#ue4-general

1 messages · Page 674 of 1

tired palm
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Yes I saved both, and even reboot unreal in case I still can't modify the child.

rotund scroll
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you can't modify inherited components

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you can't change or remove the capsule because it's inherited

tired palm
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I see, it limits me a bit though :/ the components inside are also inherited.

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I find it a bit odd, because the change in capsule size doesn't change on the parent, though.

abstract relic
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Child inherits from the parent. Parent never inherits from the child.

reef kayak
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hey guys, ive been wondering about a shader complexity visualisation for a while now. it doesnt compile the material as seen in this example

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i know the material is not too complex or weird but just wanted to check. and seeing this, I worry something might break @ building

vocal copper
slender storm
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Yes that's what I think too @abstract relic but the child "AICharacter" has the parent "ThirdPersonCharacter".

But as soon as I try to modify in the "Collision -> Collision Preset" part, it modifies both (whether I'm on the parent, or the child). What I want to do is just change the "Trace Responses" part of the capsule.

rotund scroll
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@tired palm you can change the values of variables, you cannot change variables themselves

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@slender storm can you show your case

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physics are really only enabled on ragdolls

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collision presets themselves can exist on both capsule and mesh

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yeah but enabling physics != enabling collision

vocal copper
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merging my customizable character (used in the lobby for a game preset) into a single piece mesh (used in game). When tested a customizable mesh in the game, the collision worked, now it only overlapses the capsule and that's all.. So I went investigating, found a mesh that is created in runtime and it has no collisions on it.
Going to check what ppl do while merging static meshes, I hope to find some answers there 🙂

rotund scroll
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there are different types of collision taht you can use for different things

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for instance the CMC uses the capsule to figure out where the ground is, not the mesh

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there are no other kinds of physics

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there's that and collision

tired palm
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oops sorry, wrong account for the server, I wrote with both of them. It's kind of messed up in the discussion...

@rotund scroll I understand, I'll see what else I can do about the system then. Thanks

rotund scroll
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why do you have two accounts?

vocal copper
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but I don't have an access to it in runtime.. I mean, the mesh is created anew right before the game starts 🙂 Hence, it should be done on a merging stage, but I can't find what exactly I should operate with, to migrate collisions from the old meshes to the new one

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@light lintel

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generated mesh has no preset in the editor

surreal glen
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are you looking for spawning things?

tired palm
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@rotund scroll One account for the chat, and one account for the programming servers. I clicked "join" with both by mistake (oops 😸) , I leave the server with the second one.

humble stirrup
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Sup folks. Good afternoon. Guten Tag.

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How one would make to import an image referenced in some folder, into a data table, to late acesss said image and update it in game?

rotund scroll
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import said image to the content folder

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and let it become a texture asset

humble stirrup
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Dankeschön

nova kelp
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Does anyone get IKs

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for legs to be specific

rotund scroll
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I get them

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the default IK two bone nodes are hellish to work with though

nova kelp
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ill show what i got and tell me whats wrong if you can see

rotund scroll
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I can't

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well okay I lied

nova kelp
rotund scroll
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you don't set you line traces

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to be coming from your character

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they just trace at 0,0, 100..-100

nova kelp
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this is just a function

rotund scroll
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and that makes a difference... how?

nova kelp
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its just checking for 100 up and 100 down for land ...

rotund scroll
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yeah

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since you don't use any location other than 0,0,100..-100, it'll just be smack dab in the middle of the world

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it's not going to follow your character

humble stirrup
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He Cranz, doch one question more.

nova kelp
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well it does

rotund scroll
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it doesn't

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100% guaranteed

humble stirrup
nova kelp
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sec

humble stirrup
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The said image path, is it than a string variable?

rotund scroll
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yep likely

nova kelp
rotund scroll
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I see, you hooked it up to an input pin

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fair

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so

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what's the issue

nova kelp
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my hips move

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up and down

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but legs arent

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but when i set leg to 1 it goes up

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so its not that i f up a bone or something

rotund scroll
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what do you mean leg to 1?

nova kelp
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its a float froblem

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sec

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one of them

rotund scroll
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never seen those nodes before

brisk urchin
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Does having UE4 and its project installed on a certain drive give any benefits to like loading and rendering speed?? HDD, SSD, or M2 types or is it all cpu/gpu dependent??

nova kelp
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ofc it will go faster on ssd

brisk urchin
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Render times or just opening project speeds? Or both?

nova kelp
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well

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how much of ram do you have

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if you dont have that much ram it will create vram

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and that one of drives not sure

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probably windows drive

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but not sure

brisk urchin
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My current hardware is i7-4770K, 16gb ram DDR3 1600mhz, Gtx 1080 Ti. I have the software/files on my 2TB HDD.

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I have a 250gb ssd for OS files only

nova kelp
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oh software on ssd will help pretty sure

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project not sure

brisk urchin
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For rendering like when i wanna update the lighting when clicking the build button too??

nova kelp
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well just slap everything on ssd and come back and tell me what happened

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well it cant make it worse so try and see

brisk urchin
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I don't have much room on my ssd. Only like 18gb left on it. Lol. Was asking since i was gonna buy a ssd, m2 or hdd since i need more storage.

nova kelp
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i have 3 SSDs

tender flume
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Your specs are way better than mine.

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840M 8GB here.

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Yet i'm still trying to make some open world game for fun hahah

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Optimization is key especially if i need the balance between graphic and performance.

brisk urchin
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@nova kelp all I have is x1 250gb SSD which is almost full and x1 2TB with only 100gb left

nova kelp
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yea i bought 128 at start of ssds then 512 for my windows and hardcore programs and just put one in my laptop it went from 0 to 100 real fast

grave osprey
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when i use blendspace and add interpolation. the character wobble to left. then move normally.sometime wobble to other direction.

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how to fix this thing ?

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i mean. when i move my character foward (that use blend space). it wobble first. either left or right.

brisk urchin
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@nova kelp my current 20gb project file takes about 8-10min when i hit the build button to update geometry and lighting currently.

nova kelp
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Btw when you use SSDs for stuff like this you have to have backups on HHD

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SSDs have 3-5 lifespan and you can lose data

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as it grades down

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degrades

brisk urchin
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I've had my hdd and sdd since 2014 @nova kelp 👀

pseudo inlet
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@nova kelp that's not as common with "newer" SSDs.

tender flume
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Question.

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What is a base colour texture like?

pseudo inlet
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You SHOULD definitely still be backing up to something else as well, but ssd lifetimes have gotten much better.

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@tender flume base color textures are just that. Color information. No shadows etc

tender flume
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Huh.

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Albedo?

pseudo inlet
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Albedo is base color

brisk urchin
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I currently have all my projects on a portable ssd for Scholls and have backups on my desktop hdd.

tender flume
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So it's the same yes?

pseudo inlet
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I'm sure there's some variation, tech ically, but that's what 3d software in general is going to call it. Base color and albedo

nova kelp
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well i have ssd that has 10 year warranty and it was second class

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i was talking about budget ssds that have low lifespan

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that are third clas

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s

tender flume
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Does the kite demo has a base color on its grass meshes?

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Can't use blender atm mouse scroll wheel stopped working so i'll have to buy a new one soon

pseudo inlet
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I'd imagine so, but you can open the shader and look 😊

tender flume
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I'm guessing that it might have

nova kelp
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hey nick do you know about IKs

pseudo inlet
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Inverse kinematics? I know what it is, and the idea behind it, but I'm no animator 😁

brisk urchin
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That Kite demo keeps crashing my engine. Everytime I try to open the demo map on it, it just freezez my engine. 😶

nova kelp
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yea i ment in UE4

pseudo inlet
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It's likely not frozen @brisk urchin it's probably compiling shaders.

nova kelp
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trying to make my legs work

tender flume
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Okay it does not have a normal map.

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It uses water as its normal map

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will that be okay?

pseudo inlet
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@tender flume not sure what you mean.

brisk urchin
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@pseudo inlet i let it run for a bit then i open task manager and it always says the UE4 is "not responding"

nova kelp
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well if its USB3

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you can install it on it

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USB3 has i think around 500MB/s

tender flume
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Found a workaround.

pseudo inlet
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@brisk urchin check your task manager list for a shadercompileworker process

nova kelp
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transfer speeds

tender flume
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I took your advice a little about the albedo haha

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Thanks @pseudo inlet

nova kelp
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ha

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i just figure it out

tender flume
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Each time I learn new things just by experimenting around and getting others opinions

brisk urchin
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@pseudo inlet doesn't that process usually have a notification pop up in the bottom right corner of the engine? My didn't show that. Unless thats something totally different.

pseudo inlet
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Not always, and certainly not when a new project is loading.

