#ue4-general

1 messages · Page 678 of 1

ancient otter
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still bad quality

ancient aspen
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How can I get a reference of an actor

grim ore
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uhm is the tile set to rough perhaps?

ancient otter
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rough?

grim ore
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@ancient aspen usually after you create the actor you can get a reference to it. If you are not creating it you can try and find it using get actor of class and finding the one copy of it in the level. IF that won't work and the item you want AND the item that wants it both exist in the world at design time you can use a variable and make it instance editable and then set it in the editor

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like is it a shiny tile which would show a good reflection or perhaps it has some roughness that makes the reflection look like that

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it does look super weird tho lol.. well not weird weird but super low res

ancient otter
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it does

ancient aspen
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I need a variable of it though

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Of the actor I want to reference

rotund scroll
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@ancient aspen show your code perhaps

ancient aspen
rotund scroll
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so uhh

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what are you trying to do here

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is this your original setup or did you copy paste it

ancient otter
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@grim ore is there any way to make emmisives emit actual light?

ancient aspen
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no

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i made it

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im trying to make a teleporter

ancient otter
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rip 😦

zenith flower
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@ancient aspen is that the character or tele OnOverlap?

ancient aspen
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the tele

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its supposed to teleport to the position of another actor

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no its another actor

zenith flower
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oh, well then you need to set that up first

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when you spawn the tele

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you need to set an actor reference variable

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I assume this tele is built into the world?

ancient aspen
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yes

zenith flower
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And how is the other actor ? Spawned or a part of the world?

ancient aspen
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how do i make a reference variable

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wdym

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i mean it has 1 of itself in the world rn

zenith flower
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One way to do it

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Lets call these:
MainChar, TeleFromActor, TeleToActor

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TeleFromActor: On begin play:
GetAllActorsOfClass -> of type "TeleToActor", take the first one out of the array, and store it

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OR if TeleFromActor, and TeleToActor are the same type

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Create a child actor, call it
TeleportTOActor
and create a variable called "ID"

ancient aspen
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Nah, they are both different blueprints.

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But there will only be one of the TeleReciever

zenith flower
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Sure

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then just find all actors, its usually frowned upon to use

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but if you use it just the one time you will be fine

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Hold up! GetActorOfClass, is that a new node in UE4?

ancient aspen
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yes

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idk

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thats why is didnt do getallactors

zenith flower
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that spawns a new actor

ancient aspen
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it doesnt

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cause i got the reference

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and clicked play

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it was still one

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but

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ikrn

zenith flower
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Or maybe it grabs the first one it finds?

ancient aspen
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no

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you choose which one

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but how do i get a variable referencing an actor?

zenith flower
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There are only a few ways:

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Get actor of class
Get All actors of class
or inside of the actor itself

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Lets say you want to pass

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main char ref to tele1

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Inside MainChar, begin play, you call a function in tele1, lets call it SetRef

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the function SetRef, you make in input

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of Actor

ancient aspen
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what function?

zenith flower
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you make one

ancient aspen
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like what would it do?

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im kinda confused ngl

zenith flower
ancient aspen
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That variable how do i access it from another blueprint

zenith flower
ancient aspen
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cause the structure of my thing i cant connect a cast

zenith flower
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There. And I didn't even need the function

ancient aspen
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yeah but my structure is different

zenith flower
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no idea what you are talking about

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not using a struct here

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I'm just showing you how to pass a variable between actors

ancient aspen
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the thing has a purple

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The purple connector cant connect with the white one

zenith flower
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White = order of execution

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Purple -> you don't "have" to connect this, you can just pick which class you want

fading vector
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I have mobile game, and I want my player to move towards the mouse constantly. Would Convert Mouse location to world space be good for this?

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The only way I can think to do it is getting certain values I.E. x world location and saying if the player is less than cursor location in x value then change a variable which is tied to an add force.

rotund scroll
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@ancient aspen you could add TeleportDestination as a vector variable and then just add its value for the teleport

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you can expose it so that when you place the teleport BP you can change the value

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equally you could also make a TeleportToActor variable, exposed in the same way, that teleports you to that actor

ancient aspen
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Yes but i just want to know how to get it to teleport to another actor

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Im confused

zenith flower
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@rotund scroll ah yea, thats another much better way

rotund scroll
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then just do TeleportToActor.GetActorLocation for the teleport destination

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create an actor variable

ancient aspen
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Oh so your saying i get the vector3 of the actor and then teleport it to there

rotund scroll
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yep

ancient aspen
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Alright

rotund scroll
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just create an actor variable

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on your teleport blueprint

pale forge
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Hey ... I was wondering if anyone could help me figure out how I did this. Everything was fine and then suddenly I fire up 2 players.... and the animation is only playing on one network client and not the other. No difference if I am client or server. I just have no idea what I did.

rotund scroll
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then select that actor variable and select instance editable

zenith flower
ancient aspen
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K

rotund scroll
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now place that teleporter in the world

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in the details pane you should now have that variable open to use

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it will be empty, but clicking on it will either give you a list of actors in the level to choose from, OR, an actor picker tool

wary jay
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@pale forge Go to active play mode and look at the bottom at number of players

ancient aspen
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So

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What do i add after i do the get actor of class?

rotund scroll
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@ancient aspen if you followed my setup you don't need get actor of class

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like you should never have to use that node if you do things right

pale forge
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@wary jay Sorry I am not able to understand 'active play mode'

wary jay
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the play button?

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right below it

pale forge
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2

wary jay
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set it to 1

pale forge
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ok

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now I have one player

wary jay
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so your good?

fading vector
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I have mobile game, and I want my player to move towards the mouse constantly. Would Convert Mouse location to world space be good for this?
The only way I can think to do it is getting certain values I.E. x world location and saying if the player is less than cursor location in x value then change a variable which is tied to an add force.

pale forge
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ha ha ... no.... it's a multi player game...

wary jay
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oh

thin tendon
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I'm having a weird issue using this speed tree node. When I enable physics for my tree to fall. The leaves flicker very quickly swapping colours each time.

opaque berry
fading vector
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hmm

opaque berry
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Yeah same concept probably better way to handle it

fading vector
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How would you suggest I move the character to it?

opaque berry
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If it were me I'd use navigation, much like ai does

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And just tell the actor to path there

fading vector
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a move to location

opaque berry
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Imo it would feel smoother than getting stuck, but also can feel odd depending on your desired control feel

fading vector
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Might use the add force

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Because its a physics game

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Set timer by function name and run it fairly often

opaque berry
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Sure that could work, alternatively to the path method, you could use the world location to get an angle, project the location vector toward it a tiny amount, ending up with a path location close to character and in mouse direction, but for purpose of stopping against fences, for example

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Angle the character toward the world location and input forward

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Tons of ways to pull it off depends on how you want it to feel

fading vector
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not too snappy

scarlet birch
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@grim ore Yeah, it would need to get a reference in order to bind to it.

