#ue4-general

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brave gate
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adding files manually + regenerate project files

late lake
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Well not really "manually" if I'm going through VS

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I guess

brave gate
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I don't use VS creator either since it's creating classes in some weird location like Intermediate, I never bother to investigate it even
but maybe someone uses that? ๐Ÿ˜›

lime gull
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Okay so I have a save game slot thing, and there are times where I only want to save certain variables. But If I dont save all of them, they seem to reset

brave gate
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I just navigate to the folder in explorer quickly, adding files there, regenerate, that's it ๐Ÿ˜„

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for me it's faster than using class creation wizards ๐Ÿ˜„

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but never creating classes though editor since editor restart is required (don't trust Hot Reload either)

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๐Ÿ˜›

late lake
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Yes, hot reload is a hot mess

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Thank you @next badger and @brave gate for your help

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I now know better

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than to trust the engine that I'm supposed to trust

brave gate
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just these 2 things basically

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Live Coding is awesome and works like a charm

late lake
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Thanks especially to @next badger for your patience

next badger
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@late lake nah, i was that not much help... #cpp and specific channels may give you better answers...not always in a quick manner

forest totem
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hi, how can I activate / deactivate a child actor in my character? ty

next badger
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@forest totem do not use child actors in a first place ๐Ÿ˜›

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but...you can set tick enabled

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child actors are slow

forest totem
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oh, how do you suggest then

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?

next badger
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use just actors

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and communicate by references

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or by event dispatchers (if many)

forest totem
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ok ty

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if he is a child actor he always follows the player

late lake
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@next badger yeah i usually dwell there, but this one seemed more like engine-in-general question

winged crypt
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anyone experiment with raytracing yet?
reflections seem to be very noisy, even with higher sample counts in lights. the path tracing viewer shows the noise but can't find any settings for the path tracing

grim ore
plush yew
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MathewW you once said to use Input Events rather than normal inputs

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i looked into it and i didnt understand it that much

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if you have time later explain if you can and thanks โค๏ธ

grim ore
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its the input system. You say "these keys are bound to this event" and then you just use the event in your code instead of the keys directly.

plush yew
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am reading about it atm

grim ore
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yes like the "E" Key input in the graph

plush yew
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MathewW can you take a screen shoot how you used it inside ?

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just 1 screen shoot ๐Ÿ˜„

grim ore
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the third person character has one

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and the documentation there shows it

somber quail
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So I was messing around with 4.25, it crashed, and now the drive I kept all my ue4 projects on is dead ๐Ÿ™ƒ

polar hawk
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You're the second person coming in here today talking about data loss

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brb triplicating all my storage

somber quail
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It's not even showing up in disk management

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It's just toast

wanton wadi
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@somber quail what kinda drive?

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HDD?

somber quail
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Bog standard SSD

wanton wadi
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oi

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those can be a bit peskier to fix

somber quail
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At least I think it is, I need to take my panel off and check, I've got a bunch of HDDs and SSDs

wanton wadi
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Same

polar hawk
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far more likely to recover an ssd

wanton wadi
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I can recommend setting up Duplicati (free software) with a VPS / file storage server somewhere

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i'm renting like 10tb for a couple a euro's a month and duplicati does incremental backups over the internet

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@polar hawk how so? in case of an HDD you have some audio feedback and its much easier to replace the controlboard

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haven't tried recovering stuff from SSD's yet so no idea how that goes

polar hawk
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I'd say that makes it easier to prevent failure

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the data stored on an ssd doesn't usually ever get erased

next badger
wanton wadi
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neither ona disk ๐Ÿ˜›

kindred viper
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I find HDD easier to recover unless its mechanical failure, then its send it to the people time. SSD tends to fully delete but there is always an imprint on HDD

polar hawk
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is way easier for an hdd to get mechanical damage

wanton wadi
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true that

polar hawk
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usually an ssd will fail where you can read but can't write

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but aye both have catastrophic failure modes of their own

wanton wadi
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but if any a disk's platters are easier to read from, SSD's tend to lose charge after a (long) while

kindred viper
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i've managed to recover data on deleted flash drives but SSD always seems to completely get rid of data

wanton wadi
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i think thats because SSD's have very custom control boards / firmware

polar hawk
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I suppose longevity is the deciding factor

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if I wanted something to potentially last for years I'd use a hdd

kindred viper
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im upto year 5 on my OS ssd. It's getting scary now

polar hawk
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tape storage on amazon is amazingly cheap and amazingly slow

wanton wadi
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oof, time for backups yeah

next badger
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is that SLC ssd?

polar hawk
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but they charge you a fuckton for reading

wanton wadi
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they still provide tape storage? lol

polar hawk
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I'm pretty sure Glacier is still somewhat tape storage based

fierce tulip
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2 hdd's for backup, plus cloud service.

wanton wadi
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TBF i haven't had better backup systemd than good old zipdrives

polar hawk
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zip drives failed more than zip disks

kindred viper
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I have a 128mb iomega zip drive in the "whats on this old drive?" cupboard

normal burrow
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anyone here actually had a hard drive in storage fail on them?

polar hawk
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yes

normal burrow
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lol zip drives

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i remember those

polar hawk
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it is harder to get a working zip drive than a zip disk imo

kindred viper
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I have p@t. Drive arm got confused and managed to go mental enough to shatter a disk. Dont ask me how, I wasn't inside it when it happened ๐Ÿ˜„

normal burrow
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darn, all my drive failures happened in operation

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but to be fair, i haven't actually checked. i could be the owner of several failed backups

polar hawk
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i've had data loss at every level

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D:

kindred viper
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@polar hawk my zip drive works via parallel port. Its hard enough finding one of them these days ๐Ÿ˜„

wanton wadi
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firmware as well? ๐Ÿ‘€

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ive had my fair share of hardware to paperweight conversions

polar hawk
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I had a motherboard that ate its own bios

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does that count

wanton wadi
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thats pretty cool

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update failure? ๐Ÿ˜›

polar hawk
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no

kindred viper
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im getting data loss in my brain recently. Scary stuff. Always bio-backup folks. #clonedrive

polar hawk
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just straight up one day the bios was corrupt

kindred viper
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time to go take a break and complain about a game have fun ๐Ÿ™‚

wanton wadi
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@kindred viper i'm trusting in Elon for that

polar hawk
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turns out it was a known issue and asus offered a free replacement bios chip

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yolo

wanton wadi
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ah sweet

polar hawk
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but they didn't give you a chip puller

wanton wadi
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Z270 by any chance?

polar hawk
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not sure, sounds familiar, but all chipsets sound the same to me

normal burrow
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they literally sent you a chip?

polar hawk
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yeah

normal burrow
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wow

wanton wadi
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i'd be happy with it ๐Ÿ˜›

polar hawk
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of course, the alternative is deadness

wanton wadi
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or sending it away and wait for 2 months

polar hawk
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but the damn socket they use was hella annoying

normal burrow
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yeah, that just seems like you'd break a warranty installing it

polar hawk
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but... at least it was socketed

wanton wadi
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hahah imagine having to desolder and resolder SMD chips because of some firmware issue

polar hawk
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yeah no

wanton wadi
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(been there)

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(failed)

polar hawk
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I don't get paid enough for that nor do I try to have anything that critical

normal burrow
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the upset from failing at a soldiering job and damaging some component is large.

polar hawk
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but also the biggest reason I suffer data loss is literally not being able to find data in storage

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so

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ยฏ_(ใƒ„)_/ยฏ

next badger
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motherboard that ate its own bios

normal burrow
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yolo

polar hawk
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I have lost more data by simply losing it

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than any other failure

wanton wadi
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my biggest regret was when I was around 10 i think

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figured "ill make an image of my OS disk onto my big data disk so I still have those OS files"

polar hawk
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gg

wanton wadi
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misclicked / misread some shit, ended up cloning my OS disk over the data disk

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lost everything

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thats when i learned about backups

polar hawk
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I did that recently, I wiped the wrong god damn server

normal burrow
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everyone learns to read those popups just enought eventually

wanton wadi
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and recovering partially overwritten files ๐Ÿ˜‚

next badger
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i still have one hdd with data to recover, need some platter replacing, donor etc...some day

polar hawk
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I have two servers on a rack

somber quail
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Yeah it was my crucial MX100 that died

polar hawk
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only two

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and somehow I managed to format the wrong one

normal burrow
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racks are spendy

wanton wadi
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hahaha damn

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i tend to physically check serial numbers from now on

next badger
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racks are whiny

polar hawk
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everything now has labels

