#ue4-general

1 messages · Page 677 of 1

fallen marten
#

Can you actually see it on screen?

dense gate
#

Ye

#

DM when you're back up

#

I should have a ready BP screenshot to send over

hexed hornet
#

kk thanks 😄

fallen marten
#

It's multiply from your location to get an end trace

#

Not +

hexed hornet
#

Yea i tried both neither worked

fallen marten
#

Actor location, actor forward vector, multiply by like 5000 for a start, connect to end trace

#

And draw debug should be on for now

hexed hornet
#

That might be why I couldn’t see it

#

Ffs I’m dumb

#

Thanks lmao

fallen marten
#

Lol it's a line trace, not rocket science 😂

hexed hornet
#

It’s also 12am 😂

#

So little slip ups like that happen

cosmic veldt
fallen marten
#

Oh sweet Outsider

#

What's the secret?

#

I need that

cosmic veldt
#

added triplanar grunge texture to sphere mask

#

didn't expect it to be that easy tbh lol

fallen marten
#

God damn I need to learn materials... I have no idea what you just said lol

#

It's the one thing I've played zero attention to in the 4yrs of ue4 Ive clocked up

#

How did you calculate the spray decal location on the ground?

cosmic veldt
#

the one on the ground is decal

#

the blood and bullet hole on the character is material

fallen marten
#

Yeah I figured, but once your bullet hit the character, did it magically pass through or was there extra calc to get a ground location?

#

What happens if you hit the character at a different angle and not close to the ground?

kind dew
#

how would you consider making weapon (sword) trails? Cascade anim trials or something in niagara

fallen marten
#

Still get a ground spray?

cosmic veldt
#

than no decals will be sprayed

#

you can trace for it

#

i used the ballistic vfx for the spray

#

let me see how it's done

fallen marten
#

Ahh - looks like something I need

#

Actually I just realised I do have some calc for it - get bullet impact forward vector, add a little distance and spawn decal

cosmic veldt
#

ye it just line traces a random vector in a cone to find backsplash position

fallen marten
#

I like your method, might have to try it

#

Randomising is good

chrome cedar
#

Hey 🙂 First of all: I´m quite new to Unreal. I found a tutorial on the internet about creating a particle system in Unreal. Now I have my cool looking particle system (1 material and the particle system itself) and I wonder if there´s any easy way to import it into other projects just like I can do with VFX for example I bought on the marketplace. That´d rlly help me a lot! Or do I really have to recreate the whole particle system again for each scene where I wanna use it? Thanks already for your help 🙂

hollow zinc
#

anyone who can point me in the direction of creating a particle system that simulates airflow?

#

to measure aerodynamics

worldly dust
#

@chrome cedar welcome! Right click on the asset you wish to move and click “Migrate” and you can move it to any other unreal project, there are other asset actions as well like Export, but keep in mind all dependencies will go along with the file along with the folder structure, so if you have the particle system In different folders then the materials, you will pass that hierarchy into the next project, but if that other project has the same hierarchy it will prompt you to overwrite any pre existing assets

#

For just migrate*

chrome cedar
#

Oh alright! Thanks a lot!! I´ll try that as soon as I´m back home again from work 🙂

worldly dust
#

No problem! Also if you are talking about re using it in different levels, you can take that particle system and put it into an actor blueprint, for example I made a new actor blueprint, put in a torch brazer static mesh, then the fire particle system, and smoke particle system, then you can drag and drop that blueprint into any level or migrate it to any project! Good luck!

thick minnow
#

anybody knows a good tutorial about realistic lighting and not the basic lighting ?

exotic cave
kindred viper
#

@thick minnow I saw an incredibly cool one in Blender last month. It was more of a core principals of lighting than how to do it in Blender though so you might have some luck there too

thick minnow
#

Thx mate

exotic cave
#

Master Postprocessing Volumes too

#

Postprocessing is incredibly important for producing realistic lighting looks

kindred viper
#

setting up for LUX too

umbral lynx
#

Hi there, I'm quite new to unreal, I've set up some basic movements for a pawn but it doesnt seem to be moving

smoky sonnet
#

my post if somebody has a clue how to solve please help me i cant fix it since 1 week

umbral lynx
#

its just this but I dont understand why it isnt working

normal burrow
#

Could post the question in word form pascal, or paste

scenic storm
#

Hoi
Someone know this problem?
I google many run_out_memory problmens but no solves or hinds where i can find the culprit

normal burrow
#

Delete intermediate folder?

tawdry storm
#

that's a lot of bytes it's trying to allocate there

regal hollow
#

Hello Guys

normal burrow
#

Ye, it certainly wouldn’t alloc

regal hollow
#

I have an insane question I'm hoping to try and simplify and get done

#

I want to create a Planet that has real world scale to Earth 1 to 1

#

I know I can do this through creating a sphere and maybe tesselating etc.... BUT Is there a way i can create a spherical level streaming system?

normal burrow
#

Sure

#

There is always a way

regal hollow
#

how hard would it be?

normal burrow
#

Idk tbh

regal hollow
#

I'm an industry professional experienced Environment artist but have no experience whatsoever with coding

normal burrow
regal hollow
#

cheers

normal burrow
#

Its still a monumental task but you’d run into other people also attempting planet sized things

regal hollow
#

it's absolutely crazy, I have no idea why I'm trying this but I really want to do it

tawdry storm
#

does it need to be round though? everyone knows the earth is flat anyways :^)

normal burrow
#

Flight simulator by Microsoft is petabytes of satellite data for example

#

Yea flat and repeating like always

regal hollow
#

yes lol

pine siren
#

Is it possible to remove the "hard limit" of camera rotation for the editor viewport?
I want to be able to look up and beyond, effectively rotating around. Being a space game, it doesn't make sense to stop at "up".
Would also like to know if it's possible to rotate sideways (e.g using Q and E keys).

zealous cloak
#

i invested some time in testing my controller inputs and even when i dont have any controller plugged in my values are around the value of 0.5 shouldnt it be 0?

acoustic island
#

Hi everyone how are you. I am have a doubt how to import custom rigged character's into ue4

grave osprey
#

blendspace intertpolation totally broken

#

the moment you walk backward. it will buggy as hell

#

or shaked

#

how to fix this idiotic blendspace interpolation ?

normal burrow
#

Sync markers

#

If your blending X for yaw angle, yeah backwards will be bugged because it’ll go -170 0 170 instead of -170 -180 180 170

true bridge
#

Hello everybody! I have a small issue with the shading here and it is driving me crazy because I can't identify the source of this problem. All I know so far is that the shadow errors are not caused by the landscape (I moved the landscape away and couldn't see any problems). I am using UE4.24.2 and google finds solutions for other problems but not for mine. So maybe someone here has experienced the same issue and knows how to get rid of it? Thanks in advance!

hollow tusk
#

Can someone tell me why this isnt displaying anything?

#

I'm casting this is my player's BP, SimpleAI is an enemy character

tawdry storm
#

you don't have an input for your cast 🤔

true bridge
#

Relating to my post: Hmm maybe this is only false alarm but I tried running it in a standalone version and I can't find any issues in there so maybe it is a preview bug thing? 😮

hollow tusk
#

I removed it by accident, oops

#

still only displays it once.. should do it more often right?

tawdry storm
#

well as it is you're only doing it once

#

what behavior are you expecting from it?

hollow tusk
#

well, im trying to make indicator for the direction of the AI. So I want it to activate when a AI is aiming, for which I have a boolean. Whenever the AI is aiming I want to draw a directional indication

#

but the last part works, the thing I need to fix right now is how to find out if the AI is aiming, and keep checking that

tawdry storm
#

I don't really see how your code snipped there would help with this at all, but okay

grave osprey
#

@normal burrow so how to fix it ?

hollow tusk
#

Im drawing the HUD for the indicator in the BP of the player, this is just to reference to boolean of the SimpleAI, to find out whether it's true for Aiming

scenic storm
#

hm, my vr-controller dissaper in vr....funny..... i belive this day is cursed

grave osprey
#

3 day and the bug still presist.

brave salmon
#

SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
by the love of a god...

exotic cave
#

@true bridge : What exactly is the error? The heavy shadow on your left bank over there? Up the intensity on your skylight and down it on your main directional light to fix over-heavy shadows.

true bridge
#

@exotic cave The two shadow "splatters" on the earth ground near the water (on the right side from it)

exotic cave
#

Looks to me like overzealous shadow bounces on static lighting, though I can't be sure.

#

If it's static, try switching it to dynamic and see if it goes away.

#

If you absolutely need static lighting for performance (this is a mobile game, etc.) then you could try messing around with the shadow cascade settings

bitter iris
mossy nymph
#

and without the editor?

bitter iris
#

it seems fine packaged

#

but i cant edit nothing as its lagging that bad

mossy nymph
#

standalonje

#

just launch the game from .uproject context menu

true bridge
#

@exotic cave okay I will see if I can change it somehow. If I start the level in standalone mode, however, there is no shadow bug issue. Everything looks like it should so I am probably fine for now

exotic cave
#

Then it's actually related to your preview dynamic lighting

#

Probably, anyway

#

In the editor, UE uses dynamic lights. If your lighting is actually static, it switches when you run the game.