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It's not the way I'd do it.

fading vector
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So this is what I came up with, it's sorta buggy tho

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Anyone have any idea how else I could accomplish this?

opaque berry
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Must make actor look at world location then input forward

fading vector
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It doesn't need to look at it

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its a ball

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This in essence just pushes it in the y axis

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left or right

opaque berry
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Oh a physical ball, yeah forces are best way

fading vector
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It's really glitchy tho

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does not follow it smoothly

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Is there a way to lock my cursor on the game?

opaque berry
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Not sure on exact math but it's along lines of get vector angle from current pos to target pos. Then multiply that vector until you're happy. Appy multiplied vector to add force

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Setting y in vector to 0 will prevent forces pushing up/down

fading vector
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correct

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Because its just an added force

normal burrow
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is it a rolling ball?

opaque berry
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You're looking for the vector angle to input into add force

fading vector
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yes

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Physics enabled

normal burrow
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are you trying to torque the ball somewhere?

fading vector
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trying to make it follow my mouse/cursor

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Because its a mobile game

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I want it to follow the players finger

normal burrow
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ok so

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(finger location) - (ball location)

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that would be the direction the ball wants to move

opaque berry
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Yeah then multiply that by how hard it should move

normal burrow
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if you want to spin the ball that way, you need the rotation axis. which would be
(direction) cross (0,0,1)

fading vector
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nooooo

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no spin lol

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I only want it to move on the y axis tho

normal burrow
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k then just what smoozilla said after you normalize the vector

fading vector
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forward movement is automated or else the game would be too easy

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so I just need to control its movement side to side

opaque berry
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Maybe make the table underneath tilt?

fading vector
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I have this timer

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which calls the function I showed yo

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you*

opaque berry
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Also possible to use normalized vector direction and remove the directions you dont want applied

fading vector
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I didnt think of that

normal burrow
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yikes

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i have to learn about timers but they spook me

fading vector
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They're actually pretty simple

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start them on like begin play

opaque berry
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Yeah was gonna ask why not on tick event but figured you had your reasons

fading vector
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or whenever you need to

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tick is meh

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I've been told to stay away as much as possible

normal burrow
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I understand how they work but every engine has things about timed managed invocation

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I would honestly stick with tick here

opaque berry
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I dont think swapping to timers is any different, as many timers would be akin to many tick events, no? Suppose if your timers are more spread but for something like movement you want it updated every frame

normal burrow
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thing is

opaque berry
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It is true you dont want to overload your tick events, but they are useful for sure

normal burrow
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how many of the balls are there?

fading vector
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1

normal burrow
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use tick

fading vector
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Let me give the scope of my game

opaque berry
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Especially for input movement

fading vector
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On 1 level I have around 150 - 200 physics actors

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All the red sticks

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the wall

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They do nothing but have a overlap event

opaque berry
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Dont put tick on those, just your player ball and input sampling

fading vector
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Oh I know

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anything they have is begin play

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those don't move

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Then I got the ball

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which moves forward constantly

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and I also have a check for movement on the z-axis

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if any velocity occurs I set it to 0

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Dont want the ball to go up ever

normal burrow
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I really would start with tick on everything that needs it but again, i've never had to rely on a timer in blueprints so idk, maybe they are reliable

opaque berry
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I think you can check a box to lock it on z

fading vector
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I can't lock z

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I need it to fall down

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if it goes over the edge

opaque berry
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Dunno mang, definitely sample and apply input every frame (tick) and I think forcing a velocity to a number can be glitchy, maybe add a constant force down?

fading vector
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Seems pretty smooth

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I tried constant force down

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I had some issues with that

opaque berry
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If it works it works

fading vector
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Yeah, that part is no concern anymore

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Making this ball follow the cursor properly is a pain tho xD

opaque berry
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That's where game dev begins, finding some random route that's not normally discussed and making it work for your situation :)

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All I can suggest is use a normalized vector angle multiplied to desired force and sample/apply per frame

rain pumice
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Does any one know any way to turn get velocity vector into a float that I can compare against another float

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I am trying to set chracters max acceleration to a number based on character velocity

opaque berry
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Vector length/size/magnitude, can't remember unreal engine terminology exactly

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That will turn a vector into a single float

rain pumice
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nice

rain pumice
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is there any way i can print that float

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like see what that number is while playing

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im trying to compare that velocity float to another number

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and i am just not sure what range it is outputting

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I can see that it works but i have to do huge numbers

abstract relic
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Use a print node

rain pumice
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print string?

abstract relic
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Yep

rain pumice
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ok i will try and figure out how to put that in where would i connect it next to vectr length?

pulsar badge
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What is twinmotion?

rain pumice
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thanks hightide got it to work

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now my chracter acceleratin slows at a fast speed

ancient aspen
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Alright thanks @rotund scroll

rain pumice
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any one have any idea how to launch player off a hill?

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currently you can only launch of a hill with a specified walking slope

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regardless of speed a player does not launch off ramps

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it sticks to the ground is there any way any one can think of to change this?