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If the editor is already open and the project is loaded and you make a shader change, yes you'll see the message in the corner.

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If it's a new project and there's not a DDC created already, on load the engine will begin compiling shaders.

misty creek
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Does anyone know how to spawn actors using a texture? I want to use a texture with an alpha channel and only spawn actors on the parts that doesn't have alpha. I've been trying to use Make Importance Texture and Importance Sample, but it isn't working for some reason. This is my current setup:

raven narwhal
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Hello, I didnt know where to post this - but I have a bug here :)
I am using latest available UE version from Launcher and I have problem with loading scenes. When I load the scene, for example from game to main menu or vice versa, sometimes I get fatal error crash. (About 1 crash in every 3-4 loadings)
Is there any fixes for that?, also hapens sometimes when minimizing or alttabing
This is actually very important for me <@&213101288538374145> because I have a released game with few thousands of players playing this right now and I cant fix this, would be nice if experts from Epic would check this 🙂 (Exception code 0x00004000)

normal burrow
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nope

ashen brook
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Hi, we're just community run here, not working for Epic

raven narwhal
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ok, thank you 🙂

ashen brook
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I would suggest debugging it from VS to pinpoint where exactly it crashes

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that should tell you what's going wrong, and you can go from there.

normal burrow
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logs too, logs would help us help you

echo cave
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Hey everyone I'm wanting to do something seemingly simple within Unreal but I cant seem to find the right tutorials or wording while searching for the answer. I want the ability to have a BP actor in the scene that once you interact with it (key press or trigger) it pulls up an image full screen I'm assuming in Ui space? Then I want the ability to have some sort of arrow button than can go forward to the next image or backwards and also the ability to exit out of the images. I think the proper way to set it up is to tie it to a BP actor that I can duplicate and change source images and place around the game world. Does anyone know of a direction they can point me in to figure out something like this in UE4?

ashen brook
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this sounds like a simple user widget - look into UMG 🙂

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or rather, an interactable placed actor that pulls up a widget

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it's not beginner level friendly, but with some intermediate blueprinting it's no problem

echo cave
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Thats what I thought but everything I have found so far is fairly general. I probably just need to find a good widget tutorial to leverage with what I need. I'm an environment artist and level designer but I can do blueprinting so hopefully I can find a solid solution thanks for the advice! @ashen brook

ashen brook
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good luck 🙂 Look into blueprint communication if you're not familiar with it yet - that'll be crucial and it's something that for many people is a first hurdle when learning to think like a programmer

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there are a few good tutorials and docs pages about it

echo cave
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Okay for sure! thanks again! I'll try to post my findings

plush yew
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Does unreal support map blending?

tender flume
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Usually for a scene with plenty of foliage

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Which light source type is recommended?

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Static or Stationary?

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I would like to use static but i'm afraid that maybe i might lose shadows like if the player gets close to a light source

proper crane
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I think I accidently attached a landscape to my pilot camera?

tender flume
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it won't show the shadow on the ground

proper crane
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I have no idea but it's messing with my cameras rotation

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And wherever my camera is when I hit play, the landscape is oriented in that spot

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It's fine when I delete it

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But it can also be brought back with Ctrl Z

wanton mauve
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Hey. I have a UE project which was last edited under 4.20.(3 I guess) I have reinstalled my PC many times since and now attempting to load the file causes a crash. I didn't get any crash reporter under the latest version of UE4 editor. I installed 4.20.3 and that brings up a crash. Looking at the CrashContext.runtime.xml I see this:

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<ErrorMessage>Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 193] Ran out of memory allocating 67108864 bytes with alignment 0</ErrorMessage>

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I haven't changed the memory on my system and virtual memory is set to system managed. Both drives have tonnes of free space... This is beyond my knowledge - can anyone assist me?

abstract relic
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Do you have visual studio installed?

wanton mauve
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I don't

abstract relic
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Are you able to launch a fresh project

wanton mauve
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Let me try.

normal burrow
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that error is talking about ram 🐏

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do you know how much ram/memory you have?

wanton mauve
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16GB, same as I had last time this ran just fine. Yes, I can create a blank project fine.

abstract relic
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I’m thinking they have weird admin issues if it isn’t the case

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So it is project specific

normal burrow
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Yeah I would imagine your on the money there. Its likely a large project or launch level

abstract relic
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Delete /intermediate and /saved folder
Perhaps there’s just some bad garbage collection

wanton mauve
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inside the project?

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(root)]

abstract relic
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Just be warned that it will recompile all the shader

normal burrow
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Yeah, just as a note though if you have any rendered videos or screenshots, they live in the saved folder

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if you don't care, clear it away

wanton mauve
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I do not. The whole thing needs rebuilding anyway.

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I'm going to reboot my PC and make sure nothing is loaded... back in a moment.

normal burrow
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if you could pull up task manager and navigate to the performance tab keep an eye on your memory

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as you launch the project

abstract relic
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Initially I thought they had incredabuild or whatever’s called installed

normal burrow
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oof that thing is nothing but problems

plush yew
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Where do you find a motherboard that supports 256gb?

normal burrow
abstract relic
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Puts a fake memory cap

normal burrow
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its really lame the vs installer recommends it at all and that unreal automatically utilizes it when its installed

wanton mauve
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So far stuck on 95% loading but evidently it's compiling shaders etc.

normal burrow
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yep it should take a bit

wanton mauve
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Assuming this loads... what might stand in the way of using the latest build of UE to bring this project in? Obviously I'd try on a copy...

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Success - I guess something in the intermediate folder was to blame. Thanks! 😄

atomic oriole
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guys do any of you know of an example or a tutorial about how can i make stuff bend under load? like a branch, or a fishing pole, etc

abstract relic
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Pat. You owe me another cookie

normal burrow
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4 cookies is the score now

wanton mauve
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🍪

pseudo swift
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Hi guys, when exporting FBXs & OBJs from UE, is there a way to make sure the texture is included so I do not have to setup the texture maps again inside for example blender? thanks!

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(right now i am exporting first the mesh then the texture and setting it up manually in the other app)

normal burrow
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no carl

wanton mauve
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Now for my next challenge... turn this project into anaglyph with two cameras... I fear a long night!

normal burrow
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material data is not exported.

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godspeed simon

wanton mauve
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lol

tender flume
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Isn't that 3D?

wanton mauve
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This used to be a lot easier before NVidia decided to remove the 3D Vision support 😢

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Yeah, red/blue glasses mode

normal burrow
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purple mode

wanton mauve
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I volunteer at a museum and made this 3d "dino fish tank" based on an asset pack I bought and we line the kids up with glasses on and project on a massive screen 🙂

tender flume
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Wow.

normal burrow
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thank you for using unreal simon

tender flume
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3D?

normal burrow
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i'm so sad to see unity3d at all the museums

limpid otter
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Total noob question here: I want to build a game where the player is a Pawn and not a Character. When I spawn in the world my model doesn't show up, regardless of what model I have chosen.
I have a custom game mode that derives from BaseGameMode and I have set Default Pawn Class to my custom Pawn (and have specified the model). What have I missed?

normal burrow
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its so obvious

wanton mauve
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Unity was no match for Unreal in this instance, I was able to achieve everything so much faster here!

tender flume
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Unreal is much recommended for new devs.

normal burrow
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this is always the case simon, you just aren't lazy or a student at a college that only teaches one thing

tender flume
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The lighting that's just set-up out of the box is perfect

wanton mauve
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I assume there is no oob anaglyph option? Failing such a thing, I presume I'll need 2 cameras, rendered to surface, tinted and post-processed into one image (not that I know exactly how to achieve such a thing!)

normal burrow
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If you don't get an answer here on that simon may want to try #graphics it sounds like something they may have an idea of. I personally haven't used render textures yet and dunno if thats even the thing to suggest for this case

wanton mauve
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Thanks, duly noted 🙂

misty creek
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Does anyone have an example of using texture-based importance sampling blueprint nodes? I've been looking for an example but I can't find any, the closest I've gotten was this: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1377905-texture-based-importance-sampling-blueprint-nodes-how-to-use

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I want to be able to find a location on a texture with an alpha channel, but I'm having a hard time figuring it out

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Any help would be much appreciated

wanton path
limpid otter
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Cool man, I will check it out

plush yew
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Hi.
So who here knows about 2D fighters?
And how to make them?

upbeat tendon
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I am thinking about implementing my own online services as I don't know of a good alternative

abstract relic
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Awesome

brave lark
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is there a place I should ask about swarm? I'm looking to slap together a cheap render computer and I'm thinking of grabbing some old zeons off newegg or something. Wondering if anyone had suggestions

pseudo swift
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Hi, I noticed that i cannot export height maps to targa, is there a way to export a height map from ue to your local disc?

