#ue4-general

1 messages · Page 670 of 1

signal jetty
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Still nothing

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Can’t export shit

midnight root
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no errors installing any of the needed plugins ?

grim ore
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is the project running

signal jetty
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Yeah

grim ore
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and when you hit export what shows up in the top right of bridge?

signal jetty
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No errors

grim ore
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and when you go back into the project nothing?

signal jetty
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No errors

grim ore
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that project location doesnt seem right

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where is your project at?

signal jetty
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Huh 🤔

grim ore
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if you are using the plugin and bridge you shouldnt need a project location, it should be blank

signal jetty
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The project name is 1

grim ore
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just the engine location needs to be correct, which it looks like it is

honest rune
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the path is to the engine install. that shouldn't be correct no?

signal jetty
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Should I change it to project1

grim ore
signal jetty
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U gotta Mac

grim ore
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I do?

signal jetty
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Is it windows?

grim ore
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it is and it shouldnt matter

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erase what you have in your project location and try again

honest rune
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he's a rebel. doesn't use program files 😉

grim ore
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the plugin is a running server between the bridge software and your open project

signal jetty
grim ore
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cool

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uhm

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delete the stuff you have in the project location field

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and try again

signal jetty
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Ok I’ll try

grim ore
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cool

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I tried, good luck

honest rune
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you're trying to export into the engine?

signal jetty
honest rune
signal jetty
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I can’t It won’t let me

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I’ll Try this later

grim ore
signal jetty
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I’m can’t

midnight root
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As often as all seems correct , it can't hurt to be sure by verify your steps https://help.quixel.com/hc/en-us/articles/360002127457-Official-documentation-of-the-Megascans-Plugin-for-Unreal-Engine-4 , just in case-otherwise pls ignore l;0-

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sigh

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ignore that

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finding right ONE

signal jetty
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Which one

midnight root
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so sorry I doubled posted by accident

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yours is above

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Just in case...

gilded plinth
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oh my, need a quick tip. So I took a vid on my iphone. It's you know... the phone was vertically oriented. When import into media player asset it's rotated 90 degrees to fill up the whole preview and i can't find a way to rotate it

grim ore
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@midnight root yes cuda might be supported but it doesnt mean task manager can see that as it's driver related.

gilded plinth
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is it not possible?

midnight root
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@grim ore ya thats the puzzling part o_0

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cuda DEVpackage isn't required,right ?

signal jetty
midnight root
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project file out of date ?

signal jetty
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Yes still can’t Export it

midnight root
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windows 10 all updates or...

signal jetty
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Something is wrong I can’t figure it out

midnight root
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Mine isn't installed, all I could offer is to check your steps, regarless that megascans is shown on ue4 UI

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dunno

signal jetty
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Hey man please

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Help out

midnight root
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always

signal jetty
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When Ur gonna be Free

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Rn or later

midnight root
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I answered...

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k

rancid lynx
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how do i make particles unlock from the spawn location/? if i wave the torch around, i dont want the old flames to glue lock locaction. i cant remember

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ohm, i think "required - use local space - uncheck. boy that wasnt super intuitive, just enough to guess it X_x

kind dew
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Does anyone know why if i place a character in the world before I PIE the AI will move properly, but if i spawn the same character at run time, the AI will not move? I am using the built-in Move To task in the behavior tree.

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Also, if the Actor i am spawning is a pawn, it will work both when placed in the world, and when spawned at runtime. But once I reparented it to a character, it stopped working.

calm portal
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I think you might need to assign an AI controller to it when it's spawned

kind dew
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why would it work fine as a pawn though

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the move to node is definitely there and firing it's just not doing anything. It has to be something that a Character class has that a pawn class does not that would affect this

midnight bolt
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does anyone know if there are some assets, free or paid for background vista war effects?

calm portal
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@kind dew Pawn is automatically controlled by an AI if there is no player controller I think

errant burrow
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I can't get command line arguments for game to work, does anybody have any ideas?

calm portal
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Just try what i said?

errant burrow
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I passed a map file and it loads the default map anyway

manic pawn
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you can't pass a map on the command line to a shipping game that isn't a dedicated server

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set a project startup map instead

errant burrow
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you can't even pass an IP address?

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that's what i'm trying to do ultimately

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that's not working either

manic pawn
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I don't think so no

errant burrow
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that's super weird

manic pawn
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it's because that would let players open random maps with no control

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load a startup map and then manually travel somewhere

errant burrow
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I have a separate launcher application that handles the matchmaking and I want to launch the unreal game to connect to a specific game server

manic pawn
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or you might be able to enable it somehow

kind dew
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@calm portal but clearly the behavior tree is running in that picture so the AI controller is definitely assigned

calm portal
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Ah I see what you mean. Hmm maybe something to do with the character movement component?

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Are you testing on a simple map? Characters already have CharacterMovementComponent with physics and stuff

kind dew
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yes super simple map. Yea but i cant find anything in the component that would change behavior wether or not the character was spawned or not

calm portal
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Hmm well the only thing that makes sense to me is the default parameters when you create it in editor are different to those when you spawn it. Can I see how you are spawning it?

kind dew
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the spawn node actually hasn't changed at all. It worked when it was a pawn, after re parent it doesn't work. I'm going to call it a night for now ill see if i can pick it up tomorrow. Thanks for the help

zealous spear
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Hello, I want to make a alpha survey for my game and people to say what they think about the game and all that kind of stuff, I heard that I could do that using Google Analytics, how?
Do I need a plugin?

manic pawn
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if you mean like a survey in browser that's called google forms not analytics

surreal hamlet
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Question- how do i copy content from one project to a different project....i tried copying everything from the world outliner then pasting it to the world outliner of a different project....but there are no meshes...only lights are shown

abstract relic
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Select the asset >>> asset action>>> migrate

surreal hamlet
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Cannot migrate as no option is available

surreal hamlet
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Kindly focus on the problem...i don't want another...

normal burrow
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lol

abstract relic
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Low effort work will get you low effort result

normal burrow
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i thought that was a desktop image they really like their snacks

polar hawk
surreal hamlet
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Don't bother giving me a result then...there few more thousands here who will be more willing to help

normal burrow
polar hawk
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Don’t you see

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That is a desktop image

normal burrow
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now

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its glorious

polar hawk
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It’s literally always been of a desk top

normal burrow
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oh wow

scarlet birch
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da bump , hiss something

normal burrow
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i was right all along, whoa

abstract relic
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What conspiracy is this

surreal hamlet
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This group has to be more useful!

normal burrow
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ti looks cheesy

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puffy.

surreal hamlet
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Doesn't seems like though

polar hawk
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This group has no obligation to you, but if you select stuff in the level you export, if you select stuff in the content browser you migrate

scarlet birch
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I had an answer typed and just as my finger moved towards enter , I saw that a few thousand others were going to help. I want to see what they say.

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But you can't migrate from the world outliner.

normal burrow
scarlet birch
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try the content browser

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or migrate the level.

surreal hamlet
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Like wise @polar hawk so unless you want to help..you should jump in between with nothing helpful to say

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Shouldn't*

normal burrow
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I literally have a hard time seeing the problem there

surreal hamlet
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@scarlet birch yes..few more thousands genuine people who won't bully or make fun of someone with a little less knowledge than who " supposedly" have

abstract relic
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That’s why I gave you a helpful link

normal burrow
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nah vivek, not making fun its just really difficult to help with those screens

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you likely need to just right click on Content folder inside Content Browser and migrate

abstract relic
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I literally could not see your problem. So screenshot would of been most helpful

scarlet birch
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You got answers from two people. I think it's extremely rude to the people offering help to not feel it's worth the effort to take a better screenshot whether you're using your phone or not.

normal burrow
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Shift+Windows+S, draw a box

surreal hamlet
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@normal burrow ..😅😅 comeon... i was being made fun...anyways.. I'll try searching at a different place as I'm seriously out of time....