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i think i might have to make a custom movement mode but maybe there is another way

normal burrow
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I had to do this pal

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You want ramps kinda? Where running off them keeps momentum?

rain pumice
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yes exactly

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think tribes or skiing

normal burrow
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Yeah it took a lot of edits to movement component

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C++

rain pumice
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ohh i was afraid of that

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seems like the way they have the character setup through walking

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messes things up

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i tried to switch the character into flying mode at certain points

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but it was bad

normal burrow
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I’ve not tried that

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But perhaps it is something that would work for you

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I am more than mystified by the legal aspects of using it

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But they claim they own it despite being a port of HL2

rain pumice
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haha

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i think I will stay away from that

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but it is cool to see

normal burrow
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Yeah, it is

rain pumice
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i am working on a tribes like ball game

normal burrow
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Nice

rain pumice
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here is some footage from last week it has progressed quite a bit this week

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have a gravity gun

normal burrow
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Yeah you need proper skiing

rain pumice
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for sure

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i will probably pay some one to do that

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I am more concepting right now

normal burrow
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Nice what is your budget like?

rain pumice
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it is hard to say right now

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probably a few thousand

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then i would try to go to crowdfunding after I got it working enough to show and release a demo

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i had this game developed a few years back

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spent about 2k to get the multiplayer and everything working

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but there were obviously a lot of problems and i didnt reallylike what I had

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i can do most of the 3d myself so I save some money there

normal burrow
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Ye it happens but stick with it. Would like to see another tribes style game 👍

rain pumice
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thanks will do

plush yew
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hey guys, does anyone have ideas for what I could use for writing a painted mask into a virtual texture instead of landscape painting?

plush yew
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What is the diff

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i want to shoot an arrow

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What would be better

fading vector
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Would anyone know where I could start to create a color wheel that can change the color of a material while in the game itself?

plush yew
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Click on your Material

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right click

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THen choose Create Material Instance it iwll be the top option

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@fading vector

fading vector
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I get that part

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but how can I create a color wheel in game

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So players can actively change the color whenever they want

rain pumice
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you could create seperate materials for each colour

fading vector
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I already did that

rain pumice
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then in a blueprint use a change material

fading vector
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Mhm

rain pumice
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so on click

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change material of item

fading vector
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yes

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Its okay

rain pumice
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i just did that yesterday it worked for me

fading vector
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but its not enough

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I want a higher level

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Works for some things, but this needs the extra color

rain pumice
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got ya I am not sure

fading vector
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no worries

rain pumice
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you want like an actual colour wheel

fading vector
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yeah

rain pumice
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can any one imagine why this launches my chracter forward fine

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but if i look up it like flies me way up in the air

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way more than it moves me forward or laterally

tame bluff
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In the materials how do you get the glow to turned off and on at will?

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Please

kindred viper
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@tame bluff you have a material parameter set to effect the emission value. Then change that in blueprints.

tame bluff
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And then you can turn it off and on like a light switch?

plush yew
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Am shooting an arrow particle

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it hits the enemy fine everything is good

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but i want this particle to move with the mesh Of the Player as it hit it

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THis is an Arrow BP

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i can move this particle to be Player BP Mesh child some how?

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i want to change parents

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is there a node for that?

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Am trying to let the Arrow particle stick with the Enemy as he move

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when it hits him

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Hiting him is done

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but just want it to stick on him

paper crest
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u need to have BP_BaseGun aka blueprint for BaseGun, then u can create ref from it

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if u already create BP_BaseGun, you can search "BP_BaseGun" in the variable type, and it will be listed

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Spawn Transform need input

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for dat question, u need to open Bp_sword

quiet token
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unreal insights dont work for launcher version?

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scope type for unreal profiler and unreal insights show up in the program but theres always nothing happening

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4.24.3

coral folio
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Is anybody experienced encing crashes on saving the project ????

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Experiencing*

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It makes it unusable

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I'm on 4.24 latest

abstract relic
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Get logs please. In [your project]/Saved/Logs

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But my gut says delete /intermediate to clear some bad garbage collection

plush yew
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guys i have problem with my save game system, for beginning I want to save location and then to load it, I did this bp for saving the location, I created the save game class and there I created the variable player location and in third person character

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the problem is that when I press J it doesn't print anything to the screen

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how to fix this error?

kindred viper
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@plush yew plug your savegame object into the Save Game To Slot node. Not sure if it will fix the accessed none. That is to do with something else perhaps.

tame delta
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Why does "Select all Descendants" not select all descendants

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It selects some descendants up to an arbitrary (and apparently random) depth

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and then needs to be called again at least another time to really get all all descendants

plush yew
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I did it I guess

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^

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@kindred viper

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I want to save the location of the character when I click J for example

pine furnace
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Anyone know how long it takes for a question on the answerhub to get approved by a moderator? Posted 14 hours ago and still nothing - kind of floundering on a critical issue and could use all the help we can get!

tame delta
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If I report a bug and it gets tagged as "Won't fix", how come I don't get an explanation on why?

glacial pecan
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@tame delta that's weird... sounds like a no brainer... but then again, I got what I considered to be a bug listed as a "feature request" (wildcard macros can't set default values on enums... which should be the same as an int, really)

primal prairie
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Anyone else noticed edges jittering if you use the depth of field effects? It's really frustrating and i had no issues before using the now deprecated Mobile Depth of Field on PC....

quiet token
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wont fix yet target fix is 4.25 lol

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🤔

rotund scroll
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could be duplicate or work that is superceded by other fixes e.g.

exotic lion
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Okay. Kind of need a super quick answer, when it errors "map won't save" whats going on? I even removed everything i added since I last saved it. Whats going on?
Google was no help

primal prairie
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Mine does it half the time too

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@exotic lion try and save it via the "File>save all"

exotic lion
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Okay. Did that, it hung up for about 5 seconds and crashed XD

primal prairie
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oof

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for me thats what worked, on multiple occasions

plush yew
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Does anyone know how to get time that a previous frame took to render?

primal prairie
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through the profiler?

plush yew
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No, programmatically in runtime

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I tried saving GRenderingRealtimeClock.GetCurrentTime(); on different invocations of Tick, but every other frame current time is the same as the previous one...

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Not sure how DeltaTime is reliable in such case, since AFAIK it denotes some time samples + dilation rather than something concrete.

civic iris
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someone has done this with threejs, how to achieve similar photo-realism with unreal?

glacial pecan
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@civic iris lightmap baking

plush yew
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Maybe at least someone knows a place in the source code related to DeltaTime. I think it is tied to rendering, but there's no mention of it in the official docs

exotic cave
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realizes he's going to have to learn lightmaps and lightmasses sooner rather than later

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What is a lightmass?

civic iris
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lot to learn

tame delta
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@glacial pecan Yeah I don't know 😕 some of the other bugs I reported got fixed (I wish they sent you a mail or something though, took me months to realize that a major issue with Datasmith was fixed, had to work around it the whole time)
@rotund scroll Maybe, but they generally mark those as duplicate no?

