#ue4-general

1 messages · Page 673 of 1

plush yew
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oh ok i was confused where to post this

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sorry

normal burrow
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@next badger knows much on the subject

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It’s fine, just saying it might do well there

lilac wedge
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is there a way to lower the size of a 2d texture in blueprints? (lower resolution)

wide girder
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hi everyone, are there any touch input c++ demos i can find?

winged crypt
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how do we change print string size in 4.24? used to be changing "small font" size in general settings but no longer the case

ocean sphinx
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guys

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there is a gap

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in the level

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idk why is that

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i wanna make a longer level or stage

tawny bramble
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Just want to sanity check myself here

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Light propogation volumes in UE4 are baked into world space

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And so there's no way to rotate it or move it around?

winged crypt
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yeah, I'm 99% sure it's like a lightmass volume for baking

tawny bramble
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Ah poop, cheers

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I was expecting that to be the case

winged crypt
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Are you using static lights?

tawny bramble
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but as Unity bakes them into Assets, they can be moved like any object - and I need that behaviour

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I need it for the GI

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Movable directional light, but GI needs to be baked into Lightmass so its there

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but I want to be able to merge in other levels and move them about

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and keep the GI correct

winged crypt
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I haven't done level streaming but you can use static lighting with it I believe

ocean sphinx
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how do u fix this
@ocean sphinx any fixes?

crisp snow
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Hi All,
I was wondered if there is a possibility to close the swarm agent on your pc after the lightbake is done?
Currently at our company we've got a setup with our workstations and our renderfarm but if we leave the swarm agent active on our workstation after we did a lightbake and another colleague starts a lightbake the other workstations also jump on that job.
If anyone would be able to help me out with this you can always DM me.

plush yew
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how do I import .COPY files into unreal engine?

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It lets me export them but I cant see a way to import them

honest vale
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what does it contain?

winged crypt
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@plush yew You need a .uasset version of that

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Do you have it?

reef kayak
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does anyone know why my shader complexity doesn't show one of my materials?

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it's a layered material based on vertex painting

plush yew
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@winged crypt Nah i dont have a .uasset version... I just want a way to be able to reuse a blueprint in multiple projects and unreal only lets me export in either .copy or . t3d files

winged crypt
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Go into your project, find the asset, right click and find 'Migrate' (usually under 'asset actions'). Then select another project's content folder root as the target (must be content folder).

crisp snow
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@plush yew you should be able to migrate the blueprint to the next project

winged crypt
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That's the best way to move it

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You can also copy the file over manually if you go into content folder, find the .uasset for it but it's better to migrate

plush yew
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Ah yeah but I dont have any other projects yet, was hoping there was a way to store the blueprint as a file

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guess the .uasset will have to do?

winged crypt
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It should. Just keep in mind that if your other projects use newer versions of UE, it can get problematic depending on the content. It's safest to migrate from one project to another through UE. You also can't move the files to projects using older engine versions

plush yew
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Alright cheers for the help 🙂

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nothing scarier than unreal freezing for 2 minutes when you havent saved in awhile

fiery mortar
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hello lads

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just a quick question: when I press play character just falls from the nothingness to nothingness instead of starting where I put my thirdpersoncharacter

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how can I fix this

rotund scroll
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@fiery mortar are you using a PlayerStart actor?

fiery mortar
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umm

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how can I check that 😄 @rotund scroll

mossy cloud
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I'm using the new SunSky BP example to try and make a starry night sky. How would i do this?

rotund scroll
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is there a PlayerStart actor in your world outline

fiery mortar
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I guess not

mossy cloud
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adda player start instead of your character

rotund scroll
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there's your issue

fiery mortar
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OMG

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lol

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I see now thank you very much

dim merlin
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Hi, anyone knows its possible to crossfade two camera's in unreal? (without use of rendertargets) ?

mossy cloud
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i've always used the playerstart so 🤷‍♀️

rotund scroll
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never seen third person working on its own

mossy cloud
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^

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i've been able to possess it if i set it up int he map bp

near chasm
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So is there any way to do a for loop with a delay between iterations?

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(in C++)

winged crypt
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is it very taxing to use "get physics linear velocity"? I want to run that node every 0.4 seconds

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@near chasm you could make a custom loop. Run logic, increment an integer (if loop isn't infinite), delay, re-run the same chain. If loop is finite, check for max int

near chasm
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Will try that out, thanks

wary wing
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@near chasm Is the delay constant or variable? If constant, you could use a timer. Might be easier than building your own

near chasm
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So I have 3 arrays. need a 2 second delay between each index and 10 second delay between the array themselves

wary wing
near chasm
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Hmm

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I think i might just use blueprint for this. it's extremely convenient

frail sail
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Guys 30 fps is 0.033 60 fps 0.016ms but what is 144fps and 240 fps ms? (i have no good pc to see this so i want to know) no google results

bitter iris
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think about how you got those values

frail sail
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at least i have normal pc to see 60 fps so i can see with stat fps

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but i want to know other fps ms

bitter iris
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the ms of statfps or stat gpu just depends on the complexity of your scene

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you want to be below 16ms

frail sail
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its empty scene to testing man i want to know what is ms at 144 and 240. not about optimization

bitter iris
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umm okay lol

wary wing
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@frail sail Well if there's 30 frames every second then each frame must have taken one thirtieth of a second. One thirtieth is 1/30 = 0.033. But since that's a very small number, milliseconds are more useful to us. There are 1000 of those in a second, so we take 1000/30 = 33.33
1000/60 = 16.67
1000/144 = 6.94
1000/240 = 4.167

bitter iris
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big brain ^

frail sail
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ohhhhhhhh

bitter iris
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😄

frail sail
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you got it

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thanks man

wary wing
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You're very welcome 🙂

frail sail
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so 144 is 0.0069 and 240 is 0.0041 gotcha

wary wing
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Yep

rich reef
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Just thought I would share

fierce tulip
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would be nice if you read the rules

rich reef
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?

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So I cant share free resources?

fierce tulip
rich reef
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But its not like a game or anything

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Its 3D scanned museum items

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Rather "shared"/made public to the world than "released"

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Its not even a product

fierce tulip
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¯_(ツ)_/¯

rich reef
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But alright

fierce tulip
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nontheless, thanks for sharing. its an amazing database

plush yew
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any help please?

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shit phone OkayChamp

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😂😂

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im serious

dim merlin
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hey so i used to use live coding on ue 4.24 but suddenly the window wont load anymore.. :/

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anyone knows why?

normal burrow
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Sounds like it’s no longer on?

austere scroll
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Apparaently the setup not working problem is NOT a common problem , epic games support is taking some time to give me help and i found no soloutions for it .

does anyone have an idea about like a "default download disk" or something like that ?

hoary locust
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Anyone else getting stuck in an automatic update loop in the launcher?

