#ue4-general

1 messages ยท Page 669 of 1

rotund scroll
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@tropic pilot you can rotate them 90 degrees

plush yew
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What should i fell in optional name?

scarlet birch
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Nothing

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it's optional

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although I'm partial to Janet

tropic pilot
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@rotund scroll can i rotate the "static mesh" itself or are you thinking about in a BP?

rotund scroll
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in a BP

tropic pilot
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well that is annoying tho!

rotund scroll
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why would you have just raw meshes sitting there

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not recommended ๐Ÿ‘Ž

tropic pilot
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it's annoying looking at the green arrow (Y) facing "x" just by rotating it

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would be awsome to import the assets the right way

smoky sonnet
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@grim ore hey do you know why my audio component and level sequence is synchroned on my pc but not on my phone?

rotund scroll
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you can ask whoever you bought them off for source files maybe and re export?

candid hornet
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Hey guys.
Just managed to launch my project on my android phone (pong like game with destructibles). But when playing the game on my phone, the ball goes thru walls, this doesn't happen when I'm testing the game in the editor.

I wonder if the problem could be; When clicking launch to android phone in the editor, my game is launching on the phone before UE4 tells me launch complete. Can this lead to some files not being loaded/installed cuz the game is launched before every file is transfered? Sry for bad explanation, I'm new to this.

scarlet birch
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@tropic pilot in the details panel there is an import settings, you can add an offset there and reimport

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It's under transform

tropic pilot
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oh realy? ๐Ÿ˜ฎ

scarlet birch
tropic pilot
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found it! and then i just press "reimport base mesh"?

plush yew
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Mike

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its not working

scarlet birch
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yeah

plush yew
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i bet am missing osmething here?

smoky sonnet
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hey anyone know why my audio component that i start at event begin play with my level sequence is synchrone on my pc but not on my phone=

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?

scarlet birch
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Did you read the doc? and apply it to the mesh?

tropic pilot
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@scarlet birch it's asking for "Source File"? where do i find that?

scarlet birch
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You said you wanted to import the mesh with the right settings, so I assumed you were using a mesh you imported. If that's not the case you'd have to export it and then reimport from that.

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unless there's a way to do it in editor now

tropic pilot
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it's assets i bought from the marketplace in Epic store :S so i dont have "source files"

scarlet birch
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You might look at the mesh editor plugin and see if it will let you do it.

smoky sonnet
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anyone know how i can deactive mobile hdr with blueprints

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and enable it again

short echo
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@candid hornet it's possible your polling rate for collisions is too low

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I don't remember the exact setting name but you should be able to Google it

plush yew
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Something like this

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Lets say i have from it around 100

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Event tick wont work and it wont make a load on the game right?

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Unless it true

scarlet birch
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I have no idea what you're trying to do there, but it's not a good approach. There's no reason to keep checking for it to return true. Use a timer and turn it on when it becomes true and off when it's false.

plush yew
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Is there a way ican check if the player has landed?

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Without using Is Falling

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As he touch the ground

scarlet birch
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onLanded

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There's events for when movement mode changes, onJump, OnLanded and others.

hallow badge
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Hi, I'd like to make a "reduced" copy of my project to send to a friend, what would be the best way to go about it?

storm burrow
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Package it

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or zip it

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or migrate to a blank project with the levels you need selected

silk sleet
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HOTRELOADED has inappropriate outermost...

rotund scroll
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don't use hot reload

hallow badge
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I wanted to migrate it, but I don't think it would carry over all my project settings

rotund scroll
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those are ini files that can be copied over

hallow badge
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I don't want to package it because I'd like him to be able to check it out

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hes trying to learn how to use wwise

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ah ok

abstract relic
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Source control with an audio branch? ๐Ÿ˜œ

hallow badge
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we are too n00b for that, but maybe you are right probably worth learning that first

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re: ini files, wouldn't they also contain asset references which might be missing, if I've only migrated some stuff?

rotund scroll
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well not if you just pick the project settings one

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and ini files don't contain asset references

hallow badge
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coool ok im gonna try it!

smoky sonnet
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is it possible to create a level editor for the users of your game

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and if so are there tutorials out there

rotund scroll
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it is possible

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it'll be damn hard

abstract relic
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Break down the problem. Thatโ€™s like asking how to make an fps. Thereโ€™s many components to it

barren lake
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Does anyone know why it keeps flashing those

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And not the other 2

barren lake
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Lmao

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Im a dumby head

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I connect the selecter to the actions

novel vine
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is there a way to fake clone an object and have it follow the originals movements and stuff just maybe like not render shadows or something?

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the main thing is making it big and having it follow the originals movements

plush yew
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Is there a way to make smooth movement for camera

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from place to another

novel vine
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maybe lerp?

plush yew
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ican only do it once why?

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i want it when i press 2 it gose to that postion

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and when i press 1 it gose back

novel vine
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@plush yew well ive never used timelines and i believe lerps normally have a lerp time and you just set the objects pos?

plush yew
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Am trying to make Zoom in and out when aim

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Any1 can help with that?

novel vine
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@plush yew yeah sure just make a loop that every 0.2 seconds or so changes the fov on the camera to lower(zoomed in) or higher(zoomed out) when zoom button is pressed

scarlet birch
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Use one timeline, use the reverse to go back

plush yew
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Mike

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Yup

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But i have another problem

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lets say i jumped or moved it wont go at the exact postion

novel vine
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whats it?

plush yew
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I think am using the wrong camera location offset?

novel vine
#

why are you moving your camera in the first place?

scarlet birch
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Idk, I've never done it the way you're doing it. I blend between two camera views or interp the camera settings between two sets of settings.

novel vine
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if this is for zooming why not just use fov?

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its more simple(i got gooder grammerer

scarlet birch
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Yeah, if that is good enough I'd do that.

plush yew
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@scarlet birch

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@novel vine

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This is what am trying to do

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but its complety missed up

novel vine
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ahh i see

plush yew
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is there a way i can make like this?

novel vine
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so maybe set an arrow or smthg in the exact place of the camera and have it lerp back to that

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that way it always has the original pos

plush yew
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humm

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ganna try something

scarlet birch
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If you're using a spring arm I would add to the socket offset rather than the method you are using

plush yew
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Wont he rotate with the socket?

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the camera

hot grotto
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how can i stop a sequencer from repeating itself all the time when you enter the level? i have a sequencer playing at the start when you open the level however i want it to play only once and not repeat itself every time u enter the specific level. if i re-enter the level it will play the sequencer again and i dont want that

bitter iris
plush yew
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I havent had any success in parenting the boom arm to a socket

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How would you clamp the minimum and maximum Pitch of the camera. Ive tried many tutorials with no luck

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@plush yew Setup a new camera way forward of your location attached to another spring arm. When you press the zoom button, switch to the new camera.

novel vine
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@plush yew i believe he wants it to move smoothly so his best bet is to just move it to pre set positions

plush yew
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sounds good

rancid lynx
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is it possible to throw a landscape material onto a static mesh ?

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i tried, its totally black. is it possible ?

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oh maybe if i just remove the layerblend node

unique kraken
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anyone knows how to change a vector to point towards the camera?

