#ue4-general
1 messages · Page 670 of 1
no errors installing any of the needed plugins ?
is the project running
Yeah
and when you hit export what shows up in the top right of bridge?
No errors
and when you go back into the project nothing?
Huh 🤔
if you are using the plugin and bridge you shouldnt need a project location, it should be blank
The project name is 1
just the engine location needs to be correct, which it looks like it is
the path is to the engine install. that shouldn't be correct no?
Should I change it to project1
U gotta Mac
I do?
Is it windows?
it is and it shouldnt matter
erase what you have in your project location and try again
he's a rebel. doesn't use program files 😉
the plugin is a running server between the bridge software and your open project
you're trying to export into the engine?
blank this out
time to reinstall windows its broke https://i.gyazo.com/c229418bc96d6188edbeebab6c4a8412.gif
I’m can’t
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-
Btw @grim ore https://help.quixel.com/hc/en-us/articles/360002127457-Official-documentation-of-the-Megascans-Plugin-for-Unreal-Engine-4 ,mine is on the list supporting cuda
sigh
ignore that
finding right ONE
Btw @grim ore https://www.geforce.com/hardware/technology/cuda/supported-gpus?field_gpu_type_value=All&page=1
Compare GeForce graphics processors that support your PC gaming system, including GPU performance and technical specifications.
Which one
so sorry I doubled posted by accident
yours is above
@signal jetty this https://help.quixel.com/hc/en-us/articles/360002127457-Official-documentation-of-the-Megascans-Plugin-for-Unreal-Engine-4
Just in case...
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
@midnight root yes cuda might be supported but it doesnt mean task manager can see that as it's driver related.
is it not possible?
project file out of date ?
Yes still can’t Export it
windows 10 all updates or...
Something is wrong I can’t figure it out
Mine isn't installed, all I could offer is to check your steps, regarless that megascans is shown on ue4 UI
dunno
always
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
ohm, i think "required - use local space - uncheck. boy that wasnt super intuitive, just enough to guess it X_x
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.
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.
I think you might need to assign an AI controller to it when it's spawned
why would it work fine as a pawn though
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
does anyone know if there are some assets, free or paid for background vista war effects?
@kind dew Pawn is automatically controlled by an AI if there is no player controller I think
I can't get command line arguments for game to work, does anybody have any ideas?
Just try what i said?
you can't pass a map on the command line to a shipping game that isn't a dedicated server
set a project startup map instead
you can't even pass an IP address?
that's what i'm trying to do ultimately
that's not working either
I don't think so no
that's super weird
it's because that would let players open random maps with no control
load a startup map and then manually travel somewhere
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
or you might be able to enable it somehow
@calm portal but clearly the behavior tree is running in that picture so the AI controller is definitely assigned
Ah I see what you mean. Hmm maybe something to do with the character movement component?
Are you testing on a simple map? Characters already have CharacterMovementComponent with physics and stuff
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
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?
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
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?
if you mean like a survey in browser that's called google forms not analytics
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
Select the asset >>> asset action>>> migrate
Kindly focus on the problem...i don't want another...
lol
Low effort work will get you low effort result
i thought that was a desktop image they really like their snacks
Don't bother giving me a result then...there few more thousands here who will be more willing to help
Shift+windows key+S was what i was gonna write
It’s literally always been of a desk top
oh wow
da bump , hiss something
i was right all along, whoa
What conspiracy is this
This group has to be more useful!
Doesn't seems like though
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
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.
But you can't migrate from the world outliner.
Like wise @polar hawk so unless you want to help..you should jump in between with nothing helpful to say
Shouldn't*
I literally have a hard time seeing the problem there
@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
That’s why I gave you a helpful link
nah vivek, not making fun its just really difficult to help with those screens
you likely need to just right click on Content folder inside Content Browser and migrate
I literally could not see your problem. So screenshot would of been most helpful
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.
Shift+Windows+S, draw a box
@normal burrow ..😅😅 comeon... i was being made fun...anyways.. I'll try searching at a different place as I'm seriously out of time....
Thanks everyone
You got the answer, twice over
Ohhh sorry...i may have missed in between the comments where i was being kindnof humiliated
Lol
I'm sorry again
even though i said it was a desktop first yes, i agree
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
Man...there is a problem here
bring your problems here and we'll help, just clarity helps us help you
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
Wasn’t the intention
Just checking out your desktop
So much I saved a screenshot
I'm grateful
You too could have your own screenshots
I am merely happy you are using dark theme
Eye strain begone
I like my eyes like I like my coffee
Dark themed
Pushed through a mesh with high pressure steam?