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How can Unreal Engine be so good and the launcher be a bigger piece of garbage than iTunes?

regal mulch
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Priorities.

normal burrow
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Hey now

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Nothing is as bad as iTunes

celest creek
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What does GameMode has over GameModeBase? Seems like GameModeBase is preferred, judging by the quick picks list when creating a BP class in editor..

regal mulch
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It's simpler

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You should read through the API

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I don't touch GameModeBase, cause I don't see the gain

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But for simple games that need to match stuff, GameModeBase and GameStateBase can be used just fine I guess.

buoyant trout
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Hi all, I want to force user to click to pan the camera

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by default, the controller pan the camera when you move the mouse

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So I created a Mouse_PlayerController and enabled click events

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in the editor / play, it works... when I do not click, there is no pan

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but when I do launch, the pan is still present with no button press

celest creek
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@regal mulch Got it, thanks! I took a brief look at the API but thought I'd ask in here too - always good to get thoughts from people in the trenches 🙂

tame delta
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How can I force navigation rebuild?

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Area (shown by pressing P) doesn't seem to update with me rescaling my navmesh

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I hear it might be a 2.24 issue

atomic onyx
tame delta
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No I guess it updates, but it stops

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as if bounded by something else

chrome prism
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Is it possible to get rich text formatting for Text Render Components? I know you can have it in UMG

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something like this but for the text render

tame delta
tawdry storm
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is the floor just one geometry or are that multiple blocks?

tame delta
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One big block

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That's the weird part

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Moving the floor doesn't make a difference either

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Even sliding the entire geometry to the left doesn't move the bounds

honest vale
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are they in the same sub level? Not sure if that matters 🤔

tame delta
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Looks like it caps out at +1140 on the Y axis, and refuses to go further

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Yup, just one level

obsidian nimbus
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any1 know what this thing is?

undone creek
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Do anybody know what this is?

obsidian nimbus
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lol

undone creek
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Hi

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Ahahaha

obsidian nimbus
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yours is a sliding door

undone creek
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Yeah

obsidian nimbus
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i didnt make mine, its an engine thingy

undone creek
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Never seen it

obsidian nimbus
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i dont know what it does or why its there

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it has to do with sequencer i think

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i want it gone, its blocking stuff in there

undone creek
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Is that during play mode?

obsidian nimbus
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no editor time

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in in VR editor

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i dont see em in normal editor

undone creek
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Just looking at it i have no idea what it can be

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D:

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But if its an actor you can probably hide it

obsidian nimbus
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it makes one for every keyframe 😛

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u can see it here

tawdry storm
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well now you know 😄

obsidian nimbus
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i dont

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that thing makes keyframing impossible

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this is what my screen looks like after i make one of those tiny blue boxes to to 4 locations

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i cant select anything other than those green things cuz they are blocking everything

quiet token
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almost looks like...... bones ???

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🤷‍♂️

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so strange

obsidian nimbus
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it visualizes the movent and the points that are keyframed but why so big and intrusive

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the big1s are the locations i actually keyframed and the small are the interps

spice hemlock
obsidian nimbus
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but after i keyframe it once it becomes like super hard and annoying to select and drag it again

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and if i drag the weird thing it doesnt keyframe but moves the location of that frame

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so i can see what it is supposed to be good for but its just horrible to work with

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it blocks everything

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no idea why its only in the VR editor

brisk urchin
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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.

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I work on it at home and sometimes during class time.

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I've heard you can delete certain folders but I don't wanna risk breaking my project which is why I'm asking here. 😶

brittle gulch
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We can't cahnge the thickness of the sphere collisions anymore? (4.24)

quiet token
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@midnight bolt Gameplay and Scripting Updates:

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

in 4.25 preview1 update notes

midnight bolt
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@quiet token that's great, although im using 4.21

maiden sundial
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Where was the setting again to turn off this eye thing ?
Like where it goes brighter and brighter when you stand still

grim ore
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auto exposure/eye adaption. in the project settings. You can also disable it in the top left in the drop down in the viewport. You can also disable it using a post process setting volume

maiden sundial
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Ty

undone sinew
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Does anyone know how to increase the sampling rate for Unreal RTX rendering so that I can get rid of the noise and flicker?

pale ferry
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Material appears in white even though I enabled alpha channel, something i missed out?

normal burrow
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Is vertex color something you can get off a hitresult ultimately?

hoary locust
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yes

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(in c++)

normal burrow
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thats fine, but does it require that the mesh be cpu read or anything?

hoary locust
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yes exactly

normal burrow
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darn

hoary locust
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it doesn't take a lot of memory usually, why did you say darn?

normal burrow
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the amount of meshes and triangles could make it take up a good amount of memory

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was hoping that information maybe didn't require cpu read

hoary locust
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when I tested it, a mesh with 32000 verts took up an extra 1.82mb of memory

normal burrow
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Yeah it adds up though

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the landscape is all triangle geometry so, it could be very dense to begin with

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was hoping to avoid the extra use but it is good to know that the triangle index and barycentre is there?

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problem with vertex color is you need dense triangles to begin with

hoary locust
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I suppose so, depends what you're doing with it

normal burrow
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its around 250k vertices per diorama there, which would be about the cutting chunk size of the world in game

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but yeah it sounds like the way to do it beyond building some sideloaded data

hoary locust
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Mmhm, in my implementation I looped over all the verts of the mesh to find the nearest one to the hit location, so that might take a while with those huge meshes as well

plush yew
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heey guys is there any way to make the editor be 144 hz at all times every time i start it up? as of now i need to type the t.maxfps command every single time

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144 fps i ment of course 😅 *

hoary locust
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there's an ini file you can put it in

kindred viper
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@hoary locust do it per poly instead, then you save time, and can check the 3 verts

plush yew
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hey @hoary locust do you refer to the engine folder or the project folder?

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if so can you tell me what file it is and what i would have to put in there assuming you know?

hoary locust
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consolevariables.ini in Engine/Config

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not in the project folder

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you just put the console command itself

plush yew
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interesting how i just couldnt find this AT ALL by googling

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thank you so much man!

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i did restart epic games and the launcher completely

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hmm anyone knows?

hoary locust
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yeah doesn't work for me either

plush yew
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oof

hoary locust
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there's a project file you can try to put it in

plush yew
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i mean if i really have to ill just do it manually every time i open the project but it seems silly to m

hoary locust
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Config/DefaultEngine.ini

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it's weird because it should work in the consolevariables.ini file, that's literally what it's for

plush yew
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hmm i have no idea what to put in there 😛

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true

hoary locust
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@plush yew yeah nothing I do works, but the last outpost is to do it on BeginPlay in any BP (like GameMode) with an Execute Console Command node

plush yew
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but dont i have to press play for that first?

