#ue4-general

1 messages · Page 672 of 1

scenic stirrup
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idk exactly what trig math is. But perhaps if i see what ure trying to make i could come up with a different way

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to solve the same results

rotund scroll
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appreciate it but this is literally one of those cases where you need trig math

scenic stirrup
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ok

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good luck

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are u perhaps familiar with AI?

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I have a question in the AI chat. Which noone has responed to yet

hollow zinc
plush yew
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Any where i can get a cross hair from?

scenic stirrup
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perhaps from flaticons?

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@plush yew

grim ore
rotund scroll
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this discord needs a math channel 😦 or a math bot

plush yew
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The timeline only work 1 time

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rather than that i will snap without doing it smoothly

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like it only works 1 time the timeline

maiden swift
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@plush yew Try hooking the input event into Play From Start instead of Play.

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That will make the timeline restart from the beginning every time you play it.

plush yew
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Oh yea it worked

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😄

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Am checking the crosshair atm

maiden swift
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You can customize the size, stroke width, and color before downloading it too.

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Really handy feature of that icon set.

grim ore
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oh that is cool

scarlet birch
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My project looked like crap after moving to 4.24 but adjusting the AA and a few other settings got it back to where it was.

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DOF is on the camera

fierce tulip
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wouldnt that be more for #work-in-progress ?

plush yew
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yup my bad

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am removing it

plush yew
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is there a way i can disable a single input

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lets say number 1?

grim ore
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you can check for a boolean after you process the input for the number 1 and if it's true, dont process it. set the boolean whenever you want to not process it or when you want to process it

plush yew
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@grim ore

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if i press 1 it come back to the original place

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if i press 2 it gose the bow mode

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but if i spam 1 + 2

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look 😄

scarlet birch
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What is with the abundance of people using two timelines to drive the same value??

grim ore
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they dont know about reverse

scarlet birch
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If you want to keep it moving smoothly use one timeline and just change the direction

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It seems pervasive lately

plush yew
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Humm

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i remove number 2

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and connect the first one to reverse ?

grim ore
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lots of stuff to hook up depending on what you want

plush yew
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Flip flop?

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oh wait

grim ore
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nah I mean you can hook up key 1 to play from start, and 2 for reverse from start

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but then it wont flow smoothly if you spam so you might want to play or reverse from the current location and not start which might be smarter

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so just play with inputs and stuff and you should get it

scarlet birch
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You don't even have to use the node itself, you can call each from the timeline reference

grim ore
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noooo thats too advanced, they will explode

scarlet birch
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Ah...

grim ore
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they just found the play from start earlier today

plush yew
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For now i just made it faster the switch so the spamming thing kinda fade away

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But i will keep trying to understand what you guys said

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seems useful

scarlet birch
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The problem with using two timelines is you have to worry if they are at the same place and make sure they aren't both playing. Where as with Play/Reverse it doesn't matter.

plush yew
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SO mike if i used play reverse they wont interrupt each other as my video shows?

scarlet birch
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Yeah, the value will just move from it's current one toward the one at the start or end or the timeline.

plush yew
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It worked ❤️

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oh now i get it

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really thanks

rancid lynx
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what does "instigator" mean ? "input spawner's object instance reference variable ?

fierce tulip
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aww, so close to "spawnactor ban hammer"

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that would make my day hehe

rancid lynx
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that sounds impressively lame luis. whats that mean ?

fierce tulip
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I'd use it when I need to ban someone from discord :p

rancid lynx
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yea, i saw the orange and guessed

fierce tulip
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(cant help you though, I lack bp knowledge)

rancid lynx
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okty anyways : )

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im amazed. these bps can do every thing ive needed to far. faster than i could ever type it

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its not the typing thats bad. its the formatting. more so, the reformatting

gentle agate
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Isn't instigator like owner?

fierce tulip
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and the "it works, I dont know why" "It doesnt work, i dont know why"

rancid lynx
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hehehe. bps do that also X_x

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rarely

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i was literally saying "whaat the ffff" today and yesterday. took me 30 minutes of staring at the monitor to notice

upper iris
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Need help, texture coordinate, I set v to 20.2 and it comes up as 20.2000001 which is knocking the seams out of place?

rancid lynx
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actually. islept.. then when i woke up, it hit me.

gentle agate
fierce tulip
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you could try setting the mesh to accurate uv's, else do it in the uv channel itself trough your 3d app

rancid lynx
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thank you zero. i look stuff up many times on unreals website, but the explinations are always so generic, they literally only say the same thing that the tooltip said. "x means x is xing x"

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ill read that one inhopes that it doesnt just say "instigator instigates the instigation input "

gentle agate
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lol 😛

rancid lynx
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we shoulda known.

gentle agate
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hahaha

rancid lynx
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haha. well, i have to admit.. they did add information this time.

subtle lake
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huh fair enough just deleting the buildconfig file fixed it since it made a fresh one
@uneven fractal Thank you for this! It just saved me a bunch of stress and time 🙂

uneven fractal
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what

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oh 6 months ago

abstract relic
normal burrow
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oh wow.

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thats a record breaking scroll

subtle lake
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That search feature is a lifesaver.lol

blissful trail
naive comet
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hello, is anybody intrested in working with me on 3d design in blender for a game project

abstract relic
upper iris
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any help?

normal burrow
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it looks like your material is different

tawdry wren
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Assertion failed: Enum [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/EnumProperty.cpp] [Line: 199]

UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]```
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has anyone had this issue?

normal burrow
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that be a crash?

tawdry wren
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yes

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happens when i open up a blueprint

plush yew
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I have this 1 problem

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check the first changing camera postion

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it always teleport

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then if i press it again it gose back to normal blending

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Any thoughts why that is happening

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?

normal burrow
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@tawdry wren are you running visual studio when the assert fails?

tawdry wren
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@normal burrow it happens when i open up a BP

normal burrow
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yeah, if you have visual studio installed. try launching your project with it

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then open up the bp

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looked into it a bit

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Can't really explain why Enum would be null

blissful trail
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how long does it take to launch a basically empty project in standalone game ?

normal burrow
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you could try #cpp JTlrBrad, they might be familiar with that

blissful trail
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ue4 also freezes when i click launch

rain pumice
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has any one ever played the game tribes? I am looking for some insight on creating similar character movement and velocity

smoky sonnet
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copied my project from my pc to my laptop it got stuck at 83% everyone said just wait becaude it needs to compile shaders 😅, i woke up and its 83% anyway and i waited around 7 hours nice

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why does my probject get stuck at 83% that cant be because of the shader

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:/

normal burrow
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Is there brain activity @smoky sonnet ?

smoky sonnet
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that's really ambiguous @normal burrow

normal burrow
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In task manager

smoky sonnet
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i know

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😄

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yeah its doing smth

normal burrow
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K lol

smoky sonnet
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at a really really slow speed

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but 7 hours?

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there is smth wrong with it

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that cant be how it should work

thin tendon
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Have you tried deleting the 3 folders for it to rebuild. Its intermediate saved and one other one.

smoky sonnet
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what do you mean exactly

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what should i delete

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and?