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lets say the surface normal

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is there a way to like get the suface normal and make it point to the camera?

abstract relic
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Look into vinterp

unique kraken
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thx will do

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but im talking about the material editor here

normal burrow
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you could use the convert vector node to get it to camera space then point it towards z

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and convert out if you need world space

unique kraken
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what is the converter node?

normal burrow
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my editor is currently stuck doing houdini things

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i think its named convert vector, may be transform vector

unique kraken
normal burrow
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yep

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now look at the details panel

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with it selected

unique kraken
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yes

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you mean from tangent to camera?

normal burrow
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that would work yeah, then back to tangent after you've interpolated

unique kraken
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wdym by "point towards z"

normal burrow
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in camera space 0,0,-1 or -1,0,0 is at the camera

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i'm not sure tbh which, theres camera space and view space

unique kraken
unique kraken
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i cant follow how you imagine this to work out

normal burrow
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WS means world space, so from world space is what you want, gotta go to sleep

unique kraken
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ah yea, thx anyway

jolly steppe
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So I wanted to check out how Zelda Ocarina of Time looked with Ray Tracing.

plush yew
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Why is it after a while I can no longer hookup bindings. I can no longer cast to anything but the Player controller. Nothing is magically compatable anymore? Frustrated. I put down Unreal a year ago because of this.

plush yew
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Sorry for the wigout. Forgot to my meds.

thick minnow
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Hello, I have a problem. I have a fbx file from blender( a Room) imported to ue. I use complex collision on the room. My player move, how he should but if I add light to the Room my Player doesnt move anymore. There is nothing that collide with the playstart box. any ideas pls. very important. thx

solar dirge
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Hi, we're making a first person game in which the player has an astronaut helmet. The thing is, the latter's a child mesh component to the camera, but the Camera Shakes from UE4 only move the camera view and not the camera transform (so the helmet stays in place, which is really weird for any motion such as headbobbing).
Is there a way to bypass this issue ? I really don't want to make my own camera shake system from scratch

thin tendon
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I'm having an issue with packaged games not closing down properly when calling Quit. It doesn't happen every time but sometimes the packaged game will stop responding once quit is called

regal hollow
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is there a technical talk channel or can i post my query here ?

rugged sparrow
pastel raven
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Hey Guys , i have an issue , if anyone knows how this should be resolved , please help.

I have created a template class , which constructs characters on some data that i provide.
What i am doing is, I am creating a duplicate of this Blueprint using asset tools and saving this as new asset. which creates a copy of that class. problem is i cannot update default values of the variables of this newly created class.

So it has null values , as the class from which it has been duplicated , has null values.

Is there any way with which i can change the default values of the duplicated class. Thank you.

regal hollow
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Ok so anyway, My question is, Can i create a landscape material that references materials for the layer blend instead of adding all of the textures for that material?

dawn gull
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Hey, so how can I make a box collision but in my own custom shapes?

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(Is that even possible?)

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Also if you have an answer please ping me because I'm about to go to school

half turtle
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how often is input queried in unreal? is it each frame?

tender flume
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is 30-40FPS decent?

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I'm still trying to optimize my grass.

zealous bay
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Hey, which channel can get help in?

solar dirge
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@tender flume you should aim for 60 fps

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@zealous bay here, in theory

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depends on your problem, some specific channels might be more helpful (ex : #umg for UI)

tender flume
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Sounds difficult to aim for 60.

zealous bay
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Well I not so long ago began ue4 programming and im trying to use orient rotation to movement but when i play it wont work it just snaps and does weird stuff. This is movement code:

midnight gate
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how do i make unreal engine go back to the default setting of "on startup open projcet libary" instead of last opened project

thick minnow
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how can i start playing a song ingame when i have e key for interactions. Is this easy as it sounds ?

tender flume
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E > Play audio with do once.

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I'm sure you can do 2 things on the same key

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Will it be buggy? Probably.

thick minnow
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i want to use it like a start radio stop radio function u know?

manic vine
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HELP PLS: How can I remove all lights in my level? I have some light in ambient that I cant find

tender flume
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Not sure what you meant by that

manic vine
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I want to remove all and have only one light that it's in the player

midnight gate
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how do i make unreal engine go back to the default setting of "on startup open projcet libary" instead of last opened project

upbeat trench
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Hi Im new to Unreal Engine haaalp!

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Seriously though, hello to so many new faces, we can barely keep up with all the help requests

midnight gate
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HELP PLS

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I BEG

upbeat trench
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Begging isnt a solution

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Lets apply a systematic approach to fault finding, if that fails we use our research skills, failing all of that we can ask others

thick herald
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Why bother with all that when we can be lazy and beg for help

midnight gate
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how do i make unreal engine go back to the default setting of "on startup open projcet libary" instead of last opened project

upbeat trench
fierce tulip
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@midnight gate didnt even know that was a thing

tender flume
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You will only find a solution when you figure it out by yourself.

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Your issue is within the engine so search around the engine

upbeat trench
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@manic vine You can search in the world outliner for things named light and delete them all. You may have BPs with lights in them though or emissive materials

midnight gate
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well it is and i cant fix it

manic vine
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If i hide them in the outliner works aswell?

midnight gate
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i serched the whol eneing

upbeat trench
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No I dont think hiding them all works since some lighting is static by default

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If you want a fully dynamic lighting pipeline you'll have to change all the lights to dynamic

tawdry storm
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@midnight gate do I understand this correclty?
when you open the epic games launcher and select your favorite engine version and you press the launch button on it, it just opens with whatever project you opened last?

midnight gate
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i open the ue4 thought my desktop but it opens the project i used last instead of project libary

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yes youre correct

tawdry storm
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can you check what the file on your desktop is linked to?

midnight gate
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its linked to the engine

tawdry storm
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hm yeah this is super weird, as I don't know where this even could be changed.. does this happen with all verions?

midnight gate
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idk i only use one versoin

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i will soon

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where?

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oh found it

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thank you

sage hinge
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What is the difference between building de production and preview ue4?

honest vale
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you talking about building lighting?

sage hinge
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there are the options .. and I would like to know what differences there are .. I use the preview ...

honest vale
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it says there

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precomputed lighting quality

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preview takes less time to compute but isn't that accurate

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while production takes most time and will look more accurate than the rest

sage hinge
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and which one should i use? Which one would you recommend

fierce tulip
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preview until you are near finalizing

sage hinge
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@honest vale @fierce tulip thank you very much for the answers ... I didn't know that part very clearly ... now I get it ... thank you very much ๐Ÿ™Œ ๐Ÿ™Œ

tender flume
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Preview lighting looks really good

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So there's not much difference or maybe i'm using a potato.

sage hinge
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@plush yew Very good thanks

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๐Ÿ™Œ

brave salmon
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guys how do you handle GC hitches? I'm experiencing 120-200ms just for checks.

heady summit
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what checks?

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do you have a profiler screenshot? blobThink

brave salmon
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1 sec

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180 ms every minute

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I tried clusters and it didn't help

heady summit
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it was quite some time since i had to fight GC

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but you can restrict objects GC will work on

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this is something i figured out by doing various test and it may not be ideal approach

brave salmon
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MaxObjectsNotConsideredByGC ?

heady summit
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yeah, MaxObjectsNotConsideredByGC and MaxObjectsInGame

brave salmon
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isn't this parameter works only for shipping?

heady summit
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it works for cooked builds

brave salmon
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and I'm testing Editor...