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every time i start the project*

hoary locust
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yeah

plush yew
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cuz if thats the case i dont mind just typing the command

hoary locust
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but at least it will stay during the session

plush yew
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allright lets hope theyll add a option for that at some point 🙂

hoary locust
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another option is to get 64gb ram and literally never close the editor 🙂

plush yew
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i shut my pc off at night ;p

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lol

grim ore
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do you want it to be a fixed framerate, or max framerate, or framerate with smoothing?

normal burrow
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i think they just want t.MaxFPS to default to 144

ruby ocean
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Hey I was messing around with some modding tools and got a bunch of blendweights and packed textures for a model of mine. Can I put these in my characters MIC?

abstract relic
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Are you asking for the legality or?

ruby ocean
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No the application, cause I've never worked with Blendweights before

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I've only worked with the base normal map and texture file, never anything besides those two

calm oasis
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hello i downloaded a megascan map but it crashes when i try to open the level in the editor, what do i do?

hoary locust
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delete it

calm oasis
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bruh

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ok i know what is the problem

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i need more RAM

fierce tulip
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we all need more ram

calm oasis
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sad life

merry cape
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Is there a easy way to have a PPV ease in, rather than abruptly start?

normal burrow
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i've got the ram

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whats PPV?

merry cape
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Post Process Volume

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I remember back in 4.21 I could "smooth" or "soften" the edges of the PPV so it eases in, but now I'm 4.24 I'm not seeing the option to smooth into the PPV, any ideas y'all?

swift spindle
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anyone ever had an issue with PostProcessVolumes being locked out randomly ?

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existing or new ones

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all greyed out

plush yew
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Any good tutorials on how to set your BPs right?

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Like a course

abstract relic
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Read pinned message qBersp

plush yew
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Best way to set weapon damages is using Interfaces?

normal burrow
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@green sky post your log here

fierce tulip
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if its long, preferably trough pastebin

normal burrow
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is dropping it directly on the send area bad? -- as an attachment?

fierce tulip
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thats fine, but i personally wouldnt click it :p

keen birch
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@green sky Not having any more crashes in 4.24.3 than I was having before

dense wing
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Hey everyone, i'm having an issue where i can't go back into ''play'' mode. Was playing around in the sequencer, made a complete sequence. But when i press the play button now it says ''can't play in editor when performing set playback range operation''.

scarlet birch
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@merry cape You could do it in the post material by using whatever the node is for everything prior to the post and lerping between it and the full post.

mighty oak
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Hello, is there a way for a blueprint actor to have a dynamically populated drop-down style list that works in a construction script?

misty creek
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Does anyone know how to properly use importance samples? The sample position is returning random positions, but they are tiny, so I'm not exactly sure what to do with that. Any ideas?

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And I can't find any documentations on them

plush yew
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I keep having this error when i want to save

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Any thoughts how i can fix it?

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I cant save at all

tawdry storm
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hm check if you have another instance of UE4 open

mossy spear
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Random question

tawdry storm
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random answer

mossy spear
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My lighting only mode shows my lights are pretty bright, but in lit mode I don't get that level of light brightness

tawdry storm
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are your materials very dark?

mossy spear
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Nope

tawdry storm
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do you have a post process volume?

abstract relic
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Sounds like auto exposure

tawdry storm
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good point

abstract relic
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You can disable it in project settings. Make sure it isn’t enable in the camera and any post processing volume you have in the scene

barren lake
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If i move project into usb

abstract relic
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No

barren lake
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Will it have everything

tawdry storm
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if you don't have any engine specific changes, yes

barren lake
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Epic

mossy spear
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Think I found the culprit in the materials

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Thanks

abstract relic
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You can zip up the project within the export menu. Zipping externally will result in larger file size

tawdry storm
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so what was it? 🤔

mossy spear
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Some random black AO in the shader

tawdry storm
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oh weird

barren lake
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Why is steam vr in my unreal editor on task manager

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The heck

tawdry storm
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because unreal launches steam vr if you have a headset connected

barren lake
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Ohh

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Well i don't

abstract relic
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Or installed

barren lake
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Oh

tawdry storm
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or if you just think about it

barren lake
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Well i do

tawdry storm
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it really opens it at any possible oportunity

abstract relic
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New steam technology at it’s finest

tawdry storm
barren lake
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What

normal burrow
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No

barren lake
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Did it again

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Bruh

tawdry storm
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if you close it during startup it'll just be there again once it's fully loaded, it's really fun

abstract relic
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Honestly. It’s pretty invasive

barren lake
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Steam vr

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Or unreal

abstract relic
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Steam vr

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You can never get rid of the sucker

barren lake
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Just delete

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💯

trim granite
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Is there a way to force the landscape LOD screen size to 0? Whenever i save my scene it pops back to .5.

normal burrow
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I'm considering turning off the hmd option all together, steamvr is annoying

tawdry storm
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VR was a mistake

barren lake
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No

normal burrow
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No

barren lake
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I mean boneworks and half life alyx prove how great vr is

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And how many kidney's you gotta sell

mossy spear
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Sometimes you just need a conversation to get thy head on the right track at work

placid arrow
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if my players character dies e.g. due to DestroyActor, the only thing left is the player controller (multiplayer). This playercontroller seems to have its own camera built into it, because the custom camera i have in the character goes away and the players screen shows some random view of the level. I've tried playing with 'get player camera manager' node in blueprint from the player controller to manipulate this cameras position and rotation and face it towards the location of the players death, but it doesnt seem to do anything. am i doing it right?

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im guessing i should actually spawn a camera component and blend to it

floral socket
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Hi people! Im new here, sorry if there is a place for it, havent seen it. Do you have any really good tutorial for true beginner ? Im a future student and I want to explore Unreal by myself, but havent found anything good enough yet. Thanks!

mossy spear
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What section of unreal do you want to focus on

floral socket
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3d plateformer i think?

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is that a answer haha

mossy spear
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Nope

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Vfx, materials and shader dev, blueprint, or......

floral socket
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true beginner, level design

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just exploring the software in general haha 😦

mossy spear
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So that would entail modeling and shader development and lighting

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Modeling is Maya, Houdini or any dcc application

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Shader involves substances and ue4 material

floral socket
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I mean, i don't want to do modeling for now

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oh well im just gonna stick to the video i found

mossy spear
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Well if you won't be modeling then the next step is materials and lighting

abstract relic
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Read pinned message @floral socket I made a care package just for such newcomers

idle flame
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hey, i want to chat

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lets chat

tawdry storm
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the rest is very serious business all the time

idle flame
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ah k lol

next badger
brisk urchin
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If I make a box brush plane and add a material to use it as a floor for a back alley area, should i convert it to a static mesh or leave as it??

