
allrit i figured it out i had to figure out where to switch from world to local and lock the z axis yAY
WHY IS IT SO HARD TO SET IT TO LOCAL XD
Just do it haha.
I spent weeks learning how to fix several issues so it doesnt appear on the sand
or any surface which i do not want to
@tender flume and what do you press to take a vidoe with gayzo 😄
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.
eff file too big one sec
@plush yew Ctrl + Shift + G
You got Gayzo prem?
my ue keeps crashing anyone who could help me find a solution?
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')
I dont know about that sorry @plush yew
already updated ue
@uncut onyx When does it crash? What were you doing when it crashed? etc.
Hey ! My UE crashes very often too... 😆
same
@uncut onyx A node in blueprints? A node in materials? A node on Widgets? Can you be any more informative?
blueprint
but for me, it's each time I attempt to do any action while the shaders are compiling...
@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.
okay thanks ill check it out
Drivers
i updated all my drivers it still crash
from what I have seen the latest ones cause random issues, especially with RTX. I run 441.66 and have no issues here
assuming this is nvidia
Hey Matthew, is there a way to spawn actors from a diff class as a child of current class?
Nvidia for me and I crash too... 😅
Oh and the log says :
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
d3d is actualy just direct x from mcrosoft
updating it to latest helps a bit but it still crashes
what i figured out is that ue4 has a ram limit and once it uses up that ram limit direct x crashes
whats the ram limit?
i thin its based on your total ram
like a %
but its just my theory im not an expert
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?
The port forwarding tester is a utility used to identify your external IP address and detect open ports on your connection. This tool is useful for finding out if your port forwarding is setup correctly or if your server applications are being blocked by a firewall.
but from my experiments its what ive got
only using 800mb ram
ue4 8mb ram is the limit?
no it just shows that its using around 800mb at the moment
for me it can use 1.5gb
3gb here
i got 32gb
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?
weird
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.
Cause compiling 6300 classes is so annoying and takes hours lol
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?
My GPU drivers wasn't udpated. So I've just update them...
but UE is still crashing... It has change nothing... 😩
aaah ok, you're probably right
I'm gonna check it
You can attach the Damage Volume to the enemy?
@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.
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?
@plush yew "3D device being lost" is a common bug of GPU hung, cause UE4 stress it really heavily
but in most cases it's related to GPU/Drivers
not to ue4 directly
Useful yes, how to use no fucking idea lol.
Interface saves time and efficiency by not having to use "Cast to X" or setting up a bunch of "Reference Casts"
(Probably at his job)
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?
@plush yew why don't you google it
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.
Lucky for you Mathew has videos so you can get your Mathew fix
What is a Blueprint Interface in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
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.
what are you fixing to do @unreal sable
I'll draw on an image to show you.
@next badger I've just updated my driver's GPU and DirectX but I have still the same problem... 😢
@glossy kayak Oh really ? It crashes while the shaders are compiling ?
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...
@rotund scroll
@pallid talon that does sound like a router issue not forwarding the pixel streaming ports to your local machine
@plush yew Sphere+Material
hello everbody
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?
what is play action? what should it be doing
Completely Ignore my other door tutorials this is as simple as it gets with very minimal blueprint nodes i hope this helps
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this is where they use it
that is play sound at location, you don't have that?
oh the videos is not that screen, no you cannot do that anymore
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?
Hey Guys, I skipped accidentaly the window for choosing restore file. Is there a way to get it back?
matinee has been removed, you would have to use sequencer or just moving it with a lerp or timeline @fiery mortar
ue4 docs has an open door page https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Timelines/Examples/OpeningDoors/index.html
there is a matinee door open one as well https://docs.unrealengine.com/en-US/Engine/Matinee/HowTo/MHT_1/index.html and you can use the convert matinee to sequencer tool or follow this and just replace matinee with sequencer when doing the animation
Also, if I remove the skeletal mesh then the actor does not fly away
alternately https://vrayschool.com/ue4-door-rotation-blueprint/ uses timeline and is a video that would work
Hmm, I guess I figured it out. The mesh had a physics asset assigned. I cleared it and it worked alright.
What is the physics asset responsibility and why would I use it?