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everything

manic pawn
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even the labels have labels

normal burrow
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label: label

polar hawk
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it is super hard to get a label printer that can print labels that'll stick to some flash drives

wanton wadi
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i labeled my labelmaker

polar hawk
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you're damn right i labeled my label maker

polar hawk
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/giphy delete computer

frail sail
polar hawk
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fucking discord

wanton wadi
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hahaha

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slack much?

polar hawk
wanton wadi
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thats the one i was looking for haha

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261 gb is fine to backup noira

polar hawk
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you can get a nas with 2 2tb drives for like $80 at microcenter

wanton wadi
next badger
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1st world problems -_-

grim ore
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jesus I have a 1tb ssd and that's it

polar hawk
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seagate drives are hella cheap atm

wanton wadi
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yeah don't

frail sail
wanton wadi
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seagate never agin

somber quail
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The only thing I'd be upset at losing is photos and videos I think, should probably invest in cloud storage for those

frail sail
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full ssd and nvme

polar hawk
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I'd argue they're so cheap that they make up for failures

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redundant drives all day

frail sail
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using samsung evo and pro drives to that lower failures

somber quail
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Bit pissed if I've lost all my ue4 projects but it's not the end of the world

frail sail
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they much pricey so i cant to buy 512gb or 1tb

polar hawk
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also cheap seagate nas drives are better than no backup

somber quail
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Might have lost a little work on my game but it's on GitHub

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Any cheap Nas enclosures? I've always found them to be prohibitevly expensive

grim ore
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I am starting to think its less about good luck with drives and I just upgrade computers often enough to avoid failures over time lol

polar hawk
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I got a cheap synology nas for like $40/$50

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I wouldn't trust it for mission critical stuff

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but it makes a good secondary backup / temp backup

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fits only two drives

next badger
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cheapest i found 2x2 is $190

wanton wadi
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see that ring? fucking readerhead broke off because they used the wrong glue

somber quail
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The day is saved, I unplugged it and plugged it back in again and it's back

fierce tulip
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Z: is some weird arse thing for shader cache bs

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whoo

wanton wadi
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backup while you can @somber quail ๐Ÿ˜„

somber quail
fierce tulip
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dat fear when ctrl + a > move to drive might crash it

polar hawk
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I absolutely hate having that many volumes

next badger
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all my hdds are like 90%+

fierce tulip
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jesus, and I thought I was a digital hoarder

somber quail
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yeah it's a real mess

polar hawk
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I'd rather have one volume that is 20tb

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call it big fatty

wanton wadi
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"media"

somber quail
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I'm saving for a new PC that's gonna start fresh

wanton wadi
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quote unquote

next badger
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20tb in raid 5?

wanton wadi
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is that like "homework" ?

fierce tulip
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didnt know I already put my 20tb of goats in stockings online

somber quail
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all my uni work and old photos are double backed up on external HDDs in a drawer

polar hawk
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20tb is more of a zfs net share

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but you can get 20tb drives now

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I think

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or we're just about there

next badger
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zfs has some redundancy?

polar hawk
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yeah

wanton wadi
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HGST Ultrastar DC HC650 should be coming soon

fierce tulip
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@polar hawk correct about the 20tb drives

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ssd have 30tb ones

wanton wadi
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there's some 14 and 16TB ones, about 375 and 500 euro's respectively

fierce tulip
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9500,- hehe

polar hawk
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thats gotta be like

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whatever the worst ssd tech is

next badger
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send me one...

wanton wadi
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Samsung PM1643

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holy shit

next badger
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2.5"

polar hawk
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or did they solve the SLC/MLC/etc nonsense

next badger
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says TLC

wanton wadi
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anyway

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time for bed peeps ๐Ÿ™‚ thanks for the chat, see ya around

somber quail
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Looks like I need to just bite the bullet and fork out for a NAS enclosure and some new HDDs. What's the best option that's not going to break the bank? 2 slot enclosure in a redundancy setup (I'm not familiar with RAID config numbers)

polar hawk
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there is a premium with synology products

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but imo just pay it

wanton wadi
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synology is worth it..

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i've setup a raid 5 with 3 8TB drives now

somber quail
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Goodbye savings :(

wanton wadi
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and its a pain in the ass to both setup and make it fast

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RAID5 isn't the fastest either

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next time imma go with some synology setup

polar hawk
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zfs is best all around imo but

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eh

wanton wadi
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ZFS could work yeah

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that was also a hustle to setup IIRC

polar hawk
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there will always be a million ways to set it up

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yeah zfs can get real shitty real fast

plush yew
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soooooo

next badger
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cheapest synology is $200...diskless

plush yew
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whats best of new update preview ?

polar hawk
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unless you need something now

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wait till a sale or something

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however coronavirus and storage, iunno

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I'm sure prices are high due to some supply chain issues

next badger
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looked priced for past year...nope...super stable here

polar hawk
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ยฏ_(ใƒ„)_/ยฏ

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all I remember is when a tsunami hit memory and storage went up like 3x

next badger
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yeah...but in my country it was always that expensive

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no matter when or which tech

thick herald
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yarp. Prices are gonna go up quite a bit, soon.

somber quail
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There's 2 8tb drives sat nesr my desk in work gathering dust. May try and strike a deal with IT to get one...

young basin
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Hi boys

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I'm trying to create a class that stores values to get in my blueprints

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however i'm having trouble simply getting the c++ class to work

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and when it does i cannot cast it for some reason ahah

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is there a life saver that can help real quick

next badger
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cast to what?

young basin
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custom class

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just want a class with 2 variables in it

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so i can have a map<string, classname[]> in a blueprint (class will contain variables only)

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probably not hard to fix but i've been looking for 4 hours ahah

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i'm a pretty massive noob in UE4

next badger
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#cpp will probably help you faster...
but casting a random class won't give you anything

young basin
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just need to instantiate the class at start

next badger
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then just add it to any actor, it will be instanciated once actor is created

young basin
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you're right

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thanks!

amber tangle
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Heya - question on an error I'm getting on launch after a successful 'debug' or 'development' build: [2020.03.04-00.58.53:942][ 0]LogUObjectBase: Error: Class pointer is invalid or CDO is invalid.
[2020.03.04-00.58.53:942][ 0]LogUObjectBase: Error: Class object failed IsValidLowLevelFast test.

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Where would I look for more details on that?

native crown
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finally after hours of waiting, Hi fella's

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๐Ÿ‘‹

amber tangle
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I tried the other logs in the crashs folder - nothing seemed to give me the details as to what class pointer

manic pawn
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you'll need to attach a debugger to figure out the issue

amber tangle
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hmm, I've never tried to debug a built game that wouldn't start, I'll see how that works

rotund scroll
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I know there is a way to get function params as variables in BP, does anyone remember?

normal burrow
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compile first

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click compile

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then they will show up

rotund scroll
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nope

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they don't show even on compile

rancid lynx
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Array Question. if I have 5 elements in an array, and i delete element Zero, i thought the information in element 1 is moved to element Zero. in java and c++ right? is that not how it works in ue4 ?

normal burrow
rancid lynx
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i want to delete element zero and have elements 1 2 3 4 become elements 0 1 2 3

rotund scroll
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ah in the context menu, gotcha thanks

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I thought as a local variable

grim ore
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@rancid lynx it depends on what you mean by delete and if it's an array that can resize or a fixed size array and the language and blah blah

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the UE4 remove node will remove the entry and move the ones past it up

rancid lynx
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hmm

grim ore
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depending on the language the array can be sized once int[5] for example and it's always 5. you just clear out what is in the entries you don't want it doesnt resize it (this is what lists are normally for)

rancid lynx
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this printshows 0,0,0 loc every frame. id suspect after 5 cycles, it would show not 0 0 0

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i add to 4th element, and remove zero, i thought it would slide the information closer to zero each frame

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but after 2 seconds of running, it still shows 0 0 0 at element zero. it seems the locations are not changing element slots

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i understand why the first picture doesnt work. but the second picture should

grim ore
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what is the size of the array?