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Asking in terms of it affecting performance and or file space reason

next badger
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afaik static meshes are faster
plus, you won't need to have a "box", you can have bare minimum of triangles...which is 2 and it's a plane (you can use plane mesh)
ue4.24 now has a lot of plugins to edit geometry (some are not super stable, but only affect editor), you can enable them in plugins tab (search for "edit","mesh", "poly")

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in terms of drawcalls, every material slot will add a drawcall...so less materials - better performance

scarlet birch
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Don't leave it as a brush.

brisk urchin
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@next badger im currently using UE 4.20.3. Once i convert, all I gotta do is add a simple box collision? Or is there something else i gotta do when i convert it?

next badger
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nothing else...box collision is fine

brisk urchin
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@next badger thanks. Also, i downloaded some materials from the marketplace. There's is one master material and dozens of instanced materials in the material folder. For some reason none of them work except for the master material

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Is there some issue possibly?

next badger
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are they still referencing master as parent?

brisk urchin
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Yea, when I open an instanced material. Under the general tab, it shows the master as the parent

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Also, I just tried applying them to a static mesh and they worked but when i apply them to a box brush it doesn't work. 🤔

next badger
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probably they require some UVs then

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and BSP brushes have no

brisk urchin
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@next badger I see. For collision, is it better to use the Auto Convex Collision tool or just go to details tab of static mesh and select, "use complex collision as simple collision"??

next badger
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if you have simple shape it's better to have spheres/capsules/boxes...even several of them will work faster than one convex collider

plush yew
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i disabled the movment

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but there is no enable movment

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??

next badger
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use "set movement mode"

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disable movement is the same as set movement to none

opal lark
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is i diffrent to add a new land scape layer in the new engine

surreal glen
#

My project is crashing on startup is there any way to figure out what files it's failing to load?

normal burrow
#

logs

surreal glen
#

all the logs have given me is
<ErrorMessage>Assertion failed: (Index &gt;= 0) &amp; (Index &lt; ArrayNum) [File:d:\build\++ue4\sync\engine\source\runtime\core\public\Containers/Array.h] [Line: 614] Array index out of bounds: 0 from an array of size 0</ErrorMessage>

And then a call stack of identical UE4Editor_CoreUObject messages that doesn't tell me what's the problem

normal burrow
#

do you have visual studio installed?

surreal glen
#

yeah

#

but this should only be blueprints

normal burrow
#

can you launch the project with it?

#

yeah it will trigger a breakpoint when that assert fails

#

where you'll be able to gain an idea of what is triggering this

#

unless you have more callstack than that single line, you'd need to launch with vs

surreal glen
#

oh damn this one doesn't have a .sln file, I assume that's what I'm supposed to load

opal lark
#

how do i add new landscape layer in new engine i dont see an option

normal burrow
#

right click uproject file and "generate visual studio project files"

next badger
#

@surreal glen ue4 version?

opal lark
#

4.24

surreal glen
#

4.24.3

#

I'm watching visual studio parse tens of thousands of files right now

normal burrow
#

you don't need to wait

#

press f5

opal lark
#

where is new layer its missing ?

surreal glen
#

Got it opening again thanks @normal burrow

brisk urchin
#

Is there a way to permanently adjust the way point of a static mesh?? Currently when i select the mesh the way point is off of the object.

normal burrow
#

way point?

brisk urchin
#

Axis point

#

Its what pop up when you select a mesh on the viewport

#

Its what lets you move it on the xyz axis.

normal burrow
#

pivot?

brisk urchin
#

Yes!

#

Lol

normal burrow
#

you'll want to pick up blender for such task of changing it for good

last helm
#

I know how to open a project and use migrate tool to migrate something to another project. But is there a way to 'pull items in' to a current project?

normal burrow
#

no

#

if the question is by not migrating to the current project, No

last helm
#

ok, thanks - just making sure i'm not missing a more obvious way

south ridge
#

I saw a plugin for that on marketplace

#

One sec

last helm
#

😱

normal burrow
#

always kinda assumed if you cant open the project though, that might be a safeguard lol

south ridge
#

This plugin is supposed to retain all the usual safeguards that happen yeah

last helm
#

That's kinda why I need it - the project is crashing this machine LoL

south ridge
#

I think. I didn't use it 😄

south ridge
#

@last helm revert to an earlier version in the version control system? 😄

normal burrow
#

i figured jayse

last helm
#

ur good!

normal burrow
#

🔮

last helm
#

@south ridge yeah maybe I'll try that

#

I just need ONE piece from it - that took me an hour to make LoL

#

3 hours to trouble shoot... hmmmm.... shoulda just made it again

#

Is there any kind of 'adobe library' that holds assets that I can drag in as needed in any project?

#

(newb q's I know, sorry)

#

how do you guys manage code bits/functions/materials that you use over and over

normal burrow
#

idk what an adobe library is

#

but you can make plugins

#

if you find yourself moving around a lot

#

plugins have their own content folder

grim ore
#

just one big project that holds crap if it's all custom crap works as well

last helm
#

That asset browser looks great!

normal burrow
#

Hold on, opening the crap project 😂

last helm
#

LoL

#

I'd do that, but it seems, for me, that just opening a simple project sends Unreal into a never ending compiling shaders thing

#

that normal?

#

do you just ignore that or let it finish

grim ore
#

it should really only do it once and then any time you change it

plush yew
#

how can I allow a character to jump only when he is in ground. I have a problem with double jump, that when I do double jump its very fine. just ok. But problem is that when I fall from edge and press 2 times jump in the air I do a double jump and i dont want that.

#

is there a way to execute jump command with boolean is walking or soemthing like thtat

last helm
#

@grim ore maybe because I keep updating Unreal to the latest version?

grim ore
#

if you update the project to a new version then yes it might recompile

lean fractal
#

Does anyone know why rendering passes brightens the image?

grim ore
#

@plush yew yes you can do that, just check the is falling before allowing the first jump and prevent it if so

plush yew
#

but how to do it before jumpo

#

I have only jump input

#

and there is nothing before that

#

cannot connect anything

#

I have tried custom events

opal lark
#

How do i add a new landscape layer in the latest engine ver

#

i dont see the plus symbol

last helm
#

btw - thanks for your answers guys - SUPER HELPFUL

wanton dome
#

I notice how after clicking on an button, any input from the keyboard will click the button again, without doing anything assigned to the input.

#

I tried to solve that by giving "set input game only" to all buttons, but that make buttons stop responding unless I click on it once already.

#

Anyone has any idea how to solve that?

normal burrow
#

that is how they should work

#

the operating system needs focus of the window to send the keyboard to it

wanton dome
#

Well it's an minor problem, but it makes the game experience a little less comfortable

normal burrow
#

perhaps if you manually remove focus from the button after its clicked. but i have no idea if this is a thing

#

yeah idk what the situation is

frozen pollen
#

how can i make a trigger that takes a couple seconds in order for it to retrigger

wanton dome
#

You can use gate or do once

brisk urchin
#

Currently when I click the build button it takes about 8-10 minutes for the project to build the lighting and geometry. I still have many box brush objects on the map, do they slow down that process when building??

Pretty much wanna ask if converting those box brushes to static meshes will make the build process faster when updating the lighting and geometry.

frozen pollen
#

how could i use the multigate for it? its what ive been trying to use but it retriggers right away

normal burrow
#

delay node is what you want comrade

wanton dome
#

@frozen pollen Delay will also work

frozen pollen
#

im not sure how i would set that up for this, cause if i put a delay right after the trigger then it would just make the retrigger happen after the delay

#

unless you can put it in a different place or smth

normal burrow
#

check if a boolean is false, set it to true before then delaying, after the delay is up check that its still true, then set it to false and execute in that context.

plush yew
#

is there a way for booleaning Inputs in bp

frozen pollen
#

im not sure how to do that @normal burrow

#

still learning some stuff

grim ore
#

@brisk urchin more than likely not enough to matter

wanton dome
#

@plush yew What do you mean by booleaning inputs? Like using input to change an boolean?

plush yew
#

no

#

I mean that there is a certain rule or something when the button press is accepted

wanton dome
#

Yes you can do that. Just put an branch after the input event but before all the actual function you gave to the input

#

Your character blueprint should be holding all of your input events

frozen pollen
#

is there anyway i can add a timer so that out 1 can only trigger after a set amount of time?