#

Is your lighting currently built or does it need to be built?

true bridge
#

However, for the project I really need to use Nvidia Ansel in order to capture a 360 video for a vr experience. The plug-in is enabled and I start the level in standalone mode but as soon as I try to access Ansel Nvidia tells me that I need a game that supports this feature. The forum entries I found via google don't really solve this issue :/

#

It is build

exotic cave
#

That I can't help you with.

true bridge
#

Making all the lights in the scene (sky and directional light) static solved the preview issue! Thank you! Learned a lot about that today

thin tendon
#

I'm working on a material for coral. Is there a way I can make this "Tint" colour node instance editable? So that I can make each individual piece of coral pick its colour at random.

exotic cave
#

@thin tendon : You actually want the SpeedTree color variation node for that

#

That's a parameter, so it's already editable per-material. You can't do per-mesh-instance editing unless you actually make a new material for every mesh instance, but the SpeedTree color variation node will offset your tint by a random hue amount per-instance without you actually having to do any more work per instance, which it sounds like is what you actually need.

thin tendon
#

Thanks mate. This helps a lot

exotic cave
#

Hold on, I may have the node name wrong

#

I'll pull up my own materials, sec

#

@thin tendon : Here's one approach

scenic storm
#

hm. the controller mesh in vr ist visible in editor (VR-mode) and when i click launch. but in the packed version is gone. i see the laser and the teleport point but not the controller mesh....
is this some packing bug?
in older projekt with the same setup its all okay,hm...

thin tendon
#

@exotic cave Thanks your a legend mate. That speed tree node works amazingly. I can have a main colour with random variation. So I can make it place more of 1 colour then the rest. This fits prefectly

exotic cave
#

If I were a legend, I'd know exactly why UE just ripped the heads off thousands of lovingly placed daisies I laid down yesterday. 😄

fierce tulip
#

global warming

#

that engine is creating massive heat

exotic cave
#

My money's on either a bug with multiple sub-meshes on foliage actors, or me not understanding how to properly set up a foliage actor with multiple sub-meshes

#

But I won't rule out global warming.

#

Or maybe deer came by and ate all the daisy heads

thin tendon
#

Could be an LOD issue

exotic cave
#

I don't remember modeling any deer, but they hide

#

@thin tendon : Sadly I don't think so, if I foliage-brush down some new flowers they look wonderful, if I save them and reload the level, the deer have magically eaten all the flower heads

#

Seems to only happen when the root foliage actor contains 2 or more sub-meshes, I can fix it by just combining it all into static meshes because I don't need separate collision on my flower stems/leaves the way I do with tree trunks and leaves

#

(The groundskeeper is me)

solid dove
#

Hello,
did anyone had trouble with Oculus headset and Garbage collector?

Since we a upgraded a project from 4.20 to 4.24 (Unreal) our levels loads +30 sec longer (editor and packaged as well). Only with oculus HMD.
In the Insights tool it says it tries to destruct objects by GC, for a while it says the object is not ready yet (~10 sec) then for an another 20 sec tries again, but nothing happens until exact 30 sec. Then the level loads and everything works well.

exotic cave
#

I guess I get to submit an actual bug report. 😄 I'm so proud.

lyric tusk
#

so i recently changed from a 1366*768 to a 1080p monitor and my fps in unreal engine dropped from 120 in a fairly lit completed scene to 20fps in a scene with 2 lights and 5 static mesh

winged crypt
#

Anyone know why skylights stop working in packaged builds sometimes? It happened to me in 4.23 suddenly, I moved to 4.24 and it fixed it, and it just happened again. The first level the packaged game loads is fine, any level loaded after that has its skylights seemingly deactivated. I changed no setting related to this

exotic cave
#

@lyric tusk : 1366x768 is roughly 1m pixels per frame, 1080p is roughly 2m pixels per frame. A 6x decrease seems heavy but it's not entirely unexpected, you'd be expected to see at least a 50% performance drop and if your video card was already running near capacity to render at the smaller res, it could be a lot higher.

ashen frost
#

Is it possible to make high quality smooth character animations in unreal or do we have to do it in 3rd party software like blender?

fierce tulip
#

latter

lyric tusk
#

i m getting 20 fps in a scene with a landscape no material one sky light one directional light exp and atmosphere fog thats all

ashen frost
#

Kay thank you

exotic cave
#

What are your system specs, @lyric tusk ?

lyric tusk
#

i5 6600 16gb of ram

exotic cave
#

Video card?

lyric tusk
#

1060

#

6gb

exotic cave
#

And you're not running anything else in the background?

lyric tusk
#

its a medium spec pc

#

nope nothing

#

apart from discord

#

but discord doesnt take gpu bandwith

exotic cave
#

No, that does seem slow

#

Do you get the same framerate issues if you just open an empty scene and run it?

ashen frost
#

Optimization problem maybe?

fierce tulip
#

drivers, or a fan filled with cat hairs

lyric tusk
#

hang on ill ss

#

that the empty scene

exotic cave
#

Is your landscape's resolution ultra-high then?

lyric tusk
#

thats with the regular thing u will do to start with a landscape

#

thats more than 70% drop

#

with basically nothing in the scene

exotic cave
#

Yup it is, like Luos said, maybe update your video card drivers if possible.

lyric tusk
#

they are upto date

#

cleaned it too like yesterday

#

does refresh rate of the monitor impacts it?

fierce tulip
#

disable your bitcoin miner :p

spare sun
#

be sure ur not running the editor on ur intel gpu

lyric tusk
#

i went to 720p res on the monitor and it gave me like 20fps back

#

@spare sun i can tell u that it isnt

#

i literally cant work now lol

#

moving around the viewport hurts

spare sun
#

well I have the exact same graphics card

exotic cave
#

I mean, hook up your old monitor for the time being and see if you get the old performance back

spare sun
#

and im stable 120 so idk check whats eating the perf outside of editor I guess

exotic cave
#

Do you regularly clean out your system's startup code and etc.?

lyric tusk
spare sun
#

78% gpu

#

🤔

lyric tusk
#

thats coz ue is on the bg

exotic cave
#

Yeah, you've got something very badly behaved down in those 96 background processes

spare sun
#

doesnt show up as the one consuming it though

exotic cave
#

Nope it's not, you can see that it doesn't list as the process consuming the GPU

spare sun
#

and by default it idles in bg anyway

exotic cave
#

Show us your background processes

lyric tusk
#

wait a min

#

why the hell is windows taking so much of my gpu

exotic cave
#

Seriously, hook up your old monitor

#

I've never heard of a case where a badly behaved monitor would make Windows eat GPU cycles like that, but it's not out of the possibility space

lyric tusk
#

wait a min i think i know the culprit

exotic cave
#

@lyric tusk : It seems you're not the first to run across this issue.

lyric tusk
#

well i thought it was my refresh rate so i dropped it down it 60 but that wasnt the case

#

yes but i m not gaming

#

its in idle

exotic cave
#

I get that, friend

#

I'm not a magical guru that can fix this all for you with a magic wand. I'm just another dev offering my time.

lyric tusk
#

oh i switched unreal off an it went down

#

thx

#

❤️

#

i think ik the problem

fierce tulip
#

speaking about win10, you might want to disable updates for a bit. latest update can result in unable to install drivers

lyric tusk
#

somehow my pc thinks unreal is a game i believe coz nvidia gives me a pop up when i start unreal

exotic cave
#

Generally speaking, that's not a bug

#

Win10 treats UE/Unity/etc. as if they were games, because they do the same kinds of things with respect to use of your GPU and whatnot

lyric tusk
#

i see

exotic cave
#

Honestly, if changing your monitor is what caused this, at least hook up the old one temporarily and see if it goes away again.

lyric tusk
#

yea i gotta do that and see

exotic cave
#

If so, your new monitor may not be playing nice with your system (particularly if you got it on the cheap)

lyric tusk
#

well its not a cheap monitor ill tell u that XD

exotic cave
#

Then it's even more important that you diagnose whether or not it's playing nice with your computer :>

lyric tusk
#

ill look into it

exotic cave
#

You should have seen at least similar performance going down to 720p as you used to get on your old monitor.