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Thanks everyone

scarlet birch
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You got the answer, twice over

polar hawk
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Literally gave you the answer

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Yolo

surreal hamlet
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Ohhh sorry...i may have missed in between the comments where i was being kindnof humiliated

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Lol

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I'm sorry again

normal burrow
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for real, i was just impressed by words

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desktop desktop

abstract relic
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Ditto

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Allar never ceases to amaze me

polar hawk
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There has been a significant rise in camera screen shots

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We need to address this

normal burrow
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even though i said it was a desktop first yes, i agree

scarlet birch
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I'm usually the first to say let it go, but when you start to include the whole room and your snacks that's a little extreme

surreal hamlet
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Man...there is a problem here

normal burrow
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bring your problems here and we'll help, just clarity helps us help you

surreal hamlet
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I agree that was not a good picture to address my problem but the way the comments poured in after were equally uncalled for... anyone who couldn't find that I was practically being made fun for that has some problem which he should deal with

normal burrow
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Wasn’t the intention

polar hawk
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Just checking out your desktop

surreal hamlet
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Ahh.. it's ok...it happens with everyone

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I hope you like it @polar hawk 😊

polar hawk
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So much I saved a screenshot

surreal hamlet
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I'm grateful

polar hawk
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You too could have your own screenshots

abstract relic
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I am merely happy you are using dark theme

normal burrow
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Eye strain begone

polar hawk
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I like my eyes like I like my coffee

normal burrow
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Dark themed

abstract relic
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In a banana outfit?

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Becoming too much like lounge, will hop out of here.

scarlet birch
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Pushed through a mesh with high pressure steam?

polar hawk
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Sure

surreal hamlet
scarlet birch
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Migrate assets from the content browser, or export the level or migrate the level from the content browser. Not from the world outliner.

normal burrow
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Yeah

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Waffle iron button

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Then you can just right click content directory

calm sphinx
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🧇

surreal hamlet
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so I'll havce to select them all and then migrate

normal burrow
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The button will present you a tree view of folders where content is the trunk

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You just right click on the the folder named content and migrate

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Then choose the other content folder in following dialog

surreal hamlet
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The contents have been migrated but now i have to drop the Datasmith of my project to world and do all the lighting settings and dropping every asset like sofa bed etc to world....the reason i wanted to migrate the project to a different project is because i have done coding in a new project for third person( mouse programing and character animation) and in level blueprint( in level blueprint im getting to change the colour amd material (like wallpaper or texture) of the floor and walls

normal burrow
surreal hamlet
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It's basically an archivz project where i wanted to add functionalities like the user will be able to toggle between different furnitures and their colour. And also change the colour and texture...open doors, operate the elevator and etc

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can anyone tell me here that why does this happens? some of the components are burnt after the light build and when i move them slightly they become alright

zealous spear
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if you mean like a survey in browser that's called google forms not analytics
@manic pawn
No is actually like taking all the answers from the widget and putting them in my google analytics account

abstract relic
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Only google analytic integration plugin I know of is gameDNA’s.

upbeat trench
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cmon look at those glorious pixels

abstract relic
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They are very sharp

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Your camera is not out of focused nor motion blurred

upbeat trench
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thats just the stock one too no the macro lense 😛

abstract relic
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Shoot. You cropped it strangely. Point to that. Missing snacks though. Nor fingerprints!

upbeat trench
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hey I have plenty of desk scunge I could show hehe

normal burrow
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I dunno how to take a phone pic of my phone

abstract relic
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Mirror

normal burrow
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But like

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Ohh, front camera

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Wait

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No I can’t use camera app

upbeat trench
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one of these is not like the other

normal burrow
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Denim does that

upbeat trench
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that used to be a clear case

normal burrow
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I know

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I put my iPhone 6+ in the wash, kept it in a similar case all it’s life

upbeat trench
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Im gonna need a new one, the phone can fall out of this one

normal burrow
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It was pristinely preseved

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Yeah

upbeat trench
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Phones are getting kinda silly now though, I got a new one mainly for the battery lol

normal burrow
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I don’t use a case anymore, They’re pretty sturdy

upbeat trench
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I use one cause I cant hold the edge display with my fat fingers

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and the S10+ is the first one Ive scratched 😦

late lake
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Hey guys, has anyone else also experienced the problem where Visual Studio 2019 doesn't recognize header files when creating C++ class in UE4 4.24.3?

thin tendon
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Does anyone know what this error is about? Its not giving me a file name to check

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FRayTracingDynamicGeometryConverterCS unknown by landscape thumbnail material, please add to either AllowedShaderTypes or ExcludedShaderTypes

open root
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Hello Everyone, can someone please help me with "NULL static mesh property" when I have custom UVs?

austere scroll
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Guys , how do i make a material that changes with a button press /?????????????

thin tendon
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@austere scroll Create 2 different materials. Then use the button to swap the material belonging to the mesh you want

calm sphinx
honest vale
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ban

fiery mortar
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hello lads

upbeat trench
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Greetings

placid arrow
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are uassets produced in 4.24.3 compatible with uassets produced in 4.24.2?

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im working in 4.24.2, from source and someone else is working in the one from the launcher just to make maps.

fierce tulip
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should work

placid arrow
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good to hear, thanks

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i'll let everyone know if there are any issues and what i had to do to work around them

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theres no way to get 4.24.2 from the launcher, btw, is there?

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it only presents the latest hotfix of each version

fierce tulip
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correct

manic pawn
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you could just upgrade your version

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working with different engine versions is highly sketchy even if it "should" work

fierce tulip
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have to agree with zeb for sure

red crane
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how the fuck do i save

tawdry storm
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press the save button

fierce tulip
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wording

tawdry storm
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press the fu....
oohhh him 🤔

lapis vine
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just f

manic pawn
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press the f key?

tawdry storm
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to pay respect, yes

fierce tulip
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I heard the universal ctrl + s also works

manic pawn
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respectfully save

tawdry storm
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crtl + shift + s + f

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alt + f4 also works

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because it'll prompt a save all dialog 😄

lapis vine
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Nah, :w

red crane
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I mean save score

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permantently

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in files and stuff

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fuck

lapis vine
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There is some serialization topics on UE, as well few plugins on the Marketplace. Likely and video tutorials.

pale ferry
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Hi, whenever I try to fade out particles inside Cascade it wont take effect and I'm currently struggling with this issue. I've watched plenty of tutorials but no solution seems to help
I tried Scale over Life with Alpha color and also Color over Life with Alpha Color

fierce tulip
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and a material that has particle color

pale ferry
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That's the material I'm using

fierce tulip
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well obviously its not working

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  1. follow some tutorials
  2. particle color node
pale ferry
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ye and thats the problem. Rotation within Cascade works properly

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only fade doesnt

fierce tulip
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because that doesnt affect the material

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this be your bible for today

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study it well

pale ferry
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Understood, thank you

fierce tulip
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good luck! and if something is not clear, ask