#

just to rephrase what i put earlier

wanton dome
#

Scroll down to the part of multi gate

frozen pollen
#

can i put a timer on that tho

#

cause i have a multigate rn

normal burrow
#

try it, i think so

frozen pollen
#

how would i put a timer on it

#

cause if i attach a timer to reset that would just make it do out 0 again right?

wanton dome
#

The document literary tells you how to achieve that using timeline

tired meteor
#

Any BP gurus? Im in need of assistance merging the VRguntoolkit into the standard VR template, as well as to integrate the full functionality, assets are migrated and ready to compose and compile. Have some Paypal $$ ready for anyone that can assist and educate me remotely quickly and efficently. I cannot post in the LFT section so please forgive if this is the wrong category.

wanton dome
#

@frozen pollen

frozen pollen
#

the time part of the node isnt there for me

#

@wanton dome

wanton dome
#

You can double click on it to edit it

frozen pollen
#

@wanton dome

#

change time to the top one i missed that lol

#

other than that tho

wanton dome
#

Yes that should do

frozen pollen
#

now it only triggers after 20 seconds

#

let me see if it helps with retriggers tho

#

actually it doesnt even trigger at all

wanton dome
#

Oh no sorry I missed changing the "new time" is not what you want

frozen pollen
#

what do i need to do for that

wanton dome
#

Double click on it to edit it. Don't just give it an time output, you actually have to modify its behaviour using the editor

frozen pollen
#

what do i actually do once im in the editor for it

#

i havent done this

frozen pollen
#

could i just disable the trigger until i needed to use it the second time?

#

i feel like that would be a lot simpler

#

would it work?

grim ore
#

you can enable and disable collision if needed sure, it should disable the trigger

wanton dome
#

If you don't want to use time line, you can customize an unit by creating an new variable. Then use event tick to make it add up

#

Then all you need to do is using branch to "do something when the unit reaches an certain number"

frozen pollen
#

i figured out a solution

#

i can disable the input at the end of out 0, and then reenable it after 20 seconds

#

and that seems to work ok

#

its not very clean tho

#

@grim ore how do i disable the collision on a trigger box i can only find how to enable it

grim ore
#

Set collision enabled?

frozen pollen
#

i can only find that

grim ore
#

And set it to no collision

frozen pollen
#

i found out an even easier solution than that

#

i got a retriggerable delay and put it at the end of the sequence

#

and then once the timer on that is done it goes back to a do once and it works

#

so yay

worn sparrow
#

bottom octane, top unreal

frozen pollen
#

thanks for the help guys

plush yew
#

This question been killing me since i began

#

This is a normal bp not a player BP

#

What i should put in the Object field

#

its not overlapping with it as well

#

It is an actor i need to change its color

normal burrow
#

does bp ghost trails exist in your game?

plush yew
#

what do you mean p@t?

normal burrow
#

where does this bp ghost trails live?

#

are you putting it in the level?

#

is it part of the ui?

#

what you put in for object, is the same thing you get as a ghost trail

plush yew
#

Lets say it is a cube

#

and when i touch it

#

i want to change its color you know

normal burrow
#

k so lets say the cube is a bp_cube

#

and the color is inside bp_cube

#

and bp_cube parent type is actor

plush yew
#

yup

#

thats right

normal burrow
#

so you get this reference of an actor which is the cube right?

#

i mean lets assume its the cube

#

if you want the color on it, it wont give it to you because your looking at it like an actor

#

so you have to take that actor reference and view it as a box reference by the cast node there.

#

you get the same thing on each end

#

unless what you send it, is not a cube then cast failed runs

grim ore
#

Have you watched the long YouTube video about blueprint communication from epic by Zak Parrish? If not you should.

normal burrow
#

sounds like good advice

plush yew
#

I didnt

#

am ganna watch it now

#

thanks for the tip guys

#

Just o ne last question

normal burrow
#

if you think of someone throwing various fruits at you, and you want just the apples. when you get an apple tossed to you that is the first unnamed exec, when you get an orange its cast failed

plush yew
#

Is there a way i can put 3 of those into 1 target

#

which is the "Target"

#

@normal burrow yup your example helped alot tbh

#

in understanding how it works

normal burrow
#

not when there is a return type @plush yew

#

you'll need 3 nodes for that case

#

if the function didn't return a value you needed, you can stack targets

plush yew
#

Look like this p@t

#

am trying to call Fantasminha

#

into Player BP

#

This is an actor BP

#

@normal burrow

normal burrow
#

yep i see

#

so how is the player bp getting that?

plush yew
#

Not overlapping

#

Fantasminha

#

is a color

normal burrow
#

your not passing anything to object there

plush yew
#

i want to change it from here

#

Yup

#

i want to access something in it

normal burrow
#

you should find that video matheww mentioned. but i mean you'll need to find the ghost trail that exists in the level for that

#

you use the cast to take the idea of fruit and treat it as apple

#

actor is fruit, bp_ghosttrails is apple

#

cast does not find things for you

#

maybe you want to get the overlapped actors, and try to cast each of these to ghost trails?

plush yew
#

am ganna show you sec

normal burrow
#

@plush yew

#

ok

pulsar badge
#

Does anyone know why that when i build my lighting it doesn't even build the same number is still there

plush yew
#

Am trying to change the GhostTrail Color

#

I can do that from the Actor BP it self but it will be harder for me to find later on the long run

#

if i wanted to change it

#

@grim ore I tried your input even from the Project settings "Input"

normal burrow
#

yeah i mean you've gotta have a reference to it some how, make sure overlap works in the first place then that array of actors might contain some of these trail actors

plush yew
#

i have 1 problem even tho i did set it from there if i used it inside a BP diffrent from BP Player it wont Press

#

@normal burrow am checking on that atm

normal burrow
#

@pulsar badge how you mean?

#

i feel your pain, been waiting on houdini to build for 2 hours now

pulsar badge
#

@normal burrow I know how to build my lighting but when i do its not removing "lighting needs to be rebuilt"

plush yew
#

Event tick not working

#

Anything like that happened with any1 b4?

normal burrow
#

are there other errors after lighting completes?