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@exotic cave Lightmass is the name of the tech, lightmaps are textures that a raytracer accumulate to

rotund scroll
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I don't know how they do JIRA internally

tame delta
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Don't know, but the way they expose it out really sucks imo

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maybe I'm bad, but I can't even find the issues I've reported

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I have to search for the subject again (provided I remember it) and hope to find it

rotund scroll
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pretty sure it's not a high priority to expose their current buglists

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it's more to give a cursory overview

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plus they probably have strict guidelines on what they can and cannot post or comment on

tame delta
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I can understand that, but there's big value into making what you do expose as streamlined as possible

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ultimately, especially for Datasmith for example, they need the users to report issues

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Well in general now that they target a more industrial sector, a lot of people do weird stuff with the engine that they didn't plan for

rotund scroll
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sure, they need people to report

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but report is different from seeing the reflection of said report

tame delta
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Don't know what you mean, all I want is to know why the bug that I reported because it prevents me from doing a crucial part of my work will not be fixed 🤷‍♂️

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(Not the case for the bug I linked obviously, which is just a minor annoyance)

rotund scroll
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like I said it's information that you aren't privy to

plush yew
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Am trying to move an actor from place to another

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It giving me error

rotund scroll
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so I would just roll with it

plush yew
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any thoughts?

tame delta
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@plush yew What is the error

vale silo
#

Soo, updated Windows last night - now nothing Internet related works, except Edge. Epic's launcher doesn't work, Chrome doesn't work, etc. Any idea how to fix ?

rotund scroll
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roll back

plush yew
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@tame delta

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am confused

tame delta
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@plush yew What is MagnetCollision?

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Is it not an actor?

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Looks to me like you just forgot to set it to other_actor/BP_Player

plush yew
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Cafe

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Magnet is a collison

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collision

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@tame delta

vale silo
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@rotund scroll how to fix without rolling back ?

rotund scroll
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don't think you can

gilded sierra
#

Grass placing as shit due of Align to surface ? Is there a way to fix it?

rotund scroll
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microsoft already said the new update was fucked

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so either wait for a patch

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or roll back

tame delta
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@plush yew Yeah, give the actor you want to move to set "SetActorLocation" node

plush yew
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But it wont move smoothly

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it will just teleport 😄

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@tame delta

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i want it to go smoothly to the player

paper crest
#

is there a way to disable culling?

spark niche
#

I might be going out on a limb here - but does anyone have any idea or possibly any references to how I might be able to implement loading assets post packaged game?

For example: Having an fbx file in a content folder call "custom" and it'll get parsed and loaded in when running the game?

tame delta
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@plush yew Bunch of ways to do that, loot at interpolation curves online. The simplest ease-out would be to set actor location with lerp(current_location, target_location, 0.05) on tick

wary wing
plush yew
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@tame delta what us the name of the node?

#

isnt it the one i am using>

spark niche
#

That very much sounds like what I am talking about! I will have to look into that more. I had no luck havinf that show up in my search results 🤣 @wary wing thanks so much!

wary wing
#

You're very welcome 🙂 I searched for "ue4 runtime fbx loader", for reference

tame delta
#

@plush yew Yeah it should be, I have to assume your timeline is wrong then, but I don't use timeline so I can't help you with that sorry

spark niche
#

Oh cool, I tried various terms but not that. I think runtime was the missing link.

Anything fbx import related kept coming up with how to do it in editor haha.

#

Maintained may not be as much an issue if I can get ideas on how its done I might be able to do it myself (maybe :p )

tame delta
#

@plush yew Keep in mind this timeline probably doesn't work like what you expect. You lerp between the actor current location and the target, you should store the initial position if you want your curve to control position

spark niche
#

@wary wing im finding all the things with the keyword runtime now 😂 how much difference a single word can make. Thanks again!!!

wary wing
#

Yay! Glad you're going better now 🙂

plush yew
#

Some of the gold dont come to the player and causing Errors

#

Its killing me meh

tame delta
#

@plush yew The gold cubes are physical objects?

#

simulated bodies

plush yew
#

Yes

#

They are

tame delta
#

Then consider putting a force on the cube instead of changing it's rotation

#

the gold cubes will be sliding/rolling to the character instead

tame delta
#

actor position just teleports the cube around, ignoring it's physics state (that's probably why some cube are sent flying, you put them through each other and geometry)

plush yew
#

You think this will do the work?

tame delta
#

Add Force would be more suited as it scales with deltatime

tame delta
#

location of player - location of gold nugger -> normalize -> multiply by a float constant -> add force to nugget

plush yew
#

@tame delta Okay mate am doing it

#

Add Force is the node for it as y ou say

#

testing it now

#

hopefully it will work out

fathom mortar
#

can somebody help me with a error? ive got two levels: one for my main menu and one for my actual game. If i start the game directly from the game level, everything works fine. If i start it from the main menu level, The AI just doesnt move. Ive tried print strings at different parts and i still cannot figure out why it doesnt work. Any ideas?

left citrus
#

Is there a way to adjust the order that material slots are stored on a given asset? Not re-assigning any verts, just change the order they're listed (and their IDs)

#

or will I need to use the python plugin?

next badger
#

Anyone uses Firefox here?

storm burrow
#

Not in the editor interface, afaik @left citrus

#

Is there a way to automatically convert sequencer sequences to 60 fps from 24?

plush yew
#

I want to make when i press J to save the location of the character, I did this script but why it doesn't work?

amber marlin
#

UE4 crashes when I click on file

#

fresh install

storm burrow
#

nvm figure dit out:D

next badger
#

@amber marlin which file?

amber marlin
#

The fule button on top left corner

next badger
#

sorry, i have 0 clue what you're talking about

#

menu bar?

#

if yes, get a crash log, post it on pastebin

nova kelp
#

ahhh

misty creek
#

That's a lot of shaders....

nova kelp
#

this is test my test world not even a game

#

i reinstalled everything and just opened it back up again

ashen brook
#

enabled/disabled raytracing or something like that?

nova kelp
#

i dont think i have rt

#

well i do have big desert soooo

#

ill just wait it out

plush yew
#

@next badger Am having a problem

mossy spear
plush yew
#

Moving a cube to my Player

mossy spear
#

Anyone with idea of how to get rid of jagged shadows like the one in the image

plush yew
#

Its not working

#

i cant tell why

#

Moving an actor to my Player

mossy spear
nova kelp
#

maybe rebuild light ?

mossy spear
#

Even after light rebuild still same

nova kelp
#

whats the scale of it ?

#

is it really small ?