@unreal sable create a widget that has that icon, then let clicking that icon trigger things?
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
so in your case you removed the physics from one of the items and now they did not conflict
@rotund scroll Yes.
how can i fix this on borders
ScreenShoots
@unreal sable why dont you use event dispatchers? this is the exact purpose they were setup for
health system?
@rotund scroll I'll give it a try, no wonder how they work though.
@unreal sable they create events that can be called by subscribers
@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.
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
Ok, yeah, the "Streamer" is the local computer. Just curious if it needs to have the external IP set to allow external users....
lol the irony
I deleted my original message because I thought I found a way but guess not
On an input action
sure
Instant
just use get float var -> + increment value -> set float var
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.
Thanks
@high nebula easiest way: have the splash screen and the menu screen be in the same level
Where do i set the event dispatcher?
In the function the icon is calling to or in the icon button function that is calling?
@rotund scroll I would normally but I am using a marketplace project called ProMainMenu 2 for this game and it has them split up.
@unreal sable consider who is the one calling the dispatcher and who the subscribers are
@high nebula then it's going to be a lot harder for you
@rotund scroll I thought I could use the gameinstance as it should work across levels? but cant work it out.
yeah but opening a new level is a blocking call
which means that it will take priority over all other activity to load the level
not to mention that as far as I know music has to be linked to an actor and can't exist on its own
but that may be my wrongful understanding
CL 3525109 What version?
@rotund scroll I dont think it does as long as it is a audio component.
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 Agreed
can someone help me please
so I don't think it's possible
or well
you could do some things
like save the time of the audio playing and then start from there on the level load or loading screen
that may work
but you'll probably not get it to work seamlessly
Ask your question, Shadept. Don’t ask to ask. If someone’s got an answer, they’ll give one
people forget that people here are volunteers
They did post the question, poorly worded, but it was posted about 20 minutes ago.
Aah, poor fella. Happens.
And one of these questions that you don't remember as you just do it without remembering. Have no UE in hand to tell.
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?
For example. A brick.
are you talking about LODs?
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
Idk
oh like that
Lod just seems like lower res mesh. But not removing actor blueprint?
@rancid lynx what's the point of such swap?
deactivate most of the functionality internally
If i have 3000 bricks in vr.
3000 actors, even with no shadows and physics off, lags a little in vr
use HISM for them
Hey Guys, I skipped accidentaly the window for choosing restore file. Is there a way to get it back?
not separate blueprint actors then
you can still operate on individual instance from script, move them, scale to zero (hiding)
but it would be just one draw call per entire HISM
How do i recall the actor once im close?
3000 meshes would be basically the same for renderer as blueprint actors (both having static mesh component)
recall?
might be worth making it something like a foliage instance
those are low performance and turned off when not in vicinity
Well. Instances mesh cant be physcially moves by collisions right? So i need to swap between physics actors and instance meshes
yep, foliage often used for placing a lot of rocks, chests, etc
well no
so you have to choose
or if you want both, likely hard code
there's no easy way out
you not gonna have both: VR-ready performance and 3000 bricks ready to move on physics 😉
I can disable physics on 95% of meshes
I just need to be able to enable phsyics on a dozen meshes when im close. Thats easy but
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
Should be an easy way to swap between basic mesh and actor based on distance from player right?
Okty. Ill look into that also
you have hide/destroy one, and spawn interactive one (that's why I mentioning pooling)
but don't expect performance if every single of brick gonna be an individual mesh
I mean none of this is really easy
we have dynamic instancing in engine now, but it's also have some cost
in flat games 3000 dynamically instanced brick maybe would be ok, I wouldn't go there in VR...
HISM + mechanism for actor pooling
you need a bit of coding, but it's NOT crazy complicated 🙂
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
pretty sure they can be extended as blueprintable
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/
@idle mesa that's available as documentation on https://docs.unrealengine.com/
Complete resources for learning to use Unreal Engine 4
Hmm, I must have missed the relevant section then, thanks 🤔
I'm sure if you search for threads it'll give you a solid answer
@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
question how would i make my character reach for some part of enemy body lets say arm
GitHub is the best way for PROJECT COLLABORATION ?