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a third one?

thin tendon
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yeah I think its build. Just make sure you have a back up incase I am wrong on that last folder

smoky sonnet
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i have

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thx i will try

thin tendon
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cool. Basically there are 3 folders you delete them and it basically rebuilds your project. Once it launches it will have to recompile shaders though

smoky sonnet
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oh now its at 90%

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thats better as 83%

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okay i will let it do his things

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ey wtffff

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bto

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30 seconds and it gets started

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i waited 7 hours

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holy

normal burrow
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90 > 83 ☑️

smoky sonnet
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@thin tendon ❤️

thin tendon
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I'm glad it worked for you mate

smoky sonnet
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thx man ❤️

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omg

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thx

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😄

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nice

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okay bye have a nice day i need to make me ready for school 😒

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😄

abstract relic
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Pat, you owe me another cookie I see

normal burrow
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It would certainly seem so

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Intermediates folder deletion wins again

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If someone had a list of things you could do for any problem with unreal, deleting intermediate folder would be near the top

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Especially with 4.24

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But what kind

blissful trail
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ok so if i try and launch the game, launch standalone game, etc unreal 4 freezes for about an hour any fix ?

normal burrow
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Ahem, have you tried deleting the intermediate folder?

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(In the packaged game)

shut oxide
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why is my navmesh appearing more higher than the surface

abstract relic
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You got some sneaky collisions

shut oxide
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anyway to fix that lol?

normal burrow
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Perhaps the ground is lower than the navigation

shut oxide
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The ground navmesh is ok

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Only this one

normal burrow
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Go to wireframe

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That’ll find any sneaky collisions

shut oxide
normal burrow
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Or enabling collision visualization

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There seems to be a Jeep there

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A sneaky Jeep

shut oxide
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i want my ai to be able to sit on that jeep lol

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but its in air

abstract relic
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I’m calling that a food truck. Regardless of that red cross

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Open the mesh

shut oxide
normal burrow
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Extremely sneaky food truck

abstract relic
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View it’s collision

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A bandage fix would be to Use complex as simple under its collision tab

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Just know that this isn’t recommended in the long run

normal burrow
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If it does not move yeah

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This medical food truck

abstract relic
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For vampires

normal burrow
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Mm handy

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It is rusted and immobile right raiden?

shut oxide
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yes

abstract relic
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In the static mesh

normal burrow
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So it would be a stationary food truck ambulance for vampires

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Yeah

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At the top there’s a ufo

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That says show collision

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A toolbar button in static mesh editor/preview

shut oxide
normal burrow
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Use show complex collision and verify it’s against the mesh

shut oxide
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yeeee

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looks like it

normal burrow
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Yeah that’s not complex collision

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Is it not set to static? It should default to complex if so.

shut oxide
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Nvm

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It's was some issue in blueprint

normal burrow
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Sweet

shut oxide
normal burrow
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They are very smart birds

shut oxide
normal burrow
pale ferry
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I wanted to import an animation I did in Maya. It doesn’t contain bones , just added rotation to Y and baked animation. UE4 is asking for a skeleton and failed to import due to lack of it. Any advise? It feels as if I have been searching along the whole web but couldn’t find a proper solution. I exported selected object with animation to fbx which didn’t help. I baked animation, exported to fbx and that didn’t help either. Have seen several guides now..

tawdry wren
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Has anyone gotten this error?

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It crashes when i open up a BP and i can't figure out what is causing it.

sudden agate
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What does that mean? is UProperty more lightweight now?

normal burrow
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UProperty is gone

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UProperty is a typedef for FProperty

sudden agate
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whats the difference lol

normal burrow
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UObjects are things that are garbage collected and generally are hefty

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Every class would have a UProperty instance for each of its fields

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So the overhead in UClass is much lower in theory now

manic pawn
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result: a few 10000 objects removed from the gc and less memory usage

sudden agate
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Epic needs 6 years to get there

normal burrow
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UFunction?

strong python
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So this is probably a silly question but I can't seem to google it correctly

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Whats the difference between different windows launch variants

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i.e Windows, WindowsNoEditor, WindowsServer, WindowsClient

ancient tangle
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What's the best way to translate a fully baked scene into a raytraced one? I am doing archviz so everything is static, only the directional light is movable. In my head I just turn on Raytracing, restart the project and enable the desired Raytracing features in the post process. Can I get rid of the previous baked lightmap? How can I achieve the same lighting result? Do I need to put rectangular lights in every window opening instead of relying on the sky light?

inner mountain
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Hey, does anyone know why decals are drawn smoothly with some fade-in-out time? Is it possible to make them to be drawn instantly?
I've set the FadeDuration parameter (and other fade-related) to 0 but it did not helped..

glad quail
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Does anyone here have any good recommendations for an Unreal book or course that has a solid section on the build process and working with UBT? It's one of the biggest gaps in my knowledge and there is some potentially odd stuff I want to do such as compiling my project's editor binaries that are compatible with a EGL version of the editor to allow user created mods without relying on the epic games launcher :), this is one example but it's becoming obvious this is major gap in my understanding of the engine 🙂

brittle gulch
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Hi guys, how can I reduce the time of that : LogUObjectHash: Compacting FUObjectHashTables data took 7.13ms

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This is the log of my game when I play it (packaged game)

plush yew
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is A

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What dose this thing do ?

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any thoughts?

winged crypt
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@plush yew Flip flop will fire off A and then B, then A again. It flips every time it's executed. "Is A" will print True if the current execution was A, False if B.

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It's useful for something like turning a light on and off, for example, where you know you want it to flip back and forth every time you interact with it.

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A would set light to visible, B to not visible.

shut oxide
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I increased my viewport quality to 200% if I render out a movie sequence will be at the same 200% quality?

peak crane
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hello, Please help me how to write correctly.
I want to abbreviate the word "D.A.T.A"
My English is bad. Therefore please help
Days after time of apocalypse
or
Days after the time of apocalypse
or
Days after the apocalypse

manic pawn
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days after the apocalypse

winged crypt
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I don't think any of those are gramatically correct

manic pawn
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(but why would you have an abbreviation for this?)

peak crane
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I want to call the game like that

winged crypt
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hmm

peak crane
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Can you help make it right?

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maybe D.A.t.A - Days after the apocalypse?

winged crypt
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"Days after the apocalypse" makes sense, but it depends on how you use it. As long as you avoid this format:
Days after the apocalypse: xx then you'll be okay. If you want to display a specific number or something, better wording would be:

  • Days since the apocalypse
  • Days following the apocalypse
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"Days after the apocalypse" as a name alone would work, it basically means a time some number of days since the apocalypse.

peak crane
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Well thank you. can you please tell how it will be right D.A.T.A or D.A.t.A

winged crypt
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You can abbreviate it however you like, go for what you think looks best.
I would probably just do "DATA" without any dots and all caps, but that's just an opinion 👌

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Is the word "data" somehow relevant in the game?

peak crane
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yes

winged crypt
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perfect then

peak crane
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thanks a lot. 🙂

winged crypt
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np!

worldly dust
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I can’t find if epic has confirmed that 4.25 is going to fix root motion, where have I been hearing this from then? Is it confirmed or just on the TODO list

winged crypt
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is root motion broken? I'm on 4.24.3 and it works fine for me

plush yew
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@worldly dust yup it is broken

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You can fix it from Maya if you know how to use

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Freeze all axies

smoky sonnet
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particle parameter cant be used or am i wrong

brittle gulch
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UnrealInsights in 4.25 preview is still not ready to use?

manic pawn
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insights has been ready to use since 4.23

next badger
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@plush yew @worldly dust how is it broken?