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2nd subject on that page is particle color btw

pale ferry
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ye i start from top now to get involved with everything

manic vine
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**HELP PLS: ** How can I cast a Variable from ThirdPersonCharacter to a WidgetBlueprint? Thanks 🙂

tawdry storm
manic vine
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Thaanks!

tawdry storm
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people should really learn to read the rules 😦

brazen hull
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UE4 4.24.3 crashes when I try to delete a content folder

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or in general crashes when delete something

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cant move folders or anything either just crashes

brave salmon
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is there a way to cluster widgets for GC?

upbeat trench
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you could try recycling them rather than destroy if thats an option

brave salmon
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I don't destroy them at all

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I just have a lot of shit existed. Most of it are widgets

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and it takes 200ms to go through all of that in GC

upbeat trench
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GC only gets done for objects that are dereferenced, Im suggesting keeping some of em around instead of letting them get to GC

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UI stuff some of it will be relevant every time someone opens a menu or has a hud up so its fairly persistent

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youre probably wasting more resources clearing memory than the memory youre saving by doing a GC on em

wet robin
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Where can I enable the Matinee sequence?
I'm trying to do a simple door and everyone on YouTube appears to just have it on the top tool bar but that's just not the case for me pls help.

half turtle
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so i have been looking all around and i think, there is no way for the AI to handle true flight in a 3d space or a 3d nav mesh right?

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if my game requires those, would it be better to create a "fake AI" by using a component in the flying actors?

brittle gulch
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Hi guys, can somwone tell me how to reduce the time of SlateDrawWindowsCommand?

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Note that it was very fluid at the beginning of the game, then after one minute or something, this started to grow up and eat all the ms

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Does this have something to do with widgets? 🤔

plush yew
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hey guys - I want to use the character classes' movement capabilities, but not use the default mesh that gets included as I have blueprints (with meshes) that use it as a parent class. Any idea the best way to set this up?

inland epoch
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Hey guys I have a quick question: Is UE4 (mainly blueprint) able to tap into an API of a discord bot so the client and the bot can communicate with eachother?

plush yew
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Danjio - not Blueprint but if you make a C++ class you can. Then you can use that class in a blueprint (if you set it up properly)

inland epoch
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is there maybe an existing blueprint library floating around for this kind of stuff or does it need to be handmade and taylored to that specific case?

plush yew
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might not do what you want but could be good to start and extend on

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and you'll need to register your own developer app within discord

inland epoch
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ah i see ok i will see if i can find a magician that can do this thx for the help :)

delicate needle
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I have several instances of the same class, each all contain, obviously the same code, and same variable names, just unique names within the level. I also have an UI, with BP code, that would like to access one of those unique named instances. Casting only seems to show the parent/master/class, not any of the named instances within the level. What method of communication should I use? I have read up on all the methods, and It's still not clear, so maybe a point in the right direction would help.

placid arrow
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it works fine for me, but on someone elses system it generates a ton of errors because the return is null

deep stump
#

I thought free assets come today?

bright basin
#

What assets?

deep stump
#

unreal

bright basin
#

Ahh

deep stump
#

Free assets of the month

bright basin
#

Are they usually beginning of the month?

opaque nexus
#

@wild kestrel Hey, I'm messaging you because you're online :)
I've tried messaging forum moderators before (via DM on the forum), but haven't gotten a response in many months yet. Please get back to me via DM here on Discord!

deep stump
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Thought it was the first tuesday of the month

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Tuesday *

bright basin
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Ah ok

deep stump
#

which is today.. lol

foggy jetty
#

Hey!

My packaging process is stuck on "LogMaterial: Display: Missing cached shader map for material M_MickeTestShader, compiling."

I've googled for a solution, but haven't found any. Does anyone know? I'm on 4.24

fierce tulip
#

@opaque nexus better dm him instead, shadow is very good at not noticing messages

opaque nexus
#

Alright! 😄

brazen hull
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UE4 4.24.3 crashes when I try to delete a content folder
or in general crashes when delete something
cant move folders or anything either just crashes. It did not happen in 4.22 but had to swtich to 4.24

grim ore
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do you have the debugging symbols installed so you can see the full crash stack? deleting a single thing shouldnt cause that especially if you are in a blank scene

midnight gate
#

im so proud i learned how to work with anim blueprints

upbeat trench
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Ive had it crash when the files havent been saved and Ive tried deleting them, its possible the packages need to be resaved with the new version or somethin

midnight gate
#

are you proud of me guys

brittle gulch
#

Hi somebody can help me on my SlateDrawWindowsCommand problem please? I don't know where that's comming from :/

placid arrow
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so i have a conundrum but not sure of the best way to solve it. it seems that players using a gamepad in my game may have a slight advantage.

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its a game where the player character is 'driven', so the A and D keys, or gamepad left stick left/right are used to set the position of the wheels

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the problem being that keyboard can only represent an axis value of 0 or 1, so A = -1 and D = 1, no keys = 0, where a gamepad can represent an analog float value between 0 and 1 inclusive

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which means a keyboard user can only steer full lock left or right, or straight ahead

midnight gate
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DOES ANYBODY KNOW HOW? can i set up my chracter to punch something and then that thing breaks?

placid arrow
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this to me means an advantage for gamepad users, is there a good way to give that same flexibility to a keyboard player?

midnight gate
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no keyboards and mouse sucks gamepad is superior every gamer should invest

placid arrow
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@midnight gate very complicted answer, what particular part are you stuck with?

midnight gate
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how do i start

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do i put a collision box on his hand? and hope it hits the actor collision?

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how do i program simple punching and interacting with punch

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m stuck on this part cuz idk how to continue

placid arrow
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you could do that

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but generally you can simplify

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depends on how accurate you want the collision to be

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in my last game i cheated and just did a line trace if they are within range of a melee attack

midnight gate
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OH I HAVE AN IDE

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idea

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walks up to window? checks if charcater is there? checks is character punching? all checks yes OK GOOD WINDOW DIES

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like for example look at window and punch

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like shooting a gun at it in fps games

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that would work right?

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so the player has to walk to the window look at it and then punch

hoary locust
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@placid arrow If you look at the input data, the value goes through every value between 0 and 1 when you hold down a keyboard key, mimicking analog input in a way. But yes, driving games are the only games where a controller is better than a keyboard and mouse. If you look at the "pro" scene of any driving game, you can see that the debate is whether wheel/pedals or controller is the best.

placid arrow
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hmm, thats true re controller being better

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in ue4, an axis bound to a keyboard key jumps straight from 0 to 1/-1, iirc

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from zero to the maximum axis value

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im thinking its not worth dealing with, people who are serious about playing will just go get a gamepad, right?

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i mean theyre not expensive

hoary locust
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I don't you're correct, I'm pretty sure it doesn't just jump to 1

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Yeah, driving gamers all have controllers or wheels

midnight gate
#

yea that plan worked

placid arrow
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i had it dumping to the display with a print node and only ever saw two values, 0 and 1

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so unless it changes to max so fast that i dont get chance to see the other values...

midnight gate
#

well that was easier than i expected

hoary locust
#

are you sure it was an axis value and not action? I've done the same thing and I've printed many different values

thorn vector
#

this month free content is out

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oops

tawdry storm
#

lol I was wondering why it was all the same stuff 😄

thorn vector
#

haha sorry

tawdry storm
#

hm did the animation content really need this many screenshots? 🤔

half turtle
#

math time, i need to get the difference angle between 2 vectors, in values from -180 0 to 180?