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do i have to bake it out with a bp?

hoary locust
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it will export as png if you export the landscape heightmap

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just right-click the heightmap layer and take export to file

pseudo swift
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no i mean regular displace / height maps

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when you right click and select export there is not the default tga option

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when it comes to height maps

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it works for all other textures :/

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oh really

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it must be a different file

white geode
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hey guys, when I use the Load Level Instance blueprint node to restart a level (while playing), everything in the old level persists & overlaps with the new level, along with the "Lighting needs to be rebuilt" message - I couldn't find any info on google about this - is this normal?

pseudo swift
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aight, thanks ponkkis good to know that you find that option, i will mess with it later

white geode
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ahhh that works, kind of - I get placed into a state with a really glitchy still frame of the last view port(?) image and a loading icon , but it reloads properly

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thanks

exotic cave
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Hey all, anyone here have experience with capture cards?

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I'm finishing up a pack for Marketplace submission, and I need to take some nice 60fps 1080p screen capture videos. A lot of the capture cards out there seem to be mostly for streaming HDMI inputs from consoles these days, so I'm wondering if anyone can recommend one that definitely has native PC drivers and can capture natively on the PC it runs on.

graceful sky
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I'd imagine OBS being able to do so, but im a noob related to captures

swift spindle
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@exotic cave you don't need to do that these days

exotic cave
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Really?

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You think I can do it in software?

swift spindle
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nVidia cards have inbuilt screen buffer captureing now

exotic cave
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Ooo

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I do have a 2080

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Might be able to handle it

swift spindle
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you have more then enuf power

exotic cave
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You might have just saved me $100

swift spindle
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🙂

exotic cave
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I feel the love 😄 Thanks so much!

swift spindle
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the only reasons to do it with external these days.. is if your worried about games crashing and taking it out...

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so.. streamers...

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but otherwise.. naw

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it consumes like.. less then 1% of the card max

exotic cave
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Nah. This is just for Marketplace brand work and education on the plugin

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Thanks so much!

swift spindle
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NP

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you can find it in Geforce experiance

exotic cave
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(Tech artists unite 🙂 It's the best job 😄 I mean, among all the other best UE jobs)

swift spindle
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< ue4 tech artist ha!

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anyways.. you find it in the In-Game Overlay

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ALT+Z

exotic cave
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Appreciate it! What is your own project?

swift spindle
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currently looking for work / having fun with arty project (needed break from code )

exotic cave
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Aw. I got nothing for ya at present. But hey, let's see how my plugin does! 😄

swift spindle
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^.^

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hope it's not a deformer system like I made.. then 4.25 came along and seriously oneupped me

exotic cave
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Nope, it's just another environment art autolandscape. I wish I could claim to be more original, but I was working on a similar pack in Unity (where there is nothing) and then just decided that I couldn't live with Unity's broken ecosystem anymore.

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So for now I get to be an imitator, not a true innovator, but I really think I want to spend possibly the rest of my life working in UE. 🙂

swift spindle
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lol.. yeah.. I think a lot of us were unity devs.. that got burned hard

exotic cave
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I worked for a YEAR off and on, on an environment art pack for Unity

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At the end of the year, I show the woman I'm dating all my progress...and the shadows start flickering

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I was like "That's it, I can't take it anymore" and did what I had a quiet feeling I should have done years ago

swift spindle
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lol!!!!!! she's like. .your incompetent.. we are breaking up!

exotic cave
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No she was actually super supportive 😄

swift spindle
exotic cave
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Yeah, good idea

hexed hornet
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Hey, I forgot to save properly last night and my animations got messed up and won't work even though everything looks fine

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Can anyone help?

normal burrow
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do you need to reimport them?

hexed hornet
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The animations themselves work, but I was trying to set it up to when a certain key is pressed it'll play the animation but the animation isn't playing

loud valve
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whoop whoop short question: How can you see what is the parent BP of a child? (looking into a project with allot of BP with bad naming).

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So I am looking into a child BP now and want to see the original parent BP

rancid lynx
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how can i line up two edges of a terrain , while scupting? i cant seem to select both at once. is there an option ive overlooked?

short onyx
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Why the NearClipPlane are not exposed on Perspective settings for the camera ?

upbeat tendon
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I am thinking about how I can have player accounts. I can easily implement a restful service. But what to do inside ue4 to handle auth tokens in ue4

hexed hornet
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@normal burrow Nevermind I figured it out, I had something set to true when It was supposed to be false. I guess it saved right before I fixed that last night

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Thanks for trying to help 🙂

hearty cosmos
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Any updates on control rig?

frail sail
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guys that "remove from parent" widget its completely removing from game? or stays in background and only removing from viewport?

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i cant destroy this so

bitter iris
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alright got a question, could use some guidance please, I'm looking on giving the users the option to change input / output device in options but not sure how to get a hold of them. Any ideas?

loud valve
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@rancid lynx If you find that out please let me know! I do know they sell a plugin on the marketplace that does it for you, so I don't think it's easy. Its about 15 euro.

vocal copper
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A few hours ago I've asked about meshes merging problem, when the newly generated mesh had no mesh collisions on it.
Turned out, that one simply have to assign PhysicsAsset manually to the new mesh. FSkeletalMeshMerge simply doesn't take PhysicsAsset into account, so one have to do it separately.

vocal copper
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okay, not the mesh itself, but the skeletal mesh component.. I can't figure out why it get's reset, but it all works after reassigning.

brisk urchin
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I have UE4 installed on my Drive F: HDD but it keeps saving over 30gbs of data in a folder called DerivedDataCache on my other main Drive C. Why is it doing that when i installed the engine of Drive F?

fierce tulip
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separate folder where it stores compiles shaders among things.

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you can empty it from time to time, but it does mean itll recompile shaders when opening a project

brisk urchin
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How do i redirect it so it installs them on drive F instead of my OS only Drive C?

fierce tulip
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thats how I did it

#

oh, thats win7

#

well, you get the point

misty creek
#

Anyone have a good way of determining if an actor is currently on screen?

#

Specifically for a 2d project

vocal copper
#

you can go FindActorsByName / ByClass to find one on scene.. but on screen .. I guess it's about Line(or Sphere) Tracing with Visibility channel

#

from your camera

misty creek
#

Yeah, that would work, but I'm also looking for a way to check if a widget is on screen, so that is making it slightly harder

vocal copper
#

it's 2d ? DeprojectScreenToWorld - you can pass there 2d screen location and get world location where it is and then compare with location of your .. widget ? is it located in world? lol

rose salmon
#

Got a weird question that does not fit any of the programming subchannels. Also, one that I thought was not possible. My project, in 4.22, suddenly is in 4.21 and won't load correctly (for obvious reasons). Trying to force it back into 4.22 results in further issues. any idea what can cause this problem?

vocal copper
#

for example DeprojectScreenToWorld 1,0.5 - is far right middle position of your screen .. well, check it and you'll get the point and if suits your need 🙂

rose salmon
#

Also besides the cause - anyone have idea how to fix the problem?

abstract relic
#

Delete /intermediate folder. If that works, pat owes me another cookie. But first, logs please.

normal burrow
#

logs first.

plush yew
#

why does my blendspaces dont work how they suppose to

#

like backwards moving is bugged

#

2d

normal burrow
#

You likely need sync markers degast if your feet are not hitting the floor in similar stretched time between the animations

rose salmon
#
Failed to open map file. This is most likely because the map was saved with a newer version of the engine.
#

Logs above in the txt file

plush yew
#

I think they are...

#

but

#

ok will try

abstract relic
#

Just to double check. Are you unable to launch it from engine? Nor when you set which version within the .exe? Or after you deleted binaries and force a rebuild?

normal burrow
#

LogInit: Build: ++UE4+Release-4.21-CL-4753647 ZJ

rose salmon
#

Unable to launch from engine, nor when I use the .exe

normal burrow
#

your not on 4.22

rose salmon
#

It was 4.22

#

that is the issue

normal burrow
#

yes, you can't go back

#

you would have had to have planned for time travel with source control

abstract relic
#

Yep, there isn’t backwards compatibility

rose salmon
#

....

#

That is the issue

normal burrow
#

There are ways to spoof it, that adludum has mentioned but really wouldn't recommend risking it

rose salmon
#

I am not looking for backwards compatability. Yesterday when I saved it was 4.22

#

today, when I checked it was 4.21

normal burrow
#

ok right click your uproject file

#

goto select engine version

#

rather

#

Switch Unreal Engine version

rose salmon
#

Tried that already

#

that's when I got more errors

normal burrow
#

what do you set it to?

rose salmon
#

4.22

normal burrow
#

tell us the more errors then

rose salmon
normal burrow
#

is there c++ in your project or third party plugins that use c++?

rose salmon
#

BP and no.