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@manic pawn except it was broken a little 😛

manic pawn
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was it? worked fine for me

next badger
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i'm not sure if rendering got merged to 4.25

manic pawn
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from his other messages: gpu track is in 4.25, can be enabled with -trace=cpu,gpu, and only works on dx12

next badger
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@manic pawn yep...but gpu one was not working

manic pawn
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it should be working now tho?

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gpu track wasn't implemented before

next badger
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i have not tested...

manic pawn
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they just now added the boilerplate in 4.25

smoky sonnet
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anyone have a solve for my problem?

shut oxide
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I increased my viewport quality to 200% if I render out a movie sequence will be at the same 200% quality?

worldly dust
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@next badger @winged crypt it’s almost completely broken for GAS. Also some issues that weren’t fully addressed in 4.24 like notifications not being fired from root motion montages in certain cases

next badger
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@worldly dust is there a related bug?

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@smoky sonnet have you tried to use Patricle Parameters?

red crane
smoky sonnet
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@next badger i want to configure noise frequency there is no option to use parameters instead of a constant or smth like this

smoky sonnet
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i cant get access to the noise frequency option by using particle parameters

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there must be a othr way

floral arrow
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Any idea why when i import this tree the leaves are black?

next badger
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"import" ?

floral arrow
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drag it into my scene

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from content

next badger
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it's not what "import" means...
what does the details tab says about the materials assigned to that tree?

floral arrow
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i know

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you get the idea

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i have it in my content folder

next badger
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in scene

floral arrow
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it looks normal when i click on the mesh to view details

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the second picture is also from my project, the materials are the same

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and when i drag it in it turns black but looks orange

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in the details

next badger
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maybe the material on the leaves is incompatible with the light you have in the scene

floral arrow
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i guess, just have a moveable sun

plush yew
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I'm wondering is it possible to set particle instance parameters via blueprint?

green blaze
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I have problem with lightning, after building light smaller rocks are black. Default light settings, procedural spawner from KiteDemo. Any advice? I have tried checking "Shadow Two Sided"

brittle gulch
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@manic pawn sorry, late response. When I launch Insights in 4.25 I got an error saying that some dll or something is missing. Maybe my installation went wrong? Can you launch it on your end?

atomic ivy
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I'm trying to mess with Notifications / Event calling from within the animation blueprint anim graph. I am using Stumbling as an example though this is my first time exploring the concept. I have a custom event in the anim graph as well as the character BP with the name "StumbleEnd" and have set it up in a whole bnch of locations (transitions, states). How can I get the transition when entered/left to call a custom event? Do I need to make an anim notify specific to performing the functionality?

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It does not seem to want to fire the event "StumbleEnd" (hooked up to a print string to test).

grim ore
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Where do you have that event created at to listen?

atomic ivy
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I have the event in the animation blueprint, Events Graph

grim ore
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yep it basically creates a new anim notify

atomic ivy
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Thanks so much for resolving my confusion. Appreciate the reply.

grim ore
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well I didnt do anything but 🙂 yay for fixed

lament star
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UE4 needs a release where they focus just on fixing bugs and improving QOF

plush yew
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How to get face rotation that i am touching with my actor

lament star
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And also remove or finish the work on the countless broken features that are in "beta/experimental"

plush yew
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@lament star expert can now help me

tawdry storm
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what's QOF?

lament star
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just abbreviated quality of life

tawdry storm
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how does life get abbreviated to F? 😅

lament star
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lol

plush yew
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@lament star so not expert?

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k

lament star
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just noticed

plush yew
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Good

tawdry storm
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haha well I thought I might've missed some new version to describe QOL in a broader sense maybe 😄

upper iris
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Why are uvs warped when I export from blender to ue4... Only happens with tiling, when exporting all transforms are reset before unwrapping and all transforms are reset before exporting.. Still the uvs look weird?

plush yew
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How to make edges of material glow

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💤

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im so tired asking here

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Never answers

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UE4 server with fk 600 members gives always answers

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Fix your community

upper iris
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@plush yew like a fresnel?

plush yew
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i need to get glowing edges to plane

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not sphere

upper iris
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I'll have a quick look

rotund scroll
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@plush yew we're all volunteers. honestly if you're having that kind of attitude I'd be surprised if people will want to help you

plush yew
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Weird how 600 member server is better at giving answers than this 30000 user server @rotund scroll

polar hawk
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Then just go there man

plush yew
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I gave this opportunity

rotund scroll
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agreed

upper iris
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@plush yew add a fresnel with a value of about ten, multiply with a vector 3 and place that into the emissive

polar hawk
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And we failed, bye

plush yew
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okay

upper iris
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Also he's bringing up a good point, we're all here to help be humble and not just horrible

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@plush yew your answer is above

polar hawk
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You addressed his question within 2 minutes according to timestamps

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That is an impressive response time imo

rotund scroll
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clearly 2 minutes is too slow, how dare we not be instant

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cross that, we should have the solution before the problem even occurs

grave nebula
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we're all volunteers, wait, you aren't on the payroll for answering ?

craggy flax
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Getting a bug where I get "Accessed none when trying to read" but its still giving me updated info in the data its "not reading"

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Blueprint Runtime Error: "Accessed None reading structure BuildingName_11_AF06AE2B4C7F045035C8D2BDF2696B1B". Blueprint: T_MoveTo_Location Function: Execute Ubergraph T Move to Location Graph: EventGraph Node: Print String

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but it def printed the information to my screen

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even updated it between employment changes

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any ideas?

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Causing an AI MoveTo to not execute because of this error, but even that AI Move To sends "Success" from its move result. It just doesnt do anything

rotund scroll
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if it's a struct it'll use default values

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so null values where applicable, 0 values where not

craggy flax
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The struct is being updated though

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hmmm maybe not actually. A separate struct with the one causing issues in it is updating..

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ty for a new direction to track down lol

rotund scroll
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@craggy flax you should consider using the struct node called Set members var

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setting and getting structs is a bit iffy because of how their references are set up

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they aren't part of UObject so they aren't automatically placed as references

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at least as far as I know

craggy flax
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oh thats handy. Saves a little effort breaking struct and making it again

rotund scroll
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not just that, it actually sets the correct struct values

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so you avoid nullptr

marble sparrow
#

Hello all,
I'm running a game creation club in my university and I would like to install Unreal Engine, but it seems to be a real hassle deploying it on multiple machines (the sysadmin helping me to do the installs would like to avoid using the Epic Games store)
I found a "portable" version of it on https://thehouseofportable.com/1882/unreal-engine-portable, but I have no idea if I can trust it. Would you recommend it ?

The House of Portable

FREE Download latest Unreal Engine PORTABLE: no installation needed! Create your own game easily with this complete suite of creation tools.

grim ore
#

Unless you install it from the official sites you can't guarantee it is clean

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if you want to avoid the store, you won't be able to easily update it later, you can try creating source versions and deploying it across machines locally

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you can also just copy the installed engine directory and with some set up it would work on a new machine it's just a pain in the rear

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also Google throws a warning on that website so take it for whatever you want

thorn vector
#

anyone here can help me create horse mount i tried various things for almost a year now to the best of my knowledge but so far i have no luck

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anyone here can help me?

marble sparrow
#

I know that unfortunately, but well I think I can have faith. I just don't know if this community is as trusty as other portable package crafting communities like PortableApps
I had no warning, and I'm using the WOT and Ghostery extensions, very weird

It's ok if we could not update often. I saw we could compile from source but for having experienced it already it's awful. We had to do it to use it on Linux, we decided to use it on Windows instead just to avoid buildings.