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which would be the best way to go about it?

mossy spear
#

how do you manage large scenes in UE4

swift spindle
#

Level separation mostly and prefabs via extra tools or blueprint construction. Along with HLOD and other things like that

mossy spear
#

scene is an archiviz scene

swift spindle
#

You can also look Varient manager

copper flicker
#

why why why......... how should I ask this, when it makes no sense..... ok. question.

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why a trace by channel, looking for Visibility, shooting a ray into an object that blocks visibility trace channel....

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and it doesn't see it

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O o

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I mean, why can it possibly fail

long comet
#

hey, how can you know how much RAM use your own game?

copper flicker
#

I shoot rays into object 1, it blocks Vis, trace by channel sees it, and works.

#

I shoot rays into object 2, a different one.... that also blocks Vis, trace by channel completely ignores it

#

I tried blocking with meshes and with collisions

#

both fail

#

and btw, makes no sense why a mesh and a collision box would not behave in the exact same way, if having the same collision settings

#

but for some reason.. they do

#

O o

#

I'm going nuts with these collisions, there's so much stuff that doesn't make sense

tawdry storm
#

@copper flicker are you sure the mesh has a collision shape?

copper flicker
#

uhm.. my meshes are planes

#

can this be the reason

#

?

#

hmm... I tried with simple cubes, that normally work. they don't work on my problem object

#

so that's visibility collision

#

what is this purple?..

#

and why is it not all blue

#

ok I tried with a regular mesh, one imported from fbx, and collisions work

tawdry storm
#

I'm not sure what the colors stand for, but maybe that's why it's behaving weird

copper flicker
#

I don't undersatnd why they don't work on unreal cubes and planes

#

no, the new mesh is also purple

#

and cuz it has a collisional, it works

tawdry storm
#

the default plane of UE4 should work though

copper flicker
#

yeah, and the blue sht is a default unreal cube

#

and that works too

#

it jsut doesn't work in my OTHER obejct

tawdry storm
#

well do your other objects have collisions? can you check?

copper flicker
#

I even tried with a box collider

#

even that failed

tawdry storm
#

@copper flicker so after checking with my scene I guess purple means it's movable and blue means it's static

copper flicker
#

ok, thanks!

#

I imported a cube

#

works

#

fuck Unreal's cube, basically

#

😄

#

makes no sense tho.... the blue obj in my image is also a cube

#

which works

tawdry storm
#

just set the unreal cube to movable, does that work as well?

#

I switched the colors earlier... edited it to be correct

#

I'm confused... but if it works then whatever, I guess

copper flicker
#

ok it might have been my fault... sorry Unreal.. I hate your cube for no reason

#

I was checking for collision before the object spawned in the world

tawdry storm
#

🤦‍♂️

copper flicker
#

yea

midnight gate
#

help

#

how do i make it disapear when clicked

#

is the issue that my game is set to gamemode only?

#

i still can use e to click rigtj?

grim ore
#

you are trying to click on something and make it be destroyed?

midnight gate
#

yes

#

a physical obect in 3d

grim ore
#

the something has to accept clicks, your player controller has to be set up to allow clicks

#

and of course you need a mouse cursor visible for clicking

midnight gate
#

ok what about keyboard instead?

#

how can it be destroyed when i click e on it?

#

thinka bout fallout loot collecting

grim ore
#

that is alot more complicated

midnight gate
#

you look at the object press e and it collects and actor is destoryes

grim ore
#

and there are various tutorials out there to handle it

#

look up interacting with items since that is what you want to do

midnight gate
#

alrithy

nimble viper
#

hey is it possible to just fill this empty space with like an inifinte color or texture? should i use a big plane ? (its the outside of my landscape)

worldly mural
#

Do I have to join all my models into one object with Blender before i export it to fbx file?
When i import it to UE4, it shows me everything separated, so I have to place everything manually and lose all effort made on Blender to put all things together..

#

@plush yew thanks !

lime gull
#

Okay I have a "Get random Integer in range node", but every time I test it, it gives me the same numbers

#

I tested it out once, I got 9, then 27, and it does this consistnetly every time

earnest cape
#

Calling attention to this because I agree

remote fulcrum
#

there is no bone controlling the main root bone but for some reason it's connected to something invisbile and it messes with the pivot point and i want it gone

honest vale
#

4.25 preview out

grim ore
#

shut up it is not, you lie!

maiden swift
#

Several folks cannot download it, so I'm holding off on the announcement.

scarlet birch
#

ah,

lapis vine
#

Bugs incoming 😱

misty creek
#

Yeah, it isn't letting me download it...

maiden swift
#

It's a preview build. Of course there will be bugs. 😄

scarlet birch
#

I see the option to download it but it didn't give the usual pop up or icon when a new version is out. Seems about right though the last 3 times it's been only a few days after I finally switched to the previous version that a new one is out.

crude vessel
#

Anything interesting in 4.25?

dark depot
#

nice i cant wait i messed around with the git version there is alot to unpack in it

maiden swift
#

Yeah, looks like a big release.

grim ore
#

What do you mean several people, I am not that fat that I count as several people! how rude 😆

dark depot
#

material updates/translucently and more/ mesh editor got alot of features/ physical material masks and countless other things

maiden swift
#

Lots of audio goodies, too. 😍

grim ore
#

imagine all the neato stuff we would have seen and heard about in 2 weeks at GDC 😦

dark depot
#

yeah

#

did we ever learn what the .25+ branch was for

maiden swift
#

Nope, still no clue.

scarlet birch
#

One of the cards on trello says "this change will break backwards compatibility for projects using 4.24 and prior (however there is an upgrade path in place), but the auto exposure will be less complex and much more user friendly than before."

dark depot
#

and everyone is still getting their presentations ready so imagine it wont be too long till we see them

normal burrow
#

i still think 4.24.3 is a result of wanting to have an awesome release of 4.25 for gdc

dark depot
#

oh yeah

#

its timed just for it

maiden swift
#

Yeah. I imagine Epic will still present all their goodies, just online. Unless they decide to wait until summer when GDC presumably takes place.

normal burrow
#

"these awesome features are available... now"

#

presumably no more zombie fear yeah, summer time

maiden swift
#

The new auto exposure system looks promising.

dark depot
#

hope not because we also lost unrealfest and i need awesome videos again hahaha

maiden swift
#

Yeah, I hope they still announce everything this month. 🙂

normal burrow
#

fact that niagara is enabled by default on main is enough hype for me

maiden swift
#

Maybe they'll do a special episode of Inside Unreal blowing it all out, then upload direct-to-YouTube presentations.

jade crypt
#

hello

normal burrow
#

they've also been saying 4.25 is the one where niagara out performs cascade

maiden swift
#

Audio Data Interface. The Audio Oscilloscope and Audio Spectrum data interface modules give you the tools to create audio visualizations using Niagara in UE4.
Yesssss.

scarlet birch
#

4.24.3 fixed whatever was making it crash relentlessly for me. 4.24.2 and .1 were unusable here from crashes.

normal burrow
#

its surpisingly difficult to match audio to display, so thats quite cool

#

hm i am on .1 and experience some crashes, but not many

dark depot
maiden swift
#

I've been working on some visualization stuff. This new data interface sounds like it'll be much easier.

normal burrow
#

woo

#

news news

maiden swift
#

Like I said, not posting until people can actually install it.