#

You're not; ergo the next step to me would seem to be to test the old setup again.

lyric tusk
#

ill run some diagnostics

#

and see what comes up

whole quarry
#

@fierce tulip is that in update 1909?

exotic cave
#

As @spare sun noted, if you happen to have a built-in video chip on the motherboard that is slow, and somehow hooking up this new monitor kicked your system over into thinking it needs to run on that instead of your 1060, that would explain a lot of this.

fierce tulip
#

@whole quarry kb4535996

exotic cave
#

Check your System Configuration too and see what video card is currently active. I've watched systems turn from hares to turtles when driver misconfigurations kicked in some built-in wonder chip by accident that the motherboard manufacturers built in for emergencies.

lyric tusk
#

i m 90% sure its running on my 1060 coz if it was the onboard it wont go upto 144hz to begin with

exotic cave
#

Fair enough. I've reached the limit of my present ability to help, in the absence of further tests with your old monitor. :>

lyric tusk
#

thx

sudden agate
#

are the resulting pak files when packaging compressed?

worthy sentinel
#

Hey guys, which chat can I ask really basic URE questions? I am new to the program and have issues executing commands

fierce tulip
#

either here, or the channel most related to the questions

worthy sentinel
#

yea I read the rules for each channel but I couldn't figure out which one would be the most fitting for basic beginner questions

#

and I mean really basic. "Hello World" kinda basic

plush yew
#

Skip hello world then

#

I did

#

Ok bullshit

fierce tulip
#

wording

worthy sentinel
#

but I wanted to learn the programming stuff :(

fierce tulip
#

there are some decent to good getting started with blueprint and/or coding tuts online

worthy sentinel
#

The issue I am basically having is that my "hello world" is not being executed in the console in the URE

#

I am not getting any errors. It just doesn't show it

plush yew
#
  1. Send code
  2. Use "```" to sectorize large code Blocks in the future btw
#

And I'm fresh to c++ came from c# not sure if i can help you ._. xD

worthy sentinel
#

oh I am completely new

#

idk anything. I am following along with a tutorial on yt

plush yew
#

Dm

fierce tulip
#

@plush yew wording

#

and take it to dm

plush yew
#

what?

fierce tulip
#

this is not your public soap box to point out and complain about people

plush yew
#

I can't take it to dm cus he blocked me..... that's why I write it here @fierce tulip

fierce tulip
#

ignore it and move on. ¯_(ツ)_/¯

plush yew
#

ok 😦

spare sun
#

if he blocked you he cant see your messages anyway

plush yew
#

he can see here that there are 2 messages that are blocked or something

austere scroll
#

are quixel megascans , ok to use commerically ?

fierce tulip
#

if you use em in ue4, yes

plush yew
#

How to check if there is something at right or left

#

like wall

surreal glen
#

line trace?

austere scroll
#

How do i put collision in foliage , the mesh it self has collision but when i put it as a foliage it doesnt

opal berry
#

any UE4 Linux Developers here?

manic pawn
frail sun
#

Man 4.24 has to be the most unstable version I've seen in a while

cosmic veldt
#

yea nothing works on 4.24

#

anyone checked if the 4.25 preview more stable?

frail sun
#

One of the things that was a guarantee crash on 4.24 I tested on 4.25 and no crash

cosmic veldt
#

what bothers me most with 4.24 line trace not returning physical material

#

it broke the vehicle system that i made

frail sun
#

That's unfortunate, I hope they heavily test 4.25 before they consider any release candidates

glad karma
#

Somebody know why when I walking/running my animation is like too fast? It's looking like be lag and getting character back. I tried with root motionbut animation looking ugly

#

Thats looking like animation os faster than character

plush yew
#

anyone able to create an FX texture for us? We need the blink power FX from the game Dishonored

abstract relic
brittle gulch
normal burrow
#

Editor?

brittle gulch
#

No, develoment build

cosmic veldt
#

does everyone making the same game?

normal burrow
#

Is it not collecting anything?

cosmic veldt
#

couldn't count how many times i've seen a flying car with synthwaveish neon viusals latelty

brittle gulch
#

@normal burrow I think it does collect things. And I think it has to do with the level streaming (I use world comp)

#

@cosmic veldt Yeah this is probably to compensate the lack of games that did that in the past

glad karma
#

I have got something like this problem

normal burrow
#

Max parata you have tons and tons of redundant uobject* tar rays?

#

TArrays

cosmic veldt
teal tulip
#

I will do too

normal burrow
#

We need more future hover taxi games tbh

teal tulip
#

don't say more

cosmic veldt
#

i like the synthwave but come on man it become so unoriginal right now.

teal tulip
#

well, no if you're me

brittle gulch
#

Alright that's your opinion, and I just don't agree with it x)
there's ton of fps out there as well and that doesn't prevent people from making them. Same for horror games. Every games, even similar, can have something unique to them.

#

@normal burrow Sorry I didn't respond to your question. What's a redundant uobject* tar rays?

normal burrow
#

Do you use c++?

mint raptor
#

I've just been informed that I can't use any datasmith editor related code for any reason, this true?

brittle gulch
#

@normal burrow not so far, I'm using only BP. But I do have a little bit of experience with C++

normal burrow
#

Ok, do you have a lot of object reference arrays?

manic pawn
#

@mint raptor you can use it, for any editor purposes - it can not be redistributed to users though, and therefor not used at runtime

brittle gulch
#

@normal burrow No actually, Not that much. I have an average of 50 static meshes and depending on the streamed sublevel, I may have a around 20 BP actors with HISM components in it

#

And the world is splitted in about 50 sublevels, so it streams levels in and out very often

normal burrow
#

Hm that could be it then

brittle gulch
#

the number of BP with HISM? or the number of sublevels? @normal burrow

scarlet birch
#

If I want to set and get a float value associated with an Animation Notify is there another option that comes to mind rather than setting a curve value and getting that value?

worldly swift
#

Hello everyone, I have an issue with a terrain while using an Oculus Quest: part of the terrain that's close to the camera look REALLY pixelated, while what is on the background looks good, is like an inverted LOD... Any advice?

wanton wadi
#

@worldly swift thats probably not LOD (meshes) but mipmapping of textures. You changed any settings there? Sorry, i'm completely new at UE4 so I don't really know where to find those options 😅

worldly swift
#

mipmapping you say mmm... gonna check it

wanton wadi
#

I do know you can invert mipmapping on a lot of graphic API's such as opengl.. so maybe thats going on - the effect looks very similar. But as I said, might be something else, i'm a complete UE4 noob

grim ore
#

animations are generally created in a DCC program, such as maya or blender, then brought into the engine.

#

then you can create a new animation in the animation editor using keyframes but there is no real documentation on that

worldly swift
#

Heya @grim ore I saw a lot of videos of yours! Really usefull stuff!!

#

Maybe you could help with my issue? @grim ore

#

When I'm in editor terrain looks good

grim ore
#

@plush yew Google, like I said the docs dont have info on this so you will have to find other peoples help. or you could ask in #animation

worldly swift
#

but when I launch it on quest i see it pixelated when is close to me

#

DukeSoft suggested to look into mipmaps, but I've realized that in editor it works

#

This is in editor

#

what could be causing this "inverted lod" effect?

grim ore
#

it still might be the mip maps that certainly looks like it

worldly swift
#

But why I see it correctly in viewport?

craggy flax
#

Wheres the best place to store data such as collected resources amounts?

grim ore
#

your editor and in game can run at different settings so that is possible

worldly swift
#

your editor and in game can run at different settings so that is possible
@grim ore Ok, mipmaps are enabled on a single texture level right? Is there a fast way to disable them all at once?

#

just to try if the problem is there

#

cause terrain material has several maps

wanton wadi
#

Wheres the best place to store data such as collected resources amounts?
@craggy flax Depends on your game... If its an RTS, some controller. If its an MMO with just 1 player, it'd be an authorative server. If its a single player game, a controller would do too. Maybe the player actor. Really depends

#

or are you looking for a technical answer?

grim ore
#

@worldly swift I dont really know, I am not an artist. #graphics might have someone who knows the exact problem

worldly swift
#

@worldly swift I dont really know, I am not an artist. #graphics might have someone who knows the exact problem
@grim ore Ok thank you anyway and keep up with ur usefull vids! 😉

craggy flax
#

@wanton wadi RTS for example, I was originally planning gamestate but I wanna know what the best would be for optimization in needing casts and such yeah

#

Im relatively new to the non-art side of UE4 and dont wanna build bad habits

#

I currently have time management in gamestate, and assumed global values such as money and resources would be fitting there but I figured best to check with the more experienced in here

wanton wadi
#

I am very inexperienced in UE4 (this is my first week) but have been programming games for years. In case of an RTS I would always have 1 "controller" or "god actor" that is basically controlling units (not pathfinding, but giving orders), uses the minimap to scroll around, has the resources etc. This way there can be multiple of those "god units" (be it AI or humans, in an online match). All units / buildings always have a reference to their owner, so thats how you can check for stats / resources / bought upgrades etc.