What kind of set up ? As long as I can avoid the store and building I'm down for everything
@grim ore

next badger
marble sparrow
#

I'm not using Google

scenic stirrup
#

can someone please look with me at my project

#

got a simple qestion

#

question*

grim ore
#

@marble sparrow you just have to run a few of the executable files to associate the project with the engine so the .uproject files run. That might not even be needed if you just want to manually launch the editor and then open the project. It might cause issues with C++ projects if its not set up right tho

rotund scroll
#

perhaps downloading it straight from the engine source?

marble sparrow
#

@grim ore I don't really need associations so it's ok. However I surprised it still works
My Unreal Engine 4.16 was installed in standalone (at the time it was possible) and I can launch directly, but last time I tried with the latest version it failed, had to go through Epic Games launcher to launch it.
Maybe the executables did change, so what process should I launch if I want the editor directly ?

@rotund scroll It requires building

rotund scroll
#

those are your options I'm afraid

#

I'd try and convince your sysadmin that the epic store is necessary

#

but ultimately non intrusive

marble sparrow
#

Not using the store is not only about intrusivity, our proxy is utter crap and the deployment on multiple machines doesn't seem very smooth

grim ore
#

I had the EGS and 3 engine versions installed. I just uninstalled the EGS and ran the .24 executable directly and it loaded up fine.

#

so its defintely not tied to it

rotund scroll
#

well it's necessary as part of the download if you don't want to build the engine

scenic stirrup
#

Anyone familiar why perfectly working AI in the engine PIE window does not work in a shipping packaged game? Can anyone please have a look with me

rotund scroll
#

plus there's no good way of verifying system files without the launcher either

#

even if you can launch UE4 without

scenic stirrup
#

Or does anyone know how to smoothly teleport a character across a world. As in, move a character from one place to another, but in a smooth way

#

where the character needs to go constantly updates

rotund scroll
#

AI Move To?

scenic stirrup
#

yes

#

can you please have a look at my setup?

#

Everything is supposed to work fine. Works all fine in PIE window

marble sparrow
#

Alright, I'll try once I'm back to Windows, thank you very much @grim ore

I know, but I need to proceed in standalone if I want to keep my hair and sanity, same thing for my sysadmin. Thanks anyway @rotund scroll

rotund scroll
#

it's a big ask to look at your project as a whole

scenic stirrup
#

@rotund scroll I actually use Move to Location on an AIController blueprint class

rotund scroll
#

but you can paste in your blueprints

#

I recommend using AI MoveTo

scenic stirrup
#

and then I use a NavMeshBoundsVolume. Thats all I use

#

works fine in PIE

#

it's a big ask to look at your project as a whole
@rotund scroll Ye sorry for saying it like that. I mean just this part that I have an issue with

#

I have no idea why this does not work in Shipping mode

rotund scroll
#

like I said try with AIMoveTo

#

it allows you to debug it

umbral trout
#

Just need to call it once

scenic stirrup
#

OK thanks to both of you, I will try both options out @rotund scroll @umbral trout

fair hornet
#

how do I change a text box text from gamemode/

scenic stirrup
#

have u got the right Visual Studio 2019 installed?

#

with C++ unreal engine installed in Visual Studio?

#

to compile the game u still need that the right packages installed in Visual Studio

#

to package*

#

mhm

#

wanna call/

#

?

#

sure

stray smelt
#

any idea what might cause this? too many textures at work? some squares will not render/compile:

flat rapids
#

Does anyone any experience with bow and arrow because I desperately need help ?

flat rapids
#

Help please

sweet relic
#

@flat rapids what is your issue? no one can help if you don't ask a question.

flat rapids
#

Firing arrow

#

And pull String draw arrow

upper iris
#

What the hell is this???

#

This is material inside blender

sweet relic
#

@flat rapids that is pretty broad... and the implementation will depend a lot on your specific needs: but drawing the bow can probably be an animation/blendspace, and the arrow itself could probably use the projectile component: https://www.youtube.com/watch?v=AM3TXKI-4co

craggy flax
#

Unreal is suddenly not saving any structs. No errors other than it cannot be saved. fml lol

solar crown
#

Hello all, can anyone suggest reference for creating realistic looking fantasy environments.

quiet timber
upper iris
#

Yes you can, I forget how as I don't use the camera tools

#

Two seconds..

#

Right click camera and pilot camera

grim ore
#

if you click on a camera or something with a camera in the viewport it should preview the camera in the bottom right. It wont work in the BP tho as far as I know. If that object is in the viewport tho adjusting the Blueprint view will adjust the live view in the editor like so

quiet timber
#

Yes I need in BP

#

And I saw no "Pilot camera option"

#

I dont have the camera in view port, it's fallow camera

empty plinth
#

Hi! This is I guess my first time using UE4 and I'm following "My first hour in UE" tutorial. I'm trying to make a simple light actor, but I need to unparent all of the objects and my "Default scene root" is missing. Any idea how I could solve this issue? 🤔

honest dune
#

Hey guys, how would I track if an AI has lost sight of the player using AI perception? Using BPs no C++

abstract relic
#

Drag it to BP_Lamp Rown.

quiet timber
#

@grim ore oh I got ur point, tnx.. tnx @upper iris for input

tame delta
#

What's a good way to lerp an angle to another without having the issue of it flipping when one value goes from -pi/2 to pi/2

#

If that makes sense

#

I've been trying stuff but my brain is too spent to work this out 😦

#

I know I've done this before, just don't remember of a good elegant solution

empty plinth
#

Or I mean. Unreal won't let me. 😕

abstract relic
#

The point light and fire. The mesh is already parented to the highest hierarchy

empty plinth
abstract relic
#

Just to test

#

Add component >>> box or something >>> parent the light to it

empty plinth
#

Okay so I can make it a new root, but I don't want it to be parented to anything. Is there like a root component?

normal burrow
#

the first component is the root component

#

its also the actor's transform.

#

they are one in the same thing

#

nothing is parented to an actor

#

everything makes up the actor

abstract relic
#

Actor being Bp_Lamp(self) in your case

quiet timber
#

Can someone explain in simple worlds the difference between "Socket offset" and "Target offset" in cameraBoom settings (springArm)?

grim ore
#

look at them and adjust them

#

If the arm is attached to a socket, the socket offset is how far away it is from that socket

green blaze
grim ore
#

the target offset should be the offset for the target (or the end the camera is normally attached to)

craggy flax
#

So I have a weird problem. My blueprints work properly if I have "LaborCamp_BP2" or any other but the original, but when original is present it causes problems I cant nail down

#

making a citybuilder.