Sure
this is the project which worked on earlier. Now i want all the contents, basically everything from this project to a new project.
this is the project where i want the contents to be pasted or migrated or transferred.
Migrate assets from the content browser, or export the level or migrate the level from the content browser. Not from the world outliner.
🧇
so I'll havce to select them all and then migrate
The button will present you a tree view of folders where content is the trunk
You just right click on the the folder named content and migrate
Then choose the other content folder in following dialog
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
May want to try #datasmith
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
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
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
Only google analytic integration plugin I know of is gameDNA’s.
There’s Flurry if you want free alternatives
Flurry is a mobile app analytics platform that empowers product, development and growth experts to build better apps that users love.
thats just the stock one too no the macro lense 😛
Shoot. You cropped it strangely. Point to that. Missing snacks though. Nor fingerprints!
hey I have plenty of desk scunge I could show hehe
I dunno how to take a phone pic of my phone
Mirror
one of these is not like the other
Denim does that
that used to be a clear case
Im gonna need a new one, the phone can fall out of this one
Phones are getting kinda silly now though, I got a new one mainly for the battery lol
I don’t use a case anymore, They’re pretty sturdy
I use one cause I cant hold the edge display with my fat fingers
and the S10+ is the first one Ive scratched 😦
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?
Does anyone know what this error is about? Its not giving me a file name to check
FRayTracingDynamicGeometryConverterCS unknown by landscape thumbnail material, please add to either AllowedShaderTypes or ExcludedShaderTypes
Hello Everyone, can someone please help me with "NULL static mesh property" when I have custom UVs?
Guys , how do i make a material that changes with a button press /?????????????
@austere scroll Create 2 different materials. Then use the button to swap the material belonging to the mesh you want
@upbeat trench
ban
hello lads
Greetings
are uassets produced in 4.24.3 compatible with uassets produced in 4.24.2?
im working in 4.24.2, from source and someone else is working in the one from the launcher just to make maps.
should work
good to hear, thanks
i'll let everyone know if there are any issues and what i had to do to work around them
theres no way to get 4.24.2 from the launcher, btw, is there?
it only presents the latest hotfix of each version
correct
you could just upgrade your version
working with different engine versions is highly sketchy even if it "should" work
have to agree with zeb for sure
how the fuck do i save
press the save button
wording
press the fu....
oohhh him 🤔
just f
press the f key?
to pay respect, yes
I heard the universal ctrl + s also works
respectfully save
crtl + shift + s + f
alt + f4 also works
because it'll prompt a save all dialog 😄
Nah, :w
There is some serialization topics on UE, as well few plugins on the Marketplace. Likely and video tutorials.
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
and a material that has particle color
because that doesnt affect the material
Expressions used for creating materials to be applied to emitters in Particle Systems.
this be your bible for today
study it well
Understood, thank you
good luck! and if something is not clear, ask
2nd subject on that page is particle color btw
ye i start from top now to get involved with everything
**HELP PLS: ** How can I cast a Variable from ThirdPersonCharacter to a WidgetBlueprint? Thanks 🙂
https://www.youtube.com/watch?v=6IOgkWv1lEY @manic vine maybe this helps
What is Blueprint to Blueprint Communication, or how do I call functions or get variables from other Blueprints, in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
Thaanks!
people should really learn to read the rules 😦
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
is there a way to cluster widgets for GC?
you could try recycling them rather than destroy if thats an option
I don't destroy them at all
I just have a lot of shit existed. Most of it are widgets
and it takes 200ms to go through all of that in GC
GC only gets done for objects that are dereferenced, Im suggesting keeping some of em around instead of letting them get to GC
UI stuff some of it will be relevant every time someone opens a menu or has a hud up so its fairly persistent
youre probably wasting more resources clearing memory than the memory youre saving by doing a GC on em
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.
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?
if my game requires those, would it be better to create a "fake AI" by using a component in the flying actors?
Hi guys, can somwone tell me how to reduce the time of SlateDrawWindowsCommand?
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
Does this have something to do with widgets? 🤔
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?
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?
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)
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?
might not do what you want but could be good to start and extend on
and you'll need to register your own developer app within discord
ah i see ok i will see if i can find a magician that can do this thx for the help :)
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.
https://docs.unrealengine.com/en-US/BlueprintAPI/Appearance/GetDynamicMaterial/index.html theres no real docs on this. when can it return null please?
