#ue4-general

1 messages Β· Page 667 of 1

cursive dirge
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wait till next week

hollow tusk
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guys what is the best way to get variables from one actor into the BP of another?

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im getting this error

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I can't use an overlap event since these ttwo actors dont really interact with each other

placid arrow
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if i have a umg widget component in world space (as opposed to screen space) attached to an actor, it casts a shadow. i dont want it to do this but there wasnt an obvious way to turn that off. how do i, please?

mossy nymph
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like component rendering section tickbox?

fierce tulip
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where can one change the sound device used by ue4? its trying to play sounds trough non-exis....

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I did not have my headset plugged in

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slaps myself

placid arrow
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@mossy nymph thanks were you answering me? not sure where that is

hollow tusk
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@light lintel they dont really interact with each other, one actor is the player, and im also using a simpleAI, bit I want to use the location of the player in the AI's BP, as well as using a variable used in the AI in the player's BP

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ive been searching for solutions a lot online, most of them say i should make my vars instance editable, but that doesn't work..

worthy flame
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anyone have any good zombie AI tutorials I can watch

hollow tusk
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no no, im trying to calculate the angle between the player and the AI

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this is how I call it, but the bottom location isnt working

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that's comming out as none / null

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same issue here, I disconnected the functions, wasn;t working before that as well

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its not reading anything πŸ˜›

plush yew
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@light lintel

if you are new and not willing to learn, then getting pre builts is not going to help you make anything cus you're just going to hit a dead end sooner or later or make something you dont like and give up move on
@light lintel the same would apply if would not copy paste others code and then edit it.

carmine garnet
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@hollow tusk dude

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theres a node for that

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its like

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look at rotation

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node

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get look at rotation

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thats the node

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i have no idea what 3 of those words mean

hollow tusk
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pudding, thanks!

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but that still leaves me with the same issue :x

carmine garnet
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what issue?

hollow tusk
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I can't acces the player's position for some reason, since i need to define it somewhere

carmine garnet
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make a actor reference variable and set it to editable and set the variable in the main editor window

placid arrow
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i found the answer to my umg widget component problem

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its non-obvious, you have to set its render mode to translucent

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that disables its shadow, even if the object isnt actually translucent

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:/

glass valley
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hello everyone, I am pretty new to UE4, I am having this issues, when the light icons r visible the lighting comes a bit different than I turn it off. this picture the light icons r visible

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in this picture lights icon are not visible but it has changed the lighting a bit

rotund scroll
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@hollow tusk do acos(dot(player.forwardvector, enemy.location.normalized))

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that'll give you the angle

glass valley
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@light lintel it comes when i take screenshot in high resolution

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but in that case how will I set the camera angle ?

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got it !

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thanks a lot πŸ˜„ @light lintel

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btw do I need to turn the GI on manually ?

hollow tusk
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@rotund scroll like this?

rotund scroll
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yep @hollow tusk

glass valley
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it should be set to on by default unless u buged it
@light lintel exactly what I needed to know , thanks a tons !!!

rotund scroll
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@hollow tusk you can do it without get control rotation, use GetActorForwardVector

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@light lintel a vector has a multitude of utility. it can represent a distance, a speed and a direction

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normalize sets the length to 1

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this makes it a unit vector, which is a direction rather than a distance/speed

forest totem
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@weary basalt hi

crimson lake
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You're asking about what Dot is or what normalize does? @light lintel

glad karma
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Do you think when I'll download older version UE will be better with compiling shaders? My parameters of PC ist: geforce 940mx 2gb, Intel i5 6200u, 8gb ram ddr4

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On this moments that's taking ages when I changing only one thing in landscape

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On this moment I using latest version

fierce tulip
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set up a lantern blueprint that has said light

swift heart
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Hello guys!

swift heart
fierce tulip
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go to edit > editor preferences > keyboard shortcuts > write "texture" and you'll see empty but mappable bindings

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just drag the mesh into the blueprint thingy

grim ore
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@glad karma yes older versions may work better but that machine itself is going to be slow it does not have enough memory or CPU power to compile quickly.

rancid lynx
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is WorldStatic the only option for FoliageInstanceStaticMeshes ?

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i tried to create a new foliageinstantSM file with the + icon in the foliage paint tool. but it doesnt seem to do much

glad karma
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@grim ore amazing, which version would you like recommend me?

fierce tulip
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4.4 is one of the fastest, but you'll lack significant new awesome tools.
4.16 is still rather fast, has some new features, but you'll still wont have access to some of the amazing new stuff.

glad karma
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Hmm very difficult, I must find money for new pc πŸ˜…

brave gate
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guys, seriously? if someone's is not in big project requiring older versions, he should use the latest version
just decent hardware, 8GB RAM is not sufficient for any professional creative work - doesn't matter what software or version πŸ˜‰

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@glad karma you should get at least 16 GB RAM, but better 32 GB RAM if you're artist - for Unreal and other tools
SSD drive - if you don't have
and current-gen Ryzen with 12 threads - it's cheap nowadays and it gonna crush your i5 6200u which has modest 4 threads @ 2.3GHz base frequency

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every beer you won't drink because you spent all money on new PC, will be worth it πŸ˜›

glad karma
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Yeah, with beer ist okay, but I think must waiting like 1.5 year, because weeding coming πŸ˜…

green blaze
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Should I convert the whole building geometry to the one big static mesh? Or basic geometry is better? I will probably want to use building on other maps, but Im not sure if this wouldn't have impact on performance

brave gate
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@glad karma cancel wedding, make it just for family - 5 people
1 - planning won't eat your time
2 - you gonna be less drunk
3 - you gonna love a new PC :p

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2.5K in dollars?

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and where's here? πŸ˜›

fierce tulip
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too much offtopic

brave gate
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we need hardware room πŸ˜›

fierce tulip
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go linus's discord

brave gate
glad karma
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@brave gate haha that's good idea too but we had really big family xD from my sisters brothers children and everyone coming like 40+ and from she is similar xD

swift heart
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@fierce tulip Thank you a lot, I tried to find there but couldn't find anything. Will take a look again

fierce tulip
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need to open a texture first, then the option appear

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its accurate, so you should be able to find it

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@light lintel what panel?

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no clue, i dont do bp

green blaze
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So better to have buildings made from basic geometry BSP?

fierce tulip
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never

green blaze
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I mean basic geometry

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Things

fierce tulip
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use meshes, not bsp

jade ice
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Hey guys quick question.
Using the same material on multiple object for the exact same looks.
Is that cost inefficient compared to applying the same instance.

Note i dont need a different look.

upbeat trench
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ewww bsp washes hands

fierce tulip
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@jade ice basically, meh.

green blaze
jade ice
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Ok then i dont have to switch my materials.
Thanks!

smoky sonnet
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my mobile app closes automatically it loads the menu i see it for 2 seconds then it close the app

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thats the only code i run at the start

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anyone know why?

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breakpoint?

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that it doesnt run the code?

fair hornet
sweet relic
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@fair hornet you may need to make a firewall exception for swarm

fair hornet
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ok

normal burrow
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#work-in-progress snacc

mint umbra
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Hey guys, how can I correctly export a World Machine's Water Output Mesh (river system mesh)? When I'm importing the river mesh I get an error saying it couldn't import since the .obj is full of degenerates.

merry niche
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How could I change the gamemode when a player interacts with something?

pallid talon
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Question - Let's say I've done a lightbuild at medium. Looks great. But then I add another light into the scene and I get the message, "Lighting Needs to be Rebuilt (50 unbuilt objects)." Is it possible to only rebuild those objects if I haven't changed the lighting quality settings? It appear that the entre scene gets rebuilt when it should only rebuild 50 objects. A huge waste of time.

fierce tulip
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It was possible in ued 2.5 and 3, and I think ive read somewhere about this potentially being added in ue4, but not sure if its in, or if its ever going to be a thing.

pallid talon
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Well are they working to implement a GPULightmass rendering option? Right now it's not officially supported.

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Lightmass builds are the slowest and most painful process of developing in UE4.