#

google helps

#

You have to increase the radius or length of a light to get an area light.

next badger
#

@plush yew tried to print out the alpha?

mossy spear
#

@nova kelp giving that a shot now

plush yew
#

@next badger

#

it keep giving me this

#

am confused 😄

#

Some of them come to the player

#

and some of them go to the center of the map

#

sec

#

taking video

#

@next badger

#

Look wth man 😄

nova kelp
#

i think you shot them away

#

so maybe lift up the weight

serene birch
#

make sure occlusion culling is efficient, try different methods/settings

#

and if it fails, remove actors or LOD them better

#

batch some together in HISM

next badger
#

@plush yew log the actor location

serene birch
#

stuff like standard optimisation

next badger
#

@plush yew also, get used to use debug nodes

serene birch
#

Hierarchical Instanced Static Mesh

next badger
#

like points and rays

serene birch
#

but obviously first, you'll need to search for why it's slow

#

applying random "slowness" fixes won't work if you don't apply the fix that goes with the cause

nova kelp
#

oh maybe 2 boxes hit each other so it fires out

next badger
#

all objects in ue4 are actors

serene birch
#

guessing is good for a search direction but measuring is better

next badger
#

static mesh is an actor

serene birch
#

could be overdraw, too many draw calls, materials too expensive etc...

plush yew
#

@alx\

#

@next badger i cant understand where the problem at

#

if i changed the Other Actor at the Casting BP Player to get Player pawn

#

it work fine but even if he didnt overlap

#

so that didnt solve it

#

Cant find the problem meh

next badger
#

@plush yew um...you should set the collision channels on that overlap

nova kelp
serene birch
#

maybe there's better tutorials out there but I don't know them much

nova kelp
#

@plush yew when you pick up that box thingy

#

you get some kind of effect

#

does it have force ?

next badger
#

@nova kelp it's a timeline based movement, he posted graph above

plush yew
#

humm

#

@next badger am trying to make a magnet

#

to the gold

#

so i can pick it up

#

is there another way?

next badger
#

@plush yew this is a good way...you just making something wrong...
check the collision channels, make sure it only triggered when player overlaps it

nova kelp
#

oh you can make vector of movement change slowly so some extremes don't make gold fly

serene birch
#

if your issue is too many draw calls, yeah but UE4 has tools to do that automatically for you

tame delta
#

@plush yew I told you of another way using forces 🙂

#

All your cube seem to go to world origin or something, you've messed up some nodes

plush yew
#

I fixed it guys

tame delta
#

And as soon as you start interpolating your cube you should disable collision on them, because as you force their location through one another you're gonna have them glitch out

plush yew
#

it a weird way

#

in*

#

but really thanks for giving amazing ideas ❤️

little bone
#

Trying to bring an alembic file with an animation that looks like this in 3ds Max

#

but inside Unreal

#

I tried to reset my pivot points

#

xform

radiant haven
#

SPawnActor spawns it in World how can I spawn it locally?

grim ore
#

pivot points in UE4 are based on the 0,0,0 from the DCC program, not any pivots you might have set

little bone
#

ok, so do I need to reset the pivot points so they are at 0.0.0

#

I will give a try

grim ore
#

it will ignore any pivot points you set in the dcc, the 0,0,0 point in your program (max in this case) will be the pivot on your exported model once it comes into UE4

little bone
#

oh, they are at 0.0.0

grim ore
#

besides that you need to clear and freeze any transforms on meshes

little bone
#

still I have this offset

grim ore
#

I think you are missing something. Where is the 0,0,0 point in max when you have that model loaded? not the 0,0,0 or pivot of the mesh but the 0,0,0 or world origin in max space

#

if you turned on the grid and axis indicators wherever the 0,0,0 is at in max is where the pivot would be on the mesh when you export it

little bone
#

this is where the 0.0.0 is

grim ore
#

that spot is where the pivot should end up being when you export the mesh from max assuming local transforms are frozen and cleared

little bone
#

ah ok, I think I got it

#

I will give a try

grim ore
#

yep just move your meshes around the scene to where that spot, the world origin in max, is where you want the pivot to be when it comes into ue4

marble vigil
#

Can anyone help in #umg

thin gate
#

anyone know why my lighting is weird, this is after a rebuild

exotic cave
#

@thin gate : It looks like one or more of your lights isn't rendering right now, possibly a bug in the editor

#

That looks like a scene with just a skylight to me

#

Great models though!

#

Check all your directional lights, if they're on but not rendering, save your scene under a diff name (just in case) then open the editor and reload

thin gate
#

kk

#

how can u tell if they are rendering

serene birch
#

is autoexposure on?

thin gate
#

think off

exotic cave
#

I mean, if they're visible, they should be rendering

thin gate
#

its visible just weird

exotic cave
#

Restart the editor

serene birch
#

well I guess your scene total amount of light is slightly lower than the manual exposure setting

exotic cave
#

It may not be what I thought

serene birch
#

could be some light that is missing that causes that

exotic cave
#

As I do see some shadows under the cars

#

Show us your postprocessing autoexposure settings possibly

thin gate
#

there is shadows under cars

exotic cave
#

Yeah, that implies your directional lights are on after all and that your exposure is possibly weird

thin gate
exotic cave
#

Does it do this from every angle or just the one you're looking at?

#

Also, did you turn any of your lights down any time between this lighting build and your last build?

thin gate
#

ya

#

i think so

thick herald
#

Wonder what Epics acquisition of CubeMotion will mean for UE4.

thin gate
#

i was messing with them, and it looked fine, did a rebuild and it went haywire

#

i tired deleting them

exotic cave
#

Possible that you were looking at old baked lighting that was higher maybe then?

#

It may be as simple as turning your dlight/skylight back up

thin gate
#

and copy pasting the lights from another level that has working ones

exotic cave
#

Do you have a skylight in that scene?

thin gate
#

yes

exotic cave
#

What happens if you turn it up? Does the view in the editor actually change?

thin gate
#

us

exotic cave
#

?

grim ore
#

what do you mean by the way "lighting is weird" ?

thin gate
#

i put a image

grim ore
#

yes but weird is subjective

grim ore
#

I assume you mean the issues with edges between meshes and if so that's an artifact of using baked lighting

thin gate
#

i have lines

#

hmm

grim ore
#

yep you have to design your scene around those edges, its the way baked lighting works. there are ways of trying to get around it

thin gate
#

so how i fix something like that

#

i have another instance of the map

#

that it looks good

plush yew
#

That would make a nice Pavlov map

exotic cave
#

Oh you're talking about what the arrows are pointing at?

thin gate
#

ya

exotic cave
#

And not the overall brightness?

grim ore
#

does the other map use baked lighting or realtime?

thin gate
#

how can i tell?

exotic cave
#

You using a static or dynamic directional light?

thin gate
#

i know very little about lighting :/ sorry

#

i just changed to static

grim ore
#

long story short the way lightmass works is by splitting meshes across cpu cores/threads and due to that the seams between 2 meshes can end up not being smooth but look like what you see.

exotic cave
#

You changed to static when? Before this build or just right now?