Get Dynamic Material
it works fine for me, but on someone elses system it generates a ton of errors because the return is null
I thought free assets come today?
What assets?
unreal
Ahh
Free assets of the month
Are they usually beginning of the month?
@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!
Ah ok
which is today.. lol
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
@opaque nexus better dm him instead, shadow is very good at not noticing messages
Alright! 😄
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
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
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
are you proud of me guys
Hi somebody can help me on my SlateDrawWindowsCommand problem please? I don't know where that's comming from :/
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.
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
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
which means a keyboard user can only steer full lock left or right, or straight ahead
DOES ANYBODY KNOW HOW? can i set up my chracter to punch something and then that thing breaks?
this to me means an advantage for gamepad users, is there a good way to give that same flexibility to a keyboard player?
no keyboards and mouse sucks gamepad is superior every gamer should invest
@midnight gate very complicted answer, what particular part are you stuck with?
how do i start
do i put a collision box on his hand? and hope it hits the actor collision?
how do i program simple punching and interacting with punch
m stuck on this part cuz idk how to continue
you could do that
but generally you can simplify
depends on how accurate you want the collision to be
in my last game i cheated and just did a line trace if they are within range of a melee attack
OH I HAVE AN IDE
idea
walks up to window? checks if charcater is there? checks is character punching? all checks yes OK GOOD WINDOW DIES
like for example look at window and punch
like shooting a gun at it in fps games
that would work right?
so the player has to walk to the window look at it and then punch
@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.
hmm, thats true re controller being better
in ue4, an axis bound to a keyboard key jumps straight from 0 to 1/-1, iirc
from zero to the maximum axis value
im thinking its not worth dealing with, people who are serious about playing will just go get a gamepad, right?
i mean theyre not expensive
I don't you're correct, I'm pretty sure it doesn't just jump to 1
Yeah, driving gamers all have controllers or wheels
yea that plan worked
i had it dumping to the display with a print node and only ever saw two values, 0 and 1
so unless it changes to max so fast that i dont get chance to see the other values...
well that was easier than i expected
are you sure it was an axis value and not action? I've done the same thing and I've printed many different values
this month free content is out
oops
lol I was wondering why it was all the same stuff 😄
haha sorry
hm did the animation content really need this many screenshots? 🤔
math time, i need to get the difference angle between 2 vectors, in values from -180 0 to 180?
which would be the best way to go about it?
how do you manage large scenes in UE4
Level separation mostly and prefabs via extra tools or blueprint construction. Along with HLOD and other things like that
scene is an archiviz scene
You can also look Varient manager
why why why......... how should I ask this, when it makes no sense..... ok. question.
why a trace by channel, looking for Visibility, shooting a ray into an object that blocks visibility trace channel....
and it doesn't see it
O o
I mean, why can it possibly fail
hey, how can you know how much RAM use your own game?
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
@copper flicker are you sure the mesh has a collision shape?
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
I'm not sure what the colors stand for, but maybe that's why it's behaving weird
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
the default plane of UE4 should work though
yeah, and the blue sht is a default unreal cube
and that works too
it jsut doesn't work in my OTHER obejct
well do your other objects have collisions? can you check?
@copper flicker so after checking with my scene I guess purple means it's movable and blue means it's static
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
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
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
🤦♂️
yea
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?
you are trying to click on something and make it be destroyed?
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
ok what about keyboard instead?
how can it be destroyed when i click e on it?
thinka bout fallout loot collecting
that is alot more complicated
you look at the object press e and it collects and actor is destoryes
and there are various tutorials out there to handle it
look up interacting with items since that is what you want to do
alrithy
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)
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 !
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
Calling attention to this because I agree
yo does anyone know what causes this to happen
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
4.25 preview out
shut up it is not, you lie!
Several folks cannot download it, so I'm holding off on the announcement.
ah,
Bugs incoming 😱
Yeah, it isn't letting me download it...
It's a preview build. Of course there will be bugs. 😄
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.
Anything interesting in 4.25?
nice i cant wait i messed around with the git version there is alot to unpack in it
Yeah, looks like a big release.
What do you mean several people, I am not that fat that I count as several people! how rude 😆
material updates/translucently and more/ mesh editor got alot of features/ physical material masks and countless other things
Lots of audio goodies, too. 😍
imagine all the neato stuff we would have seen and heard about in 2 weeks at GDC 😦
Nope, still no clue.