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When it appears solutions are possible.

fierce tulip
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you might have outdated info

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the person who made that "not official supported" gpulightmass now works for epic games

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and its.. basically been official

grim ore
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damn Unreal fest europe was cancelled as well

fierce tulip
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@grim ore hug yea its bad

pallid talon
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I hope they find a treatment soon...

smoky sonnet
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my app closes everytime

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LoginId:4902805c4d881b5ffa746380f1f6c2b2
EpicAccountId:84f9cbfb04fc46718d41c0a9e68393c1

Assertion failed: !"Enclosing block should never be called" [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Renderer/Private/MobileSceneCaptureRendering.cpp] [Line: 185]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

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this is my output if i try to start it with mobile viewer

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it just crashes on mobile viewer and on my mobile phone

grim ore
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install the Editor symbols for debugging and crash it again, it will give a more accurate crash log

shy jetty
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What's the best way to view / organize assets in my library? For example I would like to sort out assets into categories like "walls, placeables, floor, building, torch, window, trees, etc etc etc" is there something I can sort and easily view them , from all available assets I have ?

grim ore
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you can have multiple content browsers, you can use filters and collections

fierce tulip
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and favorites

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so if you used proper naming conventions, filtering out should be easy

dim arch
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so I saw epic arent going to gdc this year bc of the Virus , any idea when/where they will do their talks

grim ore
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they might do them in studio

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nothing official announced yet

dim arch
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Ok, Hope so

obsidian spindle
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Hello there @everyone !

I'm sorry to disturbing all of you !
But I have something to ask !

I'm new here so sorry for my bad english !

I want to start with Unreal Engine and i want to learn Blueprints Code and C++ Language !

But i don't know where i can learn this two things.

I search somes books that I want to buy in PDF for learn C++ and Blueprints in ways complet and detailed !
(In ways legal to !)

If somebody is french here, i need frenchs books if that possible !

Thanks you for all and have a nice night or day !
Cordially,
DamyNox

vernal apex
shy jetty
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@grim ore so I will have to sort through them , cant have all assets in one place?

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@fierce tulip so I go through each asset pack in my library and mark things as favorites or rename them?

fierce tulip
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you can drag to favorites iirc

golden magnet
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I have a keypad where the buttons are separate objects and are animated, what would be the best way to import an asset like that without causing a mess like this?

brave gate
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@light lintel yes, especially that game UI is based on the same framework as editor UI - Slata
simply search for "OnDrag" events in UMG graph πŸ˜‰

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try harder or find more tutorials showing classic inventory implementation - I'm sure there's plenty

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πŸ˜‰

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they should something that would show you everything step by step

scarlet birch
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anybody using studio drivers and find better stability with 4.24.3?

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I'm getting a few crashes that seem related to the editor UI and I'm wondering if they might make a difference

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I'll just install them anyway, doubt it can hurt

paper kernel
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actors have owners

wheat dirge
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@light lintel "Actor" is the class the blueprint is derived from.....so whatever bp you have with actor as its "parent" is your parent that you can make children from ( if that makes sense)

jagged locust
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Hi All, Can a Landscape be exported to a mesh?

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not hieghtmap

scarlet birch
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Click class settings at the top, the parent will be listed in the details panel.

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Almost everything you put in the scene is a child of actor. You can just add your logic to the graph on the BP. You don't want to edit the actor class if you're asking these questions

sweet relic
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@jagged locust yes you can export the mesh as fbx.

jagged locust
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where do i do that

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the landscape is not in the content browswer

scarlet birch
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right click it in the world outliner with the level open

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...

sweet relic
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iirc: select the landscape > right click > asset actions > export

jagged locust
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dam waiting for it again. ill check that thanks also some one gave me a 4k heightmap but when i create landscape it is too large for VR work, so i tried a smaller overall size like 2017x2017 and 1009x1009 but then the hieightmap gets clipped

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need the entire heightmap to be there

sweet relic
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maybe reduce the heightmap's resolution?

scarlet birch
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How big a landscape are you making with it?

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What's the pixel/meter ratio?

jagged locust
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not big a small golf course

scarlet birch
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And what's the project purpose?

jagged locust
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VR visu

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visual

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and some pysics

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ball roll etc

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do i have to chose 4033x4033

scarlet birch
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I've always used the sizes listed in the guide or derived a size from them.

jagged locust
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i have that open

scarlet birch
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I tend to shoot for 0.5 pix/m

jagged locust
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4033x4033

63

4 (2x2)

126x126

1024 (32x32)

scarlet birch
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with VR that might be overkill

jagged locust
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but can i chose a smaller resolution land and still keep the extents of the heightmap

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cause its clipping it

scarlet birch
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You can scale it.

jagged locust
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still would be 16million resolution

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i need top open the raw16 heightmap

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4k one but only have it like 2million

scarlet birch
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I'd export it at a smaller rez when making it. Not sure how good the results would be just reducing its rez in an app

jagged locust
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ic yea i think thats a one for one pixel thing

scarlet birch
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I'd probably try rezising the heightmap texture to 4033*4033 or which ever size you go with and see how bad or good it is first. It might work.

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unless you have Houdini, World Machine pro or something else to use

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then I'd just use it as input and export one at the rez you want

jagged locust
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photoshop wont open it

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rar16

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for landscape export its not in content browser and right click wont save as mesh

scarlet birch
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What rez do you want it to be?

jagged locust
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2k or 1.5k

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also trying to save as mesh but cant

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thanks btw

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there is no asset actions on right click

scarlet birch
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sec, looking at something. I think there's a free app that might do what you want

jagged locust
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convert to static mesh

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mabye i do that first

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nope

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i think have to save the heightmap out and use in displacments in in modeling program

scarlet birch
jagged locust
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thanks

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yea i am using world machine

scarlet birch
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I've never used it, but it's free and the guy knows his stuff when it comes to landscapes. It might take the heightmap as an input and output a lower rez one.

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Oh, it is pro?

jagged locust
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but can do that kind of thing just wanted to save out from UE4 directly

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ill check hat though

scarlet birch
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If it's pro just take the heightmap as an generator input and output the new heightmap at the rez you want.

jagged locust
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thanks yea

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ill play with ti

scarlet birch
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If I use a staticBool and a switch like this in a material, is there any overhead in the Material Instance for the stuff that is on the truncated side of the switch?

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I assume there isn't but I don't want to overuse them if there is.

plush yew
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I shoot backwards and the socked is right can enyone please help me!! :0000

supple totem
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Red is usually forwards

plush yew
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It is on Red

supple totem
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But red it backwards there

plush yew
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Im gunna leave it for today I tryed to mutch I dm you tommorow πŸ˜„ but thx

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.

supple totem
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No pls don't dm

supple totem
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Haha, it's more of a commitment than I'm ready to make

plush yew
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Ok then not

supple totem
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πŸ‘

abstract relic
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Seriously, why are cold dms for private help a thing?

next badger
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I'd rather ask for money right away.

hidden knoll
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Anyone here know how to use foot locking?

normal burrow
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Would anyone like me to dm them a lucrative business opportunity?

polar hawk
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yes

fierce tulip
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@scarlet birch not really, but its best to make an instance with both bool settings and derive new instances from that to avoid identical mutations that can cause quite a significant bloat in the long run
I often call those instances "master instances"

scarlet birch
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That makes sense. Thanks.

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I have one master , and then 3 or 4 possible variations of it . I'll create "base instances" for those.