#

is that a actor qbersp?

south ridge
#

@plush yew are ticks enabled lol

#

Handling event is only part of it, you must tell engine to generate events in the first place

plush yew
#

@south ridge can you explain more please?

south ridge
#

There is a checkbox that enables actor ticking

normal burrow
#

yea if its a component bp you migth need to enable that

#

only other time i have had a tick problem like that would be forgetting to call Super::Tick in c++

plush yew
#

am lookin g where i can enable it

#

oh its a node

winged crypt
#

What changed in 4.24? My lighting looks fine when I'm playing or simulating but in the editor alone it looks blown out and bright. Makes it hard to work with movable assets when designing ;/

flint trench
#

Gosh dangit how do I make it so that when I rename a folder it doesn't just make a new folder, move all the stuff and then leave a folder that I can't delete

grim ore
#

Try fixing up redirectors after the rename. Right click both folders and fix up. Also try and make sure your in a blank scene without anything loaded to try and help.

flint trench
#

Tried both of those, No luck unfortunately

#

It's annoying because I know if I delete the folder in the content browser it'l break things

winged crypt
#

@flint trench are you using source control?

flint trench
#

Not currently

winged crypt
#

move folder > fix up re-directors > file/save all > delete old folder

#

did you try saving all before attempting to delete?

flint trench
#

I've tried everything

#

Tried deleting intermediate / saved

winged crypt
#

if you fixed up re-directors, deleting the old folder manually won't break anything

flint trench
#

regenerating projects

#

fixed up

winged crypt
#

assuming it's empty

flint trench
#

it's got the old folder structure still

winged crypt
#

are there any files though, or just empty folders

flint trench
#

And it won't delete no matter what I do

#

nah

#

just empty folders

winged crypt
#

should be fine to delete it from file explorer directly, I usually close UE down when I do this

#

never breaks anything if I fix redirs before I delete

flint trench
#

but everytime I have previously deleted from explorer directly I get about a billion errors on packaging

#

and textures often unlink

#

I feel like there's a reason it's probs not letting me delete it

winged crypt
#

if you fixed re-directors and can confirm the old folders are empty, nothing should be referencing them. You can double check via reference viewer as well to see if anything does use them (which may be why you can't delete)

flint trench
#

It doesn't even do anything when I click reference viewer on that folder

winged crypt
#

what engine version are you on

flint trench
#

4.24

uneven fractal
#

I'm no materials expert but this many layers can't possibly be good for performance can it?

lapis vine
#

Measure first.

uneven fractal
#

It's not mine so I can't do that. I had just heard that 8-12 should be the upper end for landscapes

lapis vine
#

Its likely too high, but without actual facts (measurement) we will never know. Imagine this to be a piece of visualization - you have mostly landscape and don't bother for much else. Then consider also other factors as target hardware, interactivity rate and etc. There are so many possible variables which may make that pile of layers fine.

plush yew
#

Guys i did something i dk where

#

am starting the game and my pawn is not spawning

#

and am playing with camera around 😄

#

if any1 can help and thanks

#

AS i start my pawn is not spawning for some reason

#

last thing i did was deleting an input

#

@winged crypt sorry for @ you

#

As you have time please let me know ❤️

winged crypt
#

@plush yew Two ways to have your pawn spawn and get possessed:

  1. Check your World Settings, make sure you have a game mode set and the pawn you want as the default pawn selected. Then place a PlayerStart actor in the level where you want it to begin.
    Or,
  2. Manually place your pawn in the level and somewhere, in game mode for example (or level BP), get a reference to it and possess it on beginplay.

I recommend the first 👌

plush yew
#

It was working fine i must have done somehting wrong

#

Am doing the first one i will let you know what happen thanks!

winged crypt
#

Np!

plush yew
#

I did this and its still not working 😄

winged crypt
#

That's good, and is there a PlayerStart in your level?

plush yew
#

Its showing this in the PlayerStart

#

Humm what i have done 😄

winged crypt
#

That means it's clipping through something (in your case, the floor). Delete it and place it again but don't lower it any further than it places itself by default. Only adjust the X and Y axis if you need to

plush yew
#

From where i can place it again?

#

never tried to get it b4 😄

#

am just ganna delete it but where ican get it again ?

winged crypt
#

In the 'Modes' panel

#

Basic tab

#

Drag and drop

plush yew
#

Its not working

#

i did eveything

winged crypt
#

The PlayerStart is in the level?

plush yew
#

Yea look

#

am so confused

winged crypt
#

okay, and are you running any code anywhere that spawns and possesses pawns manually

plush yew
#

Last thing i did was deleting an input

#

then this happend

#

Nope am using BP

winged crypt
#

that wasn't the cause, will be something else

#

is there any code in the BP that spawns your playerBP

plush yew
#

Nope never tried to do such a thing

winged crypt
#

do you have a copy of your PlayerBP placed in the level (if so delete it)

plush yew
#

already used the main Third person Project

#

and used there spawn

#

ok sec

winged crypt
#

And make sure you're using "Play" to run this, if you're using "Simulate" then no pawn will be spawned

plush yew
#

which is akt+P

#

alt*

#

humm still not working i wanna hang my self 😄

winged crypt
#

Ah there's your problem

#

You're simulating, not playing

#

Click the little arrow next to that and use 'Selected Viewport" to play with a pawn

#

You can tell its simulating because the play button has a gear behind it

#

This will not let you use a pawn, it's intended to simulate the level without playing in it

#

But on the plus side, you did set up your character to spawn correctly via game mode + PlayerStart 👍

#

Let me know if using 'Selected Viewport' fixes the issue

plush yew
#

FINALY!!!!

#

man really thanks

winged crypt
#

Anytime !

plush yew
#

how did you know what was the problem

#

and how the hack i did press that 😄

winged crypt
#

These modes do different things. To just play the game normally in the editor you want to use "Selected Viewport". If you set it to "Simulate", it won't spawn a pawn and you'll just be running the level on its own while you fly around.

The Simulate option is useful if you want to see how your level plays itself out. You could see animations play this way on characters, or events trigger etc. without needing a player to walk around with.

#

I knew you had this on because your Play button looked like this:

#

The gear icon is the symbol for the Simulate option

#

Once you choose a mode to play in, the Play button will change to that mode and stay that way until you pick a different mode later on

#

So you can just click Play from now on until you change it.

grave osprey
#

People who use anim blendspace. How to make transition smooth ?

My blendspace making transition instant

winged crypt
#

Interpolation time in the details panel, per axis

#

Higher = longer to transition

#

In seconds.

grave osprey
#

Ok thanks.

Quadruped animation is hell to animate

winged crypt
#

Always

#

Very helpful and super easy to set up, designed to support quadrupeds also

#

I'm using it on bipeds though

sweet relic
#

anybody know when the default asset manager scans for new assets? it seems to only intermittently detect assets created in the editor

grave osprey
#

Damn. I have no budget.