dark depot
#

oh yeah just to read while we wait hahaha

grim ore
#

oh thats trippy

normal burrow
#

pat is late to the party sorry

maiden swift
#

😄

grim ore
#

it was .25 preview 1, now its .25.0 for me. still cant install

scarlet birch
#

Oh nice, the rework of animation curves makes them much more useful

normal burrow
#

i hope that montage ui makes it

scarlet birch
#

if it means they can be used in montages now

grim ore
#

the new animation stuff is soooo sexy, montages are 100% easier to understand now

normal burrow
#

i bet they've renamed every animation node api function again for the hell of it

maiden swift
#

I hope Timelines get that modern Sequencer UI someday, too.

normal burrow
#

thats the price of fancy animation updates, renaming of apis

dark depot
#

imagine its the hope pfist but might take a bit

scarlet birch
#

I saw a stream the other day where they were using sequence like editors in montages and I was blown away,

#

I had no idea you could do that

crude vessel
#

Is convert to blueprint a new feature?

dark depot
#

like when having something selected in editor

#

if so no you could do that for a long time

maiden swift
#

It's not a new feature, but it sounds like in 4.25 you can now select multiple actors and create a single Blueprint from them. That's new.

dark depot
#

ohhh

#

nice

maiden swift
#

Pre-4.25, you can only convert a single actor I believe.

#

So with this, you could arrange a bunch of actors in the level, then easily convert that to a Blueprint.

dark depot
#

yeah reading it this does even more

maiden swift
#

Great example would be your lighting/sky setup.

dark depot
#

yeah and have child bps nested

scarlet birch
#

Yeah, I could see that being nice. Right now I make a base level most of the time and just copy it. Having a BP to drag and drop that I could add some parameters and settings to would be nice.

warm flicker
#

how stable is 4.24.3?

scarlet birch
#

I mean it's doable now, but setting it up in the level and just selecting everything and hitting make BP is much easier

#

I've found 4.24.3 stable with Nvidia studio drivers, before switching to those though I was crashing often

dark depot
#

@warm flicker depends on what features your wanting to use but like most builds pretty stable you can look up the list of bugs it has if needed

scarlet birch
#

I switched my current project to it last week and have found I like a bunch of the changes.

normal burrow
#

did they fix the move asset slowness?

placid arrow
#

why does opening a blueprint just to look at it modify the file on disk?

normal burrow
#

did you save it in a previous version of the engine?

warm flicker
#

4.25 p1 is out, wonder how buggy it is, the volumetric clouds are nice

normal burrow
#

its weird that with how long volumetric clouds have been around by now, that they are still expensive?

mint raptor
#

What is the proper way to handle materials used by lots of assets when enabling chunks?

#

I have a chunk of assets that use materials outside of its chunk and I can't seem to build without error

grave nebula
#

Volumetric clouds are still half a century away from running at full resolution, physically correct and at decent sampling density, unfortunately.

fierce tulip
#

remembers back in early 2000's a gpu manufacturer was already attempting to do rtx

#

and its still not proper

manic pawn
#

so we can all be old men yelling at clouds by the time those work?

tawdry sierra
#

Hey everyone i need quick help! My android isnt showing up in devices. It used to show up before i configured the SDKConfig paths and converted my project to a mobile project in the project settings
i can see my android device in cmd adb devices

#

it used to show up which is driving me crazy

elder moat
#

i got a mesh that doesnt have all the parts of the basic mannequin skeleton (which I want to add to it). I get this message

"The Skeleton UE4_Mannequin_Skeleton, is missing bones that SkeletalMesh SK_Mannequin needs. They will be added now. Please save the Skeleton!"

I save the skeleton but the bones never get added. Any way to fix?

tawdry sierra
#

Guyss!

serene birch
#

Improved Convert-to-Blueprint. When creating a Blueprint from multiple selected Actors in the Level Editor, you can now make a Blueprint with a single master Actor that has one Child Actor Component for each of the Actors you selected. This means that you can now save groups of Actors to a single Blueprint and place those Actors around your Level, or in other Levels, by dropping in (or spawning) just one Blueprint.
better support for prefab like content 🙂

nimble viper
serene birch
#

"Anisotropic" \o/ at last

mighty oak
#

Hello, I'm trying to resize component (all of them) of a landscape that is split up into tiles/sub-levels in World Composition, and the editor crashes every time I try to do this: Assertion failed: OldLandscape != nullptr [File:D:/Build/++UE4/Sync/Engine/Source/Editor/LandscapeEditor/Private/LandscapeEdMode.cpp] [Line: 4018]

frail sail
#

yikes

#

finally

#

came

#

4.25?_????????

mighty oak
#

Any tips on how I can resize the landscape?

serene birch
#

select the landscape actor and change it's scale?

frail sail
#

oof i thought it will came at next month

mighty oak
#

No, I mean resize the data of the landscape using component resize option in Landscape Manager

next badger
#

Um...who downloaded 4.25?

rotund scroll
#

I did

serene birch
#

still downloading, a Fortnite update wanted to install (and I never launch Fortnite, why do I have it installed already XD)

next badger
#

while 4.24 is 16Gb

rotund scroll
#

can't be true, I don't even have that much on my UE drive

serene birch
#

well might be VERY well compressed though 😛 I didn't look at the space needed

rotund scroll
#

I got 28gb without addons

#

the engine alone is 13gb

next badger
grim ore
rotund scroll
#

however it may be for the file installations

#

temporary files

grim ore
#

nothing special for me, no platforms no debugging symbols

maiden swift
#

It's still only 16GB for me. No platforms, no debugging, no engine source.

#

Same size as 4.24 with that config.

rotund scroll
#

yeah I removed a bunch of stuff and it's 16gb

#

ios and... tivo? was ticked

grim ore
#

its always ticked, super annoying

normal burrow
#

tivo really?

grim ore
#

TVOS

rotund scroll
#

I didn't look closely

#

yeah that

grim ore
#

aka apple tv

next badger
#

it doesn't have options

normal burrow
#

ah right the not-ios for tv, like the not-ios for ipad

grim ore
#

thats weird it had options here

next badger
rotund scroll
#

do once won't work if it's a level restart

#

you need a branch

#

and you need your game instance class

#

ah man

#

look up a tutorial

#

you need a bool in your game instance that you set when you start the game from menu

#

then check on every time before you hit the menu

tame delta
#

TraceEnd is the end point (regardless of collision) and ImpactPoint is the point of impact only if there was an impact yeah? Any straightforward way to get TraceStart + TraceNormal*distance ?

next badger
#

@grim ore restarted the launcher...options emerged

tame delta
#

As in, something that returns TraceEnd if there was no hit, the impact point otherwise?

rotund scroll
#

@plush yew I gave you all the info, google each part individually and read pls

devout locust
#

That feeling when you bug test your new stuff and it crash .7 seconds in

rotund scroll
#

@tame delta yes, if you want to detect if there was a hit there's a bool for that

tame delta
#

@rotund scroll No no I just want the point of where the trace "ended up"

#

It might be TraceEnd or ImpactPoint, but the doc is insufficient

rotund scroll
#

usually you input that for your trace?

humble stirrup
#

Hi guys

#

SUP

grim ore
#

trace end would be the end point no?

tame delta
#

@rotund scroll No no I mean if there was a collision, I want that point, otherwise I want the end

humble stirrup
#

Two questions

tame delta
#

I've no idea man to be honest

grim ore
#

and like they said if there was a collision its the impact point

tame delta
#

I did at some point

#

I was just wondering if this point was already part of the trace outputs

grim ore
#

break the hit result and look at all the options

tame delta
#

Again, it might be TraceEnd or ImpactPoint that does it

rotund scroll
#

@tame delta I mean you need the end of a trace from the beginning?