#

builders etc

#

k

#

either way I cant figure out why AI only work properly with BP2 instead of original

grim ore
#

@green blaze if the meshes go black after building there is a good chance there is a bad uv lightmap on it

green blaze
#

Well, they are straight from the EpicGames

grim ore
#

they might have been designed to be used with dynamic lighting

green blaze
#

Hmm, maybe cause In Lit View they have good light

#

BIG RIP

#

Maybe I can force them to use dynamic light?

grim ore
#

are they set to static or stationary right now?

green blaze
#

Static

grim ore
#

change them to dynamic

green blaze
#

Station?

grim ore
#

if you change it and the dark goes away then that might be it

#

sorry, movable is dynamic

#

check the adb logcat to see the actual error

#

ah the actual packaging fails? you might need to read the entire log then

#

definitely weird. All i could suggest is restarting the pc and trying again. Also see if you can package it instead of launching it to see if it's a package issue or an ADB issue

#

if you do launch on device yes

#

if you just launch probably not, its not a full apk file but more just the unpackaged assets on the device and running like that

upper iris
#

Please any help again, inside blender the seams are perfect but inside ue4 it does this???

grim ore
#

is that when the lighting is built or before?

upper iris
#

Before, even in the viewer it looks the same

#

Uvs re perfect but for some reason it's warped

grim ore
#

what does it look like in the static mesh editor itself when you double click

upper iris
#

In the editor it looks the same

celest creek
#

Hey, what's the best way to check if the game is running or not?

polar hawk
celest creek
#

I just want something to stop construction events when spawned at run time

upper iris
#

I thought it might be the mesh itself but if I use a world aligned material there's no warping

celest creek
#

so 'if gameActive then don't do this'

#

@upper iris You're not having subD's on in blender when displaying right?

upper iris
#

Nah didn't use subd

celest creek
#

didn't think so but had to check.. looks like a UV interpolation issue. :/

upper iris
#

Strange isn't it

celest creek
#

I'd reimport your mesh as a new one, have you tried that?

upper iris
#

Yea tried that

polar hawk
#

world->hasactorbegunplay?

#

¯_(ツ)_/¯

severe ibex
#

it's not caused by the triangulation of the mesh inside of UE4 right?

upper iris
#

Nah, I triangulated the mesh before export too

celest creek
#

@polar hawk ah you mean set a variable at begin play, a var that is False by default?

#

and set it to True at begin play

polar hawk
#

wait the world isn't an actor, uh

#

AGameMode->HasActorBegunPlay

celest creek
#

nah but I could still do that per actor

polar hawk
#

all actors have a hasactorbegunplay

#

i would check if the gamemode has begun play

#

if it has, then you're definitely in game

#

:p

celest creek
#

ermm.., how do I find hasactorbegunplay?

polar hawk
#

i think its a c++ function

celest creek
#

using BPs

#

I see

polar hawk
#

ugh

abstract relic
#

This is why you need a loading screen 😜

polar hawk
#

uhhh

#

in bp you can fake it i guess

#

make your own var you set on begin play

grim ore
#

yeah there is no easy way to check for in editor in BP only 😦

celest creek
#

ya

polar hawk
#

no, it just has different solutions

celest creek
#

I'll probs do that, it's not a bad idea but would've been nice with a gameMode.isActive or something

#

Thanks

polar hawk
#

well

#

if you're using gamemode and not gamemode base

#

and using match states

#

which you might even be doing accidentally

#

I think there is a HasMatchBegun

#

HasMatchStarted

#

but that checks if your game mode has... started the match

#

which is a weirdly specific and hidden mechanism

grim ore
#

it's also fairly easy to make a BPFL in C++ and just expose the existing methods to tell if you are in editor or not

severe ibex
#

magical coding people. Is it okay to ask here about a potentially really simple problem with playing and reversing a media file?

celest creek
#

Actually, I don't know if I can use that... I'm trying to not get my constructionScript to fire, and I believe that fires before BeginPlay..

polar hawk
#

yes

#

but you said get it not to fire on things spawned at runtime

celest creek
#

So setting a isActive variable at BeginPlay won't help me here

polar hawk
#

at runtime the world and game mode exist

#

and have begun play

#

at not runtime they don't exist and have not begun play

celest creek
#

right

polar hawk
#

so you would use that logic to gate your code

celest creek
#

in BPs? I'll look again..

#

I'm having a blonde moment.

#

Think I got it

polar hawk
#

construct script -> if world is valid and world auth game mode is valid and auth game mode has some var set that gets set in its begin play -> return

#

else -> do stuff

celest creek
#

Yup, would've been nice to be able to self contain this var though for easier migration into projects, working on something I hope to re-use etc... now I have to remember to get that var set in other already existing classes.

#

But it's all good, thanks - this'll work.

polar hawk
#

all you need to do is do it on the game mode

#

set a var on game mode begin play

#

then anything that you want to gate in the construction script simply fetches the game mode and asks it

#

you don't need to set vars on every actor you want that functionality for

#

if you wanted to wrap it in a blueprint static function

#

all the functions you call can be called from anywhere

#

so you can easily make it in a blueprint function libary and have that single node in your construction script that ouputs true or false

celest creek
#

Yea I think I'll do a library indeed, good idea

grim ore
#

its possible your level is not being packaged and moved over to the device, it's possible your code to select the level is failing on the device, lots of stuff

#

use ADB Logcat or the device log inside of UE4 to see the actual logs on device

green blaze
#

@grim ore Moving foliage to the "movable" helped a lil bit, but I will check with default lightning settings right now

grim ore
#

no its the logging system built into android

upper iris
#

While it's busy, just going to throw this in again

#

Uvs perfect in blender...

#

This is inside blender

scarlet birch
#

You sure you don't have an unapplied modifier or something?

upper iris
#

Nah, no modifiers... All transforms reset as well

scarlet birch
#

If world aligned texture fixes it, my money's on the UVs being bad coming out of blender

abstract relic
#

Show the UV editor instead

scarlet birch
#

Yeah, open the mesh in UE and click the UV drop down

upper iris
#

Hang on... One second I think I might have figured it out

abstract relic
#

And in blender

upper iris
#

I have an overlap uv...

orchid bobcat
#

Hey, I've been getting this warning error after upgrading to 4.24, not sure exactly what it means or what I should do. Has anyone else experienced this?

tame delta
#

Is there a way to have an actor component automatically expose variables through the actors?

#

So I don't have to recreate an instance editable variable and the BP logic in my actor everytime I add a parameter to my component?

orchid bobcat
#

@tame delta What do you mean? What's your use case? Please include screenshots using the snipping tool

tame delta
orchid bobcat
#

Ok. So there are a few ways you could do that

tame delta
#

In truth there are many more parameters that I'd like to expose, but haven't gotten around to it because it's a bit of pain

orchid bobcat
#

The easiest is to use the construction script

#

So make variables on your actor, expose them as you have done above, and then move that code you have there to the construction script

tame delta
#

Wait so what's the difference then

#

If I still have to make all the variable and the setters code

orchid bobcat
#

Construction is done in-editor and before begin play

tame delta
#

Well it's not like a performance issue or anything, it's just a pain for me to do that everytime I want to expose a variable (even temporarily :P)

orchid bobcat
#

You could also expose the variables in the component and as long as you add the component by default, or in construction, it will come up as its own section

tame delta
#

I'm not sure what you mean

#

by default?

orchid bobcat
#

When you click on an actor, you can select its components individually if they're initialised with them there

#

By default, i.e. you dont dynamically add it at runtime

tame delta
#

Oh yeah I guess I can do that

#

And this only changes them for the instance then?

#

Oh yeah looks like it!

#

Well that's what I was looking for @orchid bobcat Thanks! 😄

orchid bobcat
#

Yw 🙂

pale ferry
#

Well sorry for repeating cuz I already asked before. I’m still struggling with importing mesh+animation (or just single animation) from Maya to Unreal. The mesh rotated on its own axis so it doesn’t contain any bones. Unreal seem to require a skeleton or a bone. How do I import properly?

upper iris
#

Well I wasn't able to fix it, god knows why it's doing this...

#

Surely if its showing perfect in blender then ue4 should work too

scarlet birch
#

Not if what you see in Blender is not what's actually being exported.

upper iris
#

Nah, everything lines up except the beveled edges?

plush yew
#

Any1 know how i can rotate my upper body only using Rotation Pitch?