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but we have same hitches in cooked

manic pawn
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how many objects are you processing that it takes this long? br_thinking

brave salmon
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HUGE I suppose

manic pawn
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in console put log loggarbage verbose and wait for it to run gc again

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should print some numbers

heady summit
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by the way what do you have set for MaxObjectsNotConsideredByGC ?

brave salmon
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10k atm I tried 5k it didn't change anything at all

heady summit
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i had 112k blobThink

manic pawn
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doesn't setting that var just break the gc?

brave salmon
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maybe in the build

heady summit
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iirc it did wonders for me

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i started my cooked build, got o main menu and checked number of uobjects

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and used that

manic pawn
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it stops it from processing the first n objects

heady summit
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yeah

manic pawn
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so you're literally disabling gc if you use that

heady summit
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those were only objects loaded in the initial game load and menu

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and we had a lot of RAM to spare, so disabling GC for 112k was perfectly valid solution

brave salmon
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65k objects hmm

manic pawn
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guess the intended use is that you set it to the number of objects created from loading your native cdos and their references

brave salmon
manic pawn
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did you turn off parallel gc in project settings or something? this should be way faster

brave salmon
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I tried turn it on and clusters

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nothing changed

manic pawn
brave salmon
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the last

manic pawn
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wtf

brave salmon
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4.24

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I know right ๐Ÿ˜„

manic pawn
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it's supposed to stop after 2ms and spread that over multiple frames

brave salmon
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I'd report this but I think it won't help us in a short terms

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verbose command was very helpful tho. I tried to find smth like this

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at least I know the numbers

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and 65k in barely populated walking sim level seems very high

manic pawn
brave salmon
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checking it again now

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I guess I should increase the MaxObjectsNotConsideredByGC

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from 10k to 100k

honest rune
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Everything works without doing the ini setup steps so is this outdated or is it required for packaging?

heady summit
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#include "Engine.h" whatnow

honest rune
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couple paragraphs down

heady summit
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you don't need any of that ini stuff

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but you also shouldn't include Engine.h

honest rune
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I know lol I use coreminimal and list the engine dependency in the uproject file section for the module

heady summit
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just making sure

honest rune
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just concerned about that ini setup they mention

jagged locust
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3 days same thing

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This is how every tutorial does it exactly i used a new clean project as well any help Vastly appreciated!!

upbeat trench
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Thats one really slow GC

honest rune
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is there a documentation page specifically about .uproject files?

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most of the file is pretty self-explanatory but there are features supported that aren't brutally obvious I'd like to read up on. Like "AdditionalDependencies" listed for modules. This didn't even exist before and I'm not sure how the engine determines which dependencies should be listed here, and which shouldn't

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as an example, default new project adds this:

"Modules": [
        {
            "Name": "MyExampleGame",
            "Type": "Runtime",
            "LoadingPhase": "Default",
            "AdditionalDependencies": [
                "Engine",
                "UMG",
                "CoreUObject"
            ]
        }

There are more dependencies (both public and private) listed in the .build file by default but only these 3 are listed in the module descriptor. Why do these 3 and only these 3 need to be added here lol This voodoo warrants some explanation :p

spark sonnet
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What is not working with it @jagged locust ?

jagged locust
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his Sebb

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its not blending the materials

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just all one color

spark sonnet
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What do you mean? Isnt that painting material based on height?

jagged locust
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the land in the editor window is just all green

spark sonnet
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Have you made all the layerinfos?

jagged locust
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in the terrain area right yes assinged 3 layers and it saved them

spark sonnet
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Is this supposed to set the materials based on the landscape height?

jagged locust
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well based on color

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do i need to do a wieght based instead?

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all the walk throughs watched used height blend

spark sonnet
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Are you going to paint it yourself or is it supposed to paint the colors based on some inputs?

jagged locust
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based on imputs

smoky sonnet
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hey i exported a mesh from ue4 vr content and it says fbx smoothing error why is this so , pls help cant find any help on google

jagged locust
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is the problem that i made layers in Landscape editor?

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Can i paint it as well

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after it has been assigned by imputs

spark sonnet
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I dont know how to make it based on height but its very easy to make it if you paint it yourself

jagged locust
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maps are too complex for that came over from world machine

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need to blend by RGB channels .

smoky sonnet
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anyone know how to fix my problem?

crude vessel
#

Wait if you're talking about terrain blending, why are all your samples solid colors?

spark sonnet
smoky sonnet
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its a ue4 mesh

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not mine

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so i dont have it in blender

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i just want to export the mesh that is already in vr editor starter content

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but it says fbx error

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i already watched the video

spark sonnet
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Exported to what?

jagged locust
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my samples are RGB for testing

smoky sonnet
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to my content browser

jagged locust
#

that is just for debugging

spark sonnet
#

Export from what?

smoky sonnet
#

engine content/vreditor/basic meshes

jagged locust
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later will put in some megascan textures

spark sonnet
#

How did you export it @smoky sonnet ? And which mesh is it?

smoky sonnet
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right click asset actions

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export

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i want this mesh

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but everytime i get fbx errors for smoothing group

grim ore
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they are not errors, they are warnings. You can ignore them or enable smoothing when you export

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not all assets included with the engine are "perfect" soo... not unusual lol

smoky sonnet
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yeah but how can i enable iot

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because it looks completely different

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the color isnt at the edges

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it fills out the complete mesh

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idk how to solve this

grim ore
#

the mesh labled 222?

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which one is incorrect

smoky sonnet
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the 222

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the 222222 is incorrect

grim ore
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open the mesh and look at the material slots

smoky sonnet
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222222 is the one i exported

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i dont get it :/

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why it isnt working

grim ore
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so when you open up 222 it only shows 1 material and its all pink?

smoky sonnet
grim ore
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it looks like the original mesh has vertex colors

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and they might be getting lost when you move it over

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open up the mesh that is good, click on the vert colors at the top, and what does it look like? mine is green in the middle with a black border

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then do the same on your broken one and what does it look like

smoky sonnet
#

cringe

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it worked

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at the import settings i found a option called replace or ignore vertex colors

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omg

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kms

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thx

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xD

grim ore
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yep that would do it, weird how its set to ignore

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like... that's a weird default lol

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but any reason why you would need to migrate it out and back in? you can just copy it out of the engine folder where it lives into your project

mossy spear
#

would scene scale affect how the static lights react?

serene birch
#

that might influence the available memory for lightmap textures

tawdry storm
#

between a few seconds and maybe an hour?

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it depends on your scene and your hardware

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usually at that point the shader compiler kicks in

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is your CPU at 100%?

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10 of what?

smoky sonnet
#

@grim ore are you here?

proper crane
#

Does anyone think that 3D (well, UE4) has a place in comics?

mossy spear
#

what is the lighting scenario toggle in the levels section used for

tawdry storm
mossy spear
#

oh boy.....thats just annoying, cause only objects in the light scenario level would build light map

#

good feature but annoying workflow

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@tawdry storm thanks

midnight gate
#

so im trying to learn how to master the anim blueprint

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and i have no diea how this happends

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but when i crouch for around 5 seconds i stop possesing the player? wich is weird cuz then he just walks off and i have to click posses to come back and control him

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this is not suposted to happen

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i just wanna crouch

tender flume
#

Question.

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What's the next version of UE?