#

maybe even just an integral value for player ID would work (not needing references to objects). But I'd always have 1 controlling object that holds all the "players" values such as resources. You'd have some publicly exposed functions in there (hasWood(), giveWood(), takeWood()) etc.

craggy flax
#

that makes sense, I hadnt included AI management in my plan yet but as soon as you said it I realized the error of needing multiple 'banks' so to speak

wanton wadi
#

yeah exactly

#

an AI would then receive the same input possibilities as a human can give

#

this way your AI / online layer becomes so much easier to test (you'd write game rules once, and they then apply to everyone)

craggy flax
#

right. I hadnt planned multiplayer because of my mechanics which is partially why the AI management had slipped my mind as well

#

beyind what the user does I mean

wanton wadi
#

ah yeah

craggy flax
#

Still, it makes a lot of sense. Ty 👍

wanton wadi
#

well, even if thats in the back of your mind it wouldn't be bad to keep that in mind while developing :+) making an offline game support multiplayer afterwards is hell

#

you're welcome, glad I could help 😄

craggy flax
#

well its part citybuilder part rts. Sort of like a different take on total war with less cities

#

so multiplayer I dont think will fit as well at least for now 😛

wanton wadi
#

its actually so integrated in my workflow that even my offline mode in one of my games spawns a local server and the campaign characters / AI also talk through that

craggy flax
#

as the game develops more I might take features away that make multiplayer more applicable

wanton wadi
#

aah cool 🙂

craggy flax
#

anyway, back to work haha. Thanks again

wanton wadi
#

cheers, good luck! 😄

plush yew
#

@worldly swift might be something to do with bad device profiles. If that is landscape only issue, it might be something to do with cooking, for a few versions cooked landscape would revert to lowest lods and so on

#

first one is more likely though imho

next badger
#

@plush yew where exactly?

#

ue4 has a lot of tools for animation

worldly swift
#

@worldly swift might be something to do with bad device profiles. If that is landscape only issue, it might be something to do with cooking, for a few versions cooked landscape would revert to lowest lods and so on
@plush yew Hello, thanks for the info, where I can check those "profiles" ?

next badger
#

umg, sequencer, abp etc

plush yew
#

developer tools -> device profiles

#

I think there is some documentation on the website too, but it might be out of date

#

there was a big push for changing how they organized those things some time ago

#

I have a question

#

When you paint foilage, does it paint over other static meshes in the area, or does it sense a static mesh is there and won't paint?

ashen ermine
#

It can't "sense" static meshes by default

plush yew
#

is there a way to make it do that?

#

Or make it not paint over a mesh?

ashen ermine
#

I don't think so, I'm not sure. Unless you configure auto-foliage...Maybe that's something that can be done but I'm not sure of that either.

#

The painter will only trace for landscape - to my knowledge - so the paint tool itself can't "detect" if there are static meshes and avoid them.

worldly swift
#

developer tools -> device profiles
@plush yew where is "developer tools" menu?

warped tangle
#

window -> developer tools

worldly swift
#

holy moly, you're right lol

thorny locust
warped tangle
#

could be AA, shadow distance, AO maybe? Not a lighting whiz but those things come to mind

thorny locust
#

@warped tangle good call. looks like changing the aliasing to FXAA helped fix it

grim ore
#

What would be the simplest way you could think of to save stuff using blueprints only where the stuff can be interacted with. For example I have 5 coins in my level and 3 doors. I want to save the state of the doors (open or close) and the coins (collected or not) and reload that state when I choose to (load game). Primary issue is some of the items (coins) can be destroyed when interacted with so they are not there when you "save" the game state later.

spare sun
#

@thorny locust be aware that disabling TAA might break reflections

thorny locust
#

@spare sun is there a way around that?

rotund scroll
#

@harsh tiger did you put them there?

harsh tiger
#

i found the fix. i made a construction script to add side pieces to buildings. an i have it set for a fire escape. but the visibility was false, but the collision was still there

plush yew
#

So i have a landscape with foilage i painted on with the paint brush and a few static meshes. Would there be a way to figure out if a space is un-occupied then spawn a static mesh there if the size of the mesh can fit into that area?

#

I would place these by hand but i want the tent and vehicles to be random generated across the tarrain

grim ore
#

can you try the opposite, fill it up with your junk then spawn in the items you want randomly and remove any of the junk that is in that area

plush yew
#

can you elaborate more? I don't get it

#

I want the tents (the gray things) to spawn in a open field where foilage is not occupied

#

but i want them to be separated @grim ore

#

thats not what i mean

#

I want randomly generated tents where there's no foilage

#

but i dont want the tents TOO close together

#

oh so like fill up the terrain with tents and do a collision check?

wanton wadi
#

@light lintel I'm not that familiar with the Unreal terms of actor / controller, but in my case I mean an instance of an object thats pretty much not visible but handles input (being either AI or User) and holds values.

rotund scroll
#

@wanton wadi what was your query? was there one?

wanton wadi
#

No, I answered someone who had a question about where to store his "resource values" for his RTS game

#

so I answered it from my abstract development knowledge (i have very little specific Unreal knowledge)

hidden sparrow
#

Is it okay to ask questions here?

grim ore
#

nope

#

you can ask them in the #questions channel

hidden sparrow
#

bruh

#

I know it is probably an easy question for you guys but i dont know how to make the gray part of a progress bar transparent.

grim ore
#

look at the Tint section for the background image and adjust the alpha

hidden sparrow
#

Thanks a lot

plush yew
#

Is there a way i can unlock the aspect ratio on my level sequence?

#

It has an aspect ratio and i dont want that

halcyon basin
#

i"m trying to learn lighting and theres still some light source in the game scene anyone know how to make completely pitch black?

#

i shouldn't be able to see the model 🤔

sour sequoia
#

Hey guys. Im trying to find a good way to build large cities with enterable buildings. Any suggestions?

fallen marten
#

Make a BP that can assemble some static meshes and vary how many floors it has. Add some randomisation too that can run in construction script. Or build every building by hand

crystal geyser
#

@halcyon basin Just want to preface this that I am still very new to unreal.

Something like this? I just opened up a completely blank level and it is nice and dark. Perhaps your pointlight/directional light are bleeding through somehow?

fallen marten
#

Delete the directional light and skylight and set your post process to not enabled

halcyon basin
#

no, I'm a dumbass my expose was set to negative 1 🙄

#

😂

crystal geyser
#

well, at least it works now 🙂

crystal geyser
#

Anyone know if paper2d has gotten better over the years? I can't find any up to date posts about if it has improved. Don't know much about its drawbacks, but I know that many prefer other engines when it comes to doing things in 2d.

viscid sparrow
#

I have a question regarding 'SceneCaptureCamera2D', I am using this for avatar and during inventory to show the current character with loadout. It works fine in single player but when I go to multiplayer it seems all capturecameras are the same user instead of being the current user. Is there anything I need to know/do to get capturecameras working for current user in multiplayer? (Do I need to create a new render target at runtime for each user?) Any direction would be great thanks 🙂

fierce tulip
#

@crystal geyser someone is creating a replacement of sorts

crystal geyser
#

Interesting... I'll definitely save this. Thanks 🙂

fierce tulip
#

it is on gumroad, though very much beta

glacial arch
#

Hey guys, could you please help me figure out whats going on with my project? Suddenly it demands I put all source code for the project in the engine folder? Any idea how I can fix that?

tidal totem
#

Anyone know why UE4 would be using 100%CPU and basically no GPU?

#

I would think that using the GPU would be much more efficient....but it isn't being used for building or compiling

#

nothing

south ridge
#

A GPU is useful for graphics

#

So it's used for graphics

#

A lot of the auxiliary tasks are much more complex to implement with the GPU than with the CPU

#

Lightmass is moving to the GPU from what I understand, so I guess there's that!

#

@tidal totem compiling is not a task that GPU can do well 😄

tidal totem
#

Well frick...looks like I need a much better CPU then

#

I thought that it was much more GPU intensive than CPU

#

balls

dark depot
#

gpu's are fast but dumb.

gleaming lotus
#

I really suck at vector math, could someone point me in the right direction please?
I have an array of objects I want to spawn, they've been saved to an array previously, each with their own location variable.
I would like to loop through the array and spawn the actors with the same relative locations, but the point of origin being where the player now has their target (an object used for placing down objects)
So using two vector variables (each actor's original location, and the 'target' location), how would I make the transform of these actors to spawn into the player's target?

dark depot
#

cpu does alot of heavy lifting for compile side of things because it can be slow and complex

grave osprey
#

How to fix blendspace that wiggle when walk backward (that i add interpolation to 0.4) ?

spare sun
#

@gleaming lotus if by target you mean the new origin around which they spawn, I believe simply doing original location + (target location - original location) should do the trick

gleaming lotus
#

Thanks chief 😄

#

That didnt seem to be what I was after, instead it messed up all the locations

#

it made all the objects a little further away from eachother

spare sun
#

by original location I meant original origin location
by target location I meant target origin location

#

aka actor loc += (target origin loc - starting origin loc)

gleaming lotus
#

ah

#

let me see here

#

So this is a little hard to explain, but essentially this object is created as the target location, then all of the bricks are loaded into this actor.