@next badger i just watched a video there is live collabration thing?
real time editing
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?
That works for bps and other stuff?
mue requires own server
A conceptual overview of how the Multi-User Editing system works.
it's not how people generally collaborate in gamedev, just FYI
Alexey github can push more than 100MB
if you have textures models etc
that wont work
or have you tried it?
for a project collaboration, you might want Azure Teams rather than Github (for a UE4 project)
because it has pretty insane allowance in repository size 🙂
@serene birch
This one?
Azure DevOps to be exact
though I haven't tried it personally yet because I didn't have the need for it
Hey Guys, I skipped accidentaly the window for choosing restore file. Is there a way to get it back?
is there a way i can lock the hands to the camera but keep the third person shadow and all that
i just need to make the shadow from the third person character in first person
while keeping the arms as if theyre a viewmodel
@plush yew are we talking about realtime collaboration or about version control?
then read section on version control there
https://docs.unrealengine.com/en-US/Engine/Editor/MultiUser/Overview/#multi-usereditingandsourcecontrol
hey guys, i want to reset my player rotation after a certain event, whats the best way to do that?
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
but is there a better way?
@hollow tusk set an event, set the rotation on that event...
@smoky sonnet add camera capture
is ther ea tutorial for it
is it the same like high resolution screenshot where i can screen with 7x multiplier of size and so on
but without adjusting my own viewport over and over again?
search for Scene Capture 2D
@hollow tusk reset is -> re-set
okay saw a video
so you set ti to some value, it's just how you decided what this value will be
no no , i mean reset
as in, make it look the same direction it does when you open the level
@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
oh you mean to jump into the camera and then screenshot it?
@smoky sonnet no, i was suggesting to use camera capture (it writes image to texture)
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
that's called a dynamic material
Yes
really
ok
that will keep the energy low
i already made 12 screenshots
but i will give it a try with camera capture
why i keep caling it camera capture, it's scene capture...whatever -_-
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
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
DRAW CLIMBER - Walkthrough Gameplay Part 2 - HELICOPTER SKIN (iOS Android)
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★ Playlist Synthetic: https://www.youtube.com/playlist?list=PLrGU5x46C4Yp9Z8AIaRekiFWWKUGDRDzo
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are they even using ue4?
not sure, but i'm sure it would be possible. no?
Seems like a mesh that is just rotating around the player right?
its made by voodoo. just went to their website an looked at jobs an they are looking for unity people
so its made in unity?
looks like it
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
ah looks like a cpp thing. thank you!
i thought it would be like a spline type of thing
There are Blueprint bindings but I'd have to do a bit more hunting to find them
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.
right okay, thank you @plush yew for the link. i seen an ad for that game and thought it looked interesting
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
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
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
those same points can be reused when building the procedural mesh
Well yeah, but without binaries, it won't work anymore until you recompile them.
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
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
#multiplayer is a thing
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
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..
Use a test channel that your AIs aren't blocking
Or create a custom one for more control
So I should put the player skin in PlayerState
For example, yes
Turn Based
Not really
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
@serene birch Think that's for Subsystems that implement turn-based backend stuff?
It's part of the OnlineSubsystemUtils
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 😄
Hey guys
anyone got an idea on how to approach making something like the Ocarina system in legend of zelda?
Can someone tell me why this does nothing to my player ? It's supposed to reset the position and rotation but it doesn't
Pretty sure those are VR specific.
Oh darn it
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?
Either merge the mesh in maya or check the "combine meshes" option in the UE4 import dialogue
Store your intial rotation on being play then reference those whenever you want to reset
@manic burrow you can check the box that says "combine meshes"
but there is no box that says that when importing for some reason
Hey guys
anyone got an idea on how to approach making something like the Ocarina system in legend of zelda?
Does anyone use a touch screen monitor to test or use UE4 stuff? Or with other programs?
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
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
When using world comp is there a way to tweak the distances at which tiles load in and out?
how do you make a box trigger only trigger once
destroy it
cast it into the fire
Or use a Do once node
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
ill try those thanks
exposure maybe?