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Cold DMs for help get an invoice.

fierce tulip
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if its from one of our users, dm me with info

fading vector
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So I'm using the engines built in physics on a pawn and some cubes. For some reason my cubes will go launching randomly, not always but sometimes. Also my pawn, which is a ball will do a glitch when moving and move forward more than it should, any idea as to what is causing this?

scarlet birch
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With physics sometimes forces can get sent into extremes. I usually clamp forces an object will respond to to a min and max whenever working with physics.

fading vector
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So clamp the speeds?

scarlet birch
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That too.

fading vector
scarlet birch
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something like if velocity > X then velocity = max

fading vector
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Got that on my ball

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I've never tried to clamp the force tho

scarlet birch
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are you using physics materials too?

fading vector
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No

scarlet birch
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They'll help you tune it. You can adjust restitution, friction, and some other stuff. Control how two objects interact etc..

fading vector
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Well my things are pretty simple

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just a ball colliding with a wall or cube

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where can I find/make this phys mat?

scarlet birch
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right click in a content browser ->physics

fading vector
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Interesting

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certainly feels different

grim ore
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also most of the time if something has a drop down to select, at the top are the options of what can go in there and clicking that will create one

scarlet birch
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@fading vector I don't think the way you're clamping the velocity will work the way you expect since it only allows positive values.

fading vector
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Oh, should I clamp the way you suggest earlier?

scarlet birch
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Idk, usually you want to preserve the direction of the force

fading vector
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I should note my game is setup to only move in 3 direction

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forward

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and side to side

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no going back

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or up

scarlet birch
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Ah,

fading vector
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I suppose down is a direction lol

scarlet birch
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I think in the past what I did was if the velocity vector legnth was greater than some number I multiplied by a fractional scalar until it was within the range I wanted.

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so velocity = velocity * 0.8 or something

fading vector
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I see

celest creek
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Looking at some python code and not sure how nested continues work

for x in listA:
for y in listB:
if x == y: //if this is True, will foo get printed?
continue
print foo

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It seems to me that continue here should not matter because it's nothing else after it inside the same for loop (for y in listB)?

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Or does the continue here mean that only if x==y then it will print foo?

feral crow
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Can someone help me with the hitbox?

jagged locust
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what is the best way to move and scale a texture on a landscape

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i tried about 6 tutorials but each kind of gets it half way there

blissful trail
fierce tulip
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lol

fading vector
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Okay, any suggestions for how I should clamp/limit the velocity in this secnario?

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Physics is enabled

next badger
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you need tick that bad?

fading vector
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Well I want constant movement going forward

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The player does not control the forward movement

next badger
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@fading vector if you want to add velocity - use impulse, not force

fading vector
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I thought impulse was more of a one time thing like jumping

next badger
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also, instead of doing tick (it has a lot of issues) use times events, like 100ms steps

fading vector
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Uhh, how would I do time events?

next badger
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if you want to speed up - use fraction of target speed
like
current += (target-current)*0.1

fading vector
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@next badger I'm not seeing exactly how I can use those, as the player does not use a button to move. It

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It's automated*

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They only control left and right movement nothing going forward

next badger
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it's automated after some event...either you set it or you use event begin play

fading vector
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Oh so I can just set it to loop and use begin play

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That makes more sense

mighty oak
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Hello, I have a question about LOD group "Foliage". It seems it defaults to 0 LOD's... is this expected? For foliage type meshes? I would not have guessed so.

next badger
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@mighty oak

Foliage=(NumLODs=1,MaxNumStreamedLODs=0,bSupportLODStreaming=0,Name=LOCTEXT("FoliageLOD","Foliage"))
fading vector
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@next badger So what is your suggestion for clamping or limiting the speed?

mighty oak
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thanks, that's interesting... would that really be optimum through? I know most foliage assets and megascans foliage also come with multiple LOD's 3-4 levels... I feel like I'm given mixed messages

next badger
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@fading vector the one i've showed is clamping itself (as when speed is higher than target difference will be negative)

fading vector
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current += (target-current)*0.1

next badger
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*stabilizing

fading vector
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Oh I see

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I dont use the C++

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So im trying to translate

next badger
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you can do that with nodes

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current speed is variable for your speed, you need to update it each cycle...

fading vector
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I see

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So I need a float

next badger
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float if it's one direction

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vec3 in 3d

fading vector
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Good point

next badger
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sorry, i have to go, nap time

fading vector
#

haha thanks, I'll see if I can figure it out

fleet cedar
#

The saga of Michael Allar trying to get GDC space is amazing

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It’s evolved from asking for a small 10x10 radius to asking for the conference center

pulsar badge
#

Hello, I just reimaged my PC and just installed epics games again but my project is on another hard drive without installing UE4 again

grim ore
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the project is self contained, it can be anywhere

novel vine
#

ok so can i create metaballs and check if a player is inside them or under them?

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@ me if you know thank you in advance

halcyon flame
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what is the standard proper way to set level-based variables?

for example, if you had a pawn variable based on altitude, what would be the correct way to set the altitude differential for each level?

grim ore
#

there is no correct way. Is each level going to have a unique game mode? if so put it in there. you could make a blueprint that sits in each level that holds that data and then get data from it. You could have a data table that stores the data you want and get it on level load. etc.

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technically you could put it in the level and have the level give it to the player when they spawn in but I don't think level blueprints should be used when you can avoid it.

winged crypt
#

It looks like this in editor

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My framerate in editor is stable 90, in packaged build with the weird lighting it's dropped significantly

plush yew
#

Am trying to rotate the player with camera movement

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how i can do that πŸ˜„

half barn
#

Anyone have tips for rendering in UE? I feel like everything looks great in blender, but it looks not great when used as a game asset

halcyon flame
#

@grim ore thanks. I guess I'll just do it by level name in my GM base class.

novel vine
#

does anybody know how to make metaballs? or even about a plugin?

normal burrow
#

you can convert meatballs to polgyons

plush yew
#

p@t how i can do it when i aim

novel vine
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but how do i make metaballs?

plush yew
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i can rotate with mouse and body will follow

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lets say like am using a wep or a pistol

strong prairie
#

does anyone know how come my weapon is not properly socketed? tried rebuilding a few times

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in play mode the weapon is not moving along with the right hand

plush yew
#

@strong prairie

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Go to your wep blue print

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press on skeletel mesh

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On details type

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socket

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set it there

strong prairie
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cool

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says, "cannot change socket on parented components"

plush yew
#

Did you search for the right socket?

strong prairie
#

i believe i have just one

fading vector
#

Any idea why adding negative shapes to a positive geometry box would make a physics ball randomly bounce? Not when it collides with the circles but when its just rolling normally. If I take away the negatives then it doesn't happen.

hollow kayak
#

Helle everyone, im having a small issue trying to replicate a rotation that was done on the server on the client side(im new to UE4)
For some reason, the rotation is visible on the server(from a different player window, i can see the rotation), however, on the client side, the rotation does not happen.. What is it that im missing?

I have the following 2 methods

{
   if (GetLocalRole() < ROLE_Authority)
   {                           
          FQuat QuatRotation = FQuat(FRotator(85, 0, 0));
           AddActorLocalRotation(QuatRotation, true, 0, ETeleportType::None);
            ServeWallWalk();            
        }
    }
    //Super::Jump()
}

void AsurivivorCharacter::ServeWallWalk_Implementation()
{    
    if (GetLocalRole() == ROLE_Authority)
    {
       