#

You can see the entire project on YT

normal burrow
#

do these files not exist?

abstract relic
#

Oh lord those broken refs. You didn’t move content files around externally correct?

grim ore
#

oof. Sounds like time to roll back to source control

rose salmon
#

@normal burrow
Forgot to check.... yeah looks like for some reason they are missing and it oddly just the parent files...

@abstract relic
No.

grim ore
#

eep 😦

rose salmon
#

@grim ore
Already tried rolling back on the source control. HOWEVER

normal burrow
#

idk what you mean by parent files

#

but yeah that is not good

rose salmon
#

parent-child... inheritence

#

those broken refs are all the children classes calling for the parent

normal burrow
#

perhaps someone moved them

rose salmon
#

the children classes still exist the parent class files are gone.

normal burrow
#

search content browser

rose salmon
#

That's the however i have

normal burrow
#

do they exist on file though in uasset form? not content browser

rose salmon
#

I have 3 alt back ups for this because this is the file I use for recording tutorials... one of them is the prep file which is up-to-date with the recording file (the project that is having this issue).

#

Can I just duplicate the missing files over - like the BuildingMaster referenced at the start?

#

Not having seen an error like this I am not even sure how to trouble shoot it and given my source control isn't helping I am even more confused so weeeeee

normal burrow
#

perhaps you didn't commit/push these things?

abstract relic
#

Clean up file and revert

#

If you really want to be paranoid, make a new folder and pull from the repo

normal burrow
#

yeah, and you can put the files back too like you were asking, but if anything it relied on when it saved is gone or has had its redirector fixed it won't be a happy asset

grim ore
#

source control should be working, pull down the project into a new folder and... it should work

normal burrow
#

what do you use for source control? ZJ

rose salmon
#

I was using Git - local storage only. I tried pulling from my master and had this issue. I also have a copy that is relatively new in a branch I am a bit paranoid about pulling it and making it worse (not sure how it could be worse)

#

funny part is nothing that is broken is anything I have touched in months

normal burrow
#

k yeah i mean try what HighTide mentioned, long as you pushed and everything it should all be there

#

really dunno what could cause such a catastrophic destruction of only parent classes

rose salmon
#

and only the oldest ones too

abstract relic
#

Any unrelated files being corrupted? I’m wondering if we’re witnessing a hardware death.

rose salmon
#

Unrelated to the project, nope.

normal burrow
#

perhaps a failed upgrade

#

catastrophically so

glacial moon
#

Would someone be able to help me with a question on multiplayer replication?

normal burrow
#

but otherwise just ask

rose salmon
#

@normal burrow no attempts at upgrades. As I was restoring some of the files I noticed that one or two of the children classes are missing too

#

but there is no order in which was missing

#

but copying the files from my prep is working slowly to fix it

normal burrow
#

checked your recycle bin by chance?

#

or lost and found

#

or wastebasket or whatever it is on mac

glacial moon
#

Thanks sorry didn't see the multiplayer channel

rose salmon
#

Nope not there. I am going to just assume git decided to do something weird and torture me

plush yew
#

where can i ask for some help on something pretty simple

normal burrow
rose salmon
#

well I think I found the source of the issue of something in git... cause some of the newer files are fine. the original files I put in to git are fine

#

but like 2 months of files in the middle are bizarre versions of different stages

plush yew
#

@lament saddle if you can show a screen shoot how you did call an object for it

#

I tried to call everything

#

still not working for some reason meh

obsidian lily
#

so frustrated... I have a timeline that animated camera motion, and I wanted to see something about the motion, so I made it play slowly (3 seconds, instead of more like .2)

#

now it won't change! No matter what value I put into the SetPlayrate call it stays slow

#

so of course I thought, ok, it must be not actually be compiling or the build must not be making it to the player

#

so I added some logging

#

the logging is there, as expected, and changes when I change it and recomile

#

but still, the timeline won't change speeds

#

I'm lost here, I have absolutely no idea how to even begin fixing this

swift spindle
#

@obsidian lily you need to change your points on the timeline also

obsidian lily
#

I don't think so @swift spindle -- I made the timeline go from 0 to 1

#

so I could independently change the playback speed

#

and then I tweaked the values for a day or 2

#

which worked fine, as expected

swift spindle
#

send me a screenshot of the timeline

obsidian lily
#

but now the exact same thing simply stopped working

rose salmon
#

@abstract relic it might be the death of the drive...

obsidian lily
#

fuh, ok, I forget that "restart the editor" is the go-to bug fix thing to do

#

I restarted, it works now

#

goodbye 2 hours of my life

#

thanks for the response @swift spindle

opal hornet
#

is it bad practice to have all your variables in a struct?

hexed hornet
#

My player model is facing the wrong way when pressing the w key, how do I fix that without reinporting the mesh?

plush yew
#

@hexed hornet are you using the firstpersoncharacter bp?

hexed hornet
#

I am using the thirdpersoncharacter bp

#

@plush yew

opal hornet
#

it faces the right way for ASD?

hexed hornet
#

Nope

#

a is facing forward, w is to the right, d is backwards, and s is left

opal hornet
#

why not just rotate the mesh?

#

in the bp

plush yew
#

^

opal hornet
#

seems like your direction is 90 degrees off

hexed hornet
#

it doesn't seem to be doing anything

plush yew
#

rotate the camera in the bp i mean

opal hornet
#

oh for third person you prob have the rotation controlled by controller

plush yew
#

if you really need to you could switch around the input settings in the bp, switching InputAxis MoveForward with InputAxis MoveRight

hexed hornet
#

Yea that was it, for some reason the inputs where different

#

I didn't even think to look at the inputs

opal hornet
#

was gonna be my next guess too, glad you figured it out

hexed hornet
#

thanks guys 😄

#

XD

plush yew
#

I made a blueprint that lets me open and close one door but how do I apply it so I can have many many different looking doors?

obsidian lily
#

are timelines with animation curves the best way to handle character accel/deccel? it feels like not, but I can't really think of a better option

normal burrow
#

@rose salmon run some disk checks

normal burrow
#

maybe you meant #lounge @rain coral ?

hexed hornet
#

Anyone know why my thirdperson game mode screen is blank?

normal burrow
#

How do you mean blank?

hexed hornet
#

nvm, I just looked it up online

normal burrow
#

Nice, good to do this

#

Wrong server

#

Use unreal

#

It is the right direction 🔮

abstract relic
#

screenshot

normal burrow
#

gee pat talks to himself a lot tonite

plush yew
#
  1. guys i have a little question: when I choose to start the game as standalone it starts in window, I want to be in fullscreen-how to do this?
#
  1. also I have these problems, when i move my mouse the camera doesn't move(I want to make it as in the games but it doesn't work) I need to move the camera when I click on right button of the mouse and move
#

@plush yew press F11 for full screen

#

is there a way to do it by default?

grave osprey
#

i am looking for help.

#

The character (bp char capsule) when given input move. It wobble to left. Then it walk normally. (I use norm blendspace. With onterpolation 0.2) i am sure as hell it work correctly when interpolation set to 0.

#

the problem work when character start moving.

hexed hornet
#

try setting it to 1

#

@grave osprey

grave osprey
#

the result still the same. when i press move, the character play anim go left. then move foward normally

gilded plinth
#

hmmm, if anyone has a tip.. when i create a new project in 4.24, BP only, blank project and then I add a plugin I made with a map. The lighting looks really different in the editor viewport versus when i run PIE

#

it's brighter and bluer in the editor

#

is there some kind of hidden default skylight in the editor settings or something?

#

All my lights and objects are moveable

grave osprey
#

how to check interpolation curve in animation blend space ?

#

or does it exist ?

paper kernel
#

it should be in the details panel

#

I think

#

either that, or you manipulate the float value that drives the blendspace

silk ivy
#

How do I change the player Controller in real time?

#

I have a different controller for the main menu than the level. The player Controller for the menu carries over to the level so I can't move

grave osprey
#

it seems anim blendpsace interpolation going crazy.

#

but i need it to smooth anim

#

this is the detail of problem

gentle agate
#

Are there any naming conventions/folder layouts that are mandatory or is it make your own and stick with it?

grave osprey
#

i ask later at 6 hour

#

@gentle agate you dont have to. in fact, its reccomended to have folder name brief as possible.

gentle agate
#

Thats handy

grave osprey
#

now the problem is blendspacce for backward. it is a big problem

gentle agate
#

i get that glitch when i walk backwards as well

grave osprey
#

I got tired on blendspace. Next time i just use 2d.