#

Look at the video my whole body going up and down while aiming

#

If any1 can help and thanks ❤️

#

Or if i can limit

#

him from going way to high or way to low

grim ore
#

Look at using the normal movement so it doesnt rotate the capsule and using an aim offset to rotate the top half of the character for aiming

plush yew
#

@grim ore its kinda working now i just wanna know is it possible to limit him from aiming too high or too low?

grim ore
#

you can set the max values yes, i beleive its in the player controller

plush yew
#

ok am checking it out

grim ore
#

no its in the player camera manager that you can set in the player controller

plush yew
#

@grim ore where did you find this camera manager 😄

grim ore
#

its a created blueprint

plush yew
#

Yup am using unreal third person poject

#

so it must be here

grim ore
plush yew
#

Oh oh

#

This control the camera following the player?

#

Thats neww

grim ore
#

the player camera manager managers the camera that is being used in the game yep

#

it's always there, there is a default one created just like a default player controller and game instance and all that stuff

plush yew
#

This is really cool

grim ore
pallid talon
#

How do I stop SteamVR from launching every time I start Unreal? My headset is unplugged.

grim ore
#

disable the steam vr plugin

pallid talon
#

Thanks Mathew.

plush yew
#

MathewW am playing with the settings there

#

for some reason its not applying to the player camera

#

i need to connect it some how?

grim ore
#

you need to set it to use your custom one in your player controller

#

and then tell the engine to use your player controller

plush yew
#

The first pic from the Player BP right ?

grim ore
#

the first one is the Player Controller, says so in the top right

plush yew
#

@grim ore i know you ganna kill me 😄

#

i cant find this player controller class

#

I opened My Player Bp

#

and on project settings

#

even searched in the filter

#

i think am missing it never used it b

#

b4*

#

Oh its a bp

#

oh ok nvm thanks mate 😄

grim ore
#

lol

plush yew
#

Worked

#

oh

#

thank you man really

grim ore
#

hey no problem helping, you try and that is awesome 🙂

plush yew
#

I think he is setting the Pitch at last point i was aiming at

#

it it was 45 degree it will stay there

#

problem from Use Controller Pitch Rotation

#

I can set it back to defult?

lament verge
#

is the quixel suite really free if im using an epic account?

#

i mean, i wont get charged in the future for downloading photoscans and using them on my projects?

#

Note that i wont sell any project and all of them will be just for doing renders and may be some free mods for games

lament verge
#

yeah i get that

#

but do i have to do something special when using mixer?

lament verge
#

like i just opened mixer, log onto my epic account and started downloading textures

fringe totem
#

Just a preview on a game I’m making I’m only 13 so it won’t be up to your guys standards

grim ore
#

well Mixer itself is free, separate from the megascans stuff

#

and yes logging into your epic account is what flags it for unreal engine unlimited plan

next badger
#

@fringe totem is that a horror game?

fringe totem
#

Oof

#

Thanks man

#

Just started it it’s not good

next badger
#

generally titles are meant to be misleading when it comes to happiness and something good

#

Like "We are Happy Few"

grim ore
#

@lament verge if you are worried go to https://quixel.com/pricing, scroll down to the Unlimited Access for UE4 section and click Get Started to 100% verify you are linked

fringe totem
#

Ah

lament verge
#

Thanks buddy!

next badger
#

and also those stingers

fringe totem
#

Well I haven’t thought of what to do up to now but I’n taking inspiration of rust

next badger
#

multiplayer/crafting?

thick herald
#

@lament verge one thing to be aware of, you can't use megascan stuff for mods or asset packs etc.

lament verge
#

mods of unreal engine games?

thick herald
#

nope. It's been asked a lot in the Quixel discord and that's always been the answer. It's because of the different licenses in UE4 and Quixel.

lament verge
#

oh f

#

thanks for the advice tho

#

how can they know if i export a texture as a png

#

and use it somewhere?

thick herald
#

You can make your own textures using mixer however 😉

#

Megascan stuff is pretty easy to spot especially if you have been working with it a lot like the devs have.

#

But if in doubt, pop into their discord to get clarification. 🙂

lament verge
#

hey can i get a link for it?

#

yeah that's what i was asking for

#

i mean, i create a texture in mixer

#

using megascans

#

can i export it and use on a mod?

#

i guess no and still even if i created mixes and such, megascans are obvious as fuck tbh

scarlet birch
#

Read the license. You can always purchase a personal license too if you're under 100k/yr.

thick herald
#

You can't use any of the megascan stuff no, but you can make your own texture using your own assets with mixer.

scarlet birch
#

"This unlimited Megascans access is licensed for use with Unreal Engine only and treats Megascans assets as UE-Only Content under the Unreal Engine End User License Agreement that you have accepted under the Epic Games account."

thick herald
#

as far as I know the disuse of assets in anything other than a final render applies to other licenses as well?

scarlet birch
#

You can find the UE-Only details on the Unreal Engine license page

lament verge
#

fuck

#

😦

#

i hate texturing

#

and mixel made it really easy 😦

#

you guys said alchemist is similar?

scarlet birch
#

You can still use it. There are plenty of free textures all over the place. The cheapest license for megascans is still under 20/month

thick herald
#

nothing stopping you getting textures from other places, and importing them into mixer. That's what I do.

lament verge
#

no its just creating tileable textures

thick herald
#

do a google for "Free PBR textures" lots of sites available. Then take them into mixer and well... mix them up if you like and use them to paint on your 3d meshes etc.

lament verge
#

i tried designer but i found it's workflow not appealing to me

scarlet birch
#

You can create tileable textures in most programs fairly easy. All the ones I've used lately have an offset feature or similiar

thick herald
#

using any of the freely available textures isn't any different from using the ones from Quixel. The process is exactly the same.

fading vector
#

Any idea why when I select an image for my button in my widget that nothing happens?

lament verge
#

yeah i understand

#

btw, do you have a link for the quixel discord?

karmic vector
#

hey guys. is there a way to enable landscape layers on a tiled map in world comp?

lusty osprey
#

Hi im new in UE4 and in this Discord Server so im a bit lost but im loking for help in 2 things in my project the first one is the stripes that im getting in my ocean plane, the second one is my texture that are stretching in the camara probably this are commun things but im a rokie xD im gone a send som prints of what im saying

pulsar badge
#

Got a question is there anyway if I make a modular house can I make them spawn anywhere on the map so I don’t need to copy and paste them each one?

#

Like you can with rocks trees and foliage stuff

grim ore
#

you can make the house a blueprint and spawn it yes

pulsar badge
#

And it will spawn anywhere in the world?

#

Map

grim ore
#

well anywhere you tell it to

pulsar badge
#

Without me having to copy and pasting? Lol

#

And dragging it

grim ore
#

so you want to paint the houses like with the foliage tool?

pulsar badge
#

Yes or have it generate it’s own location

#

I click one button and it spawns in the map

#

Anywhere

grim ore
#

you can do that yes

pulsar badge
#

Howwww

grim ore
#

use the spawn actor node and put in the location you want it to spawn at

pulsar badge
#

Trying to find a video

#

Idk how lol

scarlet birch
#

You can use an editor only function in a BP. I do that for things like vases, or other litter type models.

plush yew
#

Is there a way i can set the caspule component to its default rotation?