rancid lynx
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only 5, 01234. wait a second. the remove index happens before the information is put into slot 4

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so if i print element 1. it should work.

grim ore
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well size 5 is index 0 thru 4, you remove one index and now its index 0 thru 3. now you try and set the element at 4 which does not exist

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for the 2nd picture

rancid lynx
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oh, right. ty

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thanks. add unique solved it.

frozen pollen
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for some reason whenever i compile the lighting on my level the lights are visible before the build, but after the lighting build is completed all the static lighting is gone. any idea why this is?

grim ore
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before the build it's probably using dynamic lighting and not static, and after build its using the static. If you move stuff does the lighting come back?

frozen pollen
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yes

grim ore
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maybe a screenshot would help after its built so we can give more ideas

frozen pollen
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if i move the lights they come back

grim ore
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yep thats dynamic vs static, #graphics with those pictures might get a lighting expert to tell you what to change

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I was going to suggest maybe your light maps are bad but it just looks like you don't have the right lighting for that scene maybe

frozen pollen
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right lighting in what way

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like just type of light or something else

grim ore
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I am not a lighting person all I can say is the top is dynamic and the bottom is lightmaps/static and thats why the difference. some setting somewhere is not allowing enough light for when it builds.

left citrus
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how do I up my moveable light budget?

grim ore
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you don't, you move it or make them smaller so they dont overlap

left citrus
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there's no setting to override this warning?

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regardless of performance

scarlet birch
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Read up on how lighting works.

left citrus
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was an old project I opened, I assumed my settings had reset

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oh well

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Okay don't be mad guys.. Is there at least a way to force the error message to be hidden?

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disabe all screen messages isn't working

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Cause I'm getting that error even with nothing in the level

rain pumice
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maybe rebuild lighting with the objects gone?

marsh swallow
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Is there some trick to Rendered Text Materials in Unreal. Rendering text seems like more of a process than it should be. ๐Ÿ˜‚

rain pumice
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Does any one know anything about projectiles? I have a blueprint for the projectile to explode on overlap of object but for some reason I can not get it to explode on my level geometry only on physics objects like cubes and spheres in level. I can turn on simulate physics in the actual projectile which works but then the projectile does not fire correctly

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I can show some screenshots if any one knows anything about how to help thanks

marsh swallow
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you might have to check generate overlap events on your Landscape object

rain pumice
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its not a landscape object

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it is a static mesh actor

marsh swallow
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you said you cant get it to explode when hitting level geometry

rain pumice
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im sorry you are correct

marsh swallow
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were you referring to the landscape?

rain pumice
marsh swallow
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without that landscape does not respond to overlaps

rain pumice
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my player stands and moves around on this static mesh with is a stadium

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these blocks and such are seperate meshes

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this is the stadium

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for some reason the event works on the physics objects but not this static mesh

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this is the event that happens for the projectile

plush yew
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Am using apex Destructable mesh

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Nothing hapopens to my cube

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Am i doing it wrong?

trim granite
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How do i bring the horizon down so i don't see the black below it?

normal burrow
#

Water pizza

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Otherwise use a sphere

trim granite
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lol

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that's not a bad idea.

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i'll take a sand pizza instead tho'.

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btw. would moving the whole landscape up cause potential issues?

normal burrow
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Intention is to not have it be reachable?

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The edges of it?

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You should avoid having gameplay far from 0,0,0 when you can

trim granite
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yea, but for some still renders it's nice to move the camera up a little.

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yea, i figured that.

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i think a static mesh plane slightly beveled up might work.

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and put it underneath.

normal burrow
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Yeah Iโ€™m not sure what approach your using for Skydome but using a sphere or a larger hemi past 90 would be better

trim granite
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i am not using a sky sphere.

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So how would you normally do it? make a image for the sky sphere and part landscape and clouds or?

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and how does this tie in with the sky atmosphere?

normal burrow
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Obstruction

trim granite
#

๐Ÿค”

normal burrow
#

Few games let you view off the map like that

trim granite
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I just odn't know enough yet.

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first i gotta' make the material.

calm portal
#

Is it possible to quick key objects? EG: when I click 4 it selects what i've assigned to it. Similar to camera bookmarks but for objects

daring matrix
#

Is it possible to pull a progress bar from a different widget into a new widget? It has all the functionality already programmed so it would just be easier if that was possible

fallen marten
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Duplicate perhaps?

daring matrix
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@fallen marten The issue is I have a madness and a health progress bar. So for testing just did separate progress bars on diff widgets. Now one of my artists game me a custom ui that has both bars. So I wanted to see if I could pull those progress bars without making new ones. I have them set up everywhere in the 3rd person BP

unkempt hazel
fallen marten
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Oh... Sorry. If you want to use the bars but not the widget, really you'll have to set it all up again in the widget you want if that's what you mean. I don't think you can just copy and paste a bar over. The logic you probably could depending on how complex it is tho. @daring matrix

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You'd also have to make new bindings to the bar, to do with whatever value drives the bar fullness/percentage etc

plush yew
#

Can you use vertex paint on the terrain map

fallen marten
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@unkempt hazel you gotta have something selected to have details show as far as I know

unkempt hazel
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@fallen marten can you explain the first section of the doc i linked then?

fallen marten
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The version listed is 4.13?

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Sorry man idk what this is about. I just open an asset and add/adjust

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What are you trying to do?

unkempt hazel
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I'm trying to have a "grab" effect with a ragdoll running character so that when their hand collides with the wall, the hand sticks there and the rest of the character just hangs

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so basically i want one bone to just freeze in place in air and have the rest of the body still react to ragdoll physics

fallen marten
#

Hmm.. not sure if you'll get that. I was trying to get a choke hold ragdoll working once and couldn't for the life of me make it work. Ended up having to animate it and just simulate physics slightly from the neck up to allow the head to shake when you punched it.

#

Maybe you could use some kind of event tick function that keeps manually setting the position of the hand bone to the impact point of the wall and see if it lets the ragdoll hang or something like that

#

I don't think an attach node will work

#

Probably don't need tick unless you use a physics handle actually

unkempt hazel
#

hah, i did it!

#

i created a second physics asset that only had the hand kinematic and then found the property i was looking for via blueprint (Physics Transform Update Mode) and then set the gravity and velocity to 0 the moment it detects you are trying to grab and have collided with something!

sour sequoia
#

Hey guys. Iโ€™m very new to Unreal Engine and have a question. I downloaded an Inventory system and also the Advanced Locomotive system and started to build a map. My question is how do I implement damage to AI and my character. I know this is probably super simple but Iโ€™m brand new to this and have no clue

copper flicker
#

link the damage causer to self, in the first BP

#

but not necessary..

#

also, any actor has an attribute Can Be Damaged

umbral basin
#

Sup people ๐Ÿ™‚ Anyone here could help me a minute? Anyone knows how to disable mouse inputs when the game launches ? I am releasing the game on steam and I have to disable mouse inputs after game is launched so that widgets, menus and stuff won't lose focus because I can click even if I don't show the cursor. The game isnt in c++, only blueprint tho !

sour sequoia
#

@copper flicker Thank you

normal burrow
#

@umbral basin does the cursor get locked

umbral basin
#

Read on forums that if I play with input modes it could change those settings tho

normal burrow
#

What behavior are you running into that is unacceptable?

umbral basin
#

Steam told me this because I am releasing a game tomorrow and its the only thing left to do lol

#

I tried everything to disable mouse inputs, nothing work. I can still click on buttons and lose focus on widgets, etc.

normal burrow
#

Does mouse capture interfere with joystick?

umbral basin
#

Mouse capture is to lock the mouse inside the game window right?

normal burrow
#

It can do that, but that note sounds more speaking to gamepad support

#

It sounds like they are more stating that they cannot do everything the mouse does?

umbral basin
#

Yeah, I corrected the gamepad support, but I don't find any way to just disable mouse inputs while in game

normal burrow
#

I would ask them if that is necessary if the gamepad works

umbral basin
#

Yeah thats right! But now controller can do everything mouse can do, but mouse can still click and lose focus for the gamepad

normal burrow
#

From leaving the gamepad upside down on the floor inside editor it seems they both can work without interference?

umbral basin
#

Yeah! The gamepad works fine, doesnt interfere with the mouse

#

its the other way around, mouse can interfere with gamepad

normal burrow
#

I donโ€™t know that disabling the mouse support while a gamepad is in use is what they are asking for. But if it is, that setting you were looking at looked like the right one

umbral basin
#

Okay !

normal burrow
#

If you can change it based on gamepad being plugged in.

umbral basin
#

I'll try to play with that setting

#

Thanks ๐Ÿ™‚

normal burrow
#

Hitman 2 for example I go between controller and mouse all the time

umbral basin
#

Yeah! I see

steady spear
#

How important in C++ to building games in UE4? I'm currently going through a course on a Udemy that's going hard into C++.