#

It would then be Array Element Location + (get actor location - 0,0,0)

spare sun
#

ah but I was talking in worldspace coordinates

#

like when you move the origin it moves in worldspace coords

gleaming lotus
#

I'm sorry, vector math really confuses me haha

spare sun
#

its a bit hard to understand especially since I never loop in blueprint but I imagined you have a certain point around which you initially spawn actors

gleaming lotus
#

basically when you're far from world origin (where the actor was originally made), the new origin is super far away which makes it hard to place down. This is from a duplication system

spare sun
#

and you just want them to move with the point

gleaming lotus
#

I want that white actor to be on the origin point where the raptor billboard is

south ridge
#

@tidal totem videogames are GPU intensive, but the development tools are generally CPU intensive (except when they are explicitly GPU-accelerated for the reason of speed)

spare sun
#

is the origin point a point chosen by you or the default world origin?

gleaming lotus
#

The origin point of the saved variables is chosen by the first brick that is placed down

#

Oh wait no, its world origin

spare sun
#

the default world origin is just 0,0,0 though

#

so if ur white actor is a single object consisting out of components you just move it to 0,0

fierce tulip
gleaming lotus
#

Its not though, its multiple instances of a mesh

spare sun
#

if it's multiple actors and not components you just pick an average point that makes up the object aka center and move by the negative x and y

gleaming lotus
#

when the object is created, it creates its instances based off the saved data, so its location is placed at where it originally was before it was saved

spare sun
#

all that matters is the center point you decide on

#

if its per brick, all bricks that make part of the table will center themselves

#

if its per table, it's form will stay and the tables themselves will center on the origin

#

if its per table row, the row will center itself on the origin

gleaming lotus
#

okay

#

so the thing that I'm having trouble with, is taking all of these object's locations, and changing those locations so they are in relation to their new origin point

#

So their old origin points would be 0,0,0

#

and their new one should be the location of the actor that is spawning them

spare sun
#

im a bit confused with 'their old origin points would be 0,0,0' and what exactly you understand under an origin point but let's move it to #blueprint if you dont mind

gleaming lotus
#

Sure

next current
#

how would i make the camera the child of the mesh if it is inherited and i cant move it?

rotund scroll
#

can't

fallen marten
#

Is the camera inherited?

rotund scroll
#

the inheritance prevents any kind of hierarchical movement

next current
#

ye

#

i need to attach it to a socket on the mesh tho

#

apparently this is a c++ only thing cuz on a blueprint one i can move it just fine

rotund scroll
#

if it's inherited you can't move it in BP or in cpp

#

conversely if you can move it it's not inherited

next current
#

can i make it not inherited?

#

in order to make just about everything with the camera to work i need to make it attached to that socket lol

fallen marten
#

You'll have to reparent it in the class it's inheriting from

#

Or add another camera and use it instead

next current
#

in the character header file?

#

or the regular .cpp file

#

looks like its this

#

would i set SetupAttachment to be (Mesh, USkeletalMeshComponent::head);?

hollow zinc
#

Is there a way I can stop particles from vanishing when their emitter is off screen?

fierce tulip
#

@hollow zinc google "ue4 particle bounds" that should give you the info you need.

next current
#

how do i make it use the new MeshCamera camera and not the FollowCamera?

grim ore
#

what is the parent class you are using for this?

#

and if you want the easy way just disable the camera you don't want to use and it will use the active one.

#

keep in mind your controls will be all wonky as the default TP Character is set up for third person and with a spring arm

#

There is nothing stopping you from removing the spring arm and camera in the code by the way and then adding the ones you want in the blueprint

#

or just making a new character using Character as the base class and writing your own code or adding your own camera etc.

hollow zinc
#

@fierce tulip worked perfectly thanks

rancid lynx
#

would this math use LESS CPU in a timeline or on a tick ever frame? shouldnt it be the same ? because it happens every tick, either way ?

#

is this the cheapest way to rotate a scene every frame ? is there a more effecient rotate every frame method ? or is timeline the best idea ?

plush yew
#

@rancid lynx

#

There is a component in the player Bp

#

Called RotatingMovement

#

i dont know if it works for scenes as well

#

but check it out saves alot of time

rancid lynx
#

tyvm. id seen that term before. i just wasnt aware it was a built in BP comp.

#

thanks . it should work for a scene i bet. or at least a group of children

#

comps

#

is that actually more effecient than a timeline or a tick? or would it still be roughly the same ?

#

im not spamming the actors, im just curious.

boreal plinth
#

In a multiplayer setting with post processing disabled, how would I go about attaching transparent spheres to each players camera to simulate a drug effect?

rain pumice
#

Does any one know how to send a character that is moving very fast off a ramp or jump. Currently the character is glued to the floor without jumping no matter how fast you are going. I want to go up a slope and if I am going fast enough jump the other side of the hill. You can set a max walkable slope angle but that does not help.

#

is there a way to trigger the character fly after a certain amount of speed

opal hornet
#

i have a post process outline effect, except it works when Render CustomDepth Pass is off, and disables when it is on. does anyone know what I may need to do to reverse this?

#

nvm got it

frail sail
#

Does someone know what mostly thing increases RAM memory usage?
Just loaded one map with shortcut command and this.... so much..

#

at least 500mb arround fine for me

clever niche
#

any ideas why i can't build any project in 4.24. I can build just fine in 4.23 but no c++ projects in 4.24 can build?

#

i have vs19 with .net sdk 4.6.0 - 4.8

next current
#

how could i create something so when t is pressed, a widget isremoved and another is put in its place, and when pressed again it goes in reverse order?

normal burrow
#

Anyone know if there is a generic way of drawing something (lines) inside the blueprint viewport that doesn't involve an editor only line batch drawer component?

wispy pasture
#

Where can I find the "Landscape Content Example project"? The tutorial wants me to migrate some assets from this project, but I'm not sure where I'm supposed to look for it. Did a search of the drive for the specific textures and no results there either...

ashen frost
#

hey, does anyone uses Quixel?

rain pumice
#

ye si do

ashen frost
#

its like see through

#

the front looks normal

#

but the back is see through

rain pumice
#

backface culling?

#

try setting the material to double sided

ashen frost
#

do i do that in unreal or quixel?

rain pumice
#

unreal

#

click on the material sphere you have there

ashen frost
#

k

rain pumice
#

there is a two sided option there?

#

when you click on the material twice to open up the nodes

plush yew
#

anyone know whats happening? -- I have an fps character that instead of moving normally, whenever I press any key, it will cause me to fly in the opposite direction indefinetely (for example when I press W it launches me backwards)
Im kinda new to ue4 excuse my ignorance lol
I have the default movement bluescripts for third person game
if anyone has a solution please @ me
thank you for all your heklp

#

I don't know if this is the right channel s please excuse me if im doing this incorrectly

ashen frost
rain pumice
#

senpai can you screenshot the problem

deep stump
#

When I packaged my game and launch a dedicated server i get an error of "plugin 'advanced sessions' failed to load because module could not be found"

ashen frost
#

yea

tough marsh
#

@ashen frost what does it look like from the other side?

ashen frost
tough marsh
#

its fine

#

its meant to be that way i think

#

some meshes dont have backs

ashen frost
#

ah

#

I see

rain pumice
#

just rotate it 180

ashen frost
#

thanks

rain pumice
#

and ptu two together if you need it to be closed

ashen frost
#

got it

#

thanks

tough marsh
#

or just put in a bp and add a back with another mesh attached to that one

rain pumice
#

def listen to this guy I am not an expert

ashen frost
#

will try that when I get more advanced

#

does quixel have meshes that are fully meshed on both sides tho?

rain pumice
#

they are not a good library for solids

#

they are mostly displacement and landscape stuff

deep stump
#

Its kinda nice not having both sides, yet it gets annoying, you'd be able to add interior paint.. etc

tough marsh
#

yeah but those meshes are a big downloads

ashen frost
#

i see

tough marsh
#

compared to normal meshes

rain pumice
#

yea be careful with quixel dont go 8k on all the models just to do it

ashen frost
#

yea

rain pumice
#

a lot of that stuff is for realtime archviz stuff

#

and games second

tough marsh
#

you can add quixel materials to any mesh so

deep stump
#

Has anyone here made a dedicated server using Advanced Sessions before?

rain pumice
#

i take the lowest lod and delete the others

ashen frost
#

ah i was wondering what all those extra lods was for

#

any recommendations for 3d asset mesh?

runic wyvern
#

blender

deep stump
#

What are you looking for?