Turn out we have to isolate the backward anim / separate it in state machine.

If anyone have that blueprint. Please share.

dire zealot
#

Hey guys

#

Our client apparently wants our unreal project to run smoothly on laptops with integrated graphics

#

after butchering every particle system, deleting all lighting and using a single directional light, tried to force custom lod3 always by setting screen space size to 10k+ for every lod on most props, and fiddling around with the rendering settings

#

it's still very choppy

#

anything else i can try

#

My laptop has azerty keyboard and even when i plug in my qwerty it doesnt want to open console so i can't profile <_<

near chasm
#
GetCapsuleComponent()->OnBeginCursorOver.AddDynamic(this, &ACreature::BeginCursorOver);

Would delegates such as this go in the constructor or beginplay?

flat idol
#

beginplay

#

@dire zealot add english keyboard input for your os, and switch to english, it should allow the tilde to function. If not, then add new console key in editor settings.

#

in game you can usually press f2 key, that will disable all postprocess and many advanced rendering stuff. if game runs better, then you're frame bound, if game still stutering, then it may be cpu bound.

near chasm
#

@flat idol what is the diff between .AddDynamic / .AddUnique / .AddUniqueDynamic

#

any idea?

flat idol
#

well unique makes it unique i guess, cant add more

dire zealot
#

any way to adjust the key used for console in a packaged game?

flat idol
#

once you add a console key in editor settings it should cook with game i guess why wouldnt

dire zealot
#

Ok i managed to open up console on my shitty ass integrated gpu laptop

#

basepass takes 80 ms and prepass takes 65 ms

#

how do i shorten this 😄

plush yew
#

guys I made this menu for now but I want to make when I click on the button "Report a bug" to make a form with:
their in-game name
their email/a way to contact them
category of the bug (animation/graphics/network/etc)
Info on the bug
But idk how to do it-can anyone send me tutorial or tell me how to do it? or to do it with when you click the button to transfer you to internet to goodle form?

#

this is the menu

flat idol
#

@dire zealot foliage.CullAll 1 may disable all grass and trees, perhaps fps gets better. check landscape it usually is made wrong (too many components render super slow)

#

when you press button open a webpage with the form, and user can fill

dire zealot
#

our landscapes have 1 component and 256x256 verts and i already tried disabling most of the trees and foliage

flat idol
#

the command will disable it properly

dire zealot
#

i did find our materials are waay to expensive but fml im not an artist and can't redo that

#

the landscape material has so much texture samples sigh

flat idol
#

beware the auto landscape material

dire zealot
#

guess we're going with a solid color for the ground

flat idol
#

they added some new technique there was a video tutorial at epic telling about texture arrays good for landscape, probably worth checking out

dire zealot
#

i doubt texture arrays will fit on a intel igpu with 64mb of vram and a fraction of the performance of a gtx460

flat idol
#

you can also bake out materials of meshes

#

intel gpu share ram with cpu

#

grabs 2 gigs maybe more?

dire zealot
#

this is what's gonna be the next generation of apu's with a shared 1gb hbm cache on the chip

#

but ram is far away

#

too far too render smoothly

flat idol
#

to be fair intel gpu is not designed with gameplay in mind

#

more like browsing the web and watching hd/2k vids rather.

dire zealot
#

this is an issue that should've been adressed in prepro but we're in post production now and trying to apply bandaid fixes to a fundamental problem lmao

flat idol
#

you can try renderdoc too, it will provide you with a snapshot of a single frame, you can diagnose further

dire zealot
#

ah true

#

is it normal that ProfileGPU doesn't show anything in a packaged build

#

stat GPU does work

plush yew
#

someone can tell me?

flat idol
#

when you press button open a webpage with the form, and user can fill
i'd do that

noble tapir
#

Hey there, can anyone help me with a problem? When I use SpawnEmitterAtLocation (C++), all I can see is the light created by the particle system but not the actual particles. Im trying to spawn a flame, but I dont see any of the flames.

plush yew
#

ok how to make this? @flat idol cus I didn't do this before?

dire zealot
#

@plush yew You will have to run your own exterior server and transfer the message using http

#

good luck in figuring that out if you have no experience with running a server, should be a fun experience

half turtle
#

if i want to create a reusable blueprint for a spawner, which kind of blueprint would be most adequate? an actor? O,o

dire zealot
#

@plush yew you probably are missing a space before the 0

plush yew
half turtle
#

or should i just write the spawn logic on the gamemode file and let the UI set the stats? is there some kind of abstract blueprint ?

dire zealot
#

fangli i usually use an actor and drop that in the world

#

you can also use level script

#

or gamemode

#

or just spawn from a spawnercomponent in the character

#

doesn't really matter

half turtle
#

ah okay, i was thinking of using an actor, was just wondering if there was some kind of abstract bp i was missing around

plush yew
#

@dire zealot

#

I think there is a way to do it with google form and then in bp to link it to the url and should work?

radiant haven
#

is it somehow possible for the touch input, that u can CUT the Input, Left screenside does this and the other side does this

dire zealot
#

@plush yew try to google open html url ue4 ?

#

@plush yew the edge of the cube displays less aliasing?

#

looks a tiny bit better

plush yew
#

idk the google form is url right?

#

yup I tried to connect the button with url of youtube video and it works, so now should work the same with google form

dire zealot
#

Go into your character blueprint - click on the character mesh in the component tab - search for shadow and check if cast shadow and cast dynamic shadow is activated Go into your character blueprint - click on the character mesh in the component tab - search for shadow and check if cast shadow and cast dynamic shadow is activated

half turtle
#

question for advice, when making a project, should i put my interfaces in their own folder, or put them in the folders for the actor types they affect?

dire zealot
#

yes

flat idol
#

property

#

it's a variable of the Character class called Mesh. Pointer to the skelly mesh component. Pull a wire from "Get Character" and type in "get Mesh" it should be at the variables category

exotic cave
#

@plush yew : That's a static light, right? Try changing your lighting to dynamic

plush yew
#

it's dynamic

#

i fixed it though

exotic cave
#

Ooooh, what was it?

plush yew
#

Cause I use contact shadow's for the tree i forgot weeks ago I never set contact shadow's on the player

exotic cave
#

Ahhhh, nice catch

dire zealot
#

just add a particle component to your player and set it to the snow particles you've made and you're done

plush yew
#

@plush yew

#

I have gotten gette

#

r

#

all I need is a co-worker

#

@plush yew

half turtle
#

when i spawn an actor, how can i inform easily to this actor, who spawned him?

brisk urchin
#

I have UE4 installed on my Drive F: HDD but it keeps saving over 30gbs of data in a folder called DerivedDataCache on my other main Drive C.

Can I delete the folder and then reroute it from the editor settings?? Is it safe to do that?

somber quail
#

If you delete the folder then you will need to recompile all shaders and it will just fill up again

#

There are ways to move it. Look in editor settings for "Derived Data Cache," you can specify a path there

fierce tulip
#

@brisk urchin we told you this last night

brisk urchin
#

@fierce tulip I'm planning on un-installing all the engines but what I didn't ask was if i could delete instead moving it over.

#

Is there an engine transfer method? Thinking of getting a 500gb ssd

fierce tulip
#

derived can be deleted

#

not sure you can regularly move it, there are probably advanced moving options for files, but I wouldnt risk it

brisk urchin
#

@fierce tulip can i just drag all the UE4 engine files to another ssd? Or is it bettter to un-install it completely then reinstall it?

fierce tulip
#

id do the latter

brisk urchin
#

Ok, how do i keep UE4 to make the new derived csche folder on my new hard drive instead of my current main drive?

#

Is it based on where the Epic launcher is installed?

fierce tulip
#

iirc you can choose the location nowadays, but as I said last night, there are ways to move it while making sure ue4 finds the right location

#

and no, its not based on the launcher loc

brisk urchin
#

Ok. Thanks

misty creek
#

Does anyone know of any tutorials, documentation, or examples on Texture-based Importance Sampling Blueprint nodes?

plush yew
#

Hey there. Can somebody helps me out please? I gonna drive crazy.. yesterday all was fine - now i got this blurry fubar.

What i remember, i dont have any "Graphic options" or doodled/tried them out..

#

Motion Plur in PostProcess is checked, nothing in there.

grim ore
#

what is your quality setting set to in the settings menu? the scalability stuff

tame delta
#

If I got a car actor to which I attach wheels (which are gonna C++ classes), what should my wheels be? ActorComponent is the only option?