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Considering that its 2020, wouldnt it be UE 5 or something like that in the future?

tawdry storm
#

@midnight gate just curioius. in the editor preferences, what's your keybinding for this and which buttons are you pressing?

tender flume
#

Or maybe they have been already working on UE5 hm.

tawdry storm
#

why would 2020 make it UE5?

midnight gate
#

my keybinding for crouch is left alt

tawdry storm
#

basically you're somehow triggering the eject, question is how ๐Ÿ˜„

midnight gate
#

that might be it

tawdry storm
#

lol

#

this happens for me too

#

if I press alt+s

#

so yeah

midnight gate
#

silly shortcut

tawdry storm
#

well who crouches on alt? ๐Ÿ˜„

#

it's either C or ctrl ๐Ÿ˜›

#

short answer: no

#

there is a way using physics handles

#

yeah look up physics handles

#

they basically allow for multiple anchor points, but they can be really finicky

midnight gate
#

idk i have weird keybard ill add c and ctrl as well

#

also i have a running jump animation

#

how do i set it up

#

so it only plays when the character is at 600 speed and in air

#

and then i have a normal jump on the other side

tawdry storm
#

I'm not good with animation blueprints, but what do the warnings say?

midnight gate
#

unsafe call

rotund scroll
#

warnings are that it's running on game thread

#

instead of animation thread

midnight gate
#

and cuz of that it shows that the result is yellow

#

but how do i get rid of it

rotund scroll
#

don't call get player character

#

or cast

midnight gate
#

but i need the variable

rotund scroll
#

really you should do as little as possible inside transition logic

#

well then figure out another way of getting it there

scarlet birch
#

You need to do this stuff in the update of the event graph and set variables there to use in the transitions

rotund scroll
#

the best way of doing state machines is to do it with enum and blend per pose

#

and not have any transitions or as few transitions as absolutely possible

#

is your blendspace 2d?

#

because you just need speed

#

which is a 1d value

midnight gate
#

@scarlet birch thank you

#

also how do i fix tihs?

rotund scroll
#

@midnight gate have you tried googling it?

midnight gate
#

yes

#

didnt find anything

umbral trout
#

Get velocity and check the Z value

scarlet birch
#

Set a variable for speed and one for isFalling in the update. In the transition check if speed>600 and isfalling is true. I ussually track the jump count too and if it's increased from last update use that to allow transition to my jumps. If the count it higher than 1 it's an in air jump otherwise jump from landed.

rotund scroll
midnight gate
#

thank you ill try that

scarlet birch
#

Almost everything you need can be obtained from the movement component if you look at the events you can get from it.

#

Oh, be aware that falling from a ledge or whatever will also increase the jump count.

#

Setting notify apex to true in the character bp using the onJumped event is helpful

smoky sonnet
#

hey i followed a tutorial for blur effect but i think the code i got is outdated

#

anyone watched the same video and solved it?

#
const float2 ScreenMult = View.ViewSizeAndInvSize.xy * View.BufferSizeAndInvSize.zw;
 
const int TexIndex = 14;
const float Samples[11] = {-0.08,-0.05,-0.03,-0.02,-0.01,0,0.01,0.02,0.03,0.05,0.08};
 
float2 dir = float2(0.5,0.5) - ScreenUV;
float4 sum = float4(0.0, 0.0, 0.0, 0.0);
for(int i = 0; i<11; i++)
{
    float2 pos = ScreenUV + dir * Samples[i] * BlurDist;
    pos = clamp(pos, float2(0.0,0.0), float2(1.0, 1.0));
    sum += SceneTextureLookup(pos * ScreenMult, TexIndex, false);
}
 
return sum / 11.0;
#

its because of this code

#

but im just using blueprints so i have no clue what is wrong with it

rotund scroll
#

what's the issue

smoky sonnet
#

it said there is a problem with it but i can continue

#

without the radial blur code it works

#

but not good

#

i can see nothing its white

#

the code should prevent that

#

but i think its outdated

rotund scroll
#

if it looks like that it means the shader didn't compile properly

#

are you writing it inside a custom node?

smoky sonnet
#

yes

rotund scroll
#

then yeah I'd say you probably f'd the setup

#

to write anything more than a function you need to do a hack

grim ore
#

Just did it, no problems here

midnight gate
#

i reworked my blueprint a bit

rotund scroll
#

so watch the tutorial again closely and if he does the hack (usually it comes up as return 1; })

midnight gate
#

and WHY WONT IT ENTEER

grim ore
midnight gate
smoky sonnet
#

wtf

#

okay i will rewatch it

rotund scroll
#

yes

#

but memory references don't matter if you're deleting

#

just don't undo anything or you'll crash the editor

grim ore
#

heh I didnt even watch it i just jumped to the end when it was finished and copied it. no issues. If the code wont compile show the compile error

rotund scroll
#

even better

grim ore
scarlet birch
#

@midnight gate That's bad. There is no guarantee you will ever see exactly 600. You need to use things like > or =, and ranges with floats.

midnight gate
#

oh right thank you

tawdry storm
#

@midnight gate check if there's a "nearly equal" node that works better for floats and let's you set a tolerance

rotund scroll
#

nearly equal probably isn't going to work well in that respect ๐Ÿ˜…

scarlet birch
#

Not in this case, he wants 'greater than or equal' or just greater than. But yeah in general use nearly equal with floats

smoky sonnet
#

made it again its not working

#

maybe its not compatible for android?

#

idk

grim ore
#

yeah its android issue

tawdry storm
#

oh I thought they wanted to check for it to be equal.... derp

grim ore
#

but hit continue and see what errors it throws

smoky sonnet
fierce tulip
#

you can enable mobile stats

smoky sonnet
#

if i hit continue nth happens

fierce tulip
#

though iirc, for newer ue4 versions need some api installed to run em

#

unlike 4.16-ish range

smoky sonnet
fierce tulip
#

yuz

smoky sonnet
#

what do i need to install?

fierce tulip
#

iunno, I gave up trying when I noticed I had to download some apple api metal bs thingy

#

though, thats all for very old shading models

#

i doubt you'll be targeting 5-ish year old phones

grim ore
#

well it definitely does not like gl 3.1

smoky sonnet
#

mhh i cant find any tutorials for androids and every blurr effect tutorial is super old

rotund scroll
#

the tutorials work

#

seems like they don't work for android perhaps

smoky sonnet
#

yea

delicate lichen
#

hello, could anyone point me in the right direction to roll back change made to some of my blueprints in the last 24 hours? through UE, not all in a source control integration. I understand there's some automatic backup system but I have yet to need it

#

until now, perhaps

scarlet birch
#

Sorry, you can't

rotund scroll
#

you may have been misinformed

smoky sonnet
#

@grim ore i have a question to you do you know how i can synchronize 2 things in my game because i have a level sequence and a audio component which i run at the same time (the audio isnt in the level sequence because of some bugs with changing speed...) if i run it on my pc its synchrone but on my phone the audio component is a little bit too late

rotund scroll
#

there is no backup system

#

@delicate lichen

scarlet birch
#

You can restore autosaves, sometimes, with mixed results and occasional pain

#

but I doubt you have one far enough back

delicate lichen
#

ah, good to know @rotund scroll . I have my stuff in a repo, but in the last 24-36h I made one function work and another break in the same BP so... just gonna commit this version, roll back to the last and see if I can somehow cherrypick the differences from binary files ๐Ÿ˜ข

rotund scroll
#

@delicate lichen there is a bp diff tool

delicate lichen
#

wait what

rotund scroll
#

yes sir

delicate lichen
#

just 5 easy payments of 29,99?

rotund scroll
#

I can't remember on the top of my head what it's called but it's there

#

no it's free with the engine

#

it's really solid and it works in any source control as well

delicate lichen
#

kek just messing. but umm

#

I haven't hooked up my git repo to the engine

scarlet birch
#

You just select two bps in the editor and right click,

rotund scroll
#

well not the source code

#

just inside your ue4 installation somewhere

#

@scarlet birch the tool I'm talking about is external

delicate lichen
#

but now you're making things complex again..