            FQuat QuatRotation = FQuat(FRotator(85, 0, 0));
            AddActorLocalRotation(QuatRotation, true, 0, ETeleportType::None);                    
   }        
}

this is the header of the serverwallwalk

```    void ServeWallWalk ();
```    bool ServeWallWalk_Validate();
```    void ServeWallWalk_Implementation();
fleet cedar
#

For readability put three `at the beginning and end of that block of code

tawdry storm
#

if you type in c++ after the first three `you'll also get syntax highlighting πŸ™‚

pulsar badge
#

Someone please help getting this error "LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable.
LogOnline: Warning: STEAM: Steam API failed to initialize!"

#

On a dedicated server

fleet cedar
#

I believe the issue with the replication code is in the UFUNCTION, instead of being Server it should be multicast

#

@pulsar badge you’re probably going to get better luck in #multiplayer

pulsar badge
#

Ok

deep stump
#

@pulsar badge and I are working on the same project together, he works on the design and we're trying to work out this issue together -- Even when I create a blank project I get the same error

fleet cedar
#

@hollow kayak your RPC never runs on the client if I’m reading it correctly

deep stump
#

Wouldn't that reset if its a blank project?

fleet cedar
#

@deep stump one easy test is to make sure you have steam open

#

And signed in with an account

deep stump
#

I do

#

Still same error

pulsar badge
#

We tried it on another PC with no steam also still same error.

deep stump
#

Yeah we tried it on a VM lol

fleet cedar
#

And this is for setting up a dedicated server?

deep stump
#

Yes

fleet cedar
#

https://allarsblog.com/2015/11/06/support-dedicated-servers/ give this a looksie, I don’t have any experience with setting up dedicated servers in unreal

hollow kayak
#

@fleet cedar Doesnt this run on the client ?

   {                           
          FQuat QuatRotation = FQuat(FRotator(85, 0, 0));
           AddActorLocalRotation(QuatRotation, true, 0, ETeleportType::None);
            ServeWallWalk();            
        }
    }
fleet cedar
#

Allar’s blog is filled with great stuff

#

@hollow kayak the error is in the function declaration of UFUNCTION(Server,...)

#

What that is saying is to run that function on the server

#

So if it’s running on the server already then the client doesn’t know that

deep stump
#

@fleet cedar How would I check if the RPC runs on the client?

fleet cedar
#

The net role of the owning client is β€œAutonomous Proxy” if I’m remembering correctly

#

So you could do β€˜β€™β€™GetRole() == ROLE_AutonomousProxy’’’

#

That’d need a bit of beautification since I just typed it on my phone

#

^GetLocalRole

#

That checks if it’s on the owning client, to check if it’s just on the client in general then it’s role != authority

hollow kayak
#

so i tried NetMulticast for the method, but now it only shows on the client and not on the server

tawdry narwhal
#

not sure where this belongs, but does anyone know how to set up a custom build step when building the engine?

crystal ruin
fleet cedar
tawdry narwhal
#

I usually find engine-source to be a dead pile of leaves

fleet cedar
#

That’s fair, maybe answer hub or unreal support then since that’s a pretty specialized question that I’m not sure how many people in the general chat would know sorry

tawdry narwhal
#

either custom build step or picking up .obj files from a custom directory

strong prairie
#

okay, so i just bought an asset pack with a weapon, that should be properly socketed

#

do you guys know how to interchange the characters?

#

the asset pack comes with this character in blueprints

#

so i just dragged "test_character" into the scene, and now i have two characters

fleet cedar
#

@strong prairie how long have you been working with unreal for?

strong prairie
#

i know this probably depends on how the asset pack is set up but since i'm new to unreal how should i go about swapping out the character for the test character?

#

not very long at all, but i've been doing unity for 2 years

fleet cedar
#

If you’re new to unreal I’d recommend doing some more structured tutorials since trying to make your own project off the bat puts you very far in the deep end

#

Since you’ve already done unity you’re probably familiar with general game programming techniques but it’s still a lot to take in

strong prairie
#

okay, sounds good

fleet cedar
#

πŸ‘

hollow kayak
#

@fleet cedar qq, since the method executed in the server, and the server is the authority, shouldnt the client reflect what the server is saying?

fleet cedar
#

Just because something changes on the server doesn’t mean that the client knows something changed

#

The server has to tell the client that

hollow kayak
#

oh i see

fleet cedar
#

If you’re new to networking I’d recommend doing a structured course on it though

#

It gives you a really strong foundation to build from

strong prairie
#

thanks @fleet cedar

hollow kayak
#

lol, thank you! will definetly check it out

fleet cedar
#

@strong prairie Id recommend starting with a course different from that one for learning the basis of unreal

#

Real quick note so you don’t dive into that one haha, it’s a bit advanced so not everything is explained

strong prairie
#

oh yeah, that's for multiplayer

lost tree
#

Is x y continuous across all maps when using world composition or does each tile have its own coordinates ?

normal burrow
#

across all maps

lost tree
#

so if understand this since the dedicated server has all tiles loaded I can spawn a character at any x y coordinate just as I would on a regular single map server?

normal burrow
#

yeah

lost tree
#

lifes good baby thank you

dapper oak
#

Hey guys, so I i've seen a lot of these small, repetive mobile game ads on youtube (like the assassin one or the wood log one) and I wanted to make something like that. Would UE4 be good for making a small 3d game for mobile or would it be better to use something like Unity?

keen shell
#

mobile support in both works great but usually for mobile, its unity.

crystal ruin
#

so nobody knows what my problem is ?? .. wow

grim ore
#

I saw your pictures but unless you describe what the problem is for all we know that's correct

#

all I can see is you have a mesh with multiple materials and you don't have all the materials assigned it looks like there should be some for eyebrows and eyelashes that are using the default material

normal burrow
#

@crystal ruin verymuch dunno what the issue is. those screenshots are dark though

plush yew
#

@crystal ruin cant make out the pictures. Dont know the problem

normal burrow
#

we all care.

#

we want to help

keen shell
#

what is forward rendering?

normal burrow
#

forward rendering is when you draw all the pixels for the geometry in a single pass

#

instead of deferred rendering where you draw attributes to various pixels that are compositioned (deferred) to the end of the frame like a photoshop effect

#

forward rendering has to account for lighting information on the fly as it puts the pixels on the screen at the same time it draws the geometry, which makes it good for transparency. if you have very limited lighting or strange hardware restrictions it can be faster than deferred

strong prairie
#

simple question, very new

#

how do i change the names to match the input?

abstract relic
#

Rename it using the original. Then rename it to whatever you wish

#

Or just map your input and replace the node

normal burrow
#

are you using motion controllers javin?

strong prairie
#

i don't see axis config

#

no motion controllers for vr

#

rename the original in the blueprints?

#

not sure how

normal burrow
#

what are you trying to do exactly javin?

strong prairie
#

the blueprints reference "turn_x" and "turn_y", so i'm trying to map those custom names

#

the documentation mentions "axis config" where i could change those names but i don't see that in settings

abstract relic
#

Looks like a really old version of unreal

strong prairie
#

here i created a new component for turn

abstract relic
#

Axis config = axis mapping

strong prairie
#

not sure how to split that up into turn x and turn y

abstract relic
#

Just hit the + next to axis mapping

strong prairie
#

okay, and then what do i do?

abstract relic
#

Add your inputs

strong prairie
#

isn't there a way to add default turn input

abstract relic
strong prairie
#

to match what they have in these old blueprints

#

since the movement works fine with the xbox controller and keyboard but not with these old blueprints

#

something like this

abstract relic
#

Watch the video

strong prairie
#

okay

abstract relic
#

You’ll get it. I promise

strong prairie
#

i don't want to modify the settings

#

instead i want to edit these old blueprints which have the turn_x and turn_y custom names

abstract relic
#

It doesn’t exist in your project

#

So you will need to add them

#

It’s just an empty node with a name right now

strong prairie
#

can i replace the above with the below?

abstract relic
#

Sure

strong prairie
abstract relic
#

There’s nothing special about it

strong prairie
#

with the node going to the one above

abstract relic
#

Just mouse x and y

#

No

#

Actually, I’ll let you learn this with trial and error

strong prairie
#

is there a way that i can get ride of the top two components

#

and create a blueprint to replace those without changing settings

#
  • get rid
normal burrow
#

the video really should explain this too javin

strong prairie
#

okay, the thing is i don't want want to change the settings because they are working fine for cross platform input currently

#

so can i just copy the blueprints from the standard third person controller and delete those old ones

#

like this:

green sky
#

Can someone tell me what is up with this 4.24.3 Piece of Sh*t?

#

You know the stupid crashing for no apparent reason

strong prairie
#

ah

#

so they must have changed the pitch and yaw in an updated version of unreal

#

so look up is the other missing pair of turn from above

normal burrow
#

@green sky give us logs

green sky
#

Assertion failed: !bProcessed [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/Animation/AnimNodeBase.cpp] [Line: 209] Initialize already in progress, circular link for AnimInstance [ALS_AnimBP_C /Engine/Transient.World_1:PersistentLevel.AnimationEditorPreviewActor_0.DebugSkelMeshComponent_0.ALS_AnimBP_C_1] Blueprint [AnimBlueprintGeneratedClass /Game/AdvancedLocomotionV4/CharacterAssets/MannequinSkeleton/ALS_AnimBP.ALS_AnimBP_C]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_AnimGraphRuntime
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_AnimGraphRuntime
UE4Editor_Engine
UE4Editor_AnimGraphRuntime
UE4Editor_Engine
UE4Editor_AnimGraphRuntime
UE4Editor_Engine
UE4Editor_AnimGraphRuntime
UE4Editor_Engine
UE4Editor_AnimGraphRuntime
UE4Editor_Engine
UE4Editor_AnimGraphRuntime
UE4Editor_Engine
UE4Editor_AnimGraphRuntime
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_Kismet
UE4Editor_Kismet
UE4Editor_Kismet
UE4Editor_UnrealEd
UE4Editor_Kismet
UE4Editor_AnimationBlueprintEditor
UE4Editor_Kismet
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
user32
user32
UE4Editor_ApplicationCore
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

abstract relic
#

Use pastebin next time

green sky
#

@normal burrow This is the error i get

#

all i was doing was adding a blend bone by layer node very simple, something i must have done a million times before in every other engine ver. but this version is making me really loose my Sh@t

normal burrow
#

Yeah I’m familiar with that code and bamboozled what it could mean

green sky
#

Hey HighTide i dont have paste Bin, if what i posted bothers then ill delete it ok /:

strong prairie
#

got em working : D

normal burrow