#

(I mean attach the wheels to root within the actor)

grim ore
#

@plush yew that doesnt sound UE relates, that sounds outside of the scope of the engine. If you didn't receive it check the support forums for that product

plush yew
#

ok so how you suggest me to do this thing with reporting bugs and etc?

grim ore
#

@tame delta There is a vehicle actor in the engine already that has wheel components, you can look into how that is done. Otherwise yes an actor component would be how you can attach an actor to another actor

plush yew
#

also the problem is that I don't see anywhere in the options place to put the email where I will receive these things

grim ore
#

@plush yew I have not done that before beyond just a simple email address for reporting bugs

tame delta
#

@grim ore My only fear with using an actor component (I already use an actor component now, but to handle the physics of the entire wheels, 4 wheels) is that it doesn't really have a transform afaik

plush yew
#

@grim ore : "Ingame" i dont have any Quality settings yet. Do you mean in the project-settings/world settings in-editor?

tame delta
#

I'd like to have this component be a suspension and wheel system, to which I attach a physicsless wheels model if that makes sense

plush yew
#

no, I don't want to make it so simple, I want to do it as the other people

grim ore
#

@plush yew does this show up like that, lower resolution, in game or in the viewport in the editor,, or both?

plush yew
#

okay so in which channel to ask for advice for this thing that I want to make? @grim ore

#

Only ingame. In Editor all is smooth and fine.

grim ore
#

@tame delta yep my only suggestion is to check out the current wheeled vehicle system

#

@plush yew the first thing to check is if its the level or your project, make a new level (the one with just the platform is fine) and go in game and see if its low res as well

#

@plush yew probably not in this discord, #lounge maybe as its off topic otherwise the support forums for the product itself

plush yew
#

ok

grim ore
#

at this point it might be one of your config files got changed some how, unless your game mode is doing it (as that would be the same in a new map). made any changes in your game mode?

#

if not you can rename your config folder temporarily in the project so it will use default configs and see what happens when you relaunch the project

plush yew
#

i will give this a try. Thanks in advance

grim ore
#

you might have to rename Saved as well as it has some custom config files

plush yew
#

YES, SIR! ❤️ Wuhu.

#

Ehm.. yes. Shortly to check something.

#

Are you sirious, that Unity fucks up UE4?! This is meaning.. war! <trashtalk/off>

pale forge
#

Did anyone have the experience of adding your project to a Git repository and then have it not opening with compile errors?

plush yew
#

🙂 I know. But maybe it can be real? 🙂

grim ore
#

my guess is at some point you had something going on, maybe some shader compiles or imports, and the engine noticed it was running slow so it changed the options down automatically and you didnt notice

#

@pale forge that shouldnt happen, it looks like some assets are missing, but someone else was here yesterday with the same issue and had no idea how stuff disappeared.

pale forge
#

yeah ... I'm in the process of replacing nodes exactly as they were, and it seems to be compiling.... really effed up though b/c what is breaking is K2 stuff .. that I have no access to.

atomic meadow
next current
#

any way i could solve this? it doesnt really do anything, it just says this at startup every time.

hexed hornet
#

Whenever i "launch" the game my character falls through the floor, but when I just hit play it's fine?

rich reef
#

Can I add bones directly in the skeleton blueprint editor somehow?

abstract relic
#

You can add sockets

normal burrow
#

not animated ones anyways

rich reef
#

I need a bone for a inversed kematic setup

#

(Idk if I spelled that right)

#

But the answer is no then? I will need to reimport with the modified rig?

normal burrow
#

You can make virtual bones too but these are likely not what you want

rich reef
#

Can you teach me?

#

Might work, Idk

#

Ive found this, but it wont appear in the viewport when I add one

normal burrow
#

Ok

#

You want a socket

#

That is a single bone skeletal mesh right?

rich reef
#

Yes but its for a inversed kinematic

normal burrow
#

It is for where you want the hands to go?

rich reef
#

No, it will just help me set the rotation of the weapon

normal burrow
#

Even better. You want to use a socket

rich reef
#

(So its always pointing to where the middle of the screen of the player is at (Im using linetrace to get the location that the screen is facing))

#

Idk how I would use the sockets to set the rotation tho, my only idea was to use inversed kinematics

normal burrow
#

What you do is, you get the socket transform in code like blueprints

rich reef
#

I have the direction that the weapon should point towards, as well as the location that the butt of the gun should be it

normal burrow
#

Then you determine how to get that transform to point the right way

rich reef
#

Yeah well I have that already

#

I just dont know how else I would actually apply the rotation

#

if not with inversed kinematics

hexed hornet
#

Whenever i "launch" the game my character falls through the floor, but when I just hit play it's fine. Anyone have any idea on how to ffix it?

normal burrow
#

Ik is for chains of bones FYI

rich reef
#

Yeah well I were planning on just using 1

normal burrow
#

What your doing here is just math

rich reef
#

I know what IKs are

normal burrow
#

So if you have the target transform and the actual transform

#

The applied transform would be the relative from bad to good

lime gull
#

How would I get a specific component from an actor for an overlap check?

normal burrow
#

You either set the transform of the weapon or apply the delta

abstract relic
#

Break hit result Light

lime gull
#

alright Ill try that

normal burrow
#

It will work

lime gull
#

Oh lord theres a lot

normal burrow
#

so many pins

lime gull
#

Im trying to say like, if this overlaps this, set this variable
But I need to do that with 4 different components and 4 different variables, will it still work?

rich reef
#

I just had to take a moment to think lol

The thing is, I want the pivot point to be where the butt is, but the origin (or whatever its called in UE4) of the skeletal mesh is in the middle of the gun

#

So I cant just rotate the weapon around its own origin

#

Which is why I were thinking about IK (tho thats not really the intent of IK)

#

@normal burrow

lime gull
#

uh so how do I single out the 4 components I need?

abstract relic
#

A Boolean with lots of And

rich reef
#

@lime gull Wait didnt you just want to get overlap of a specific component? Idk what the others are talking about but you can just select the component in the components list and add a begin overlap event lol

#

Sorry if I didnt understand you right or something

lime gull
#

What im trying to do is get the components of a different avtor

#

actor*

rich reef
#

So when overlap begins, you want a code to run within a different blueprint, right?

lime gull
#

I believe so?
When my player overlaps with something, I want to check if its 4 specific components from a different actor

rich reef
#

Well like Im not sure I get it, but if you go into the actor that you want the code to run in, and add a custom event, you can then cast to that character from within the actor with the overlap event, and call that custom event from there

#

Then the code within the "other" actor (The one that isnt being overlapped), will get a execution where you can run your desired code

lime gull
#

Here I took a screenshot to try and better explain it

#

I wanna get 4 components from the "BattleGrid"

#

so like if it overlaps component 1, do this, and so on

deft raven
#

Hi, I have a question about unreal engine demo, anyone know the copyright about this unreal demo? Where showcase the power of unreal? I mean, can I use images I take from this demo for a commercial project?

lime gull
#

Oh I think I got it daniel

rich reef
#

Ah yes, first you need a object wildcard for the Cast to node.

  1. It basically tells the blueprint type (Like if its controlled by a player character for instance, you would put a "get player character" node for it.

  2. Then you can just drag out from "As Battlegrid" and search for the components you need

lime gull
#

I took the Other Comp and hit = and then just went from As battle grid and type out the components I needed

rich reef
#

Right, if Battlegrid is the component you want to call the on overlap, that is indeed correct

tawdry sierra
#

Guys I need help. When i launch the game on mobile, i cannot see any of my sprites except the unreal one.WWHy?!?

#

i checked the materials and everything. Everything is identical with the unreal one

#

?!

whole quarry
#

@tawdry sierra did you make the sprites emissive?

tawdry sierra
#

no?