#

it's the same BP at 2 different time points

#

so I can't select them both

rotund scroll
#

yes you can

#

you can diff between the server and your version

#

and see what the differences are

delicate lichen
#

it's a local repo

rotund scroll
#

then between your local repo and your version

#

source control doesn't care where you files are, as long as they are not in the same directory ๐Ÿ˜‰

delicate lichen
#

the repo is of the content directory

#

so yeah, there is only 1 version in existence at any time

scarlet birch
#

hold on I know you can still do it in editor with source control

rotund scroll
#

that makes no sense

#

then your source control never worked

delicate lichen
#

multiple versions exist in my external git install

scarlet birch
#

ugh...

rotund scroll
#

so it's not the same directory then

scarlet birch
rotund scroll
#

it's a backup directory

scarlet birch
#

That shows how to do it between your project and the one in the depot

delicate lichen
#

like I said, it's not integrated

#

err

rotund scroll
#

yeah so that tool is external as well @scarlet birch it doesn't need the editor to boot

scarlet birch
#

, Yeah I'm just not familiar

rotund scroll
#

is it called BPdiff.exe or BPmerge.exe or something? idk

scarlet birch
#

You could make one too I'd assume since the source is all there

delicate lichen
#

my repo exists at E:/Projectname . That's also where my UnrealProject exists, there are no 2 locations.

#

my project is in the repo.

rotund scroll
#

@delicate lichen if you don't have a separate backup location, you have no source control

delicate lichen
#

ofc I do, my local repo

#

I do have source control. I don't have backups

rotund scroll
#

again so what's the point of having source control

#

if you don't source it to at least a backup folder

#

I mean

delicate lichen
#

to version shit

rotund scroll
#

how?

delicate lichen
#

every release is a commit

rotund scroll
#

you're not versioning anything if you don't have a backup

delicate lichen
#

yeah... I was not going to upload 50GB to the cloud

#

for a modding project, but thanks for your time.

rotund scroll
#

you dont need it on the cloud

#

it just needs to be in a separate directory

delicate lichen
#

so I'm curious, if you don't have your project inside the repo, are you copying upwards of 50GB over to your local backup every time you want to see a diff?

rotund scroll
#

no you're just doing that once

#

afterwards you only commit the files you change

#

really simple honestly

scarlet birch
#

You can even have it setup so that the local repo backs up periodically to another repo somewhere else

delicate lichen
#

hmm. Never worked with only a local repo so... used to my local repo being just a working copy and group project on SC server coupled to CI build server

#

so, yeah... guess I should set up a backup dir at some point

#

but for now I guess I'll copy current source files of interest to elsewhere, checkout previous version, external diff

rotund scroll
#

there's no point in having source control without it so

#

sure

delicate lichen
#

it's there for me to know what I broke when things stop working ๐Ÿ™‚

#

things would have been done differently if this wasn't a hobby modding project and had a budget and planning ^^

rotund scroll
#

I don't have any of that for my own projects, but I do still have source control

#

it's just risk mitigation

delicate lichen
#

time to set up another cron rsync and whatnot

#

what can I say except, I have yet to be the first person working on a project. You live and you learn fhaeDerp

grim ore
#

@smoky sonnet holy crap that took a while to figure out. Your issue is the SceneTextureLookup() does not work in mobile. You have to replace it with the MobileSceneTextureLookup() instead. IF you find the line that starts with sum += SceneTextureLookup.... and replace it with sum += MobileSceneTextureLookup(Parameters, TexIndex, pos * ScreenMult); you will find it works now

rotund scroll
#

above and beyond @grim ore, solid find

delicate lichen
#

anyway thanks for your time and the tool suggestion @rotund scroll @scarlet birch

smoky sonnet
#

@grim ore wtf thx how do you solve such problems

#

โค๏ธ thx

grim ore
#

that code is not 100% correct btw

smoky sonnet
#

mathew i know its an asshole move by me to ask this because you already solved my problem with the blur that took a while to solve but do you have any ideas for my other problem i posted above (i will post it again mom)

#

@grim ore i have a question to you do you know how i can synchronize 2 things in my game because i have a level sequence and a audio component which i run at the same time (the audio isnt in the level sequence because of some bugs with changing speed...) if i run it on my pc its synchrone but on my phone the audio component is a little bit too late
@smoky sonnet

scarlet birch
#

It's a mobile issue, search for audio latency mobile.

grim ore
#

@smoky sonnet and I solved it by searching, I found the thread that video came from originally

smoky sonnet
#

oh okay mhh

#

not bad โค๏ธ

rotund scroll
#

@smoky sonnet it helps to do the research yourself

#

not saying every issue is solvable alone but it's rare that people can solve all your problems for you

grim ore
#

@smoky sonnet I dont think there is much I can do to help with that one, I don't use sequencer much. I cant even think of anything off the top of my head as that is what sequencer was designed to do and without the audio as part of it ๐Ÿ˜ฆ

smoky sonnet
#

okay thanks anyway i will try to solve it on my own

grim ore
#

if you get the playback time from each you could sync them somehow but even then I dont know if you can. if you have an event in the sequencer to start the audio that is my only other thought

tiny sonnet
#

Can u use Adobe fuse with ue4

grim ore
#

yep

wanton wadi
#

Quick questione - I seem kind of handicapped when reading these values, but I'd love to be able to change the format, is that possible? My head reads 2,659 KB as 2MB yet it actually is 2659 bytes. American and Dutch notation (, and . being swapped) doesn't help my broken head either. I'd love to see it as rounded megabytes (upper being 10MB for example, or 10,89 MB). This is in the static mesh statistics window

fierce tulip
#

hehe, glad I am not the only one who has issues with the notations

wanton wadi
#

initially in some debug level I thought the reason my lighting builds took 20 hours were because of the lightmaps being 620 GB

#

625.593,29 KB doesn't really read nicely :+)

gilded plinth
pulsar furnace
#

@fast finch Hello, my fellow UE4 brother. x)

fast finch
#

hello

crude vessel
scarlet birch
#

I have to redo my moving platforms so that they can be toggled on and off and reset. This means getting rid of the delays I'm using. I'm thinking of replacing them with timers and using clear timer by handle when I need to reset them or toggle them off. Anyone have a better suggestion?

signal jetty
#

Can some one help me Iโ€™m Having issues with Exporting and plugin

#

What is that now

#

And where is that

#

@light lintel

rustic python
#

Is there a way to stop a specific part of a mesh casting a shadow? I've got a seperate texture for that part of the mesh but was just seeing if this was at all possible?

grim ore
#

@plush yew no you should wait it will do it again if you reset it

signal jetty
#

There

#

@light lintel ??