#

If you changed to static and that caused these artifacts, then yeah, I've seen the same thing

thin gate
#

right now to test

#

no fix

#

it looks even worse if anything

exotic cave
#

Sure, I find static lights exacerbate that problem, I was going to recommend dynamic lights

#

As @grim ore said this seems to be an issue related to where your modular meshes are meeting

thin gate
#

in the original map it looks good tho

exotic cave
#

Did you rebuild that map recently?

thin gate
#

ya

exotic cave
#

And it doesn't introduce those seams?

#

From the thread @grim ore linked: "The reason is each mesh is sent to to different CPU thread, so when they get the indirect lighting, the first mesh doesn't know the light information from the 2nd mesh sitting next to it, thus you get the seam."

grim ore
#

for the original map, what are the lights set to? directional and such

thin gate
#

same

#

i just copy pasted them

grim ore
#

the easiest way to check is grab one of your roof meshes and move it up a bit then back down. It should say "lighting needs to be rebuilt"

thin gate
#

does say it

exotic cave
#

And after it says it, do you still have the ugly seams?

grim ore
#

rebuild it and see if the errors come back

#

if you are using the same setup in one scene and the other you should see the same results. weird if you are not

#

however the issue is due to static lighting and settings. that thread does have ways of trying to mitigate it.

#

also I think GPU lightmass if you can make it work is designed to get around this problem as well if its well still a problem 😦

thin gate
#

Kk

#

Thanks guys, I'll have a go at it

exotic cave
#

@thin gate : "It's nice to learn about lowering the min lightmap res can increase the padding between the islands though." --also from that thread

elder moat
#

Anybody know a sort of tutorial or know how to make it so that if a monster touches you then it plays a jumpscare and then you die?

thin gate
#

ya looks like if i move the objects

#

and move them back

#

the issue goes away :/

#

anyway to do them all at once

serene birch
#

overlapping uvs?

#

too low definition lightmap maybe too

grim ore
#

move the mesh around a bit and see if it goes away, if it does then its your UV's from a baked lightmap more than likely

#

it looks like most of your items have a low res shadowmap like they said above as well

plush yew
#

The unrealengine website is displaying plain text, is it normal ?

violet yoke
#

@grim ore Hi. Can I ask about small thing?

#

@plush yew check other browser?

serene birch
#

check if it's not overlapping UVs first

#

as for resolution, really it depends on your texture memory budget I guess

violet yoke
#

Hi can i ask about something in UMD there are something for border then border widget?

serene birch
#

obviously, you raise the resolution the strict minimum needed to get it to a good quality

grim ore
#

depends on where you get the animations from. From mixamo? you just assign them if you are using the same skeleton. From the ue4 store? you retarget them to your mixamo skeleton. from somewhere else, probably retarget.

#

If you change the lighting to movable, or move the mesh so it breaks the static lightmap on that object, and it looks correct then its the uv

serene birch
#

isn't there basically a warning when there's overlapping UVs in the lighting rebuild result window?

grim ore
#

if its a large amount yes, sometimes its not. sometimes its also just a bad UV map like in the 0-2 range instead of 0-1

paper crest
#

holy shiet, dat transparency sorting stuff is really can make people mad 😄

twin orchid
#

In my houdini scene both objects are in scale to each other. All good. But fter importing in unreal scales differ.

normal burrow
#

hey a houdini question!

#

yes

#

here is some things to note @twin orchid

#

houdini likes meters, houdini engine by default takes meters and makes them centimeters in unreal by *100

#

houdini has a flipped y on uv's and will 1-y on (uv)

#

houdini also will retain X but use Y for Z and Z for Y. this works because the hand-ness is opposite.

#

When you come from the engine it does the things it does from houdini in reverse

grim ore
#

man all the left handed people causing problems again...

normal burrow
#

tbh i think unreal has it right

#

I don't want no left facing Y

#

and Z is up, always.

#

but yeah these things are transparent if the content coming from unreal to houdini is only being processed

#

and you can adjust these default conversions in the plugin settings

#

but don't recommend it

crude rapids
#

Hello 😄 Im making a scene and I want to add a sort of tarpaulin over a box that can blow in the wind. I think it would have something to do with clothing but not totally sure?

grim ore
#

you can look into using a material to do that using vertex animation, an example being a flag. There are some examples in the content exaples and the particles effects (elemental demo) on the learn tab

#

you can use clothing if you want a realistic effect that is dynamic otherwise doing it in the material is cheaper

plush yew
#

yo guys i'm new to unreal engine

paper crest
#

welcome, and prepare to suffer 😄

hoary locust
#

whats up, dont make an open world RPG

paper crest
#

wait, whyy

fading vector
#

I'm trying to create a number/variable that can change the rgb of this material. I have a slider bar in a widget that will control this number to change the color, however I cannot find a way to make this work.

paper crest
#

make it as dynamic material

fading vector
#

I'm still not sure how to actually change the rgb tho

plush yew
#

hello guys I want to make a save system to save for now the location of the player and load it but when I press J it doesn't print that it save the location of the character-what to do?

grim ore
#

fix your code so it works?

plush yew
#

it doesn't write errors with the code

grim ore
#

what does it print out?

plush yew
#

it doesn't print anything when I press J

#

that's the problem

#

as I see the code is correct?

grim ore
#

Where is this code at, what actor or blueprint

plush yew
#

in the third person character bp

grim ore
#

ok so put a print string after the J key event and unhook the stuff after to make sure your key is working in the first place

#

it should be working in the character blueprint but it is better to check

plush yew
#

ok

#

I think I should move it to the inventory player controller?

normal burrow
#

no

plush yew
#

ok

#

yup

normal burrow
#

as much as you can, try to think of the pawn as the thing in the game

plush yew
#

you were right Mathew

#

it doesn't print it

grim ore
#

are you sure this blueprint is in the world then? also is that key being used anywhere else

normal burrow
#

if it can't go on the pawn, it goes to the player state, not the controller

plush yew
#

no it is not I guess?