#

they have the default unlitmasked

#

material

whole quarry
#

If its unlit then you connected the spite texture to the emissive pin?

tawdry sierra
#

i just opened the defalut sprite mat

#

it is connected to emmisive color

#

shouldnt it be?

whole quarry
#

It should be

tawdry sierra
#

i can play the game with no problems

#

It should be
@whole quarry it is

#

but when i laucnh it on mobile i cant see my sprites

atomic meadow
whole quarry
#

@atomic meadow what video card do you have?

earnest cape
#

Why is 4.24.3 crashing so much? It's like every hour it randomly crashes for various reasons. I can't even tell what's causing it anymore

whole quarry
#

Various reasons != random

earnest cape
#

Drag out a variable > crash
Save the project > crash
Duplicate a static mesh > crash
Open a new content browser > crash

whole quarry
#

Check the logs

#

I would think in the direction of an asset with problems

earnest cape
#

Where are the editor logs?

whole quarry
#

In your project folder, then the Saved folder

radiant haven
#

everyone knows how to reduce file size (PRoject FILES = packaging already made)

earnest cape
#
[2020.03.08-17.33.29:694][ 59]LogD3D11RHI: Error: Result failed 
 at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Viewport.cpp:389 
 with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DRIVER_INTERNAL_ERROR
[2020.03.08-17.33.29:694][ 59]LogD3D11RHI: [Aftermath] GDynamicRHI=0000019A49AEA0C0, GDX11NVAfterMathEnabled=0, Result=0xFFFFFFFF, bDeviceActive=0
[2020.03.08-17.33.29:694][ 59]LogWindows: Windows GetLastError: The operation completed successfully. (0)```
#

I have no idea

manic pawn
#

seems like an issue with your gpu

#

try updating the drivers

earnest cape
#

I'll have to do a full reinstall I guess

#

of the gpu driver

atomic meadow
#

@whole quarry 2070

civic crown
#

I know I asked this before, but is there a way to stop SteamVR from launching every time I open UE4? Even if I disable the SteamVR plugin in my project it'll still boot up when I launch the project selector

abstract relic
#

Uninstall

#

Otherwise. No

fiery mortar
#

yo lads

#

is it possible to keep the mannequin animations but change the model?

#

or does somebody have a good tutorial link to how making animation for unreal in blender works?

silent harbor
#

problem is

#

they dont

#

and newly spawned actors are getting destroyed

#

how could I make it so that it destroys the one spawned after 5 seconds.

kindred viper
#

@fiery mortar you can retarget the animations onto another skeleton with another mesh. That is done in engine. And making animation for Unreal in Blender is a bit of a tricky subject without getting into how the rig bones are rotated differently and needs a kind of middle man. But there is MrMannequin Tools for Blender that makes that a little easier (although its still tricky if you dont follow it by the letter).

#

Give it a few months though, and the new Unreal Blender plugin will get released and we will all praise Epic and Blender and become one #zen

fiery mortar
#

well if I didn't misunderstood it is possible the make the animation in ue4 right? @kindred viper

kindred viper
#

yeah there is enough animation tools to do it in Unreal, but its not the perfect method

fiery mortar
#

I mean I am happy with the current default animations for player just want to add more so if that's possible I am okay with that

kindred viper
#

you can interp between poses in a PoseAsset or various other timeline based stuff.

fiery mortar
#

oh really, what would you consider the perfect method

kindred viper
#

Externally, and brought in with FBX

#

or not FBX specifically, but yeah as that is standard right now

#

gitf seems to be a bit slow on the uptake even though its supported iirc

fiery mortar
#

brought in with fbx from blender? 😄

kindred viper
#

Well I would use Blender because I dont sub to Autodesk anymore, although I understand I am making it more difficult for myself by not using Maya or 3dsm. They are technically easier to port animations around to Unreal. Although I highly recommend learning how to use Blender to do it, and how to use Rigify, as that will be the method to do it in the near future

fiery mortar
#

@kindred viper okay man thank you so much

#

I did learn how to use blender tho

#

at least partially

#

and the rig stuff

kindred viper
#

check out MrMannequin tools for now. It should be fairly simply to get working if you know your way around

fiery mortar
#

allright man

royal schooner
#

hey guys

#

can someone help me with my problem? i have stuttering in my editor and when i play a level. even if its just a few things going on in the scene

#

i got a 1080 gtx and a i7 6700k

kindred viper
royal schooner
#

thanks!

quaint osprey
abstract relic
#

open the material please

midnight bolt
#

@quiet token have you used the new 4.25 for converting to blueprint? I can't find anything new to do that

quaint osprey
normal burrow
#

Beriadan, the material with the pasta

#

not a instance of it

dawn gull
#

Hey, for some reason Unreal won't let me save my level build data it it isn't giving me an error code. Can somebody help me?

hexed hornet
#

One of my inputs are calling to the animation but isn't casting the skill or spawning the emitter for the particles after changing the character name but the other works just fine

#

Anyone got any ideas?

dawn gull
#

Oop I found an error code:

#

COuld not be saved because it was partially loaded how do I fix that?
(Also sorry to interrupt)

quaint osprey
#

There is no material, only the instance when I exportedf

tame delta
#

Can ChildActorComponents not get tick?

#

Can't see something like FChildActorComponentTickFunction

normal burrow
#

The actor itself ticks

#

are you inheriting child actor component or something?

tame delta
#

I just created a class based on ChildActorComponent

normal burrow
#

if you need to control tick order, use tick prerequisits

tame delta
#

So yeha

normal burrow
#

Wouldn't recommend doing that

tame delta
#

Hmm I don't think I particularily care about tick order

#

I'm just looking for a tick method though 🤷‍♂️

normal burrow
#

question: do you come from unity?

tame delta
#

I don't

normal burrow
#

ah okay

#

well why do you need a tick function?

tame delta
#

I got my little wheel childactorcomponent, and I want the tick to handle physics

normal burrow
#

or what purpose of having some other tick beyond the holding actors tick?

tame delta
#

Well if I can hook into the owning actor tick I'm fine with it

#

Don't know how to do that though 😦

normal burrow
#

you'll want to consider the way actors work and componetns are arms of actors cafe

upbeat tendon
#

I am wondering are there any open source online subsystems out there?

normal burrow
#

you can do it how you'd like to of course, but components normally don't take on such tasks

tame delta
#

I got you, but the childactorcomponent is meant to spawn a childactor right?

#

Oh am I supposed to use the CAC as bare as possible, and literally just spawn an actor

#

so put all my wheel logic into an actual actor?

normal burrow
#

its up to you but yes childactor component takes on that functionality, i'm saying shoving additional functionality into it for wheels might not be the best approach

#

yeah

#

a wheeled vehicle actor would probably be a nicer more managable approach

tame delta
#

Oh alright, that's why it wasn't exposed in the "main" list of actors to inherit haha

quaint osprey
#

@normal burrow is it normal that it didn't import anything else than the instance and the normal maps?

tame delta
#

That's what I'm using right now, but I wanted to have my wheels be their own actors

#

Couldn't really think of a better way to do that

normal burrow
#

that was gonna be my next question cafe: why have wheels be actors?

#

actor parenting in general is usually avoidable

tame delta
#

Otherwise the vehicle has to know where the wheels are...etc, as opposed to just placing wheel actors

normal burrow
#

but if its a big part of your game to have them detach then yeah that makes sense

#

Yeah you shouldn't avoid teh actor knowing of its component in the same way you should avoid using slow generic things like find component

#

i asked about unity because it teaches you how to do this wrongly by always needing to find component because there is no central concept of what anything is

tame delta
#

Hmm I feel you, but means two things: My vehicle has to handle cases with more or less wheels, or in odd positions (reliant robin) and also placing them on the actor gets weird. I can place SMAs and use a naming scheme to find where they were placed within the actor, or tag SMAs, but it all feels a bit abstract

normal burrow
#

Beriadan check the parent material of the instance, this is likely the material material, if not the parent of that

#

your right cafe

#

but good news is

#

you can handle wheel count and everything in the actor

#

and probably should

tame delta
#

In theory the physics is all self contained for a wheel. It has a suspension, it handles frictions...etc and just applies forces to the parent body. All the wheel has to know is that it's a wheel, that it can/can't turn, drive, brake...etc

normal burrow
#

I can assure you the count of components on something is a messy way to do things where you'll likely be frequently ask the engine do do a lot more finding for you

tame delta
#

The parent (the car body itself) is just a dumb block of mass, and perhaps routes input to them

normal burrow
#

Yea Cafe

tame delta
#

Well realistically any actor only has to search the tree on beginplay and hold references to them (which is what I'm doing)

normal burrow
#

What i'd really recommend is that you understand how construction scripts and child classes work

tame delta
#

I realize now that childactorcomponents are just dummy components meant to spawn an actor and attach it. I thought the actual childactor is spawns was part of it, that was my mistake 🙂

normal burrow
#

Blueprints for example exist to do as little as change the skin, to as much as declare more wheels

#

so you can have a very verbose way of defining wheels in the consturction script or OnConstruction in data that is defined in the blueprint that is accessible by the c++

#

such as a struct containing the positions of each wheel and their orientation

#

where OnConstruct in c++ reads this list of structs and makes the components

tame delta
#

Yeah but this makes it kind of hard to iterate and line up wheels with the model 😕

normal burrow
#

and all this data is cooked!

elder agate
#

Does anyone know what this error can be? It shows up every time I try to open my unreal project

#

`Assertion failed: Export.Object == nullptr [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 4317]

0x00007ff9a6e1a839 KERNELBASE.dll!UnknownFunction []
0x0000023d1b482b00 UnknownFunction []
0x0000006b94d6fd20 UnknownFunction []
0x0000006b94d6fd20 UnknownFunction []
0x00000000ffffffff UnknownFunction []
0x0000000000004000 UnknownFunction []
`

normal burrow
#

so when your game starts it doesn't run the logic

#

how does it make it difficult?

tame delta
#

Well optimally I'd like to open my actor, place my wheels as I want, tick a few checkboxes on them to say whether they are powered/turning/braking...etc

#

Moving, adding or deleting wheels would be very easy 🤷‍♀️

normal burrow
#

so imagine you had a struct { FTransform Where; EBitFlagsOfWhat Can; }

#

and an array of these

#

then your construction just makes these things from that struct, and has a separate array of the instanced components

tame delta
#

But this means I need to guess my wheel transform, radius and all no?