Project setting >>> Rendering>>> disable Auto exposure
disable auto exposure in your post processing volume and camera too
@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 @
COOM
Hey guys
anyone got an idea on how to approach making something like the Ocarina system in legend of zelda?
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?
I don't think that's supposed to be used with a skysphere?
how can i make this not glossy?
roughness value?
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
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
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
@opal lark simulate physics?
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
Is there a built in console command to enable a free camera mode (or something similar) in a development build?
You can press F8 while playing in the viewport @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.
What is the issue?
thanks
@warped tangle I need to have something behind it because when it's night the sky it pitch black
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
Not sure sorry
@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'
Should I convert all my BSP to static meshes when I'm done?
@wary wing
@solar temple it's probably not worth it incase yo uneed to re edit something
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?
it's not the most performant thing in the world but it has a lot of potential edge cases
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?
it's more that it's not a perfect solution that annoys my ocd
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
@glad quail have you seen this one? https://www.youtube.com/watch?v=jNVEimfgvm4
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
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
yeah that might be the way forward
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
yeah that works and probably wouldnt kill performance that much actually
does anyone know why my game crash using 4.24 everytime something inside my game explodes?
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
When it crashed it will have dumped a bunch of text at you in a window
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
okay, i havent installed visual studio XD
if you're only using blueprints then it's proabbly an engine bug
ohhh okay, is there a way i could show live footage?
@wary wing if they download editor symbols from the epic launcher will the engine crach screen give a decent call stack do you know?
first show us what the crash window looks like
ok just a sec
but you might need to download some debugging stuff using the launcher in a second
incase you need it
make sure editor symbols for debugging is selected, it should only be a 3gb download but will unzip to 20gb 😦
Ah I was going to guess sounds 😄
How to select multiple bsp vertices?
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 😛
@solar temple Ctrl+Click I think it is
Ty
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
@glad quail yes i had a feeling it was epic because in 4.23 everything worked f ine but now its these errors
Is the material node "Decal Lifetime Opacity" no longer supported? I can't find ANYTHING on it, and its not working properly for me.
I NEVER THOUGHT I NEVER DREAMED
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?
i cant even revert my project to 4.23 cause non of my stuff will load
Well projects can’t revert to previous engine version regardless unless you have source control
Always use source control and at the very least keep backups!
^ !
how do you get souce control
Depends on what you want. The emoji above list some of the most common solutions for source control
google ue4 source control for ue4 specific tutorials, or just source control as it's not specific to UE4
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
read the instructions if it came with them, otherwise look at the blueprints to see how they work
I'm always amazed when people don't read the many many warnings certain software uses 😛
?
upgrading projects without backups...
oh i thought you meant what i was talking about lol
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
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.
good day, so i did find this site http://epicleaderboard.com/
its a scoreboard site. is it any other like this ?
I wonder how privacy is handled with that.
what do you mean ?
Probably something you need to declare as recording user interaction and sharing with public
Lol very sneaky. It states that they will not share personal identifying information only
Something that has little precedence? Yeah lol, non identifiable information lol
Believe this is what amazon shares with echo too
Just how it’s worded
Yea super sneaky
I alway find it funny
Especially when it’s a user ID
It makes it sound like all data will not be sold to a third party
i did see this video about it and it looks okay, as i can see
is there any water in megascans already made?
First thing you should read when looking for a online any service is the Terms of Service and Privacy Policy
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
You can make fake fog through post processing. Not as robust but cheaper
Thanks. I'll give that a try
it sounds like all sites you enter this days.
Where can I get material/texture that has measurements on it in units or whatever
COD4 Scale & Proportion - mp_CRASH - TEST003 - unreal engine
make by only me without knowledge and for entertainment only, if you want to contact pm me.
Like this guy has
See on his BSP
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
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
@solar temple Looks like the materials in the Super Grid addon. https://www.unrealengine.com/marketplace/en-US/product/supergrid-starter-pack
TY
So, I have recently upgraded to flipbooks.
Is there a way to make a weapon with flipbooks?
For an FPS?
Is someone can open https://issues.unrealengine.com/ ?
I have Error code: SSL_ERROR_INTERNAL_ERROR_ALERT
it's dead
Same issue here. Might be related to the AnswerHub downtime.