I stick to blender ik

winter flare
#

Hi!

plush yew
#

Is it possible to access the name of a variable in BP?

pulsar badge
#

I’m working on a big map and I’m lagging so badly

#

Which I can setup that my pc can only load certain chunks at a time

grave osprey
#

How fortnite works ? I have large map. Yet didnt lag.

radiant haven
#

4.24 is bugged out Bloom deactivates itself everytime if i restart my Project

radiant haven
#

how do i delete one of these particle emitters

honest vale
#

what?

grave nebula
#

kiloorder, megaorder,gigaorder, those are organizational units.

ivory sail
#

maybe someone can help me out here i still have autosave files from a project that corrupted a couple weeks ago i wanna look at those blueprints that i'm assuming are unharmed. is there a way i can just put them in an empty project?

pulsar badge
#

@grave osprey I’m lagging in the editor When flying around but when in person walking around I’m fine

plush yew
#

AM trying to cast my sword BP inside my Player BP

#

Which i cant find the correct Object for it

#

the object field

blissful trail
#

im trying to make a widget that you can click and hold and it moves the widget to the mouse cursor location

#

but when i click it. it moves a tiny bit but doesnt move any more

plush yew
#

What if it is an actor

#

cant find an answer 😄

#

@blissful trail maybe its true only when you press

#

and it get back to false quick?

blissful trail
#

its true the entire time i press and then goes false when release

plush yew
#

Any thoughts??

near chasm
#

Need some help. I have a Widget Component on my player. The widget only contains a Progress Bar. How do i access the properties of the progress bar?

#

such as SetPercent etc

blissful trail
#

ok so i found out when i hold left mouse the location stays at the location it was previously at until i release

crimson vector
#

Real newb question, not sure where to ask it... I'm calling LineTraceSingleByChannel using ECC_WorldStatic and it's colliding with the player, but I don't want it to (and I have no idea why it's doing that because I assumed WorldStatic would only include static level geometry), any idea how to fix?

#

(I don't think I ever changed the collision settings on the pawn, it's just a default first person one. I don't want player-on-player collision, just player-on-environment collision)

calm oasis
#

do levels load faster if i set the editor graphics lower?

kindred viper
#

the levels are the same size no matter the graphics settings, but in terms of rendering it, yes it will be marginally faster. Perhaps not noticeable but somewhat

calm oasis
#

ok i'll try

#

nope still crashes, i think i need more ram

#

i reach the limit too often

dark rune
#

quick question how do I set the start and end (world) locations of a spline mesh from another blueprint

kindred viper
#

get a reference to the spline

obsidian nimbus
#

if there is only 1 in the level, i sometimes do get all actors of class and get 0

#

is this bad practice? 😛

dark rune
#

@kindred viper done, how do I set it

kindred viper
#

@obsidian nimbus yes its bad. and @dark rune the same way as usual. Check out the spline mesh component and spline documentation. Im a bit rusty on that so couldn't give you specifics.

idle garden
#

after I package the project..

#

What happened here? 👀

dark rune
#

@kindred viper alright

fluid stag
#

how's the ue4 versions these days? still looking to upgrade from 4.15 but performance / stability always kept me in place

kindred viper
#

really? holy moly dude

fluid stag
#

4.23 looks like is has some nice features tho

kindred viper
#

Once 4.19 landed I didn't see any reason to deal with earlier versions. But it's looking like 4.25 is gonna be my next base build. Not finding issues with 4.24 though, its been very smooth.

idle garden
#

I'm still with 4.23 and I like it

fluid stag
#

i was gonna look at 4.24 but there is already a hitching problem with it

kindred viper
#

I keep 5 versions or more usually. Never know when you need to dig out an old project/prototype for some reason

#

@fluid stag what is the cause in the profiler?

fluid stag
#

I guess the main thing is 4.15 is stable and performant, probably have to run a side by side test. So many random api changes tho grr

kindred viper
#

hmm seems a bit of an odd reason to keep from upgrading the engine version. Especially as its targetted at 4.24.1 and 4.25, with a fix coming for 4.25. However I don't know your game or editing workflow so I'll defer to you on that 🙂

regal mulch
#

Epic Games: TargetFix 4.25
Also Epic Games: Won't fix.
🧐

fluid stag
#

lol

regal mulch
#

Or is that a bug on the mobile version?

fluid stag
#

I guess they are split on it

kindred viper
#

perhaps its just a performance glitch with the default map in editor whilst performance profiling, and the fix would break something else. Who knows.

fluid stag
#

would make for an interesting video; stability and performance comparison of all ue4 versions since 4.10

copper flicker
#

I think it depends on what yo have in your project

#

I had some issues, I uninstalled a plugin, issues gone

lament saddle
#

@plush yew Your player needs to get an "object reference" for your sword in order to cast to it. It basically needs to know which object in the game world to cast to. A "cast" is just a check for "is this object a BP_DarkSword"? There are lots of ways to get object references (traces, collisions, overlaps, Get All Actors of Class, BP communication, etc.) but you need to use one of them.

Also an "actor" is the parent class of pretty much anything you can place in the game world AFAIK. Any BP you make or mesh you place is a child of the Actor class.

plush yew
#

heey guys 🙂 how can i make the game true fullscreen by default after packaging?

#

or what would be tthe best way to do it?

#

it is definitely borderless as of now

#

àlso the console simply wont open with the tilde key even though its set up that way

#

its just so confusing to me how there is no way to just make it fullscreen by default like unity allows you

#

fixed the console thingy.. 🙂 now i just need to have it fullscreen by default

#

if anyone wants to help that would be awesome 😄

#

why is it so difficult to find out how to do this?

wary wing
plush yew
#

while in unity its just a seleection box

#

yes well see i don't want to use that opttion @wary wing what if a person doesnt use 1920x1080?

#

then that whole option wouldnt work

#

i want it to detect any resolution of course

wary wing
#

Well you would detect the actual resolution, obviously

plush yew
#

i just tried that defaultgameusersettings file but it doesnt seem to apply at all

#

even though i already restarted the project

wary wing
#

Can you talk us through what you've tried already?

plush yew
#

altough.. i did use that same solution back in the days and back then it did work

#

i would definitely prefer using the defaultgameusersettings file option

#

but for some reason the packaged game still is borderless

fierce tulip
#

im not a blueprinter, but there are bp nodes that can detect and set screen res/fullscreen

plush yew
#

unless... i type in the console.. in the game r.setfullscreenmode 0 and then after that alt+enter

fierce tulip
#

i think matthew has a video about it

plush yew
#

i am sure there are luos but i am just so confused how unity has a option for this inside the ui and in ue i have to do everything and still cant make it owrk

fierce tulip
#

¯_(ツ)_/¯

wary wing
plush yew
#

so not like the default file

#

so its clearly not doing its job

#

why? god knows i guess

#

fullscreen mode 1 is NOT what i want

#

so no one is able to help? 😦

#

if i use fullscreen it gives the wrong resolution

#

as a run console command in the level blueprint that is

misty creek
#

So I've been trying to figure out how to use Make Importance Texture. This is my current setup but it isn't working as expected

#

It does generate a random location every time, but it is always so close to zero that it doesn't make a difference

#

The texture I'm using covers the whole screen and I'm trying to use the alpha channel to determine a random location on the screen

#

Any ideas how I can achieve this?

plush yew
#

dude i cant even get the game to launch in true fullscreen lol

#

this is ridicoulous

misty creek
#

Are you talking about for a packaged game or in editor?

plush yew
#

packaged game 🙂

#

i have tried the defaultgameusersettings file that just does not seem to apply at all