#

@light lintel Edit where

#

Ok

#

Then

#

Then

#

Iโ€™m lost

#

I canโ€™t open UE4

tawdry storm
#

either you install the plugin correctly or you disable it

#

you can just kick it from the .uproject file

signal jetty
#

How do I install it properly

tawdry storm
#

I don't know, you're the one that wants to use the plugin, isn't there an instruction on how to install it properly?

signal jetty
#

Can u tell me step by step how to Fix it

#

I tried

tawdry storm
#

I can give you a quick rundown on how to disable it, but if you want to use it then I can't help you

signal jetty
#

Ok how do u Disable it

tawdry storm
#

edit the .uproject file in a text editor of your choice and delete the plugin from the list

signal jetty
#

No

#

Where is that

grim ore
#

quixel bridge installs it as part of the plugin, its a ue4 plugin

signal jetty
#

Where do I download it from

#

Cuz rn I cant open Unreal

grim ore
#

yes its possible the actual install is messed up but it is installed as part of the bridge plugin

signal jetty
#

There

grim ore
#

its not asking for normal python install

signal jetty
#

Download it ??

polar hawk
#

these are impressive screenshots

grim ore
#

if you dont know what you are doing, dont do that

signal jetty
#

Ok Iโ€™ll Delete Bridge

grim ore
#

or turn Enabled: true into Enabled: false

tawdry storm
#

Riverview Country Club ๐Ÿ‘€

polar hawk
#

dispatch crime

abstract relic
#

Yeah, quixel uses and old and buggy version of python

#

No idea why itโ€™s so hard coded into it

polar hawk
#

wait

#

are yall talking pre 4.24

#

because 4.24 megascans is soooo much better

#

pre 4.24 megascans integration is terrible

tawdry storm
#

looks like mm uses 4.24.3

#

lol nice cursive

abstract relic
#

.24 itself is buggy mess

polar hawk
#

:o

#

what did it do to you

#

I just upgraded a production environment to 4.24

tawdry storm
#

yes

abstract relic
#

We found some foundational bugs. Like null material would crash the project if you specifically imported a skeletal mesh (hotfix addressed that), same for xgen asset (no idea what the status on that), it has a weird source control bug in which checking out an asset wouldnโ€™t check out asset.

#

Yes

tawdry storm
#

I was just answering to allar's question.

polar hawk
#

ah yeah we had to go from .1 to .2 due to shenanigans

tawdry storm
#

and before that I don't know what the goal was, but just wanted to help him start UE4 again for now

marsh swallow
#

the only bug we have is the D3D error bug

#

everything else is fine for us.

polar hawk
#

what bug is that

#

that sounds not good

abstract relic
#

Uh huh Darinius ๐Ÿ˜œ

marsh swallow
#

hahahaha. what? er wait what was that other one we found the other day?

#

it was so minor tho. i cant remember

#

but it crashes UE4 engine, its a fairly common bug.

somber quail
#

D3D errors can be caused by many things

marsh swallow
#

indeed

#

but they are mkre common in 4.24

#

my guys never had em before

#

now a few of them crash consistently as well as a few other peopl i know.

plush yew
#

is it safe to delete intermediate

marsh swallow
#

its all after the 4.24 upgrade

rotund scroll
#

yes

plush yew
#

from source engine

#

not from project

rotund scroll
#

no clue

marsh swallow
#

sure i do it all the time. but be prepared to reload all shaders

#

unless u moved your DDC folder already

plush yew
#

55 gigs is stupidly big

marsh swallow
#

it will just recompile again

#

the Source engine is 120GB flat from startup

grim ore
#

same code, different result? sounds like.....

marsh swallow
#

hes dancing!!

grim ore
#

welp... different result disagrees with you

#

yep not the same

delicate needle
#

Help! I'm stuck trying to figure out BP Communication! Seems like video examples are never what I am dealing with,or I am not getting it.

I have a BP class called "Mesh_Switcher", that has instanced children that contains objects in an array. For example, one will contain only ovens, while the other child will contain cabinets. I need these two children to communicate with each other/and know each others status. It's the communication part that still fouls me up. What methodology is best suited to do this type of communication.

If anyone can just point me in the correct direction, that would be helpful.

grim ore
#

the animations

marsh swallow
#

jump vs start jump

#

;)

abstract relic
#

No. You literally have two different animations.

kindred viper
#

@delicate needle Interfaces deal with that kind of thing. If every BP class you are using, that needs to output their array entry, implements an interface function to return it (as a standard actor class which you then cast or use the source to determine the actor class) then you can have many objects returning many array entries from different kinds and all be able to call each other's version of the function and talk to each other.

delicate needle
#

@kindred viper The BP's I am using were purchased. They are complicated, but I get the gist, kinda. The parent of these BP's, is where I figure I would be doing all the modified BP work. I need to target a specific instance child BP, and say "hey BP_MeshSwitcher-Ovens" I need to know your current status for variable "mesh ID", what is it?

#

Now, maybe I can do this in the level BP, but I think it might be best to keep all the code in the parent, wont be pretty, for sure.

kindred viper
#

yeah interfaces have a generalised way of getting access to things. Like a check to see if Actor Implements Interface.

#

if the interface was on the BP no, but it could fail silently if nothing relied on the results of the IFunction

#

I mean, you could technically get access to it, but its not a blueprint job.

#

and I kind of agree, Interfaces dont give you access to anything, it's more like a Party Call on a phone line. But if you know they are on the line, you can ask them a question and get an answer.

#

and with that confusing analogy #89923 in the UE library of "what do you mean?", I shall begone !

plush yew
#

Can anyone help?

rotund scroll
#

hotline miami: interfaces doesn't have the same ring to it though

#

looks like time remaining

polar hawk
#

copy paste it into notepad

#

or here

plush yew
#

the error?

polar hawk
#

the node

plush yew
#

I cant copy and paste it

#

o ok

rotund scroll
#

well it depends how you are using it

#

I don't see your setup so I can't tell you why it would be that time remaining has anything to do with jump

#

I still don't know how you've set it up

#

like I have no context for your setup

abstract relic
#

You could of forgotten to turn off loop, didnโ€™t adjust blend, almost anything.

rotund scroll
#

what is default?

#

like I don't know what you're talking about

#

which project?

#

like there's like 10 different templates

#

okay

#

I still don't know what the default setup is for that

#

in the time you've tried to explain this to me you could just as well have popped up a screenshot

#

again, I don't know what you're talking about

wanton wadi
#

@rotund scroll i thought I was typing stuff for a second

rotund scroll
#

take a screenshot and we can talk

wanton wadi
#

๐Ÿ˜‚

rotund scroll
#

lol

#

okay where is your transition

#

ok and it doesn't rtransition?

#

is there a details panel pop up when you click on the time remaining node?

brazen hull
#

can you scale epicgames bones ? without them being destroyed and keeping anims

rotund scroll
#

what was the error then?

bright basin
#

Anyone has experience with wwise and UE4? I created new sound events, and these new sounds work fine, except when an enemy AI uses those weapons, the sounds leak to where I am standing, as if I was shooting

unreal comet
#

Anybody ever had a project not save anymore? I have a friend who's project crashed and now when he opens it up it wont save any blueprint he edits.

fierce tulip
#

only thing I can think of (if there is no version control in play) is that the blueprint or project suddenly went "read only"

bright basin
#

Sound attunation is that in WWise?

unreal comet
#

He said his project crashed and now when he opens up any blueprint and edits it it won't save. It says :


Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.```
somber quail
#

double check there's not a rogue UE4 process in the background

fierce tulip
#

also happens if a file is readonly

unreal comet
#

Ahhh ok that makes sense since his project did crash

somber quail
#

sometimes when UE4 crashes you can end up with a process in the background that doesn't close unless you force it through task manager

unreal comet
#

Gotcha. Thanks guys for the speedy response

smoky sonnet
#

hey does anyone know how i can change the parameters of my material instance in a bp that is already used?