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."
and everyone is still getting their presentations ready so imagine it wont be too long till we see them
i still think 4.24.3 is a result of wanting to have an awesome release of 4.25 for gdc
Yeah. I imagine Epic will still present all their goodies, just online. Unless they decide to wait until summer when GDC presumably takes place.
"these awesome features are available... now"
presumably no more zombie fear yeah, summer time
The new auto exposure system looks promising.
hope not because we also lost unrealfest and i need awesome videos again hahaha
Yeah, I hope they still announce everything this month. 🙂
fact that niagara is enabled by default on main is enough hype for me
Maybe they'll do a special episode of Inside Unreal blowing it all out, then upload direct-to-YouTube presentations.
hello
they've also been saying 4.25 is the one where niagara out performs cascade
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.
4.24.3 fixed whatever was making it crash relentlessly for me. 4.24.2 and .1 were unusable here from crashes.
its surpisingly difficult to match audio to display, so thats quite cool
hm i am on .1 and experience some crashes, but not many
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1728453-unreal-engine-4-25-preview forum post is up
PREVIEW!
Preview 1 of the upcoming 4.25 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will rele...
I've been working on some visualization stuff. This new data interface sounds like it'll be much easier.
Like I said, not posting until people can actually install it.
oh yeah just to read while we wait hahaha
oh thats trippy
pat is late to the party sorry
😄
it was .25 preview 1, now its .25.0 for me. still cant install
Oh nice, the rework of animation curves makes them much more useful
i hope that montage ui makes it
if it means they can be used in montages now
the new animation stuff is soooo sexy, montages are 100% easier to understand now
i bet they've renamed every animation node api function again for the hell of it
I hope Timelines get that modern Sequencer UI someday, too.
thats the price of fancy animation updates, renaming of apis
imagine its the hope pfist but might take a bit
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
Is convert to blueprint a new feature?
like when having something selected in editor
if so no you could do that for a long time
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.
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.
yeah reading it this does even more
Great example would be your lighting/sky setup.
yeah and have child bps nested
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.
how stable is 4.24.3?
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
@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
I switched my current project to it last week and have found I like a bunch of the changes.
did they fix the move asset slowness?
why does opening a blueprint just to look at it modify the file on disk?
did you save it in a previous version of the engine?
4.25 p1 is out, wonder how buggy it is, the volumetric clouds are nice
its weird that with how long volumetric clouds have been around by now, that they are still expensive?
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
Volumetric clouds are still half a century away from running at full resolution, physically correct and at decent sampling density, unfortunately.
remembers back in early 2000's a gpu manufacturer was already attempting to do rtx
and its still not proper
so we can all be old men yelling at clouds by the time those work?
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
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?
Guyss!
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 🙂
hey do you know how to add the volumetric cloud plugin to my project ? https://gumroad.com/debugart ty 🙂
"Anisotropic" \o/ at last
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]
Any tips on how I can resize the landscape?
select the landscape actor and change it's scale?
oof i thought it will came at next month
No, I mean resize the data of the landscape using component resize option in Landscape Manager
Um...who downloaded 4.25?
I did
still downloading, a Fortnite update wanted to install (and I never launch Fortnite, why do I have it installed already XD)
can't be true, I don't even have that much on my UE drive
nothing special for me, no platforms no debugging symbols
It's still only 16GB for me. No platforms, no debugging, no engine source.
Same size as 4.24 with that config.
its always ticked, super annoying
tivo really?
TVOS
aka apple tv
ah right the not-ios for tv, like the not-ios for ipad
thats weird it had options here
i have for other engines
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
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 ?
@grim ore restarted the launcher...options emerged
As in, something that returns TraceEnd if there was no hit, the impact point otherwise?
@plush yew I gave you all the info, google each part individually and read pls
That feeling when you bug test your new stuff and it crash .7 seconds in
@tame delta yes, if you want to detect if there was a hit there's a bool for that
@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
usually you input that for your trace?
trace end would be the end point no?
@rotund scroll No no I mean if there was a collision, I want that point, otherwise I want the end
Two questions
I've no idea man to be honest
and like they said if there was a collision its the impact point
I did at some point
I was just wondering if this point was already part of the trace outputs
break the hit result and look at all the options
Again, it might be TraceEnd or ImpactPoint that does it
@tame delta I mean you need the end of a trace from the beginning?