#

I have to sleep but if you want to post your graph in #animation I’ll look tomorrow porckchop

green sky
#

actually the anim graph is empty it was the only node i opened it and crash

#

theres no code inside

normal burrow
#

Pastebin is a site where you can post the log in it’s entirety

#

If it’s the only node I can’t explain it

#

Gotta go

green sky
#

the engine even crashes on my other dev machine which has an 28-Core Xeon W-3175X 512Gb Ram 4 SSD samsung drives and RTX 2080 Ti

#

so it sure isnt system related

#

So does anyone know of a better engine that isnt UE?

crystal ruin
#

@normal burrow @plush yew @grim ore oh yes ofc ... my bad am sorry .. its just the face texture it doesnt look normal .... ill send pics .. just a sec

#

so .. this is the face when it is in blender .. normal right ?? .. ofc it is

#

dont look at the eyebrows and lashes .. just the face

#

i think its a UVS problem but i am new to unreal .. idk where to go or to do ...

fierce rampart
#

Is the texture using SRGB?

crystal ruin
#

yes

abstract relic
#

Looks more like you’re mistaking shader with texture. Set viewing mode to texture in blender to view it without lightings to make sure the texture itself is to your liking. Next, make sure you output the texture to png (8bit), targa (rip memory), or .exr
If those are good, look at texture compression. Oh and also make sure your lightmaps are clean and using the right uv index. I’m off to slumber land. Goodluck

https://docs.unrealengine.com/en-US/Engine/Content/Types/Textures/TextureCompressionSettings/index.html

Taking a look what the different Texture Compression setting.

halcyon flame
#

does anyone have a hunch of why bounds adjustments made in persona wouldn't be reflected in the level?

#

I have set some pretty large positive bounds adjustments to a skeletal mesh but in the world its bounds are something like half its size

#

it looks like the bounds are being reset based on the physics asset that was generated when I imported the mesh. is there a setting for what is selected?

#

found it. you have to set it in the component settings of the actor it's placed in

#

have a good night.

keen shell
#

that material doesnt seem right but the solution is somewhere around the last reply so good luck

scarlet birch
#

@crystal ruin That can't be all the textures. In Blender it looks like it's masked but you don't have a mask inside the material in UE. You're going to have to rebuild the material in UE and make sure you have all the textures and masks. Are you sure it's all one material?

violet yoke
#

if (TestPC && TestPC->IsLocalController()) {
TestPC->PlayerState->bIsSpectator = true;
TestPC->ChangeState(NAME_Spectating);
TestPC->ClientGotoState(NAME_Spectating);
} how to move to spectator class in bp

#

And how to move player controller to spectator mode?

modern sinew
#

Is there a way to get Steam Name? The UE channel tutorial guy said he didn't know how, but that was 4 years ago

violet yoke
#

From ue4 pluging steam that is point.

modern sinew
#

Is there a tutorial for that?

violet yoke
modern sinew
#

thanks

violet yoke
#

is provide false client developer. Do you use spectator class? Do you use spectator class? From game mode? @modern sinew

modern sinew
#

??

#

I'm following the Multiplayer tutorial by Unreal Engine yt channel

violet yoke
#

in game mode you have spectator. Do you try to use that?

modern sinew
#

should I?

violet yoke
#

@modern sinew yes absolutely then tell me how its work

#

Ok how to use spector pawn

violet yoke
#

Any help?

plush yew
#

Hi guys I really have tons of problems with my gun it shoots backwards even if I set the socket right, please help!

orchid bough
#

hi! anyone here with any experience with Unreal Insights?
I'm on 4.24 and trying to use it for the 1st time. I watched the livestream and read the documentation, but I'm still not able to get any info.
I'm hooking it up to a standalone and I get 0 info, not sure why.
In the image you can see there's an expensive frame in the game thread (I'm filtering out the GPU info).
When I click on it, nothing shows up.
Can anyone help?
Thanks!

#

@frail sail I just saw in this thread that you have the exact same problem. Any clue what's going on?

steep token
#

I sell tailored projects privately, anyone know if this is even allowed ?

#

cinematic presets, not games

#

Alright, hit me up.

#

@snow crown

elder moat
#

when I try and add the second one it just has a symbol telling me i cant

rocky hound
#

can someone please point me to some unreal tutorials that use low quality assets or low file size assets?

My issue with the official ones is that they use photorealistic or high res assets, which are hard to download on my crappy internet. I would prefer to use same assets as tutorial while learning (I'm a beginner; my second time opening the engine).
Thanks in advance!

elder moat
#

Fixed my issue, I didn't have a a canvas panel..

rancid lynx
#

There is a "Global illumination - indirect lighting option in the postprocessvolume. usually if i change it from 1 to 20 there is a drastic difference. i changed something, now the number makes no difference at all, even while the check mark is enabled. i have the sky sphere, directional light, post process volume , infinite bounds, and skylight all in the scene. X_x.

#

-- whats required for global illumnation to have effect, thats my question. i cant find whats dissabled, all my lighttypes are "show on" in the editor viewport

plush yew
#

Is there a built in setting for camera that can help me to rotate camera where bow aiming at?

rancid lynx
#

maybe you could just reposistion the spring arm to 15 feet in front of you while the bow is drawn., im not sure, thats probably a terrible idea

#

camera usually points toward a spring arm, if you add one. youtube ue4 springarm

#

may be a no math solution X_x

civic iris
#

anyone have tutorial on listview?

quiet timber
light abyss
#

Hi there, KT here. I'm an Executive Producer working on multiple projects for TV/Film. We're currently looking to develop a proof of concept for a possible Nintendo Animated movie and I am looking to work with a games company rather than a VFX studio to build the project from the ground up using the Unreal Engine. I was wondering if anyone could point me in the direction to a developer or someone in the discord that would be capable of such a feat as we have the means to get this done. Best,
KT

south idol
#

Hi guys new to Unreal Engine learning how to do some basic things come across this problem when spawning on team selection anyone seen this before

#

the player looks like they are flat like a piece of paper

fierce tulip
#

I find it odd you cant preview blueprints in persona/skelmesh viewer

hot grotto
#

how can I hide the playerable character during sequencer? because my sequencer's location is exactly at playerstart location, my character is always visible even during sequencer

plush yew
#

bruh i keep on getting this error LINK : fatal error LNK1181: cannot open input file 'wininet.lib'

#

i've downloaded and redownloaded windows sdk so many times

barren lake
#

Hello people

#

I have come in need of assistance

#

Nvm

#

Fixed it

spark sonnet
#

@plush yew Do you mean to rotate the camera with your character?

plush yew
#

Hello, I have got two different FP models, they are both working perfectly, just wondering if anyone know how I am able to switch to one and other by an input key, if you know please PM me

frozen pollen
#

Hey, im using a door blueprint from a story template i got from the ue4 marketplace, and i want to make it open and close on a trigger instead of clicking on the door. However, I cant find a function or anything in the blueprint that would open the door, so im confused

plush yew
#

@spark sonnet yes

#

am trying to figure it out

#

its killing me meh

#

i dont want any animation for rotate just rotate it with camera

#

any thoughts?

spark sonnet
#

@plush yew

#

In your character settings

plush yew
#

@spark sonnet that will match the mouse rotation yup?

spark sonnet
#

Yes

#

Your character will rotate with your controllers rotation

plush yew
#

Thanks mate you saved me alot of time

quiet timber
#

@plush yew hmmm

plush yew
#

Am trying to spawn this Particle effect [Arrow]

#

To shoot forward which is not working

#

as i spawm the emitter it stay still wont move

#

am i doing it wrong?

#

Why Simulate physics is hidden?

#

cant press it πŸ˜„

green blaze
#

Any good tut for decals? I have downloaded some assets from shop, but they are In 8K and after placing them I have very bad visibility, almost none

#

Nvm, decals works on static mesh but not on my geometry

inner yacht
#

Anyone know exact distance actors get destroyed or where I can read on this? Example Begin play will Fire when a Character first comes into view while playing in editor. something I noticed

#

Would like to know the measurements.

#

When I try to get the actor is Not valid at far distance.

#

or may be my scene component.

nimble viper
#

Hey everyone, im trying something but im not sure in which direction i should be headed. I'm trying to make an 'army' follow my hero in formation. I found a way by making an arrow in my hero blueprint then casting the position to my 'rangedps' blueprint on a Event tick to make the the range dps character follow the arrow position. Is it a good way performance wise if i want a lot of army characters? Or is there better way to make an army following my character ? ps: im using ai moveto node. Thank you

rich reef
#

Do you guys know how to enable V-Sync within the editor? (Like, not for the exported game, just the editor itself) (Please ping on reply ❀️ )

austere scroll
#

Does anyone know/have a tutorial on how to make a door that only opens if the player has a certain item , or done something ?

rich reef
#

Im about to do that today actually Faris lol. I can ping you with my solution once I've got to it

keen shell
#

@rich reef Use ~ key

rich reef
#

My keyboard doesnt have that ;-;

violet yoke
#

v

rich reef
#

Its a Crapintosh keyboard

#

xD

keen shell
#

oh wait.

#

okay so you do this i think

#

option + n?

#

or its the alt on the right side + n

#

@rich reef

fleet wraith
#

I'm making a heartstone style game for fun, is it worth upgrading my project from 4.22 to 4.24?

keen shell
#

if theres small changes to be made then sure. make a backup first though

fleet wraith
#

i didnt see any new features that would be particularly helpful but there's a lot of changes lol

keen shell
#

no harm in upgrading if you made a backup

rich reef
#

Nope, doesn't work

#

21 hours

desert nacelle
#

I am having an error in Unreal saying "video driver crashed and was reset". Can someone help me?

lusty surge
#

Hello, I don't know the best place to post this but I'm having a frequent crash. It appears to be a direct x crash. I'm having trouble finding information how to fix this issue. Has anyone had this issue or know how to fix it. It's always the same error:
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0020 - 'INTERNAL_ERROR')

brave gate
#

@lusty surge try updating your drivers to newest ones
or if you have newest ones, to try any older version πŸ˜‰

lusty surge
#

Yeah, I'm on the latest drivers. did a clean install with DDU the other day. This makes me sad 😩

polar hawk
#

@rich reef just a normal day

rich reef
#

πŸ‘πŸ»

scarlet birch
#

Increase TdrDelay, if you haven't already. @lusty surge @desert nacelle

rich reef
#

Work hard rest later πŸ˜‰ xD

violet yoke
#

I need to understand spectator actor in game mode. That is specific class. The controller not posses that actor on beginning. And i can not do instance on map. You can move to that actor by this code. in c++.
```c++
TestPC->PlayerState->bIsSpectator = false;
TestPC->Possess(OriginalPawn);
TestPC->ChangeState(NAME_Playing);
TestPC->ClientGotoState(NAME_Playing);