#

without the node create dynamic material

somber quail
#

set scalar/vector/texture parameter nodes

smoky sonnet
#

yea but how i get an reference to my material instance

somber quail
#

oh, you do need to use a dynamic material instance

#

The other option is a material parameter collection but that will effect any material that references it

#

you could also utilise custom primitive data

smoky sonnet
#

i cant get a reference to my material instance im inside of my widget and want to change it

#

my button has an image of my material instance and if he clicks on the button the value of this material instance should change

somber quail
#

so you're trying to make it reference a different material instance?

delicate needle
#

When you drag and drop a BP from the content browser, into the level, is that BP considered an instance, or a child?

smoky sonnet
#

im not so good in english lol dont know what you try to say... im basically having a button with the material instance as a image and want to change the value of this material instance (the image should update with the new value)

somber quail
#

@delicate needle Instance. The term child refers to the class hierarchy

delicate needle
#

Okay, so can I convert an instance into a child?

somber quail
#

Well you can reparent an actor to a different parent class

delicate needle
#

So, in content browser, make a child from a parent, and reparent the instance from the level to that?

somber quail
#

@smoky sonnet Hard to judge exactly what you are trying to do. Are you trying to update a texture parameter in the material instance to change the image displayed in the button?

#

@delicate needle What are you trying to do?

smoky sonnet
#

but i dont have a target

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and dont know how to get it

unreal comet
#

@somber quail That was it. He had a ue4 editor running in his task manager that he didn't know about. Now it lets him save. Thanks ๐Ÿ™‚

delicate needle
#

I have to leave the office to get kiddo from daycare, but quickly, LONG story short. There is a Class that has many instances in my level. Two of those instances need to communicate to each other, maybe requiring custom code for just those two. So, in my level, I have BP_Ted, BP_Ted2. BP_Ted3, BP_Ted4. I want Ted2 and Ted4 to see each others var's. Gotta head out, hope to read your response later! Thanks!

somber quail
#

@smoky sonnet Seen as you're specifically changing a button you have to go about it in a different way

smoky sonnet
#

im not changing the button im just changing my material instance if i change it manually (clicking on the material instance and changing the value it changes the button automatically)

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but i want to do that with bp in my widget

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but i cant get the material instance in my widget bp (a reference or smth) to do that

somber quail
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You're changing the button's style though, it's not the same.

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you will have to create a dynamic material instance and put that into the Image slot

smoky sonnet
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ok i changed the style but i didnt changed the value of my material that i assigned again because i cant get a reference to it :/

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@somber quail

somber quail
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you need to create a dynamic material instance

smoky sonnet
somber quail
#

Seems like you're jumping in too deep, this is a very basic thing you're trying to do

smoky sonnet
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im literally retarded i cant do it it sounds so simple but it wont work

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even with tutorials of forums ...

somber quail
fierce tulip
#

very odd. I bet its 3dsmax acting up again, but I have two meshes that align perfectly on grid in max, along with their pivots. yet, in ue4 they are so far off that I am just baffled

somber quail
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Did you move them to 0 in the world in 3ds Max first?

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Pivot's are discarded remember

fierce tulip
#

obviously

somber quail
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hmm

smoky sonnet
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@somber quail do i need to create the dynamic material instance once or every one after i changed the parameter

somber quail
#

We all have moments, just checking. Got a screenshot?

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@smoky sonnet Once, 2 secs just encoding a gif

smoky sonnet
somber quail
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because your variable type isn't set correctly. Just set it to material or material interface (the parent class of all materials)

cinder basin
smoky sonnet
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i can find it if the variable is just a material instance and not an dynamic one but with the material instance i cant edit the parameters

cinder basin
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am I an idiot or is this guy right

fierce tulip
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he is right, you cant import em into contentbrowser

cinder basin
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but you can put them in the content directory right

somber quail
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yeah

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they just won't keep any references

cinder basin
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I know

somber quail
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๐Ÿค”

fierce tulip
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-200/-150 should be aligned with that edge thingy top right

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first time ive seen this happen in ever

somber quail
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I mean it looks fine and I don't imaging resetting xform in max would help fix it

fierce tulip
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tried that

somber quail
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y axis is flipped however so put 150 instead of -150?

fierce tulip
#

its not

somber quail
#

where does it sit if you do put 150 in Y though?

somber quail
#

man this is really weird

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Would you mind sharing the max file?

fierce tulip
#

ill be afk for a bit, ill send it later

somber quail
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I'll be in bed within the next 2 hours but I can check it out at work tomorrow if you've still not fixed it

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Curious as to what's going on here

teal tulip
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I'm lost its a problem with the uv? Why don't use some world aligned?

fierce tulip
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coordinates get messed up on export or import

smoky sonnet
#

btw fixed my problem just used a parameter collection

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...

forest totem
#

how can i avoid updating the health/healtbar of multiple trace hits from an attack?

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ty

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from one single attack

tawdry storm
#

just don't update it? it's really hard to tell whithout knowing what your setup looks like

forest totem
#

is update from the anydamage event

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calling the function in withgetbar to update

celest creek
#

Hey.. so I have this project that all of a sudden doesn't quite work (3 different classes, some things are depending on other classes having fired first). So then I go into, let's say classX and disconnect a node, then connect it back exactly the same way. I compile, then it works..??

So my question is.. how does this make sense?

loud valve
#

Hey guys question: I'm using the LEVEL SEQUENCER and have done that times before but now the only thing I want is it to play at begin play.. but it just won't switch to the camera of the sequencer.. Can someone help? I've been stuck on this for 2 hours.. ๐Ÿ˜ฆ

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can't be any easier.. and it plays I see the fades but just not the screen itself.. just the player standing there..

grim ore
#

have you tried turning on auto play in the details panel of the level sequence actor in the viewport? just to see if it still doesnt swap cameras

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also.. does it have a camera?

loud valve
#

Thank you for you answer. Yes it has a cinematic camera and it is set to play automaticaly. On several ocations even.. tried also in the settings menu.

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So weird I have used this several times and before the matinee player.. never happened to me but now it just won't work.. It should just switch to that camera when triggered right?

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@grim ore

grim ore
#

it should switch to the active camera in the sequencer yep as far as I know unless you take it back somehow

#

have you tried dropping the cinematic into a new blank level and seeing if it works correctly

loud valve
#

how do I drop it in another? I jsut tried redoing a simple version in a different level and it works.. fuck

fierce tulip
#

re: weird max.ue4 mesh pivot issue

#

<_< its always something fricking stupid you totes miss

grim ore
#

the level sequence is an object in your content browser, you should be able to just drag and drop it into the viewport and have it becomes a level sequence actor

loud valve
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@rich moth okay it seems like the camera gets spawned when it starts and that is the problem, when I add one to the world and control in in the seq. it works.. But how can I make the spawned camera a normal camera? Because now I get other issues with possesion..

grim ore
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thats odd for sure, so you have a camera track inside the sequence and it's failing to use it?