#

Am using Controller Rotation Pitch

#

am trying when i let go of the aim it gose to its normal rotation

ancient lotus
#

store its default rotation or just zero it out and set it to that whenever you need it

#

like when you let go of aim zero it out

plush yew
#

Yup i know but

#

is there a node for that?

#

i been searching

ancient lotus
#

empty rotator

#

or make rotator, whatever its called in bp

pulsar badge
#

@grim ore you have a yt channel?

deep stump
#

lol ^

scarlet birch
#

😱

ancient lotus
#

?

plush yew
#

Something like this right?

#

i need to connect these 2

ancient lotus
#

when you release your aim key, get your capsule component, set its rotation to be the empty rotator

scarlet birch
#

No.

ancient lotus
#

you should have an event or something for it like on Right Mouse Button released

scarlet birch
#

You want the camera to slowly move so it's back behind the player?

ancient lotus
#

when he holds the aim key it follows the pitch of his controller so he can aim up/down, when he releases it he wants it to be reset to vertical again

#

you can sort of see it in the video above, when he lets go of the key it stops rotating with his controller pitch

#

he wants it reset (from what hes said)

scarlet birch
#

My bad. Sorry.

plush yew
#

Yup you were right

#

but

#

when ever i let go

#

it will always face forward the player 😄

#

Sec i will show you

#

I think i need some how to only reset the up and down rotation

ancient lotus
#

get the capsule rotation and use the break rotator node, then use a make rotator node and connect everything but the pitch so leave pitch at 0.0 and then set it?

scarlet birch
#

I don't understand why you're rotating the capsule to begin with

#

It seems the harder way to go for anything.

ancient lotus
#

^

plush yew
#

I dont know any other way to aim 😄

ancient lotus
#

rotating bones such as the spine or by using aim offsets/blend spaces to pretty much do that. your bending at the spine instead of rotating the entire character

scarlet birch
#

IF you're using a character isn't the capsule the root of the actor?

ancient lotus
#

i think so yes

karmic vector
#

hey guys. is there a way to enable landscape layers on a tiled map in world comp?

plush yew
#

It worked thanks to you guys

#

if you think there is a better way for doing this than killing my bps feel free to drop a link ❤️

scarlet birch
#

I think you should work through some of the learning stuff on the website or a complete series of tuts. It'll save you time and pain in the long run.

upper iris
#

Worked my issue out, just increased the uv size...

dry moon
#

Any way to keep the foliage that was painted on top of a static mesh

#

when deleting said static mesh

jolly steppe
#

Anyone know how I can make a point light or spot light have ray traced global illumination?

#

ticking "affect global illumination" doesn't seem to do anything. : <

fading vector
#

Any idea why when I select an image for my button in my widget that nothing happens?

ancient lotus
#

can you explain more

plucky axle
#

anyone know the right place to ask about navmeshes? 🙂

scarlet birch
#

Just ask. If they want you to move to another channel someone will let you know.

plucky axle
#

🙂 thanks

#

I had a guy get mad at me one time for asking about an animBP in the #blueprints channel

ancient lotus
#

well screw that guy

polar viper
#

Is there any tutorial for a jade shader anywhere?

fading vector
#

So I have a png that I've converted to a material. I want to change the UV scaling for one specific blueprint, any idea how to do that?

polar viper
#

Type texco and link it to the Uv node @fading vector

fading vector
#

Thats for the material tho

#

I want to change it per bp

polar viper
#

Ah

#

I don't go near bp -shivers- me ans bp don't go wrll together

fading vector
#

haha

#

They are a bit different then c++

#

I just find them more approachable than c++ or c#, java etc

polar viper
#

I love node based things since I'm a 3d artist and only using ue4 once off

#

And 3ds max is all node based

ancient lotus
#

and thats what i hate, it lures so many people into using bp for everything and turns 12 year olds into devs. it has its uses but people abuse those uses to where its harmful. just opinion here

abstract relic
#

You’ll want to make a parameter in the material >>> convert material to material instance >>> apply it to your bp >>> set material parameter

fading vector
#

Ah thanks @abstract relic

#

I'm getting close with this one

#

It might actual be a legit game soon 😛

polar viper
#

I'm only using ue for it's rendering 😆

fading vector
#

Ahh, its probably nice for that xD

near chasm
#

If I have more than 1 static mesh component attached to my object how do i go about getting a reference to it?

TurretHead = GetOwner()->FindComponentByClass<UStaticMeshComponent>();

is what I'm using for 1

polar viper
#

Yeah. In max and maya it's not great for game enviroments.

#

I can't rememebr when that was

fading vector
#

@abstract relic Which paramater? like convert Texture Sample to a paramater or?

#

I'm not familiar with the material side

abstract relic
#

You want to scale uv yes? Just checking

fading vector
#

Mhm

abstract relic
#

Tex coord >>> multiple

#

Multiple value will be the parameter

fading vector
#

Ahh

#

I see now

#

Thank you

ancient lotus
#

@near chasm i would store them in variables on the class for when you create them, such as this and access them as normal variables? am i missing what your after

TurretHead = CreateDefaultSubobject<UStaticMeshComponent>("TurretHeadSMesh");
abstract relic
#

Dm me pretty pictures of your project one of these days

polar viper
#

I finish my project in a month 😫

fading vector
#

@abstract relic Hmm, I suppose 😛 but I think I'll need help with these jagged edges first. I haven't touched aliasing yet

near chasm
#

@ancient lotus I'm not creating them by code i created it in a blueprint

#

But I want to use code for the logic

sinful pier
#

Why can’t u create them in cpp?

near chasm
#

I probably should. i was gonna tackle figuring that out later

sinful pier
#

It’s pretty easy too.

near chasm
#

@ancient lotus so loops through the list and compare names?

ancient lotus
#

something like this i think

TArray<UStaticMeshComponent*> SMList;
GetOwner()->GetComponentsByClass(SMList);
near chasm
#

@sinful pier do you have some sample code you could link me to? like setting up their positions choosing what mesh to spawn etc

ancient lotus
#

that should (if i understand the function right) get all the static mesh components and store them in SMList

near chasm
#

@ancient lotus thanks!

ancient lotus
#

heres a partial example. this is for a pressure pad with 2 static meshes. one being the base and the other one being the raised part that moves downward when weight is on the pad

BaseMesh = CreateDefaultSubobject<UStaticMeshComponent>("BaseStaticMeshComponent");
RootComponent = BaseMesh;
BasePlate = CreateDefaultSubobject<UStaticMeshComponent>("PlateStaticMeshComponent");
BasePlate->SetupAttachment(RootComponent);

you can use SetRelativeLocation and SetRelativeRotation to move and rotate the components as well which might be what your after or you can be lazy like me and create a BP class derived from this C++ class and move them manually in the editor

sinful pier
#

Ahm I’m on mobile right now but the gist is you create a member variable (recommend protected)
And mark it as UPROPERTY(VisibleAnywhere, BlueprintReadOnly)

#

Then you instance it like the code above

near chasm
#

So does this create it in the editor or when you run the game?

ancient lotus
#

^ correct. you can also use the editanywhere tag (google the tags to see what all there is and if one suites you better) which allows you to select the mesh and such you want to use (if using staticmeshcomponents)

#

creates a static mesh, sets it up, creates a blueprint class from it and sets the static mesh

plush yew
#

After creating a map, how do I add a Main menu with a play button? How do I make it in order, so the map doesn’t start before pressing play?

sinful pier
#

If you put the code from Cody in the constructor of your cpp class then the component is visible in the editor.

near chasm
#

Awesome, thank you guys! @sinful pier @ancient lotus

ancient lotus
#

create a new empty map with nothing in it, then when your play button is clicked you can use open level node to open the map

near chasm
#

Subscribed @ancient lotus

ancient lotus
#

ty 🙂

#

or server travel using the console command node

plush yew
#

Thanks

#

How do I make it where, When shooting a gun outside. The sound of the gun is widespread in audio, where as shooting inside a room, house or building should have different audio dynamic? I hope this makes sense, lol.

ancient lotus
#

do you have a way to figure out if your inside of a building or not?

plush yew
#

I don’t think so, i’m pretty new.

ancient lotus
#

a thought would be sending like traces up and see if your hitting something specific but idk what a good method would be for this

plush yew
#

Yeah, I figured the Audio Dynamics would change, When shooting outside comparing inside. They sound the same.

ancient lotus
#

unless you made a blueprint for the buildings and added some kind of volume that you can overlap with but that might be expensive if you have alot of buildings

abstract relic
plush yew
#

Yeah, something similar. Audio of the gun should bounce off walls. If that makes sense.