But do i miss something and that is can not be change in bp or editor.

I can work with posses and move to other pawn. But spectator actor not create instance on map. Its a frame. How to approach code with that element of frame.
rotund scroll
#

means that you can edit them on an instance of the actor/object, expose on spawn means that if you use the spawn actor/construct object nodes you'll get those variables as input pins

#

@light lintel

idle garden
#

Hi, I'm trying to do a widget who will display the name of one NPC

#

So inside widget I create a Bind

#

but Cast to that NPC always fails, some tips?

rotund scroll
#

@light lintel a lot of this you can read up on the documentation

spark sonnet
#

How are you referencing to the NPC @idle garden ?

rotund scroll
#

an instance is a version of the actor that exists in the world

#

so like if you drag in a blueprint into your level, that becomes an instance of that blueprint

idle garden
#

@spark sonnet by a simple

#

but I'm still trying here some ways

spark sonnet
#

Is the NPC the player character?

abstract relic
#

Kinda ruins the definition of NPC 😜

normal burrow
#

Non playable player

abstract relic
#

I think you want Get owning pawn. Going off memory here.

normal burrow
#

Or character yeah

opal berry
#

if someone hits the 3,00 Dollars per calender qaurter, do unreal ask you for a pay check automatically or do u have to go and submit the check if so than what happens if u dont pay

abstract relic
fierce tulip
#

3.000,00 dollars

#

not 3 dollars :p

rotund scroll
#

epic taxing your 4 dollar income

#

that'd be harsh

fierce tulip
#

though the us/vs dutch , and . in numbers confuse me

normal burrow
#

Can you thousandth place notate decimals?

fierce tulip
#

3.000,00 and 3,000.00

opal berry
#

ik its typo

rotund scroll
#

yea I've fully converted to american decimals though

#

have to go with the flow :/

fierce tulip
#

bet you use inches to

#

:p

opal berry
#

so I have to do it manually then

rotund scroll
#

I try to avoid it

opal berry
#

that a bumer

rotund scroll
#

but I have most metric <-> imperial conversions ready in my head

normal burrow
#

Inches are more than centimeters

abstract relic
#

I no longer understand any unit of measurement

rotund scroll
#

just make up your own

normal burrow
#

Imma say pat feet then

rotund scroll
#

the imperial system seems to be based on such practice πŸ˜…

normal burrow
#

Foot measuring is handy

rotund scroll
#

punny

fringe pivot
#

the guy who invented the imperial system is the biggest troll in the history

#

followed closely by the xml creator

rotund scroll
#

"hi I'm imperial and this is my system"

abstract relic
#

Blaming you for this @fierce tulip

fierce tulip
#

you're welome buddy

#

though, I just realize this is not lounge XD

carmine garnet
#

i wonder why we use fbx

#

it like

#

sucks

#

fbx sucks

fierce tulip
#

^

gentle jasper
#

Hey guys, is it possible to apply decals on curved surfaces like balls or something ?

rotund scroll
#

what's the alternative

fierce tulip
#

whatever will replace it in the future

abstract relic
#

Preferably something that isn’t licensed

craggy flax
#

Something with blockchain. Coders put that shii on everything now ;p

rotund scroll
#

ah right because fbx is autodesk

#

I forgot

normal burrow
#

.Glhf

abstract relic
#

So we don’t have autodesk pulling that crap again

normal burrow
#

No kidding

#

Luos is still subject to max grip?

rotund scroll
#

yea I hate how shady they've become with their business practices

#

I miss the days of perpetual licenses

fierce tulip
#

@gentle jasper iunno, in such cases I might want the decal its uv to be stretch/warpable so it wont look bad. but perhaps a mesh decal might be better suited for a curved thingy

rotund scroll
#

you got fbx 2050?

fierce tulip
#

he's in 2050 while we peasans are in 2020

normal burrow
#

β€œWhat do I get for using the latest fbx?”

fierce tulip
#

fbx is okay-ish, but the fact max breaks vert color if you used the vert color modifier and export as fbx for the past decade is a big joke

abstract relic
#

Just more or less different encryption so the blender community have to sink time into reverse engineering it

craggy flax
#

Metallica - sad but true.mp3

rotund scroll
#

we should make a collective effort to ban y-up for 3d

fierce tulip
#

^

#

there was a y-up.xyz and z-up.xyz website that made fun of y-up

#

but sadly its down

normal burrow
#

For real Z up

#

I mean, really z is up

rotund scroll
#

like I can't believe it's still a debate honestly

craggy flax
#

The logic is dumb too.