#

I'm enjoying it a lot but working with UE4 API feels like learning a new language lol

#

So if it is important is their a good division of when to use C++ and when to stick with blueprints?

late lake
#

@steady spear Hey, I probably took that course! Anyway, I personally am being assiduous (and dumb I'm sure) and going as much as C++ as possible avoiding use of blueprints as much as possible. However from what I hear, unless you are C++ (UE4's variant at least) wizard, it tends to be more approachable to implement the functionality you want w/ blueprint and then convert said functionality to C++ later. This (again from what I hear) is because blueprint may be more intuitive than C++, allowing for much higher productivity while in development. Many say that blueprint cannot quite live up to C++ when it comes to performance of the game itself, which would be the reason to go C++ (esp once you have the functionality already implemented and working in blueprint). I'm also a newbie, so take my word with a bag of salt, but this is what I've gathered so far. Hope it helps!

worn granite
#

Typically you should lean towards what your team (ie: you) would be most productive with. If you're going to have a lot of people trying to interact with a file, it's going to be far easier with C++. If you require perf, you probably want C++.

If you might migrate between C++ and BP, define your structures and enums from C++. It'll go easier. @steady spear @late lake

late lake
#

@worn granite You mean BP with the first case?

worn granite
#

"first case"?

late lake
#

If you're going to have a lot of people trying to interact with a file, it's going to be far easier with C++.

worn granite
#

If you use source control, you won't be able to save changes to a BP while somebody else has it checked out

#

If you don't use source control, you're going to have a lot of fun working in a team.

steady spear
#

Yeah that makes a lot of sense. I just wish creating new C++ classes didn't take half a year. But I appreciate the inputs alot! Once I'm done with this course in like a month it will be interesting to see what I'll favor by the end of it.

worn granite
#

I think you'll find that you lean BP for a while... but I'd say you should keep practicing your C++

#

eventually you'll be capable of doing just about whatever in either.

#

That'll unlock the true power of UE4

steady spear
#

Is there anyway to speed up the "Create a new C++ class" in UE4?

worn granite
#

Yeah. Skip both the UE4 and Visual Studio dialog for class creation.

#

Create the files manually or via a script.

late lake
#

What ImmutableLambda is saying

#

VS and UE4 are terrible

worn granite
#

Create text snippets which fill in the stuff

#

Also you're going to have to regen project files.

late lake
#

I had to deal with UE4 being funky with C++ class creation all of yesterday and today

#

And voila, just make the files yourself

worn granite
#

I've got a script that makes my .h/.cpp and then regens the project file automatically

#

it doesn't fill in the stuff I need, but I can just use a snippet after VS finishes almost crashing because you reloaded a project

steady spear
#

That sounds pretty useful and something I think I could manage lol

late lake
#

Do you have like a template for each type of class?

#

oh

steady spear
#

Maybe I'll whip up a python script that dumps out 2 C++ files lol

worn granite
#

I have a snippet to start a file, then for UENUM, USTRUCT, UCLASS

#

AActor/UObject base is not a common case so I just don't

#

But it'll leave the prefix empty

#

Filename : public $cursor$

#

So then if it'll be UObject I put a U - UFilename otherwise if it's an actor, an A. AFilename

steady spear
#

I've used exclusively C++ classes for actors thus far lol. So hopefully I learn the more common cases soon in this series lol

runic fern
#

Goodmorning Guys

#

What is wrong with this Code its firing both at same time

#

its not checking

brave lark
normal burrow
#

Put a break point on the branch @runic fern

runic fern
#

ok i will

#

its checking the false first

#

@normal burrow the problem not in the branch i checked that

#

the problem here

#

the line tracing is firing even for the attached object

gaunt void
#

hey guys, I am thinking about doing a project in unreal, maybe someone can give me some feedback on the thoughts.
it should be kind of like a digital checklist, user can type in info and make photos. all of the info should then be saved and exported as a pdf with a fixed structure after the user is done.
the seperate lists should be manageable in an overview

i think that the list itself and the overview can be easily realised, however im not sure if the pdf export will stop this from working. does anyone have experience with this matter?

runic fern
#

how can i ignore the attached component from line trice

#

trace

#

I changed that from Overlapped collision to Line trace

gaunt void
#

you should have an input on the trace actors to ignore

#

@runic fern

runic fern
#

You mean variable ?

gaunt void
#

depends on what trace your using

runic fern
#

im using this one

gaunt void
#

and there you also have actors to ignore pin

#

just plug in the objects that you want to ignore for the trace

civic iris
#

Is it possible to deploy to android tv with usb cable like we do for mobile?

thick minnow
#

Hi, do I have to use Fmod to make ambient sound in my unreal Project? Like Water sounds and Bird sounds

brittle gulch
#

614 ms for the CPU Stalls

swift heart
#

Hello guys!

#

I have a complex question (for me I guess :D) so, I want to create damaged decals atlas, to reduce drawcalls i want to select one decal via colored ID mask and place it randomly or via seed. Please tell me how to do that? or what to google?

forest tree
#

Can't open the forums if my account is still active in the session either

abstract relic
#

I donโ€™t have an answer for you. But to help other who may. Can you elaborate on which part of the approach youโ€™re struggling with. How to pick an coloured ID mask -randomly from a pool? How to set up a coloured ID mask? How to place decals procedurally? Are you familiar with setting up procedural systems? Or are these decals being places from a predefined array of vectors? What is the scope? Is it for small assets or landscape? All of the above?

hollow kayak
#

@forest tree i got the same error

#

just now

forest tree
#

Ok, happy that I'm not the only one

#

Seems like there's still some room for improvement on the web services front, not the first time it's been acting weird lol

abstract relic
#

I once reported that the submit bug button doesnโ€™t work. They stated theyโ€™re sending their sale force to address it ๐Ÿ˜œ

hollow kayak
#

So i have the following code

void AsurivivorCharacter::Jump()
{

Test = FQuat(FRotator(85, 0, 0));
AddActorLocalRotation(Test, false, 0, ETeleportType::None);

return;

}

#

i have to call jump multiple times for the actor to rotate

#

even though it is executing

#

i smash space bar 10 times and it only rotates like 3

swift heart
#

@abstract relic to clarify, yes I don't know how to pick one decal from atlas vial colored ID mask. I don't need to place them pocedurally, just like regular Decal Actor. It will used on the different building walls

thick minnow
#

somebody can tell me where i can find the output log pls ?

swift heart
thick minnow
#

Thank you

gentle agate
#

If i update my external asset and export to FBX how can i update existing asset that has been previously loaded into unreal engine? eg: a new animation exists in the FBX

proper hatch
#

Simple Question: If I have a Cube Actor and Sphere Actor. And I want to SetRelativeTransform of CubeActor when I have a Click Event in Sphere Actor. How do I do that the simplest way without Event Dispatchers?

abstract relic
#

@swift heart There is of course the brute force way. Which youโ€™d need to run a bunch of Ifs node per rbg channel. Tried to find a way to get Hex value of a chosen colour but no luck through material nodes. I would ask #graphics

thick minnow
#

Hello Ive got a Beach Scene. I want to put Sound in. Ive already downloaded a Beach sound and Imported the wav. I also have set the Attenuation Distance how I want it to be but when I hit Play and Im in the Area where the Sound should play it doesnt start. Anyone idea whats the problem ?

abstract relic
#

Did you set up the sound cue

thick minnow
#

@abstract relic no dont know how to do

#

got it

timber minnow
#

Hi everybody , i'm working with world composition in unreal, i've imported my tiled heightmap , i can adjust X and Y , but can't seems to change the Z axes .
i wanted to adjust the Z axes so my water level could be at 0

#

is there a way to edit Z position with world compo ?

plush yew
#

I'm still having this issue, are there people here who export directly from blender to unreal with skeletal meshes? And if you do that, are your sockets properly scaled? Because if I don't set my blender scale to .001, I get massive sockets

forest tree
#

Yeah I had plenty of issues like that @plush yew

#

This plugin helps a lot

plush yew
#

Thanks @forest tree there's a lot of people who swear they have no issues

forest tree
#

But, even then I still had some issues with scale I think

plush yew
#

Unfortunately I teach blender and unreal to kids so I can't use plugins

forest tree
#

Why not?

plush yew
#

The idea is they walk out of the classroom and can pickup work at home with vanilla setups

forest tree
#

Yeah, that's a flawed idea I think honestly.