tame delta
#

Yeah I've done that, the explanation doesn't say 🤷‍♂️

rotund scroll
#

impact point only works if you hit something

tame delta
#

I'll ask it like that: Does "ImpactPoint" return TraceEnd in the case of no collision?

rotund scroll
#

nope

tame delta
#

Ok.

rotund scroll
#

nothing will return if there's no trace

tame delta
#

So does TraceEnd return the input variable (as you said) or does it return the impact point in case of an impact?

rotund scroll
#

afaik

#

sorry if there's no hit

tame delta
#

Can FVectors be undefined/NaN?

rotund scroll
#

that is

#

nope

#

they can be 0,0,0

grim ore
#

uh... you know you could just test it right?

tame delta
#

Oh it just nulls it out

brittle gulch
#

Hi again, can someone help me reduce the SlateDrawWindowsCommand event? I can't figure out what is doing that.
I'm profiling in a development build, not in editor, weird thing, I don't have any problem like that in editor.

tame delta
#

Yeah I know

grim ore
#

print string out the results on a hit and on a no hit

tame delta
#

Yeah I should

#

sorry

rotund scroll
#

collision is a bit of a pos to work with though ngl

tame delta
#

Just wanted a reason to chat with you wonderful people

rotund scroll
#

surely you're joking

tame delta
#

Nah Cranz ❤️

#

I mean yeah kinda obviously I'm legitimately wondering

rotund scroll
#

that's only the second best compliment I've received today, next after being called a rock

tame delta
#

I'll do better next time

rotund scroll
#

I'm ok, I don't need praise to function

tame delta
#

I do, I have a very fragile ego

grim ore
#

poop, the default lighting in .25 is much brighter than .24 😦 I thought it was just a master branch issue but nope

thick herald
#

Wonderful granite peoples of UE4

normal burrow
#

ahh how are the ss reflections?

grim ore
#

SSR seems fine, cant test DXR here. It's all the sameish just... like ... brighter

tame delta
#

Someone turned down the brightness on the graphics dev team's monitors

thick herald
#

yeah tis quite a bit brighter

normal burrow
#

is hdr a thing yet?

frail sail
#

anyone tried GPUlightmass with 4.25 preview? and meshes can change lightmap coordinate index (bugfix)?
lastly question. now its open restore previous tab ?

tame delta
#

@grim ore Even without eye adaptation? (I assume that's the first thing you tried but never know 😛 )

grim ore
normal burrow
#

wow that ssr looks more powerful

rotund scroll
#

I'll say

thick herald
#

are gizmos kinda wobbling about for anyone else?

rotund scroll
#

bravo

#

game instance class

#

how to create a variable

#

we really need a @grim ore bot

grim ore
#

I had a bot but it got mad it was being used 24/7 without pay or break 😛

tame delta
#

Can it be his dog hat persona?

#

Wait is it a dog? 😬

rotund scroll
#

bit early for robots to go sentient just yet

grim ore
#

man there is like a major change to this rendering stuff in .25

frail sail
#

these 2 thing was bugged at .24 and important for me

normal burrow
#

/tomato is point in box

worn sparrow
#

anyone in 4.25 able to find volumetric cloud examples, or are they not in yet?

grim ore
#

@frail sail I cant test gpu lightmass on this machine and what was the bug? I never had an issue changing lightmap indexes

frail sail
#

i have 2 uv lightmap when 2nd generated from engine. when i trying to change lightmap index 1 from 0 its back to 0 again.

#

and sometimes it crashing

normal burrow
#

issues in .25 should be reported

frail sail
#

now all meshes have 0 index so all meshes have overlapped %99999

#

yeah thats why need to know its fixed on .25

normal burrow
#

you backed up right?

#

oh, i suck at reading sorry. yeah thought you were saying its a .25 bug

grim ore
#

I dont really know it might be your mesh related? I just made a mesh and changed it's lightmap coordinate index to 1 and saved. no issue on save or reload

rotund scroll
#

whats a backup

frail sail
#

leme make gif

normal burrow
#

We ran into a similar issue without a crash noira on 4.24.1

#

it wouldn't generate and assign a lightmapping uv. not sure how it was ultimately fixed

grim ore
#

now im curious on how gpu lightmass would integrate with the engine if it's part of it

abstract relic
#

It wasn’t

thick herald
normal burrow
#

oh

abstract relic
#

I imported the mesh as a separate asset and deleted the old one

grim ore
#

@thick herald if I am far enough away and the outline is large enough it looks like its redrawing super fast

humble stirrup
#

So, Iam back. I need help with how to make a datatable to reference a said croup of images in row and coluns

dense magnet
#

Really frustrating bug whenever I try to alt-drag to duplicate an object, it quickly / briefly pops up with a commit to source control change and cancels the Alt-drag. This is slowing down my workflow a lot. Hasn't ever happened to me in years of using the engine.

humble stirrup
#

With each row being a said card

normal burrow
#

thats a vertex boil if i've ever seen one

tame delta
#

@grim ore Even without TAA?

#

@normal burrow Oh is vertex boil the name of the PS1 effect?

grim ore
#

nope its the AA causing it

normal burrow
#

nah thats vertex lava (on ps1)

tame delta
#

Guess they use the TAA jittering transform but don't actually contribute properly

#

@normal burrow Wait how many version of it are there

grim ore
#

yep only TAA is causing the issue, good call

next badger
#

thye are using TAA mask, that's why you see jittering

frail sail
#

it was crashed 2-3 times when i trying change this cryrage

normal burrow
#

theres jitter, boiling, lava, shaking, precision issues, wobbling, waving, dancing

frail sail
#

nvm uploading video

tame delta
#

@normal burrow Haha no way are you making that up

frail sail
next badger
#

@normal burrow you know you can override selection effect?

normal burrow
#

it depends on the motion of the vertices

tame delta
#

But is most of it caused by vertex snapping to the pixel grid?

grim ore
#

yep that is annoying the TAA change is in .25, not in .24, that causes the jitter. So many weird ass changes not in the notes

normal burrow
#

is niagara enabled by default?

next badger
#

hmm...i have 4.26 and no issues there...still downloading 4.25

normal burrow
#

it can be caused by lots of things cafe, as noted this seems to be aa related. but using unity with a really near plane on projection will do this at about 1km out (they used 4x4 matrices internally so the precision loss is stacked)

rotund scroll
#

btw if anyone's not noticed, there's a free plugin called linter that seems to be focused on style refactoring for projects

next badger
#

Allar should know

rotund scroll
#

seems he's involved yeah

tame delta
#

@normal burrow Well this effect in 4.25 I understand, the PS1 too, when you mean waving to mean weird patterns in Z-clipping? Unclear to me how depth precision caused by too low of a near plane causes the vertices to move in screen space

thick herald
#

unless he forgot.. old age and all that

grim ore
#

@frail sail yep thats a weird one but no problems here in .24 or .25 with doing that

frail sail
#

but that problem is in .24

#

u sure?

rotund scroll
#

@plush yew don't spam. I gave you the tools. why aren't you fixing it?

grim ore
#

well I can only be as sure as I tried

normal burrow
#

that doesn't seem like z fighting to me

grim ore
#

dunno what else to try lol

frail sail
#

well at .25 have no problem then its fine. that wanted to know anyway

rotund scroll
#

@plush yew then why don't you ask about that instead

#

go into your game instance class

grim ore
#

well I have no problem making uv maps, removing them, changing them, setting them in .24 or .25 for my sample mesh

rotund scroll
#

and create a boolean

#

then from where you start your menu, create a branch

grim ore
#

the only way I can get it to not use lightmap 1 is if lightmap 1 doesnt exist but once I add it I can select it fine.

normal burrow
#

thats how its intended to work

#

you set the generated uv to the size of non-generated uvs

rotund scroll
#

like where you had your previous logic

grim ore
#

I know that, just letting Noira know I have no issues. They seem to not be able to select 1 even tho 1 looks like it exists

frail sail
#

but there have uv channel 1? how doesnt exist

normal burrow
#

yea was also speaking to noira

#

HighTide said a fresh import did not result in the broken thing

rotund scroll
#

@plush yew no

#

keep your logic where it is

#

just add a branch

frail sail
#

so i need to reimport this?