Y is up on a 2D graph so Z must not be up but forward

normal burrow
#

Y is north, not up

#

Up is z

fierce tulip
#

sidescroller > Z turns to depth
top-down > z turns to height

abstract relic
#

Do you think the monitor was manufactured standing up? 😜

craggy flax
#

Oh no pat I’m totally z up team

normal burrow
#

Up is forward from eyes

craggy flax
#

I’m saying the logic behind y up is silly

normal burrow
#

Especially outside of OpenGL

#

Thus up

#

No forward would be north

rotund scroll
#

arguably depth is height

normal burrow
#

You grow away from the map in depth

rotund scroll
#

just negative height

#

what's the current workflow in blender that mimics extrusion workflows the most in something like max or maya?

fierce tulip
#

blender folder > ctrl + a > shift delete
doubleclick on 3dsmax.exe

fierce tulip
#

(no clue, never used blender)

rotund scroll
#

trying to get into it, but man it's like an uphill struggle

abstract relic
#

It hasn’t crashed yet. Enough said

autumn elbow
#

Any recommendations for Unreal Optimizations? (Things like draw calls, memory management, texture optimizing, lighting/shadows and other hidden secrets)

normal burrow
#

they've said 'later this year' since the stream ponkkis but yeah idk what the launcher says

violet meadow
#

@autumn elbow are you a modeler?

autumn elbow
#

Im a programmer ..gameplay

keen shell
#

@autumn elbow lod is what you need

idle garden
#

@spark sonnet it's already working . Thank you

keen shell
#

as for draw calls thats tri count

#

ya i think so.

autumn elbow
#

I know what they are, just if there is a optimal way for setting them up

keen shell
#

yes.

#

so 4 lod levels

autumn elbow
#

now... Unreal has auto LODs...

keen shell
#

1 > 2 > 3 > 4 (1 > highest > 2 > high > 3 > med > 4 > low

#

its better to do it manually

autumn elbow
#

Is there a benefit to making my own over Unreal?

#

I see

keen shell
#

you can actually remove more triangles manually using the scale

#

and see if it affects your details

autumn elbow
#

gotcha

keen shell
#

if it does not then youre good

autumn elbow
#

what about textures on the LOD?

#

same, or Unreal managed, or lower Rez

keen shell
#

i dont think texture matters that much considering theres virtual texture and all of that

#

and a texture is not that demanding unless its set to something like 4K

#

but it might help reduce memory usage

merry niche
#

Is it possible to have a trigger box that changes the gamemode of a player when they are in the trigger box?

keen shell
#

and try to make your blueprint code run efficiently if you are using blueprint

autumn elbow
#

Thanks ponkkis

#

I'm using cpp

#

Thanks Ming

keen shell
#

youre welcome

#

theres a lot that can be done when it comes to optimization

#

after all its about making everything run smoother and efficiently at a lower cost

autumn elbow
#

Yea

merry niche
#

for some reason this is not changing my gamemode

fierce tulip
#

drawcalls is not tri-count

merry niche
#

?

normal burrow
#

fillrate seems to be a thing today too

#

but yea triangles aren't really a hit anymore

#

to a point

spark sonnet
#

You are not changing anything with that code, but casting to your character and gamemode class @merry niche

merry niche
#

Well what I am trying to do is put a trigger box somewhere and once the player goes into it it changes their gamemode

spark sonnet
#

Why do you need to change the gamemode?

merry niche
#

Just for testing rn

#

Cause it has my huds on it and etc.

#

but is it possible?

spark sonnet
#

Dont think you can change it during runtime without changing level @merry niche

merry niche
#

ah

spark sonnet
#

So you could open a new level and then have the new GameMode in that level

fierce tulip
#

mipmap already lowers res on distance

#

replacing materials can be handy if they are complex up close, but only need their basic visuals from far away

autumn elbow
#

I was just reading about mips

#

That's a good suggestion. So lower LOD can have simple materials

#

Draw calls are instructions sent to the gpu

#

Is it, 1 material, 1 draw call?

normal burrow
#

really depends

autumn elbow
#

1 mesh, 1 draw call

normal burrow
#

but drawcall costs vary too

fierce tulip
#

laments terms draw calls are (among things) how often a mesh needs to be rendered. multiple materials on one mesh generally means it needs to be drawn for each material

#

@plush yew unlit in distance might look odd

autumn elbow
#

So... I was watching the TechArt dude on YouTube, and he instance geometry

#

So... instance geos have 1 call? Assuming no materials

zealous spear
#

Hello, I've been thinking of making a character in my game that looks like that, do you have any idea how I can do this in unreal engine?

autumn elbow
#

Darksiders did something similar. We used cloth sim and textured it will a wispy smoky material

#

You could use particles, but that's too expensive for in game

#

Also, check out death standing.. they have a similar look

zealous spear
#

So I've been thinking of taking a simple base mesh character, adding a invisible material and then adding the smoke

#

but I don't know how to add that smoke...

#

I never did that

autumn elbow
#

as a animated texture

fierce tulip
#

probably highly authored "smoke" material with a lot of motion on a skelmesh, and for smaller details they add smokey wisps particles

#

prolly custom depth or so, as transparency in ue4 doesnt know whats in front or behind transparency in specific cases

zealous spear
#

@fierce tulip @autumn elbow do you have any similar tutorials on youtube so I will make myself an idea...?

#

sorry for mention

autumn elbow
#

πŸ˜‚

#

Tons of alpha and particle goodies @zealous spear

plush yew
#

Am trying to cast this into player animation

#

as for the object

#

what should i put there?

zealous spear
#

Well, i think i found something that might help me for a little bit, maybe even change my mind and find some other nice effects for my character

plush yew
#

@zealous spear

#

Tried it

#

it looks good

zealous spear
#

yea, It looks good

#

but I will use it like... every single time, not only when sprinting or whatever that was

#

in the clip

#

just for detail I am doing it

merry niche
#

That goes threw this mountain

plush yew
#

What is the diff

#

between this node and the normal cast?

zealous spear
#

@merry niche I did that before in my game, i can help you

autumn elbow
#

@plush yew you need a ref to the sword or class

#

One is casting to the object , one to the class. Object can have certain values set, class is default values I think

plush yew
#

NIIKY

#

am using the normal one

#

i dk what to put in the object field

#

This one

#

@autumn elbow

autumn elbow
#

Where are you casting from? Character?

plush yew
#

From Sword BP

#

To the Player animation B{

#

BP*

autumn elbow
#

If you are in sword then you don't need to cast. You can use self

#

Oh from player

plush yew
#

Yup am trying to set animation to true i nthe player animation BP

#

meh am confused

autumn elbow
#

You need to have a reference to to the sword in your player

#

Is the sword something you pick up, or is it always attached to ur player?

plush yew
#

No it is an actor

#

i spawn it with sockets

spark sonnet
brisk wind
#

Hey guys, Umm, I have a weird issue, when i load a new level, my player controller doesn't map input , or at least doesn't call the functions mapped with my input πŸ™„πŸ€”

autumn elbow
#

@plush yew can I see your player character's Component list

#

When you spawn, you attach it to your character right?

brisk wind
#

Hmm wait a sec

plush yew
#

here it is

#

πŸ˜„

autumn elbow
#

1 min... my laptop restarted lol

plush yew
#

oh okay

autumn elbow
#

Can I see ur spawn tree

#

The nodes for spawning

zealous spear
#

@spark sonnet I already explained him how to do that in DM but the squares are really big like 1/4 of the map and i don't remember how to make it little

#

i think the landscape was more big

#

isn't it?

autumn elbow
#

Cus when u spawn u can save the spawned obj as a variable

spark sonnet
#

You can adjust the size @zealous spear

zealous spear
#

No, the only size is 1 or bigger to clean more squares but to make it be more squares you have to make a bigger landscape i guess?

spark sonnet
#

With that you can adjust the size

zealous spear
#

@spark sonnet Let me see but...

plush yew
#

UATHelper: Packaging (Windows (64-bit)): ERROR: Windows SDK must be installed in order to build this target.
PackagingResults: Error: Windows SDK must be installed in order to build this target.