Yeah I've done that, the explanation doesn't say 🤷♂️
impact point only works if you hit something
I'll ask it like that: Does "ImpactPoint" return TraceEnd in the case of no collision?
nope
Ok.
nothing will return if there's no trace
So does TraceEnd return the input variable (as you said) or does it return the impact point in case of an impact?
Can FVectors be undefined/NaN?
uh... you know you could just test it right?
Oh it just nulls it out
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.
Yeah I know
print string out the results on a hit and on a no hit
collision is a bit of a pos to work with though ngl
Just wanted a reason to chat with you wonderful people
surely you're joking
that's only the second best compliment I've received today, next after being called a rock
I'll do better next time
I'm ok, I don't need praise to function
I do, I have a very fragile ego
poop, the default lighting in .25 is much brighter than .24 😦 I thought it was just a master branch issue but nope
Wonderful granite peoples of UE4
ahh how are the ss reflections?
SSR seems fine, cant test DXR here. It's all the sameish just... like ... brighter
Someone turned down the brightness on the graphics dev team's monitors
yeah tis quite a bit brighter
is hdr a thing yet?
anyone tried GPUlightmass with 4.25 preview? and meshes can change lightmap coordinate index (bugfix)?
lastly question. now its open restore previous tab ?
@grim ore Even without eye adaptation? (I assume that's the first thing you tried but never know 😛 )
wow that ssr looks more powerful
I'll say
are gizmos kinda wobbling about for anyone else?
bravo
game instance class
how to create a variable
we really need a @grim ore bot
I had a bot but it got mad it was being used 24/7 without pay or break 😛
bit early for robots to go sentient just yet
How do I use the GameInstance Object in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
man there is like a major change to this rendering stuff in .25
@grim ore can u look at my questions while testing .25? https://discordapp.com/channels/187217643009212416/225448446956404738/684490407207370764
these 2 thing was bugged at .24 and important for me
/tomato is point in box
anyone in 4.25 able to find volumetric cloud examples, or are they not in yet?
@frail sail I cant test gpu lightmass on this machine and what was the bug? I never had an issue changing lightmap indexes
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
issues in .25 should be reported
now all meshes have 0 index so all meshes have overlapped %99999
yeah thats why need to know its fixed on .25
you backed up right?
oh, i suck at reading sorry. yeah thought you were saying its a .25 bug
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
whats a backup
leme make gif
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
now im curious on how gpu lightmass would integrate with the engine if it's part of it
It wasn’t
Anyone seeing this with .25? https://youtu.be/P9Yo3ktgHq8
oh
I imported the mesh as a separate asset and deleted the old one
@thick herald if I am far enough away and the outline is large enough it looks like its redrawing super fast
So, Iam back. I need help with how to make a datatable to reference a said croup of images in row and coluns
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.
With each row being a said card
thats a vertex boil if i've ever seen one
@grim ore Even without TAA?
@normal burrow Oh is vertex boil the name of the PS1 effect?
nope its the AA causing it
nah thats vertex lava (on ps1)
Guess they use the TAA jittering transform but don't actually contribute properly
@normal burrow Wait how many version of it are there
yep only TAA is causing the issue, good call
thye are using TAA mask, that's why you see jittering
it was crashed 2-3 times when i trying change this 
theres jitter, boiling, lava, shaking, precision issues, wobbling, waving, dancing
nvm uploading video
@normal burrow Haha no way are you making that up
@normal burrow you know you can override selection effect?
it depends on the motion of the vertices
But is most of it caused by vertex snapping to the pixel grid?
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
is niagara enabled by default?
hmm...i have 4.26 and no issues there...still downloading 4.25
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)
btw if anyone's not noticed, there's a free plugin called linter that seems to be focused on style refactoring for projects
Allar should know
seems he's involved yeah
@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
unless he forgot.. old age and all that
@frail sail yep thats a weird one but no problems here in .24 or .25 with doing that
@plush yew don't spam. I gave you the tools. why aren't you fixing it?
well I can only be as sure as I tried
that doesn't seem like z fighting to me
dunno what else to try lol
well at .25 have no problem then its fine. that wanted to know anyway
@plush yew then why don't you ask about that instead
go into your game instance class
well I have no problem making uv maps, removing them, changing them, setting them in .24 or .25 for my sample mesh
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.
thats how its intended to work
you set the generated uv to the size of non-generated uvs
like where you had your previous logic
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
but there have uv channel 1? how doesnt exist
yea was also speaking to noira
HighTide said a fresh import did not result in the broken thing
so maybe import to new file then delete old with replace
now I will admit in my case I cannot select UV1 and remove it like you can so something is off
did you create a boolean variable in your game instance class?