#

@abstract relic Yes!! Exactly like that.

#

Is that out? where can I get it?

abstract relic
#

That’s the “new” audio engine which was officially moved out of experimental around .23.

thin tendon
#

How do you guys have the patience for level design stuff? I have been placing houses and trees for 4 days now and I am going out of my mind lol

fading vector
plush yew
#

@abstract relic That’s unfortunately, do you know anything similar to this? Perhaps a blueprint or Marketplace?

abstract relic
#

Pardon?

digital anchor
#

out of experimental to feature not to trash bin

abstract relic
#

Means it has be officially integrated into the engine. You no longer have to jump through flaming hoops to gain access

plush yew
#

What’s Pardon?

ancient lotus
#

another way of saying like come again? like more explanation

plush yew
#

Oh, gotcha.

#

Sorry

#

@abstract relic Said “That’s the “new” audio engine which was officially moved out of experimental around .23.”

I was wondering, if there’s something similar or another way around this?

#

Perhaps to make my own or buy it from a Market place.

keen moss
#

does anyone know of a discord for 3DS Max, i have a modeling question

thorn lichen
#

Is there a way to change this default grid material for brushes? I have another texture + world aligned material but I find myself constantly applying it to every new brush
https://i.imgur.com/FtH2uN6.png

deep stump
fading vector
thin tendon
#

Make the text a child of the image

fading vector
#

You cant

#

But I figured it out

#

no worries

kind dew
#

Does anyone know why my move to behavior tree task isn't working on characters that get spawned in to the world?

near chasm
#

@kind dew

#

this is what you need to change

kind dew
#

yep

#

the move to node is firing i can confirm that

#

it ended up being tha ti need to turn gravity on

#

but when i turn gravity on the character falls over... so now thats what im trying to fix..

near chasm
#
    TArray<AActor*> OverlappingActors;
    TriggerSphere->GetOverlappingActors(OverlappingActors, TSubclassOf<AEnemyAI>());

    for(auto &act: OverlappingActors)
    {
        UE_LOG(LogTemp, Warning, TEXT("%s"), *act->GetName());
    }
#

can someone tell me if I'm doing this right? it seems to be outputting actors other than those of type <AEnemyAI>

midnight bolt
#

is anyone aware of video to flipbook texture for UE4 converters?

fleet cedar
#

@near chasm for that someone on the forums recommends trying, YOURCLASS::StaticClass() for the class filter

#

Alternatively you could cast act to a AEnemyAI class and check if it's a null ptr, if not then you're good to go

#

@midnight bolt you could try looking for a converter that converts an .mp4 into it's individual frames

midnight bolt
#

yeah, i was hoping for some premade app that could help with live preview, setting columns/rows etc

#

getting individual frames is not a problem, but maybe there is a tool designed just for flipbooks

green sky
#

Does anyone have a fix or work around on the constant crashes in UE 4.24.3?

#

So judging by the silence i take it that no one is experiencing crashes in 4.24.3 then

normal burrow
#

Logs

green sky
#

which log?

fleet cedar
#

@green sky do you happen to be using it on a laptop?

thorn lichen
#

I'm imagining it's because it's a cylinder instead of a nice rectangular shape, but still, not sure how to get that aligned

fleet cedar
#

@thorn lichen if you hold down the V and move the mesh then that enables vertex snapping which may help

thorn lichen
#

Oh another thing now that you menthioned it @fleet cedar , is vertex snapping buggy for anyone else too? Like sometimes the gizmo just flies off to some random geometry off the camera

fleet cedar
#

Sorry I can't speak much to using it, I just know it's a thing

green sky
#

Rhys our systems are as follow :28 core Xeon W-3175X 512Gb Ram 4 SSD - Hd's RTX 2080 ti other machine intel i7 -7700k 128GB Ram 2 Reg SATA Drives and GTX 1060 SC and third machine same as this but 32GB Ram all desktop's

thorn lichen
#

its all good rhys, I'm still new to UE4 so I'm never sure if it's a weakness of UE4 or just user error on my part.

fleet cedar
#

Alright that rules out one of my thoughts then, you can get the crash logs and take a look in there though @green sky take a look at Engine\Saved\Logs\UE4.log.

near chasm
#

@fleet cedar Class::StaticClass() worked great, thanks!!

fleet cedar
#

No problem! Good to hear 🙂

green sky
#

i dont have such directory but i do have a saved/logs in the project folder

fleet cedar
#

Take a look in there, I'm blanking on where Unreal writes its log files to when it crashes

#

But basically you want to find where that folder is because that's going to give you insight onto why you're crashing

green sky
#

there's also a crashes folder that has dump files in it

#

Well anyway i opened the log file, what should i be looking for inside?

fleet cedar
#

You can post it here or DM it to me and I can take a look

#

It's hard to say really what you're looking for, basically just take a look through it until something seems to break, that's what I do on my crashes

#

Sorry that's not a super scientific method

brisk urchin
#

Any tips on reducing project folder file size?? My current project folders are about 20GB. I tried removing many unused static meshes assets and any maps I'm not using anymore.

midnight bolt
#

can i save selected staticmeshactors and copy them into blueprint with their current location rotation and scale? copy/paste does not work in blueprint editor

green sky
#

@fleet cedar Ok Rhys i sent you the log

#

And thank you for taking the time out to help me

thorn lichen
#

Does anyone know how you'd align this end of a cylinder brush to the grid?
"Align Brush Vertices to grid" will align it but the verts deform from the circular shape.
Is there some "Align Brush Faces to grid" that preserves the vertices' x/y positions?

https://i.imgur.com/lFi2cbl.png

normal burrow
#

Yeah not here

thorn cloak
#

Ah right, my bad

normal burrow
thorn cloak
#

Thanks btw

normal burrow
#

Yep the pins describe

midnight bolt
#

level -> blueprint

normal burrow
#

Don’t think this is a thing you can do. Those are actors

#

Arrow points where the components go

#

You could remake it in a single actor

midnight bolt
#

i can put those actors manually and copy paste location scale rotation etc so it ends up the same, was hoping for some tool or a way to do it directly

#

if not i'll just parse the text

normal burrow
#

I’m unaware of one but perhaps!

plush yew
#

is there any way to make transparent material without costing a lot of performance? i am trying to do this for blood decal

#

for mobile btw...

normal burrow
#

Lowering standards in quality is something you could do, like premultiilied alpha but would try that one in #graphics