#

There's a lot of shortcomings right now

plush yew
#

Theyre twelve, teaching the core content alone is enough of an issue

abstract relic
#

Set your units and youโ€™ll be fine

forest tree
#

You sort of need the plugin for your workflow. It's free too.

#

I had so many issue without

plush yew
#

I don't use the plugin in my workflow I just have my unit settings tweaked in blender

glacial pecan
#

@plush yew Epic just began work on their own Blender to Unreal plugin... the release frame is "this year"

plush yew
#

telling them to change one setting is significantly easier than teaching them how to install/use a plugin

forest tree
plush yew
#

I was just seeing if maybe something was wrong with my install

#

yeah thats what I do

forest tree
#

It's not one setting, there's a lot of things that are really tricky about blender -> unreal

plush yew
#

I didn't have that issue in 2.79 though

forest tree
#

But in this case, yes. That's the scale you want.

#

The screenshot is from 2.79, but I'm on 2.8 too

plush yew
#

Okay well I've been working with this for a few years and other than tweaking the unit scale and the export settings I'm fine and so are the students

#

Was just trying to see if my install was borked

#

or maybe something was checked, but in fresh projects the scaling is still an issue so I guess I'm fine with unit scale for now

forest tree
#

Ok, no worries. I just had issues, hence the recommendation. If it ain't broke, don't fix it ๐Ÿ˜„

plush yew
#

yeah thanks for the suggestion

#

I'm definitely gimped by staying in vanilla setups

forest tree
#

But yeah, I share the unit scale issue. But manually setting it to 0.01 works ๐Ÿ™‚

plush yew
#

but that's how I make my money so

forest tree
#

Epic just began work on their own Blender to Unreal plugin... the release frame is "this year"
@glacial pecan

Excited about this actually ๐Ÿ˜„

#

Unity is still a bit ahead of Unreal in this regard, it's nice they want to catch up.

plush yew
#

we're so fortunate to have blender

forest tree
#

Yeah, it's a lovely tool. I hated it pre-2.8, but I don't use anything else for general modelling now

plush yew
#

If there was a blender-tier alternative to photoshop I could teach more classes

forest tree
#

Krita is the closest thing I can think of

#

There's also a commercial competitor somewhere. Forgot the name...

plush yew
#

Yeah it's nice but it was missing a feature I needed so right now I sit with gimp2

#

the UI is just so bad

#

not in krita, it's great there. But gimp is a nightmare, especially if you're used to PS

forest tree
#

Yeah, that's why I never got into it haha

#

I hated gimp, same issue with blender for a long time. UI/UX is important.

#

Getting offtopic though, whoops ๐Ÿ˜„

shell jetty
#

affinity is one

forest tree
#

Maybe this is the one I had in my mind yeah, I think so. It looks sliiiick

glacial pecan
#

Affinity Photo is very slick, and cheap

forest tree
#

2.8 improved it a lot tidiii, have you tried? I hated it before, couldn't use it at all. 2.8 was a godsent, turned the whole thing around for me. I'm madly in love with the tool now ๐Ÿ˜„

#

Yeah, they changed that

#

There's now an "industry standard" keymapping

glacial pecan
#

yeah, how do you explain the "n" panel to 12 year olds... like, some settings are here, other settings are here, and other settings are hidden

#

there's a lot to like about Blender, but a whole lot to dislike too

#

they have a long way still

#

I've used Blender since 2.6, and for some tasks, I still have to watch a youtube video every time

#

it's just so illogical

forest tree
#

for maya i just gave up
+1 ๐Ÿ˜„

plush yew
#

The kids that aren't really into it don't retain much

#

but the ones that are can make pretty competent models after a semester

wanton wadi
#

my first time in blender:
Open
Try to move camera
Weird cursor thing jumps around
Uninstall

plush yew
#

the biggest issue is the crazy number of inputs

#

they'll hit a key on accident and bork their project

#

and like, I don't know all the hotkeys either. I just learned about ALT Z today when a kid hit it on accident. Fortunately he remembered what he pressed

#

around half my time is just fixing problems like that

#

@wanton wadi before 2.8 that was the single most frustrating thing about blender

wanton wadi
#

I have to say i followed some tutorials now and the first thing they tell you is to reverse the LMB and RMB settings ;p

forest tree
#

Yikes @plush yew. In fairness, being aware of hotkeys sets them up for success though

plush yew
#

Lets bind the cursor, something that should not move 90% of the time, to LMB

wanton wadi
#

2.8 feels much better now

glacial pecan
#

@plush yew do you post feedback on devtalk.blender.org? I feel your feedback would be very valuable

forest tree
#

I liken the old experience of Blender a little to Zbrush. Silly UI/UX makes for a very confusing first impression ๐Ÿ˜„

wanton wadi
#

UE4 is much friendlier towards noobs IMHO

plush yew
#

I go on the discord but that's a good idea thanks

wanton wadi
#

Blender's UI reminds me of Photoshop

plush yew
#

really the only bit of feedback I'd give atm would be that "use alpha" should be checked by default with reference images. The kids know how to get a reference image into the program but most of the time they forget how to set transparency

glacial pecan
#

@plush yew please do. I think your feedback will have a unique perspective that you can back up as well

wanton wadi
#

Open photoshop for first time
Select piece of loaded image
"No pixels selected"
Uninstall

plush yew
#

Thanks, I'll make a post there now

glacial pecan
#
#

@plush yew please add your voice to that thread if you can ๐Ÿ™‚

forest tree
#

2.8 industry standard mapping tidiii

#

They fixed a lot of that

placid arrow
#

UGH! i accidentally clicked rebuild instead of build on my project

#

[229/2215] Module.AssetRegistry.cpp

#

a day lost ๐Ÿ˜ฆ

#

if i do that, it cleans the directory, so theres no way i can stop this is there.

#

at least i mean, stop it and just rebuild the game part.

abstract relic
#

Youโ€™re already 10% in. Hopefully the next 90% wonโ€™t take 24 hours

plush yew
#

@glacial pecan Thanks for that thread, I was able to leave a comment there

opal coral
#

Hey. Let's say I do character customization in a menu map, and want to carry them over to the gameplay map. PlayerControllers wipe their data when going to a new map, right? Is the most common thing to store the data in GameInstance and restore it after changing maps?

plush yew
#

That's where I store it

half turtle
#

if i have a collapsed node for something i want to save to use it often in other projects, how can i save it?

plush yew
#

As far as I under stand there's a Save layer, an instance layer, and a level layer

digital anchor
#

@opal coral seamless or blocking travel?

rotund scroll
#

@half turtle you can copy it into a text document

#

otherwise I recommend putting it into something like a component and migrate said component

half turtle
#

oh oaky

opal coral
#

@digital anchor I think that would be non-seamless

digital anchor
#

then yes they do get wiped, seamless would keep the playercontroller

opal coral
#

I see, could be an option to mark them for seamless travel then (unless they already persist on seamless travel by default)

#

Ah yep, seems they do by default!

digital anchor
#

another option, if for some reason u dont wanna seamless travel, would be serializing the stuff you wanna keep and unserialize after travelling

#

or just put on the GameInstance of course

opal coral
#

Yeah hmm, the docs also say that you're not to use seamless travel When loading a map for the first time , which is what happens when going to a gameplay level I guess

digital anchor
#

you can load it (without opening) beforehand then travel

opal coral
#

I see ๐Ÿค” yeah perhaps

digital anchor
#

but that works better if going from like multiplayer lobby to multiplayer match

#

if going from singleplayer menu directly to match it would still be non seamless

shut oxide
#

Can we render something from the play mode

#

Not from the editor view

opal coral
#

@digital anchor Hmm yeah, because I sort of need this to work both in a local multiplayer lobby -> gameplay map, and in an online lobby -> gameplay map (as a server). Would pre-loading the map and doing seamless travel not work in this case?

digital anchor
#

not if going from singleplayer to multiplayer

#

like the client connecting to the server would be non seamless

#

im not sure how local stuff works

#

never done that

opal coral
#

So that would be for example when starting an online session and traveling to the map where people can join, as a listen server, right?