#

What types of buildings/assets?

ashen frost
#

wide ranges pretty much, from medieval to modern

deep stump
#

You looking for a software to render those or just from the asset store?

runic wyvern
#

buy assets from cg trader or unreal marketplace and rematerialize with quixel
or use blender to 3d model

deep stump
#

Yeah

ashen frost
#

ah got it

#

thanks

deep stump
#

I've bought many assets and made it better by just combining all the other assets together

ashen frost
#

nice

#

like what

deep stump
#

Iventory & Weapon, Character, Brushify, Some village one I forget the name, ocean, etc

ashen frost
#

like an whole ocean?

deep stump
#

pretty much

#

You can customize it to your needs

#

Kind of acts like a texture/material

runic wyvern
#

they give out assets every month

#

im pretty stacked from that

deep stump
#

That too, check every month for free assets

ashen frost
#

epic is very generous

plush yew
#

i did put the time

#

When he picks up the item

#

any1 know how i can do that On the right side that it shows you picked up somehting

#

its an UI thing

#

if any recommended videos for this or what is it called so i can search it ❤️

grim ore
#

create a widget that shows that info and add it to a vertical box

plush yew
#

Is there a way to make the foilage tool ignore a static mesh or a material tied to a physics material?

sweet relic
#

the asset manager should be able to pick up subclasses of a primary dataasset right?

peak quail
#

Is there any c++ (not blueprint) tutorial for doing raycasts with VR motion controllers?

#

Everything I’ve found uses blueprints.

sullen forge
scarlet birch
#

Maybe, if you ask it nicely.

#

@plush yew I use the listView widget for that. It can be a little confusing at first to get the hang of, but it's perfect for that type of thing.

sweet relic
#

@sullen forge Ya that should work for unreal. For reference I have a Lenovo X1 that works well enough to run unreal on low settings with just the integrated graphics

zenith flower
#

I have a power tool that automatically attaches to all child processes, but debug points still don't hit for these programs

ancient aspen
#

How do i create a variable that is accessible to every blueprint script?

regal mulch
#

Don't think blueprints have something like this

#

If it's a constant then you could put it into a function library i guess?

ancient aspen
#

like i want to add a coin system

#

do i not use a variable then?

wispy pasture
#

Where should I be looking to fix this?

polar dome
#

Hello everyone,
Has anybody ran into an issue with the FBX camera import from Maya into UE4 where the rotation of the camera is incorrect, but the translation attributes and focal length work good? Anyone know a solid fix for it during the export process in Maya? This issue is caused when I go to import while using a new camera in the sequencer.

The only solution I managed to figure out was by offsetting the rotation values from the cameraComponent layer to get the exact same result as my Maya camera, but not too sure about how to get it fixed on the cameraInstance layer.

zealous cloak
#

where can i find the option in visual studio?

#

i jsut update VS and hope it works

thick minnow
#

Hi anyone know how i can fix my Problem --> (PackagingResults: Error: Visual Studio 2015 must be installed in order to build this target.)

mossy nymph
#

install visual studio

#

2019 community would be my recommendation

abstract relic
#

Do note, Nintendo is very protective of their brand. That aside, some key words to look for on Unreal’s end; render target, decals, vertex paint, and blood splatter (good example on how to use particles to spawn decals or affect render target)

plush yew
#

decals aint what im searching for lol

rotund scroll
#

not sure why'd you not want to use decals in this case

#

it'd basically be an enhanced version of decals that propagate game functionality

tawdry storm
#

I cant @Koro so I guess he left? 🤔

abstract relic
#

lol

tawdry storm
#

well it's good info if someone else wants to pick it up 😄

abstract relic
#

Indeed

rotund scroll
#

I guess he moved onto unity

fierce tulip
#

lol

#

I always wonder what weird stories unfolded when I was afk

#

and this one is funny

#

removed koros message because he left mid-replies

tawdry storm
#

you mean someone deciding to plagiarise a game in UE4, seeing it's not easy and then abandon it all withing one hour? isn't that normal

spark niche
#

You removed them as I was reading them le gasp 😛

paper kernel
#

@tawdry storm at least it wasn't mmo-fps with destructible world

tawdry storm
#

very true

#

I guess these days the cool kids wanna make battle royales though

spark niche
#

Out of curiosity, cause I'm new here. What are you guys working on yourselves?

#

I'm watching youtube, wishing I had pizza 😢

zealous cloak
#

i packaged my project, but after some time it randomly ejects me from my player (controller?)

spark niche
#

My main goals are to improve my overall development skills so I can help my company upgrade it's current engine to Unreal.
Also, allowing me to do hobby game dev on the side with a personal target of making a hack and slash rpg (e.g Grim Dawn, PoE, etc) 🙂

zealous cloak
#

oh it happens in editor also, but i dont get any error messages

spark niche
#

Really enjoying the new Unreal content coming out, such as niagara and blender tools!

#

@zealous cloak I have had similar issues with in editor when making a multiplayer game. No idea what was causing it, I just had to test it diffferently 🤷‍♂️

zealous cloak
#

@spark niche yeah but its also happening in the built project

spark niche
#

Ohhh, that's weird. Mine was just in editor, building or running standalone didn't have the issue.\

radiant haven
#

??

zealous cloak
#

@spark niche found the problem some object on my vehicle that get detached get out of bound of my level and then it stops

spark niche
#

Nice! Good job on finding that one out 😊

zealous cloak
#

@spark niche is there a way to fire an event without event tick to check if my actor is destroyed?

ancient otter
#

Hey guys, is it possible to make an emmisive material that only emits light when touched by something else?

whole quarry
#

Sure, make it a dynamic material instance

#

Then you can change the material paramaters from a BP

ancient otter
#

The thing is, lets say i ahve 2 cubes.

#

2 cubes witht he same material

#

if x oject touches 1 of those cubes, only the one touched should light up

fierce tulip
#

doesnt change remco's suggestion

ancient otter
#

Oh ok

#

I though they both were going to light up, alright.

#

Thanks

restive yarrow
#

Hello people, does anyone know how to update a wheel vehicle's wheel's on runtime? like change the friction of the tires, different suspension stiffness depending on the physical material that the wheels are running on?

#

I want to get this done without adding seperate wheel meshes on the skeletal car body ( or setting up a wheeled vehicle from scratch)

tawdry storm
#

pretty sure you should be able to just set those variables to whatever you need them to be 🤔

fathom glade
#

I'm trying to make one animation go to the next in an animation blueprint... How do I do that? I can get it to play the last animation or the first animation only...

restive yarrow
#

No wheeled vehicle variables cannot be modified

#

except speed i think

#

but not wheel friction, damping, weight etc

surreal glen
#

Is there a way to pause a level, load a new level, then go back to the original level later with it having been unchanged in state? Like a moving platform would be in exactly the same position etc.
Does it have to be done by manually saving the state of pretty much everything and adjusting on level load? random battle trigger -> save state -> load battle level -> finish -> load original level -> update the state of everything
I'm trying to figure out the proper way to do turn based random battle in ue4, where when you come out of the random battle the world looks the same as when you entered it instead of shifted

#

Another thing I was considering would be pausing the game but having everything happen in a side area with everything set to tickable on pause so you could navigate the battle UI while things still ticked
Has anyone come up with a good way of doing this?

brittle gulch
#

Anyone use Maya here? I'd like to know how to remove all the constraint of the selected objects at once

rotund scroll
#

better off asking in a maya discord

brittle gulch
#

I did, but the autodesk discords are so quiet compared to here. I thought I'd give it a shot here x) I use maya since a while now but never found out how to do that.

fierce tulip
#

"LogAssetTools: Warning: Failed to import 'E:_Work_\ZeldaTest\HLD\SM_HLD_Walls_Rock_01.fbx'. Failed to create asset '/Game/ZeldaTestContent/HLD2/SM_HLD_Walls_Rock_01'.
Please see Output Log for details."

thats a first.
<_< triangulating it myself fixed it.

#

@hollow chasm please read the rules, also this goes into #released

hollow chasm
#

@fierce tulip Sorry about that. I read the rules, I just didn't consider tutorial as promo. But sure I will post it there. 🙂

sly coyote
#

@surreal glen your solution to pause the existing seems easier than recording literally everything...

brisk urchin
#

Quick question, what is the name of the folders that i can delete from the project files that save on storage size??

fierce tulip
#

you shouldnt delete project folders

#

but you can empty some backup/shader related folders

urban basin
#

there is thsi weird bug about unreal that makes the models all over the place but when you press play or move em they go back to normal

gilded sierra
#

Hello there ! Quick question, is there a way to export the value of a slope as a bitmap map and reuse it ? I'm doing this and want to blend a texture only on grass

mossy spear
#

Quick question...... How do you effectively get rid of stair-stepping shadows

remote drift
#

hi 🙂 does anyone know how to create a plane that only 'captures shadows' (does not have any sort of material on it) please?

hexed dock
#

typically, if a bunch of materials are in your project that are never actually used, will those get factored out of your project and not included in the built version? Trying to decide how best to try to trim down the final packaged size

fierce tulip
#

you can enable some option to not cook unusedcontent

pallid talon
#

How do I stop a Niagara sprite from continuing to face the camera and face off a world alignment?

fierce tulip
pallid talon
#

@fierce tulip Posting in Niagara usually takes hours or days or a response. Here is a lot quicker. But I'll move my question.....

rotund scroll
#

I think that's just an effect of how few people are knowledgeable within niagara

#

@pallid talon

hexed dock
#

@fierce tulip Are you thinking of "Game Discards Unused Material Quality Levels"?

fierce tulip
#

no

pallid talon
#

@rotund scroll Could be, or just far less traffic visits those sub channels than this one.

rotund scroll
#

if people knew or were interested they would visit

#

I'm specialized and I barely hang out in this channel

fierce tulip
#

@hexed dock I dont cook much so I dont know the option its name, but it has come up quite often over the years.

hexed dock
#

Finally found it under Project > Packaging > List of maps to include in a packaged build. Had to click the arrow to show the hidden options (always frustrating). At least, I THINK this is what I need.

brave salmon
#

objects are randomly dying

#

If there is a way to catch the bug...

fierce tulip
#

forums

#

or pay for the engine and get access to udn

brave salmon
#

forum is long time dead

hexed dock
#

yeeeeeees. Dropping from almost a gig to 158 meg. Thanks again, @fierce tulip

plush yew
#

I have a question

#

Is there a way instead of using target points to shoot a line trace down into terrain, see if a area based on size is occupied, and if it's not, place an actor?