#

I don't have a visual feedback or a way to use the actor/level editor (or whatever else) to tune all that

normal burrow
#

i think the confusing part might be that your thinking when you change this array in the details panel you wont see a difference in teh viewport preview

#

construction script/construction runs with every manual change to a property

tame delta
#

Yeah you're right

elder agate
#

would anyone be able to help me with this editor crash?

tame delta
#

I've had bad experience with construction script in C++ before, hitting weird bugs, but that was 5 version agos 🤷‍♀️

elder agate
#

it started right after I tried to use an audioComponent with BeginPlay();

#

but after i took that code out and even tried deleting that script from the directory it still crashes on start

normal burrow
#

Its up to you really how you'd like to set it up though, there are many options

quaint osprey
#

all riht i just found it

tame delta
#

@normal burrow Yeah of course 🙂 I'm just trying to find the best way, so that later on I don't have to change the architecture because of poor foresight

#

Essentially right now I have a CarActorComponent that I slap on an actor and it handles all physics

quaint osprey
tame delta
#

The main two ways that I saw were to add SMAs for wheel and have that actor (on construction or beginplay) read the root children and look for those wheels. Wheels could have a naming scheme or tags (probably tags tbf)

#

I thought about using childactorcomponents instead in order to set the logic on the wheels directly (and not just have them be SMAs) but this might not be the best option 🤷‍♂️

#

SMA SMCs

normal burrow
#

First: seems like your really avoiding embracing the car as an actor

tame delta
#

Obvious issue is that tags are just flags, so if I want to change radius and all it's not really an option

normal burrow
#

actorcomponents are fine for what your doing though

#

but the actor itself may end up having little significance which is likely something you'd want to avoid

tame delta
#

That's just so that I can have multiple actor version of it (I think)

#

but yeah I saw the actor as just a glorified container

normal burrow
#

But now if you want to know if somethings a vehicle

#

you have to see if that component exists

#

vs just checking if its a vehicle actor

#

anyways though, you could have a blueprintimplementableevent DescribeWheels where the implementor (blueprint) just lists all the wheels it has and their capabilities

#

that would be another way of doing it

#

then you just call describewheels in OnConstruction so that the lookup isn't done at spawn

tame delta
#

Yeah but that still doesn't solve how I define my wheels 😛

normal burrow
#

it does though

#

you just place them

#

then override the blueprint function

tame delta
#

So what are the wheels then?

normal burrow
#

they are the static mesh components

tame delta
#

Honestly I feel like that DescribeWheels method would do the same as method directly in the actor/actorcomponent no?

#

If I wanted to have a similar setup, but have booleans in my wheel SMCs, how you would you go about it?

normal burrow
#

what i'm saying is

#

you have
TArray<USceneComponent*>Wheels; on ACar

#

then in blueprints for your car you override DescribeWheels to populate said array

#

you could use more than just that for the data in the array

#

but now you can put any number of wheels on the vehicle so long as you properly report them in the describe function

tame delta
#

Okay I see

normal burrow
#

you could certainly make a UStaticMeshComponent child type for wheels

tame delta
#

So yeah realistically I should have Car be an actor, I can do that. then I just inherit that actor for as many blueprints as I want version of this car right?

normal burrow
#

Unlike the child actor component, primitive types do handle a lot already so its not unheard of if your willing to limit your wheels to static mesh components

#

right

tame delta
#

Okay I was just afraid making a C++ car actor meant that this was it, and I couldn't really get multiple version of it BP style

#

not conveniently anyway

normal burrow
#

actors are super convenient

#

it took me awhile to learn the ropes too

tame delta
#

🙂

#

So if I extend an SMC to get add all the data I want directly in it, how will I be able to give it a static mesh?

#

Oh I guess it's gonna be like any other SMC right, just drag and drop a staticmesh to the details pane...etc

normal burrow
#

what you do with the car component there, is something i'd do for things like coconuts or otherwise gnawable items. so i don't have to rewrite the things a dolphin can carry in its mouth over and over through an interface, but i do still use an interface on the actor to expose the component rather than naively looking for its existance for example

#

right Cafe

#

in your native description, you can define there if its a drive wheel or a brake wheel etc

tame delta
#

Gotcha, I'll do that then, thanks 🙂

normal burrow
#

@elder agate do you have visual studio?

elder agate
#

vs code

#

@normal burrow

normal burrow
#

does this let you debug?

elder agate
#

it would, but this crash is occuring before i can open the game or play it

normal burrow
#

you can't start the game with the debugger like vs would?

elder agate
#

The project crashes the editor when i try to open it

#

as in I cant get to the game at all, opening the project crashes the project

normal burrow
#

in visual studio you would launch the project with F5 where the crash at startup would be caught by the debugger

#

dunno if thats the case for vs code

elder agate
#

i mean, unreals crash reporter is giving me Assertion failed: Export.Object == nullptr [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 4317]

normal burrow
#

Dank, I understand

#

again, visual studio catches these things

abstract relic
#

Answer is no. They’re not using the debugger

#

Use the debugger

elder agate
#

I just tried debugging the script on vs code, it stops at the same error, and prints this before it: [2020.03.08-20.42.59:091][ 0]LogUObjectGlobals: Warning: Failed to find object 'Actor None./Game/Blueprints/FPSCharacter' [2020.03.08-20.42.59:096][ 0]LogUObjectGlobals: Warning: Failed to find object 'Actor None./Game/Blueprints/FPSCharacter'

normal burrow
#

perfect

#

now can you view the call stack in vscode?

#

while it is stopped

elder agate
#

let me check

#

MainThrd Paused on breakpoint

normal burrow
#

very unfamiliar with vscode but does that arrow on the left of mainthrd expand it?

#

these are threads on the left side under callstack but not seeing a callstack

elder agate
#

is this better?

normal burrow
#

yep

midnight bolt
#

how can i search in content browser more than one name? like i want to find palm1 and palm2 static mesh, but if i type both none are found

normal burrow
#

if you look through it, are there not any calls to your game module in there?

elder agate
#

no, but there is a call to the flamethrower and i think thats where the issue was

normal burrow
#

there is your cause yeah

#

and this is how you find stuff in the future

elder agate
#

since I mistakenly used BeginPlay() instead of Play() for an audio component

#

only question is, how can i fix it? I already changed the flame script to do Play instead but the editor wont recognize the change

#

actually, thats incorrect

#

or maybe it isnt, the line 46 its referring to is when i try to find the FPSPlayer

normal burrow
#

no its 46 of the header

#

not the cpp

elder agate
normal burrow
#

yeah dank you can't do that

#

You need to add a constructor to do that kind stuff basically and there are specific ways of doing it there

#

idea is to initialize it to some file in your proejct right?

elder agate
#

yeah, i think I already have something for that

#

right now im more interested in getting the editor open, let me make that line point to nullptr and see if it runs

normal burrow
#

yeah taht would solve it

elder agate
#

let me check real quick

#

nope, still crashes

#

let me get back into the debugger

normal burrow
#

get into a habit of starting with the debugger 😄

#

type just palm @midnight bolt

midnight bolt
#

well the final point is that i want to filter through several names, so like palm grass tree

#

how do i get all 3 to display?

normal burrow
#

anything with palm in the name will show up

elder agate
#

so @normal burrow its still pointing to the line, which is now AActor* ActorToIgnore = nullptr;

normal burrow
#

then it did not compile

elder agate
#

what can i do to get it to compile without going through the editor?

normal burrow
#

oof lol

#

ponkkis?

#

I don't know anything about vsc, ponkkis might know

#

visual studio just compiles the code when you launch the thing

elder agate
#

let me try the build and run debug one more time

normal burrow
#

make sure you've saved the header

elder agate
#

i did

normal burrow
#

may want to grab visual studio 19 tbh dank

#

believe you can have both installed right?