#

here there is no third person character bp

grim ore
#

yep then that code should be in your inventoryplayercharacter as that is the player you are spawning in I would assume

plush yew
#

ok so to move it there?

wise marsh
#

hi there

#

i have a situation the values of my game instance doesnt update

#

i have the same post in blueprint chat

plush yew
#

it works now, thank you Mathew

fleet cedar
#

Is Chaos physics in 4.25?

fading vector
#

I have a slider that changes the hue value here, I did a print to make sure the slider value was changing and this custom event was firing. Both seem to be okay, my issue is that this does not change the color at all.

#

here is my material

abstract relic
#

Where does the dynamic mat live? Where are you print from? Are you using a widget (as I assume with the implication of slider)?

fading vector
#

Yes a widget

#

I printed from the custom event

#

aka CustomColor

#

I just printed the hue float you see there

#

This dynamic mat lives inside a pawn

#

It's created on begin play

#

and the pawn spawns on a skin level editor

abstract relic
#

Where is the custom event

fading vector
abstract relic
#

Where mate

#

Pawn or widget

fading vector
#

pawn

abstract relic
#

Let’s see your interface in the widget then

#

But first

#

Do a quick key press function

#

Q >>> set parameter to 0,0,0

fading vector
#

ok 1 sec

#

Doesn't do anything

plush yew
#

I fixed this and I made the load system too thank you again that you helped me

abstract relic
#

Don’t do random float

#

It’ll come out white 99% of the time

fading vector
#

Prints, but doesn't change the color

#

here is my sphere

abstract relic
#

Try creating the dynamic mat in the constructor

fading vector
#

Uh, never used constructor. How can I pull that up?

abstract relic
#

Construction script is within the bp

#

You’ll see it under Functions

fading vector
#

@abstract relic Sorry for the delay

#

Is this what you meant?

lament oxide
#

Nobody really uses the animation channel so I'm gonna ask this here, can anyone explain to me why if I have an animation tied to a button press and I spam the button during the animation it tries to play the animation twice and then just freezes? I've tried to circumvent it by using branch checks to see if said animation is playing, but it doesn't prevent it.

glass rapids
#

Hi, I am having a little issue with my Aim Offset System, When the client looks up and down it is really glitchy but it looks smooth on the server. I am making a gif right now of it

fading vector
#

ayyyy

#

I think that did it

#

Thank you both for help

mint raptor
#

Can BuildData for a map be shared between copies of that map?

#

Or does each copy need to have its own BuildData

grim ore
#

More than likely that 2nd one, I have never tried tho

glass rapids
#

Hi, I am trying to fix my aim offset system, I posted a little earlier and I don't really know what to do.

regal mulch
#

If you do it like that, you need to interp between last and new value.

#

I'm also half sure there is already a replicated version of this

#

Pawn's have "RemoteViewPitch", not sure that's exposed to BPs though

#

@glass rapids You should be able to use GetBaseAimRotation on the character, to get that pitch etc.

#

There is no need to replicate this yourself

brisk urchin
#

I'm working on a portfolio piece project and I'll be taking some long distance screenshots. I have about 20-30 trees that are currently on Auto-LODs. Everytime i zoom out they look very bad. Can i just use the "Forced Lod Model" settings on them so they can look high quality at long distances??

#

How bad does this affect performance and render time if any?

fading vector
#

So I am now able to manipulate rgb of my material however, I want to be able to set hex code as well, are there any nodes I could use for that?

#

@abstract relic

normal burrow
#

lol

#

does that work?

#

I want to say it wont, but i've come to understand blueprints do much more than i'd expect them to. if each of those parameters are literal kept memory it should be fine

fading vector
#

This is not it alone

#

I have sliders that change those floats rgb

normal burrow
#

Yeah but you see how those exects are coming from 3 places

#

what is the value of those pins before those execs?

fading vector
#

1 1 1

#

Its white

#

it changes color

#

So idk lol

normal burrow
#

it does work?

fading vector
#

mhm

#

I just want to use hex code as well

#

Not sure where to start tho

#

Like how can i manipulate this value

normal burrow
#

have you looked for a node that does this for you?

fading vector
#

I looked for hex and srgb

#

not seeing much

normal burrow
#

what about int color or something

#

hm thats not hex

fading vector
#

Yeah, not exactly

abstract relic
grim ore
#

there are math stuffs in the engine to do from hex to a fcolor in C++

#

just steal all the code and rewrite it in BP, or expose it in a BPFL

#

what ^^ said basically lol

normal burrow
#

lol 😂

fading vector
#

huh..

#

I'll see what I can do

normal burrow
#

i find myself repeating HighTide's recommendations frequently as well. I'm surprised there is no hex to int node

rotund scroll
#

it can't be too easy

#

people would just abuse it

normal burrow
#

famous last words lol

rotund scroll
#

😉

normal burrow
#

hex is actually annoying af

rotund scroll
#

I can imagine

#

but I do see the use for it

normal burrow
#

but almost everything is the same endian now

plush yew
#

How do I make a functioning entity with sound, texture, animations, and functionality.

normal burrow
#

each of these things, one at a time

plush yew
#

How?

rotund scroll
#

you will it into existence

normal burrow
#

doesn't work

plush yew
#

I don’t even know how to make an entity

rotund scroll
#

you must think real hard

normal burrow
#

maybe my will is broken

fallow edge
#

Go to google.com and type in each thing you don't know until you do

plush yew
#

Ah

grim ore
#

UE4 doesn't use Entities yet, Unity does right now if you need an actual entity

rotund scroll
#

@plush yew I suggest you look into getting started guides with unreal and otherwise think of an idea you want to execute

normal burrow
#

^

plush yew
#

👌

normal burrow
#

also

#

check the first pin here.

plush yew
#

Thx

vast pine
ancient otter
#

Hey guys, so how can i make my shadows softer in 4.24 with ray tracing?

fading vector
#

you could try a post process volume

#

or a post process on your character

#

other than no clue lol

#

than that *

grim ore
#

I recommend watching the entire video as well

ancient otter
#

I alredy have that option on, wich is the weird part

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@grim ore

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Just found a fix, thankfully

grim ore
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What fixed it?

ancient otter
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i was looking for ray tracing specific fixes

fading vector
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I am then storing those values into a game instance, because this pawn is a fake. Just a display because the real one needs to execute certain things once created.