#

I want it to do that for like 30 actors

#

This is my piece of terrain. I want it to scrub across the terrain, line trace down as it goes across, spawn a actor there as many as i want but make them spread out

#

I've tried the foilage tool but that isn't what I want

grim ore
#

was not that hard to find

plush yew
#

i guess no one can help me

fierce tulip
#

@light lintel what matthew said. you need to up your google game :p

grim ore
#

@plush yew woof that was like less than 10 minutes and you gave up lol

fierce tulip
#

@plush yew if nobody replies, it often means nobody is around to give advice.

plush yew
#

@grim ore gave up on what?

grim ore
#

looks like that says games to me

#

not arguing with that, just showing what I linked

abstract relic
grim ore
#

@plush yew you can do what you want without much issue, there is a sphere overlap actors that you can use to see if anything is inside of a sphere, you can run that from the middle of an item you place down, see if any other actors are near it and if not place a new one or move and try again

plush yew
#

so like geometry sphere?

#

or sphere trigger?

grim ore
#

There is a node called Sphere Overlap Actors that will let you make a sphere trace from a point and tell you what it overlaps

plush yew
#

And then should i move it across the terrain?

grim ore
#

depends on your goal, the terrain paint should have worked tho as you can set it to have distances between foliage actors

#

for crouch in particular you need to enable can crouch on the character movement component

#

two question on the stamina use. What is your default and you should be saving the timer handles out to variables and not pulling them directly off and using them in another part of the code.

#

uh.. if max stamina is 1 and you subtract one after 0.05 seconds wont that make it stop immediately?

rotund scroll
#

@light lintel clears a timer and ensures it cannot be reused

grim ore
#

unhook everything after the set max walk speeds for both pressed and released and see if it actually works and your stamina code is bad

normal burrow
#

Thats my face too

gilded sierra
#

Hello there ! Quick question, is there a way to export the value of a slope as a bitmap map and reuse it ? I'm doing this and want to blend a texture only on grass
@gilded sierra

scarlet birch
#

Why does that set the speed on both paths of the branch but the bool for sprinting on only one?

#

For the camera moving with crouching you have it attached to the mesh, should be the capsule.

ancient tangle
#

Seeing that there is not much simple documentation on how to do it, I decided to record a video showing how to setup Pixel Streaming for remote access over the internet with the latest 4.24 version of the engine.
Hopefully it will help some of you.
Enjoy
https://youtu.be/9V6Iy-OSlc4

With the new 4.24 engine version, Epic Games changed a bit how Pixel Streaming works, embedding Web RTC directly into the plugin and simplifying the setup process.
In this video, we are going through the setup process of an Unreal Engine project in order to be able to stream i...

▶ Play video
scarlet birch
#

Sounds right. Are you following a tutorial? Have you looked at the ShooterGame example?

fair needle
#

Is there a way to increase the projectile scale over time

scarlet birch
#

I'd download it from in the launcher and tear it apart for a while.

plush yew
#

Can you add animated materials to terrain?

scarlet birch
#

and/or some of the other example projects.

grim ore
#

@fair needle If the projectile has a transform then yes you can change it's scale

tidal totem
#

Hey guys I am looking into upgrading my desktop processor (i5-6600k) to something that will better handle the workload of Unreal and make things much faster and efficient. I'm seeing the R9 3900X is pretty good with threading and clock speed, but is there a better option around the same price range?

zealous spear
#

@plush yew I think i can help you

elder moat
#

I'm unable to create a nav mesh bonds volume- as it only appears on the tables when I want it to appear on the floor

#

please I ned help

normal burrow
#

lower it or set the ground to walkable

elder moat
#

ok thanks

normal burrow
#

maybe set the tables to not walkable

#

unlesss.. they are walkable

#

thonk yeah tables are walkable

elder moat
#

lol

#

I hope you aren't referring to me with that

grim ore
#

@tidal totem you will get redirected to #lounge at some point for that question so might as well ask in there. but no the ryzens are very efficient for the cost right now just get one that matches your needs

tidal totem
#

Man, I am so confused as to what info will go into what channel. I figured that was a general UE4 question lol

#

but cool beans, appreciate the info @grim ore

grim ore
#

since its not directly related to UE4 they will redirect you there. Its weird but its the pattern so far

mint raptor
#

Any insight into how to load chunks? I've got my chunks in CloudDir but IDK how to load them in.

small basin
#

I'm having some problems. Trying to launch Unreal today, it gave me a bunch of errors about missing dependencies - stuff like "plugin X requires dependency 'Static Mesh' which is not found, continue?". Obviously something weird going on with my engine install. Trying to verify/repair the install results in a "file error". Any ideas how to fix this?

surreal glen
#

Are you launching a specific project or just the engine?

still schooner
abstract relic
#

I haven’t developed telepathy yet

small basin
#

@surreal glen either way the same thing happens

#

Error code is: IS-MF01-1392-1392

surreal glen
#

Can you just uninstall reinstall? If it's not any of your projects I would start with that

#

instead of trying to repair

small basin
#

Sure, will try

plush yew
#

Can you guys help me

#

my packaged game is not working properly. When I say that i mean the mechanics. Everything is fine in the engine

#

its installed on C

#

So in my game editor, I have a cutscene where a car is driving down a road, but in the packaged version, the cutscene doesnt show the car riding down the road

abstract relic
#

Delete /intermediate folder and repackage

elder moat
#

Im trying to make the monster in my game chase you when he sees you and wander around aimlessly when he does not. This is my code. He wanders around aimlessly but even when he sees me he does not chase me? Any fix?

#

nevermind, got it to work. His sight radius was so low he could only see like 1 feet in front of him

midnight root
#

Not sure about others but the resolution of picture is very low hence for me anyway unreadable

small basin
#

@surreal glen reinstalling gives the same file error during installation

surreal glen
#

Do you have weird lingering processes that failed to terminate?

small basin
#

Not really any that I'm seeing, unless some other software interferes with Unreal?

brazen hull
#

all materials look good to me

abstract relic
brazen hull
#

mhmh ill try that

abstract relic
#

Yep. Hit the +

#

You need to assign layer

craggy flax
#

anyone have experience building road system for city builders? Just looking for a good direction for research and implementation.

brazen hull
#

ah

#

thx

normal burrow
#

ConverseFox has a road system I think Deadmon

craggy flax
#

Im unfamiliar with them p@t but ill try and dig them up. Quick google search didnt land anything

#

ty

brazen hull
brazen hull
#

got it working

spare steeple
#

has anyone had a packaging issue with shader compilation making no progress

#

i just switched my project to 4.24 and its a new issue for me

swift canopy
#

Anyone tried to get UnrealInsights to work? I'm running 4.25 from launcher, loaded the UI.exe. When I load a project I don't even see anything appear as a live trace target. I'm running the exe on the same machine as well.

normal burrow
#

read the documentation for it

#

yes it works, you need to start game or editor with arguments

empty smelt
#

Hello everyone

#

any unreal engine discord VR Channels?

abstract relic
toxic zephyr
#

How do you view the EQS points inside the editor?

rotund scroll
#

I remember once seeing that you could color shape components so that the area between the lines would be visible in editor. does anyone recall how this is possible?

normal burrow
#

no but most of these things for visualization can be found in the Show menu

#

Not familiar with EQS specific ones but they'd probably be hiding somewhere in there

rotund scroll
#

I'm pretty sure you would have to implement in custom. shape does have shape color exposed

#

but it's just for the line color

toxic zephyr
#

I added a testing pawn, but still don't see any points. Are they supposed to supposed to always be visible, or is there a way to toggle their display on/off?

#

Thanks. I will mess with it more.