#

Or as you say when a client joins a server

digital anchor
#

i think so

opal coral
#

I see. Sounds like game instance is the safest bet for this kind of stuff then

#

Thanks for ideas and help, I'll see what comes of it!

shut oxide
#

Can we render something from the play mode
@shut oxide

abstract relic
#

Sequencer

radiant haven
#

WHY ALREADY new engine version

#

.

EpicGames should really take ITS TIME for making engine Versions

Hopefully this will se an employee

brittle gulch
#

Hi, where does the profViz file go when hitting CTRL-SHIFT comma?

proper hatch
#

Simple Question: If I have a Cube Actor and Sphere Actor. And I want to SetRelativeTransform of CubeActor when I have a Click Event in Sphere Actor. How do I do that the simplest way without Event Dispatchers?

#

anyone?

timber minnow
#

Hi everybody , i'm working with world composition in unreal, i've imported my tiled heightmap , i can adjust X and Y , but can't seems to change the Z axes .
i wanted to adjust the Z axes so my water level could be at 0
is there a way to edit Z position with world compo ?

opal lark
#

hello

opal coral
#

@proper hatch That sounds like a very suitable case for event dispatchers though, why do you not want to use them?

opal lark
#

Hello

#

I need some help please

#

my character ai zombie has a particle fire attached to him. when he overlaps my fire bp he sets alight. but when he dies and rag dolls the fire stays in mid air. ive added the fire particle to his socket. but its not falling with him, any ideas thanks

proper hatch
#

@opal coral Because I'll have to create 60+ event dispatchers in that case. Can't I just reference the actors I want in the other actor blueprint?

opal coral
#

@proper hatch Hmm, 60+ sounds like something huge is going on regardless of how you approach it. I'd need to know more about your situation, I guess.
Referencing other actors means you need to get a hold of the instances of those actors. In the case that one actor is a child actor inside another actor, that reference can be made easily. If it's a reference to another actor in the map, you need to search for it (e.g get all actors of class and so on), or if it suits your design, the level blueprint can pass a reference to specific actors (give the reference of actor A to actor B, since the level blueprint Sees All ยฉ๏ธ ).

Might be that there is a more appropriate way to do what you want though. How come you need 60 event dispatchers, if I may ask?

proper hatch
#

@opal coral I think I found it. I create a Parent Actor and in it I'm adding all my 60+ actors. Within that Parent Actor I can access SetRelativeTransform of any of the child actors. I tested a sample and it works.

#

These actors are acting like target positions that I can click and move my character to. They need to constantly be adjusted during the game.

#

@opal coral Thanks for the help. Without your reply I wouldn't have thought about such simple solution.

opal coral
#

@proper hatch Ah cool, glad you found a way!

nova kelp
#

Hey guys i have problem with importing collision mash with my original mash any tips ?

#

sometimes i can just go true it and other times its autogenerated and it closes up the top end in my case glass top

#

so its a box and not glass

#

it gives me this

#

and not

#

no

#

yes

opal lark
#

Does anyone have a solution to my question

nova kelp
#

well show people some code

#

i think you didn't destroy the object

opaque vector
plush yew
#

UE4.24 - this is dog shit, lol, how is it possible to add so many bugs to the engine?
I remember downloading hotfix, and I got more bugs from this, do we really get hotbugs now?

honest vale
#

@opaque vector lolwat

#

I gotta get a new SSD

#

a bigger one

#

again

opaque vector
#

that build was 10 hours on a good HDD

#

I've had a build take 17 hours, thank god I didn't need to work that day.

thick minnow
plush yew
#

in ass

#

target is audio component

#

you blind or what?

proper hatch
#

@plush yew Tried with Interface but I don't understand why they don't trigger in the Actor BPs. It has to do with the Target I think. Couldn't find an "Actor to Actor" tutorial with Interface BP.

hidden aurora
#

Already 4.25, wow times goes fast

cloud ginkgo
#

I can get it out through high rez screenshot but i want it as a .png image sequence.

#

Easy enough to get the Lit mode out but not the custom stencil

thick minnow
#

@opaque vector already found it but thx

dim merlin
#

Anyone knows its possible to crossfade between two camera's ?

plush yew
#

Is there someone with experience of making an FPS game?

gleaming lotus
#

I have a game that I'm releasing on steam soon, and I want to give my patreon backers an in-game item for their support. I'll be sending them steam keys later and I'm wondering if anyone has any suggestions on how I can add these items into the player's world?

fierce tulip
#

@plush yew I understand the frustration, but mind the wording please :) thanks!

rotund scroll
#

you're too kind @fierce tulip

#

I would have him executed by dawn

thick herald
#

death by dawn?

noble goblet
#

Any ideas why my sequencer render (left) has more contrast than the actual viewport (right)?

fierce tulip
#

I so dont like how I try to enter a variable and forgetting discord is the active tab.

#

me: why isnt it working
discord: NoiseTexStrength

opal lark
#

Bassicly in short i want the particle attached to my enemy to fall with him not float in the air

smoky sonnet
#

hey i can somebody help me i cant find anything on google that fit in my situation to solve my problem, basically i have a Triggerbox Blueprint and a Widget Blueprint i want to call a function of my widget bp in my triggerbox blueprint i have a bp interface for this but dont know how i can get a reference to my widget bp?

#

any tips?

gleaming lotus
#

@smoky sonnet When the widget is created, save a reference to it in your controller. When the player moves through the trigger, cast to the controller to get the controller to activate the widget

smoky sonnet
#

how can i save it into my controller?

#

oh

#

no that cant work

#

mom

frosty bloom
#

If you save the output of CreateWidget you'll have a reference to your HUD, which you can then call stuff through

serene birch
#

@noble goblet I guess it's because the two don't compute the same amount of autoexposure for some reason (linked to the difference in viewport size most likely?)

smoky sonnet
#

but how can i get access to it now

#

but wait am i stupid i just made a variable and saved it but my controller dont have access to it

#

i think you mean smth different @frosty bloom

#

okay solved it

undone sinew
#

How do you increase sampling when rendering videos with RTX? Reflective surfaces are a bit noisy, and there is also some jitter along edges sometimes.

thick minnow
#

Hello has anyone good experience with Mixamo?

undone sinew
#

A little

thick minnow
#

Is there an option to upload the skeletal mesh from the ue starter content

#

because of the bones from the mesh

undone sinew
#

You should be able to export the manican to FBX, but I have a Max rig of the manican if you need it.

thick minnow
#

yeah would be nice

undone sinew
#

PM me, ill send it when I am home

noble goblet
#

@serene birch so should I assume that it's normal and leave it like that?

serene birch
#

it'll be very hard to tweak that indeed, short of turning off auto exposure

undone sinew
#

Anyone here using Unreal to render videos?

gleaming lotus
#

Trying to take a scene capture with a render target, the thumbnail shows the capture but the render target is blank. Any idea why?

tame delta
#

Is anyone familiar with Joris Dormans' cyclic level procedural generation?

vernal tinsel
#

Is it possible to put the viewport of the construction script in full screen?

smoky sonnet
#

is there a bp node that can load my map before i open it so there arent any laggy freezes because it needs to load the map

vale silo
#

@grim ore I found this baby yesterday https://www.youtube.com/watch?v=OI-ucBRagYw and wondering how can I: A. make blob shadow edges to be soft on the edges (perhaps using an image vs mask?) and B. to make blob to gradually change in size as actor casting blob shadow gets farther away from the surface ? Thanks

Daily Stream on random stuff in Unreal Engine 4 and trying to help out people =)

Well we tried to work on the MMO project today but like normal even tho it was fixed 2 days ago the server broke again... seriously I have no luck.

We do a small bit of showing someone how to do...