How do I spawn a large number of particles and then make them continue to spawn at a slow speed one at a time?
Are there any guides on how to get started with microtransactions with steam?
all i'm finding is this https://partner.steamgames.com/doc/features/microtransactions/implementation
but it seems to me there should be a more ue4-integrated way rather than constructing post / get http requests manually
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?
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 ?
Hi guys, noob question. Is there a way to add node/instructions to a child actor's inherited function?
im using blueprints
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...
@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
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... >_<
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
@thin tendon You set smooth or fixed FPS?
how do I do that?
@thin tendon in project settings in frame section
neither are set
So what FPS you have?
80fps it does fluctuate by small amounts at runtime. But I can't find any way to drastically drop or raise it
To drop you can set lock FPS in framrate project settings.
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
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.
Both are compiled before runtime so it doesn’t matter
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.
Very much. PIE tends to be slower
what thats a thing? Editor has bad FPS compared to packaged build?
well, editor does run impressively well but.
its just like "closing all shitty windows" in the background, probably.
editors gotta be a shitty window
I was just wondering if I interpreted @abstract relic 's comment right. because I am having fps issues atm
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
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
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
depending on the situation the difference can be like 20fps
I'm having the issue atm that no matter what my quality settings unreal tells me 80fps on the dot. Without fps being capped
Generally you want to make a build every now and again during development. Bugs will appear and performance will be different
Yeah sounds like I probably shouldn't trust Ue4's fps counter
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
This session by Sr. Dev Rel Tech Artist Zak Parrish explores performance concerns for shipping games, focusing on how to track down problem areas on both the CPU and GPU. Learn how to set up a test environment and how to employ the necessary tools to identify key performance p...
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.
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.
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
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.
I've tried that but still no response
All about collision, collision responses, and collision presets.
youtube hit videos will help also, wtf is hit event, are great videos. idk.
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 : )
btw Rob, is your default map packaged?
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
you also need to set cooking to actually package it
otherwise your packaged project won't have that map at all
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
nods not that then
i think i had this problem last year. i forgot what the dumb trick was
Hi, how is it possible to render a actor only to rendertarget with a transparent background in 4.24 ?
this was part of it. in the level blueprint X_x. tricky to remember this turdle
So you can use stat AI to get the amount of AI in world. Is there a way to get that number in blueprint?
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 ?
how do i profile? i dont know about that yet
i mean. i can copy paste 2000 bricks and see it cut my fps
Hmm... I would just surf the web about UE profiling.
There are some officla tutz even.
ok ty. i watched a 40m unreal vid last week but maybe it wasnt profiling
Try about profiling. There are console commands, gui tools and etc which are used. You can monitor draw calls, different stages times and etc.
hey! i'm wondering how i can make a scanline widget in ue4? like your playing as a robot
DONATE to PAYPAL : dvdangor@gmail.com
Free video , CG background, Green Screen, VFX, Effect footage for your private ,educational, wedding use, small bussiness or offline use in video projects.
Credit of my name...
somewhat like this but thinner maybe?
i have a general question:
can we adjust the slider in a more finer granular way via mouse?
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?
@ebon linden not sure, but what I do is just count my gray hairs...
@glacial pecan lol
Is it possible to only remove one widget?
Hello
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 ?
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
So anyone, did the last unreal updates for render target broke the ability to render with transparent background?
Can anybody help me please
@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
?
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 ?
gimbal lock maybe
i fixed it by unticking this in the mag mesh
An overview of a video-scanline post process material
<3333
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.
have you checked that actor to see what's going on?
So nobody helping with my question then ?
People get on at different times, what's your issue?
alrighty then, I guess you solved it
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,
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
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
@opal lark It's P, if it's not showing, adjust it and see if it populates
Adjust ?
move the nav mesh bounds volume like 1 unit and it'll refresh it
just a quick question, shave and haircut still not out for maya 2019?
did you try using another skeleton when importing? or did you create a new skeleton?
@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
well...here
depending on what it's related to, you may be directed to another channel
Ok so is there a simple tutorial on how to make procedurally generated terrain??
On YouTube you can find a lot of this stuff
tons, check out youtube
Link to a good one?