#

What the fuck is this?

#

Never got it before

#

@light lintel Yup mate

#

Dont put it as static mesh

#

it will make you suffer after a while

#

USe sockets

serene birch
#

@plush yew you need a working Visual 2017/2019 install

zealous spear
#

oh damn @spark sonnet it was Visibility

serene birch
#

to package your app since the engine will compile a custom .exe

zealous spear
#

I was used to Delete since i used that the last few times

#

let me show him

plush yew
#

@light lintel am not going to make inventory system in my game so i dk πŸ˜„

#

You can do that

#

But later when you need to do damage to enemys

#

if you use static mesh on the player bp you will need to do collider for the sword it self and some times it will cause problem

#

and you need to visibltiy etc

#

sockets you can just destroy it

#

Yea well the sword is part of your body

#

it will overlap with your mesh

#

the whole body will do damage

#

when i press 1

#

The weapon shows up

#

when i press 2 it destroy it self

#

or you can use flip flop

#

Give me 10 mins i will come back and explain am doing something atm πŸ˜„

#

Try to read those as i come back

autumn elbow
#

Ok.. u have an object ref

#

Now just cast to it through player

scarlet birch
#

Do I have to do something different to mask out a hole in a landscape in 4.24? The editor keeps saying I need the visibility node in the material even though it's already there. I've used the same material in the same project in 4.23 without issue.

plush yew
#

am doing it yup

scarlet birch
#

idk what the problem was, I removed and reset the material in the details pane a few times and now it works

untold cobalt
#

Hello, there are 3 animations sitting and getting up 2 of them are anim montage sitting, why doesn't blueprint work?

plush yew
#

am trying to call this in my player BP

signal jetty
#

Hello

plush yew
#

Which i cant do to there is not object to attach to the Sword BP

#

Sword BP is an actor

#

any thoughts?

signal jetty
#

Anyone knows How do I Plugin quixel mixer

serene birch
#

using Quixel Bridge?

signal jetty
#

No

#

That works fine

#

It’s mixer

thick herald
#

mixer isn't a plugin

signal jetty
#

But how do I export something to unreal

serene birch
#

I didn't mean that as a question but as an answer

thick herald
#

watch the mixer tutorials for a start.

signal jetty
#

Alright I guess and yes I use Bridge

wintry thistle
#

Really sorry if this isn't the place to be asking these kind of questions (new here and to discord & unreal in general), but would anyone know why, when I drag a .mp4 into unreal engine (4.23), the file appears seemingly instantly and seems to just be an empty file containing nothing? - is there something I have to enable to my project recognises mp4?

sinful osprey
#

@plush yew What is it you're trying to do? Can you share more of that BP?

wintry thistle
#

thats all that comes up 😩 . I just want to import a video file so then use as an animated texture (making a tv screen)

#

interestingly, this is greyed out when you right click

rich reef
#

Do you guys know how to make an object automatically rotate so the same side is always facing the player?

#

I wanna make like an icon letting people know something is interactable (Which will just be a floating plane that always face the player)

#

Would be awesome if you could make it so it will always render as if its always placing all players looking at it in the same time, as Im (probably) going to be adding multiplayer features to my game

#

(Please ping on reply ❀️ )

teal oar
#

hey guys, how do you cast to a NPC in blueprints. I cant figure it out

sinful osprey
#

you need a reference to the NPC in the other BP, @teal oar How are you trying to do this?

rich reef
#

I dont do C++

sinful osprey
#

the BP parts will work for you... I don't do C++ either

teal oar
sinful osprey
#

basically, add a widget component to your interactable object....

#

set it to be ScreenSpace, set the widget type (you need to create a new widget or use an existing one)

#

then you can cast to that widget using GetUserWidgetObject and do whatever you need to it

teal oar
#

the thing is I am trying to reach to two variables, are you sure that I need to have a widget component just for that?

#

Also how do I make it screenspace?

sinful osprey
#

@teal oar you need something coming into that cast node from the left... that's the reference to the NPC. Depends how you are doing this where you would get that reference

#

ScreenSpace was for @rich reef πŸ™‚ Discord needs threading πŸ™‚

#

@teal oar How are you getting the reference to your NPC? How does that BP you showed know that an Enemy exists or which one if there are multiple? You don't need the widget stuff for what you're talking about.

teal oar
#

Basically I made the player casting the simpliest possible way and I thought that I could do the same with the NPC, so i guess that is not possible

rich reef
#

Im a little confused about it, so do I create a physical blueprint class and then inside of a blueprint widget turn it into a widget somehow?

sinful osprey
#

that's the correct way for the player, but an NPC would need a different reference from the left instead of PlayerCharacter

teal oar
#

yeah, but I cant figure out what kind of reference should i shove in there.

rich reef
#

by "physical" I just mean that it has a mesh

#

lol

sinful osprey
#

@rich reef If you have a lever on the wall that is a BP and you want an icon over it that always faces the player, you'd put the WidgetComponent in that BP. You then set that component to the type of widget you want to show up in-world. One sec, I'll show an example from a project of mine

#

At 1:00 in this video, the sword over the zombie's head is using this method...

rich reef
#

Wait did you make that video?

#

/game

sinful osprey
#

yeah

rich reef
#

Did you make "They cant stop all of us"?

#

(A little indie game)

sinful osprey
#

no, those assets come from a company called Synty Studios and a lot of people have used them

rich reef
#

aha okay, I had no idea

#

But yeah, that icon at 1:00 is what Im looking to create

sinful osprey
#

@rich reef in my screenshot there, the Player_Health widget is a separate widget I had created in the Content Browser using UMG Widget class

rich reef
#

Is that little icon the only thing in that entire blueprint widget then?

sinful osprey
#

It can be, but I then cast to it from my NPC blueprint to hide/show it, add distance information below it, etc. So you can start with just the icon and add more to it as you go

rich reef
#

okay, I think Im starting to get it

crimson lake
#

Hey guys any advanced combat mechanics papers or tuts out there?

rich reef
#

So is it that set node at the end that makes the widget attach to the blueprint actor then?

#

Also will I not need a add to viewport (I believe that is what its called) node?

crimson lake
#

In here you're just calling the widget, ofc you have to create the widget at some point somewhere depending on what you need to do

sinful osprey
#

Yeah, that allows you to reference from one end or the other. No Viewport needed since it's in-world on the object. If it's WorldSpace, it will be tiny until up close. If it's ScreenSpace it's consistant no matter where you are and draws on top of everything so through walls, etc

rich reef
#

@crimson lake I just completed VirutsHubs fps tutorial series, it focuses mostly on weapon system, HUD and damage.

Its very basic, but with the methods he teaches you, you will be able to expand on it and add more weapon types that work differently by your self

#

He also demonstrates collision based melee when setting up the NPC AI

sinful osprey
rich reef
#

(all Virtus hubs tutorials are free)

crimson lake
#

@rich reef Im working on isometric melee work but thanks a bunch I'll look into it

rich reef
#

And h

#

He also have a RPG combat series as well, it might cover more melee