4.24 had some serious fbx issues, wouldn't be surprised if it carried on to existing assets some how
now where you had your branch
but i didnt imported this mesh at .24. maybe upgrade bug from 4.20
that was our case too noira afaik
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
well thank you for correcting about that, i will try reimport it after done my job about blueprints
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
anyone tried the preview yet?
@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
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
volumetric cloud examples in 4.25 yet? cant find em'
@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
@worn sparrow Where do you see them mentioned?
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
Get I get a bleep for live coding?
why did you move everything into the game instance?
Once compilation is done?
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
You can hear Cranz giving up
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
ugh
death throes of attempts haha

@grim ore hi, volumetric clouds done for 4.25 on their trello
sheit, maybe it's a plug-in we need to enable?
that would make sense
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
like 4.24 water
you have to be deathrey to know the constants meanings
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
which deathrey gladly shared knowledge of course
which go?
yep which go? max speed, initial velocity, etc?
@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
holy crap
I'm at work, I was asked about that screenshot
And it doesn't answer anything the first screenshot didn't imply
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
If it's just a name change in code whatever. But if there is more work involved something should be said
Ah if you think of classes as a bunch of scaffolding tidiii
uproperties are objects that exist for each property on the scaffold
Or you could just call them variables xD
eh UProperty objects aren't the same as uproperty variables
they UProperty not that UPROPERTY() macro
i'm glad i'm not alone in arguing as such lol
it's still good old UPROPERTY() in your code
cause it makes not a lot of sense when said
Oh, well hell. I'll be fine
Yeah UProperty being addressed as a variable is kinda... nah
ye, caps matter
It's really more like alignment and offset and size and stuff
UObject is just lot heavier to instantiate and operated on
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
description of how to muck with it from a void*
the change to FProperty is invisible unless you are dynamically instantiating a UClass
Or are refactor renaming
kinda of yes, every variable you see in editor/blueepint is UProperty or now FProperty
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
probably changed to FProperty, like already 😉
yeah, but thats a common thing to edit for a cpp developer
respond to property changes made in details panel etc
checking now 😄
I mean I assume UProperty doesn't exist anymore, maybe its a typedef?
@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
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
Yeah that's what I meant by renaming
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
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
It seems if I dont save every variable it just resets it
@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?
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
ah
although Control Rig uses UBlueprint, so I got inspired by that
for sure I want a custom UI, customizations, nodes in graph editor
yeah you can create and write directly into a custom made blueprint if you like
ok 🙂
I've never made a custom graph but I know its fairly simple. Checking out the two dialog systems I have helped with that
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
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
@pulsar badge group sections and hide them
*place them in folders per section and hide em. grabs screenshot
world outliner
https://i.gyazo.com/7521b6c0f2dff15cd262f707c90cc862.png
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
you can select groups, or whatever you want, and use the eye in front to hide em
@fierce tulip Oh great idea Thank you!
its mostly my trees and folliage though which i placed down using folliage tool
Can anyone help me with Visual Studio and UE4?
@late lake be specific
lol
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
@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
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?
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
I'm not adding the files manually. I'm adding header files to config manually so that they can be discovered
"config" ?
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?
no
no?
you have your Source folder, all files there are structurized
yes
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
@grim ore Yes, that's what I've been doing
and it doesnt remember them?
I don't have that large a sample size
But it starts freaking out if I go one level deeper
@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.
So /Public/Characters/Character.h /Private/Characters/Character.cpp
For some reason I see a capsule around my character when i start the game up, how do I get rid of this
That would freak the Engine or VS (whichever of the two) out
that's structure is incorrect...
@next badger Why is that so?
@kindred viper I appreciate the reply 🙂
yeah its a bit late. im in 10 places at once 😄
@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
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?
Hello
I want my enemy to patrol so i need to give them cord. is there a way i can get cord in map
@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)
#gameplay-ai may be better help
@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?
When you create a C++ class, UE4 recompiles
to compile you have to add the class to the game and use the compile button on the top
Hm? When I create a C++ class from the Editor, it automatically tries to compile
Is that not how it's supposed to be?
basically would the best to just ignore editor class creator
it's just uses this crappy class template
Oh
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
ah
also editor creator tries to add useless entries to .uproject - I don't know why 😄