#

okay

normal burrow
#

so maybe import to new file then delete old with replace

grim ore
#

now I will admit in my case I cannot select UV1 and remove it like you can so something is off

rotund scroll
#

did you create a boolean variable in your game instance class?

normal burrow
#

4.24 had some serious fbx issues, wouldn't be surprised if it carried on to existing assets some how

rotund scroll
#

now where you had your branch

frail sail
#

but i didnt imported this mesh at .24. maybe upgrade bug from 4.20

normal burrow
#

that was our case too noira afaik

rotund scroll
#

use the node Get Game Instance and use the Cast to node to cast it to the <name of your game instance class>

#

whatever you named the game instance class

frail sail
#

well thank you for correcting about that, i will try reimport it after done my job about blueprints

rotund scroll
#

if you type in the name of your game instance class in the context menu

#

it should pop up

#

you... don't know about the context menu?

#

the right click thing?

#

try searching for cast to menu

#

or name your game instance class something else

#

now get the bool variable

#

that you set inside the game instance

#

well yeah

#

drag the bool value into the branch

#

you might want to drag out a line from the bool before the branch and type ! in the context menu

#

the pick the NOT node

#

then use the true part of your branch to execute

#

your logic

#

just NOT

#

drag that into the branch

#

show me your logic

#

what you've just done so far

#

and where you've done it

fast magnet
#

anyone tried the preview yet?

rotund scroll
#

@plush yew in which blueprint is taht

#

you need to put it into your other logic

#

yes

#

so that one

#

need to use the bool you have

#

no

#

use the cast node

#

before the branch

#

then from the cast node

#

you need to drag it out

#

and get the bool value you named in the instance

#

you're still not using the cast node

#

you need the pin from the cast node

#

and select the boolean THERE

#

after the event

fringe totem
#

I need some help Im using an ai which is from last months free pack and when I spawn my chickens in they are green. I have changed the material and I don't know how to fix it

worn sparrow
#

volumetric cloud examples in 4.25 yet? cant find em'

rotund scroll
#

@plush yew cast before branch

#

an from the pin in your cast node, drag it out so it becomes a line

#

then let go of the mouse

grim ore
#

@worn sparrow Where do you see them mentioned?

rotund scroll
#

connect to the cast node? why did you unhook it

#

jesus

#

look man if you're gonna do this you'll have to put a lot more thought into this

#

read what I said previously

#

about what to do with teh cast node

#

explain

tame delta
#

Get I get a bleep for live coding?

rotund scroll
#

why did you move everything into the game instance?

tame delta
#

Once compilation is done?

rotund scroll
#

I mean

#

you're doing thigns I'm not asking you to do

brave gate
#

only actors contained in the level (level blueprint is part of special level actor) can reference actors from this level

#

Game Instance is object spawned in runtime, can't have any reference to the world things

abstract relic
#

You can hear Cranz giving up

brave gate
#

level blueprint is OK for starters
open UI should be a part of Player Controller or your custom UI Manager

#

depends on game, design, your systems

fringe totem
#

ugh

normal burrow
#

death throes of attempts haha

fringe totem
plush yew
#

How i can check

#

if i landed on the group?

worn sparrow
#

@grim ore hi, volumetric clouds done for 4.25 on their trello

#

sheit, maybe it's a plug-in we need to enable?

normal burrow
#

that would make sense

grim ore
#

it is a plugin and there are sample maps but they dont work

#

but just because its on trello doesnt mean its working or in the live preview is why I was checking, hell we might not even get an example

normal burrow
#

like 4.24 water

worn sparrow
#

ahhh ok ok, ty mathew 😄

#

^yes xD

normal burrow
#

you have to be deathrey to know the constants meanings

grim ore
#

enable volumetrics plugin, open the plugin content and there are 2 maps but the material for the volumetric seems broken right now it wont compile

normal burrow
#

which deathrey gladly shared knowledge of course

plush yew
#

Any thoughts which one of these i can handle how fast the emitter can go?

normal burrow
#

which go?

grim ore
#

yep which go? max speed, initial velocity, etc?

zenith flower
#

Can anyone explain the impact of this?

#

Should I care ?

normal burrow
#

whoa what

#

they're seriously not using uobjects for reflection anymore?

grim ore
#

@zenith flower did you see the notes in the patch notes? FProperty Refactor. UProperty are refactored to be FProperty, which means that UProperty is no longer a UObject after this release. Note that this is an API update, and the refactor should go unnoticed by end-users who don't work with the source code. so you should know if you need to know

normal burrow
#

holy crap

zenith flower
#

I'm at work, I was asked about that screenshot

#

And it doesn't answer anything the first screenshot didn't imply

normal burrow
#

that is going to break so much stuff haha, its awesome though.

#

Its a good thing FPropertyModification is a thing

#

maybe not a lot of manual UProperty* code needs changing

zenith flower
#

If it's just a name change in code whatever. But if there is more work involved something should be said

normal burrow
#

Ah if you think of classes as a bunch of scaffolding tidiii

#

uproperties are objects that exist for each property on the scaffold

zenith flower
#

Or you could just call them variables xD

normal burrow
#

eh UProperty objects aren't the same as uproperty variables

brave gate
#

they UProperty not that UPROPERTY() macro

normal burrow
#

i'm glad i'm not alone in arguing as such lol

brave gate
#

it's still good old UPROPERTY() in your code

normal burrow
#

cause it makes not a lot of sense when said

zenith flower
#

Oh, well hell. I'll be fine

worn granite
#

Yeah UProperty being addressed as a variable is kinda... nah

normal burrow
#

ye, caps matter

worn granite
#

It's really more like alignment and offset and size and stuff

brave gate
#

UObject is just lot heavier to instantiate and operated on

normal burrow
#

also, the UPROPERTY part isn't really the variable either. its all kind of like a nametag or license plat on the region of memory they cover

#

yeah what lambda said

worn granite
#

description of how to muck with it from a void*

zenith flower
#

Use caps!

#

Confusing us! XD

#

Or no caps xD

#

They should change the macro xD

worn granite
#

the change to FProperty is invisible unless you are dynamically instantiating a UClass

#

Or are refactor renaming

brave gate
#

kinda of yes, every variable you see in editor/blueepint is UProperty or now FProperty

normal burrow
#

they really should llvm parse for macros instead of naive reading, source engine has been doing this for some time now

#

well what about property modification lambda?