Write for example open world unreal engine and over there in playlist is a lot
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
@warped tangle but back to my question, how you got some kind of idea?
Here you go
thanks
@glad karma try re-importing that mesh, on import options check T0 as ref pose
I am retarded how do I set a simple E click to hide a object like the BP itself with E I have set like this https://gyazo.com/363cbfda4f39c2c6ff20fa594aad7c14
basicly tryna hide a object with E press
You need to set up communication between the pawn (that’s giving input) and the actor (receiving input)
you want set hidden in game
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
I have to be nice for a YEAR?!
I would use bpi for this https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Types/Interface/index.html
Blueprints that declare functions to define an interface between Blueprints.
@abstract relic ye what I am trying to do just new at UE4 still so dont know shit lol
What is a Blueprint Interface in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
@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
@warped tangle hard right
Check out export smoothing group? Or not?
Don’t worry about smoothing
So can I leave it?
yep
If you really want to remove the error (it’s a false negative anyway). Set smoothing to faces
@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
It is! Everything is fine 😜
Ok ty
Haha okey, so check out option like "preserver smoothing groups" and should be okay? :D
Don’t worry about it
Old bug
Okay if you say that it not important so I'll leave it :D
huzzah!

queue root motion with mixamo questions
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
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
سلام
Hi
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.
Okay I took tpose but I've got problem I haven't got skin of my character.
Okay, fixed
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
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.
@plush yew Gaia, world machine, voxel plugin, Houdini
What are the default ports when hosting a unreal online game (steam subsystem)?
@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
For white boxing? Unreal’s ancient and built in Box brush tool
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
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
Guide to creating new Landscape terrains.
The doc and YouTube will be your best friend
@abstract relic @brittle gulch thank you. gonna start working on it now
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
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
@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 ...
well you can use Quixel Bridge 2020 to import Megascans in UE4 if I'm not wrong
but the video you linked is literally a tutorial
please someone teach me how i can do like him please i want to live here too
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...
and now they are just spamming, not off to a good start lol
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...
Please stop spamming Cyber
@plush yew that's arma
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
Clamp (integer)
set min to 0, max to 100
Thanks ❤️
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
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
how do you get the door to open?
so you click your mouse on the door and it opens?
yes
I am guessing the door is a blueprint? and it has an event to open it then. does it have one to close it?
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
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.
so another door blueprint with a trigger or just a blank blueprint with a trigger
a blank blueprint with a trigger, all you want is an invisible trigger somewhere that closes the door right?
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
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
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
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 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
@grim ore i cant find the thing that runs the door closing and opening on the blueprint
thats the problem
@frozen pollenit sounds like you didnt make the BP? We can try and look I guess
[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...
MathewW is there a node like on OnActorDestroy so i can spawn item lets say?
is there such a thing?
when enemy dies 😄
there is a function override yes
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
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?
@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
Curious question. Prior to Unreal 4.24.X, was it not possible to migrate specific files? Were you forced to migrate everyting?
i mean, i really think transparent backgrounds are broken from like 4.22 or so on
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 😫
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
Hi,
What happened to the ability to draw e.g. a character with transparent background to render target using SceneCaptureComponent2D? i cant manage to get a right setup for the scenecapturecomponent and render target texture. I remember it did work fine a while ago, before 4....
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)
Anyone here has some experience with cloth in ue4
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)
I wanted to know how or what value i would have to use to have like a pocket or button follow cloth simulation
correct if its blocked it wont overlap
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
I fire a bullet at a player, I want to use an on hit when it hits the player (collision)
Wow! so know one here works with cloth?
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
@MathewW#9472 my character making like 2 steps and going back to same position
you probably have a root motion issue then
For Melee hits use traces there more accurate and can also ignore self, unlike regular collisions that dont ignore self
@MathewW#9472 my character making like 2 steps and going back to same position
you probably have a root motion issue then
enable root motion
@grim ore my character making like 2 steps and going back to same position
That's about root motion to me message?
LOL I think earlier in this thread I had said "queue root motion issue"
assuming this is the issue because we have to guess because we never saw the actual problem
ok
@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
I tried changed for everything this root motion but not working.in animation blue print?