โ–ถ Play video
gleaming lotus
#

@smoky sonnet look up 'level streaming'

grim ore
#

@vale silo yes use something other than a mask, like a gradient, for what you see and it should be more feathered at the edges. As for getting farther away you can do that manually (add a parameter and have it resize it based on disatance from the ground when you are isfalling) or you will notice in the beginning around 3:22 that I am using a circle blob shadow using a sphere and that changes size based on how far away it is as the shadow gets to its edge. I didnt do much work beyond what you see

smoky sonnet
#

@gleaming lotus thx i will

muted moss
#

Hey everyone, I've got a split screen game with 2 players and I want each player character to have a different post process material on the camera. How do I go about doing that in blueprints

#

tried that but I can seem to set the process material in blueprint on the camera

radiant haven
#

very nice

#

no

#

just heightmap stuff again and have no idea how to fix it

#

ive seen it 10min ago

#

texture

#

png

#

just imported as landscape

#

and then?

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blender procedural generated

#

thats it

#

@light lintel smth else?

#

and how do i use it ?

fading vector
#

Any idea how I could lock the z axis for going up but not down? I dont want this physics ball to bounce at all.

gleaming lotus
#

@fading vector physics constraints, you can lock off movement/rotation axis

fading vector
#

That wont work

#

I need it to fall

#

but not go up

gleaming lotus
#

ah sorry, misread that

fading vector
#

no worries

gleaming lotus
#

Could just make it so it doesnt bounce? add a lot of weight?

fading vector
#

Well, part of the issue is side to side movement

gleaming lotus
#

or fake the physics and move it with a timeline

fading vector
#

will sometimes cause it to go up

#

The scope of my game needs the realistic physics

gleaming lotus
#

Depending on your instance, you could use a timeline to move the ball in a way that looks like its moving with gravity

fading vector
#

but good idea

gleaming lotus
#

ah

#

a lower center of gravity would also stop it bouncing?

scarlet birch
#

Use physics materials to set its restitution to zero

gleaming lotus
#

or that ^

fading vector
#

Well I need to eliminate more than just bouncing

scarlet birch
#

You can freeze axis in the physics settings

fading vector
#

I need the ball to go down but never up

scarlet birch
#

Or you can get current velocity and negate it.

fading vector
#

I tried that one

#

Was having some issues with it tho lol

scarlet birch
#

Do a if Velocity.z >0 then Velocity.z =0

#

put it on a timer and enable/disable on physics sleep/wake

crude vessel
#

8 bit landscape?

undone sinew
#

Does anyone know how to reduce the noise level in RTX for video rendering

#

All my Reflections have really bad noise even if I render in 4k and scale down to 1080

#

You can PM me, dont want to clutter the chat :)

slate mirage
#

anyone know the fix to this?

ember notch
#

Is worth to use C#/Mono in UE4?

manic pawn
#

no

ember notch
#

Can you explain why?

lapis vine
#

Shame on your avatar ๐Ÿ™‚

#

... is it possible even to use these? ๐Ÿค”

ember notch
#

with a plugin

mossy nymph
#

its not officially supported, and it can only access the stuff exposed to reflection

hard quarry
#

Hi guys, I reported a bug some weeks ago. It got approved and got the target fix 4.25. Today the issue got updated and the target fix 4.25 got replaced with "Backlog". Does this mean the Issue will not get fixed in the near future?
This is the bug:
https://issues.unrealengine.com/issue/UE-88303

brave gate
#

@hard quarry most probably
if given issue isn't touched for some time, it's got automatically changed to Backlogged
or somebody did it manually

#

you'd have to ask Epic about this

earnest cape
#

What's the console command for time dilation? I spent a good half an hour trying to find it

hallow sparrow
#

Hi guys, I am making markeplace packs that are only Static meshes, Textures and Materials. Atm I am only using version 4.24. But I have 4.18 installed and I am wondering how this works and whether I should have multiple version or older/newer versions for these type of assets?

steady spear
#

Hey I asked this earlier and would like to get some more opinions.

#

How important in C++ to building games in UE4? I'm currently going through a course on a Udemy that's going hard into C++.
I'm enjoying it a lot but working with UE4 API feels like learning a new language lol
So if it is important is their a good division of when to use C++ and when to stick with blueprints?

glacial pecan
#

are there any pure blueprint games released yet that people know for certain are 100% blueprint?

lapis vine
#

@hallow sparrow would be nice you at least test it before reporting it as compatible
@steady spear Go with what is easier for you in the beginning. C++ is used when you stuck in performance issues or when Blueprints miss some functionality

atomic oriole
#

What's the console command for time dilation? I spent a good half an hour trying to find it
@earnest cape slomo

hallow sparrow
#

Thats my question, Are static meshes compatible back and forth or what?

lapis vine
#

eolet eobet - you bros? ๐Ÿ˜„

#

@hallow sparrow most likely but your materials might be not?

glacial pecan
#

no, but that's the closest I've ever seen someone gotten to my nick ๐Ÿ˜„

atomic oriole
#

lol

earnest cape
#

No I just need to speed up the game while in simulate mode

steady spear
#

That makes a lot of sense

plush yew
#

how to diff blueprints on 4.24

#

I found a tutorial relased 6 years ago but eh it might not be there anymore

#

can we compare blueprints for changes ?

#

or is there a better way

#

oh nvm

#

found it

earnest cape
#

Yes there is

#

Use a procedural mesh

#

Fog of war is just a shadow

atomic oriole
#

do any of you use the megascan assets from the marketplace? what do you do about the disgustingly oversized textures? one single plant has 6 x 8k textures. is there a method to bulk-resize them? it would be tedious to export every one of them, resize and reimport. or is this the only viable method?

honest vale
#

use the bridge, it allows resizing on exporting to ue 4 iirc

atomic oriole
#

i downloaded them from the marketplace, and have no quixel software installed

thick herald
#

yeah, don't use the MP megascan stuff unless you really need all the texture sizes and source etc. Best to get them directly from Megascans, either download them yourself or use Bridge.

nova kelp
#

@plush yew ill try that and great thinking good job!

craggy flax
#

How do I get a random enum? Length -1 as max for a random integer in range โ€” integer to byte, byte to enum, get literal enum always seems to generate the first one even if when printing the random integer it isnโ€™t 0

gleaming narwhal
#

@atomic oriole Select textures -> Right Click -> Asset Actions -> Bulk Edit via Property Matrix - > Compression Settings -> Maximum Texture Size

rotund scroll
#

how much texture? maximum texture

craggy flax
#

Nevermind got the enum working. Problem was in enum to string conversion

light vigil
#

Does anyone know what would cause a macro in a macro library to not show up? I have a macro library with Character as its parent, and in my Character class I can see some functions from that macro library, but not others - if I uncheck context sensitive I can successfully place and use them, they just seemingly get hidden with context sensitive checked and I have no idea why

plush yew
#

Is there any may to increase your speed anymore in the editor? please PM if know

atomic oriole
#

@gleaming narwhal thank you!

wintry prawn
#

Hey guys, I am running these profiling sessions from an oculus quest session. If I am interpreting this correctly, most of the processes above my GameThread, and RenderThread, is CPU stalling, and waiting. Before running the profiler on the session, my frame rate in headset does not waver from 72.

#

Does anyone know what might be causing the CPU to stall for so many more MS than the render thread and game thread?

#

I know that Vsync can cause pausing, I do have my engine set to a static FPS of 72 for the quest.

frank escarp
#

@wintry prawn if you use unreal 23 or more, run Unreal Insights

#

it gives you proper timeline of wtf are the different threads doing over time, and with the vsync

wintry prawn
#

@frank escarp it will run on the oculus quest session? Profiling on the quest is a bit of a pain

frank escarp
#

should do so

wintry prawn
#

great thank you

plush yew
#

Is there any way to increase your speed anymore in the editor? please PM if know

short echo
#

facepalm So I tried to log an integer in a constructor, but I used the wrong syntax "%s" instead of "%d" so now my Unreal engine is crashing.