#

Ah, I didn't have my navmesh lowered enough. I guess it needs it to generate points.

#

Thanks for the help.

swift canopy
#

@normal burrow What documentation and arguments? The one doc page says you don't need -tracehost=X if running on same machine and it doesn't work for me with that also.

normal burrow
#

link to the document page your looking at please

swift canopy
#

The video made it look like it should just pick it up as well

#

"When launching on Windows (and if it's discoverable), the runtime will automatically connect to Unreal Insights."

normal burrow
#

yeah the next page is where you need to be

swift canopy
#

they don't elaborate on "discoverable"

normal burrow
#

-cpuprofilertrace -statnamedevents -loadtimetrace

#

these are likely what you want

swift canopy
#

I tried -cpuprofilertrace like the video, I added it to lauch parameter of editor settings though, maybe I should try with shortcut

#

I'll try all 3

normal burrow
#

yeah it should work. its really best to use a packaged build if you want realistic numbers but you can profile the editor too afaik

swift canopy
#

just want some general metrics while working in editor, still can't get it to work. 🤔 Thanks for the help anyway

normal burrow
#

shortcut or bat file is what you want to use yeah, with your uproject

elder moat
#

So I'm making a game where there's a monster that roams around randomly but if it sees you it chases you. And if you manage to outrun it, it proceeds to roam around randomly again. What happens is that the monster roams around correctly and chases u correctly. But if you outrun it then it just stands there and doesn't do anything. When I want it to continue roaming around

swift canopy
#

I speak soon, that must have done it! I think there was just a delay.

rotund scroll
#

@elder moat what are you using for behavior?

elder moat
#

you mean like blueprint or?

rotund scroll
#

yeah so if I'd probably recommend that you look at the behavior tree feature of the engine

elder moat
#

Ok

#

How exactly do I get to this?

rotund scroll
#

well you google ue4 behavior tree

#

and go from there

elder moat
#

Ok

#

thanks

#

Okay thanks

cursive salmon
#

Hi, who has a simple idea of game to create ?

coral bolt
#

Try a rolling ball game

#

I made one like this

#

Essentially, you use the third person character as your character

#

And the rolling ball template as the enemy

#

If the balls hit you, you die and ragdoll (and fly at high speed)

#

It's quite fun to play around with

#

DM me if you need any help

#

@cursive salmon

cursive salmon
#

OK

coral bolt
#

I could show you a vid of mine tomorrow if you remind me

fleet cedar
#

I've been getting stutters in Unreal Engine, both just using the editor and playing in editor, anyone have advice to point my in the right direction?

#

I don't believe it to be an issue with anything to do with the level since it happens when I'm not playing

slate basalt
#

hey, i'm not sure if this is better suited in #graphics , #niagara or #legacy-physics but, i'm trying to play with the new hair system and i highly suspect that it is broken in the current 4.25 release.

some hlsl function signatures have changed and the niagara blueprint didn't get updated

#

should i file a bug or just wait?

hearty idol
#

I can't seem to find the material M_SkyTimeOfDay anywhere. Where do I find this material?

#

Googling for UE4 M_SkyTimeOfDay returns nothing

rotund scroll
#

@slate basalt file bugs yes, 4.25 is still beta

hearty idol
#

Time of Day Example Level - no where to be found

#

I just want to play with the atmosphere sky component and see night/day examples.

thick herald
#

time of day is in the engine content, right next to volumetrics and fluid simulation 🙂

lunar hollow
#

Would anyone with some good lighting experience in unreal be whiling to tag up with me, ive got some issues and general questions and its blocking me from progressing in following the documentation/guides.

#

Basically running into this issue where I cannot get indirect lighting to work

ancient otter
#

Is there a way to activate or desactivate physics with sequencer?

grim ore
#

You can probably set up an event track to do that

ancient otter
#

event track? @grim ore

normal burrow
#

yep

#

plus buttons

ancient otter
#

How do I do that

#

Found the docs, alright

normal burrow
#

ye

shut olive
#

Hey, I have a question. There's something called 9-splice in many engines, when you take a border image and divide it in to edges and corners. How is it called, or how should I google it in UE4?

misty creek
#

Anyone know anything about incredibuild? It is installed and I don't think that I installed it. It is turning up as a virus. Any ideas?

grim ore
#

incredibuild is installed as part of visual studio @misty creek and you should uninstall it if you have not paid for it, it will slow down compiling

shut olive
#

@grim ore thanks. Also I watch a lot of your youtube channel!

#

pom pom pom pom, tomatoes

ancient otter
#

So

#

I could not figure it out

#

@grim ore

shut olive
#

@grim ore I have to admit, I recognized you by your picture.

grim ore
#

@ancient otter did setting the physics fail or creating the event track?

ancient otter
#

i did the event track

#

but idk how to do the settings

grim ore
#

what are you changing the physics on?

ancient otter
#

wdym

grim ore
#

you want to activate and deactivate physics

#

is this for the entire level or on an individual item?

ancient otter
#

oh

#

i found a setting

#

that automatically doe sit

#

lol

grim ore
#

yay

ancient aspen
#

Is there an event that detects once the value of a variable has been changed?

grim ore
#

if you are using networking, yes. if not you need to create your own. You can make a getter and setter and bind to an event inside of it using event dispatchers. then whenever you want to set the value you call the setter instead, it sets the value and calls the event so anyone listening can be informed of the change

ancient aspen
#

Seems rather complicated, would there be an easier way to set the Hud Text value to a variable value?

#

I was thinking of an infinite loop, but it doesn't let me create any.

grim ore
#

there is, you can bind in the umg widget, but you should not do that.

#

you should whenever you change the value update the hud

#

unless this is something that does change every frame and the player needs to know of the change immediately, then you can use the umg binding

ancient aspen
#

It's for coins, so I won't need to bind it then.

grim ore
#

then whenever you collect a coin, or a coin is used, or whenever you basically set the coin value to a new value you tell your hud the new value and to update it

ancient aspen
#

Alright

#

How do I change the value of a text element from another blueprint script?

brave gate
#

@ancient aspen you don't

#

it's usually a bad thing to call UI from gameplay code

grim ore
#

Blueprint Communication. You need a reference to the UMG Widget then you can get access to the text widget inside of it and change it.

brave gate
#

better call an event dispatcher in your gameplay script and bind to it in your widget

hearty idol
#

@thick herald I switched to the pre-built editor for quick testing and since it didn't have my layout I got really confused lol. I couldn't find the "Show Engine Content" checkbox. I found it.

brave gate
#

it's quite easy if your gameplay class is something easily accessible, i.e. player controller

ancient aspen
#

k

scarlet birch
#

Event dispatcher, or an interface are both good options. I often just use a current hud reference and interfaces.

#

I like interfaces becuase if I have a standard UI interface then it gives me stubs for everything I need which makes it easy to go down the list. Anything I don't need just quietly fails.

grim ore
#

with the ED you still need to have the UI Widget bind to something else, character or controller or something, right?

ancient otter
#

@grim ore they are all bugged

grim ore
#

😦

ancient otter
#

when i hit play

#

in the sequencer

#

they all go slow motion

#

look

grim ore
#

remove the transform track

#

if you aren't changing the transform you don't need that track

ancient otter
#

thank you!

#

worked 😄

fading vector
#

Would mouse cursor work on phones?

#

I plan to have the character move to the finger/cursor but would cursor work?

plush yew
#

why does landscape suck so much? my fps drops immediately when i put one to my lvl

grim ore
#

its the resolution. Lower it or use static meshes instead of the landscape tool. Alternately upgrade the target specs for the project to one that can handle them.

ancient otter
#

@grim ore

#

the reflections on this are kinda bad quality

#

why is this?

plush yew
#

upgrade target specs?

ancient otter
#

how

grim ore
#

reflections can be bad depending on which ones you are using. Unless you are using ray tracing they are not going to be perfect

#

and screen space is only guessing

ancient otter
#

i am using ray tracing

#

That is the weird thing

fierce tulip
#

the way you ask questions is rather demanding @ancient otter

#

ANSWER NAOW

#

kinda vibe

ancient otter
#

rip

#

my bad

grim ore
#

if you open up a new level, and select the VR template, and check out ray traced in that template do they look clean?

#

@plush yew I mean your machine might not be able to handle the quality you are expecting so upgrade your machine to match the goal you want

ancient otter
#

yes

#

perfect reflections

plush yew
#

yes machine can handle well everything.

ancient otter
grim ore
#

yep that is super weird, maybe its the emission causing an issue?

plush yew
#

d2 :DDD

ancient otter
#

probably

grim ore
#

not on a DXR capable machine here or I would test 😦

#

I want to say I have had that issue before with normal reflections tho using emissions. I wonder if they aren't accounted for in DXR

ancient otter
#

probably

#

fixed

#

turns out there were like 4 glasses on that tile

#

wich ofc made it go crazy

#

nvm lol