#

but which did work for me back in the days

#

and sure i can use the console command 1920x1080f but that would put it to full hd res which wouldnt work well for people with 4k or lower then full hd

misty creek
#

What version are you using?

plush yew
#

4.24 🙂

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and if i would have to switch to an older one that would be a pain in the butt considering i already have done some stuff

#

which if i really have to i wouldnt mind to redo it honestly

misty creek
#

Okay, let me package something really quickly just so I can see what it looks like

plush yew
#

thank you very much 🙂 feel free to dm me if you want to

austere scroll
#

guys is niagra particles Built-in unreal engone 4

#

??

plush yew
#

you have to download the plugin

#

from the plugins window

#

and then probably have to restart your project

austere scroll
#

restart ? you mean re-open or delete and make a new one ?

plush yew
#

reopen

austere scroll
#

ah ok

plush yew
austere scroll
#

i cant tho

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my epic game launcher is broken

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the setup isnt working

plush yew
#

i am unsure what you mean by broken

austere scroll
#

the setup doesnt work

#

i tried uninstalling and reinstalling , and asking for help

#

even the epic games support doesnt know

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it says that a hard disk (that i removed from the pc bcz it got corrupted) is not available although the downlaod path is in a whole other hard disk

#

hi

plush yew
#

set fullscreenmode in bp is not working guys any tips?

#

these guys are saying its broken

plush yew
#

guys

#

this seems to work but it only enters true fullscreen after i press alt enter

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i dont want to ahve to do that of course i want it to do that by itself

#

o btw ,.. @wary wing the r.setres f command doesnt even work at all

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tried 2 differen unreal engine versiosn

burnt ether
#

Before I try something I wanna ask... Am I allowed to use my 4.24.2 Project in 4.25.0 ?

plush yew
#

on 4.23 it seems to completely crash like those guys mentioned so i am gonna try 4.20 now

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and.. in 4.20 it doesnt work at all

#

was that mention towards me? @burnt ether ɪ ͢͢͢ⱥm 』

burnt ether
#

nuh

plush yew
#

o okay

burnt ether
#

I wanna try the newest version with my old project

plush yew
#

it is so weird no one seems to be able to answer my problem

#

which makes me think that everyone just uses borderless mode

burnt ether
#

but I'm not sure about how much trouble I'll have converting it

abstract relic
#

I thought .25 is still in preview

plush yew
#

well thats it i am done! if a game engine cant get their fullscreenmodes to work correctly then thats it for me

abstract relic
#

Regardless. Always, always have source control set up

normal burrow
#

Time travel is great backup

#

@plush yew shift+F11

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I use this all the time in editor to enter real fullscreen

fierce tulip
#

@normal burrow he wants fullscreen when game launches iirc

plush yew
#

yes in the packaged game

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but i gave up,. i remember i had a pain in the ass with that back in the days aswell, and i tried to replicate it just earlier and it doesnt work anymore at all

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you know its interesting...

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it makes me not surprised anymore that alot of unreal engine games nowadays dont have true fullscreen

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😂

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which is a horrible thing

steady linden
#

guys how can i center the pivot to object?

frozen pollen
#

they're both the exact same except for location but only the top works

hoary locust
#

it's the same input?

austere scroll
#

how can i change a static mesh default size and rotation , Its huge and rotated the wrong way . help ?

supple totem
#

you can per instance, but not sure about doing it for defaults

#

there are new mesh editing tools in latest version I think

#

I have done it in engine with a plugin before

#

and you can export and fix it

fierce tulip
#
  • reset it in your 3d app
  • reimport with rotation settings
  • accept it and build whole world sideways
worn granite
#

there's also the import settings if you have access to the original mesh

#

you change those and reimport

#

better to fix it externally though

austere scroll
#

@fierce tulip i didnt make this mesh and it cannot be opened in blender , therefore im unable to edit it

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@worn granite these ones ?

worn granite
#

yeah. I don't remember if it works without the mesh

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but you reimport

austere scroll
#

yea

supple totem
#

you can use this if you wanna drop 10 bucks, its what I use

#

but I would look into the new static mesh editing tools released recently first, most havent used them yet so a lot of people here might not know if they can help

steady linden
earnest cape
#

That would make too much sense

worn granite
#

lmao

#

good ol DeterminsOutputType

earnest cape
#

It sets to just actor

worn granite
#

yup

earnest cape
#

which means I can't run any functions

worn granite
#

actors of class with tag doesn't use the keyword to give you the right array

earnest cape
#

So how would I do this? It seems like get all actors with tag is useless now

#

I guess I could store the actors on game state

wanton path
#

what if you just had an array of ActorObjectReferences and then have a for each loop, where you cast them to BP Egg?

#

im a complete ue4 newb so just a random suggestion

worn granite
#

that's the only way forward here

earnest cape
#

I'm thinking of a few workarounds. I just wanted to use this built in system first

worn granite
#

you can make a function that does it

#

that would be easier than your other options

earnest cape
#

So to put things in perspective, in the game you shoot the eggs to unlock specific doors

#

So the doors just check if that's the last egg for it's zone

#

when the egg is destroyed

worn granite
#

I see

earnest cape
#

The problem is that I was manually setting an array of eggs in the level

worn granite
#

so you do zones by tag?

earnest cape
#

Yes I wanted to use tags to define zones

worn granite
#

you can just loop over the array as it is and compare to self reference

#

the address won't change if the type does.

#

you can also remove self from the array and check the array count

earnest cape
#

Yeah I'm thinking I'll just use a name variable in the eggs to tag them since it'll be at the top of the details panel instead of buried in the actor panel

worn granite
#

You might also consider gameplay tags @earnest cape

earnest cape
#

I thought that's what tags were

#

are there more tags?

worn granite
#

They're subtly different

earnest cape
#

But can gameplay tags run functions?

worn granite
#

Can you implement the gameplaytags interface?

#

Nah but if you can implement that interface you don't need a cast

#

gameplay tags are just data

#

they're just flat out better than tags

earnest cape
#

Seems like extra work though. I'll have to learn all about them later

worn granite
#

Yup welcome to dev

earnest cape
#

I'll do what I can understand now

#

Save the rest for the next game

worn granite
earnest cape
#

I usually ask here first to get a response. But next time I'll ask there first and see

vocal copper
#

Hey all 🙂 Is there some secret behind merged mesh collision ? I'm using my trusty collision preset on skeletal mesh component, but somehow it does not respond to blocking channels.. I'm kinda confused and not sure what to google.

slender storm
#

Hello,

I have created a child class (Create Child Blueprint Class) of a character, and I would like to be able to modify the collision system in the "CapsuleComponent" details. But when I modify on the son, it also affects the father (the opposite I understand, but why also the son?).
How could I do the modification without modifying also the parent please?

Thank you

worn granite
#

save both and then modify the son

#

otherwise I don't really understand what could be happening

rotund scroll
#

child blueprint class component?

worn granite
#

nah it's just a separate BP which inherits

rotund scroll
#

mm ok