#

i think some of those editor only functions take a UProperty*

#

maybe they are all hidden behind something like FPropertyModification but i can't recall

brave gate
#

probably changed to FProperty, like already 😉

normal burrow
#

yeah, but thats a common thing to edit for a cpp developer

#

respond to property changes made in details panel etc

brave gate
#

checking now 😄

normal burrow
#

I mean I assume UProperty doesn't exist anymore, maybe its a typedef?

kindred viper
#

@brave gate not every variable. I have a plugin that lets you have detail panel vars without UProperties. Not that it should be done, but it can be ;p

brave gate
#

was it difficult to do?

#

I mean now I'm looking into creating user variables in custom tool, but for now trying to use FBlueprintEditorUtils to create properties in editor

worn granite
#

Yeah that's what I meant by renaming

lime gull
#

So Im trying to do some saving but it doesnt always work as intended
Is there a way I can save and load only a few variables at a time

kindred viper
#

yeah somewhat. When I did it there were maybe 2 pages on the entire internet with valid info

#

I wouldn't do it again though

lime gull
#

It seems if I dont save every variable it just resets it

brave gate
#

yep, PostEditChangeProperty uses a new "name"

kindred viper
#

@brave gate a suggestion would be to create the UProperties and their respective PropertyHandles manually. Not sure if BPEditorUtils will have what you need. But maybe it will. What is the specifics you are attempting?

brave gate
#

custom editor where user can add properties just of few basic types (also some USTRUCT)

#

similar to the Control Rig - custom nodes and few available property types

kindred viper
#

ah

brave gate
#

although Control Rig uses UBlueprint, so I got inspired by that

#

for sure I want a custom UI, customizations, nodes in graph editor

kindred viper
#

yeah you can create and write directly into a custom made blueprint if you like

brave gate
#

ok 🙂

kindred viper
#

I've never made a custom graph but I know its fairly simple. Checking out the two dialog systems I have helped with that

brave gate
#

the reasoning to use blueprint utils was: use proven solution for all possible operations like renaming and "compiling" references, not to reinvent the wheel

#

not to spend month on my own amazing solution 😄

#

but that assumption could be changed, once I got custom UI/editor stuff...

#

yep, I was also surprised how easy is to write custom editors

#

much easier to comprehend than networking 😉

#

EdGraph API is clean and intuitive one

rotund scroll
#

isn't it just enabling the transition from crouch

#

idk

pulsar badge
#

hey, does anyone know how to increase my FPS when im working on a big open world map?

#

when i edit the map im lagging lol

#

but when i click play and walk around i dont lag

fierce tulip
#

@pulsar badge group sections and hide them

#

*place them in folders per section and hide em. grabs screenshot

elder moat
#

Anybody got a fix for this? I got the free animation pack that epic has and then changed the world settings to apply to the character- but for some reason it still shows me the default third person one

fierce tulip
#

you can select groups, or whatever you want, and use the eye in front to hide em

pulsar badge
#

@fierce tulip Oh great idea Thank you!

#

its mostly my trees and folliage though which i placed down using folliage tool

fierce tulip
#

not enough exp. to give advice on that

#

i made perhaps 2 terrains in ue4 :p

late lake
#

Can anyone help me with Visual Studio and UE4?

next badger
#

@late lake be specific

pulsar badge
#

lol

late lake
#

I'm having a problem where when I create C++ class in UE4, but in separate folders (e.g. /Public/test.h and /Private/test.cpp), the header file is not recognized

grim ore
#

@elder moat the default TPP template has a character IN the world by default and a player start, you would need to delete the default character to use the one in your world settings/player start

late lake
#

This is only temporarily resolved when I add the .h to Include Directories through configuration

#

But then when I restart VS, the include directories are wiped out

#

@next badger Is that better?

next badger
#

when you're making new class in ue4 ue4 adds it to project and regenerates the solution

#

you don't add files to project manually

#

well, you can, but as long as they are in the proper folders

late lake
#

I'm not adding the files manually. I'm adding header files to config manually so that they can be discovered

next badger
#

"config" ?

late lake
#

Since if I don't do that, MyActor.h cannot be discovered by MyActor.cpp if they are in different folders

#

So when whatever file you have included cannot be located

#

You want to add that file to the PATH right?

next badger
#

no

late lake
#

no?

next badger
#

you have your Source folder, all files there are structurized

late lake
#

yes

next badger
#

you don't add anything to paths

#

ue4 does all the job

late lake
#

But it's not doing that job

#

is my problem

grim ore
#

When you create the C++ class there are public and private buttons next to the NAME field you can click on and it will do this for you

late lake
#

@grim ore Yes, that's what I've been doing

grim ore
#

and it doesnt remember them?

late lake
#

I don't have that large a sample size

#

But it starts freaking out if I go one level deeper

kindred viper
#

@brave gate that is some great advice with "not to reinvent the wheel". Because that would be the moral of my story with that plugin. Due to a lack of info and understanding early on, I marched on regardless and went a seperate way, only to learn later than the systems in place can be used in other ways to do what I needed. And they were structurally more cohesive with the current ones. And that is important if you are ever going to try keep up with the engine builds. If you stick to one engine forever, its not a problem tho. Anything goes.

late lake
#

So /Public/Characters/Character.h /Private/Characters/Character.cpp

elder moat
#

For some reason I see a capsule around my character when i start the game up, how do I get rid of this

late lake
#

That would freak the Engine or VS (whichever of the two) out

next badger
#

that's structure is incorrect...

late lake
#

@next badger Why is that so?

brave gate
#

@kindred viper I appreciate the reply 🙂

kindred viper
#

yeah its a bit late. im in 10 places at once 😄

pulsar badge
#

Does anyone know how to hide some foliage not all?

#

so my fps increases

abstract relic
#

Set cull distance

#

You’ll find it in the individual foliage setting

pulsar badge
#

Oh ok

#

I''What does that do?

next badger
#

@late lake ue4 adds every public folder to path's list...so when you write the cpp you have to write:

#include "Characters/Character.h"
#

if that's your goal - okay

late lake
#

Hmm I see your point

#

Though it hadn't posed a problem before - in fact, my game had been compiling more than happily even if I just did #include "Character.h"

#

Regardless, why isn't UE4 doing that on its own when I make the c++ class then? Even when I am using the public/private button to make the class?

opal lark
#

Hello

#

I want my enemy to patrol so i need to give them cord. is there a way i can get cord in map

next badger
#

@late lake close vs, close ue4...open project's folder
right click .uproject -> generate Visual Studio Project Files

#

open the solution, and check if files can see the includes

#

buttons like "private" and "public" are only setting the folders...nothing else

#

@opal lark generic AI has a patrol module, it can navigate by using markers (target points)

late lake
#

@next badger Including the path under Public (e.g. /Characters/MyCharacter.h) seems to work. Any thoughts as to why UE4 can't compile upon creating the C++ class right away?

next badger
#

compile what?

#

when you adding a class it's not in the game yet

late lake
#

When you create a C++ class, UE4 recompiles

next badger
#

to compile you have to add the class to the game and use the compile button on the top

late lake
#

Hm? When I create a C++ class from the Editor, it automatically tries to compile

#

Is that not how it's supposed to be?

brave gate
#

basically would the best to just ignore editor class creator

#

it's just uses this crappy class template

late lake
#

Oh

brave gate
#

and doesn't work well as you see

#

you can simply create .h and .cpp files manually, or copy any existing class + cleaning it up it's faster than using this creator

late lake
#

ah

brave gate
#

also editor creator tries to add useless entries to .uproject - I don't know why 😄

late lake
#

I see

#

So just manually create them through VS