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Would the easiest way to transfer these values be to re-set the vector parameter value on the real once its created?

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From the game instance of course.

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Should note this as well

dense gate
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Dunno if this bug is relevant for 4.25 as I'm using 4.23 from source build, but in DX12 creating a new actor BP and opening it causes a crash

ancient otter
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nevermind @grim ore , didnt do what i needed

forest totem
rotund scroll
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DOF

hoary silo
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I'm getting these bloom artifacts in UE4 and other games when my GPU is under a load, anyone else getting these?

signal jetty
hoary silo
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Its happened on other cards as well

forest totem
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DOF
@rotund scroll ty

fair storm
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hello! where i can ask for help? i just have 1 little issue to fix on my project

next badger
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here

fair storm
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so. i just do a screenshot

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im just making the ragdol phisical hitboxes. i dont know how to call it. but i cant actually scale the capsules as i want. if i try to scale it will transform in a big sphere

next badger
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capsules have length and radius, the properties are there on the right

fair storm
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my solution was. directly to delete the entire rig from my character. and recreate it with the manequin skeleton

forest totem
fair storm
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capsules have length and radius, the properties are there on the right
@next badger cant find it

hoary silo
sweet relic
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Looks like lens flare

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or bloom

next badger
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bloom...

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but many things may cause it

hoary silo
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Anyway possible fixes you know of?

fair storm
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Do any one knows how I export this to UE4
@signal jetty I KNOW

abstract briar
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Hi, so I created some health pack. The idea is to pick it destroy it and then respawn it after specific ammount, my problem is that I don't know how to spawn health pack at the same location it was destroyed. (Overwatch idea)

fading vector
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@abstract briar Store the location on another pawn or game instance

fair storm
fading vector
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So here is my material with the paramater color. I am able to change this via a pawn, however when I store the rgb info in the game instance and try to set it with another pawn it will not work.

next badger
fading vector
hoary silo
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Ah setting the bloom to convolution fixed it, nevermind

next badger
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@hoary silo it's not a fix tho...the cause is still there...also convolutional is expensive

fair storm
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@fair storm
@next badger here we go.

fading vector
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I have tested the red float, it does have a value. For some reason the set vector param does not work on this pawn but works on the original.

hoary silo
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@next badger Yeah true

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@next badger Do you get the bug/artifact too?

next badger
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no

rotund scroll
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@nimble steeple #work-in-progress

hoary silo
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Oh

maiden swift
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Seaside Town looks like a great asset pack. Been meaning to play with it at some point.

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Someone could easily build an entire small narrative, horror, or adventure game with it.

next badger
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but it may be caused by a lot of stuff...sometimes materials may have extreme emissions, sometimes lightmaps are bugged...even new dynamic sky can produce those

abstract briar
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@fading vector Thanks it worked

fading vector
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np

grim ore
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you would replace the cart mesh with the bird mesh, then play the animation for the bird flying while it moves

signal jetty
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@fair storm thanks Bro but I got it

harsh tiger
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Does the part inside the () have a name? I think I remember hearing it get called an argument???

plush yew
harsh tiger
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perfect, thank you!

grim ore
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you are missing something here. a mesh and an animation are separate, you need to move the mesh and play the animation on it

fallow edge
#

Is anyone else familiar with Matches Tag not working properly in a packaged game?

dense gate
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I wish there's an engine version from 4.24 onwards that compiles with Chaos out of the box

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So far there's been 0 and some of the engine features I'd like to use

normal burrow
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didn't 4.23 compile out of the box or something?

plush yew
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Thank you @proud ether

brisk urchin
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I made a wall with a window cutout using two box brushes, one of the is a subtractive brush. If I wanna convert to a static mesh do I need to have both of them selected at once? Or just the additive box brush??

fathom glade
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Should I be learning cascade or niagara right now? I'm just starting out and kind of confused because everyone says that niagara will be replacing cascade..

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I want to ship a game within the next 2 months-ish.. Is there one that's more performant?

normal burrow
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niagara

grim ore
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@fathom glade either one will work. At some point in the future cascade might be removed but it took 3 years for matinee to get replaced with sequencer so dont worry about it. if you are just learning might as well learn niagara but if you have a choice try and find existing particles that will do what you want or you can modify right now regardless of it being cascade or niagara

fathom glade
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Thanks!

normal burrow
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yeah, though cascade is really unique to cascade

grim ore
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yep so dont learn it unless you want to but if you can just steal stuff from say the elemental demo and use it as is why not

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your project ships soon

normal burrow
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yeah

grim ore
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@brisk urchin You would need both selected for it to make a mesh using both brushes

normal burrow
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If you want an opinion q0999 on things: cascade is more performant for smaller particle effects than niagara for now. This is something I understand them improving on. But huge particle simulations Niagara easily out performs cascade. Although you should consider how much more precise of things you can configure in niagara

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Like performance is everything and all but, level of design you can undertake in niagara is large. People do amazing stuff with cascade as well but its a really strange magic to understand the ordering of things there

grim ore
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^^^ ^^ ^

next jetty
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how stable is Niagara nowadays? I remember last time I tried using it, think it was a year ago or so - I encountered some really odd problems like entire systems not spawning in the right place, and crashes

fathom glade
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That definitely helps! I'd assume the smaller things don't take too long to replicate/learn. Just trying to get my feet wet.

normal burrow
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It crashes sometimes still, some weird reproducable things crash it. it sucks running into those but they mostly can be avoided

next jetty
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Niagara definitely felt much more powerful and intuitive once I got the hang of it though, looking forward to getting back into it again

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the amount of control is just awesome

normal burrow
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like if you are setting up a bone mask for skinned mesh emitter, if you pick the same bone twice off a drop down for the mask it crashes

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stuff like that

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wet those feet yeah

next jetty
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ok, I'll try it out again when 4.25 gets released then

normal burrow
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4.25 has even more ui improvements

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so its a good time for niagara for sure

next jetty
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sweet

surreal glen
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I must say it's really annoying to have a bunch of my stuff crash on opening because something somewhere somehow got corrupted and it won't tell me what is failing