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but it works fine in another level

loud valve
#

yeah this is really strange, I now disabled the auto play and jsut want to posses the player and cant anymore

grim ore
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it should work fine using the camera created in the sequencer, yep it spawns it in when you run it or have it open but that shouldnt be an issue

loud valve
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no right?

grim ore
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it doesnt happen to be below the kill z level does it?

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yeah no issue here with killz either, just tested at -10k

loud valve
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no its not

grim ore
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Im not really sure what it could be, something in your level is killing the camera or everriding the current camera which is odd

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and it shouldnt be the sequence since it works in another level

loud valve
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yes correct.. now the whole game is broken ๐Ÿ˜ฆ never had this before.. it could be so freeaking easy.. very frustrating.. I dont wanna start all over again..

grim ore
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and yes your code to play the sequencer in begin play was correct so super weird

loud valve
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should I use the camera cuts? no right?

grim ore
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you should, atleast as far as I know. not 100% up to spec with them. you should be able to select the camera in the level then scrub thru the sequence and see it work and thats what should happen

#

disable camera cuts is not enabled is what you are asking right?

#

have you tried deleting the level sequence actor in your scene, the one that doesnt work

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then dragging the one from the content browser that you know works, the one you tested in the other level, back into that level

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delete old sequence, drag in sequence from browser, hit play and it should work... if not... uh... its not the sequence or the actor lol

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I assume your camera cuts track is colored in, not muted (dark color)

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like literally trying everything now lol

loud valve
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ill try but it wont play that one becvause the camera is not in this level.. I used a physical camera I added myself in the world in the test level

glacial arch
#

Hey there guys, I'm coming back after a very long hiatus, and I just wanted to share something with you.

A few months back I had commissioned a wonderful programmer to help me with an issue I had with UE4 - which was the ability to use the GPU for non-graphical computations, which is done via compute shaders. It wasn't really documented anywhere, and compared to Unity it was woefully unsupported (as far as I'm aware it's because the Unreal Engine dev team are still working on it a lot!) but I wanted to access it anyway because my game needs it badly.

As a result, I've now got a very comprehensive tutorial that details the process of doing so. Compute shaders are a very powerful tool, and they allow us to take parallel computation speeds into the orbit! :D

I never shared this here, and I hope that it serves you guys well.

http://www.valentinkraft.de/compute-shader-in-unreal-tutorial/

midnight root
#

what do you,or just is considered NON graphical computations ?

glacial arch
#

Well, say you gotta pathfind right?

#

There are A* applications that can be parallelized heavily

loud valve
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@grim ore Well it works now.. I did a "Set view target with blend" to the new cinematic cam and it switches and controls are back to. But now for some reason the animations are shit (choppy) and cam is blurry but I can fix that. Thansk allot for your help man!

glacial arch
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@midnight root *implementations

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I personally use compute shaders for interactions with voxels

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I think when I say non-graphical what I really mean is non-pixel or vert shaders

midnight root
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ah ic maybe this would literally go over my head then

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not using them, too pricey atm nor am I a good enough programmer to delve INTO them;)))

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ic

#

Iguess I was hoping this was a journey into using GPU for light buiding ;0-

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given GPUlightmass doesnt cut it here

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one can hope ;))

glacial arch
#

Well compute shaders can use any kinda GPU to function

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and a light propagation shader would be considered a compute shader I believe

#

also Niagara particle system is built on compute shaders

midnight root
#

nice toknow, if atm it stil goes over my head

glacial arch
#

GPUs are just a different kind of processor, and compute shaders are programs written for them

midnight root
#

boing

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:))

glacial arch
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@midnight root don't worry about it, I'm sure you'll get there soon!

midnight root
#

Yes,i have to

glacial arch
#

god knows I'm a slow learner, and I learned it anyway

midnight root
#

I"mat the stage where sculpting theterrain is no longer current phase ;))

#

I so get that

#

Maybe so,but I bet ONCE you get it, you use it really well

#

LOL I recall that from my High schooldays,,kids 'talking about who was smarter than the other ROFL

#

THE THINGS we remember o_0

#

letme refphrase that

#

didn't mean it to come outthat way, if itdid

#

the smart kids, as it were, were discussing

#

agirl in physics,,,

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she wasn't the smarteset, BUT once she got it, she usedit realllly well

#

et voila

#

anyway so much for HS ;))

#

HM speaking of things GPU,,so you know by chance, why 'cuda'doesn't , or might not, showing up under task manager graphs when clicking down arrow ? Wondering if its why GPUlightmass doesnt seem to work for me

grim ore
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@loud valve yeah that is weird, that should work if something else is grabbing the camera which I would love to know what was causing that

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@midnight root which GPU?

midnight root
#

hm I have the GTX 950 whopping 2gam of ram , frown,,,,want to upgrade soon BUT basically overall,very happy its holding its own currenetly

#

giving what I'm putting it through with world comp world ;))

#

Given

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latest driver

#

also

#

I asked of this on microsoft answers forum

#

someone,a dev i think, similar OS to me, specs, said he also hadno cuda sowingup under graph dropdown

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sorry keyboard replaement coming NOT soonenough ))

#

never membrane again unless its very expensive ;))

#

similar GPU as well

#

I know it supports cuda, I looked into it early on in discussion

grim ore
#

check your WDDM driver version

midnight root
#

ok onesec

polar hawk
#

Are epic services down?

#

I can't log in

midnight root
#

checking

potent solar
#

hey guys this is not the place fo talk about it but can someone help me fix a game how the dev suck at fixing it?

midnight root
#

im into launcher

#

sorry youre having trouble allar

grim ore
#

I will say that a 1050ti with the latest Nvidia drivers does show Cuda as one of the gpu options for monitoring in the task manager

polar hawk
#

oh, now it works, weird, ignore me

midnight root
#

hehe its fine, we have those days

grim ore
#

@potent solar WE have no idea what you are asking but if it's related to Unreal Engine then you can ask in here, if not try #lounge

wide girder
#

what the hell i'm running Obduction (UE4 game) on a server and it keeps crushing turns out it's because the CPU has too many cores

signal jetty
#

Iโ€™m bored

midnight root
#

@grim ore I dunno I've yet to find an answer as to why mine and dev in M$ answers forum don't, but I suspect asking nvidia on their forums may or may not give me one

#

TY for 1050i info tho I'm not sure what it means for me

#

odd, my gpu what only slighter older does show cudu as supported

grim ore
#

its possible that the drivers for the 900 series, the maxwell stuff, do not report CUDA to windows

signal jetty
#

Get a nvidia quadro rtx 8000

midnight root
#

lol

#

afraid to even guess price;0-

signal jetty
#

I got a 2080

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ti itโ€™s so expensive

midnight root
#

ya ive seen that as very common indeed

#

i mean2080

#

Without one as yours,one won't get the new lighting

#

so its just best to wait

signal jetty
#

Well I fixed My UE4

midnight root
#

I mean for the lower income threshold ;00-0

signal jetty
#

But I still I canโ€™t Export shit from Bridge

midnight root
#

wow surprising

signal jetty
#

Even Tho my Live link is correct

midnight root
#

I was just about to starting using it

signal jetty
#

And even Got the megascams Logo

midnight root
#

ya its a multi-tiered approach to working

#

yup

signal jetty
#

There is so many cool assets

midnight root
#

ya its mega ;0-

#

damn

#

agreeing

signal jetty
#

Look itโ€™s All correct