Any work-arounds for this? I was using visual studio code and was just hitting the "compile" button in unreal, so compiling the C++ code isn't going to be easy

grim ore
#

delete your binaries folder and recompile after the fix?

short echo
#

That did it @grim ore โค๏ธ

heady galleon
#

@glacial pecan yes, there are quite a few blueprint only games

#

Kine is the most recent one I saw Epic talking about on their streams

plush yew
#

@plush yew I know that, but is there any way to go quicker than the max scroll wheel?

tiny sonnet
#

my blueprint interface is only showing up as a function node, when i need it as a event node. I'm new so what should i do?

grim ore
#

if you have a return value on the interface event then it will be a function, otherwise it's an event node

tiny sonnet
#

@grim ore

grim ore
#

and it only shows up as a function?

tiny sonnet
#

yh

grim ore
#

can you show it

#

also that is not compiled so maybe you changed it and it's out of date?

tiny sonnet
#

yh wait

#

i have the class interface in the class settings, the picture is just weird... i still have my problem

green blaze
plush yew
#

What should i put in the Target place

#

Mesh not working ๐Ÿ˜„

tiny sonnet
#

@green blaze build the light or add dynamic lighting

green blaze
#

I have done this

#

Twice

tiny sonnet
#

@plush yew u just told it to add it to the viewport, you never specified what

#

@green blaze u probably had errors, or your light is just too bright

plush yew
#

I want it for my Player BP

tiny sonnet
#

your construct is empty

plush yew
#

in the class section it dosent show my player bp

#

humm

tiny sonnet
#

owning player should be get " get owning player"

plush yew
#

yup you are right

#

just need to solve the class thing now i guess

#

@plush yew no, I have a 13km map

tiny sonnet
#

i can only call it as a function, not event

plush yew
#

How do i set it?

#

you know what i mean

grim ore
#

@tiny sonnet that looks fine, what doesnt work? have you tried the nodes it gives you (3 of them are there)

tiny sonnet
#

yh

#

apparently it magically works now

#

i litterally did absolutely nothing

#

ue4 is a shit hole

grim ore
#

one of those is a function call, the message one I beleive

tiny sonnet
#

i get the event call now, that was just a waste of a fucking hour

plush yew
#

What is the job of Multigate?

#

is it that useful?

orchid minnow
#

Hi, is there a place I should go to ask a UE4 general advice question?

fierce tulip
#

prolly here if its general

thorn lichen
#

newbie question, but is there a reason why Play starts from the viewport camera instead of the 3rd person blueprint? I added the 3rd person template + changed the project game mode to "3rd person" https://i.imgur.com/FK8YJ45.png

orchid minnow
#

I was wondering if there was a book or online resource somewhere that would teach you how to go about making a character creation system seen in various games like MMORPG's (etc where you can change hair, hair color, (etc?

thorn lichen
#

ue4 has some pretty solid tutorial series on blueprints if you're starting off.

#

no luck ๐Ÿ˜ฆ

#

ideally, it should be as simple as adding the content, dragging in the blue print to the level, then changing the game mode in project settings? Not sure if I'm missing something else

misty creek
#

Are you setting the pawn in the scene to auto possess?

plush yew
#

Any thoughts what am doing wrong

#

i want to change camera from Main one to the other camera

#

Both of them in the player BP

thorn lichen
#

@misty creek sorry late response but that did the trick! ay ๐Ÿ˜„

atomic oriole
#

can anyone who used the gameplay ability system tell me if it is worth using it in a coop style game? (max 6 players) versus a custom made ability system. isn't GAS an overkill, or a performance hit?

plush yew
#

@plush yew what do you suggest ๐Ÿ˜„

#

How i can move the camera while am playing

#

lets say to the right side or someting like that

misty creek
#

@thorn lichen Glad it worked for you!

unkempt delta
#

is it possible to make an episodic save system in unreal 4

#

and how would i go about it?

#

for example life is strange, telltale, etc

noble goblet
#

Guys, one of my particle systems is working fine in the viewport, but in play mode it just doesn't play. My other particle system works fine. Any ideas?
Seems like in simulation mode it starts playing only after I click in the viewport. The other particle system works from the start.
Since I want to render with the sequencer, it must start automatically or else the particle system won't render

smoky sonnet
#

hey pls help i copied my project on my laptop

#

every time if i try to start it it stucks at 83%

#

and wont continue

#

idk what to do :/

#

every thread has the same answer "Same problem" lol

fallen marten
#

Just leave it for a while

#

Mine took ages to load the first time on the laptop too

smoky sonnet
#

ok but when i change smth and copy it again on my pc will it take so long too

#

thats not really efficient

timid basalt
#

Im having issues packaging my project and I don't know how to fix it any help?

fallen marten
#

Shouldn't do

plush yew
#

Sorry if i'm in the wrong category. But can somebody recommand good tools / addons for a nice workflow between UE4 and Blender? Mainly import/export fast (static meshes and so on) i checked out the live stream for characters, so i'm happy with char stuff ๐Ÿ™‚

#

Ah, EPIC is working on a house-made?

#

Or just present some.. new one?

abstract relic
hollow zinc
#

Anyone have an idea on how to convert a string of text like "the quick brown fox jumped over the lazy dog"
Splitting up the text and adding every new line as a new element within a string array?

tiny sonnet
#

is there a way to save player location when switching levels,

#

ex, portal to lvl 2, you back to lvl 1, cept instead of being at the beginning at lvl 1, your near the portal

hollow zinc
#

okay, I've managed to get this going

The next step I want to do is to put in a variable that will allow me a certain number of words before starting a new line

anyone have any ideas? I'm sure its some tricky maths, but I can't picture it

grim ore
#

for loop with break (not each)? break after X iterations (your input), when the break line is called insert your new line then loop back after the break to the for loop and continue on from the last iteration number. it should work and repeat till done

thin tendon
#

Is there a way I can make the foliage tool not place randomly and instead create rows?

hollow zinc
#

I'm having a lil trouble picturing that in my head.
Could I see what that looks like?

tiny sonnet
#

@thin tendon have u tried a procedural spawner

plush yew
#

Can i some how blend location between these 2 cameras

#

i been trying since morning

#

if any1 can help please do it an d than ks

#

i want to change cameras from the one on the left to the one on the right

sweet relic
#

@plush yew use the SetViewTargetWithBlend bp node

flat axle
#

what blueprint action can I use to compare movement to an actor? example: when actor is not moving or finished moving execute...

sweet relic
plush yew
#

urist

#

i watched this

#

for some reason this only works for cameras out side of Player BP

#

He is using ActorCamera

sweet relic
#

ah they are components?

grim ore
#

it can work if the camera is inside the player blueprint

plush yew
#

MatheWw Look

#

both of them insdie the player

#

inside*

grim ore
#

at that point the actor is the one controlling the camera. Have you tried disabling the one you are not using?

plush yew
#

MathewW yup i can do that but it will look weird

#

turn off the first one and turn on the other one

plush yew
#

i want it to be smooth

grim ore
#

3 options in there

plush yew
#

Look i cant link the camera

#

to the new view target

grim ore
#

yep because it's a component and not an actor

#

check out that thread it has 3 options for you

plush yew
#

ok am on it

#

Thanks

grim ore
#

I should probably make a part 2 of that one for handling changing cameras in the actor like that

plush yew
#

yea your video was amazing

undone sinew
#

Flickering and noise when using RTX, even at 4k 60 fps. How do I reduce the noise and flickering? Is there a sample rate parameter that does it?

grim ore
#

and it's on the list lol

flat axle
#

what blueprint action can I use to compare movement to an actor? example: when actor is not moving or finished moving execute...

plush yew
#

MathewW yup problem solved i used 1 camera with changing its realtive location

#

thanks to the site you sent me too

grim ore
#

yep im gonna steal that info and use it for my nefarious gains

plush yew
#

Yup using TimeLine it gose super smooth

#

is there any way to orgnaize the variables?

#

am having like 50 for now

maiden swift
#

@plush yew You can give them categories. Select a variable and look for the Category property in the Details panel.

#

You can type a new category to add it to the list, or select an existing category.

scenic stirrup
#

can anyone help me in the AI chat?

plush yew
#

Thanks pfist that helped alot โค๏ธ

rotund scroll
#

anyone good with trig math here? if I have a line going through two points on a circle, off center, and I need to do a rotation from one point to the other with the center as a pivot, I need.... which relation?

scenic stirrup
#

@rotund scroll u want to make what exactly?

rotund scroll
#

just that

#

the math